Import of Empire 4.2.12
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info/Introduction/Overview.t
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.TH Introduction "An Overview of Empire"
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.NA Overview "An Overview of the Game"
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.LV Basic
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What is Empire?
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.in +0.3i
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.s1
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Empire is an military/economic simulation of make-believe
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countries in a make-believe world.
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The military part is emphasized.
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The economic part is still there,
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but as a prerequisite to a working military.
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.in
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.s1
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What part do I play?
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.in +0.3i
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.s1
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Each player is the ruler of a country.
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As leader of your country,
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you give commands that affect your country
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(e.g., move people around,
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re-designate sectors, etc).
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You also handle all of your country's foreign policy.
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.s1
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Empire lets you get reports on the status of your country
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(``info census'' and others),
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find out what's going on in other parts of the world
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(``info news''),
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and communicate with other countries
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(``info telegram'').
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.s1
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Although no goal is explicitly stated,
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most players rapidly derive their own,
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ranging from the mundane desire to be the biggest,
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strongest country in the game,
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to the more refined goals of
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having the most efficient land use possible,
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or having the lowest ratio of military to civilians while
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still surviving.
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.in
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.s1
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The World of Empire
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.in +0.3i
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.s1
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Empire is played on a hexagonal map
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partitioned into a rectangular grid of \*(iFM\*(pF\ \(mu\ \*(iFN\*(pF
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sectors (where \*(iFM\*(pF and \*(iFN\*(pF are typically,
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but not necessarily,
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powers of two, usually 64, 128, or 256).
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The world is made up of approximately
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50% sea, 45% habitable land and 5% uninhabitable mountains.
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.s1
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Sectors can be assigned a specific sector type.
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These types range from banks to nuclear fuel processing plants.
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See ``info Sector-types'' for more detail.
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.s1
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Your personal coordinate system is based on your capital,
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which is a type of sector.
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Your capital is generally marked by the coordinates 0,\ 0.
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.in
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.s1
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The Empire Time Scale
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.in +0.3i
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.s1
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The Empire world both does and does not match the real-time world.
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To better explain this, let us examine the concept of an update.
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.s1
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At regular intervals (usually once per day),
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the entire Empire world is updated.
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When the world updates, new population is added,
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ores are dug up and added to stockpiles,
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food and other commodities are distributed to sectors,
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the educational and technological levels are updated,
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and so on.
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It can be thought of as the minimum quantum for growth.
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.s1
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On this time scale, an update could be considered
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to be approximately one generation.
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Thus the difference from the time scale of the real world.
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.s1
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However, certain commands are issued in real-time,
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such as attacks.
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These commands have instantaneous effects on the state of your country.
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Dedicated (or merely experienced) Empire players will often
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log on to monitor their country.
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And most attackers will wait until the small hours of the morning
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to carry out their attacks, for obvious reasons.
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.s1
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If you do not log in to Empire,
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any automatic policies you have set up will be carried out.
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However, Empire will not try to fix any mistakes you have made;
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unless you are very careful,
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it's probably not a good idea to rely on these automatics.
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.in
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.s1
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Bureaucratic Time Units (BTU's)
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.in +0.3i
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.s1
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To prevent the more fanatical Empire players
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from staying logged on all the time,
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Empire places a limit on the amount of time you may be logged in
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per day.
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This limit is settable by the deity, usually 1000 minutes.
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If you run out of time, too bad!
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You can't log in again until the counter resets itself
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(usually at midnight).
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.s1
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The other control on the number of commands that you may issue
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are called ``Bureaucratic Time Units'' or BTU's.
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A BTU is an arbitrary amount of bureaucratic bookkeeping that
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your government must spend to perform a certain function.
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Most commands that are not merely informative cost BTU's.
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.s1
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BTU's are generated by your country's capital.
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The more efficient your capital, the more BTU's that are generated.
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The number of BTU's also depend on the game's settings.. See the
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output of the 'version' command for an estimate of BTU generation speeds.
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However, you may have a maximum of 512 BTU's at any one time.
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And once your BTU's reach zero, you may not issue any commands
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that use BTU's.
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.s1
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Three things to note about BTU's:
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.in +\w'00)\0\0'u
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.s1
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.L 1)
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Since commands use up BTU's,
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this limits the number of commands
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that a player may issue over a particular time period.
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This has the effect of preventing the Empire fanatic
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from overruning other players with less free time to log on.
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.s1
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.L 2)
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The build-up of BTU's is constant and does not depend on being
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logged in.
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This allows players to participate when it is convenient rather
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than at some fixed time
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(such as most board games, or the stock market).
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.s1
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.L 3)
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The BTU concept helps compensate for the fact that,
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in concept, the governments of each country are always
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``playing'' although the player representing that country
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may only log in periodically.
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.in -\w'00)\0\0'u
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.in 0
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.s1
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How long will a game take?
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.in +0.3i
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.s1
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Probably from one to four months.
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You should expect to spend one to four hours a day playing.
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Also expect that if you do spend this amount of time playing,
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your grades or work will suffer.
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You just can't spend that much time playing and either
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study or be productive.
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.in
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.s1
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What should I do now?
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.in +0.3i
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.s1
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When a new country enters the game,
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it starts out with an amount of money and two sectors.
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These sectors are sanctuaries
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and have an initial amount of people and commodities.
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Until you \*Qbreak sanctuary\*U,
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your country is effectively in stasis.
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Nothing will change until you actually log in and
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force a change
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(such as designating a capital to begin accumulating BTU's).
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.s1
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The absolutely minimal set of information pages you should read are:
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break, map, ann, wire, tel, read, expl, move, res, cen, dist, thresh, lev,
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com, prod, budget, Sector-types.
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.in
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.s1
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A Comment from Peter S. Langston (the author of the original Empire game)
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.in +0.3i
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.s1
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It should be remembered that Empire is merely an interesting pastime;
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in the vernacular, \*Qit's just a game\*U.
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There are many amusing stories of people
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that took the game too seriously;
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one tells of a corporate Vice President
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who walked into the computer room and flipped the main
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circuit breaker in order to stop an attack on his country;
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another tells of the Harvard student
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that refused to go to bed until everyone logged out of Empire
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and of the other players who took turns staying up late....
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.s1
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While many players take Empire very seriously,
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an equal number of players use it as a safe environment
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in which they can act out their fantasies.
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On occasion the fantasies involved are remarkably aggressive or hostile.
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It has been my experience that the people with the most belligerent
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countries are often the people with the kindest hearts;
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anti-social game play doesn't necessarily reflect the \*Qtrue\*U
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being underneath
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(or else I have some VERY weird friends).
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.in
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.s1
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A Brief History
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.in +0.3i
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.s1
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The game \*QEmpire\*U is the most recent in a series
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of territorial conquest, political/economic simulation games
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initially inspired by a board game of the same name
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played at Reed College (Portland, Oregon).
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Earlier versions were written at Reed by Peter Langston
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and at The Evergreen State College (Olympia, Washington)
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by Chas Douglas, Peter Langston, Ben Norton, Mike Rainwater and others;
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of particular note are the games \*QGalaxy\*U (Langston)
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and \*QCivil\*U (Norton).
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The previous version was written in 1985 partly on the HRSTS Unix system at
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the Harvard Science Center, (Cambridge, Mass.),
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partly on the Unix system at Commercial Union
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Leasing Corporation, (New York, N.\ Y.)
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and partly on the Unix system at Davis Polk & Wardwell,
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(New York, N.\ Y.)
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by Peter Langston with invaluable goading from
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Joe Stetson, Robert Bradbury, Nat Howard, Brian Redman, Adam Buchsbaum,
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and a myriad of others.
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Since Langston never released source code for his version,
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Dave Pare and friends de-compiled it in that same year and have
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created this version
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which is very different. Since then many re-writes and fixes have been
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put in and none of the original code exists anymore.
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Many people have enhanced the
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code, most notably, Dave Pare added plane units in 1986, Jeff Bailey
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added many configurable options in the KSU distribution, Thomas
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Ruschak added land units and missions in 1992-1993 and released the
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"Chainsaw" server, and Ken Stevens rewrote much of the server code in
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1995 and released the "Empire2" server, and Steve McClure and the Wolfpack
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made lots
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of other changes and released the "Empire4" server in August of 1996.
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.in
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.s1
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.SA "Novice, Expert, Introduction"
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