silently (troff) or under protest (groff); table column width (also fixed some .L arguments to match actual game output); spacing in no-fill text; stray .FI, .in and .ce messing up indentation; stray .L; misspelled request and escape names; escaping of control and escape characters; properly ignore form-feed; argument quoting; extra arguments to .NF. Still broken: .L abused for headings, which triggers many groff warnings about negative indentation.
331 lines
12 KiB
Perl
331 lines
12 KiB
Perl
.TH Server "Differences from Old Empire"
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.NA Old-empire "Differences from 1.2 to UCB Empire"
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.LV Expert
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.s1
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.ce
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\*(bFUCB Empire Version 0.9.24 - Update for Version 1.2 Players\*(pF
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.s1
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So you want to try the New Empire Huh?
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.s1
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Okay, I have written this document with YOU in mind!
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Welcome to the University of California at Berkeley's Empire!
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(From now on called UCB Empire).
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There are a whole bunch of changes in the game
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since we last played, so I need to bring you up to date.
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.s1
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Our OLD EMPIRE game was Version 1.2 -
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written way back in the 70's by Peter Langston,
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when he was going to College like we are!
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But Empire has come along way since then -
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and what many have considered the REAL EMPIRE was released in 1985 -
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containing the final version of Peter Langston's Empire game.
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It still is considered the \*QStandard\*U.
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But in 1986 the \*Qcomputer brains\*U at Berkeley
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decided to play around with the Source Code
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and create their own \*Qenhanced\*U version of the game.
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Hence \*QBerkeley Empire\*U was created....
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.s1
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.ce
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\*(bFChanges from Version 1.2\*(pF
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.s1
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(Please keep in mind that these are only a FEW on the changes -
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you're going to have to read the Manual and use the INFO command
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to get a REAL good idea on what you should read up on -
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DON'T depend on this list to tell you everything you need to know)
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.s1
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There is an \*Qannounce\*U command -
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this command sends a Telegram to EVERYONE in the game -
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and you can make an \*Qannouncement\*U to the World.
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.s1
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In the OLD game -
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you simply dug up ORE and sent it to the Shell, Defense, etc.
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factory to have it processed into something else
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(make guns, shells, etc).
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.s1
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But in the NEW game - sectors are a lot more complex.
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For one thing curtain sectors CAN'T even PRODUCE
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until your country has reached a given TECH level.
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These sectors are currently:
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.s1
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Shell Factories (need at least 20 TECH)
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Gun Factories (need at least 20 TECH)
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Petroleum Plants [ for Airplane Fuel ] (need at least 20 TECH)
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Uranium Mines (need at least 40 TECH)
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.s1
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Other sectors can produce normally,
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even though your TECH level is still 0.
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Keep in mind that you CAN DESIGNATE the ABOVE sectors -
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but they won't produce until you reach the desired TECH LEVEL.
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.s1
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Also, it takes more \*QMaterials\*U
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to make 1 Unit of a finished product.
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By this I mean that to make approximately \*Q1 SHELL\*U
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at your shell factory, you'd have to have:
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3 Dollars (in the treasury),
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2 LCM, 1 HCM, and at least 20 TECH Level.
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.s1
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LCM is Light Construction Materials,
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HCM is Heavy Construction Materials,
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and I discussed the TECH Level problem (above).
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To fully understand this concept -
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please see \*Qinfo Products\*U and \*Qinfo Sector-types\*U.
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.s1
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FORTS - have been improved.
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It used to be in OLD Empire that you had to use the DEFEND command
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to say which sectors you wanted to DEFEND with the guns from your fort.
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But in the NEW Empire -
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your forts will fire on ANY enemy attacker
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as long as the attacker is within the guns'
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range when the \*Qattack\*U was made.
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Hence - no more DEFEND command.
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.s1
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FOOD - In the OLD Empire you didn't have to worry about it -
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the people fed themselves.
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But in the NEW Empire -
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there is a new sector designation called \*Qa\*U for agribusiness.
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These are farms that make food and you have to transport that food
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to other sectors that don't grow food or those sectors will starve.
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**NOTE** that in the \*QFERTILITY\*U rating in the \*QCENSUS\*U report -
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only those with HIGH Fertility ratings can successfully grow food.
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If the FERTILITY rating is in the 10-30% - BE CAREFUL - they
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may not be able to grow enough food to sustain even themselves!
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Food is also a great Commodity to \*QSELL\*U (hint,hint!)
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.s1
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WEATHER - There ISN'T ANY!
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(no more rainy days :-)
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Although judging from the way Berkeley has been improving the game -
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it won't be long till they do fix it.
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Can you imagine what weather will be like if they update it
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like the did the \*Qplanes\*U!
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Thunderstorms, tornadoes, hurricanes, earthquakes, volcanos, etc.
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BUT FOR NOW - THERE IS NO WEATHER - Atmosphere is stuck at
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\*Q0\*U - clear days!
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.s1
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NEXT UPDATE (how will I know when it is supposed to Happen?) -
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EMPIRE will always tell you when the NEXT UPDATE is scheduled
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by using the VERSION command.
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VERSION will also tell you how much food will grow per-update and
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also things like - how much food you people eat per update - etc.
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.s1
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MAP CHANGES -
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in the OLD Empire you could move u)p, l)eft, r)ight, d)own, etc -
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but now you have to move in DIAGONALS -
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you'll get used to it -
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the world is set up like this so the game can handle
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more SECTORS per world.
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Basically means that the MAP display is more condensed -
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and you'll be able to see more sectors on a MAP display
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than ever before.
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.NF
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A few new SECTOR-DESIGNATIONS have been added:
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BASICS INDUSTRIES MILITARY / SCIENTIFIC
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. sea d defense plant t technical center
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^ mountain i shell industry f fortress
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s sanctuary m mine r research lab
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/ wasteland g gold mine n nuclear plant
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- wilderness h harbor l library/school
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c capital w warehouse e enlistment center
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p park u uranium mine ! headquarters
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COMMUNICATIONS * airfield FINANCIAL
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+ highway a agribusiness b bank
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) radar installation o oil field
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j light manufacturing
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# bridge head k heavy manufacturing
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= bridge span % refinery
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.FI
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PLEASE!
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Fully READ the \*Qinfo Sector-types\*U
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.s1
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I haven't got time to go through all of them -
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but I will point out a few of them that might be unfamiliar to you.
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.s1
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PARKS - these are special because they convince your people that
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they should ENLIST and go out and fight for you!
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Lots of fun - gotta have one of these to keep the ENLISTMENT rate high.
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.s1
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URANIUM MINE - I forgot to add this above with the other Commodities -
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with the Commodities \*QFERTILITY\*U, \*QOIL\*U, \*QGOLD\*U,
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\*QMINE\*U -
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there is also \*QURANIUM\*U.
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Uranium is the most UNCOMMON natural resource
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and hence those that have a deposit of it
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should be careful to guard it well.
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When URANIUM is dug up it becomes \*Qradioactive Matter\*U -
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you then deliver the Radioactive Matter to the Nuclear Plant
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and have it converted into - you guessed it - NUKES!
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Be aware, however, that you must have a HIGH Tech level
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to make nukes -
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and it is going to take you a LONG TIME to get to this point.
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.s1
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REFINERY SECTORS: These are where the OIL you make
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is turned into PETROL(-eum) for your various AIRPLANE needs.
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Planes run on PETROL and the refinery sectors make PETROL out of OIL.
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You then have to deliver the PETROL to your Airports for use...
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.s1
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LIBRARY/SCHOOL: Obviously your people aren't very smart :-)
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As it is your going to need to educated them.
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Education will increase CROP yields and also help with TECHNOLOGY.
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see \*Qinfo education\*U.
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.s1
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.ce 1
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\*(bFWorld Updates\*(pF
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.s1
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In the OLD EMPIRE - updates weren't handled in a FAIR way.
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If you created a 0% FORT before you logged out of Empire -
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it would REMAIN a 0% FORT until you logged back into Empire -
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and if your on a LONG weekend that could have meant
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that you would be WIPED OUT!!!!
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.s1
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In the NEW EMPIRE -
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updates are handled by an independent program
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called the \*QTransaction Manager\*U.
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This program runs independently of EMPIRE
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and runs at 4 hours intervals,
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updating the game constantly.
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That means that you enemies will be updated just as often as you ARE -
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and may make them think a little more carefully about attacking you.
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The CURRENT update times are:
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.s1
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2am, 6am, 10am, 2pm, 6pm, 10pm (In the local time zone)
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.s1
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NO OTHER UPDATES ARE POSSIBLE - except at these times.
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What is updated is all Mobility, Food Production,
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Shell & Factory Production, Ship Plane and Sector Efficiency,
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and EVERYTHING that \*Qupdate\*U used to do.
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(hence there is NO Update Command).
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Everyone is updated at the SAME TIME!
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.s1
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.ce
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\*(bFOther Things That Might be of Interest\*(pF
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.s1
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Terrorists! -
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(real trouble makers, but great for setting on your enemies -
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they blow up things and convert followers!)
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.s1
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SHOOT - it is now possible to SHOOT your civilians
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(captured enemy ones) or your own :-)
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God knows why you would but...
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sometimes the conquered people are REAL radical
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and it DOES become necessary
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.s1
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SELL - you can sell your goods on the OPEN Market -
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and set PRICE MULTIPLIERS so that your enemies
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HAVE to buy at a BIG mark up -
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but your friends can still buy your good cheap!
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.s1
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Okay - you've been waiting for it - so here it is!
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The new line of Ships, Planes and Nukes for Empire:
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.ce
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\*(bFThe Ships\*(pF
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.NF
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$$$ lcm hcm tec def spd vis spy rng fir
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350 20 10 40 30 50 10 4 1 1 patrol boat
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200 25 15 0 10 20 15 2 0 0 fishing boat
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550 25 25 20 60 30 20 3 1 1 minesweep
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1100 25 35 20 80 35 20 4 3 2 destroyer
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2200 40 30 70 30 25 2 3 2 2 submarine
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4000 40 40 50 40 25 60 3 0 0 tanker
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3000 40 50 40 100 30 30 5 6 3 heavy cruiser
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600 60 40 0 50 25 35 3 0 0 cargo ship
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2000 50 50 120 20 10 80 4 0 0 oil derrick
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4400 70 65 60 80 30 35 8 2 2 aircraft carrier
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4000 55 65 50 127 30 35 6 8 4 battleship
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1500 60 30 120 15 40 15 5 0 0 fishing trawler
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4000 90 60 320 30 40 1 3 0 8 nuclear sub
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1200 40 40 70 30 30 30 2 0 0 landing ship
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2500 40 40 220 20 70 17 5 0 0 hydrofoil
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6000 80 30 280 20 30 20 10 0 0 radar center
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.FI
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.s1
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.NF
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food civ mil sh gun pln dst pet oil
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30 0 10 10 2 0 0 0 0 patrol boat
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100 30 5 0 0 0 0 0 0 fishing boat
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25 0 25 60 2 0 0 0 0 minesweep
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80 0 80 40 4 0 0 0 0 destroyer
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25 0 25 25 4 0 0 0 0 submarine
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200 30 5 0 0 0 0 990 990 tanker
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100 0 120 60 6 0 0 0 0 heavy cruiser
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900 50 50 300 50 0 900 0 0 cargo ship
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300 80 80 0 0 0 0 0 200 oil derrick
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180 0 350 350 4 8 0 500 0 aircraft carrier
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300 0 200 100 8 0 0 0 0 battleship
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120 25 5 0 0 0 100 25 0 fishing trawler
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500 30 30 25 4 8 0 60 0 nuclear sub
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300 0 400 0 0 0 0 0 0 landing ship
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20 60 30 0 0 0 0 0 0 hydrofoil
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60 0 20 0 0 0 0 0 0 radar center
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.FI
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.s1
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The column headings have the following meanings:
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.in \w'food\0\0'u
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.L $$$
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money required to build it
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.L lcm
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light construction materials required to build it
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.L hcm
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heavy construction materials required to build it
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.L tec
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technology required to build it
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.L def
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defensive armament of the ship
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.L spd
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the distance/mu for moving (in relative units)
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.L vis
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how visible the ship is, (relative units)
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.L spy
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how far the ship can see,
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(i.e. how good the communication equipment is),
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again in relative units
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.L rng
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twice the distance the guns can fire,
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(assuming a high technology level)
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.L fir
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the number of guns the ship can fire at once
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.L food
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the amount of food the ship can carry
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.L civ
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the number of civilians the ship can carry
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.L mil
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the number of military the ship can carry
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.L sh
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the number of shells the ship can carry
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.L gun
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the number of guns the ship can carry
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.L pln
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the number of planes the ship can carry
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.L dst
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the amount of gold dust the ship can carry
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.L pet
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the amount of petrol the ship can carry
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.L oil
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the amount of oil the ship can carry
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.L aml
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the amount of lcms the ship can carry
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.L amh
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the amount of hcms the ship can carry
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.in
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.s1
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Note that some ship differences are not listed in these tables.
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.s1
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Only fishing boats and fishing trawlers accumulate food by fishing.
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.s1
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Only oil derricks accumulate oil at sea.
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.s1
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Only destroyers will drop depth charges,
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and only destroyers can see and fire at submarines.
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.s1
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Only submarines can fire torpedos.
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.s1
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Only destroyers and heavy cruisers can lay mines.
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.s1
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Only minesweeps can reclaim mines from the sea.
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.s1
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Only nuclear submarines can carry nuclear missiles.
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.s1
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Only aircraft carriers can launch and retrieve air strikes.
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.s1
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Only cargo ships can carry lcms (1400) and hcms (900).
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.s1
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.SA "coastwatch, fire, load, lookout, mine, navigate, tend, torpedo, fly, Server"
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