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Version 1.0 of Empire by Chris Gray Version 1.3w by David Wright
Starting your own game of Empire
This manual is in 2 sections. The first describes the EmpCre
program, which is used to generate a world for Empire. The other
section is about being the Deity in a game. It is suggested you read
BOTH sections before actually using EmpCre (knowing what you can do
as the deity may influence how you want to set up the world).
NOTE: Version 1.1w now require 3 separate volumes: EmpMisc:,
EmpHelp:, and EmpSect:. This allows someone with only floppy
drives to run a full-featured 64x64 or 128x128 game. It is
best not to set EmpHelp: and EmpMisc: to the same directory,
as this will save on access time.
EmpMisc:telegrams
news files
*Empire.hangMess <- Displayed after a "correct"
hangup
*Empire.logMess <- Displayed when logon
successful
*Empire.conMess <- Displayed when carrier
detected
*Empire.access <- States your rules for
access (how to join)
*Empire.bulletin <- Displayed in newspaper
EmpHelp:All help files
EmpSect:Empire.sectors
* = System owner must create this file
Using EmpCre
EmpCre is the program which creates new worlds for use with
Empire. It gives some flexibility in the general characteristics of
the world generated, but it does not allow for the modification of
the many parameters that are used during Empire play. Those
parameters can be modified by the Deity using Empire itself.
If you are just beginning to play Empire, you should probably not
read this file unless you are having difficulty getting EmpCre to
work. You should build your world using one of the default parameter
files, most likely par32, or, if you want a game with just two
people, par16. The information given here will not be too meaningful
until you have played Empire a while.
When EmpCre is run, it checks to see if its standard input is
interactive or not. If it is not, it is assumed to be a script file
containing correct values, one per line, for the parameters it
requires. Invalid or illegal values will illicit an error message
and EmpCre will abort. If it is running interactively, EmpCre
prompts for each required value and will loop requesting new values
until a valid one is entered. The prompt for the values will contain
a brief description, the maximum and minimum values, and the default
value, which will be used if you just hit RETURN.
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Version 1.0 of Empire by Chris Gray Version 1.3w by David Wright
Settings affecting land masses
The algorithm used by EmpCre to create the terrain is a variant
of Chris Gray's terrain generator, which appeared on Fish Disk #61.
As a result, the size of the world must be a power of two and the
world must be square. The various 'Range' values are set to produce
interesting worlds, but they can be modified in the source if
desired. Once the terrain has been created, the next step is to add
gold and iron deposits to the world. This is done by using yet
another variant of the same algorithm, this time tuned to produce
very small clusters of deposits, with half of the allocated deposits
spread randomly, just for good measure. The parameters associated
with these activities are:
Power of two size of world - this must be one of 4, 5, 6, 7, or 8
to specify a world size of 16x16, 32x32, 64x64, 128x128, or
256x256. A 16x16 world is generally big enough for two
players, and is a quick way for two beginners to get into the
game. A 32x32 world is the most likely to be appropriate. It
can be used for 3 to 6 players (you are unlikely to be able
to place 7 sanctuaries on a 32x32 world, but if you change
some of the later parameters, it may be possible). A 64x64
world is good for at least 15 players and possibly for up to
17 or more, depending on how persistent you are in running
EmpCre. A 128x128 world can fit about 45 if you set the
values right and are patient. A size 8 world also allows only
45 players, but has 4 times the land mass, making the
countries more spread out. The default world size is 32x32 (a
value of 5 for this parameter).
Percent mountain - this is the percent of the sectors in the
world that should be mountain sectors. Allowed values are
from 0 to 50, with a default of 5 percent. Smaller values can
result in dull worlds, larger values could prevent successful
sanctuary placement.
Percent wilderness - this is the percent of the sectors in the
world that should be wilderness sectors. All sectors that
aren't mountain or wilderness will be water. Using a larger
value here would result in a smaller proportion of water,
perhaps allowing more sanctuaries to be placed in a smaller
world. A smaller value in a small world could be used to make
the game more naval. Allowed values are from 25 to 75 with a
default of 38 percent.
Percent x 10 good iron - this tells EmpCre what proportion of
_r_i_c_h iron deposits you want. It is scaled by 10 to provide
more accuracy. Values range from 0 to 30 with a default of
5. Note that the amount of iron ore available in the world
has a significant affect on the play of the game. An
iron-poor world will have little production, poor technology
and few ships. Wars can be fought over a few good iron mines.
Over-abundant iron deposits can result in explosive growth
(provided the funds are available), hundreds of ships and a
very high technology level. This parameter interacts closely
with the levels chosen for iron ore deposits.
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Version 1.0 of Empire by Chris Gray Version 1.3w by David Wright
Percent x 10 good gold - this parameter is completely analagous
to the previous one, except that it controls the proportion
of gold ore deposits instead of iron ore deposits. In a gold
poor world, banks will be critical targets, and growth can be
curtailed. In a gold rich world, money soon becomes
irrelevant (which may be precisely what you want).
Settings affecting country placement
After the terrain is created, EmpCre attempts to place the
required number of sanctuaries. There are several heuristics used in
trying to come up with a good sanctuary placement. The overall goal
is to avoid situations in which one country is at a disadvantage due
to starting up later than some neighbor, or simply due to which
sanctuary he/she gets. Also, since the person who runs EmpCre may
want to play in the game, it should not be necessary for anyone to
check over the world for reasonableness. The parameters requested
are:
Maximum number of countries (including Deity) - this is the
number of countries that are allowed in the game. Country #0
is always reserved as the Deity. All countries except the
Deity will be given sanctuaries placed on the world according
to the heuristics described here.
Minimum sanctuary spacing - this is the minimum distance that
must separate any pair of sanctuaries if the placement is to
be valid. It is allowed to be from 3 to 100, but the default
of 10 is probably close to optimal.
Minimum wilderness adjacent to sanctuary - this value specifies
how many wildernesses must be directly adjacent (orthogonally
or diagonally) to either of the two sanctuaries before the
placement will be accepted. The intent here is that
sanctuaries that are stuck out on a peninsula are at somewhat
of a disadvantage. The range is from 0 to 10 with a default
of 4.
Minimum unclaimed reachable sectors - as part of the world
generation process, EmpCre "allocates" wildernesses to each
of the sanctuaries that it is trying to place. There must be
at least this many available to each sanctuary in order for
the placement to be accepted. The range is from the chosen
value for the previous parameter up to 200, with a default of
40.
Maximum distance for those sectors - this is the maximum range
that the above count of wildernesses can be from the
sanctuaries. Allowing too large a value can result in
sanctuaries whose accessible sectors are a long way away,
often connected only by a thin, very vulnerable strip.
Specifying too small a value can result in an impossible
placement (i.e. if a circle that size doesn't have enough
sectors to satisfy the previous requirement), or can result
in placements that are uninteresting (everybody is in the
middle of large open regions). Allowed values are from 4 to
100, with a default value of 15.
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Version 1.0 of Empire by Chris Gray Version 1.3w by David Wright
Maximum spread of rich iron counts - when EmpCre is counting the
number of unclaimed wildernesses "associated" with each
sanctuary, it also counts the number of rich iron and gold
deposits in those sets. This parameter controls the maximum
difference in those counts that is allowed between different
sanctuaries. Again, this is an attempt at "fairness". If you
allow this count to be large, you can produce a world in
which some countries MUST attack their neighbors in order to
find adequate resources. This is not recommended for
beginning players. Values can range from 0 to 1000 (infinity)
with a default of 4.
Maximum spread of rich gold counts - this is entirely analagous
to the previous parameter, but controls the range of gold
deposit counts instead of iron deposit counts.
Settings affecting ore placement
Once the physical arrangement of the world is determined, EmpCre
must choose gold and mineral deposits for each of the wilderness
sectors. Each sector can be either rich or poor in terms of iron ore
deposits and either rich or poor in terms of gold ore deposits. Each
classification uses a two-part calculation to determine the deposit.
First, a random value in a parameterized range is generated, and
then a fixed value is added to it. If the random range is 1, then
all deposits will be the same, as determined by the fixed value. If
the fixed value is 0, then the deposits will be completely random
within the random range specified. Some middle ground is probably
more reasonable. The values required are:
Base level for good iron - this is the fixed part for iron ore
deposits in sectors which are intended to be rich in iron. It
can be from 0 to 127 and defaults to 32.
Maximum random addition for good iron - this is the range of the
random value which is added to the above base value. It can
be from 1 to 128 and defaults to 96. Note that it is possible
to have deposits over 127, even though that is
"nonstandard".
Base level for normal iron - this is the fixed part for iron ore
deposits which are not intended to be rich in iron. It can be
from 0 to 127 and defaults to 0.
Maximum random addition for normal iron - this is the range of
the random value which is added to the above base value. It
can be from 1 to 128 and defaults to 96. With all default
values, good iron will range from 32 to 127 and normal iron
will range from 0 to 95. If you want to have a more
significant difference between good deposits and normal
deposits, it is advisable to also have a smaller value for
"Maximum spread for rich iron counts" so as to keep the game
reasonably fair.
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Version 1.0 of Empire by Chris Gray Version 1.3w by David Wright
Base level for good gold
Maximum random addition for good gold
Base level for normal gold
Maximum random addition for normal gold - these values are for
gold deposits as the previous four are for iron deposits.
Misc. settings
Maximum connect time per day in half hours - this is the maximum
time that each country will be allowed to play Empire each
day. It is counted in half hours (as are most time
measurements in Empire), but is displayed on the Empire
prompt in minutes. Accepted values are from 1 (30 minutes) to
6 (3 hours) with a default of 2 (one hour). On the current
version of Empire, supporting more than a dozen players if
more than 30 minutes per day are allowed, could result in
some scheduling problems.
Initial amount of money per country - this is the amount of money
that each country will have in the bank at the start of the
game. Making this value too small will simply frustrate the
players. Making it too large will delay the point where
money becomes important (if it ever does - see the above
discussion of gold deposits).
Winner of the last game - This is a text field that may be left
blank, but should at least say "GOD". This field may be 80
characters long, and is displayed with the country command.
Do you wish to allow public messages - If you answer yes then all
users will be able to send public messages by using a * as
the country to send to. This will take a while for the system
to do, and will also use quite a bit of disk space if users
do not read or delete their mail often. You should consider
how much disk space will be available, and how fast your
drives are before answering yes. If you answer no, then only
the deity will be able to send public messages (useful for
sending announcements).
Allow players to change countries - If you answer yes then
players may change countries without hanging up. If you
answer no, then players must hang up and call back to log in
as another country, unless they are changing to or from the
Deity. This gives other players a chance to connect to a busy
system, and helps to prevent system hogging by people "just
taking care of a friends country".
After the initial terrain and deposit setup has been created,
EmpCre will ask if you want to have the resulting terrain displayed.
If you answer yes, then a map will be shown. On this map, water,
wilderness, mountain and sanctuary sectors are shown as normal.
Sectors shown as 'I' have good iron deposits; sectors shown as 'G'
have good gold deposits; and sectors shown as 'X' have both good
iron and good gold deposits. NOTE: Because size 7 and 8 worlds are
too big to fit on an 80 column screen, they are written into a file
called EmpMap, which is created in the directory you run EmpCre
from. A size 8 (256x256) world will generate a file larger than
64k, so be sure to answer 'no' if you do not have enough room on
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Version 1.0 of Empire by Chris Gray Version 1.3w by David Wright
that disk.
After a successful world build, EmpCre will ask if you want to
write the world data files. Be careful not to answer incorrectly
here. If you answer yes, then the various Empire data files are
destroyed, then recreated with the new world in them. If you answer
no, the just-created world is discarded and EmpCre exits. If the
world files are to be written, EmpCre will ask for two needed
passwords:
Enter god password - this password is the initial password for
the Deity - try not to forget it. The five script files
specify a god password of 'godpassword'.
Enter creation password - this password will be needed once by
each player in order that they be allowed to create a new
country. After all countries have started up, you can safely
forget it. The five script files specify a creation password
of 'creationpassword'.
NOTE: Be aware of the large size of the sector file. For a size 8
world, the sectors _a_l_o_n_e are over 2.8 _M_E_G ! Each size down gets 4
times smaller, so a size 7 world is about 700k. Make sure you
assign EmpSect: to a device that has enough space to hold the world
you wish to generate.
It is suggested that you make a copy of the parameter file for
the size you want, edit the values, and use that each time you run
EmpCre. To use the parameter files use AmigaDOS file redirection,
like this (using par32 as an example):
1> EmpCre <par32
If you are creating a new world in the same directory as the old
world, be sure to delete all the old news files (Delete
EmpMisc:news#?).
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Version 1.0 of Empire by Chris Gray Version 1.3w by David Wright
Being the Empire Deity
What the Deity does
The Deity in Empire has considerable power. He (I'll use 'he' to
avoid having to type 'he/she' all the time) can examine and alter
any country, sector or ship, and can change dozens of parameters
which affect the play of the game. Ideally, the Deity would be the
person on whose machine Empire is running. He would use EmpCre to
create the world, look it over to make sure it doesn't have any
problems, perhaps fix up some problems, or go with an entirely new
world, and then would supervise the running of the world, being
ready to fix up anything that might need it. In practice, everybody
wants to have a country, so no unbiased individual is available to
be the Deity. Chris Gray went to some trouble to try to make EmpCre
always create a playable world, and hopefully Empire doesn't have
any bugs that would require fixup by the Deity, so most games can
proceed without one. For your first one or two Empire games, you can
probably play without a Deity, so you do not need to read this
writeup.
The presence of an active Deity can change the nature of the
game, so you should be sure that all of the players want an active
Deity before becoming one. For example, the original Peter Langston
documentation suggests that prayers, in the form of telegrams to the
Deity, can often result in sector improvements, terrain
rearrangement, etc. in return for offerings of gold, ships,
efficiency, etc. This sort of thing may be just what your group
wants (especially if you are becoming bored with "standard" Empire),
but it might ruin the game as far as others are concerned.
The Deity can also change many parameters which affect the
progress of an Empire game. For example, the production costs of
shells, guns, planes, bars of gold, and ships can all be changed.
Doing so before the game gets under way, with the full knowledge of
the players, can result in a game with a different flavor. Doing so
without the knowledge of the players can result in an adventure-like
touch - the players will have to try various things to see how they
go. These changes can also be made during the course of the game,
(perhaps as a result of "inventions", "strikes", or whatever),
forcing the players to re-evaluate their strategies.
There are also some parameters that can be changed during the
creation of a world with EmpCre. These affect such things as terrain
distribution, iron and gold deposits, etc. These can, of course,
only be done before the game is underway.
Several Empire commands have special code to handle the Deity.
The Deity can see all ships and sectors (sunk ships show up with an
asterisk). He can also designate any sector (including mountains and
sea) to be anything else (including mountain and sea). The power
command has 2 additional options for the deity. 'check' allows him
to check the countries _a_c_t_u_a_l sector count against what the country
_t_h_i_n_k_s it owns. Because power reports cover the entire planet, they
can be assumed to be correct at the time they were generated. If the
2 counts differ, GOD can edit the countries sector count to match
the count given in power. The other option 'force' allows GOD to
generate the power report right away. You should use this first if
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Version 1.0 of Empire by Chris Gray Version 1.3w by David Wright
you are going to edit a countries sector count, since they may have
gained/lost a sector since the last power report.
GOD can declare alliances or war with other countries, and this
will affect what those countries see with the map command. If GOD
declares an alliance with them, they will see all of GOD's sectors,
even those that are not near them. If GOD declares war, all of GOD's
sectors will show up as 'W'.
Dump also produces slightly more information:
oossttuuuuuuuu
where
oo - owner of the sector
ss - plague stage
tt - plague time
uuuuuuuu - last update time
Additionally, the telegram command will let the deity send a file
as a message by typing TEL <country> <filename>. Note that if the
country name has spaces in it you must use the number, and to send a
file there should be no spaces between the country number and the
file name.
Special deity commands
There are three Empire commands that are available only to the
Deity. These are: edit, examine, and translate. The three commands
are described in detail here:
translate <country> <sector>
Translates a sector given in the coordinate scheme of
<country> to the universal coordinate scheme (which the Deity
uses). This allows the Deity to locate a sector described by
another player.
examine
Displays information about the requested item, usually in
a not very readable format. In particular, the various forms
display:
examine country <country>
- origin (absolute coordinates of capital)
- technology and research levels
- sectors owned, money held, btu's left, last play time
- minutes left, country status, name, password
- value of all 5 realms
- telegram pointers
- relations to all other countries (Neutral/Allied/at War)
- fleet numbers of any active fleets
examine sector <sector>
- owner
- designation, row, column, last update time
- iron and gold deposits, checkpoint code, number of
ships there
- production units, mobility, efficiency, plague stage
and time
- defender code, contract price
- unscaled quantities, delivery direction and delivery
thresholds
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Version 1.0 of Empire by Chris Gray Version 1.3w by David Wright
examine ship <ship>
- last update time, owner, price per ton if for sale
- which fleet it is in (relative to the country which
owns it)
- its position in absolute coordinates
- efficiency, mobility, and the stuff it is carrying
- technology level and when it was built
examine fleet <fleet-number>
- shows the ships that are in the fleet
examine loan <loan>
- who it is from and who it is to
- date of last payment and the due date
- current amount, amount paid, duration (half
hours), interest rate
- current state - offered, declined, outstanding, paid-up
examine world
- number of rows and columns in the world
- number of countries active and allowed in the world
- current maximum connect time in half-hours
- country creation password
- whether public messages are allowed
- whether players can change countries
- number of loans, treaties, offers and ships
currently existing
- weather factors - speed, position and value of the
high and low
edit
Allows the Deity to change all sorts of things. Most
things will be numeric, and will be displayed after a
description of it, followed by the description again as a
prompt. If you just hit RETURN, the value will be unchanged.
If you enter something that is invalid or out of range, the
prompting will continue. Several random factors in Empire are
determined from two values. One is the base value, which
represents the minimum, the other is the random value, which
represents the maximum amount that will be added to the
minimum. i.e. they are used as:
value := random(rand) + base
The following descriptions will often have notes about the
effect of changing a given value:
edit country <country>
- status - country status. The assigned codes are:
0 - deity - this isn't tested anywhere - country
number 0 is the test for Deity status
1 - active - the normal status
2 - dead - no sectors left
3 - quit - the country has quit
4 - idle - no one has claimed the country yet.
In a pinch you can un-claim the
last claimed country by setting its
status back to this, decrementing
the number of active countries (edit
world), and undoing any changes
that the player made.
5 - Visitor- This is not really supported, but
you could make a country called
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Version 1.0 of Empire by Chris Gray Version 1.3w by David Wright
"guest", and set the status to
"visitor" and they would be restricted
from certain commands.
- sectorCount - the number of sectors that the country owns.
This is used to tell when a country has become dead. It is
updated whenever the country gains or loses a sector. In
case Empire missed one or two, it is also recomputed when
the country does an update specifying option 'ALL'. Be
sure to update these values if you change the ownership of
a sector. If for example, you decide to build a river
between an overzealous aggressor and a weak neighbor,
decrement the count of whoever used to own the sectors
(and change the owner field of the sectors).
- technology and research levels, money in the bank
- BTU's remaining - additional BTU's are probably the least
radical gift that can be given to a country in trouble.
Don't try to go over 96, however.
- timer - minutes of connect time left today. These are
reset to the maximum for this country the first time the
country logs in after midnight. Gifts of additional time
can also be useful for countries with problems. NOTE: the
'bump' command, which can be given at the local console,
will add 5 minutes of connect time to the remote country
logged in.
- coordinates of capital - you could change these to move a
new country that is in a poor position. Remember to change
the ownership, etc. of any relevant sectors.
edit sector <sector>
- owner - change the ownership of the sector
remember to change the sectorCounts of
the relevant countries.
- iron - iron ore deposit richness
- gold - gold ore deposit richness
- checkPoint - why would you want to change this?
- shipCount - each sector contains the count of how many
ships Empire thinks are there. This is used to speed up
flying - Empire doesn't have to check for anti-aircraft
fire from sea sectors that have no ships. Nothing TOO
serious would go wrong if this count was wrong, but you
should fix them up when you move ships around anyway. If
you find a case where it gets wrong, please let me know.
Note that sunk ships don't count.
- production, mobility, efficiency - straightforward
- plague stage
0 - No plague
1 - Incubation period
2 - Contagious stage
3 - Deadly stage
- plague time - time remaining in the current stage
(in half hours)
- contract price - in nickels - a nonzero here is
how Empire knows that the sector is contracted.
- item (commodity) quantities - these ARE scaled,
so if you want to put 1270 guns into a
warehouse, enter 1270
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Version 1.0 of Empire by Chris Gray Version 1.3w by David Wright
edit ship <ship>
- owner - country number of the owner
- price - sale price per ton of the ship
(0 => ship not for sale)
- efficiency
- mobility - can go negative for ships (see
torpedo command)
- tech level
- row, column - in absolute (Deity) coordinates.
If you move the ship, remember to change the
shipCount of the relevant sectors.
- crew, shells, guns, planes, ore, bars - straightforward
edit world
- maximum number of users - you could decrement this to get
rid of a country that no-one has taken, to prevent anyone
from taking it. It is conceivable that you could create a
new country, but I haven't tried it. You would have to
increment this number, find a place for the sanctuaries,
build them, change their ownerships, totally initialize
the new country, etc. "edit country" does not let you edit
all of the values in the Countryt structure, but the full
array of them is initialized by EmpCre, so you'll probably
be OK.
- current number of users - you could decrement this to wipe
out the last country created - see "edit country"
- maximum connect time in half-hours - range is 1 to 6. If
you want the change to immediately affect all of the
countries, you'll have to go edit them appropriately.
- whether public messages are allowed
- whether players can change countries
- next loan, treaty, offer, ship, fleet - changing these can
undo a slipup, but be careful, and make a backup before
you do it.
edit weather
Empire weather is based on a pair of pressure centers, one
high and one low. The strength of the two centers, combined
with the distance of a sector from them, yields the weather
in that sector. The two centers move in a semi-random walk.
The row and column increments (range -4 to +4) are the speed
in quarter sectors per half hour that the centers move. The
current positions (row and columns) are also in quarter
sectors, thus they range from 0 to the size of the world * 4
- 1. The given pressure values should range between the
relevant minimum and maximum. Bad weather is the only
important kind. To make more bad weather, decrease the values
of loMin and loMax (and perhaps of hiMin and hiMax). You can
move the systems directly, but its more realistic to guide
them to the desired places over time.
- hiRowInc, hiColInc - speed of the hi pressure center
- loRowInc, loColInc - speed of the lo pressure center
- hiRow, hiCol - position of the hi pressure center
- loRow, loCol - position of the lo pressure center
- hiMin, hiMax - range of the hi pressure
- loMin, loMax - range of the lo pressure
- hiPressure, loPressure - values of the centers
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Version 1.0 of Empire by Chris Gray Version 1.3w by David Wright
edit production
Costs in production units of
- research (medical breakthroughs), technology
(technological advances)
- guns, shells, planes, gold bars
edit mobilities
Mobility costs of various actions/movements
- mountMob - basic cost of moving onto a mountain
- wildMob - basic cost of moving onto a wilderness
- defMob - basic cost of moving onto a normal sector
- civMob - cost of moving 5 civilians
- milMob - cost of moving 5 military
- shellMob - cost of moving 5 shells
- gunMob - cost of moving 1 gun
- planeMob - cost of moving 1 plane
- oreMob - cost of moving 5 tons of iron ore
- barMob - cost of moving 1 bar of gold
- attack costs - costs of attacking from various types
of sectors to various other types of sectors.
edit plague
Edit the various factors that influence plague.
- plagueKiller - this value scales the number of people who
will die when a sector is in the third plague stage. A
larger value will result in LESS people dieing.
- plagueBooster - this value adds to the probability of
getting plague, by increasing the plague factor. It is
added to the top line in the plague factor formula.
- plagueOneBase, plagueOneRand - determine length of stage
one
- plagueTwoBase, plagueTwoRand - determine length of stage
two
- plagueThreeBase, plagueThreeRand - determine length of
stage three
edit costs
Edit various monetary costs.
- efficCost - cost of each increase in sector efficiency
- milSuppliesCost - affects the cost of military supplies.
A larger value means LESS cost.
- utilityRate - cost per half hour of utilities in a sector
- interestRate - interest rate per bar per half hour in
percent
- bridgeCost - cost in dollars of a bridge span
- shipCostMult - cost in dollars per production unit for
ships
edit scales
Edit various work scale factors. All of these are
multiplicative factors with 100 being the neutral position.
Increasing them will increase the production rate as
appropriate.
- resScale - production in research institutes
- techScale - in technology centers
- defenseScale - defense planes
- shellScale - shell industries
- airportScale - airports
- harborScale - harbors
- bridgeScale - bridge heads
- goldScale - gold mines
- ironScale - iron mines
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Version 1.0 of Empire by Chris Gray Version 1.3w by David Wright
- shipWorkScale - improvements in ships
edit updates
Edit factors affecting sector updates.
- efficScale - scale efficiency increases - 100 is neutral
- mobilScale - scale mobility increases - 100 is neutral
- urbanGrowthFactor - larger value slows down civilian
growth in urban centers
- bridgeDieFactor - larger value slows down civilian
deaths on a bridge span
- highGrowthFactor - larger value slows down civilian
growth in non-urban center sectors with 32 - 96 civilians
- lowGrowthFactor - larger value slows down civilian
growth in non-urban center sectors with < 32 or > 96
civilians
- BTUDivisor - larger value will slow down the
production of BTU's in country's capitals
- resDecreaser - larger value will speed up the
decrease in research level over time (due to obsolescence,
etc.)
- techDecreaser - larger value will speed up the
decrease in technology level over time.
- hurricaneLandBase, hurricaneLandRand - yield
the percent of damage done to land sectors
by hurricanes
- hurricaneSeaBase, hurricaneSeaRand - yield the
percent of damage done to ships by hurricanes
edit fighting
Edit various factors that affect fighting of various kinds.
- assFortAdv - the dfnsv advntg of forts being assltd
- assCapAdv - the dfnsv advntg of capitals being assltd
- assBankAdv - the dfnsv advntg of banks being assltd
- attFortAdv - the dfnsv advntg of forts being atckd
- attCapAdv - the dfnsv advntg of capitals being atckd
- attBankAdv - the dfnsv advntg of banks being atckd
- assAdv - the defensive advantage of any sector being
assaulted. This one is a scale factor with 100 being
neutral.
- fortAdv - attack advantage of forts at 100% efficiency
- boardAdv - the defensive advantage of defenders
during a board attempt. A scale factor with 100 being
neutral.
edit sea
Edit various factors relevant to sea conflict.
- torpCost - number of shells needed for one torpedo
- torpMobCost - mobility lost when firing a torpedo
note that the first shot sets mobility to 0. If
this is 0, then there is no cost at all.
- torpRange - maximum range of torpedoes
- torpAcc0 - percent hit for torpedo at range 0
- torpAcc1 - percent hit for torpedo at range 1 (orthogonal)
- torpAcc2 - percent hit for torpedo at range 2 (diagonal)
- torpAcc3 - percent hit for torpedo at greater ranges
- torpBase, torpRand - determine torpedo damage (which
will be scaled by the damage factor of the target ship)
- chargeCost - cost in shells for one depth charge
- chargeMobCost - mobility cost, similar to torpedoes
- chargeBase, chargeRand - depth charge damage (times sub
factor)
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Version 1.0 of Empire by Chris Gray Version 1.3w by David Wright
- mineBase, mineRand - damage done by a mine (times ship
factor)
edit air
Edit some factors affecting airplanes.
- fuelTankSize - amount of fuel a plane can carry
- fuelRichneess - multiplier for converting mobility to
plane fuel
- flakFactor - larger value decreases hits by flak
- landScale - scale chances of landing - 100 is neutral
- bombBase, bombRand - damage done by a bomb
- planeBase, planeRand - damage done by a crashing plane
edit miscellaneous
Edit a few miscellaneous factors.
- contractScale - scale the value of contracts offered
- deathFactor - cost in 100ths of a BTU per death of an
attacker in an attack, assault or board
- gunMax - maximum guns usable by a sector (normally 12)
- rangeDivisor - larger values decrease gun range
- gunScale - scale damage by guns (100 is neutral)
- lookShipFact - smaller value means ships can be visually
seen further away
- collectScale - scales the value of a sector which someone
is trying to seize when collecting a loan - 100 is
neutral.
- radarFactor - larger values increase the range of
land-based radar
- spyFactor - smaller value makes it more likely that a spy
will be detected
edit naval cost
Edit the costs in production units of the various ship types
edit naval size
Edit the size (likelihood of being seen) of the ships
edit naval lrange
Edit the lookout ranges of ships
edit naval shrange
Edit the firing ranges of ships
edit naval capacity
Edit the capacities of ships (including guns, shells, etc.)
edit naval speed
Edit the mobility requirements of ships
edit naval damage
Edit the damage multiplier of the ship types
edit password
Edit the creation password
Online GOD commands
When a player is using Empire over the modem the system owner
has several commands that he may enter:
MESSAGE - Allows the system owner to send a one-line message to
the remote user. It may not be sent for a while.
BUMP - Adds 5 minutes to the user's temporary timer.
GRAB - Takes 5 minutes from the user's temporary timer.
WARN - Sends a warning message to the user to hang up ASAP.
PLAY - After the current user hangs up you will enter the game
locally.
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Version 1.0 of Empire by Chris Gray Version 1.3w by David Wright
DUMP - Hangs up the current user as if they typed 'BYE' as soon as
they type one more command.
QUIT - Warns the user to hang up and will exit Empire when they
do.
CHAT - Enters a simple chat mode. Only what the system owner types
will show up, unless he enters a ',' on a line by itself. This
will prompt the remote user for a single line of text, and then
write it to the local screen. To exit chat mode, the system
owner must type "!exit!" on a line by itself.
Deity utility programs and tips
The PowerGen program that comes with version 1.1w of Empire is
used to generate power reports from outside Empire, while Empire is
running. If any command line options are given to PowerGen, a power
report will be displayed on the local console when it is through.
PowerGen was created because on a 256x256 world power reports can
take upwards of 10 minutes to complete, and it is unfair to take up
so much of a user's time. The deity can use the 'force' option of
power from within Empire, or run the PowerGen program every time he
wants to update the report, but the best idea is to use a program
like AmiCron to run PowerGen in the background every 8-12 hours. Be
sure to set it to a lower priority than Empire!
Version 1.1w now has another option for recovering unused country
slots. If a country enters the game (creates a country), but never
does anything, and other countries are created after that country
(so you can't use the method discussed earlier), all is not lost.
Just edit that countries status and set it to idle. Then when all of
the country slots are full Empire will automatically use countries
marked idle for new countries.
Version 1.2w now comes with a utility called WorldInfo. This will
read your sectors file and automatically write in the "World" help
file any changes to the world defaults you might have made as the
Deity. You do not have to use this if you want your players to
discover the changes you have made on their own.
There is now a utility called EmpStat which will read in your
empire.log file and display charts on system usage by baud rate, by
hour, by day of the week, etc. This will be included on the 1.4w
release disk, and is available now upon request.
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Table of Contents
Starting your own game of Empire............................... 1
Using EmpCre................................................ 1
Settings affecting land masses........................... 2
Settings affecting country placement..................... 3
Settings affecting ore placement......................... 4
Misc. settings........................................... 5
Being the Empire Deity...................................... 7
What the Deity does...................................... 7
Special deity commands................................... 8
Online GOD commands...................................... 14
Deity utility programs and tips.......................... 15
For the latest version of Empire write to the following address:
David Wright
4262 Bennington
Brunswick, OH
44212
davewt@NCoast.ORG
-I-
Owner/Operator's manual
For Empire Version 1.3w by David Wright
July 13, 1989
Amiga Empire by Chris Gray