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- Amiga Empire by Chris Gray - Introduction (Edited by D.W.)
-
-
- Amiga Empire is a multi-player game of exploration, economics and warfare.
- It can be played by a single player, but most of the fun will be absent.
- People who have never played before can set up a small game for
- experimentation, however. Amiga Empire does not use any graphics or sound -
- it uses a simple command oriented text interface. This is because most
- players will be connecting to the game over a modem, and many of them will
- not even be playing on Amigas. Thus, a consistent interface which uses
- sound, graphics, menus, or the mouse, is simply not possible. Other
- programmers, notably "Hσkan Th÷rngren", have written graphical interfaces
- to Amiga Empire. These tools can given a significant advantage to those who
- use them.
-
- The basic structure of an Empire "world" is that of a square array of
- sectors. Each sector will be a sea sector, a mountain, or a regular land
- sector. Regular land sectors are the only ones which players can own and
- build on. Moving people and things across mountain sectors is very
- expensive in terms of mobility, so they can be thought of as natural
- barriers. Sea sectors cannot be moved into at all, but there are several
- types of ships that can be built to move things and engage in naval
- warfare. Also, bridges can be built over gaps of sea sectors. The world is
- "torroidal" in that it wraps around on all edges.
-
- An efficient government (I haven't seen one of those for a long time!)
- doesn't waste time or effort. To encourage this, Empire has the concept of
- Bureaucracy Time Units (BTU's) which are required to execute many commands.
- The game prompt consists of '[', followed by the number of remaining BTUs,
- a ':', the number of remaining minutes of time for the day, ']' and the
- prompt " Command: ". As you play, keep an eye on the two numbers, and make
- sure you get the important things done. BTUs are created by your active
- capital in accordance with the number of civilians there and the efficiency
- of the capital. Connect time is reset at or after midnight.
-
- Money is needed to build ships and bridge spans, for upkeep of various
- types of sectors, for military supplies, etc. It can be earned as interest
- on gold bars at banks, by contracting production of appropriate sectors, by
- selling things to other players, or by making loans to other players.
-
- Technology level controls your technology factor, which affects the range
- of guns, airplanes, ships, etc. Technology level is increased by the
- efforts of technology center sectors.
-
- Research level, in combination with technology level, affects your
- likelihood of catching the plague. Research level is increased by the
- efforts of research institute sectors.
-
- Both technology and research levels go up 1 for each 25 units of production
- available in the appropriate sectors. Both also decay away at the rate of
- 1% per day.
-
- The full game seems quite complicated, but in reality an entire game
- can go by without some of the commands ever being used. The most commonly
- used commands are:
-
- bye - exit the game
- map - display a rectangle of sectors
- move - move men or materials from one sector to another
- designate - start building a sector as something
- navigate - sail a ship or fleet of ships
- fire - fire from a sector or ship at another sector or ship
- telegram - send a telegram to someone
- read - read your own telegrams
- census - get a detailed report of some sectors
- country - see what other countries exist and are currently connected
- power - get a summary of the power of the various countries
-
- Game play typically goes through several phases:
-
- exploration - players move out from their initial sanctuaries and
- explore and claim a region of territory.
-
- contact - some of the countries meet and set up borders. Small fights
- can break out, but these can severely weaken the participants.
-
- development - players set up their countries. This involves getting
- gold mines running and delivering gold bars to banks, getting an
- urban center going to produce more civilians, choosing which
- sectors to turn into iron mines and various factory types, setting
- up delivery routes for ore and manufactured goods, finding a
- hiding place for a backup capital, etc. The priority of these
- things will vary from player to player, and a surprise attack
- during the later parts of this phase can badly damage a country
- that is not adequately defended.
-
- naval exploration - countries now have ships (often a couple of PT
- boats at this point) and start exploring the oceans. There are
- usually two goals - one is to find large, unclaimed islands to take
- over; the other is to map out the basic shape of the world and find
- where the other countries are. Naval warfare can crop up at any
- time. Submarine "wolfpacks" prey on underdefended fleets, coastal
- radar station/fort pairs fire on ships that come too close,
- paranoid countries mine their harbors to keep others out, nasty
- people mine other countries harbors, etc.
-
- stockpiling, alliances, war - the players start to get bored if they
- haven't been involved in a fight, so the slightest excuse (often a
- sector or two on a shared island, or minor things like a fleet
- being sunk) can be used to pick a fight.
-
- victory - one possible victory condition is when one country (or one
- strong alliance of countries) controls the entire world. In a large
- game with many players, such a final victory is difficult to
- accomplish, and is boring for those whose countries have already
- been destroyed. An alternative victory condition is that of being
- at the top of a "power" report at a pre-specified time or date.
-
- By default, Amiga Empire will run with an ETU (Empire Time Unit) of 30
- minutes. Such a game will last 2 - 4 months. [at least] This parameter can
- be changed, either when creating the world with EmpCre, or by a deity in
- Empire itself, to much lower values. Values of 10 - 30 seconds will result
- in a game which can probably be played over a weekend. Such games have a
- quite different flavor, especially if the hosting system has enough serial
- ports and modems to support 4 or more simultaneous players. Such a fast
- update time with a large world may require a faster CPU and a hard disk.
-
-
- The easiest way to learn how to play Amiga Empire is to play it. When you
- don't understand something, or want more information, these documentation
- files and the shorter, more specific help files are available on line via
- the 'doc' and 'help' commands. (The hosting system may not have all of them
- online.) A printed manual, at least of the 'doc' files, is probably best.
- Details of command syntax can be found under 'help syntax'.
-
-
- The other documentation files in this series are:
-
- communication - talking to other players, editing messages, etc.
- economics - earning and spending money, loans, etc.
- society - a random grab-bag
- sectors - details on the various sector types
- ships - details on the various ship types
- weather - how it works, what it can do
- aircraft - planes, anti-aircraft fire
- war - land, air, sea, defense
- update - details of sector and ship updating
- factors - the many deity-adjustable factors
- deity - how to be a deity
- hosting - notes on running a game
- empcre - details on creating new worlds
- seremp - details on running the serial port client
-
- Most players need not read any of the last 6 files.
-
-
- As an example, here is a log of starting up a new country. User input can
- be identified by the "Command: " prompt. The new country is called
- 'Amelon', which is what I usually call my countries. Commentary is shown
- indented from commands and output.
-
- [96:60] Command: map -2:2,-2:3
- - - 0 0 0 0
- 2 1 0 1 2 3
-
- -2 -2
- -1 - - - - -1
- 00 - s s . 00
- 01 - . . . 01
- 02 02
-
- - - 0 0 0 0
- 2 1 0 1 2 3
-
- This country, like all new countries, starts out with two sanctuary
- sectors, side by side. In the map, I can only see sectors which are
- beside sectors I own. I can see 6 wilderness sectors (the -'s) and 4
- sea sectors (the .'s).
-
- [95:60] Command: move m 0,0 1 \le
- You are breaking sanctuary!!!
- You now own sector -1,-1
-
- Move a single military from sector 0,0. It is moved up-left to sector
- -1,-1. Moving anything out of a sanctuary causes that sanctuary to be
- "broken", turning the sanctuary into a capital. The sector moved into
- was vacant, so it now belongs to this player. If you have trouble
- remembering what the parameters to some commands are, just leave off
- the parameters - Empire will prompt for them. For the 'move' command,
- the available directions are:
-
- u - up
- /r - up right
- r - right
- \r - down right
- d - down
- /l - down left
- l - left
- \l - up left
- [Under 2.1 the number keys may also be used. The
- keys are layed out as on the numeric keypad.]
-
- I remember them by remembering that the '/' or '\' always comes first,
- and the movement hits it going in the direction of the 'l' or 'r' and
- slides up or down the '/' or '\'.
-
- [93:60] Command: move m 0,0 1 /le
- You now own sector 1,-1
- [91:60] Command: move m 0,0 1 le
- You now own sector 0,-1
- [89:60] Command: move m 0,0 1 ue
- You now own sector -1,0
- [87:60] Command: move m 0,1 1 ue
- You are breaking sanctuary!!!
- You now own sector -1,1
- [85:60] Command: move m 0,1 1 /re
- You now own sector -1,2
-
- Continue moving military out, taking over all of the visible
- wildernesses. Note the BTU count going down as I issue commands.
-
- [83:60] Command: map -2:2,-2:3
- - - 0 0 0 0
- 2 1 0 1 2 3
-
- -2 - ^ - - - . -2
- -1 - - - - - . -1
- 00 - - c c . - 00
- 01 . - . . . 01
- 02 . - - 02
-
- - - 0 0 0 0
- 2 1 0 1 2 3
-
- The map now shows many more sectors, including a mountain (^). The
- sector at 0,3 is accessible from sector -1,2.
-
- [82:60] Command: realm 0 -3:3,-3:4
-
- Typing the four corners of a box is tiresome, so use the 'realm'
- command to define a realm (box). I can then use '#0' to talk about
- this realm. As a further abbreviation, just '#' refers to realm 0.
-
- [82:59] Command: designate #/- +
- 6 sectors designated
- [81:59] Command: map #
- - - - 0 0 0 0 0
- 3 2 1 0 1 2 3 4
-
- -3 -3
- -2 - ^ - - - . -2
- -1 - + + + + . -1
- 00 - + c c . - 00
- 01 . + . . . 01
- 02 . - - 02
- 03 03
-
- - - - 0 0 0 0 0
- 3 2 1 0 1 2 3 4
-
- Turn all of the wilderness that we own in realm 0 into highways (+).
- (The "#/-" notation is a simple form of a "condition" which can be used
- to select a few sectors out of a large rectangle of them.) Highways are
- easier, in terms of mobility, to move across than wildernesses. Note
- that the highways will not be efficient yet, so they will cost some
- mobility to move onto. When they are 100% efficient, they will cost NO
- mobility. Another reason for doing a designate like this is so that I
- can tell which of the sectors I own.
-
- [80:59] Command: census #
- cmsgpob des eff min gold mob civl mil sh gun pl ore bar prod
- -------------------------------------------------------------------
- + 0 46 87 0 0 1 0 0 0 0 0 0 -1,-1
- + 0 43 53 0 0 1 0 0 0 0 0 0 -1,0
- + 0 63 2 0 0 1 0 0 0 0 0 0 -1,1
- + 0 27 77 0 0 1 0 0 0 0 0 0 -1,2
- + 0 77 43 0 0 1 0 0 0 0 0 0 0,-1
- c 100 75 31 90 64 60 0 0 0 64 0 0 0,0
- c 100 28 47 95 64 62 0 0 0 64 0 0 0,1
- + 0 57 39 0 0 1 0 0 0 0 0 0 1,-1
-
- Take a detailed look at the sectors I own. 'cmsgpob' refers to delivery
- directions for civilians, military, shells, guns, planes, iron ore and
- gold bars, none of which we have set up yet. We see that our two
- initial sanctuaries at 0,0 and 0,1 are now 100% efficient capitals.
- They started out with 100 mobility, 64 civilians, 64 military and 64
- iron ore each. The 'min' and 'gold' columns are the important ones here
- as they show the richness of the iron and gold deposits in the sectors.
- Sectors -1,-1 and -1,2 look like good places for gold mines, and
- sectors 0,-1 and 0,0 look like good places for iron mines.
-
- [80:59] Command: designate -1,-1 g
- [79:59] Command: designate -1,2 g
- [78:59] Command: designate 0,-1 m
- [77:58] Command: designate 0,0 m
- *** can't redesignate your current capital ***
-
- Empire won't let us redesignate our current capital (at 0,0), so we
- must first move the capital (to 0,1 here, since having a 100% capital
- is good).
-
- [76:58] Command: designate 0,1 c
- WARNING: your co-ordinate system has shifted to center on your new capital!
- [76:58] Command: map #
- - - - 0 0 0 0 0
- 3 2 1 0 1 2 3 4
-
- -3 -3
- -2 - ^ - - - . -2
- -1 - g + + g . -1
- 00 - m c c . - 00
- 01 . + . . . 01
- 02 . - - 02
- 03 03
-
- - - - 0 0 0 0 0
- 3 2 1 0 1 2 3 4
-
- 0,0 is now at what used to be 0,1.
-
- [75:58] Command: designate 0,-1 m
- Tearing down 100% efficient capital at 0,-1
-
- Changing a sector into something else involves tearing down what was
- there before, so we are told of the destruction. Lets see what other
- countries can see of what we have been doing, and what anyone else has
- done:
-
- [73:58] Command: news
-
- -=[ EMPIRE NEWS ]=-
- ::::::::::::::::::::::::::::::::::::::::::::::::::
- ! "All the news that fits, we print." !
- ::::::::::::::::::::::::::::::::::::::::::::::::::
- Sun Feb 11 18:02:42 1990
-
- Relative calm prevails.
-
- The details of Empire news since Sun Feb 11 00:00:00 1990
-
- === page 1 ===
-
- === page 2 ===
-
- Sun Feb 11 17:51:24 1990: Amelon broke sanctuary
- Sun Feb 11 17:51:24 1990: Amelon took over unoccupied land 4 times
- Sun Feb 11 17:51:40 1990: Amelon broke sanctuary
- Sun Feb 11 17:51:40 1990: Amelon took over unoccupied land 2 times
-
- === page 3 ===
-
- === page 4 ===
-
- Gee, nobody else has done anything yet! I could have a head start.
-
- [73:58] Command: power
- *** power report not available ***
-
- There is no initial power report. Also, a deity can control whether or
- not non-deities can 'force' a new power report (it can take quite a
- long time on large worlds), so one is not automatically built.
-
- [73:58] Command: power force
- Please wait, recomputing power...
- Power report updated
-
- Empire power report as of Sun Feb 11 18:02:54 1990:
- sect civ mil sh gun pl bar % ship $ pow country
- ---------------------------------------------------------------------------
- 8 128 128 0 0 0 0 12 0 5000 108 Amelon
-
- The power report is pretty dull do far.
-
- [73:58] Command: country
- Current time Sun Feb 11 18:02:54 1990, world created Sun Feb 11 17:44:20 1990
- # last access time BTU's status country name
- -----------------------------------------------------------------
- 01 *Sun Feb 11 18:02:38 1990 [ 58] [ 73] Active Amelon
- 00 Sun Feb 11 17:48:34 1990 [9999] [ 96] DEITY god
-
- There are no other player countries yet. The '*' beside the line for
- Amelon indicates that Amelon is currently connected.
-
- [73:58] Command: nation
- Status of Amelon on Sun Feb 11 18:02:58 1990:
-
- Number of sectors: 8
- Cash on hand: 5000
- Technology level: 0
- Technology factor: 0.25
- Research level: 0
- Plague factor in capital: 0.27
- Realms: #0: -3:3,-3:4 #1: 0:0,0:1
- #2: 0:0,0:1 #3: 0:0,0:1
- #4: 0:0,0:1 #5: 0:0,0:1
-
- The 'nation' command shows some information about my country. I haven't
- spent any money yet, and my technology and research levels are still 0
- since I haven't even built any technology centers or research
- institutes yet. Six realms can be defined.
-
- [73:58] Command: info
- Last game won by: God
- World created Sun Feb 11 17:44:20 1990.
- World size: 16 rows by 16 columns.
- There are currently 2 countries out of a maximum of 3.
- Maximum daily connect time is 60 minutes.
- An ETU (Empire Time Unit) is 1800 seconds.
- The world has seen 0 loans, 0 offers, 0 ships and 0 fleets.
-
- Some basic information about the world.
-
- Now we disconnect for a while, and come back early the next morning...
-
- [92:60] Command: cou
- Current time Mon Feb 12 00:42:00 1990, world created Sun Feb 11 17:44:20 1990
- # last access time BTU's status country name
- -----------------------------------------------------------------
- 01 *Mon Feb 12 00:41:52 1990 [ 60] [ 92] Active Amelon
- 00 Sun Feb 11 17:48:34 1990 [9999] [ 96] DEITY god
- 02 Mon Feb 12 00:41:34 1990 [ 55] [ 21] Active Victim
-
- Another country, called 'Victim' has been created. He was last playing
- a few seconds ago. Note that my capital was automatically updated when
- I entered the game. This has given me more BTU's, and, because it is
- the next day, has reset my time left to 60 minutes.
-
- [92:60] Command: power
- Empire power report as of Mon Feb 12 00:41:11 1990:
- sect civ mil sh gun pl bar % ship $ pow country
- ---------------------------------------------------------------------------
- 31 128 128 0 0 0 0 6 0 5000 141 Victim
- 8 128 128 0 0 0 0 12 0 5000 108 Amelon
-
- 'Victim' is already ahead of 'Amelon' in the power report. Perhaps he
- is a more experienced player. Looks like I might want to take over some
- more sectors. Has anything else happened while I was away?
-
- [92:60] Command: news
-
- -=[ EMPIRE NEWS ]=-
- ::::::::::::::::::::::::::::::::::::::::::::::::::
- ! "All the news that fits, we print." !
- ::::::::::::::::::::::::::::::::::::::::::::::::::
- Mon Feb 12 00:42:14 1990
-
- Relative calm prevails.
-
- The details of Empire news since Mon Feb 12 00:00:00 1990
-
- === page 1 ===
-
- === page 2 ===
-
- Mon Feb 12 00:36:10 1990: Victim broke sanctuary
- Mon Feb 12 00:36:10 1990: Victim took over unoccupied land 2 times
- Mon Feb 12 00:36:17 1990: Victim broke sanctuary
- Mon Feb 12 00:36:17 1990: Victim took over unoccupied land 27 times
-
- === page 3 ===
-
- === page 4 ===
-
- Nope, nothing but 'Victim' building his country. I'll update my entire
- realm 0 and see what happens.
-
- [92:60] Command: update #
- 8 sectors updated.
- You paid $10 for sector improvements.
- You paid $1 for military supplies.
-
- The only sectors with more than one soldier are the two original
- sanctuaries. Lets look at them in more detail:
-
- [91:60] Command: census 0,-1:0
- cmsgpob des eff min gold mob civl mil sh gun pl ore bar prod
- -------------------------------------------------------------------
- m 10 75 31 104 68 60 0 0 0 64 0 0 0,-1
- c 100 28 47 109 68 62 0 0 0 64 0 0 0,0
-
- The capital hasn't changed much, but did get some more mobility. The
- mine has grown to 10% efficient. A few more civilians have appeared in
- both sectors. What did my country look like again?
-
- [91:60] Command: map #
- - - - 0 0 0 0 0
- 3 2 1 0 1 2 3 4
-
- -3 -3
- -2 - ^ - - - . -2
- -1 - g + + g . -1
- 00 - m m c . - 00
- 01 . + . . . 01
- 02 . - - 02
- 03 03
-
- - - - 0 0 0 0 0
- 3 2 1 0 1 2 3 4
-
- [90:59] Command: realm 0 -3:3,-5:3
- [90:59] Command: move m 0,0 1 /r\re
- You now own sector 0,2
- [88:59] Command: mov m 0,0 1 /rue
- You now own sector -2,1
- [86:59] Command: mov m 0,0 1 \lue
- You now own sector -2,-1
- [84:59] Command: mov m 0,-1 1 /l\re
- You now own sector 2,-1
- [82:59] Command: mov m 0,-1 1 /lde
- You now own sector 2,-2
- [80:59] Command: mov m 0,-1 1 lle
- You now own sector 0,-3
- [78:59] Command: mov m 0,-1 1 l\lle
- You now own sector -1,-4
- [76:58] Command: mov m 0,-1 1 \l\le
- You now own sector -2,-3
- [74:58] Command: des #/- +
- 8 sectors designated
- [73:58] Command: map #
- - - - - - 0 0 0 0
- 5 4 3 2 1 0 1 2 3
-
- -3 . - ^ - - . - -3
- -2 . - + ^ + - + . -2
- -1 . + - g + + g . . -1
- 00 . . + m m c . + . 00
- 01 . . + . . . . . 01
- 02 . + + . 02
- 03 . . . . 03
-
- - - - - - 0 0 0 0
- 5 4 3 2 1 0 1 2 3
-
- I shift realm 0 to be re-centered on my capital, and expand it a bit.
- Then I take over the wildernesses I can see, change the new ones into
- highways like the others, and do another map.
-
- [72:58] Command: mov m 0,-1 1 \l\lle
- You now own sector -2,-4
- [70:58] Command: mov m 0,-1 1 \l\lue
- You now own sector -3,-3
- [68:58] Command: mov m 0,0 1 \luue
- You now own sector -3,-1
- [66:57] Command: mov m 0,0 1 uuue
- You now own sector -3,0
- [64:57] Command: mov m 0,0 1 u/r/re
- You now own sector -3,2
- [62:57] Command: des #/- +
- 5 sectors designated
- [61:57] Command: map #
- - - - - - 0 0 0 0
- 5 4 3 2 1 0 1 2 3
-
- -3 . . + ^ + + . + . -3
- -2 . + + ^ + - + . . -2
- -1 . + - g + + g . . -1
- 00 . . + m m c . + . 00
- 01 . . + . . . . . 01
- 02 . + + . 02
- 03 . . . . 03
-
- - - - - - 0 0 0 0
- 5 4 3 2 1 0 1 2 3
-
- Another round of move out, redesignate, and map.
-
- [60:57] Command: realm 0 -5:3,-5:3
- [60:57] Command: map #
- - - - - - 0 0 0 0
- 5 4 3 2 1 0 1 2 3
-
- -5 -5
- -4 - - - - - - - . -4
- -3 . . + ^ + + . + . -3
- -2 . + + ^ + - + . . -2
- -1 . + - g + + g . . -1
- 00 . . + m m c . + . 00
- 01 . . + . . . . . 01
- 02 . + + . 02
- 03 . . . . 03
-
- - - - - - 0 0 0 0
- 5 4 3 2 1 0 1 2 3
-
- Expand realm 0 yet again. It looks like I'm definitely on the south
- shore of a continent or island. Future exploration will have to be to
- the north. How am I doing now?
-
- [59:57] Command: power force
- Please wait, recomputing power...
- Power report updated
-
- Empire power report as of Mon Feb 12 00:45:47 1990:
- sect civ mil sh gun pl bar % ship $ pow country
- ---------------------------------------------------------------------------
- 31 128 128 0 0 0 0 6 0 5000 141 Victim
- 21 136 128 0 0 0 0 5 0 4989 111 Amelon
-
- Much better, but I still have more to do. (The main reason that
- 'Victim' has more "power" is that he hasn't redesignated either of his
- sanctuaries yet, so he still has two sectors at 100% efficiency.)
-
-
- This should have been enough to get you going. Strategies beyond this point
- vary greatly from person to person. Some even vary what you've seen here,
- e.g. by moving out in straight lines from the sanctuaries, getting a "long"
- view of what the world is like. In moving, be careful not to dump people
- into the sea, or waste mobility making them climb a mountain! Also keep in
- mind the mobility costs of varying the number of military moved, whether
- they are moved orthogonally or diagonally, what they are moving onto, etc.
- It usually doesn't matter, but if you are cutting things close, it can.
-
- You should now either start up a small test world to explore for yourself,
- or continue reading the documentation in this directory.
-
-