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- Amiga Empire by Chris Gray - Ships
-
-
- Ships and naval affairs are a major part of Amiga Empire, both in terms of
- exploring the world and conducting internal affairs, and in terms of
- conflict with other countries. Ships are built at harbor sectors using the
- 'build' command. Goods and people can be loaded onto ships at harbors
- using the 'load' command. Goods and people can be unloaded from ships at
- harbors using the 'unload' command. Tenders can transfer goods to ships at
- sea using the 'tend' command. Ships have radar and can see nearby sectors
- and ships using the 'radar' command. Groups of ships can be organized into
- fleets using the 'fleet' command. Planes can land on aircraft carriers and
- can take off from them using the 'fly' command. And, most important, ships
- or fleets of ships can be moved around using the 'navigate' command. Other
- commands refer to ships during conflict, such as 'fire', 'assault',
- 'board', 'drop', 'mine' and 'torpedo'. The 'lookout' command can also be
- done from a ship, and will report other ships and nearby land sectors.
-
- Ships are examined using the 'ships' command, which is much like a 'census'
- command for ships. Note that the 'ships' command updates the ships,
- however, since there is no explicit 'update' for ships.
-
- When a ship is first built in a harbor, it will have 50% efficiency and no
- mobility. It will be given the technology level of the country building it.
- The ship will be initially empty. Empty ships can sail around and do radar
- commands (each ship in considered to have a crew, independent of any
- soldiers or civilians the ship may be carrying). Certain hazards to
- navigation exist: unfriendly ships can try to sink or take over your ships;
- mines dropped by destroyers can damage and even sink ships that run into
- them; and bad weather in the form of hurricanes can damage and sink ships
- that attempt to navigate in the eye of the storm. A ship must be at least
- 20% efficient or it will sink. Also, it must be at least 60% efficent
- before it can navigate, fire guns, be loaded, etc.
-
- The types of ships in Amiga Empire are:
-
- PT boat, symbol 'p' (PaTrol boat, not Patrol-Torpedo boat)
- These are the cheapest ships to build. They are very small and can go a
- long way on their mobility. They also have quite good radar. These
- characteristics make them excellent as scouts, either when mapping
- coastlines or as hard to see lookouts. They can also carry 10 military
- and fire one gun, so they can take over vacant islands and try to sink
- other PT boats. A PT boat hitting a mine or being hit by a torpedo is
- often sunk outright.
-
- destroyer, symbol 'd'
- These are the most versatile of the ships. They carry more military and
- guns than a PT boat, and have just as good radar. They are also the
- only surface ship with sonar, so they can see submarines on their radar
- scans. Destroyers can also use the 'mine' command to drop shells into
- the water as mines. They can also use the 'drop' command to drop shells
- as depth charges, attempting to hit submarines. If such a submarine is
- still 60% efficient, it will attempt to torpedo the destroyer. If there
- are any submarines in range they will attempt to defend the submarine
- as well.
-
- battleship, symbol 'b'
- Battleships are the naval equivalent of a fortress. They are fairly
- slow moving, but their radar is excellent, and they can carry 127
- military and shoot 4 guns. A battleship sailing up and down an
- undefended enemy coast can do tremendous damage, and can usually take
- over several sectors. They are also quite hard to sink, due to their
- size.
-
- submarine, symbol 's'
- Submarines are mostly an offensive vessel. The only surface ship that
- can see them is a destroyer. They have fairly weak radar/sonar of their
- own. Submarines can use the 'torpedo' command to fire torpedos at
- surface ships. Only destroyers can fire back with depth charges. Subs
- can also torpedo other submarines, in which case the target can torpedo
- back if it is still able. To keep submarines from becoming too strong,
- and to adjust for the often non-real-time nature of an Empire game, the
- mobility of a submarine goes to zero and then negative when it fires
- torpedos. This prevents it from leaving the scene too quickly, and
- allows the victim country to try to find and attack the submarine with
- destroyers. This factor can be removed by a deity, and can also be
- applied to destroyers dropping depth charges.
-
- minesweeper, symbol 'm'
- Minesweepers are slow and poorly armed. They are, however, the only way
- (other than sacrificing lots of ships) of getting rid of mines.
- Whenever a minesweeper navigates, you will see a "Sweep, sweep" message
- and it will remove up to 5 mines from the sector it enters. Note that
- when navigating a fleet, the order in which the ships are moved is the
- order of those ships in the fleet.
-
- tender, symbol 't'
- Tenders are slow and poorly armed, but can carry lots of military,
- shells and guns. While at sea, the 'tend' command allows you to
- transfer these supplies from a tender to a ship in the same sector.
- This can be vital when carrying on a naval action at some distance from
- you nearest harbor.
-
- carrier, symbol 'c'
- Aircraft carriers are much like mobile airports. They cannot build
- airplanes like airports can, however. They have radar and guns like
- other ships, but have the additional major ability of being able to
- launch airplanes with the 'fly' command. The airplanes require crew and
- bombs (shells) from the carrier, and the carrier's mobility is used as
- fuel for flying distance. Airplanes can bomb sectors and ships, and can
- damage them by crashing into them. When landing on an aircraft carrier,
- the success is governed by the weather and the efficiency of the
- carrier. Beware of sinking your own carrier!
-
- freighter, symbol 'f'
- Freighters are civilian ships. They cannot carry any military and
- cannot fire guns, even though they can carry lots of guns and shells as
- cargo. They can carry 127 each of civilians, shells, guns, iron ore and
- gold bars. If an enemy attempts to 'board' a freighter, nearby ships in
- the same fleet will defend it. This automatic defense is not available
- for other ship types - they are on their own. Freighters are the only
- ship, and the only way, of getting civilians from one land mass to
- another.
-
- The exact default statistics for the various ships types are given in the
- following table. Note that a deity can change any of these values.
-
- type name cost sp vis rng civ mil sh gun plns ore bars vrng
- ------------------------------------------------------------------
- p PT boat 30 50 6 1 - 10 10 1 - - - 4
- s submarine 70 25 1 2 - 25 27 2 - - - 3
- b battleship 127 25 25 8 - 127 127 4 - - - 6
- d destroyer 60 35 15 3 - 80 40 2 - - - 4
- f freighter 80 20 20 - 127 5 127 127 5 127 127 3
- m minesweeper 50 20 20 1 - 25 10 1 - - - 3
- t tender 100 30 20 1 - 100 127 30 2 - - 3
- c carrier 127 25 25 2 - 60 60 3 127 - - 4
-
- cost - number of production units in a harbor needed to build the
- ship. Also, cost * 9 dollars are needed for the build.
- sp - speed factor - the larger the better
- vis - how visible the ship is to radar and lookout
- rng - twice the maximum gun firing distance
- civ - number of civilians it can carry
- mil - number of military it can carry
- sh - number of shells it can carry
- gun - number of guns it can carry/fire (tender can fire 1, freighter 0)
- plns - number of planes it can carry
- ore - number of tons of ore it can carry
- bars - number of gold bars it can carry
- vrng - how far it can see (radar and lookout) - subs are special
-
- Ships can be organized into fleets using the 'fleet' command. A fleet,
- which is indicated by an upper or lower case letter (thus you can have up
- to 52 fleets), is just a list of upto 100 ships. The 'navigate' command
- accepts a fleet letter instead of a ship number, and will attempt to make
- the entire fleet move as a unit. The first ship in the fleet is the
- "flagship" of the fleet, and if it runs out of mobility, the entire fleet
- cannot be navigated anymore. If other ships run out of mobility, they will
- just drop behind. The ships in the fleet do not have to be all in the same
- sector, but it is tricky to navigate when they are not. Fleets are also
- used as a military unit, in that ships in a fleet will defend each other
- from enemy fire. Ships not in any fleet will show up on the 'ships' report
- as belonging to fleet '*'. A ship can be removed from a fleet by adding it
- to another fleet, including adding it to fleet '*'. Fleet '*' cannot be
- navigated, and is not a military unit.
-
-