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- Amiga Empire by Chris Gray - War
-
-
- War is a major portion of Amiga Empire. The game can be played on an
- entirely peaceful level, with, for example, a given power level as the
- victory condition. Most players will not treat the game this way, however,
- and there are no means within the game program for enforcing peace (other
- than perhaps a deity who comes down hard on violators). The time setting
- for Empire is roughly that of the second world war. There are no
- satellites, no nuclear weapons, no bacteriological warfare, and no
- chemical warfare. (Lots of people have argued strongly for nuclear weapons
- in Amiga Empire, but they aren't here yet. We've got some ideas about
- bacteriological warfare, however.) Most aspects of that type of war are
- present to some extent: diplomacy, economics, land war, naval war, and air
- war. Air war is probably the weakest (we've had some ideas there, too.)
-
- War in the game can be a lot of fun, but it is hard to conduct, hard on
- your country, and can be stressfull. It takes a lot of BTUs to manage a
- war, and attacks and defenses can wreak havoc on even a well set up
- country. The best way to win a war is to plan all aspects of it carefully,
- and to prepare for it as well as you can. Few people manage to do that,
- however, and therein lies most of the fun! As in real life, surprise is a
- powerful advantage, as is terrain. The complexity of the game is such that
- there will always be new strategies to try out.
-
-
- Land Defense
-
- The military in a sector will automatically defend the sector if it is
- attacked. The effectiveness of soldiers defending a fort, capital or bank
- is greater than that of other defending soldiers. Unless modified by a
- deity, the numbers are 4, 2, and 2 respectively. The increase above 1 is
- scaled by the efficiency of the sector, so just turning something into a
- fort doesn't automatically make it fight better. A similar advantage (2) is
- given to soldiers attacking from a fort. An efficient fort with a gun crew,
- guns and shells will fire on any attacking force, possibly doing
- significant damage before the actual battle commences.
-
- Forts are also able to defend other sectors. The 'defend' command allows
- the defending fort to be specified for a single sector or a rectangle of
- sectors. A single fort can defend several sectors, but only one fort can
- defend any given sector. The defense consists of attempting to fire on the
- attacker. The defending fort must of course be efficient enough to fire,
- and must have a gun crew, guns and shells. The defender's technology level
- must also be high enough to make the target in range of the defending fort.
- A country with a significantly higher technology factor can have a distinct
- advantage over those with lower ones. Attacking a fully efficient and
- stocked fort can be quite difficult - consider "softening it up" a bit with
- bombs and/or gunfire. The 'spy' and 'lookout' commands are handy for seeing
- what lies on your borders.
-
-
- Land Offense
-
- A simple solder attack of an enemy sector is done with the 'attack'
- command. The command will report an approximation of the forces on the
- target sector, and then will look for soldiers able to attack. The soldiers
- can come from all orthogonally adjacent sectors which have sufficient
- mobility. For each eligible attacking sector, you will be asked how many
- soldiers from that sector to attack with. Hitting a return for any of them
- will abort the attack, but the victim will still be informed of your
- aborted attack. The odds of winning an attack are related to the strengths
- of the attacking and defending forces. Overwhelming forces are the best.
- When the attack starts, Empire will first check to see if the target sector
- is a fort that can fire on your attacking force. After any such firing, it
- will check to see if the sector is defended by a fort that can fire on your
- attack force within the target sector. Your forces and the defenders will
- then square off. The battle will be represented by the slow output of '!'s
- and '@'s, with possibly some '*'s. Each '!' represents a defending soldier
- who is killed. Each '@' represents an attacking solder who is killed, and
- each '*' represents the fact that an entire attacking sector's force has
- been killed off. The odds of an attacker or defender being killed are based
- on the strengths of the two forces at that time, thus defeats tend to be
- quick at the end. As originally set up, each attacking soldier who is
- killed costs 0.15 BTUs to the attacker. An attack will be aborted if the
- attacker runs out of BTUs. If an attack is successful, up to 127 military
- will occupy the victim sector. Any excess will go back to the sectors they
- attacked from, in proportion to the numbers that came from those sectors.
- Any attack, whether successful or not, is reported to the victim country
- and in the news. Attacks cannot be aborted - your military are committed.
-
- The second land attack form is that of firing guns. Guns can be fired from
- forts at sectors or ships. The range of a fort is proportional to the
- number of guns in the fort (up to a maximum of 7), and the technology
- factor of the attacking country. With a good technology factor you can
- shoot over small mountain ranges and across arms of the sea. You cannot
- shoot at sanctuary sectors - they are inviolate. The damage done by the
- firing is governed by the number of guns used and the efficiency of the
- firing fort. Each shot from the fort uses up one shell. As with 'attack',
- if the target can shoot back after your shot, it will do so, and a target
- sector can be defended by another fort which can try to shoot back. All
- firings are reported to the victim and in the news.
-
- A ship which is orthogonally adjacent to a land sector can 'assault' that
- sector using the military it has on board. This works just like an 'attack'
- from neighboring sectors, except that the assaulters have a 2 to 1
- disadvantage.
-
-
- Naval Warfare
-
- Some aspects of naval warfare are also covered in the file 'Ships'.
- Naval warfare is the most developed form of warfare in Amiga Empire. Each
- ship is capable of firing on other ships or on land sectors, just like
- forts are able to. The range of a ship's guns is determined by the
- technology level of the ship and the type of the ship (see the table in
- 'Ships.doc'). Ships with multiple guns can choose how many of the guns to
- fire at once - a shell is required for each one. The damage done is
- determined by the number of guns fired and the efficiency of the firing
- ship. To make things a bit more realistic, the damage from a battleship's
- guns is multiplied by 4, and that from a destroyer or carrier by 2. One
- shot by 4 guns from a battleship can badly damage a sector, and can sink a
- PT boat outright. When a ship is fired on, each ship in its fleet will
- attempt to fire back at the attacker. Shooting at a ship in a large enemy
- fleet is generally not a good idea, unless your goal is to sink your own
- ship or use up the enemy's shells. A fleet-to-fleet attack can work, but it
- is costly.
-
- Ships can also attempt to 'board' enemy ships. This is a lot like attacking
- sectors. You cannot 'board' from a freighter, and the victim ship must be
- in the same sector as that doing the boarding. You cannot 'board' a
- freighter that is in the same fleet (other than the '*' fleet) as a
- non-freighter that is in the same sector as the freighter - you must first
- get rid of the defenders. If you successfully board a ship, the ship
- becomes yours.
-
- You cannot successfully fire on submarines. Instead, you must have a
- destroyer attempt to depth charge the submarine using the 'drop' command.
- The destroyer must be in the same sector as the submarine. Each depth
- charge consumes 1 shell, and requires the presence of a gun (depth charge
- rack). If set so by a deity, dropping a depth charge can zero or make
- negative the mobility of the destroyer. This is to make the attack more
- "real-time". Also, if the target submarine is still able, it will fire a
- torpedo at the attacking destroyer. If you sink the submarine, the wreakage
- will identify the country who owned it - a radar scan just show submarines
- as unidentified snorkels.
-
- Submarines can fire torpedoes at surface ships and other submarines. This
- is done with the 'torpedo' command. Torpedos can do a lot of damage, but
- they don't always hit. They are most accurate if the submarine is in the
- same sector as the victim ship, but hits from further away can work. The
- damage done by the torpedo depends on the type of the victim ship - smaller
- ships suffer more damage. Torpedo attacks are also subject to retaliation -
- if the victim is a surface ship, all destroyers in the victim's fleet that
- are in the same sector will attempt to depth charge the submarine. If the
- victim is another submarine, it can try to torpedo back.
-
- Destroyers can drop mines into the sea via the 'mine' command. Up to 127
- mines can be dropped into a given sector. When ships sail into the sector,
- they have a chance (proportional to the number of mines) of hitting one of
- the mines. Mines do quite a bit of damage. Damage done by a mine is again
- determined by the type of ship. If the ship moving into a mined sector is a
- minesweeper, it will remove up to 5 mines from the sector instead of
- possibly running into one of them.
-
-
- Aerial Warfare
-
- Aerial warfare is covered in file 'Aircraft'. Planes can carry bombs
- taken from the airport or aircraft carrier they 'fly' from. Dropping one
- bomb from each plane in the group is one of the options of the flying
- movement options. The more planes drop bombs, the more damage is done.
- Bombs can be dropped on sectors or on ships at sea or in harbors. Carrying
- bombs greatly reduces the distance that planes can fly on a given amount of
- fuel. Planes can attempt to land on any type of sector, but their chances
- of success are quite small for some sector types. A plane that fails its
- landing attempt crashes, and will do damage to the sector.
-
- When a plane flies over a sector, the sector is checked for access rights.
- If the sector is owned by a country which is at war with you, it might try
- to fire anti-aircraft guns at your planes. If the sector is checkpointed,
- you will be asked for the checkpoint code, and if you know it you will be
- granted access. If you don't know it, and the sector is a fort, capital,
- bank or airport, it will try to fire at you (it must have shells and guns
- and a gun crew and be at least 60% efficient). Such firing will be reported
- to the owning country and in the news.
-
-