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<?xml version="1.0" encoding="ISO-8859-1"?>
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<!DOCTYPE refentry PUBLIC "-//OASIS//DTD DocBook XML V4.4//EN"
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"http://www.oasis-open.org/docbook/xml/4.4/docbookx.dtd">
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<refentry id='vmsempire6'>
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<!-- See the file COPYING, distributed with empire, for restriction
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and warranty information. -->
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<refentrytitle>Empire</refentrytitle>
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<manvolnum>6</manvolnum>
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<refmiscinfo class='date'>March 29, 1990</refmiscinfo>
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<refmiscinfo class='productname'>empire</refmiscinfo>
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<refmiscinfo class='source'>empire</refmiscinfo>
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<refmiscinfo class='manual'>Games</refmiscinfo>
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<refname>empire</refname>
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<refpurpose>the wargame of the century</refpurpose>
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<refsynopsisdiv id='synopsis'>
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<command>empire</command>
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<arg choice='opt'>-w <replaceable>water</replaceable></arg>
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<arg choice='opt'>-s <replaceable>smooth</replaceable></arg>
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<arg choice='opt'>-d <replaceable>delay</replaceable></arg>
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<arg choice='opt'>-S <replaceable>save-interval</replaceable></arg>
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<arg choice='opt'>-f <replaceable>savefile</replaceable></arg>
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<refsect1 id='description'><title>DESCRIPTION</title>
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<para>Empire is a simulation of a full-scale war between two
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emperors, the computer and you. Naturally, there is only
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room for one, so the object of the game is to destroy
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the other. The computer plays by the same rules that you
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<term><option>-w</option><replaceable>water</replaceable></term>
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<para>This option controls the amount of water on the map.
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This is given as the percentage of the map which should
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be water. The default is 70% water. <emphasis remap='I'>water</emphasis>
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must be an integer in the between 10 and 90 inclusive.</para>
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<term><option>-s</option><replaceable>smooth</replaceable></term>
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<para>This controls the smoothness of the map. A low value
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will produce a highly chaotic map with lots of small
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islands or lakes. A high value will produce a map
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with a few scattered continents. Be forewarned that
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a high value will cause the program to take a long
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time to start up. The default value is 5.</para>
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<term><option>-d</option><replaceable>delay</replaceable></term>
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<para>This option controls the length of time the computer will
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delay after printing informational messages at the top of
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the screen. <emphasis remap='I'>delay</emphasis> is specified in milliseconds. The
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default value is 2000 which allows the user two seconds to
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read a message.</para>
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<refsect1 id='examples'><title>EXAMPLES</title>
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<para>empire -w90 -s2</para>
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<para>This produces a map with many islands.</para>
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<para>empire -w50 -s0</para>
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<para>This produces a really strange map. These values
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are not recommended for the faint at heart.</para>
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<para>empire -w10</para>
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<para>This produces a map with lots of land and a few lakes.
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The computer will have a hard time on this sort of map
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as it will try and produce lots of troop transports,
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which are fairly useless.</para>
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<para>There are two other option.</para>
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<term><option>-S</option><replaceable>interval</replaceable></term>
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<para>sets the <emphasis remap='I'>save interval</emphasis> for the
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game (default is 10). Once per <emphasis remap='I'>interval</emphasis>
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turns the game state will be automatically saved after your move. It
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will be saved in any case when you change modes or do various special
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things from command mode, such as `M' or `N'.</para>
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<term><option>-f</option><replaceable>savefile</replaceable></term>
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<para>Set the save file name (normally empsave.dat).</para>
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<refsect1 id='introduction'><title>INTRODUCTION</title>
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<para>Empire is a war game played between you and the computer. The world
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on which the game takes place is a square rectangle containing cities,
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land, and water. Cities are used to build armies, planes, and ships
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which can move across the world destroying enemy pieces, exploring,
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and capturing more cities. The objective of the game is to destroy
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all the enemy pieces, and capture all the cities.</para>
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<para>The world is a rectangle 60 by 100 squares on a side. The world
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consists of sea (.), land (+), uncontrolled cities (*),
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computer-controlled cities (X), and cities that you control
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<para>The world is displayed on the player's screen during movement.
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(On terminals with small screens, only a portion of the world is shown
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at any one time.) Each piece is represented by a unique character on
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the map. With a few exceptions, you can only have one piece on a
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given location. On the map, you are shown only the 8 squares adjacent
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to your units. This information is updated before and during each of
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your moves. The map displays the most recent information
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<para>The game starts by assigning you one city and the
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computer one city. Cities can produce new pieces. Every
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city that you own produces more pieces for you according
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to the cost of the desired piece. The typical play of the
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game is to issue the Automove command until you decide
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to do something special. During movement in each round,
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the player is prompted to move each piece that does not
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otherwise have an assigned function.</para>
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<para>Map coordinates are 4-digit numbers. The first two
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digits are the row, the second two digits are the
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<refsect1 id='pieces'><title>PIECES</title>
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<para>The pieces are as follows:</para>
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<informaltable pgwide='0' frame='all'>
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<tgroup cols='7' align='center'>
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<colspec colname='c1'/>
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<colspec colname='c2'/>
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<colspec colname='c3'/>
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<colspec colname='c4'/>
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<colspec colname='c5'/>
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<colspec colname='c6'/>
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<colspec colname='c7'/>
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<entry align='left' colsep='1'>Piece</entry>
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<entry align='center' colsep='1'>You</entry>
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<entry align='center' colsep='1'>Enemy</entry>
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<entry align='right' colsep='1'>Moves</entry>
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<entry align='right' colsep='1'>Hits</entry>
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<entry align='right' colsep='1'>Str</entry>
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<entry align='center'>Cost</entry>
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<entry align='left' colsep='1'>Army</entry>
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<entry align='center' colsep='1'>A</entry>
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<entry align='center' colsep='1'>a</entry>
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<entry align='right' colsep='1'>1</entry>
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<entry align='right' colsep='1'>1</entry>
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<entry align='right' colsep='1'>1</entry>
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<entry align='center'>5(6)</entry>
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<entry align='left' colsep='1'>Fighter</entry>
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<entry align='center' colsep='1'>F</entry>
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<entry align='center' colsep='1'>f</entry>
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<entry align='right' colsep='1'>8</entry>
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<entry align='right' colsep='1'>1</entry>
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<entry align='right' colsep='1'>1</entry>
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<entry align='center'>10(12)</entry>
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<entry align='left' colsep='1'>Patrol Boat</entry>
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<entry align='center' colsep='1'>P</entry>
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<entry align='center' colsep='1'>p</entry>
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<entry align='right' colsep='1'>4</entry>
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<entry align='right' colsep='1'>1</entry>
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<entry align='right' colsep='1'>1</entry>
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<entry align='center'>15(18)</entry>
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<entry align='left' colsep='1'>Destroyer</entry>
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<entry align='center' colsep='1'>D</entry>
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<entry align='center' colsep='1'>d</entry>
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<entry align='right' colsep='1'>2</entry>
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<entry align='right' colsep='1'>3</entry>
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<entry align='right' colsep='1'>1</entry>
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<entry align='center'>20(24)</entry>
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<entry align='left' colsep='1'>Submarine</entry>
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<entry align='center' colsep='1'>S</entry>
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<entry align='center' colsep='1'>s</entry>
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<entry align='right' colsep='1'>2</entry>
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<entry align='right' colsep='1'>2</entry>
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<entry align='right' colsep='1'>3</entry>
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<entry align='center'>20(24)</entry>
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<entry align='left' colsep='1'>Troop Transport</entry>
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<entry align='center' colsep='1'>T</entry>
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<entry align='center' colsep='1'>t</entry>
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<entry align='right' colsep='1'>2</entry>
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<entry align='right' colsep='1'>1</entry>
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<entry align='right' colsep='1'>1</entry>
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<entry align='center'>30(36)</entry>
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<entry align='left' colsep='1'>Aircraft Carrier</entry>
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<entry align='center' colsep='1'>C</entry>
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<entry align='center' colsep='1'>c</entry>
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<entry align='right' colsep='1'>2</entry>
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<entry align='right' colsep='1'>8</entry>
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<entry align='right' colsep='1'>1</entry>
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<entry align='center'>30(36)</entry>
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<entry align='left' colsep='1'>Battleship</entry>
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<entry align='center' colsep='1'>B</entry>
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<entry align='center' colsep='1'>b</entry>
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<entry align='right' colsep='1'>2</entry>
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<entry align='right' colsep='1'>10</entry>
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<entry align='right' colsep='1'>2</entry>
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<entry align='center'>40(48)</entry>
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<entry align='left' colsep='1'>Satellite</entry>
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<entry align='center' colsep='1'>Z</entry>
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<entry align='center' colsep='1'>z</entry>
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<entry align='right' colsep='1'>10</entry>
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<entry align='right' colsep='1'>--</entry>
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<entry align='right' colsep='1'>--</entry>
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<entry align='center'>50(60)</entry>
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<para>The second column shows the map representation for your
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<para>The third shows the representations of enemy units.</para>
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<para>Moves is the number of squares that the unit can move in a
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<para>Hits is the amount of damage a unit can take before it
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<para>Strength is the amount of damage a unit can inflict upon an
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enemy during each round of an attack.</para>
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<para>Cost is the number of rounds needed for a city to produce
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<para>The number in parenthesis is the cost for a city to
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produce the first unit.</para>
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<para>Each piece has certain advantages associated with it that
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can make it useful. One of the primary strategic aspects
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of this game is deciding which pieces will be produced
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and in what quantities.</para>
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<para><emphasis remap='B'>Armies</emphasis> can only move on land, and
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are the only piece that can move on land. Only armies can capture
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cities. This means that you must produce armies in order to win the
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game. Armies have a 50% chance of capturing a city when they attack.
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(Attacking one's own city results in the army's destruction. Armies
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that move onto the sea will drown. Armies can attack objects at sea,
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but even if they win, they will drown.) Armies can be carried by
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troop transports. If an army is moved onto a troop transport, then
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whenever the transport is moved, the army will be moved with the
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transport. You cannot attack any piece at sea while on a
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<para><emphasis remap='B'>Fighters</emphasis> move over both land and
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sea, and they move 8 squares per round. Their high speed and great
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mobility make fighters ideal for exploring. However, fighters must
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periodically land at user-owned cities for refueling. A fighter can
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travel 32 squares without refueling. Fighters are also shot down if
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they attempt to fly over a city which is not owned by the user.</para>
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<para><emphasis remap='B'>Patrol boats</emphasis> are fast but lightly
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armored. Therefore they are useful for patrolling ocean waters and
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exploring. In an attack against a stronger boat, however, patrol
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boats will suffer heavy casualties.</para>
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<para><emphasis remap='B'>Destroyers</emphasis> are fairly heavily
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armored and reasonably quick to produce. Thus they are useful for
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destroying enemy transports which may be trying to spread the enemy
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across the face of the world.</para>
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<para>When a <emphasis remap='B'>submarine</emphasis> scores a hit, 3
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hits are exacted instead of 1. Thus submarines can inflict heavy
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damage in a fight against heavily armored boats. Notice that healthy
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submarines will typically defeat healthy destroyers two-thirds of the
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time. However, a submarine will defeat a fighter about two-thirds of
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the time, while a destroyer will defeat a fighter three-fourths of the
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<para><emphasis remap='B'>Troop transports</emphasis> are the only
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pieces that can carry armies. A maximum of six armies can be carried
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by a transport. On any world containing a reasonable amount of water,
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transports will be a critical resource in winning the game. Notice
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that the weakness of transports implies they need protection from
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stronger ships.</para>
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<para><emphasis remap='B'>Aircraft carriers</emphasis> are the only
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ships that can carry fighters. Carriers carry a maximum of the number
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of hits left of fighters. Fighters are refueled when they land on a
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<para><emphasis remap='B'>Battleships</emphasis> are similar to
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destroyers except that they are much stronger.</para>
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<para><emphasis remap='B'>Satellites</emphasis> are only useful for reconnaissance. They can not
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be attacked. They are launched in a random diagonal orbit, and
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stay up for 50 turns. They can see one square farther than other
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<para>All ships can move only on the sea. Ships can also dock in a
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user-owned city. Docked ships have damage repaired at the
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rate of 1 hit per turn. Ships which have suffered a lot
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of damage will move more slowly.</para>
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<para>Because of their ability to be repaired, ships with lots of hits
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such as Carriers and Battleships have an additional advantage. After
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suffering minor damage while destroying enemy shipping, these ships
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can sail back to port and be quickly repaired before the enemy has
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time to replenish her destroyed shipping.</para>
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<para>The following table gives the probability that the piece listed
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on the side will defeat the piece listed at the top in a battle.
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(The table assumes that both pieces are undamaged.)</para>
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<informaltable pgwide='0' frame='all'>
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<tgroup cols='6' align='center'>
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<colspec colname='c1'/>
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<colspec colname='c2'/>
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<colspec colname='c3'/>
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<colspec colname='c4'/>
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<colspec colname='c5'/>
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<colspec colname='c6'/>
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<entry align='left' colsep='1'>AFPT</entry>
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<entry align='center' colsep='1'>D</entry>
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<entry align='center' colsep='1'>S</entry>
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<entry align='center' colsep='1'>C</entry>
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<entry align='center' colsep='1'>B</entry>
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<entry align='center'></entry>
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<entry align='left' colsep='1'>AFPT</entry>
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<entry align='center' colsep='1'>50.0%</entry>
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<entry align='center' colsep='1'>12.5%</entry>
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<entry align='center' colsep='1'>25.0%</entry>
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<entry align='center' colsep='1'>00.391%</entry>
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<entry align='center'>00.0977%</entry>
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<entry align='left' colsep='1'>D</entry>
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<entry align='center' colsep='1'>87.5%</entry>
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<entry align='center' colsep='1'>50.0%</entry>
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<entry align='center' colsep='1'>25.0%</entry>
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<entry align='center' colsep='1'>05.47%</entry>
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<entry align='center'>00.537%</entry>
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<entry align='left' colsep='1'>S</entry>
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<entry align='center' colsep='1'>75.0%</entry>
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<entry align='center' colsep='1'>75.0%</entry>
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<entry align='center' colsep='1'>50.0%</entry>
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<entry align='center' colsep='1'>31.3%</entry>
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<entry align='center'>06.25%</entry>
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<entry align='left' colsep='1'>C</entry>
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<entry align='center' colsep='1'>99.6%</entry>
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<entry align='center' colsep='1'>94.5%</entry>
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<entry align='center' colsep='1'>68.7%</entry>
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<entry align='center' colsep='1'>50.0%</entry>
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<entry align='center'>04.61%</entry>
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<entry align='left' colsep='1'>B</entry>
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<entry align='center' colsep='1'>99.9%</entry>
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<entry align='center' colsep='1'>99.5%</entry>
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<entry align='center' colsep='1'>93.8%</entry>
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<entry align='center' colsep='1'>95.4%</entry>
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<entry align='center'>50.0%</entry>
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<para>Notice, however, that when a ship has been damaged, the odds of
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being defeated can go up quite a bit. For example, a healthy
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submarine has a 25% chance of defeating a battleship that has
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had one hit of damage done to it, and a healthy submarine has
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a 50% chance of defeating a carrier which has suffered two hits
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<refsect1 id='movement_functions'><title>MOVEMENT FUNCTIONS</title>
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<para>There are a variety of movement functions. The movement functions
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of pieces can be specified in user mode and edit mode.
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Cities can have movement functions set for each type of piece.
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When a movement function for a type of pieces is set for a city,
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then every time that type of piece appears in the city, the piece
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will acquire that movement function. Be forewarned that moving
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loaded transports or loaded carriers into a city can have undesirable
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<para>Normally, when a movement
425
function has been specified, the piece will continue moving according to
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that function until one of the following happen:</para>
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<para>An enemy piece or unowned city appears next to the piece. In this case
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the piece will be completely awoken, unless its movement function has
432
been set to a specific destination.
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Armies on ships and pieces inside
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cities will not be awoken if the enemy piece is gone by the time it is
435
their turn to move.</para>
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<para>You explicitly awaken the piece.</para>
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<para>The piece can no longer move in accordance with its programmed function.
442
In this case, the piece will awaken <emphasis remap='I'>temporarily</emphasis>. You will be asked
443
to move the piece at which time you may awaken it.</para>
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<para>The piece is a fighter which has just enough fuel (plus a small reserve)
447
to get to the nearest city.
449
the piece will awaken completely, unless its movement function has
450
been set to a specific destination, or its movement function has been
451
set to <emphasis remap='I'>land</emphasis>.</para>
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<para>The rationale behind this complexity is that fighters must be awoken
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completely before they are out of range of a city
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to prevent one from accidentally forgetting to waken the
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fighter and then watching it fly off to its doom. However, it is presumed
458
that when a path is set for the fighter, the fighter is not in danger of
459
running out of fuel.</para>
460
<para>Pieces do not completely awaken when their function has been set to a
461
destination because it is slightly time consuming to reset the destination,
462
but very simple (one keystroke) to wake the piece.</para>
463
<para>The movement functions are:</para>
466
<term><emphasis remap='B'>Attack</emphasis></term>
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<para>This function applies only to armies. When this function is set,
469
the army will move toward the nearest enemy city, unowned city, or
470
enemy army. This is useful when fighting off an invading enemy or
471
taking over a new continent. When an army is set to this mode,
472
it will also explore nearby territory. This tends to make
473
the "grope" movement mode pretty useless.</para>
477
<term><emphasis remap='B'>Awake</emphasis></term>
479
<para>When pieces are awake, you will be asked for the direction in which
480
the piece should move on each turn.</para>
484
<term><emphasis remap='B'>Fill</emphasis></term>
486
<para>This function applies to carriers and transports. When this function is
487
specified, these ships sleep until they have been filled with fighters or
488
armies respectively.</para>
492
<term><emphasis remap='B'>Grope</emphasis></term>
494
<para>This function causes a piece to explore. The piece heads toward
495
the nearest unseen square of the map on each of its moves. Some
496
attempt is made to explore in an optimal fashion.</para>
500
<term><emphasis remap='B'>Land</emphasis></term>
502
<para>This function applies to fighters and causes the fighter to head toward
503
the nearest transport or carrier.</para>
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<term><emphasis remap='B'>Random</emphasis></term>
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<para>This movement function causes a piece to move at random to an adjacent
514
<term><emphasis remap='B'>Sentry</emphasis></term>
516
<para>This movement function puts a piece to sleep.
517
The function of a city cannot be set to 'sleep'.</para>
521
<term><emphasis remap='B'>Transport</emphasis></term>
523
<para>This movement function only works on armies. The army sleeps until
524
an unfull transport passes by, at which point the army wakes up and
525
boards the transport.</para>
529
<term><emphasis remap='B'>Upgrade</emphasis></term>
531
<para>This movement function only works with ships. The ship will move
532
to the nearest owned city and remain there until it is repaired.</para>
536
<term><emphasis remap='B'><dir></emphasis></term>
538
<para>Pieces can be set to move in a specified direction.</para>
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<term><emphasis remap='B'><dest></emphasis></term>
544
<para>Pieces can be set to move toward a specified square. In this movement
545
mode, pieces take a shortest path toward the destination. Pieces moving
546
in accordance with this function prefer diagonal moves that explore
547
territory. Because of this, the movement of the piece may be
548
non-intuitive.</para>
553
<para>As examples of how to use these movement functions, typically
554
when I have a new city on a continent, I set the Army function of the
555
city to <emphasis remap='I'>attack</emphasis>. Whenever an army is
556
produced, it merrily goes off on its way exploring the continent and
557
moving towards unowned cities or enemy armies or cities.</para>
559
<para>I frequently set the ship functions for cities that are far from the
560
front to automatically move ships towards the front.</para>
562
<para>When I have armies on a continent, but there is nothing to
563
explore or attack, I move the army to the shore and use the <emphasis
564
remap='I'>transport</emphasis> function to have that army hop aboard
565
the first passing transport.</para>
568
<refsect1 id='commands'><title>COMMANDS</title>
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<para>There are three command modes. The first of these is "command mode".
571
In this mode, you give commands that affect the game as a whole.
572
In the second mode, "move mode", you give commands to move your
573
pieces. The third mode is "edit mode", and in this mode you can
574
edit the functions of your pieces and examine various portions of
577
<para>All commands are one character long. The full mnemonic names
578
are listed below as a memorization aid. The mnemonics are somewhat
579
contrived because there are so few characters in the English language.
580
Too bad this program isn't written in Japanese, neh?</para>
582
<para>In all command modes, typing "H" will print out a screen of help
583
information, and typing <ctrl-L> will redraw the screen.</para>
586
<refsect1 id='command_mode'><title>COMMAND MODE</title>
588
<para>In command mode, the computer will prompt you for your orders.
589
The following commands can be given at this time:</para>
593
<term><emphasis remap='B'>Automove</emphasis></term>
595
<para>Enter automove mode. This command begins a new round of movement.
596
You will remain in move mode after each of the computer's turns.
597
(In move mode, the "O" command will return you to command mode
598
after the computer finishes its next turn.</para>
602
<term><emphasis remap='B'>City</emphasis></term>
604
<para>Give the computer a random unowned city. This command is useful if you
605
find that the computer is getting too easy to beat.</para>
609
<term><emphasis remap='B'>Date</emphasis></term>
611
<para>The current round is displayed.</para>
615
<term><emphasis remap='B'>Examine</emphasis></term>
617
<para>Examine the enemy's map. This command is only valid after the computer
622
<term><emphasis remap='B'>File</emphasis></term>
624
<para>Print a copy of the map to the specified file.</para>
628
<term><emphasis remap='B'>Give</emphasis></term>
630
<para>This command gives the computer a free move.</para>
634
<term><emphasis remap='B'>J</emphasis></term>
636
<para>Enter edit mode where you can examine and change the functions
637
associated with your pieces and cities.</para>
641
<term><emphasis remap='B'>Move</emphasis></term>
643
<para>Enter move mode for a single round.</para>
647
<term><emphasis remap='B'>N</emphasis></term>
649
<para>Give the computer the number of free moves you specify.</para>
653
<term><emphasis remap='B'>Print</emphasis></term>
655
<para>Display a sector on the screen.</para>
659
<term><emphasis remap='B'>Quit</emphasis></term>
661
<para>Quit the game.</para>
665
<term><emphasis remap='B'>Restore</emphasis></term>
667
<para>Restore the game from empsave.dat.</para>
671
<term><emphasis remap='B'>Save</emphasis></term>
673
<para>Save the game in empsave.dat.</para>
677
<term><emphasis remap='B'>Trace</emphasis></term>
679
<para>This command toggles a flag. When the flag is set,
680
after each move, either yours or the computer's,
681
a picture of the world is written out to the file
682
'empmovie.dat'. <emphasis remap='B'>Watch out! This command produces lots of
683
output.</emphasis></para>
687
<term><emphasis remap='B'>Watch</emphasis></term>
689
<para>This command allows you to watch a saved movie.
690
The movie is displayed in a condensed version so that
691
it will fit on a single screen, so the output may be
692
a little confusing. This command is only legal if the
693
computer resigns. If you lose the game, you cannot replay
694
a movie to learn the secrets of how the computer beat you.
695
Nor can you replay a movie to find out the current positions
696
of the computer's pieces. When replaying a movie, it is
697
recommended that you use the <option>-d</option> option to set the delay
698
to around 2000 milliseconds or so. Otherwise the screen will be
699
updated too quickly for you to really grasp what is going on.</para>
703
<term><emphasis remap='B'>Zoom</emphasis></term>
705
<para>Display a condensed version of the map on the screen. The user map is
706
divided into small rectangles. Each rectangle is displayed as one square
707
on the screen. If there is a city in a rectangle, then it
708
is displayed. Otherwise enemy pieces are displayed, then user pieces,
709
then land, then water, and then unexplored territory. When pieces are
710
displayed, ships are preferred to fighters and armies.</para>
716
<refsect1 id='move_mode'><title>MOVE MODE</title>
718
<para>In move mode, the cursor will appear on the screen at the position
719
of each piece that needs to be moved. You can then give commands
720
to move the piece. Directions to move are specified by the
721
following keys:</para>
731
<para>The arrow and keypad keys on your terminal, if any, should also
734
<para>These keys move in the direction of the key from S. The
735
characters are not echoed and only 1 character is
736
accepted, so there is no need for a <Return>. Hit the <Space>
737
bar if you want the piece to stay put.</para>
739
<para>Other commands are:</para>
742
<term><emphasis remap='B'>Build</emphasis></term>
744
<para>Change the production of a city.</para>
748
<term><emphasis remap='B'>Fill</emphasis></term>
750
<para>Set the function of a troop transport or aircraft carrier to
751
<emphasis remap='I'>fill</emphasis>.</para>
755
<term><emphasis remap='B'>Grope</emphasis></term>
757
<para>Set the function of a piece to <emphasis remap='I'>grope</emphasis>.</para>
761
<term><emphasis remap='B'>I</emphasis><emphasis remap='I'>dir</emphasis></term>
763
<para>Set the direction for a piece to move.</para>
767
<term><emphasis remap='B'>J</emphasis></term>
769
<para>Enter edit mode.</para>
773
<term><emphasis remap='B'>Kill</emphasis></term>
775
<para>Wake up the piece. If the piece is a transport or carrier,
776
pieces on board will not be awoken.</para>
780
<term><emphasis remap='B'>Land</emphasis></term>
782
<para>Set a fighter's function to <emphasis remap='I'>land</emphasis>.</para>
786
<term><emphasis remap='B'>Out</emphasis></term>
788
<para>Cancel automove mode. At the end of the round, you will
789
be placed in command mode.</para>
793
<term><emphasis remap='B'>Print</emphasis></term>
795
<para>Redraw the screen.</para>
799
<term><emphasis remap='B'>Random</emphasis></term>
801
<para>Set a piece's function to <emphasis remap='I'>random</emphasis>.</para>
805
<term><emphasis remap='B'>Sentry</emphasis></term>
807
<para>Set a piece's function to <emphasis remap='I'>sentry</emphasis>.</para>
811
<term><emphasis remap='B'>Transport</emphasis></term>
813
<para>Set an army's function to <emphasis remap='I'>transport</emphasis>.</para>
817
<term><emphasis remap='B'>Upgrade</emphasis></term>
819
<para>Set a ship's function to <emphasis remap='I'>upgrade</emphasis>.</para>
823
<term><emphasis remap='B'>V</emphasis><emphasis remap='I'>piece func</emphasis></term>
825
<para>Set the city movement function for the specified piece
826
to the specified function. For example, typing "VAY" would
827
set the city movement function for armies to <emphasis remap='I'>attack</emphasis>. Whenever
828
an army is produced in the city (or whenever a loaded transport
829
enters the city), the army's movement function
830
would be set to <emphasis remap='I'>attack</emphasis>.</para>
834
<term><emphasis remap='B'>Y</emphasis></term>
836
<para>Set an army's function to <emphasis remap='I'>attack</emphasis>.</para>
840
<term><emphasis remap='B'>?</emphasis></term>
842
<para>Display information about the piece. The
843
function, hits left, range, and number of items on board are
849
<para>Attacking something is accomplished by moving onto the
850
square of the unit you wish to attack. Hits are traded
851
off at 50% probability of a hit landing on one or the
852
other units until one unit is totally destroyed. There
853
is only 1 possible winner.</para>
855
<para>You are "allowed" to do <emphasis remap='B'>fatal</emphasis>
856
things like attack your own cities or other pieces. If you try to
857
make a fatal move, the computer will warn you and give you a chance to
858
change your mind.</para>
860
<para>You cannot move onto the edge of the world.</para>
863
<refsect1 id='edit_mode'><title>EDIT MODE</title>
865
<para>In edit mode, you can move around the world and examine pieces
866
or assign them new functions.
867
To move the cursor around, use the standard direction
869
Other commands are:</para>
873
<term><emphasis remap='B'>Build</emphasis></term>
875
<para>Change the production of the city under the cursor.
876
The program will prompt for the new production, and you
877
should respond with the key corresponding to the letter of the piece
878
that you want produced.</para>
882
<term><emphasis remap='B'>Fill</emphasis></term>
884
<para>Set a transport's or carrier's function to <emphasis remap='I'>fill</emphasis>.</para>
888
<term><emphasis remap='B'>Grope</emphasis></term>
890
<para>Set a piece's function to <emphasis remap='I'>grope</emphasis>.</para>
894
<term><emphasis remap='B'>I</emphasis><emphasis remap='I'>dir</emphasis></term>
896
<para>Set the function of a piece (or city) to the specified direction.</para>
900
<term><emphasis remap='B'>Kill</emphasis></term>
902
<para>Wake all pieces at the current location. If the location is a city,
903
the fighter path will also be canceled.</para>
907
<term><emphasis remap='B'>Mark</emphasis></term>
909
<para>Select the piece or city at the current location. This command
910
is used with the "N" command.</para>
914
<term><emphasis remap='B'>N</emphasis></term>
916
<para>Set the destination of the piece previously selected with the "M"
917
command to the current square.</para>
921
<term><emphasis remap='B'>Out</emphasis></term>
923
<para>Exit edit mode.</para>
927
<term><emphasis remap='B'>Print</emphasis><emphasis remap='I'>sector</emphasis></term>
929
<para>Display a new sector of the map. The map is divided into
930
ten sectors of size 20 by 70. Sector zero is in the upper-left
931
corner of the map. Sector four is in the lower-left corner of
932
the map. Sector five is in the upper-right corner, and sector
933
nine is in the lower-right corner.</para>
937
<term><emphasis remap='B'>Random</emphasis></term>
939
<para>Set a piece to move randomly.</para>
943
<term><emphasis remap='B'>Sentry</emphasis></term>
945
<para>Put a piece to sleep.</para>
949
<term><emphasis remap='B'>Transport</emphasis></term>
951
<para>Set an army's function to <emphasis remap='I'>transport</emphasis>.</para>
955
<term><emphasis remap='B'>Upgrade</emphasis></term>
957
<para>Set a ship's function to <emphasis remap='I'>upgrade</emphasis>.</para>
961
<term><emphasis remap='B'>V</emphasis><emphasis remap='I'>piece func</emphasis></term>
963
<para>Set the city movement function for a piece.</para>
967
<term><emphasis remap='B'>Y</emphasis></term>
969
<para>Set an army's function to <emphasis remap='I'>attack</emphasis>.</para>
973
<term><emphasis remap='B'>?</emphasis></term>
975
<para>Display information about a piece or city.
976
For a city, the production, time of completion of
977
the next piece, movement functions, and the number of fighters and ships
978
in the city are displayed.</para>
983
<para>Note that you cannot directly affect anything inside a city with
988
<refsect1 id='hints'><title>HINTS</title>
989
<para>After you have played this game for a while, you will probably
990
find that the computer is immensely easy to beat. Here are some
991
ideas you can try that may make the game more interesting.</para>
995
<para>Give the computer one or more extra cities before starting
999
<para>Try playing the game with a low smoothness value (try using the
1000
-s2 or even -s0 option).</para>
1003
<para>When starting the game, the program will ask you what difficulty
1004
level you want. Here "difficulty level" is a misnomer. To compute
1005
a difficulty level, the program looks at each continent and counts
1006
the number of cities on the continents. A high "difficulty level"
1007
gives the computer a large continent with many cities, while the
1008
user gets a small continent with few cities. A low "difficulty level"
1009
has the opposite effect. It may be the case that the computer will
1010
play better when the "difficulty level" is low. The reason for this
1011
is that the computer is forced to move armies to multiple continents
1012
early in the game.</para>
1017
<refsect1 id='history'><title>HISTORY</title>
1020
<ulink url='http://www.classicempire.com/history.html'>
1021
A Brief History of Empire </ulink>, the ancestral game was written by
1022
Walter Bright sometime in the early 1970s while he was a student at
1023
Caltech. A copy leaked out of Caltech and was ported to DEC's VAX/VMS
1024
from the TOPS-10/20 FORTRAN sources available sometime around fall
1025
1979. Craig Leres found the source code on a DECUS tape in 1983 and
1026
added support for different terminal types.</para>
1028
<para>Ed James got hold of the sources at Berkeley and converted
1029
portions of the code to C, mostly to use curses for the screen
1030
handling. He published his modified sources on the net in December
1031
1986. Because this game ran on VMS machines for so long, it has been
1032
known as VMS Empire.</para>
1034
<para>In 1987 Chuck Simmons at Amdahl reverse-engineered the program
1035
and wrote a version completely in C. In doing so, he modified the
1036
computer strategy, the commands, the piece types, many of the piece
1037
attributes, and the algorithm for creating maps.</para>
1039
<para>The various versions of this game were ancestral to later and
1040
better-known 4X (expand/explore/exploit/exterminate) games, including
1041
Civilization (1990) and Master of Orion (1993).</para>
1043
<para>In 1994 Eric Raymond colorized the game.</para>
1046
<refsect1 id='files'><title>FILES</title>
1049
<term><emphasis remap='I'>empsave.dat</emphasis></term>
1051
<para>holds a backup of the game. Whenever empire is run,
1052
it will reload any game in this file.</para>
1056
<term><emphasis remap='I'>empmovie.dat</emphasis></term>
1058
<para>holds a history of the game so that the game can be replayed as
1065
<refsect1 id='bugs'><title>BUGS</title>
1067
<para>No doubt numerous.</para>
1069
<para>Satellites are not completely implemented. You should be able to
1070
move to a square that contains a satellite, but the program won't
1071
let you. Enemy satellites should not cause your pieces to awaken.</para>
1074
<refsect1 id='authors'><title>AUTHORS</title>
1075
<para>Original game by Walter Bright. Support for different terminal
1076
types added by Craig Leres. Curses support added by Ed James. C/Unix
1077
version written by Chuck Simmons. Colorization by Eric S. Raymond.
1078
Probability table corrected by Michael Self.</para>
1081
<refsect1 id='copyleft'><title>COPYLEFT</title>
1082
<para>Copyright (C) 1987, 1988 Chuck Simmons</para>
1083
<para>See the file COPYING, distributed with empire, for restriction
1084
and warranty information.</para>