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EMPIRE(6)			     Games			     EMPIRE(6)

NAME
       empire -	the wargame of the century

SYNOPSIS

       empire [-w water] [-s smooth] [-d delay]	[-S save-interval]
	      [-f savefile]

DESCRIPTION
       Empire is a simulation of a full-scale war between two emperors,	the
       computer	and you. Naturally, there is only room for one,	so the object
       of the game is to destroy the other. The	computer plays by the same
       rules that you do.

       -wwater
	   This	option controls	the amount of water on the map.	This is	given
	   as the percentage of	the map	which should be	water. The default is
	   70% water.  water must be an	integer	in the between 10 and 90
	   inclusive.

       -ssmooth
	   This	controls the smoothness	of the map. A low value	will produce a
	   highly chaotic map with lots	of small islands or lakes. A high
	   value will produce a	map with a few scattered continents. Be
	   forewarned that a high value	will cause the program to take a long
	   time	to start up. The default value is 5.

       -ddelay
	   This	option controls	the length of time the computer	will delay
	   after printing informational	messages at the	top of the screen.
	   delay is specified in milliseconds. The default value is 2000 which
	   allows the user two seconds to read a message.

EXAMPLES
       empire -w90 -s2

       This produces a map with	many islands.

       empire -w50 -s0

       This produces a really strange map. These values	are not	recommended
       for the faint at	heart.

       empire -w10

       This produces a map with	lots of	land and a few lakes. The computer
       will have a hard	time on	this sort of map as it will try	and produce
       lots of troop transports, which are fairly useless.

       There are two other option.

       -Sinterval
	   sets	the save interval for the game (default	is 10).	Once per
	   interval turns the game state will be automatically saved after
	   your	move. It will be saved in any case when	you change modes or do
	   various special things from command mode, such as `M' or `N'.

       -fsavefile
	   Set the save	file name (normally empsave.dat).

INTRODUCTION
       Empire is a war game played between you and the computer. The world on
       which the game takes place is a square rectangle	containing cities,
       land, and water.	Cities are used	to build armies, planes, and ships
       which can move across the world destroying enemy	pieces,	exploring, and
       capturing more cities. The objective of the game	is to destroy all the
       enemy pieces, and capture all the cities.

       The world is a rectangle	60 by 100 squares on a side. The world
       consists	of sea (.), land (+), uncontrolled cities (*),
       computer-controlled cities (X), and cities that you control (O).

       The world is displayed on the player's screen during movement. (On
       terminals with small screens, only a portion of the world is shown at
       any one time.) Each piece is represented	by a unique character on the
       map. With a few exceptions, you can only	have one piece on a given
       location. On the	map, you are shown only	the 8 squares adjacent to your
       units. This information is updated before and during each of your
       moves. The map displays the most	recent information known.

       The game	starts by assigning you	one city and the computer one city.
       Cities can produce new pieces. Every city that you own produces more
       pieces for you according	to the cost of the desired piece. The typical
       play of the game	is to issue the	Automove command until you decide to
       do something special. During movement in	each round, the	player is
       prompted	to move	each piece that	does not otherwise have	an assigned
       function.

       Map coordinates are 4-digit numbers. The	first two digits are the row,
       the second two digits are the column.

PIECES
       The pieces are as follows:
	     +------------+-----+-------+-------+------+-----+--------+
	     | Piece	  | You	| Enemy	| Moves	| Hits | Str |	Cost  |
	     +------------+-----+-------+-------+------+-----+--------+
	     | Army	  |  A	|   a	|     1	|    1 |   1 |	5(6)  |
	     +------------+-----+-------+-------+------+-----+--------+
	     | Fighter	  |  F	|   f	|     8	|    1 |   1 | 10(12) |
	     +------------+-----+-------+-------+------+-----+--------+
	     | Patrol	  |  P	|   p	|     4	|    1 |   1 | 15(18) |
	     | Boat	  |	|	|	|      |     |	      |
	     +------------+-----+-------+-------+------+-----+--------+
	     | Destroyer  |  D	|   d	|     2	|    3 |   1 | 20(24) |
	     +------------+-----+-------+-------+------+-----+--------+
	     | Submarine  |  S	|   s	|     2	|    2 |   3 | 20(24) |
	     +------------+-----+-------+-------+------+-----+--------+
	     | Troop	  |  T	|   t	|     2	|    1 |   1 | 30(36) |
	     | Transport  |	|	|	|      |     |	      |
	     +------------+-----+-------+-------+------+-----+--------+
	     | Aircraft	  |  C	|   c	|     2	|    8 |   1 | 30(36) |
	     | Carrier	  |	|	|	|      |     |	      |
	     +------------+-----+-------+-------+------+-----+--------+
	     | Battleship |  B	|   b	|     2	|   10 |   2 | 40(48) |
	     +------------+-----+-------+-------+------+-----+--------+
	     | Satellite  |  Z	|   z	|    10	|   -- |  -- | 50(60) |
	     +------------+-----+-------+-------+------+-----+--------+

       The second column shows the map representation for your units.

       The third shows the representations of enemy units.

       Moves is	the number of squares that the unit can	move in	a single
       round.

       Hits is the amount of damage a unit can take before it is destroyed.

       Strength	is the amount of damage	a unit can inflict upon	an enemy
       during each round of an attack.

       Cost is the number of rounds needed for a city to produce the piece.

       The number in parenthesis is the	cost for a city	to produce the first
       unit.

       Each piece has certain advantages associated with it that can make it
       useful. One of the primary strategic aspects of this game is deciding
       which pieces will be produced and in what quantities.

       Armies can only move on land, and are the only piece that can move on
       land. Only armies can capture cities. This means	that you must produce
       armies in order to win the game.	Armies have a 50% chance of capturing
       a city when they	attack.	(Attacking one's own city results in the
       army's destruction. Armies that move onto the sea will drown. Armies
       can attack objects at sea, but even if they win,	they will drown.)
       Armies can be carried by	troop transports. If an	army is	moved onto a
       troop transport,	then whenever the transport is moved, the army will be
       moved with the transport. You cannot attack any piece at	sea while on a
       transport.

       Fighters	move over both land and	sea, and they move 8 squares per
       round. Their high speed and great mobility make fighters	ideal for
       exploring. However, fighters must periodically land at user-owned
       cities for refueling. A fighter can travel 32 squares without
       refueling. Fighters are also shot down if they attempt to fly over a
       city which is not owned by the user.

       Patrol boats are	fast but lightly armored. Therefore they are useful
       for patrolling ocean waters and exploring. In an	attack against a
       stronger	boat, however, patrol boats will suffer	heavy casualties.

       Destroyers are fairly heavily armored and reasonably quick to produce.
       Thus they are useful for	destroying enemy transports which may be
       trying to spread	the enemy across the face of the world.

       When a submarine	scores a hit, 3	hits are exacted instead of 1. Thus
       submarines can inflict heavy damage in a	fight against heavily armored
       boats. Notice that healthy submarines will typically defeat healthy
       destroyers two-thirds of	the time. However, a submarine will defeat a
       fighter about two-thirds	of the time, while a destroyer will defeat a
       fighter three-fourths of	the time.

       Troop transports	are the	only pieces that can carry armies. A maximum
       of six armies can be carried by a transport. On any world containing a
       reasonable amount of water, transports will be a	critical resource in
       winning the game. Notice	that the weakness of transports	implies	they
       need protection from stronger ships.

       Aircraft	carriers are the only ships that can carry fighters. Carriers
       carry a maximum of the number of	hits left of fighters. Fighters	are
       refueled	when they land on a carrier.

       Battleships are similar to destroyers except that they are much
       stronger.

       Satellites are only useful for reconnaissance. They can not be
       attacked. They are launched in a	random diagonal	orbit, and stay	up for
       50 turns. They can see one square farther than other objects.

       All ships can move only on the sea. Ships can also dock in a user-owned
       city. Docked ships have damage repaired at the rate of 1	hit per	turn.
       Ships which have	suffered a lot of damage will move more	slowly.

       Because of their	ability	to be repaired,	ships with lots	of hits	such
       as Carriers and Battleships have	an additional advantage. After
       suffering minor damage while destroying enemy shipping, these ships can
       sail back to port and be	quickly	repaired before	the enemy has time to
       replenish her destroyed shipping.

       The following table gives the probability that the piece	listed on the
       side will defeat	the piece listed at the	top in a battle. (The table
       assumes that both pieces	are undamaged.)
	       +------+-------+-------+-------+---------+----------+
	       |      |	AFPT  |	  D   |	  S   |	   C	|    B	   |
	       +------+-------+-------+-------+---------+----------+
	       | AFPT |	50.0% |	12.5% |	25.0% |	00.391%	| 00.0977% |
	       +------+-------+-------+-------+---------+----------+
	       | D    |	87.5% |	50.0% |	25.0% |	05.47%	| 00.537%  |
	       +------+-------+-------+-------+---------+----------+
	       | S    |	75.0% |	75.0% |	50.0% |	 31.3%	|  06.25%  |
	       +------+-------+-------+-------+---------+----------+
	       | C    |	99.6% |	94.5% |	68.7% |	 50.0%	|  04.61%  |
	       +------+-------+-------+-------+---------+----------+
	       | B    |	99.9% |	99.5% |	93.8% |	 95.4%	|  50.0%   |
	       +------+-------+-------+-------+---------+----------+

       Notice, however,	that when a ship has been damaged, the odds of being
       defeated	can go up quite	a bit. For example, a healthy submarine	has a
       25% chance of defeating a battleship that has had one hit of damage
       done to it, and a healthy submarine has a 50% chance of defeating a
       carrier which has suffered two hits of damage.

MOVEMENT FUNCTIONS
       There are a variety of movement functions. The movement functions of
       pieces can be specified in user mode and	edit mode. Cities can have
       movement	functions set for each type of piece. When a movement function
       for a type of pieces is set for a city, then every time that type of
       piece appears in	the city, the piece will acquire that movement
       function. Be forewarned that moving loaded transports or	loaded
       carriers	into a city can	have undesirable side effects.

       Normally, when a	movement function has been specified, the piece	will
       continue	moving according to that function until	one of the following
       happen:

          An enemy piece or unowned city appears next to the piece. In	this
	   case	the piece will be completely awoken, unless its	movement
	   function has	been set to a specific destination. Armies on ships
	   and pieces inside cities will not be	awoken if the enemy piece is
	   gone	by the time it is their	turn to	move.

          You explicitly awaken the piece.

          The piece can no longer move	in accordance with its programmed
	   function. In	this case, the piece will awaken temporarily. You will
	   be asked to move the	piece at which time you	may awaken it.

          The piece is	a fighter which	has just enough	fuel (plus a small
	   reserve) to get to the nearest city.	In this	case, the piece	will
	   awaken completely, unless its movement function has been set	to a
	   specific destination, or its	movement function has been set to
	   land.

       The rationale behind this complexity is that fighters must be awoken
       completely before they are out of range of a city to prevent one	from
       accidentally forgetting to waken	the fighter and	then watching it fly
       off to its doom.	However, it is presumed	that when a path is set	for
       the fighter, the	fighter	is not in danger of running out	of fuel.

       Pieces do not completely	awaken when their function has been set	to a
       destination because it is slightly time consuming to reset the
       destination, but	very simple (one keystroke) to wake the	piece.

       The movement functions are:

       Attack
	   This	function applies only to armies. When this function is set,
	   the army will move toward the nearest enemy city, unowned city, or
	   enemy army. This is useful when fighting off	an invading enemy or
	   taking over a new continent.	When an	army is	set to this mode, it
	   will	also explore nearby territory. This tends to make the "grope"
	   movement mode pretty	useless.

       Awake
	   When	pieces are awake, you will be asked for	the direction in which
	   the piece should move on each turn.

       Fill
	   This	function applies to carriers and transports. When this
	   function is specified, these	ships sleep until they have been
	   filled with fighters	or armies respectively.

       Grope
	   This	function causes	a piece	to explore. The	piece heads toward the
	   nearest unseen square of the	map on each of its moves. Some attempt
	   is made to explore in an optimal fashion.

       Land
	   This	function applies to fighters and causes	the fighter to head
	   toward the nearest transport	or carrier.

       Random
	   This	movement function causes a piece to move at random to an
	   adjacent empty square.

       Sentry
	   This	movement function puts a piece to sleep. The function of a
	   city	cannot be set to 'sleep'.

       Transport
	   This	movement function only works on	armies.	The army sleeps	until
	   an unfull transport passes by, at which point the army wakes	up and
	   boards the transport.

       Upgrade
	   This	movement function only works with ships. The ship will move to
	   the nearest owned city and remain there until it is repaired.

       <dir>
	   Pieces can be set to	move in	a specified direction.

       <dest>
	   Pieces can be set to	move toward a specified	square.	In this
	   movement mode, pieces take a	shortest path toward the destination.
	   Pieces moving in accordance with this function prefer diagonal
	   moves that explore territory. Because of this, the movement of the
	   piece may be	non-intuitive.

       As examples of how to use these movement	functions, typically when I
       have a new city on a continent, I set the Army function of the city to
       attack. Whenever	an army	is produced, it	merrily	goes off on its	way
       exploring the continent and moving towards unowned cities or enemy
       armies or cities.

       I frequently set	the ship functions for cities that are far from	the
       front to	automatically move ships towards the front.

       When I have armies on a continent, but there is nothing to explore or
       attack, I move the army to the shore and	use the	transport function to
       have that army hop aboard the first passing transport.

COMMANDS
       There are three command modes. The first	of these is "command mode". In
       this mode, you give commands that affect	the game as a whole. In	the
       second mode, "move mode", you give commands to move your	pieces.	The
       third mode is "edit mode", and in this mode you can edit	the functions
       of your pieces and examine various portions of the map.

       All commands are	one character long. The	full mnemonic names are	listed
       below as	a memorization aid. The	mnemonics are somewhat contrived
       because there are so few	characters in the English language. Too	bad
       this program isn't written in Japanese, neh?

       In all command modes, typing "H"	will print out a screen	of help
       information, and	typing <ctrl-L>	will redraw the	screen.

COMMAND	MODE
       In command mode,	the computer will prompt you for your orders. The
       following commands can be given at this time:

       Automove
	   Enter automove mode.	This command begins a new round	of movement.
	   You will remain in move mode	after each of the computer's turns.
	   (In move mode, the "O" command will return you to command mode
	   after the computer finishes its next	turn.

       City
	   Give	the computer a random unowned city. This command is useful if
	   you find that the computer is getting too easy to beat.

       Date
	   The current round is	displayed.

       Examine
	   Examine the enemy's map. This command is only valid after the
	   computer has	resigned.

       File
	   Print a copy	of the map to the specified file.

       Give
	   This	command	gives the computer a free move.

       J
	   Enter edit mode where you can examine and change the	functions
	   associated with your	pieces and cities.

       Move
	   Enter move mode for a single	round.

       N
	   Give	the computer the number	of free	moves you specify.

       Print
	   Display a sector on the screen.

       Quit
	   Quit	the game.

       Restore
	   Restore the game from empsave.dat.

       Save
	   Save	the game in empsave.dat.

       Trace
	   This	command	toggles	a flag.	When the flag is set, after each move,
	   either yours	or the computer's, a picture of	the world is written
	   out to the file 'empmovie.dat'.  Watch out! This command produces
	   lots	of output.

       Watch
	   This	command	allows you to watch a saved movie. The movie is
	   displayed in	a condensed version so that it will fit	on a single
	   screen, so the output may be	a little confusing. This command is
	   only	legal if the computer resigns. If you lose the game, you
	   cannot replay a movie to learn the secrets of how the computer beat
	   you.	Nor can	you replay a movie to find out the current positions
	   of the computer's pieces. When replaying a movie, it	is recommended
	   that	you use	the -d option to set the delay to around 2000
	   milliseconds	or so. Otherwise the screen will be updated too
	   quickly for you to really grasp what	is going on.

       Zoom
	   Display a condensed version of the map on the screen. The user map
	   is divided into small rectangles. Each rectangle is displayed as
	   one square on the screen. If	there is a city	in a rectangle,	then
	   it is displayed. Otherwise enemy pieces are displayed, then user
	   pieces, then	land, then water, and then unexplored territory. When
	   pieces are displayed, ships are preferred to	fighters and armies.

MOVE MODE
       In move mode, the cursor	will appear on the screen at the position of
       each piece that needs to	be moved. You can then give commands to	move
       the piece. Directions to	move are specified by the following keys:

		   QWE
		   A D
		   ZXC

       The arrow and keypad keys on your terminal, if any, should also work.

       These keys move in the direction	of the key from	S. The characters are
       not echoed and only 1 character is accepted, so there is	no need	for a
       <Return>. Hit the <Space> bar if	you want the piece to stay put.

       Other commands are:

       Build
	   Change the production of a city.

       Fill
	   Set the function of a troop transport or aircraft carrier to	fill.

       Grope
	   Set the function of a piece to grope.

       Idir
	   Set the direction for a piece to move.

       J
	   Enter edit mode.

       Kill
	   Wake	up the piece. If the piece is a	transport or carrier, pieces
	   on board will not be	awoken.

       Land
	   Set a fighter's function to land.

       Out
	   Cancel automove mode. At the	end of the round, you will be placed
	   in command mode.

       Print
	   Redraw the screen.

       Random
	   Set a piece's function to random.

       Sentry
	   Set a piece's function to sentry.

       Transport
	   Set an army's function to transport.

       Upgrade
	   Set a ship's	function to upgrade.

       Vpiece func
	   Set the city	movement function for the specified piece to the
	   specified function. For example, typing "VAY" would set the city
	   movement function for armies	to attack. Whenever an army is
	   produced in the city	(or whenever a loaded transport	enters the
	   city), the army's movement function would be	set to attack.

       Y
	   Set an army's function to attack.

       ?
	   Display information about the piece.	The function, hits left,
	   range, and number of	items on board are displayed.

       Attacking something is accomplished by moving onto the square of	the
       unit you	wish to	attack.	Hits are traded	off at 50% probability of a
       hit landing on one or the other units until one unit is totally
       destroyed. There	is only	1 possible winner.

       You are "allowed" to do fatal things like attack	your own cities	or
       other pieces. If	you try	to make	a fatal	move, the computer will	warn
       you and give you	a chance to change your	mind.

       You cannot move onto the	edge of	the world.

EDIT MODE
       In edit mode, you can move around the world and examine pieces or
       assign them new functions. To move the cursor around, use the standard
       direction keys. Other commands are:

       Build
	   Change the production of the	city under the cursor. The program
	   will	prompt for the new production, and you should respond with the
	   key corresponding to	the letter of the piece	that you want
	   produced.

       Fill
	   Set a transport's or	carrier's function to fill.

       Grope
	   Set a piece's function to grope.

       Idir
	   Set the function of a piece (or city) to the	specified direction.

       Jdir
	   Toggle displaying the production of all cities.

       Kill
	   Wake	all pieces at the current location. If the location is a city,
	   the fighter path will also be canceled.

       Mark
	   Select the piece or city at the current location. This command is
	   used	with the "N" command.

       N
	   Set the destination of the piece previously selected	with the "M"
	   command to the current square.

       Out
	   Exit	edit mode.

       Printsector
	   Display a new sector	of the map. The	map is divided into ten
	   sectors of size 20 by 70. Sector zero is in the upper-left corner
	   of the map. Sector four is in the lower-left	corner of the map.
	   Sector five is in the upper-right corner, and sector	nine is	in the
	   lower-right corner.

       Random
	   Set a piece to move randomly.

       Sentry
	   Put a piece to sleep.

       Transport
	   Set an army's function to transport.

       Upgrade
	   Set a ship's	function to upgrade.

       Vpiece func
	   Set the city	movement function for a	piece.

       Y
	   Set an army's function to attack.

       ?
	   Display information about a piece or	city. For a city, the
	   production, time of completion of the next piece, movement
	   functions, and the number of	fighters and ships in the city are
	   displayed.

       Note that you cannot directly affect anything inside a city with	the
       editor.

HINTS
       After you have played this game for a while, you	will probably find
       that the	computer is immensely easy to beat. Here are some ideas	you
       can try that may	make the game more interesting.

          Give	the computer one or more extra cities before starting the
	   game.

          Try playing the game	with a low smoothness value (try using the -s2
	   or even -s0 option).

          When	starting the game, the program will ask	you what difficulty
	   level you want. Here	"difficulty level" is a	misnomer. To compute a
	   difficulty level, the program looks at each continent and counts
	   the number of cities	on the continents. A high "difficulty level"
	   gives the computer a	large continent	with many cities, while	the
	   user	gets a small continent with few	cities.	A low "difficulty
	   level" has the opposite effect. It may be the case that the
	   computer will play better when the "difficulty level" is low. The
	   reason for this is that the computer	is forced to move armies to
	   multiple continents early in	the game.

HISTORY
       According to A Brief History of Empire[1], the ancestral	game was
       written by Walter Bright	sometime in the	early 1970s while he was a
       student at Caltech. A copy leaked out of	Caltech	and was	ported to
       DEC's VAX/VMS from the TOPS-10/20 FORTRAN sources available sometime
       around fall 1979. Craig Leres found the source code on a	DECUS tape in
       1983 and	added support for different terminal types.

       Ed James	got hold of the	sources	at Berkeley and	converted portions of
       the code	to C, mostly to	use curses for the screen handling. He
       published his modified sources on the net in December 1986. Because
       this game ran on	VMS machines for so long, it has been known as VMS
       Empire.

       In 1987 Chuck Simmons at	Amdahl reverse-engineered the program and
       wrote a version completely in C.	In doing so, he	modified the computer
       strategy, the commands, the piece types,	many of	the piece attributes,
       and the algorithm for creating maps.

       The various versions of this game were ancestral	to later and
       better-known 4X (expand/explore/exploit/exterminate) games, including
       Civilization (1990) and Master of Orion (1993).

       In 1994 Eric Raymond colorized the game.

FILES
       empsave.dat
	   holds a backup of the game. Whenever	empire is run, it will reload
	   any game in this file.

       empmovie.dat
	   holds a history of the game so that the game	can be replayed	as a
	   "movie".

BUGS
       No doubt	numerous.

       The savefile format changed incompatibly	after version 1.13.

       Satellites are not completely implemented. You should be	able to	move
       to a square that	contains a satellite, but the program won't let	you.
       Enemy satellites	should not cause your pieces to	awaken.

AUTHORS
       Original	game by	Walter Bright. Support for different terminal types
       added by	Craig Leres. Curses support added by Ed	James. C/Unix version
       written by Chuck	Simmons. Colorization by Eric S. Raymond. Probability
       table corrected by Michael Self.

COPYLEFT
       Copyright (C) 1987, 1988	Chuck Simmons

       See the file COPYING, distributed with empire, for restriction and
       warranty	information.

NOTES
	1. A Brief History of Empire
	   http://www.classicempire.com/history.html

empire				  02/11/2024			     EMPIRE(6)

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