jdi (04/03/83)
NOVICE ALERT!!!!!! NOVICE ALERT!!!!!! NOVICE ALERT!!!!!!
Well, as a relative newcomer to the net (1 month) I can now say that
I am totally confused regarding the game of "empire." I've read news about
empire, read more news about empire, and read more news about empire. Yet
I can confidently state that I still know nothing about the game, although
it appears to be almost as popular as "rogue."
Therefore, could someone PLEASE tell me WHAT THE THING IS??!! And
what OS is runs on, and is it available, and......................
Sorry if this article seems amazingly naive, but I HAVE GOT TO FIND
OUT WHAT THIS STUPID GAME IS OR I'M GOING TO GO CRAZY!!!!!!!!!!!!!
Ps: Please direct all flames to /dev/null, as I have plently of mail as
it is.
Thanks in advance,
John D. Irwin
Pennsylvania State University
...!{allegra,burdvax}!psuvax!psupdp1!jdihlg (04/06/83)
GAMES
EMPIRE
EMPIRE
THE WARGAME OF THE CENTURY
Version 4.0
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.
The map is a rectangle 600*1000 miles on a side. The resolution is
10, so the map you see is 60*100. The map consists of sea='.',
land='+', Uncontrolled cities='*', Computer-controlled cities='X',
and Your dominated cities='O'. Each emperor gets 1 move per round
(1 round=1 day), moves are done sequentially.
The map is displayed on the player's screen during movement. 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 after every move. 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 units. Every city that you own produces more
pieces for you according to the cost of the desired unit. 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.
The pieces are as follows:
Piece Yours Enemy Moves Hits Cost Maximum Number
ARMY A 1 1 1 5(6) 500
FIGHTER F 2 4 1 10(12) 200
DESTROYER D 3 2 3 20(24) 200
SUBMARINE S 4 2 2 25(30) 200
TROOP TRANSPORT T 5 2 3 30(36) 100
CRUISER R 6 2 8 50(60) 100
AIRCRAFT CARRIER C 7 2 8 60(72) 100
BATTLESHIP B 8 2 12 75(90) 100
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 unit can move in a single round.
Hits is the amount of damage a unit can take before it is destroyed.
Cost is the number of rounds needed to produce another of the same unit.
The number in parenthesis is the start up cost to produce the unit.
The last column is the maximum number of that unit that you can have.
1.0 DESCRIPTION OF THE PIECES
Army: Armies move only on land. ONLY ARMIES CAN CAPTURE CITIES. They
have a 50% probability of doing so. Attacking one's own cities
results in the army's destruction. Armies can be carried by
troop transports. Just move the army on the transport and when
the transport moves the army moves with it. You cannot attack
any ships while on board a transport. YOU CANNOT MOVE BACK ON A
CITY WITH AN ARMY. This is true EVEN IF YOU ARE ON A TROOP
TRANSPORT.
Fighter: Fighters move over sea or land. They move 4 times per round.
They are refueled at controlled cities and carriers. They are
shot down over uncontrolled cities. They have a max range of 20
spaces.
Ships, general: All ships can move only on the sea. They move two times
per round. Ships can also dock in a controlled city. Docked
ships have damage repaired at rate of 1 hit per day. If a ship
is hit badly, it will slow to 1 move per round.
Destroyer: Typical ship, quickest to produce.
Submarine: When a submarine scores a hit, 3 hits are exacted instead of
the usual 1 from the enemy unit. This is the only unit having
this property.
Troop Transport: Troop Transports are the only units that can carry
armies. They can carry a maximum of 2 * (the number of hits
left) of armies. Armies will drown that cannot be carried.
Cruisers: Typical ship.
Aircraft Carriers: Carriers are the only ships that can carry fighters.
Carriers carry a maximum of the number of hits left of fighters.
Battleship: Typical ship.
2.0 FUNCTIONS TO WHICH YOU CAN ASSIGN YOUR PIECES
Other than just moving your pieces you can assign them the following
automatic functions:
awake: cancel current automatic function and return to manual moves.
sentry: stay put, do not ask the player to move the piece, wake up if an
enemy piece comes within sensor range.
direction: move in specified direction, wake up if an enemy piece, enemy
city, or unoccupied city is encountered. Temporary wake up if an
obstacle is in path of movement, after getting a manual move from
you, THE UNIT IS STILL ASSIGNED A DIRECTION. A direction
assignment is represented by the key which sets that direction
(e.g.: D means east).
move: move towards location assigned to the piece (in editing mode). Wake
up if enemy piece is encountered. Wake up temporarily if
obstacle is in path of movement. Represented by the coordinate
the piece is moving toward.
fill: (troop transports and aircraft carriers only) go on sentry duty
until full of armies or fighters. Be careful not to overfill.
Excess pieces will be drowned next round.
random: (for armies only) move at random subject to the following
conditions: If an uncontrolled city is adjacent, attack it. If
an enemy unit is adjacent, attack it (even if it is a ship). If
an unfilled troop transport of yours is adjacent, get on it and
wake up. Move if possible without attacking any of your own
units. It will not destroy itself unless it is in a city
surrounded by your units.
3.0 ORDERS MODE
The top level prompt is: Your Orders?
This is asked between each round (if you are not in Auto move mode).
The following commands are valid at this time:
A: Auto move. Begin movement, stay there until "O" in move mode cancels
the auto move.
C: Give the computer a free move.
H: Display the Help screen. Contains a brief description of all the
commands.
J: Puts you into Editing Mode (explained later), where you can examine
and/or change the functions associated with your pieces and cities.
M: Move. Cause a round to be played by you and the computer.
N: Give the computer the number of free moves you specify. The game gets
more interesting if you give the computer 50 to 100 free moves at the
start.
P: Re-display current sector on screen.
R: Display the round number.
S: Clears the screen.
T: Request a printout of the entire map. You must supply a file spec for
where you want the map put.
Q: Quit the game. Be sure to save first.
V: Save game.
4.0 MOVEMENT MODE
To simply move a piece, type one of the following keys;
QWE
A D
ZXC
These keys move in the direction of the key from S. The characters are
not echoed and only 1 character is accepted, so no need for a <Return>.
Hit the SPACE BAR if you want the piece to stay put.
Other commands are:
H: display Help text (hit any character to continue moving)
J: enter Editing Mode
G: fill: put the troop transport (or aircraft carrier) to sleep until it
accumulates 6 armies (or 8 fighters), then wake it up. If the ship is
damaged, the ship will wake up when it has all it can take.
I: set unit to moving in a direction specified by the next character
typed in, i.e. QWE
A D
ZXC
K: wake up piece. If piece is a troop transport or carrier, all armies
or fighters on board are also woken up.
L: set fighter path for city to be the direction following the "L".
O: cancel auto move. At the end of the round, Orders Mode will prompt.
Doesn't affect current piece.
P: refresh the screen
R: if it's an army, set it to moving at random.
S: put on sentry duty.
?: display information about the piece. Shows the function, hits left,
range and number of armies or fighters aboard.
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.
NOTES:
If you give a piece a direction or move function, they will wake
TEMPORARILY if they run into an obstacle (or enemy). You must explicitly
wake the piece to regain complete control or assign it a new function.
Fighters moving under the command of a function will wake up when they
have 10 rounds of fuel left. This is to enable you to decide whether you
want to make it kamikaze or send it back to a city for refueling. Be
careful to cancel any currently assigned function before trying to bring
the fighter back.
You are "allowed" to do FATAL things like, attack your own cities or
other pieces. If you try to do fatal move that involve terrain
restrictions, like, drive armys into the sea and ships into land, you are
given a chance to reconsider. Answer with an "N" if you want to commit
suicide. You cannot move onto the edge of the world.
5.0 EDITING MODE
Editing mode allows you to move around the 'world' and check on things.
You can assign and deassign movements and inquire on the production of
cities. Movements assigned during editing mode do not take effect until
the next round.
To move the cursor around, use the standard direction keys.
QWE
A D
ZXC
Other commands are:
H: Display Help text (hit any character to continue editing).
O: Exit from editing mode.
I: Give piece (or city) the function 'direction', enter the key
specifying the direction following the 'I'.
K: Wake up piece (or cancel city fighter path).
M: Put piece (or city) in 'move' function. Type M over piece (or city),
then move the cursor to where you want it to go, and type 'N'.
Assigning a 'move' to a city, effects any fighters that land there.
N: Specify the end point of a move (see M command).
P: Display new sector. Each sector represents a 20*70 area of the map,
arranged as follows:
0 5
1 6
2 7
3 8
4 9
the sectors overlap by 5 vertically, and 40 horizontally.
R: Put army in 'random'.
S: Put piece in Sentry mode.
Y: Change phase of city that cursor is on top of. When program asks for
production demands, key in the letter corresponding to what you want
produced.
?: Display information about piece or city. For pieces, displays
function, range, hits left, any pieces aboard. Cities display
production, fighter paths, and any pieces in the city.
NOTES:
You can give cities functions. This doesn't affect the city any, but any
fighter landing in that city will pick up the specified function. This is
useful for setting up automatic fighter movements.
Note that you cannot affect anything inside a city with the editor. This
also holds for anything on board a troop transport or an aircraft carrier.tihor (04/08/83)
#R:psupdp1:-102600:cmcl2:5200002:000:76 cmcl2!tihor Apr 8 12:39:00 1983 Note that this empire is not the one this news group was formed to discuss.
jj (04/08/83)
Well, we can say for sure now that there are two COMPLETELY different versions of empire. The one I know about is an economic game, with as many players as the system will allow, with occasional wars, and no moving by the computer, etc. A description is much too long to post, probably 10 times the lengtj of the article about the "wargame" at minimum. Don't contact me for information, I don't have time to cope with the requests. I suspect that someone will post a description of the empire game I know soon enough.