'\" t .\" Title: Empire .\" Author: [see the "AUTHORS" section] .\" Generator: DocBook XSL Stylesheets v1.78.1 .\" Date: 01/05/2016 .\" Manual: Games .\" Source: empire .\" Language: English .\" .TH "EMPIRE" "6" "01/05/2016" "empire" "Games" .\" ----------------------------------------------------------------- .\" * Define some portability stuff .\" ----------------------------------------------------------------- .\" ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .\" http://bugs.debian.org/507673 .\" http://lists.gnu.org/archive/html/groff/2009-02/msg00013.html .\" ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .ie \n(.g .ds Aq \(aq .el .ds Aq ' .\" ----------------------------------------------------------------- .\" * set default formatting .\" ----------------------------------------------------------------- .\" disable hyphenation .nh .\" disable justification (adjust text to left margin only) .ad l .\" ----------------------------------------------------------------- .\" * MAIN CONTENT STARTS HERE * .\" ----------------------------------------------------------------- .SH "NAME" empire \- the wargame of the century .SH "SYNOPSIS" .HP \w'\fBempire\fR\ 'u \fBempire\fR [\-w\ \fIwater\fR] [\-s\ \fIsmooth\fR] [\-d\ \fIdelay\fR] [\-S\ \fIsave\-interval\fR] [\-f\ \fIsavefile\fR] .SH "DESCRIPTION" .PP 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\&. .PP \fB\-w\fR\fIwater\fR .RS 4 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\&. \fIwater\fR must be an integer in the between 10 and 90 inclusive\&. .RE .PP \fB\-s\fR\fIsmooth\fR .RS 4 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\&. .RE .PP \fB\-d\fR\fIdelay\fR .RS 4 This option controls the length of time the computer will delay after printing informational messages at the top of the screen\&. \fIdelay\fR is specified in milliseconds\&. The default value is 2000 which allows the user two seconds to read a message\&. .RE .SH "EXAMPLES" .PP empire \-w90 \-s2 .PP This produces a map with many islands\&. .PP empire \-w50 \-s0 .PP This produces a really strange map\&. These values are not recommended for the faint at heart\&. .PP empire \-w10 .PP 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\&. .PP There are two other option\&. .PP \fB\-S\fR\fIinterval\fR .RS 4 sets the \fIsave interval\fR for the game (default is 10)\&. Once per \fIinterval\fR 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\*(Aq or `N\*(Aq\&. .RE .PP \fB\-f\fR\fIsavefile\fR .RS 4 Set the save file name (normally empsave\&.dat)\&. .RE .SH "INTRODUCTION" .PP 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\&. .PP 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)\&. .PP The world is displayed on the player\*(Aqs 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\&. .PP 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\&. .PP Map coordinates are 4\-digit numbers\&. The first two digits are the row, the second two digits are the column\&. .SH "PIECES" .PP The pieces are as follows: .TS allbox center tab(:); l c c r r r c l c c r r r c l c c r r r c l c c r r r c l c c r r r c l c c r r r c l c c r r r c l c c r r r c l c c r r r c l c c r r r c. T{ Piece T}:T{ You T}:T{ Enemy T}:T{ Moves T}:T{ Hits T}:T{ Str T}:T{ Cost T} T{ Army T}:T{ A T}:T{ a T}:T{ 1 T}:T{ 1 T}:T{ 1 T}:T{ 5(6) T} T{ Fighter T}:T{ F T}:T{ f T}:T{ 8 T}:T{ 1 T}:T{ 1 T}:T{ 10(12) T} T{ Patrol Boat T}:T{ P T}:T{ p T}:T{ 4 T}:T{ 1 T}:T{ 1 T}:T{ 15(18) T} T{ Destroyer T}:T{ D T}:T{ d T}:T{ 2 T}:T{ 3 T}:T{ 1 T}:T{ 20(24) T} T{ Submarine T}:T{ S T}:T{ s T}:T{ 2 T}:T{ 2 T}:T{ 3 T}:T{ 20(24) T} T{ Troop Transport T}:T{ T T}:T{ t T}:T{ 2 T}:T{ 1 T}:T{ 1 T}:T{ 30(36) T} T{ Aircraft Carrier T}:T{ C T}:T{ c T}:T{ 2 T}:T{ 8 T}:T{ 1 T}:T{ 30(36) T} T{ Battleship T}:T{ B T}:T{ b T}:T{ 2 T}:T{ 10 T}:T{ 2 T}:T{ 40(48) T} T{ Satellite T}:T{ Z T}:T{ z T}:T{ 10 T}:T{ \-\- T}:T{ \-\- T}:T{ 50(60) T} .TE .sp 1 .PP The second column shows the map representation for your units\&. .PP The third shows the representations of enemy units\&. .PP Moves is the number of squares that the unit can move in a single round\&. .PP Hits is the amount of damage a unit can take before it is destroyed\&. .PP Strength is the amount of damage a unit can inflict upon an enemy during each round of an attack\&. .PP Cost is the number of rounds needed for a city to produce the piece\&. .PP The number in parenthesis is the cost for a city to produce the first unit\&. .PP 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\&. .PP \fBArmies\fR 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\*(Aqs own city results in the army\*(Aqs 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\&. .PP \fBFighters\fR 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\&. .PP \fBPatrol boats\fR 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\&. .PP \fBDestroyers\fR 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\&. .PP When a \fBsubmarine\fR 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\&. .PP \fBTroop transports\fR 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\&. .PP \fBAircraft carriers\fR 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\&. .PP \fBBattleships\fR are similar to destroyers except that they are much stronger\&. .PP \fBSatellites\fR 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\&. .PP 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\&. .PP 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\&. .PP 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\&.) .TS allbox center tab(:); c l c c c c l c c c c c l c c c c c l c c c c c l c c c c c l c c c c c. T{ \ \& T}:T{ AFPT T}:T{ D T}:T{ S T}:T{ C T}:T{ B T} T{ AFPT T}:T{ 50\&.0% T}:T{ 12\&.5% T}:T{ 25\&.0% T}:T{ 00\&.391% T}:T{ 00\&.0977% T} T{ D T}:T{ 87\&.5% T}:T{ 50\&.0% T}:T{ 25\&.0% T}:T{ 05\&.47% T}:T{ 00\&.537% T} T{ S T}:T{ 75\&.0% T}:T{ 75\&.0% T}:T{ 50\&.0% T}:T{ 31\&.3% T}:T{ 06\&.25% T} T{ C T}:T{ 99\&.6% T}:T{ 94\&.5% T}:T{ 68\&.7% T}:T{ 50\&.0% T}:T{ 04\&.61% T} T{ B T}:T{ 99\&.9% T}:T{ 99\&.5% T}:T{ 93\&.8% T}:T{ 95\&.4% T}:T{ 50\&.0% T} .TE .sp 1 .PP 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\&. .SH "MOVEMENT FUNCTIONS" .PP 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\&. .PP Normally, when a movement function has been specified, the piece will continue moving according to that function until one of the following happen: .sp .RS 4 .ie n \{\ \h'-04'\(bu\h'+03'\c .\} .el \{\ .sp -1 .IP \(bu 2.3 .\} 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\&. .RE .sp .RS 4 .ie n \{\ \h'-04'\(bu\h'+03'\c .\} .el \{\ .sp -1 .IP \(bu 2.3 .\} You explicitly awaken the piece\&. .RE .sp .RS 4 .ie n \{\ \h'-04'\(bu\h'+03'\c .\} .el \{\ .sp -1 .IP \(bu 2.3 .\} The piece can no longer move in accordance with its programmed function\&. In this case, the piece will awaken \fItemporarily\fR\&. You will be asked to move the piece at which time you may awaken it\&. .RE .sp .RS 4 .ie n \{\ \h'-04'\(bu\h'+03'\c .\} .el \{\ .sp -1 .IP \(bu 2.3 .\} 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 \fIland\fR\&. .RE .PP 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\&. .PP 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\&. .PP The movement functions are: .PP \fBAttack\fR .RS 4 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\&. .RE .PP \fBAwake\fR .RS 4 When pieces are awake, you will be asked for the direction in which the piece should move on each turn\&. .RE .PP \fBFill\fR .RS 4 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\&. .RE .PP \fBGrope\fR .RS 4 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\&. .RE .PP \fBLand\fR .RS 4 This function applies to fighters and causes the fighter to head toward the nearest transport or carrier\&. .RE .PP \fBRandom\fR .RS 4 This movement function causes a piece to move at random to an adjacent empty square\&. .RE .PP \fBSentry\fR .RS 4 This movement function puts a piece to sleep\&. The function of a city cannot be set to \*(Aqsleep\*(Aq\&. .RE .PP \fBTransport\fR .RS 4 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\&. .RE .PP \fBUpgrade\fR .RS 4 This movement function only works with ships\&. The ship will move to the nearest owned city and remain there until it is repaired\&. .RE .PP \fB\fR .RS 4 Pieces can be set to move in a specified direction\&. .RE .PP \fB\fR .RS 4 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\&. .RE .PP 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 \fIattack\fR\&. 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\&. .PP I frequently set the ship functions for cities that are far from the front to automatically move ships towards the front\&. .PP 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 \fItransport\fR function to have that army hop aboard the first passing transport\&. .SH "COMMANDS" .PP 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\&. .PP 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\*(Aqt written in Japanese, neh? .PP In all command modes, typing "H" will print out a screen of help information, and typing will redraw the screen\&. .SH "COMMAND MODE" .PP In command mode, the computer will prompt you for your orders\&. The following commands can be given at this time: .PP \fBAutomove\fR .RS 4 Enter automove mode\&. This command begins a new round of movement\&. You will remain in move mode after each of the computer\*(Aqs turns\&. (In move mode, the "O" command will return you to command mode after the computer finishes its next turn\&. .RE .PP \fBCity\fR .RS 4 Give the computer a random unowned city\&. This command is useful if you find that the computer is getting too easy to beat\&. .RE .PP \fBDate\fR .RS 4 The current round is displayed\&. .RE .PP \fBExamine\fR .RS 4 Examine the enemy\*(Aqs map\&. This command is only valid after the computer has resigned\&. .RE .PP \fBFile\fR .RS 4 Print a copy of the map to the specified file\&. .RE .PP \fBGive\fR .RS 4 This command gives the computer a free move\&. .RE .PP \fBJ\fR .RS 4 Enter edit mode where you can examine and change the functions associated with your pieces and cities\&. .RE .PP \fBMove\fR .RS 4 Enter move mode for a single round\&. .RE .PP \fBN\fR .RS 4 Give the computer the number of free moves you specify\&. .RE .PP \fBPrint\fR .RS 4 Display a sector on the screen\&. .RE .PP \fBQuit\fR .RS 4 Quit the game\&. .RE .PP \fBRestore\fR .RS 4 Restore the game from empsave\&.dat\&. .RE .PP \fBSave\fR .RS 4 Save the game in empsave\&.dat\&. .RE .PP \fBTrace\fR .RS 4 This command toggles a flag\&. When the flag is set, after each move, either yours or the computer\*(Aqs, a picture of the world is written out to the file \*(Aqempmovie\&.dat\*(Aq\&. \fBWatch out! This command produces lots of output\&.\fR .RE .PP \fBWatch\fR .RS 4 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\*(Aqs pieces\&. When replaying a movie, it is recommended that you use the \fB\-d\fR 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\&. .RE .PP \fBZoom\fR .RS 4 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\&. .RE .SH "MOVE MODE" .PP 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: .sp .if n \{\ .RS 4 .\} .nf \fI QWE A D ZXC \fR .fi .if n \{\ .RE .\} .PP The arrow and keypad keys on your terminal, if any, should also work\&. .PP 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 \&. Hit the bar if you want the piece to stay put\&. .PP Other commands are: .PP \fBBuild\fR .RS 4 Change the production of a city\&. .RE .PP \fBFill\fR .RS 4 Set the function of a troop transport or aircraft carrier to \fIfill\fR\&. .RE .PP \fBGrope\fR .RS 4 Set the function of a piece to \fIgrope\fR\&. .RE .PP \fBI\fR\fIdir\fR .RS 4 Set the direction for a piece to move\&. .RE .PP \fBJ\fR .RS 4 Enter edit mode\&. .RE .PP \fBKill\fR .RS 4 Wake up the piece\&. If the piece is a transport or carrier, pieces on board will not be awoken\&. .RE .PP \fBLand\fR .RS 4 Set a fighter\*(Aqs function to \fIland\fR\&. .RE .PP \fBOut\fR .RS 4 Cancel automove mode\&. At the end of the round, you will be placed in command mode\&. .RE .PP \fBPrint\fR .RS 4 Redraw the screen\&. .RE .PP \fBRandom\fR .RS 4 Set a piece\*(Aqs function to \fIrandom\fR\&. .RE .PP \fBSentry\fR .RS 4 Set a piece\*(Aqs function to \fIsentry\fR\&. .RE .PP \fBTransport\fR .RS 4 Set an army\*(Aqs function to \fItransport\fR\&. .RE .PP \fBUpgrade\fR .RS 4 Set a ship\*(Aqs function to \fIupgrade\fR\&. .RE .PP \fBV\fR\fIpiece func\fR .RS 4 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 \fIattack\fR\&. Whenever an army is produced in the city (or whenever a loaded transport enters the city), the army\*(Aqs movement function would be set to \fIattack\fR\&. .RE .PP \fBY\fR .RS 4 Set an army\*(Aqs function to \fIattack\fR\&. .RE .PP \fB?\fR .RS 4 Display information about the piece\&. The function, hits left, range, and number of items on board are displayed\&. .RE .PP 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\&. .PP You are "allowed" to do \fBfatal\fR 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\&. .PP You cannot move onto the edge of the world\&. .SH "EDIT MODE" .PP 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: .PP \fBBuild\fR .RS 4 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\&. .RE .PP \fBFill\fR .RS 4 Set a transport\*(Aqs or carrier\*(Aqs function to \fIfill\fR\&. .RE .PP \fBGrope\fR .RS 4 Set a piece\*(Aqs function to \fIgrope\fR\&. .RE .PP \fBI\fR\fIdir\fR .RS 4 Set the function of a piece (or city) to the specified direction\&. .RE .PP \fBKill\fR .RS 4 Wake all pieces at the current location\&. If the location is a city, the fighter path will also be canceled\&. .RE .PP \fBMark\fR .RS 4 Select the piece or city at the current location\&. This command is used with the "N" command\&. .RE .PP \fBN\fR .RS 4 Set the destination of the piece previously selected with the "M" command to the current square\&. .RE .PP \fBOut\fR .RS 4 Exit edit mode\&. .RE .PP \fBPrint\fR\fIsector\fR .RS 4 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\&. .RE .PP \fBRandom\fR .RS 4 Set a piece to move randomly\&. .RE .PP \fBSentry\fR .RS 4 Put a piece to sleep\&. .RE .PP \fBTransport\fR .RS 4 Set an army\*(Aqs function to \fItransport\fR\&. .RE .PP \fBUpgrade\fR .RS 4 Set a ship\*(Aqs function to \fIupgrade\fR\&. .RE .PP \fBV\fR\fIpiece func\fR .RS 4 Set the city movement function for a piece\&. .RE .PP \fBY\fR .RS 4 Set an army\*(Aqs function to \fIattack\fR\&. .RE .PP \fB?\fR .RS 4 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\&. .RE .PP Note that you cannot directly affect anything inside a city with the editor\&. .SH "HINTS" .PP 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\&. .sp .RS 4 .ie n \{\ \h'-04'\(bu\h'+03'\c .\} .el \{\ .sp -1 .IP \(bu 2.3 .\} Give the computer one or more extra cities before starting the game\&. .RE .sp .RS 4 .ie n \{\ \h'-04'\(bu\h'+03'\c .\} .el \{\ .sp -1 .IP \(bu 2.3 .\} Try playing the game with a low smoothness value (try using the \-s2 or even \-s0 option)\&. .RE .sp .RS 4 .ie n \{\ \h'-04'\(bu\h'+03'\c .\} .el \{\ .sp -1 .IP \(bu 2.3 .\} 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\&. .RE .SH "HISTORY" .PP According to \m[blue]\fBA Brief History of Empire\fR\m[]\&\s-2\u[1]\d\s+2, 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\*(Aqs 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\&. .PP 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\&. .PP 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\&. .PP 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)\&. .PP In 1994 Eric Raymond colorized the game\&. .SH "FILES" .PP \fIempsave\&.dat\fR .RS 4 holds a backup of the game\&. Whenever empire is run, it will reload any game in this file\&. .RE .PP \fIempmovie\&.dat\fR .RS 4 holds a history of the game so that the game can be replayed as a "movie"\&. .RE .SH "BUGS" .PP No doubt numerous\&. .PP The savefile format changed incompatibly after version 1\&.13\&. .PP Satellites are not completely implemented\&. You should be able to move to a square that contains a satellite, but the program won\*(Aqt let you\&. Enemy satellites should not cause your pieces to awaken\&. .SH "AUTHORS" .PP 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\&. .SH "COPYLEFT" .PP Copyright (C) 1987, 1988 Chuck Simmons .PP See the file COPYING, distributed with empire, for restriction and warranty information\&. .SH "NOTES" .IP " 1." 4 A Brief History of Empire .RS 4 \%http://www.classicempire.com/history.html .RE