Empire Deluxe Enhanced Edition
Game Play Interface
The game play interface is where the game is played. There are many options here to explore.
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Empire Deluxe Enhanced Edition is a game where the map is the primary element of focus. The game has been designed to fit within an 800x600 resolution setting, but you will get the most out of your gaming experience by setting your display as large as possible.
Be aware that when doing network play, if you are not running at least a full 800x600 window size, the bottom buttons on the Information Window may be obscured. If you are running 800x600, you need to move or hide your system's bottom task bar if you have one.
Also, Empire Deluxe Enhanced Edition is built to run on 24 bit True Color. If you run 16 bit color, you will see some anomalies in the icon graphics. An alternative graphics set for those that need to run 16 bit color may be available at Killer Bee Software.

The Game Interface is made up of several components. These are:
The Menu options - enabling you to find more data and perform a variety of game commands.
The Status Bar - which gives you current information on the focus of the game from your perspective.
The Information Window - The window that can be hidden, displayed and detached to give you information about the current square and currently selected unit.
The Map Viewing Area - This is where the action is.
The Map Window Scroll Bars - which appear when needed to help you navigate around the map.
The Chat Window - which appears when needed, to enable you to chat with online opponents and manage online games.
There are many menu options to facilitate information gathering and analysis, as well as game control. Inspect the following topics to get information on each menu option.
Program - Program manipulation commands.
Back To Main Menu - Leaves the game.
Auto Save - Settings for making a saved game automatically with the Empire Saved Game file extension (*.esg).
There are two options to auto save, by turn or by number. These both save at the end of a turn. Both options can be enabled, but by turn takes precedence. The difference is where the saved game files are stored and how they are named.
Files stored by turn are placed in the <game dir>\Data\Games\esg\AutoSaveByTurn\asave_turn_XX.esg where XX is the turn number of the saved game.
Files Stored by number are placed in the <game dir>\Data\Games\esg\AutoSaveNormal\asave_XX.esg where XX is the file number. The maximum file number can be defined in the Commander's preferences.
Save Map - This will allow you to save the map as an Empire Map File (*.emp). If you are in a game with more than one human player, this operation will not be allowed.
Save Scenario - This will allow you to save the map and the current unit positions as a scenario. If you are in a game with more than one human player, this operation will not be allowed.
Save Game - This will allow you to save the current game.
Intel - These options allow you to gather more information about the game underway.
Unit Information - Calls up some general information on units in the game.
Status - This calls up the Status Dialog, allowing you to view more statistical information about your units and how your army is doing. Clicking on the unit icons in the status Dialog will also call up the Unit Information on that unit.
Turn Production - This will call up the Turn Production Dialog, giving you more information about what units were produced and constructed this turn. Right clicking on the dialog will give you some display options.
Battle Odds - This will call up the Battle Odds Calculator, which will enable you to do combat analysis.
Full/Area Recon Report - Displays the Recon Report, which is a playback display showing enemy unit movement from the previous turn. A Full report will display enemies moving on the entire map. An area Report will only display those that moved on the current visible map.
Full/Area Combat Report - Displays the Combat Report, which is a playback display showing all enemy engagements during your last non-active period. A Full report will display battles on the entire map. An area Report will only display those battles that occurred on the current visible map.
Unit/City-Type/Producers/Constructor/Enemy Report -These Reports allow you to investigate and give commands to units in the field.
Strategic Map - Calls up a "Strategic Map" window. This map is a separate window with the entire world view always displayed, regardless of the size of the window. Clicking on an area within the strategic map will center that area in the game play client's map display. The Show Units menu option from the strategic map window's menu will toggle the primary color display of units visible to you.
Decisions - These are game changing decisions that you as commander must consider. These are:
Resign - You will lose the game and all of your units will become Neutral.
Abdicate - You will lose the game, and all of your units will be given to a new computer commander.
End Game - The game will end immediately in a Draw. This option will only succeed if you are the only human in the game.
Display - Various Display Setting Values.
Game Summary - This will display the Game Summary Dialog, which will show the rules settings for the current game.
Status Messages - This will display the "important" status messages that were displayed on the Status Bar.
Order Points - This will call up information on the Order Points currently in the game, and allow you to edit them.
Toggles - these are the various display toggles allowed in the game. They are:
Moved - Indicators if a unit has moved will be displayed.
Readiness - Displays the unit readiness status bar.
Crippled - When a unit is crippled, the indicator will be on the unit.
Weather - If using Weather Systems, the weather icons will be displayed at their locations on the map.
KOTH - displays King-Of-The-Hill region areas.
CTF - Displays Capture-The-Flag spawn points.
City Names - All City-Type Units will have their names displayed, if available.
Prod Data - All producing units will have their current production displayed.
Prod Eff - All producing units will have their production efficiency displayed.
Map Labels - Map Labels will be displayed.
Cur. Unit Orders - The orders of the current selected unit will be displayed on the map.
All Unit Orders - The orders of all owned units n the map will be displayed.
Map Tool Tips - A map tool tip showing more information about the square the mouse is over will be displayed.
Order Points - squares with Order Points will be represented on the map.
Location Text - Location Text comments made by the player can be displayed.
Production Rep. - This will set the Turn Production Report to be displayed every turn when there has been a unit produced or constructed.
Sighting Hide Value - This sets the 'age' in turns at which old sighting of non-city-type units will disappear from the map.
Blank Screen - Players may now "blank" their screens to prevent wandering eyes from viewing sensitive information. This IS NOT a screen lock.
Zoom - there are the various zoom levels in the game. There are six levels available. They can only be set in the main menu, outside of a game.
Center Cursor - the currently selected square will be centered on the screen.
Next Status Message/Previous Status Message - These will scroll through the list of status messages that were previously displayed in the Status Bar.
View Score - This will display the Score Dialog, showing the current score of the game, if applicable.
Sounds - These are the toggles to turn off/on the various sounds used in the game.
Intro Music - The Introduction Music.
Win/Lose/Draw Music - Music played when you win, lose or draw or get a promotion.
Prompt Music - Music played when the start turn prompt is up.
New Sighting Sound - plays when you see a new unit sighting.
Explosion Sounds - Non-regular combat and nuclear explosion sounds.
Error Sounds - sounds that play when something does not work as intended.
Score Sounds - sound that plays when a player scores.
Save Orders Sound - sound that plays indicating you need to save an order in the Information Window.
Unit Movement Sounds - sounds that play when a unit is moving.
Unit Fire Sounds - sounds that play when a unit is attacking.
Unit Death Sounds - sounds that play when a unit is destroyed.
Chat Sounds - sounds made while typing chat messages.
Connect Sounds - sounds that have to do with connecting and disconnecting in network games.
No Movement Loop - this option will prevent the unit movement sounds from being played in a loop.
Mute Sound - Silence the game.
Control - These are commands which help control the manipulation of your units.
Select Group - Enables Group Selection Mode.
Quick Order Points - This option enables Quick Order Points Mode.
Show Steps To Loc - This option enables Show Steps To Location Mode.
Break - Stops units from automatically being processes. See Unit Processing.
Continue - Resumes automatic processing of units. See Unit Processing.
Queue - sets various Unit Queue operations and conditions. See the Unit Processing, Queue and Control for more details.
Queue Sorting - Instantly sorts the unit queue, based on the selected sorting method.
Queue Default Sort - Selects the default sorting method to be used each turn.
Queue Rules - Defines the rules for how units do or do not get into the queue. Ignore means it will not be in the queue every time the queue is built. Units may meet multiple conditions. If one condition is not ignored, the unit is placed in the queue. These are:
Ignore Sentry Units - no sentry units in queue.
Ignore Sleep Units - no sleeping units in queue.
Ignore "Ignored Types" - unit types that are marked as "ignore" in the database (example, Airbase), will not be added to the queue.
Ignore Saw Enemy - units that saw an enemy will not be added to the queue.
Ignore Saw Enemy (No Mv) - units that cannot move and saw an enemy will not be added to the queue.
Ignore Next To Enemy - units that are in transport and next to an enemy will not be placed in the queue.
Ignore Producers - producing type units are not added to the queue.
Ignore Construction - units constructing a unit are not added to the queue.
Ignore Road Building - units building a road are not added to the queue.
Ignore Mine Operations - units mining, or clearing mines will not be added to the queue.
Ignore Dug In Units - units that are dug in are not added to the queue.
Ignore Exploiting Units - units exploiting resources are not added to the queue.
Ignore Skip Turn Units - units with skip orders will not be added to the queue.
Ignore Resting Units - Units that are resting will not be added to the queue.
Processing Pauses - These are conditions that may cause a general pause in game play, so that you can reflect on what to do next.
Prod. Report Stop - Prompt at the beginning of the turn if there is a Production Report available.
Range Warning - Prompt with a dialog if a unit is about to go out of range.
Sighting Stop - Pause if a new unit sighting has occurred.
End Warning - will check various end of turn condition to see if an end of turn prompt is needed.
Prompt If Recon Report - Prompt at the beginning of the turn if there is a Recon Report available.
Prompt If Combat Report - Prompt at the beginning of the turn if there is a Combat Report available.
Always Prompt Start Turn - Always prompt at the beginning of a turn.
Always Prompt End Turn - Always Prompt before a turn ends.
Single Click Move - With this option enabled, players can click on a square adjacent to the active unit and that will instruct that unit to attempt to move in that square. This will only work if the square is empty.
End Turn - This will try to immediately put an end to your turn.
From Others - These options allow you to review pending gifts and treaties from other players.
Pending Gifts - Displays the Pending Gifts Dialog.
Pending Treaties - Displays the Pending Treaties Dialog.
Preferences - Allows manipulation of the current settings.
Save Window State - This will set the current window position and size as the default when starting the program.
Edit Player Color Palette - This allows you to set the Player Color Palette.
Use Store Colors In Game - This will use the colors you "Stored" for the Player Color Palette in the game.
Save User Prefs. - The current settings will be saved under the current commander's name.
Help - When you need more information. This manual can be retrieved.

The Status Bar displays information regarding the current state of the game, as well as offers some control for map scrolling. The components noted are:
Information Message -
This is general information about the currently selected unit or square, or information about action on the map. These messages can be scrolled back by using the + and - numeric pad keys. There is also a menu option to display the important status messages that were recorded under Display - Status Messages.
When a unit is selected, information about its current state is displayed here. You should be able to see the following information:
Unit Name.
Unit Hits (if starting hit points are greater than one).
Unit Movement Points (and remaining range - distance if applicable).
Unit's abbreviated readiness and experience level:
The readiness levels are abbreviated as follows:
Exh - Exhausted
Trd - Tired
Usd - Used
Rdy - Ready
Res - Rested
Fr - Fresh
The experience levels are abbreviated as follows:
G - Green
P - Proven
H - Hardened
If a unit is at the extent of its range, it will indicate this with a SHORT ON FUEL message.
If the unit is an orbital unit that has not been launched, it will indicate this with an AWAITING LAUNCH SEQUENCE message.
Weather Indicator -
This indicates the current weather conditions for the current square.
Turn Indicator -
This shows the secondary color of the current active player, and displays the current turn number. If you place the mouse cursor over the turn indicator, a tool tip will reveal the current active player's name.
This button indicates which way the map will scroll if you use the mouse scroll wheel (pictured is North - South). Clicking on this button alternates the direction form North-South and West To East. Clicking down on the mouse scroll wheel will also make this change.
The Map Window is the active area where most of your commands will be received. Through the input of the mouse and the keyboard, you can invoke several options.
Map Viewing Area, Map Scrolling, and Zoom Commands
The map viewing area displays terrain visible to you over a display area. Terrain not known will be displayed as "Unexplored". Depending on the settings, the map can be scrolled by the use of the horizontal and vertical map scroll bars. There are also some key commands that can be used to step and page the scroll bars.
Clicking on a square on the map makes that square the "current" square. If a unit is currently in that square, it also becomes the current selected unit. Double Clicking on the square performs the same operation, and calls up a tab from the Information Window. The tab that appears depends on the type and contents of the square.
The map can be scrolled by use of the horizontal and vertical scroll bars, if available. The map can also be scrolled vertically and horizontally by using the mouse wheel if available. Pressing the mouse wheel down will toggle the wheel scroll direction between North-South and West-East. The Status Bar has a scroll indicator button that can also be pressed to change directions.
A tool tip can be activated through the Display Menu, and if the mouse cursor is held over a square, more information regarding that square is displayed in the tool tip.
Similarly, the keyboard can be used to turn on a "survey mode" (keys). This will bring up a secondary cursor, and a tool tip that will describe the square the cursor is in. Using the Numeric pad for movement directions, this cursor can be moved. To simulate a mouse click in the square with the survey cursor, use the "Single Click" and "Double Click" hotkeys.
The map also features six zoom levels, enabling you to view more land, or drill in for more details. The Display Menu has the zoom setting commands, and you can also use the six zoom hot keys.
Pressing the appropriate hot key will allow you to Center the currently selected location in your map viewing area. There are also hot key possibilities to toggle the view from a Ground Perspective (Ground View), where all icons are the same size, to an Orbital Perspective (Orbital View), where ground based icons are smaller, or to a Terrain Perspective (Terrain View), where no units are displayed.
The topmost visible unit is always displayed. To select it, simply click the unit shown. Double Clicking on the unit will call up the Information Window.
To select a unit in a square that is not the top unit displayed, right click on the square and select the unit form the "Activate Menu". That unit will become the currently selected unit.
Units can be manipulated on the map by right clicking with mouse over that unit, and selecting a command. See Actions and Commands for the various actions available.

As you can see, various actions will be displayed. To perform an action, select it form the menu.
Units carrying other units will give you further options to manipulate the transported unit:

The action selected under the "Transported Action" menu option will apply to all of the units carried by the active unit.
A group selection mode can be invoked through either the Control Menu or a hot key. When using the keyboard, the group box can be repositioned by using the keyboard group reset key, or with the mouse via a click and a drag.

Once the box has been defined, invoking the group mode command again will call up the Group Dialog, where you can further manipulate and study the units in that area. The ESCAPE key will cancel the group mode.
Also, while in group selection mode, you make invoke any of the Group Commands and it will be enacted on all of the units within the specified region. Please note that this includes cities. You must call up the Group Dialog to filter out the units you don't want to act upon.
Move To And Patrol Path Orders
The mouse and keyboard can also be used to give units Move To and Patrol Commands. The difference between these two is simply that Patrols are a Move To command with instructions to repeat the orders.
Movement Paths can have middle points representing several legs on a path, as shown below:

Mouse Move To:
To make a movement path for a unit with the mouse, do the following:
Click and hold the Left Mouse Button until the movement line appears
Move the mouse cursor towards the location you want the unit to move to.
If you wish to make a midpoint, Right Click the mouse at the location desired, (left mouse button still down). If you wish to remove the last midpoint, hold down the shift-key and press the right mouse button.
To complete the path, release the left mouse button.
To make the path a Patrol Path (a repeated path), hold down the shift key before releasing the Left Mouse Button. Be aware not to hold down the shift key until your path has been fully constructed and you are ready to release the left mouse key. When the unit finishes the path, it will move towards the initial point and repeat the path.
Press Escape to cancel the path creation.
Like a repeated path, a Base-Patrol path can now be setup with the mouse. To enable this, the unit must be currently active and hosted by the intended base. Draw the path with the mouse as desired, then hold down the CONTROL key as and release the Left-Mouse Button. This will give the unit the Base Patrol order along the path.
Keyboard Move To:
To make a movement path for a unit with the keyboard, do the following:
Enter into Move To Mode by hitting the appropriate key.
Use the movement keys to move the path towards the desired location.
To make a midpoint, press the Make Path Midpoint key. To cancel a midpoint, press the Cancel Path Midpoint key.
To complete the path, exit the Move To mode by hitting the appropriate key.
To make the path a Patrol Path (a repeated path), press the "End Move TO With Repeat" key.
Press Escape to cancel the path creation.
Besides Using Move To commands with the mouse and keyboard, units can be moved by other directional keyboard commands.
Forced Over-Flight
These commands can be manipulated to make an air unit fly over a unit it would otherwise land on. This is called "Force Over-flight", and is done by holding down the shift key as you press the directional movement key. More Details.
Fast Key Commands
At times, you may be using the direction keys to move a cursor or line instead of a unit. The Fast Key commands enable the cursor to move a previously specified number of squares (defined in the Player Preferences).
Single Click Movement for Adjacent Squares Option
With this option enabled, players can click on a square adjacent to the active unit and that will instruct that unit to attempt to move in that square. This will only work if the square is empty.
To enable this option, in player preferences find the Processing Pauses Menu, or in Game, find the Control Processing Pauses menu, and enable/disable the Single Click Move toggle.
If a unit is currently under Move To Orders, you can view its movement path by selecting the unit and selecting to the Display Current Orders option from the menu.
Showing The Potential Steps Of A Unit
You can view the current steps of any friendly unit to a location by selecting the menu option "Show Steps To Loc". You may now click on any location on the map, and the current steps of the path to get to that location will be displayed. You can also drag the mouse as if giving the selected unit a Move To command, including making legs, and the steps on the path will be displayed. You must select this option again or press Escape to exit this mode.
Be aware that paths are reevaluated every step a unit makes, because of the dynamics of the game. So as they say, "actual results may vary".
The Order Points Dialog is a means of assigning orders to a location, and giving it a specification of which units will use these orders if they do not have any.
When a unit is active and has no orders, it will check to see if it meets the criteria specified in the Orders Point. If so, it will take those orders and begin to execute them.
Order Points can be created and edited by selecting the location where the orders are to be executed. Then, open the Terrain Tab of the Information Window, to edit or create the order point.
The interface is very similar to that of the Orders Tab. In addition to an orders queue, the unit types and levels to determine what units execute the orders must be specified. Also, the Order Point may be named to distinguish itself from others at that location.
Quick Order Points (Old Style Movement Paths)
Earlier versions of Empire Deluxe had Movement Paths, which would instruct a unit to start at one point and move to another. These are now represented as order points. Empire Deluxe Enhanced now has "Quick Order Points", which is a fast way to build an Order Point with only a Move To Order.
To Make A Quick Order Point:
With The Mouse:
1. Enter Quick Order Points Mode by pressing the appropriate hotkey or selecting it from the menu.
2. Then you will left click and hold at the location you
want to order point to start at, and then draw a path as if you were making a
Move To command when moving a unit. Be aware that you have to hold down the
mouse for a little longer before you move (i.e. until the move to line would
start drawing - a dot will appear to indicate this). To abort this mode and cancel the path, hit escape or the Quick
Order Points Mode Key again.
3. When you release the left mouse to complete the path, a dialog will appear
enabling you to set the level (s) and the type (s). The filter buttons are used
to help select/deselect unit types.
4. Save and Close will save the order point. You may edit it further via access
in the Terrain Tab.
With The Keyboard:
For the keyboard you must also enter survey mode, make the path with the
movement keys, and other keys will set a waypoint on the path, erase a waypoint,
and the Quick Order Points Mode key will set the path and call up the dialog to
make the settings.
If configured in the rules tree of the Rules Option Tab, the game will allow you to select your starting cities. In this situation, all of the cities on the map become visible as neutrals, and players alternate their selections.
A player's selection may be denied, and this will be due to another player already making that choice.
Players alternate selecting cities. Every time it is your turn to select, the map is active and ready for you to make your selection. You can choose the city you desire by clicking on it on the map. If you wish to inspect the map and the cities on it first, and you should uncheck the "Next map click is a selection" box.
You can hide the dialog by pressing the Hide button, and recall it with a Right Click of the mouse.
If you select "Skip Selection", your turn will be skipped, and you will start the game with one less city than you otherwise would have had.
If the game requires a Capital, the first city selected will be the Capital city.
If configured in the rules tree of the Rules Option Tab, the game will allow you to purchase units with "Buy Points". When this is the case, the Buy Points Dialog will appear.
It looks very much like the Production Dialog. It lists all of the units available for purchase, shows how many you have bought, and how much each one costs.
To purchase a unit, Left Click on the button for that type. To reduce the number purchased, Right Click on the button for that type. If you hold the shift key while Left or Right Clicking, it will increment/decrement by 5. If you hold the Control Key while Left or Right Clicking, it will increment/decrement by 10.
The Buy Points you have left are displayed at the top of the Dialog. If you've spent too much you will not be allowed to continue until you correct this.
If you have purchased units with buy points, you will then be prompted to place the units. Each unit must be placed individually.
Players alternate turns placing units. Every time it is your turn to place, the map is active and ready for you to make your placement selection. You can choose the unit type from the combo box in the dialog. If you wish to inspect the map first, and the units already placed, you should uncheck the "Next map click is a placement" box.
You can hide the dialog by pressing the Hide button, and recall it with a Right Click of the mouse.
If you select "Skip/Remove Placement", the selected unit type will be removed. You will not have an opportunity to place it again.
If the player starts a game with enough cities to meet his Auto-Production Tolerance, the Auto Production Dialog will begin at the start of the game. This will give you the option to set the production of all your cities to the same type, or set each production individually. If the latter is chosen, you will then go through a First Turn Production Dialog for every city you own.
The First Turn Production Dialog appears at the beginning of the game, and whenever a city has been captured and it needs initial production orders. The dialog is exactly like the options available in the Production Tab of the information window. Please look there for details.
When you have made the your production decision, click on the Set Production button.
Selecting Pause Processing When Done will pause the unit processing of the Active Unit Queue for the turn so that you can give the producer detailed or alternative orders if you wish.
During the game, a player can review his units and the enemy units in several generated reports. He can also use the unit listings in these reports to manipulate the units.
Types Of Reports
There are several different types of reports available. These are:
Unit Report - A view of all of the player's units.
City Report - A view of all the city type units in the game.
Producer Report - A view of all the units that can produce in the game (for the Enhanced Unit Set, this is the same as the City Type report).
Constructors Report - A view of all the units that can construct other units in the game.
Enemy Report - A view of all the enemy sightings in the game.
In each report there can be several rows of data. Each row represents an individual unit or sighting.
If you select a row, you can Right Click on it to call up a list of available actions on that unit.
The columns of the table can be sorted by clicking on the column headers.
The column data for the various repots are:
Unit Report
Name - The unit's name.
Type - The units type code.
Location - the X and Y coordinates on the map where the unit is located.
Hits - the hit points remaining for the unit.
Mv Pts - the movement points remaining for the unit.
Notes - The annotations for the unit.
Readiness - The unit's current readiness (and experience).
Hosts - Number and type of units it currently is hosting.
Parent - The parent unit of that unit if applicable.
Orders - The unit's current orders.
City Type Report
Name - The unit's name.
Type - The units type code.
Location - the X and Y coordinates on the map where the unit is located.
Hits - the hit points remaining for the unit.
Notes - The annotations for the unit.
Readiness - The unit's current readiness (and experience).
Orders - The unit's current orders.
Producers Report
Name - The unit's name.
Type - The units type code.
Location - the X and Y coordinates on the map where the unit is located.
Eff. - The unit's production efficiency.
Specialty - The unit's production specialization, if any.
Orders - The unit's current orders.
Till Comp. - The turns to completion if producing something.
Constructors Report
Name - The unit's name.
Type - The units type code.
Location - the X and Y coordinates on the map where the unit is located.
Orders - The unit's current orders.
Till Comp. - The turns to completion if constructing something.
Enemy Report
Name - The unit's name.
Type - The units type code.
Location - the X and Y coordinates on the map where the unit is located.
Owner - The owing player.
Seen - Turn on which this sighting was made.
Eff. - The unit's production efficiency.
Specialty - The unit's production specialization, if any.
Orders - The unit's current orders.
You can move between the report types by making a selection at the bottom of the dialog.
On the right, you can filter out specific unit types by clearing the check box next to the type code.
The Battle Odds Calculator allows you to estimate the combat probabilities that occur when units are in conflict.
The calculator will display the combat mini round adjusted probability, as described in the Combat Mechanics section of the Rules and Concepts chapter.
The conditions for the attacker must be set as follows:
Type combo - Pick the attacker's unit type from the list.
Attack Type - Select the unit's attack type.
Handicap - Enter the attacking player's handicap.
Readiness - Enter the unit's readiness level.
Crippled Unit - If the unit is crippled, check this box.
Use Neutral Handicap - If the defender is going to be a neutral unit, set the attacking player's Neutral Handicap.
The conditions for the defender must b set as follows:
Type combo - Pick the defender's unit type from the list.
Handicap - Enter the defending player's handicap.
Terrain - Enter the terrain of the square the defender is in.
Readiness - Enter the unit's readiness level.
Level - Enter the unit's World Level .
Unit is dug in - Check this box if the defender is dug in.
Unit is Landed - Check this box if the unit is landed.
The percentage appearing at the bottom is the adjusted probability for the combat mini-rounds.
To see some odds if the combat were played out several times, click on the Battle Calc button.
Watching A Playback Or Computer Only Game
The game also has a viewer feature that can be used to watch a recorded game or a game with only Computer Players.
If properly set up in the Game Setup, a game can be recorded. Once the game has ended, it can be saved as a Final Saved Game, and then reloaded and played at anytime in the future.
If there are only computer players in the game, you will still be able to watch the action unfold through a game play back. Be aware that this can be a very "CPU-intensive" exercise for your computer, as the Computer players quick trade turns with each other.
Interface For Viewing These Games
Whether watching an AI game unfold, or watching a game play back the interface looks very similar to that of the regular game play interface. However, the menu options are different.
They consist of :
Start/Stop - here you control whether or not the game is running, and how fast it can run.
Pause Game - This will pause the current game. If it is a real time play of a computer only game, the game will not progress.
Resume Game - This will allow the game to continue.
Resume Front Q Only - With built in delays for displaying battles and such, the computer players are usually able to move faster that what can be displayed, especially early in the game. A buffer catches the messages and hold them till they can be displayed. Using this command will start play again, but only until that buffer is cleared. In replay games, only this buffer has events from the game, so it is the same as restarting the playback.
Run Blind...- This option allows the game to run a little faster because it will not have to display all of the action. You can also adjust data relating to the front queue here. It calls up a dialog with several options. These are:
Blind Till Turn - Turn on which the game will no longer run "Blind".
Run Blind - Check this if you intend for it to run blind.
Total Msg In Queue - This gives a count of how many messages are backed up in the Front Queue.
Queue Time (ms) - This is the time in milliseconds that it will pull data from the Front Queue.
# Events Processed - This is the number of messages that are pulled off of the Front Queue and sent to the viewer every time the queue is checked.
Lock View - This will hold the current display view coordinates while you watch the game progress.
Change Perspective - This allows you to see the game from a different players point of view. If you select the "Maintain this view as the game progresses" option, you will never switch sides during play.
For Computer Only Real time games:
End Game - This ends the game. The front buffer will flush out upon this command.
For Playbacks:
Start Over - Starts the game at the beginning.
Go To End - Moves the game to the end.
If this hot-key is bound, pressing it will activate Escort Mode. In this mode, the next unit clicked is the unit the active unit will escort,. Press ESCAPE to exit the mode without making a selection.