Welcome to Killer Bee Software’s
May 7th, 2003
Thank you for your purchase of Empire Deluxe Internet Edition. I am very pleased to revive this wonderful game, and hope to move it forward in the future. I have been playing Empire Deluxe since it's release, and spent many all-nighters playing Interstel's Empire Wargame of the Century in the late 80's. Along with other classics like Omnitrend's BREACH 1/2 and Rules of Engagement 1/2, I was attracted to such games because they allowed the user to create maps and scenarios, something that gave the game endless replay possibilities. I soon found myself in possession of a large collection of maps and scenarios for Empire and Empire Deluxe, and offered those files on the web for downloading. More than ten years later, the page is still frequently accessed and the files are frequently downloaded. I have been impressed with the staying power of Empire Deluxe, and understand it is because of the game play and solid design its authors had provided.
Empire Deluxe has been out of print for some time now. Unfortunately, this caused the game to enter into a limbo and seemingly abandoned state, creating an 'empty space' in strategy gaming. There have been many "clones", but in my opinion none have really surpassed the simplicity of game design that is contained in Empire Deluxe. Now that I own the rights to this game, I hope to keep it going and evolve it for at least another decade.
The focus and intention of this restoration, known as Empire version 3.5, is to upgrade the old game, known as version 3.11, to run on modern day operating systems and to take advantage of the Internet for live play without having to use third and fourth party software. Please keep in mind that this is still the old source base and infrastructure, and therefore has some warts and interface ugliness, and due to the nature and age of the program it is possible you may encounter a crash or two. But overall you will receive hundreds, possibly thousands of hours of game play with one of the best all time strategy games ever made.
So welcome to the new beginning of Empire Deluxe with Empire Deluxe Internet Edition
--Mark Kinkead, Killer Bee Software
"I came, I saw, I conquered."
--JULIUS CAESAR
Welcome, Cadet, to Empire Deluxe Internet Edition, the finest computer simulation for the training and practice of the long neglected and much desired skill of Planetary Conquest. It is hoped that, through the extensive use of this program, you can master the art of conquering planets and go on to conquer your own worlds for fame and power (Assuming, of course, that the worlds you wish to conquer, are worlds that exist on two-dimensional, pixilated cathode ray tubes that are not inhabited by any sentient beings that might object to having their planet ruthlessly invaded and violently conquered). Vast exhaustive research and much governmental funding, have determined that the best way to learn something is through repetition, or to use the technical term, "Practice." More vast exhaustive research and much more governmental funding, determined that most people find practice boring. Even more vast exhaustive research and even more governmental funding finally resulted in a unique idea to get potential world conquerors, like yourself, to really want to practice. We call this idea, "Having Fun." With that in mind, we hope that Empire Deluxe Internet Edition will bring you many hours of "Having Fun."
Empire Deluxe Internet Edition is a game of strategic conquest. You, the player, start with one city on a vast and random world. You decide what your cities will produce: armies, planes or ships. Then explore the world and conquer neutral cities. Expand your power base as you attempt to conquer the entire planet. There's only one small problem. There may be up to five other players out there trying to do exactly the same thing; and you're in their way.
Beginning as a novice 2nd Lieutenant or Ensign, you can start your training in the Basic Game and advance through the Standard and Advanced games. Finally, you can create your own worlds and even specific scenarios using the Game Editor. Keep track of your progress using the Player History. Then watch, as each victory brings you closer to the vaunted rank of General of the Army or Fleet Admiral.
Note: Appendix I - Glossary of Terms, contains a list of terms frequently used in Empire Deluxe. If the contextual meaning of a word is not clear when reading the manual, refer to the Glossary.
Meet Fred.
Fred, as we call him, is an arbitrary name given to a fictional, non-existent, but avid Empire Deluxe player used as a generic catch-all in various examples in this manual. Fred is not a very good Empire Deluxe Internet Edition player but he tries hard. Any resemblance of Fred to anyone currently living or dead is really a pathetic coincidence.
Hot Key Commands are represented in bold square brackets [], for example: [ALT + Y] would indicate the hot key command is executed by holding down the Alternate Key and pressing the ‘Y’ key.
Menu Commands are represented in bold by the menu tree items and a dash in between such as File-Save-Game. This would mean selecting “File” from the menu, then the submenu option “Save”, then the submenu option “Game”.
Empire Deluxe Internet Edition requires an IBM PC, 200MHz+ (it can go lower) with SVGA graphics compatibility, running Windows 95/98/ME/2000/XP. Ability to play WAV sound files is also nice.
Execute the EDSetup.exe file, and follow the instructions. Once you have chosen all the setup options, press start and he game will be installed in the directory you specified.
After a successful installation, you can begin play with Empire Deluxe Internet Edition without any further configuration. However, the game is highly customizable and after you are comfortable with the game you may want to change certain aspects of the presentation and mechanics of the game. Please see the User Preferences section in “PLAYING THE GAME” part of the manual.
There are two ways to set user preferences in Empire Deluxe Internet Edition:
Setting the preferences for future commanders by selecting Help-New User Preferences in the main screen
Setting the preferences for your current commander by selecting Display-User Prefs [Ctrl + U] while in a game.
The future commander preferences will be the default preferences for all commanders created from here on. The in game user preferences are used to change the preferences of the commander you are currently playing. The dialogs used for both are the same.

Empire Deluxe Preferences Screen
Production Reports allows you to turn off the reports for production of air, land or sea units.
Delays - allows you to set the time Empire Deluxe Internet Edition takes for messages, battles and movement. The delay defaults and what you will find optimal to you personally will most likely be two different things. It is recommended you experiment with these settings if the game appears too slow or too fast to you.
Files gives you options to turn on auto saving of games or auto saving of Turn States.
Sound/Music allows you to turn the sound effects, music and warning buzzers on and off. The Sounds are:
Play Intro: This option will enable/disable the playing of the introduction music.
Player Prompts: This option will enable/disable the music played when it is time for a player to take over the interface and play a turn.
Unit Orders: This is music that plays when a unit is awaiting orders
Battles: These are the sounds that are heard when units fight in combat.
Movement: These are the sounds that are heard when a unit makes a move.
Warnings: This is the sound that is heard when the interface warns the player about an event.
Chat: This is the sound that is heard when an enemy computer player offers a resignation or your human network opponents send you a chat message.
Turn Control Alert: This is the sound that is heard when, in a network game, it is time for the user to take control and play the game, but the user has a modal dialog open in the interface, preventing the turn from beginning.
Game Play allows you to set the Aircraft Out of Range Warning. Also, you can force the End Of Turn Prompt to happen every turn after a certain number of turns into the game.
City Settings allows you to set the default production efficiency used in Production Alerts, and also set the default unit type shown in the Production Window when a city has been awarded to you on turn one or captured by your elite forces.
Network Play Allows you to set options that will only be used during Networked (IP) Play. “Jump to Combat Events” will focus your attention on combat against you that occurs during your opponent’s turn. “Jump to Movement Events” will focus your attention on any enemy movement you can observe during your opponent’s turn.If the preferences dialog is being accessed during a game, the dialog will indicate the player who’s preferences are being set. If it is being accessed from the main menu, it will indicate that the preferences are being set for future players.
Once you have selected the parameters you wish to use, you may save them for future use by selecting the Save button from the Preferences screen.
Click on the short cut on your desktop or select the program from the start menu programs to start the Empire Deluxe Internet Edition game.
Empire Deluxe Internet Edition also may be started with a command line parameter indicating a saved game. The format at the command prompt is:
empire {path}savegame
If no path is given, Empire Deluxe will look for the save game in the 'svgame' directory. It will then immediately load the save game and continue play. Note that the .svg extension is not required in the save game file name. This will allow you to associate SVG files with the Empire.exe program through Windows. Also note that the program, Empire.exe, needs to be in your "path".
"Cry "Havoc" and let slip the dogs of war."
--SHAKESPEARE
This section of the manual is designed to put you through a quick run through and overview of Empire Deluxe Internet Edition. The tutorial will cover the main options available to you when playing the game, but not all the options. It also will not cover in depth, the rules by which Empire Deluxe Internet Edition is played. Once you have gone through this tutorial, we suggest that you read the sections entitled Rules of Play and Playing the Game. These will cover in more detail, the items skimmed over here. You may either use the mouse or the appropriate hot keys listed in the Playing the Game section of this manual or in Appendix V - Hot Key Quick Reference.
The first thing you will see upon starting the game is the title screen and the Menu. Click on the menu option Play Game. This gives you your options for starting a game. Select the Play Game-Standard Game. The World Options Dialog will then appear. Select the button marked Load Game Scenario. This will bring up a File Requester. Select the file TUTORIAL.SCN (the "scn" extension designates it as a “scenario”).
The computer
has now loaded the Tutorial scenario and the Scenario Values Screen will appear.
This screen tells you the limits set within the particular scenario. Select OK
to continue.

Scenario Values Screen
The Player Setup Menu will appear next. This screen shows two players listed. You will be player one. We want the computer to be player two, so go to the line marked Player 2 and click on the button labeled Person - Local. A pop-up menu will appear listing various player types. Click the option Computer - Easy. Computer - Easy should now appear in the list for Player 2. Also note the colors listed in this dialog. Your units will be the color shown for player # 1 (displayed below as orange). Go down to the bottom of the Player Setup Menu and select OK.

Player Setup Menu Screen
You will then
be prompted to enter your commander’s name. After entering the name, click on
the OK button. This will take you into the game proper.
The first
thing that will appear on the game screen is the Auto Set Production Dialog
shown below:

Auto Set Production Dialog
You will start this game with two cities, Melbourne and Breed's Hill. The computer will start the game with one city, Denver. At the very beginning of the game, Empire Deluxe asks you what you wish to produce at each city you own. Select “Set All Manually”. Then a Production Menu for either Breed’s Hill or Melbourne will appear.

Production Menu Screen
Eight buttons will appear listing the eight different units available to you in the standard game. Three of them, Carrier, Fighter and Submarine, are ghosted. These units are not available in the basic game and will not be available to you in this tutorial. If the city is Breed’s Hill, as shown above, Select Army from the choices given and hit OK. If the city is Melbourne, click on the button marked Transport and then select OK. You can change these decisions later if you like but for now, leave them alone. Now that the production choices have been made, you will see the game screen in its entirety.

Game Screen
Using the mouse, move the pointer up to the top of the screen to the Game Menu and click on the option Commands. A pull down menu will appear with several other options. Highlight the command labeled "Survey Mode" and select it.
This enters you into Survey Mode. From here you will be able to move the cursor about and study the map without accidentally issuing orders. The map is divided into many invisible squares to help define the rules of the game. Each square can be defined by its grid coordinates. For instance, the square at the top left corner of the map is square 1,1; the square at the top right corner of the map is square 28,1. If you want to learn about something on the map, simply move the mouse pointer over the desired square and click it. A brief description of the items located in that square in question will appear in the Message Bar at the top of the screen. You can get more information by double clicking the desired item. This will call up an Information Window with more information on that item. When you are done studying the Information Window, click on the button marked OK. This will return you to the map. So go ahead and do some exploring. Double click on interesting looking items on the map. Make sure to identify each of the eight terrain types and five unit types. If you accidentally exit Survey Mode, you may reenter it by clicking on the desired menu option or just clicking on the right mouse button while the pointer is on the map.
Now, lets give orders to your units. All the units and cities belonging to you are the color that was indicated as Player #1’s color in the Player Setup Menu Screen covered previously. All the units and cities belonging to the computer player are the color that was indicated as Player #2. You may only give orders to your own units. Empire Deluxe Internet Edition is played using a sequence of turns. Since you are player 1, you get to move all of your pieces first, then the computer player will get to go.
Move the cursor over the top left corner of the map so that it rests on top of the Destroyer Higbee at square 1,1. Double click on the Higbee. When the pop-up information window appears, click on orders. A list of orders available to the Higbee will then appear in another pop-up window.

Orders Available for the Higbee
Select Move To. The window will disappear and a dotted square will appear around the Higbee. Move the mouse pointer to another water square on the map. Hold down the left mouse button until a dotted line appears between the mouse pointer and the Higbee. You have just issued the order for the Higbee to move to the square where your mouse pointer was. To have the Higbee execute that order, move the cursor back over the Higbee and click on the right mouse button. You will then see the Higbee move towards the chosen destination. If that destination was more than three squares away, it may take several turns for the Higbee to reach it. Units in Empire Deluxe Internet Edition are limited in the number of squares they may move in a turn. This limit will vary from unit type to unit type.
Now you're going to learn another way of giving orders. There are usually several different methods of doing the same thing in Empire Deluxe Internet Edition. When you find a method you like; stick with it. Go back into Survey Mode and find the Battleship Prince of Wales. Move the cursor over the Prince of Wales and click on the right mouse button. This is called "Activating" the unit. You are again in orders mode. Note that the Prince of Wales is now flashing. Units flash when they are requesting orders. Each unit that does not already have orders for that turn, will, one at a time, ask for orders. You are now going to move the Prince of Wales using the keyboard. Press the right arrow key once. Notice that the Prince of Wales moves one square to the right. The Prince of Wales can move further than one square per turn so it is still requesting orders. Let's tell it to attack the green Transport directly to the right of it. To attack a unit in Empire Deluxe Internet Edition, all you have to do is move into the same square as the enemy unit. So to tell the Prince of Wales to attack the enemy Transport, just hit the right cursor key one more time. A battle will then ensue. A Battleship is a much more powerful unit that a Transport, so the odds are that you will win the battle. Just like real combat , however, there is always an element of chance. The Prince of Wales may have come out of the battle with damage on it or it may have even lost.
Lets do some more attacking. Go back into Survey Mode and find the Battleship Graf Spee at square 14,12. Activate the Graf Spee. Now move the mouse pointer to the square just to the left of the Graf Spee and click on the left mouse button. This is yet another way you can move units in Empire Deluxe. Now we want to attack the green Army next to the Graf Spee, so move the mouse pointer over that unit and click on the left mouse button. Again, the Battleship, being more powerful than the Army, will most likely win the battle. Notice this time, however, that the Graf Spee did not move into the square where the enemy Army was. This is because sea units may not move into land squares. Different units in the game are limited to what kind of terrain squares they may move into. Land units, for instance, may not enter sea squares. Likewise, some types of units may not be able to attack other types.

Now that you have learned how to attack enemy units, lets learn how to attack and capture cities. Go back into Survey Mode and find the neutral -- white -- city of Ravenna. The city is surrounded by your Armies. Pick one of the Armies and activate it. Combat against cities is conducted the same as against other units except that only land units can do it. So move the chosen unit into the same square as Ravenna. This battle is at equal odds, so your first attack may not be successful. Keep activating Armies and attacking Ravenna until you are successful. When you capture Ravenna, a pop-up production menu will appear asking what you would like to produce at Ravenna. You will also notice that the only unit it will allow you to produce is an Army. This is because Ravenna is land locked and cannot produce any sea units as they would have no way of exiting once produced. Select the Army to be produced and hit OK. Don't worry about what you're producing right now, it will take several turns for even the weakest of units to be produced. Notice that the captured city of Ravenna has changed color to your color and that the Army you used to attack it with is no longer there. The Army has now become Ravenna's new permanent garrison. If you have any remaining Armies, move them also into the city of Ravenna. Unlike the rest of the map squares, cities can hold an unlimited number of units.
You now know how to capture a city by land. Lets learn how to capture one by sea. Reenter Survey Mode and find the Transport Seaddler. You use Transports to carry as many as six Armies at a time over sea squares. The Seaddler is already loaded with six Armies. Move the Seaddler next to the city of Waterloo, just to the north and right of it. Double click on the Seaddler. A pop-up window will appear listing the Seaddler and the six Armies on her. Select the Seaddler. A pop-up information window will appear. Select the button labeled Orders. This will call up a pop-up Orders Menu. Close those dialogs and select Skip [SPACE] from the Orders Menu. Notice that the Seaddler is no longer requesting orders but the Armies on her are. Move an Army into the same square as the city of Waterloo. You may continue to do so until you capture the city or run out of units.
You should be starting to get the hang of player Empire Deluxe Internet Edition, so we're going to let you continue on without any further assistance. Experiment with the various reports, orders and commands from the pull down menus. Don't worry about beating the computer player, this is just a practice to get you familiar with the game. So go ahead and explore the various options and don't forget to "Have Fun."
This section discusses the rules for playing Empire Deluxe Internet Edition. We suggest that once you have gone through the tutorial, you start with a basic game. Once you have mastered the playing and rules of the basic version of Empire Deluxe Internet Edition, you may move on to master the standard and advanced versions. The rules used in the three versions of Empire Deluxe Internet Edition have many similar points but are not all identical. You should pay close attention to the differences in each section.
The map used in Empire Deluxe is the board on which you play the game, much as a chessboard is the board on which you play chess. Unlike the 8 square by 8 square chessboard, the basic Empire Deluxe Internet Edition "board" measures 50 squares by 50 squares and has a random assortment of different terrain types on it. These terrain types include mountains, water, cities, forests and more. The edges of these squares are not visible on the map as they are on a chessboard, but assumed.
Land - Various terrain types represent land; clear, forest, mountain, river and rough. In the basic game, all these terrain types are the same. For a more detailed description of each type, see Appendix III - Terrain Descriptions. Only land units may enter --move onto -- land squares.
Water - Water -- the blue stuff that doesn't look like land -- divides the various sections of land into islands and continents. Only sea units may enter water squares.
Cities - Cities are the most important terrain squares to the would-be conqueror. It is these squares that you must take to win the game. Without them, the player would be unable to produce new units and repair damaged ones.
The color of a city varies with the ownership. Cities owned by the player are the same color as the player's units. Cities owned by another player are the same color as that player's units. White cities are neutral ones, simply sitting there waiting for the player to conquer them. Each city square represents a separate city, even if multiple city squares are adjacent.
Edge - Around the edge of the map is a border. This represents the edge of the playing board and no units may move on or beyond the edge.
"The bodies of men, munition, and money
may justly be called the sinews of war."
--SIR WALTER RALEIGH
The basic version of Empire Deluxe Internet Edition uses five different playing pieces, or units. These consist of one variety of land unit, Armies, and four varieties of sea units, Transports, Destroyers, Cruisers and Battleships. These units represent the playing pieces that you will move about the map to conquer the world, and just like the playing pieces in a game of chess, each unit has its own characteristic and abilities, strengths and weaknesses. Units belonging to the player will be the same color as that chosen by the player at the beginning of the game. Units that are not the same color as the player, belong to another player and are enemy pieces. To help keep track of individual units, Empire Deluxe allows you to name each unit whatever you wish. If you decide not to name a unit, the computer will name it for you.
Following is a brief description of each type of unit (piece). You can find additional information in Appendix II - Unit Description:
Army
Armies are the basic land unit of Empire Deluxe. They are slow and can fight well, but they can take little damage. They are, however, the only unit capable of capturing cities and are thus indispensable to victory. They are also the only units capable of moving on land. Armies may also cross water with the assistance of Transports. Armies are the easiest unit to produce in the game.
Transport
Transports are the vital link between different bodies of land. They may carry up to six Armies on them and are thus the only way to get Armies from one continent or island, to another. Transports are faster than Armies but can only enter water or friendly city squares. They fight poorly but can take more damage than an Army.
Destroyer
Destroyers are the fastest unit in the basic game. They can fight as well as an Army and can take as much damage as a Transport. They are the easiest sea unit to produce in Empire Deluxe and like all other sea units, may only enter water or friendly city squares.
Cruiser
Cruisers are the smallest of the Capital Ships used in Empire Deluxe Internet Edition. They fight as well as an Army but can both inflict and take considerably more damage. They move as fast as a Transport and, just like Transports, can only enter water or friendly city squares. They are also one of the two units in the game to be able to perform the powerful function of shore bombardment.
Battleship
Battleships are powerful behemoths that roam the seas almost with a free will. They fight as well as an Army but can inflict and take even more damage than a Cruiser. They move the same as a Cruiser and, also like a Cruiser, can only enter water and friendly city squares. Also like Cruisers, Battleships may perform shore bombardment. Simply put; Battleships are larger, more powerful versions of Cruisers.
You play Empire Deluxe Internet Edition in a sequence of turns. At the beginning of a turn the first player, here after referred to as player 1, receives information on all the units produced that turn. Player 1 then has the option of changing that production. Player 1 then gives orders to all of his/her units and may look at various reports and information. Some types of orders given include; move to a given location, patrol an area, explore, attack an enemy unit and so on. You can find a more detailed explanation on giving orders in Chapter VI - Playing the Game. When all the player's units have executed their orders, the player may be asked if they are done with their turn. If the player then ends his turn, the game moves on to the next player, player 2, who follows the same sequence player 1 did. It then becomes player 3's turn and so on. When all the players have taken their turn the process starts all over. The computer will number each turn consecutively in ascending order to keep better track of it. There is no limit to the number of turns a particular game of Empire Deluxe will last. Play continues until someone wins.
Note: Turns are quite short at the beginning of a game because there are fewer units -- and thus fewer things to do. If you are playing a game with multiple human players, since each player must take turns sitting in front of the computer when it is their turn, this will require much seat swapping. To help reduce this problem, players will take several turns at a single seating before play goes on to the next player for his/her set of turns. Since players do not start a game very close, they can take several turns at a time without it interfering with another player. As the game progresses, and players come closer to each other, and are thus more likely to interact, the number of turns a player may get in a single seating will slowly reduce until, at the point when players can finally interact with each other on the map, they will only get the normal one turn per seating.
Example: Fred has just started a game of Empire Deluxe Internet Edition. He gives orders to all his units and ends his turn. Since no one else is close to Fred on the map he gets to take another turn immediately; in fact he gets to take six turns an a row before any else gets to play. Don't get too excited Fred; all the other players get to play six turns in a row too.
All units in Empire Deluxe Internet Edition, just like pieces in chess, can only move a maximum number of squares each turn. This number of maximum squares varies with each unit, and is hereafter referred to as that unit's "Move"." A unit does not have to move its full Move if the player doesn't wish it to. In fact it doesn't have to move at all. Movement is from square to adjacent square and can be to the left or right, up or down, or to any adjacent diagonal square. This gives a unit eight basic directions it may move in. Units with a Move greater than one square per turn, do not have to move in a straight line. They may zigzag, weave or even double back and go back the way they came.
The maximum numbers of squares each unit can move in the basic game is listed in the following table:
|
TABLE I BASIC UNIT MOVE RATINGS
|
|
|
Unit
|
Move
|
|
Army |
1 |
|
Transport |
2 |
|
Destroyer |
3 |
|
Cruiser |
2 |
|
Battleship |
2 |
Example: Fred's Destroyer can move a maximum of three squares in one turn. So during any one given turn, Fred may move the Destroyer 0, 1, 2 or 3 squares in any of eight different directions and does not have to move them in a straight line.
Some units are not able to enter certain types of squares. Land units may only move into land or city squares. Sea units may only move into water or friendly city squares. No unit can enter an edge square. No unit may enter a square occupied by another friendly unit, even if it is to get to a square that is on the other side of that unit. There are two exceptions to this:
Friendly Cities - There is no limit to the number of units that may enter a friendly city square. Units that enter a friendly city square will disappear from view until they ask for orders. If a unit enters a city square that previously had no units in it, the color of the buildings in that city square will darken in shade. This is to indicate that the city square now has at least one unit located in it. It does not indicate the exact number of units in that city square.
Transports - Six Armies may enter the same square as a transport. This is how you load a transport. Armies loaded on a transport move with the Transport where ever that transport may go. They may do nothing else except unload, i.e., move off that transport. They may follow no other orders until they unload. Armies automatically unload when the transport they are on enters a city that is the target of its move. If a transport exits a city square that also has land units in it, the maximum number of units that Transport can carry will automatically load onto the Transport and exit with it. Armies loaded onto a Transport that have not exceeded their Move that turn, may still move even if the Transport they are on has moved its maximum Move for that turn.
Example: Fred's Transport, the Lusitania, has an Army on it that had been loaded on the previous turn. Fred moves the Lusitania 2 squares, its maximum Move, bringing it next to a strip of land. Fred may still move the Army, which has not yet moved that turn, off the Lusitania 1 square, which is the maximum Move of an Army.
The icon for a Transport that has at least one Army loaded on it will have portholes appear on it to indicate this. As with cities, it gives no indication of the number of Armies that are on it.
In the basic game of Empire Deluxe Internet Edition there is no limit to what each player may look at. All players are able to see the entire map, as well as all the units of all the players and which players own which cities.
"The chance in war is equal,
and the slayer oft is slain."
--HOMER
Combat is the meat of conquest and thus a very important part of Empire Deluxe Internet Edition. Initiating combat is quiet simple. If you wish to attack an enemy unit or city, just like chess, all you need do is move the unit you wish to do the attacking, into the same square as the unit you wish to attack. Unlike chess, the results of this attack are not a forgone conclusion, but instead are determined randomly using a calculation of odds. The exact mechanics of combat in Empire Deluxe Internet Edition are quiet complicated. If you wish to know more about them, read Appendix IV - Combat Mechanics. Roughly speaking, two identical units fighting each other, each has equal odds of winning. Some units fight better than others. Once combat starts in Empire Deluxe Internet Edition, there are no ties or retreats. Combat will always result in one, and only one, of the units involved being destroyed and removed from the game.
Combat between units.
Combat between two units is described above. If the defending unit wins the battle it remains where it is. If the attacking unit -- the one that initiated the combat -- wins the battle, it will move onto and occupy the square the defending unit was occupying, unless that square is not a square that the attacking unit can normally move into. If it cannot occupy the defender's square, it will stay in the square it started the attack from.
Example: Fred's Army attacks another Army and wins, so Fred's Army will move into the square that the defending Army previously occupied. If Fred's Army attacks a Destroyer and wins, it will remain where it started, since an Army cannot enter the water square that the Destroyer occupied.
If an attacking unit that wins a combat, has not moved its maximum move that turn, it may still continue to move, including moving into another unit to attack it, until it has reached its maximum Move. Even if the attacking unit is not able to move into the defender's square, the attack still counts as moving one square for determining the maximum number of squares that unit can move that turn. There is no limit to the number of battles a unit may initiate in one turn, as long as it keeps winning and does not move farther than its maximum move.
If a combat involves a Transport that has Armies loaded on it, only the Transport is involved in the combat calculation for determining combat results. The Armies on that Transport, however, suffer the results of that combat calculation, i.e., a Transport that has no Armies loaded on it fights just as well as a Transport that has six Armies on it. If a Transport is damaged, some Armies on it may be destroyed. If the Transport is destroyed so are all the Armies that were on it. Armies on a Transport cannot be individually targeted; only the carrying Transport may be attacked. Armies on a Transport may only attack off a Transport if they can move into the defending unit's square when they do so, i.e., Armies on a Transport may not attack sea units from that Transport, since they would be unable to enter the water square that sea unit occupied should they win.
Capturing cities works much like attacking an enemy unit. To attack an enemy or neutral city, you simply move the unit you wish to do the attacking, into the defending city square. Only land units, i.e., Armies, may attack and thus capture cities. Cities can never attack a unit but can fight as well as an Army when defending.
If the Army attacking the city loses the combat, it is destroyed. If the Army wins, however, the city is not destroyed, but is captured. When an Army captures a city, it disappears and the losing city becomes a friendly city and changes color to match the colors of the victorious attacker. The Army is assumed to be the city's new garrison and for all practical purposes, no longer exists. When an Army captures a city, the attacking player will be immediately prompted on what he would like to produce in that city (see the section on Production later in this chapter).
As with loaded Transports, units located in cities that are being attacked have no bearing on the results of that attack. If a city is captured, all units that are in that city are immediately destroyed. Units in cities may not be targeted for attack, as with loaded Transports. Only the city itself may be attacked. Thus units in a friendly city square are immune to attack from enemy units other than land units. Unlike units loaded on Transports, units in cities may perform any orders they would normally be able to perform, including attack out of that city.
Land units may always attack, i.e., initiate combat by moving into, sea units in Empire Deluxe Internet Edition. Sea units, however, may not normally attack land units. The sole exception to this is shore bombardment. Only two types of sea units may perform shore bombardment; Cruisers and Battleships. Combat involving shore bombardment is identical to normal combat accept that the defending land unit always fights weakly.
Each time a unit wins a combat, it may suffer damage from that combat. As long as that unit remains in the game this damage is carried with it, and may accumulate if that unit wins other battles. Each type of unit has a maximum amount of damage it can take. If the accumulated damage total equals or exceeds the maximum damage allowable for a unit, that unit is destroyed.
The maximum amount of damage each unit can take in the basic game is listed in the following table:
|
TABLE II BASIC UNIT DAMAGE RATINGS
|
|
|
Unit |
Maximum Damage |
|
Army |
1 |
|
Transport |
3 |
|
Destroyer |
3 |
|
Cruiser |
8 |
|
Battleship |
12 |
Damage may have adverse results on a unit other than making it more vulnerable in further battles. A unit that has taken a total accumulated amount of damage equal to or greater than half the maximum amount of damage it can take, is "Crippled." A unit that is Crippled, has the maximum number of squares it can move immediately reduced to 1. If that unit was the attacker in a combat, since its maximum move is now one and it moved at least one square to initiate combat, it may no longer move that turn. If a Transport takes damage, it also has the number of units it may carry reduced by 2 for every 1 point of damage that has accumulated on it. If the number of units loaded on that Transport exceeds the maximum number it may now carry, those units in excess of that number are immediately destroyed.
Example: An enemy Destroyer attacks one of Fred's undamaged Transports loaded with 5 Armies and leaves that Transport with an accumulated damage total of 2 before being destroyed. Fred's Transport is now Crippled and can only move 1 square per turn and may now only carry 2 Units. Since the number of Armies on Fred's Transport now exceeds the maximum number of units that his Transport may hold, i.e., 2, the remaining 3 Armies are immediately destroyed. Too bad Fred, you should have protected your Transport better.
Damage that has accumulated on a unit can only be removed by repairing that unit. A unit may repair only in a friendly city and automatically repairs each turn it is in that city. Each full turn that a damaged unit spends in a friendly city removes 1 from the accumulated damage total of that unit until it has no more accumulated damage remaining on it. Effects of accumulated damage, such as reduced movement due to being Crippled and reduced hold capacity, disappear as that damage is repaired. A unit need not repair all the accumulated damage on it if the controlling player wishes, and may move out of the repairing city at any time before or after all the repairs are completed.
Damaged units that are placed on Sentry Orders will continue to be repaired as well. When the unit is fully repaired, it will clear its Sentry order, and will wait for new orders to be given.
Example: Fred's Crippled Transport in the example above moves into a friendly city on turn 67. Since the Transport did not spend all of turn 67 in that city, it does not repair any damage. On turn 68 Fred has the Transport sit in the city the whole turn (Fred hits the [SPACE] bar or has given the transport the [S] Sentry Command). So at the end of turn 68 it has now has 1 removed from its accumulated damage total. This reduces the accumulated damage total from 2 to 1. Since the amount of accumulated damage on Fred's Transport no longer exceeds or matches half of its maximum allowable damage of 3, i.e., Fred's Transport is no longer Crippled; it no longer has a Move of only 1. On turn 69, if Fred decides to move the Transport out of the city, with an accumulated damage total of 1 remaining on it, it would have its normal Move of 2 but only be able to carry a maximum of 4 Armies. If he chooses to let the Transport remain in the city one more turn, the last bit of accumulated damage on it will be repaired and it would be able to leave the city on turn 70 with no accumulated damage. Fred would then have a Transport able to perform as if it was brand new and had never suffered damage in combat.
Production
"I believe in the Providence of the most men,
the largest purse, and the longest cannon."
--ABRAHAM LINCOLN
No matter how good a general you are; it is difficult to win a war without a continued supply of reinforcements to support the war effort. Cities, in Empire Deluxe Internet Edition, are the production centers. Each city is capable of producing one unit, and only one unit, at a time. Unlike real life, the player need not spend any money, fill out any paper work, petition for any government funding or even hire any laborers to accomplish this. All the player need do is tell the city what he/she would like it to produce and then wait. Producing units takes time and some units take longer than others.
The numbers of turns it takes to produce each unit in the basic version of Empire Deluxe is listed in the following table:
|
TABLE III BASIC UNIT PRODUCTION TIMES |
|
|
Unit
|
Turns to Produce |
|
Army |
6 |
|
Transport |
30 |
|
Destroyer |
24 |
|
Cruiser |
36 |
|
Battleship |
60 |
A city that is producing a unit may not produce any other unit until the first is completed. If ordered to produce another type of unit, it will scrap all production of the first unit and start at the beginning with the new one.
Example: Fred told one of his cities to produce a Destroyer. This is going to take 24 turns. Eight turns later, however, Fred changes his mind and decides he wants the city to produce a Cruiser, which takes 42 turns. Production on the Destroyer is stopped. The 8 turns spent trying to produce it is wasted, and Fred gets a nasty letter from the ship builder's union. Even if Fred ordered the city to resume production of the Destroyer on the very next turn, he would still have to wait a full 24 more turns for it to be produced.
The type of units a city may produce is restricted by that city's location. A city that does not have a water square next to it on any of it's 8 sides, including the corners, cannot produce sea units. Cities do not have to produce anything if the player does not wish. Resources are not limited in the basic version of Empire Deluxe Internet Edition, so time is the only limit to the number of units a player may produce.
Other Players.
"A man-of-war is the best ambassador."
--CROMWELL
Before you get too excited about conquering a world, don't forget that there is always at least one other player out there trying to do exactly the same thing and only one of you will succeed. There are always at least two players in a game of Empire Deluxe and there may be as many as six. The default for a basic game is two players, one human and one computer controlled. Other players in a game of Empire Deluxe Internet Edition may be humans you are playing against on the same computer; someone at a remote location talking to your computer via modem or a network setup, they may be your computer itself or any combination of these. The computer can control any number of the six players in a game. In fact, it can control all six while you sit back and watch it schizophrenically battling with itself. The computer thinks separately for each player it controls; it will not gang up to overwhelm you. Exactly who or what your opponents are, is selected at the beginning of each game.
Empire Deluxe Internet Edition makes no provisions for diplomacy. It is war to the finish and to the victor goes the spoils.
Winning and Losing
"War does not determine who is right -- only who is left."
--ANON.
Empire Deluxe Internet Edition is a competitive game of world conquest and as such there will always be only one winner. Unlike chess, there are no stalemates. The winner is the last player left in the game.
So how are the other players eliminated from the game? There are three ways.
First, a player may resign at any time he/she chooses to do so. A player who resigns has all of their pieces removed from the map and all of their cities become neutral.
Second, a player may abdicate his position and allow the computer to take control. The Expert level computer player will gladly show you how it should be done.
The third, and more likely way, is for a player to be knocked out. A player is automatically knocked out of a game when, at the end of their turn, they control no cities on the map and have no units. If a player is knocked out of the game that player is then removed from the turn sequence.
When you win a game of Empire Deluxe Internet Edition your victory will be logged in the Player History. If you did well enough you might be promoted. You may view your successes and failures by referencing the Player History section of Empire Deluxe Internet Edition.
As an additional reward, you will be allowed to view all the different players that were in the game from their final point of view. You can study their reports, units, and distribution, to find out what strategies they used.
This completes the basic rules for playing Empire Deluxe Internet Edition. Now that you have read all the basic rules, we suggest that you skip the standard and advanced rules and read Chapter VI - Playing the Game. After reading Chapter VI, play several games until you feel comfortable with the basic rules and then go on to the standard and advanced games.
All the rules that applied in the basic version of Empire Deluxe Internet Edition still apply in the standard version, but with a few additions
The Map.
There are three major differences in the map in the standard version of Empire Deluxe Internet Edition.
The first is that the map dimensions are no longer limited to always being 50 squares by 50 squares. At the beginning of a game the player may choose the size of the map he will be playing on. It may be as small as 20 squares by 20 squares, as large as 254 squares by 254 squares or any size in between.
The second difference is that, if the player so chooses; the standard game may be played on a wrap around map. A wrap around map is one in which the far left side of the map connects with the far right side of the map, much as the eastern hemisphere of the earth connects with the western hemisphere. A wrap around map is best pictured as playing the game on the outside of a cylinder rather than on a flat board
The last major difference is the existence of unexplored terrain.
Unexplored Terrain - Unexplored terrain appears as solid black squares. It is not truly a terrain type, but is used to obscure those squares that the player has not yet explored. Exploring a square is done by moving next to it. Unexplored terrain can be looked at as a set of black tiles covering the map. Each time a player moves one of their pieces next to one of these tiles, it is removed and the true terrain type underneath it is revealed. Each player must explore the map separately. Your opponents' exploration does not benefit you.
All other terrain types used in the standard game of Empire Deluxe Internet Edition are identical to those used in the basic game.
The Units.
Perhaps the biggest difference between the basic and standard version of Empire Deluxe is the introduction of three new unit types. These are Fighters, Submarines and Carriers. The other five unit types used in the basic game are also used in the standard game and perform identically to those rules.
Following is a brief description of each of these new unit types. Additional information may be found in Appendix II - Unit Descriptions:
Fighter
Fighters are the only air units used in the standard version of Empire Deluxe. Many new rules apply to them, especially in the movement section, so read these carefully. Fighters are the fastest unit in the standard game. Because they fly, they may go almost anywhere, but because they have limited fuel, they are restricted to how far they may go at one time. Fighters may enter water squares, land squares, friendly city squares; and may even fly through, but not stop on, squares occupied by friendly units. Fighters perform in combat identically to Armies. They make excellent scouts.
Submarine
Submarines are stealthy, deadly hunters of the oceans. They move as fast as a Cruiser. They attack well but defend poorly. Submarines do as much damage as a Battleship, but can take even less than a Transport. The main power of a Submarine is its ability to be invisible. Only certain types of units can see Submarines. For more information on this, see the section on Sighting, further on. Submarines may not shore bombard Armies but they are the only sea unit that cannot be attacked by Armies.
Carrier
Carriers, or Aircraft Carriers to be precise, are basically Transports for Fighters. Unless otherwise mentioned, the same rules that apply to Armies and Transports, apply to Fighters and Carriers. Carriers may hold up to eight fighters on them. They can travel as fast as a Transport. Carriers attack poorly but defend well. They can only do as much damage as a Destroyer but can take as much damage as a Cruiser. Carriers cannot shore bombard.
Turns
There is no difference in the turn structure between the basic and standard version of Empire Deluxe Internet Edition.
Movement
The same rules that applied to movement of land and sea units in the basic game still apply to those units in the standard game. With the introduction of air units, certain new rules now exist.
Fighters may enter any water, land or friendly city square. They may move into any square containing another friendly unit to pass through it, but may not end their movement in the same square. Unlike other varieties of units, air units spend all their movement points every turn. Even if ordered not to move they still are treated as if they have moved their full move.
Perhaps most importantly, air units have a limit number of squares they may go before they must land to refuel. This limited number of squares is referred to as "Range". Fighters have a Range of 20 squares. Since fighters have a Move of 5, this means they may travel for four turns before refueling. Refueling is accomplished by entering the same square as a friendly city or Carrier. A fighter that enters the same square as a friendly city or Carrier, automatically ends its turn, lands and refuels. A fighter that moves 20 squares without refueling, crashes and is destroyed.
A player will be warned that a fighter is about to move beyond it’s range and will be unable to safely return under current conditions. The message SHORT ON FUEL appears in the Unit Info and Message Bar and asks the player to confirm the order. This warning is very subtle, and possibly could be missed. A more overt warning, the Aircraft Out of Range Warning, can be toggled from the preferences menu to prevent you from overlooking this situation.
Example: Fred has decided he would like to use his 231st Fighter unit, currently in the city of Trafalgar, to explore some terrain 13 squares away from the city. He orders the 231st to go to that location. Since the 231st Fighter unit has just refueled at Trafalgar, it may move a total of 20 squares before it must land again. Fred's 231st Fighter moves 5 squares on the first and second turn. On the third turn, when Fred attempts to move the fighter into the next (11th) square, he is advised that the plane will be out of refueling range. Fred ruthlessly commits the Fighter to continue on. The Fighter gets to its destination on the third turn. Fred's in luck, his Fighter's exploration of the area reveals a neutral city ripe for conquest. Unfortunately for Fred, his 231st Fighter unit is now 13 squares away from the city it started from. Since it has already moved 13 squares, the Fighter will have to move a total of 26 squares to get back to Trafalgar. This number is greater than the Fighter's Range, so unless Fred has another city or Carrier within 7 squares of his Fighter unit's current location, the 231st Fighter unit will have to receive its reward for finding a new city, posthumously.
Fighters may load onto Carriers just as Armies may load onto Transports. Unlike Armies on Transports, Fighters loaded on Carriers may perform any normal action they choose. Up to eight Fighters may be loaded onto a Carrier at any one given time. The icon for a Carrier that has at least one Fighter loaded on it, will appear differently from an unloaded one.
The Moves for each unit in the standard version of Empire Deluxe Internet Edition are listed in the following table:
|
TABLE IV STANDARD UNIT MOVE RATINGS |
|
|
Unit
|
Move
|
|
Army |
1 |
|
Fighter |
5 |
|
Transport |
2 |
|
Destroyer |
3 |
|
Submarine |
2 |
|
Cruiser |
2 |
|
Battleship |
2 |
|
Carrier |
2 |
Sighting
"The whole art of war consists in getting at what
is on the other side of the hill, or, in other words,
in learning what we do not know from what we do."
--DUKE OF WELLINGTON
Another big change between the standard and basic versions of Empire Deluxe Internet Edition is the introduction of sighting rules. The player has already been introduced to the fact that he may not see the entire map now. The player will also not be able to see all the enemy's units or cities on the map either. Basically, sighting works very simply, units and cities may only see things that are in squares next to them and the player may only see things on the map that his units and cities see. Since terrain does not change, the player may always look at that portion of the map that they have already seen before, i.e., the explored portion of the map.
Enemy units that were next to friendly units, but no longer are, will still have their icons appear on the map in the last location they were known to be in. They may or may not still be at this location. The icon for that unit will disappear from the map three turns after it was last spotted or if a friendly unit moves next to the icon and the enemy unit is no longer at that location.
Example: At the beginning of his turn, Fred moves his Destroyer 1 square. This places the Destroyer next to a square containing an enemy Battleship, which Fred had not previously seen since none of Fred's other units had been next to it. Fred wisely decides that discretion is the better part of valor, and moves his Destroyer the remainder of it's Move, i.e., 2 squares, away. Fred can no longer see the Battleship since he no longer has any units next to it, but the icon for it remains on the map. In the next turn, Fred now decides he would really like to know exactly were that Battleship is. He moves the Destroyer so that it is again next to the icon of the Battleship. The Battleship, however, has moved, so the icon for its old location disappears. Fred continues to move his Destroyer and, again, brings it next to the enemy Battleship whose icon now reappears on the screen. On Fred's next turn he is relieved to find that the Battleship did not destroy his puny Destroyer. In fact, it hasn't even moved. Fred decides not to take any chances and moves his Destroyer away from the enemy Battleship as quickly as possible. The icon for the Battleship again remains on the screen even though Fred's Destroyer can no longer see it. Fred decides to avoid that area of the map for a while and, three turns later, the icon for the enemy Battleship disappears.
Special sighting rules apply to Submarines. Submarines cannot be seen by some units and cannot see other units, even if they are next to each other. The icon for an enemy Submarine will only appear on the map if it is next to a friendly Destroyer, Submarine or Cruiser, or if it is involved in combat with a friendly unit. It will only remain on the map as long as those conditions exist. Enemy land and air units do not appear on the map if the only unit next to them is a friendly Submarine.
Combat
The combat rules and mechanics of the standard version of Empire Deluxe Internet Edition are identical to those of the basic version with the following special exceptions and additions:
- Submarines and land units may not attack each other.
- Sea units may not attack air units that are on land squares.
- Land units may not attack air units that are on water squares.
- The number of Fighters a Carrier may hold is decreased, on a one for one basis, by the amount of accumulated damage that the Carrier suffers from. Fighters loaded on the Carrier, in excess of its new hold capacity, are destroyed.
The maximum amount of damage each unit can take in the standard version of Empire Deluxe Internet Edition is listed in the following table:
|
TABLE V STANDARD UNIT DAMAGE RATING
|
|
|
Unit |
Maximum Damage |
|
Army |
1 |
|
Fighter |
1 |
|
Transport |
3 |
|
Destroyer |
3 |
|
Submarine |
2 |
|
Cruiser |
8 |
|
Battleship |
12 |
|
Carrier |
8 |
Production
Production rules in the standard version of Empire Deluxe Internet Edition are the same as those of the basic version, with one addition.
Cities that continue to produce the same type of unit now gain a production benefit to represent that they do not have to retool their factories. If a city produces the same exact type of unit consecutively, every unit past the first one produced has its production time reduced by 1/6th. This bonus only lasts as long as the city continues to produce that unit consecutively.
Example: Fred ordered the city of Trafalgar to produce an Army on turn 1. The Army will be produced six turns later, at the beginning of Fred's seventh turn. Fred decides he would like at least three more Armies so he tells Trafalgar to continue producing Armies. This reduces the production time for the Armies to five turns each. So five turns later, on turn 12, Trafalgar produces another Army for Fred, and again on turns 17 and 22. At this point, Fred decides he wants to produce a Transport at Trafalgar. Since the last unit Fred produced at Trafalgar was an Army, not a Transport, it will take a full 30 turns to produce his Transport. Thirty turns later, on turn 52, Fred's Transport arrives. Fred can now either produce another Transport, which will now take only 25 turns, he can produce an Army again, which will take six turns since the last thing Fred produced was not an Army, or he can start from scratch with another type of unit.
The numbers of turns it takes to produce each unit in the standard version of Empire Deluxe Internet Edition are listed in the following table:
|
TABLE VI STANDARD UNIT PRODUCTION TIMES
|
|
|
Unit |
Turns to Produce |
|
Army |
6 |
|
Fighter |
12 |
|
Transport |
30 |
|
Destroyer |
24 |
|
Submarine |
24 |
|
Cruiser |
36 |
|
Battleship |
60 |
|
Carrier |
48 |
Winning and Losing
Winning the game in the standard version of Empire Deluxe Internet Edition is exactly the same as winning it in the basic version, except that it may be a little more satisfying.
This completes the standard rules for Empire Deluxe Internet Edition. We suggest you practice these by playing several games using the standard rules, before you move on to the advanced rules.
The advanced version of Empire Deluxe Internet Edition adds additional complexity to the game and should not be attempted until the standard and basic versions have been mastered. The basic rules that applied in the standard version of the game still apply here, unless otherwise stated.
The Map
The major change between the maps used in the standard version of Empire Deluxe Internet Edition and the advanced version is that there are now differences between the various types of land terrain. What once appeared as an attractive but pointless range of mountains, may now be an impassable obstacle. All the rules that applied to land squares before, still apply, plus some special rules. Each type of land square and its effects are described below.
Clear - Clear squares behave identically to the regular land terrain described in the basic and standard rules.
Rough - Armor units (see below) have their move reduced to one upon entering rough squares.
River - Although river squares have water passing through them, they are still land squares and sea units may not enter them. Armor units have their Move reduced to 1 upon entering river squares. Infantry and Armor units (see below) fight better against Armor units when they are defending in a river square.
Forest - Armor has its Move reduced to 1 when entering forest squares. Land units that are defending themselves from attack while in forest squares fight better.
Mountains - Armor units may not enter mountain squares, although they may attack units in them. Land units defending in mountain squares fight better.
The Units
The advanced version of Empire Deluxe Internet Edition adds four new units to the game; two land units, Infantry (which replace Armies) and Armor, and two air units, Advance Fighters (which replace Fighters) and Bombers. Advanced Empire Deluxe Internet Edition also introduces a new type of unit, the Airbase, which is not created as other units are. With the exception of Armies and Fighters, all other units that are used in the basic and standard game, are used in the advanced.
Following is a brief description of each of these new unit types; additional information may be found in Appendix II - Unit Descriptions:
Infantry
Infantry units perform identically to Armies. All rules that previously applied to Armies now apply to Infantry. One new advantage of Infantry is its ability to turn itself into an Airbase unit.
Armor
Armor units are more powerful versions of Infantry. All the rules that normally apply to land units, apply to Armor units. Armor moves twice as fast as Infantry except when moving in rough, river and forest squares. It fights identically but can take twice as much damage. Armor units may not enter mountain squares. Armor units take up twice as much space as an Infantry when loaded on a Transport.
Fighter
Fighters in the advanced game appear and function very similarly to Fighters in the standard game. They move even faster than standard Fighters but have a shorter range. They are excellent for scouting, patrolling and destroying Bombers. Advanced Fighters may land on Carriers. Fighters may disrupt city production (see below).
Bomber
Bombers are slower than Fighters but have a longer range. They fight well normally, but fight weakly when in combat against Fighters. They can do as much damage as a Cruiser. Bombers may not land on Carriers. Bombers may disrupt city production and damage city production efficiency (see below).
Airbase
Airbases are not produced, as are other units, but are instead made by transforming an Infantry unit into one by using the [U] "Use/Unload" command. Once an Infantry unit has been transformed into an Airbase, it can never change back. Airbases cannot move or attack. They fight as well as an Infantry when defending. Airbases perform similarly to land locked Carriers, although they may carry Bombers while Carriers cannot. Just like a city, an Airbase has no limit to the number of air units it may hold.
Turns
Turn structure in the advanced game is the same as that in the basic and standard game.
Movement
All previous movement rules that applied in the basic and standard game still apply.
The new land squares apply some restrictions to Armor units. As stated in the map section of the advanced rules, Armor has its Move reduced to 1 whenever it enters rough, river or forest squares. It may not enter mountain squares. Armor takes up twice as much space as Infantry when loaded on a Transport, i.e., a Transport can hold a maximum of 3 Armor or 6 Infantry or 2 Infantry and 2 Armor or 4 Infantry and 1 Armor.
Bomber units may not load onto Carriers but may load onto Airbases. Air units may use Airbases, as well as, cities and Carriers to refuel at. The icon for an Airbase will change to show buildings on it if at least one air unit is loaded on it. The Range and Move for Fighters are different from that of the standard game.
The Move and Range for units in the advanced game are listed in the following table:
|
TABLE VII ADVANCED UNIT MOVE AND RANGE RATINGS |
||
|
Unit |
Move |
Range |
|
Infantry |
1 |
NA |
|
Armor |
2 |
NA |
|
Fighter |
6 |
18 |
|
Bomber |
4 |
24 |
|
Transport |
2 |
NA |
|
Destroyer |
3 |
NA |
|
Submarine |
2 |
NA |
|
Cruiser |
2 |
NA |
|
Battleship |
2 |
NA |
|
Carrier |
2 |
NA |
|
Airbase |
0 |
NA |
Sighting
In the standard game, all units could only sight other units and unexplored terrain at a range of 1 square, i.e., they could only see things that were next to them. Some units may now see at a distance of 2 squares. All air units, cities and Airbases can see all units and unexplored terrain that is within 2 squares. All units that can see air units, can see them if they are anywhere within 2 squares.
All other standard rules for sighting apply to the advanced version of the game.
Combat.
While combat, in the advanced version of Empire Deluxe Internet Edition, remains basically the same, many new factors figure into each battle. If you wish to have a better understanding of how these factors effect the success rates of your units in combat, you may wish to study Appendix IV - Combat Mechanics.
The following new rules apply to combat in the advanced game:
- A land unit that is located in a forest, mountain or river square fights better if it is defending against a land attack.
- A land unit that is located in a forest or mountain square fights better if it is defending against a sea or air attack.
- When an Armor unit captures a city, an Infantry unit will immediately appear in that newly captured city. The newly created unit will not have any remaining movement that turn, nor will it have any effect on the production of that city.
- A Bomber in combat against a Fighter fights poorly.
- Any unit that is Crippled attacks poorly.
- All sea units, except Carriers, that attack air units, fight poorly.
- If an Airbase is destroyed, all air units currently loaded on that Airbase are destroyed with it.
The maximum amount of damage each unit can take in the advanced game of Empire Deluxe Internet Edition, is listed in the following table:
|
TABLE VIII ADVANCED UNIT DAMAGE RATING
|
|
|
Unit |
Maximum Damage |
|
Infantry |
1 |
|
Armor |
2 |
|
Fighter |
1 |
|
Bomber |
1 |
|
Transport |
3 |
|
Destroyer |
3 |
|
Submarine |
2 |
|
Cruiser |
8 |
|
Battleship |
12 |
|
Carrier |
8 |
|
Airbase |
1 |
The act of attacking a neutral city with land units and losing wears the neutral city down. As a result, each succeeding attack has a better chance of victory.
Besides the above rules, the advanced version of Empire Deluxe Internet Edition introduces a new type of attack called "bombing." Only Fighters and Bombers may perform bombing attacks, and only enemy cities may have bombing attacks performed against them. Bombing attacks are initiated in the same manner as a normal attack, by trying to move the bomber into the same square as the city. If the city wins the battle, the Fighter or Bomber is destroyed. If the fighter or Bomber wins the battle, it does not capture the city -- land units are still the only units that may capture cities -- nor does it move into the same square as the city. Instead, the Fighter or Bomber expends one square of movement and remains where it is and one of two things, randomly determined, will happen to the city:
-The city’s production will be disrupted, losing all accumulated turns towards the production of the unit it is currently trying to produce and the city will have to start production of that unit all over from scratch.
-A randomly determined unit located in that city will be destroyed.
In addition, if the attacking unit is a Bomber, the production efficiency of a city (see below) will be reduced by 10% of its total value (rounding down). So, for example, a successful bombing run on a city with a production efficiency of 120%, will reduce the production efficiency to 108% (minus 10% of the total value) after the attack.
Example: Fred has a Battleship, two Infantry, and a Transport, located in the city of Trafalgar. Trafalgar has been producing a Fighter for 10 turns and has only 2 turns left before its completion. An enemy Bomber next to Trafalgar, expends one square of movement to perform a bombing attack. It succeeds and wipes out the city of Trafalgar's production, making Fred now wait a full 12 turns, the time it normally takes a Fighter to be produced from scratch, to get his Fighter. But it's not over yet. The Bomber has not yet reached its maximum Move of 4. It decides to expend another square of movement and bomb Trafalgar again. Again it succeeds and again destroys Trafalgar's production. However, since the production was already destroyed that turn, there is no real effect from this. Fred will still have to wait 12 turns for his Fighter, but only 12 turns. Not to be put off; the Bomber attacks one more time. Fred is not so lucky this time, and one of his units located in Trafalgar is destroyed. Even worse for Fred, that unit just happened to be his Battleship. With one square of movement left from its original Move of 4, the Bomber decides to go for broke and bomb Trafalgar one last time. Luck finally sides with Fred and the Bomber is destroyed, with Trafalgar suffering no additional damage. Such is life, Fred.
Production
The advanced game rules for production introduce several new facets to Empire Deluxe Internet Edition.
Unit Specialization
Some cities that are discovered in the advanced game may have specialization in one particular type of unit. A city that is specialized for a particular unit type, produces the unit in 20% less time than it normally would. Unfortunately, it will take that city 10% more time to produce any other type of unit.
Example: Fred's city of New Orleans is specialized in Fighters. The first time Fred produces a Fighter at New Orleans it will only take him 10 (12 minus 20% of 12 which is approximately 2) turns instead of 12. Each consecutive Fighter will only take 8 turns instead of the usual 10. Fred, however, has decided to produce a Battleship at New Orleans next. Fred's first Battleship will take him 66 (60 plus 10% of 60) turns to complete. Any Battleships he produces consecutively after that will take him 55 turns to produce.
Production Efficiency
Each city in the advanced game has a Production Efficiency. This Production Efficiency is a measure of how good that city is at producing units and is expressed as a percentage. This percentage may range from 1% to 250%, with 100% being the average. A city with a 100% Production Efficiency produces units in the normal times listed for them to be produced. A city with a Production Efficiency lower than 100% is less efficient and takes more time to produce a unit. A city with a Production Efficiency greater than 100% is more efficient and will take less time to produce a unit. The exact effect on time depends on the exact Production Efficiency. As a general guideline, a city with a Production Efficiency of 50% will take twice as long to produce a given unit; a city with a Production Efficiency of 150% will take 1/3rd less time to produce a given unit. Production Efficiencies are reduced by one-tenth of their value each time the city is successfully attacked by a Bomber.
Production Efficiency for a city can be improved by selecting "No Production" as the production option. Every turn a city spends in "No Production" mode, increases the production efficiency based on its current efficiency as specified below:
If the City's current Production Efficiency is:
It will take this many turns to improve the Production Efficiency by 1%:
Up to 104%
1 turn
105%-114%
2 turns
115%-124%
3 turns
125%-134%
4 turns
135%-144%
5 turns
145%-154%
6 turns
155%-164%
7 turns
165%-174%
8 turns
175%-184%
9 turns
185%-194%
10 turns
195%-200%(max)
11 turns
Although 250% is the maximum production efficiency for cities, a city cannot be improved beyond 200% through setting the production to "No Production".
Unit Support/Resource Drain
"An army marches on its stomach."
--NAPOLEON I
Each player has a global value which can effect the production of all of the player’s cities. The value affected is called the Base Production Efficiency. It can be changed in all game types with a handicap setting, or it can be changed in the Advanced Game due to the over production of units.
Unfortunately in real life, war materials are not just expended on creating new units, but also in supporting, repairing and supplying those that already exist. To simulate this effect, the advanced version of Empire Deluxe Internet Edition limits the number of units a player may have on the board before his production of new units is effected. This number is determined by the number of cities the player currently owns. As the ratio of friendly units to cities increases, the amount of time it takes to produce a new unit, also increases. The exact effect it has on production is too complicated to describe here in, but begins to effect the Base Production Efficiency when the ratio of units to cities roughly exceeds 2 to 1.
The Base Production Efficiency is calculated at the beginning of each turn, before units are produced for that turn. Therefore, it is possible to be in a situation where one has more units than possible to support a maximum Base Production Efficiency, but still experience no negative impact to the Base Production Efficiency. However, if the player does not appropriately adjust his use of production and units that turn, he will experience the adverse effects the next turn when the Base Production Efficiency is recalculated.
The effects of Continuous Production, Unit Specialization, Production Efficiency and Unit Support all figure into the amount of time it takes to produce a new unit and are cumulative.
The base number of turns it takes to produce each unit in the advanced version of Empire Deluxe Internet Edition is listed in the following table:.
|
TABLE IX ADVANCED UNIT PRODUCTION TIMES
|
|
|
Unit |
Turns to Produce |
|
Infantry |
6 |
|
Armor |
12 |
|
Fighter |
12 |
|
Bomber |
12 |
|
Transport |
30 |
|
Destroyer |
24 |
|
Submarine |
24 |
|
Cruiser |
36 |
|
Battleship |
60 |
|
Carrier |
48 |
Winning and Losing the Game
The advanced version of Empire Deluxe Internet Edition is won in exactly the same manner as the basic and standard versions. Of course, you may feel even more satisfaction winning the more complex advanced game.
This section of the manual describes how Empire Deluxe Internet Edition is actually played and covers various aspects of the interface. It will explain which buttons to push and which menu options to select to accomplish what you desire. The descriptions assume the user is using a mouse but hot key selections are also included in brackets for each decision. If you select a choice that is not available under the circumstances, the computer will ignore the choice and give you a warning beep.
Game Options Menu
When you start a game of Empire Deluxe Internet Edition you will be greeted with an introduction screen. There are five main menu options for you to choose from:
Play Game - This option will allow you to start playing a game of Empire Deluxe Internet Edition. Use of this option is what we will be discussing in this section of the manual.
Game Editor - This option will allow you to use the game editor for Empire Deluxe Internet Edition. For more information on the game editor see the chapter Using the Game Editor.
Player History - This option will allow you to study the player history section. For more information on this option see the chapter - Viewing the Player History.
Quit – This option will end this session of Empire Deluxe Internet Edition and exit you out of the program.
Help – This option will allow you to make various adjustments to certain aspects of the game, changing preferences, accessing the manual, and viewing the credits. For more information on this option, see the chapter – Using the Help Menu.
Game Start Options Menu
After you have selected Play Game, you will see the Play Game menu options. This menu gives you another set of options to choose from.
You may start a new game of Empire Deluxe Internet Edition by selecting any of the following options:
Basic Game - Choosing this option selects the basic game rules for play of the game and will continue your game start sequence by taking you to the Basic Game Player Selection menu.
Standard Game - Choosing this option selects the standard game rules for play and moves the player to the Player Setup menu.
Advanced Game - Selecting this option is used for playing a game using the advanced game rules. It will take you to the Player Setup menu.
Advance Game, Secure PBM Start – Selecting this option will allow you to set up a Secure PBM Game. Secure PBM games retrieve the passwords of all players involved before initializing the game. See the chapter – Secure PBM Games.
Load Saved Game - This button will call up the File Requester so that you may recall a previously saved game. More information on the File Requester is given in the Using the File Requester section of this chapter. After you have recalled a saved game that uses the Advanced Setup options, Empire Deluxe Internet Edition will prompt you with the Player Setup menu. This will allow you to change the player options for a game already in progress.
Remote Slave - Remote slave will bring up the options for playing against someone on a different computer with your machine being a slave machine. When playing with more than one computer, one must be the Master while all other machines will be designated as slaves. For more information on Remote Slave see the chapter - Playing with Other Computers.
Starting the Basic Game
If you have chosen the Basic game, you will be asked to wait while the computer generates a world for you play on. The time it takes for the computer to generate a completely new world will depend on the speed of the computer you are playing on. You may watch the progress of the world generation by watching the growing bar in the window. Once a new world has been created for you, you will be given several options from the Basic Game Player Selection Menu.

Person vs. Computer - Choosing this option will start you into a game against one computer controlled opponent.
Person vs. Person - This option will start a game with two human players and no computer controlled ones.
Advanced Setup Options - Selecting this will take you to the Player Setup Menu. This menu will allow you more control over the type and number of players you may have in the game. (described below)
Cancel - The cancel option takes you out of the play section of Empire Deluxe Internet Edition and returns you to the introduction screen..
Help - Calls up this manual.
Starting the Standard and Advanced Game
If you chose to play a standard or advanced Game, you will immediately be greeted by another set of choices from the World Options menu.
Generate Random World V 3.11 - This option should be used if you desire to use the original world building function released with the 1990’s version of Empire Deluxe. Selecting this option will take you to the Map Size Screen.
Generate Named World - This option will generate a random, wrap around world with random dimensions. You will first be asked to name the world that you wish to play on. A named world may be called up later and used for any new game you wish. The computer will not generate a name for the world; you must give it one. There are two buttons on the naming window. After you have named the world, you will be asked to wait while the world is generated. You will then be given the Player Setup menu.
Generate Random World V 3.5 - This option should be used if you desire to use the original world building function released with the 1990’s version of Empire Deluxe, but tweak the input variables to build a different type of world. Be aware that the original function was not designed to have its variables ‘tweaked’, so results may not always be as intended. Selecting this option will take you to the Map Size Screen.
Generate Random World With DLL – This option will allow you to use a third party DLL to build an Empire Deluxe Internet Edition world. This DLL must be prepared and installed before the program is started. Please refer to the chapter - Building Your Own Worlds. Selecting this option will take you to the Map Size Screen.
Load World Map - Allows you to load a specific pre-generated map to play on. After you have selected the map you wish to play on you will see the Player Setup Menu.
Load Game Scenario - This allows you to load a specific pre-generated scenario to play in. After you have selected the scenario you wish to play you will you will see the Player Setup Menu.
Since scenarios are set up with a given number of players, some of the players on this screen may be ghosted/unavailable. Saved game files have the extension “svg”. Saved scenario files have the extension “scn”. Saved map files have the extension “map”.

Map Size Screen
The Map Size screen, as pictured above, shows a graphical representation of the dimensions of the map you will be playing on in its center, plus the physical dimensions of the map in the Map Height and Map Width boxes. You may resize the map to whatever specifications you want by moving the sliders located to the left of and under the graphical representation. As you move them, you will see the graphical representation and values change. These sliders may be moved using either the mouse or the arrow keys. There are 4 buttons on the Map Size screen.
Wrap - Selecting wrap allows the game to be played on a wrap around map. The default for this button is off.
Cancel - Quits out of the Play Game section.
Help - Opens the manual.
OK - Accepts the currently chosen options and proceeds.
After you have selected OK, you will be asked to wait while the computer generates a map. When the map is completed, you will be presented with the Player Setup Menu.
Player Setup Menu
If you have chosen the advanced setup options in the Basic Game or chosen Standard/Advanced game you see another series of choices from the Player Setup menu. A selection table will appear that will allow you to customize what each type of player will be in the game. The Player Setup Menu is shown below:

You may use the mouse to select the player number you wish to customize. Use the mouse or hot keys to select the option you wish to change. Pop-up menus will give you a list of the choices available to you.
Player Type- This chooses the type of player that player number will be. Clicking on this option will call up a pop-up menu with the choices available to the user.
Person - Local - Selects that player to be a human player that will be playing on that computer.
Person - PBM - Selects that player to be a human player who will participate in a game via E-Mail.. The game will automatically save after each player's set of turns, so that the file may be transferred to another computer for the next player to play. If you are playing in this mode, you will be asked to provide a password that you must enter at the beginning of each turn. This is so your opposition doesn't accidentally see your screen or give orders to your units. If one player is selected as PBM, there can be no “IP” players (see below).
Computer - Easy - This option selects that player to be controlled by the computer. The computer at this level will not play very intelligently.
Computer - Standard - This option selects that player to be controlled by the computer. The computer at this level will try harder.
Computer - Expert - This option selects that player to be controlled by the computer. The computer at this level will try very hard.
Inactive - This option will only appear if more than two players have already been selected. It will unselect that player from the menu, removing it from playing in the current game.
Person – IP # 1 –
Person – IP # 2 –
Person – IP # 3 –
Person – IP # 4 –
Person – IP # 5 – Selects the player to participate over a network or the Internet. You can have up to Five different Internet locations to connect to in one game (one per player slot). Each IP Position has its own IP address and port. These can be set with the “Set” button that appears by the player when IP Position is selected, as shown in the following picture:
Selecting Set IP allows you to set the IP address and Port number of the remote slave that will play in that position. For more details, see the chapter - Playing with Other Computers. Several players can hot seat on the other end of a network connection, so the same IP position can be used in different player slots.
Color - This option allows the user to change the color of that player to another color. You may select the color by using the mouse or pressing the corresponding number key.
Handicap (Production/Combat) - This option allows you to handicap that player by increasing/decreasing the amount of time it takes that player to produce units, or increasing/decreasing the combat odds for that player, thus making it easier/harder for that player to win. Players with an advantage will have their units produced faster (for production advantages) and will have greater luck in combat (for combat advantages). In addition, a player with a combat advantage 3 will always win against neutral cities.
This feature can be used to balance a game with both experienced and inexperienced Empire Deluxe Internet Edition players in it. The choices range from the following:
Set Value: This is a value you enter, ranged between 1 and 500. With 100 as the middle range, a value of 1 is very helpful to a player, 500 is most hurtful.
Advntg 3: (value = 25) – four times normal production or combat efficiency
Advntg 2: (value = 50)
Advntg 1: (value = 75)
None: (value = 100) - Normal production and combat efficiencies
Slight: (value = 110)
Moderate: (value = 125)
Average: (value = 150)
High: (value = 175)
Severe: (value = 225)
Extreme: (value = 300) – three times slower production times or one third normal combat efficiency.
Cites WILL NOT Reveal Capture – This checkbox appears for the Advanced Game only. Keeping this checked means that changes in city production efficiency are hidden from enemy players. Therefore, there is no indication to players that a city has been captured due to falling efficiency. This was a ’bug’ in version 3.11, but was requested as an option for 3.5 because some players had gotten so used to using it. It is recommended this box remain checked. It can only be set at the beginning of a game.
Cancel - Cancel exits out of the Play Game section and returns you to the main window.
Help - Calls up the manual.
OK - Choosing this option keeps whatever customization options you may have made and starts the game.
Once you have started a game, each player in turn will be asked for the name of that player. If that player has played before, their name may appear in the name box. You may enter any name in the name box up to 12 characters long. Empire Deluxe Internet Edition will use your name to keep track of your progress in the Player History.
After you have entered your name, you will be given a pop-up production information window for your starting city. If you are playing a created scenario, you may be given several cities to select production for. More details on pop-up information windows are given later in this section. After you have made your production choices for the beginning of the game, you will then have the full game screen available to you. An example of a game screen is shown below:

Sample Game Screen
Unit Info/Message Bar - At the top of the screen is a multi-purpose bar. What is displayed in this bar will depend on what the player is currently doing.
Unit Info - the top bar on the screen will supply information on a unit that is currently selected for giving orders. The information given is:
Unit name
Range - How much farther that unit may move that turn. This number will be followed by a hash mark if the unit is an air unit. The number after the hash mark will be the total number of squares that unit may move before running out of fuel and crashing.
Unit Orders - The current orders that unit is operating under. For more information on orders, see that section late in the manual.
Game Mode Indicator - At the top left of the screen, this tells which view mode is currently being used.
Turn Indicator - At the top far left of the screen, this indicates what turn number is currently being played. The color of the turn indicator tells which player is currently taking their turn.
Map Sliders - Located at the far left and bottom of the screen, these are used to reposition the map to whatever area the player desires.
Map - The map lies in the center of the screen and takes up most of it. This is the game board you will be playing Empire Deluxe Internet Edition on. It will show all visible terrain and units.
Cursor - The cursor for Empire Deluxe Internet Edition appears as a set of cross hairs one square in size. It will not appear visibly while in Orders mode. If you are in Orders mode, the cursor is considered to be on the unit currently requesting orders. The cursor may be moved to a new location by exiting Orders mode and clicking on the new location or using the arrow keys to move it around.
Information Windows
Information windows give information on the unit, square or city that the cursor is currently located on. You may call up an information window by selecting the information option from the Reports pull down menu, using [ALT + I], or by double clicking on the location or unit you wish to have information on. The various pop-up information windows are the Production Information Window, City Information Window, Unit Information Window, Terrain Information Window, and the Production Report.

Production Information Window
Production Information Window - This window gives information on the production of the selected city. The name of the selected city is on the top of the window. Below that are three columns. The column on the left gives the list of units that city may produce. Each unit has a button that can be used to select its production. The unit currently under production in that city will have its button depressed. If that city has a specialization, the specialized unit will appear highlighted.
The middle column gives a listing of the current total number of turns it will take to produce each unit. The far right column lists the total number of each type of unit the player is currently producing in the game.
Selecting No Production will stop all production in that city. If playing the advanced game, when the user selects No Production the small “Set” button appears, as shown below:
Selecting the Set button brings up the following Production Alarm Setting Dialog:

Here you can set the production efficiency you wish to be notified of when reached. If there is already a value set, it will appear in the text box. If the value set or default setting has already been passed for this city, the text box will be blank. You must enter a number greater than the current production efficiency, select No Alert to not be notified, or select Cancel to not change the alert setting. The default setting for Production Alerts is set in the User Preferences Dialog [Ctrl + U].
There are two other buttons on the City Production Window.
City - This takes you to the City Information window.
OK - Exits the window.

City Information - This window gives information on the city selected. In the lower half of the screen is given the location of that city by grid coordinates. Below that is an information box containing the name of the city, what unit it is currently producing and how many turns it will take to complete that unit. If you are playing the advanced game, the Production Efficiency of the city and the type of unit it is specialized in will also appear. If the city in question is not owned by the player, its production will not appear in the information box. Up to five buttons will appear on this window.
Add Waypoint/Edit Waypoint – allows the player to create/edit a waypoint at this location. See the chapter – Waypoints.
Rename - You may change the name of the city. The name will be effective as soon as the information window is closed.
Units - This button will only appear if there are units located in that city and the city is owned by the current player. Selecting this button will take you to the Unit Information window.
Production - This button will not appear if the current player does not own the city. Selecting it will take the player to the Production Information window.
OK - Exits the City Information window.

Unit Information - This window gives information on the selected unit. If there is more than one unit at that location, you will see a list of all units in that square. After you have selected the unit you wish to view you will be given the Unit Information window.
In the lower half of the screen is given the location of that unit. Below that is an information box that holds that unit's name, current orders and current accumulated damage total. If the owning player is not the one requesting information on the unit, only the name of the unit will appear. Three buttons may appear in this window.
Add Waypoint/Edit Waypoint – allows the player to create/edit a waypoint at this location. See the chapter – Waypoints.
Rename - You may change the name of the unit. The name will be effective as soon as the information window is closed.
City - This button will appear only if the unit selected is a friendly unit located in a city square. This button will take you to the City Information window.
Orders - This button will appear only if the selected unit is friendly. Clicking on this button will take the player to the Orders window.
OK - This button will exit the Unit Information window. If there are other units in the same square, you will be returned to the list of available units.

Terrain Information Window
Terrain Information - This window will give information on a selected terrain square. In the lower section of the window will appear the square's location. Below that will be an information window with the type of terrain listed. There are two buttons on the Terrain Information window.
Add Waypoint/Edit Waypoint – allows the player to create/edit a waypoint at this location. See the chapter – Waypoints.
OK - Selecting this will exit the player from the Terrain Information window.
Production Report Window
Production Report - The production report window is the only information window that cannot be selected by the player. It will appear automatically whenever the player produces a new unit. At the top of the window is the city doing the production and the unit it has just produced. Below that is an entry screen for the name of that unit. There are four options in this window.
Rename - The computer will automatically select a name for the new unit. If you wish to change the selected name, choose this option.
OK - This option accepts the current settings and exits the window.
Help - Calls up the Help window.
Production - Accepts the current settings and takes the player to the City Production window for the producing city.
The production report window can be turned off for Land, Sea or Air units in the User Preferences Screen.
The primary means of choosing options in Empire Deluxe is through pull down menus or their hot key equivalents. There are several sets of pull down menus each explained here after.
File Menu
This menu gives access to the various file manipulation controls in the game. There are five options under the File Menu.
File-Save
The save menu has several options:

File and Save Menus
File-Save-Game [Ctrl + S]- This option calls up the File Requester so that the game may be saved at any time. For more information, see the above section on Using the File Requester.
File-Save-Scenario - This saves the current game as a Scenario, saving the map and all currently held cities and units. You will be presented with the Scenario Definition window, which allows you to set further rules for the scenario. This option is only available when all the players are local to the computer (i.e. – no networked or PBM players).
File-Save-Map - This will save the current world in which you are competing as a Map, to be played again in a subsequent game, or modified in the Game Editor. This option is only available when all the players are local to the computer (i.e. – no networked or PBM players).
File-Save-Turn State Dump – Players are able to make an ASCII text file of their current game state at anytime during their active turn (while in orders mode, not in survey mode). The format of the file is described in the file itself.. In the preference menu, players can select “Auto State Dump”, which will automatically create the file once at the beginning of each turn, and once at the end. Use this auto-option sparingly, it will fill your hard drive quickly.
File-Save-AutoSave - This will cause the game to save automatically at the end of each humans turn. The game will be saved in the file "zautosave_nn.svg" (nn is a number 00 through 09) in the directory "SVGAME". Note that early in the game, not all turns are saved.
File-Resign [Ctrl + R] - You may select this option if you wish to resign from a game. Since resigning the game means losing, you will be asked to confirm your choice. If playing a network game, once you have resigned, you may stay online and chat.
File-Abdicate [Ctrl + A] - You may select this option if you wish to let the computer player play for you. Since abdicating the game means losing, you will be asked to confirm your choice. If playing a network game, once you have resigned, you may stay online, chat, and watch the computer player do a better job.
File-Exit [Ctrl + X] - This selection allows you to exit the current game and return to the Game Options menu. You will be presented with four choices after selecting this option.
Save Game and Exit - You may save the game and then exit to the main window.
Exit Current Game - Allows the player to leave the game and then exits to the Game Options menu. Any changes made to the game since you last saved will be lost.
Cancel - Do Not Exit - Cancels the selection of the Exit button and returns you to the game.
Help - Calls up the manual.
File-Quit [Ctrl + Q] - This option is identical to the above Exit option except, rather than exiting the game and returning to the Game Options menu, Quit will take you completely out of Empire Deluxe Internet Edition. The same four buttons occur.
Save Game and Exit - You may save the game and then exit to the main window.
Exit Current Game - Allows the player to leave the game and then exits to the Game Options menu. Any changes made to the game since you last saved will be lost.
Cancel - Do Not Exit - Cancels the selection of the Exit button and returns you to the game.
Help - Calls up the manual.
If during a network game a player that Exits or Quits without first resigning or abdicating, the other players of the game will be prompted to immediately save the game, then exit to the main window.
Reports Menu
The Reports Menu lists the types of reports that can be called up in Empire Deluxe Internet Edition. These reports, like the pop up information windows, are designed to give the player information that will help the player during the game. There are ten selections under the Reports Menu.

Reports Menu Options
Reports-Status Report [Alt + S] - Selecting this option calls up the Status Report shown below.

Status Report
The top portion of the Status Report displays
· The total number of cities that player currently owns in the game, a.k.a. Controlled.
· The total number of cities known to exist on the map, from the player’s perspective, a.k.a. Known.
· The Cities Conquered over the course of the game. Note that this is different from Controlled..
· The Cities Lost during the course of the game.
· The current Base Production Efficiency rating for the player, See Unit Support/Resource Drain in the Advanced game rules for more info.
· The current base Combat Efficiency, which is affected by the handicap settings made at the start of the game.
· The percentage of the map that player has explored, a.k.a. World Explored
In the middle portion of the screen is information on the player's overall production and forces. To the lower left of the report is a column of each of the units available in the game. To the right of this column are several other columns containing information relevant to the units listed on the left.
The Under Construction column lists the total number of that type of unit the player is currently producing.
The Soonest Complete column lists the number of turns before the next unit of that type will be produced.
The Are in Combat column list the number of that type of unit the player currently has on the board.
The We've Killed column lists the total number of that type of enemy units that the player has destroyed.
The We've Lost column lists the total number of that type of friendly units destroyed.
The right portion of the screen displays various combat statistics regarding the combat rounds you have experienced in a game against your opponent. Note that these statistics are for the combat round probabilities, not for an entire battle. See APPENDIX IV - COMBAT MECHANICS for more details. These are:
Avg Att Rnd Prob (Average Attacker Round Probability): This is the average combat round probability that you have experienced as an attacker.
Att Rnd Won (Attacker Rounds Won): This is the total number of combat rounds you have won as an attacker (attacks versus neutral cities not included).
Att Rnd Lost (Attacker Rounds Lost): This is the total number of combat rounds lost as an attacker (attacks versus neutral cities not included).
Avg Def Rnd Prob (Average Defender Round Probability): This is the average combat round probability that you have experienced as a defender.
Def Rnd Won (Defender Rounds Won): This is the total number of combat rounds you have won as a defender.
Def Rnd Lost (Defender Rounds Lost): This is the total number of combat rounds lost as a defender.
The Units Available Before Possibly Suffering Resource Drain specifies how many units are still available to be produced before the Base Production Efficiency is affected. (Advanced game only). See the section Unit Support/Resource Drain in the Advanced game production rules for more info.
Exit - Exits the Status Report and returns the player to the game.
Reports-City Status [Alt + C] - Selecting this option calls up the City Status Report shown below.

The City Status report displays the cities that the player currently owns. The city name, production efficiency (Advanced Game Only), Specialization (Advanced Game Only), current Production, number of turns to completion, and location are displayed in columns. Each column may be sorted in ascending or descending order by left clicking on the column header.
This report may be minimized for the player to be able to view the map, but the map will be disabled while the City Status report is open. Selecting the View Production button allows the player to view the City Production Information Window. Selecting the On Screen button will adjust the map view so that the city is visible and the cursor is at its location. Exit will close the City Status report.
Reports-Unit Listing [Alt + U] – Selecting this option calls up the Unit Listing Report shown below.

Unit Listing Report
The Unit Listing report displays the units that are currently controlled by the player. The Unit Name, Unit Type, Orders, Damage Taken, Movement Points Left, Remaining Range, Load Amount, special location (City, Carrier or Transport), and Location are displayed in columns. Each column may be sorted in ascending or descending order by left clicking on the column header.
To filter out some of the units, the player may select the Hide Land, Hide Air, or Hide Sea buttons to toggle the display of Land, Air and Sea units respectively. Selecting the Bring On Screen button will adjust the map view so that the unit is visible and the cursor is at its location. The view Info button allows the player to examine the Unit Information Window for that unit. Done closes the Unit Listing report.
Reports-Waypoints [Alt + W] – Selecting this option calls up the Waypoints Report, shown below.

The Waypoints report displays the waypoints currently set by the player. The location and associated text are displayed in columns. Each column may be sorted in ascending or descending order by left clicking on the column header.
The On Screen button will adjust the map view so that the Waypoint is visible and the cursor location is at the Waypoint’s location. The View Info button will allow the player to look at the information window where the waypoint is set. The Delete button will remove the waypoint. Done will close the Waypoint report.
Reports-Information [Alt + I] - This option will call up a pop-up information window that is appropriate for the location of the cursor. Look up section Information Windows for a description of the types of Information Windows.
Reports-Production Map [Alt + P] - Selecting this will take you into production game mode. When in this mode, the icons for all units will disappear from the map and cities will appear as the icons for the type of unit they are currently producing. Placing the cursor over a city will reveal the city's name and the unit type being produced in the Message bar. Double clicking on a city will immediately bring up the Production Information pop-up window. Exiting this mode by going to any other mode will return the view to normal. This command is excellent for making large scale changes in your overall production structure and seeing just what units are being produced where.
Reports-Area Combat Report [Ctrl + M] – Like a Full Combat Report described below, except that only the events that occurred within the current map viewing area will be replayed. The report can be stopped by Right-Clicking the mouse or pressing the [SHIFT] or [ESC] keys.
Reports-Full Combat Report [Alt + M] - If your opponents are all computer controlled players, you will be allowed to see every battle initiated against your units by each of the other players. If any of your opponents are human in a PBM setting, you will not see this in between turns. Selecting Full Combat Reports allows you to watch all battles that were initiated against you during other players' turns. It will only show battles that have occurred since your last turn. If there was no combat, this option will be disabled. The report can be stopped by Right-Clicking the mouse or pressing the [SHIFT] or [ESC] keys.
Reports-Area Recon Report [Ctrl + N] - This command functions similarly to the area combat report option. Instead of showing you all battles that took place during the last turn, however, you will see all sightings of enemy units that had occurred. The report can be stopped by Right-Clicking the mouse or pressing the [SHIFT] or [ESC] keys.
Reports-Full Recon Report [Alt + N] - This command functions similarly to the combat report option. Instead of showing you all battles that took place during the last turn, however, you will see all sightings of enemy units that had occurred. The report can be stopped by Right-Clicking the mouse or pressing the [SHIFT] or [ESC] keys.
Orders Menu
This menu is probably the most important menu for playing Empire Deluxe Internet Edition. As such, more time will be spent on this than other sections.
Giving units orders is the only way to move them about the map and thus conquer the world. Each unit can execute only one order at a time. If a unit is currently executing one order and is given a new one, it will disregard the first order in favor of the new one. Units will follow given orders until they receive new orders, they are interrupted, or they have finished completing their orders. Completing orders can take less than one turn or as long as the rest of the game, depending on the orders given. A unit will have its orders interrupted when it can, for whatever reason, not complete them; when it has been attacked by an enemy unit; or when it is next to an enemy unit. A unit will always request new orders as long as it is next to an enemy unit and still has movement remaining in that turn. A unit that has no place it can currently move to will not request orders. A unit that is temporarily prevented from carrying out its orders, usually because it is being blocked by another unit, will request orders for that turn only, but will retain the previous orders given as long as the new orders do not require it to move more than one square.
During a player's turn, after he has decided his production, each unit that does not currently have orders will, in turn, request orders. A unit requesting orders will appear on the screen, flashing. A message will also appear in the Message bar telling the player which unit is requesting orders. When a player issues orders to a unit, that unit will immediately begin carrying them out, as long as it has not yet reached its full Move. The player's turn ends after all units have orders. If a player has all their units on orders that will last for several turns, it is possible for a player's turn to end without them ever issuing new orders.
IMPORTANT: If the computer is executing orders for your units, and you wish to break in, the [ESC] or [SHIFT] keys or Right-Clicking the mouse will allow this to happen.
If you do not wish to issue any of the specific orders listed below to a unit, you may move that unit one square at a time by clicking on the square you wish them to move to with the mouse or using the arrow keys or numeric key pad. This method is the best way to order a unit to attack another unit.
There are 12 options under the Orders menu, as shown below.

Orders-Move To [T] - This option will allow you to order a unit to move to a particular location. When you issue this order a dotted line will appear around the subject unit. This line is called the path line. You may stretch the path line to the location you wish the unit to move to by using the mouse or cursor keys. You may also give this command to a unit that is requesting orders, by holding down the left mouse button until the path line appears, then dragging the path line to the desired location and letting up on the button. A unit ordered to Move To a location it cannot move to, will disregard the order. Once ordered to Move To a location, a unit will take the fastest possible route it can to that location. If there are multiple routes to that location, each taking the same amount of time, one will be chosen at random.
When in the process of giving a Move To order, the player may check the route the computer will chose. To do this, hold down on the right mouse button while holding down the left at the same time.
Orders-Move To Waypoint [Y] –This option will allow you to move a unit towards a location that has a waypoint. Upon selecting this option, the Waypoints listing will appear. The player selects a Waypoint with a left click, (right click de-selects), then selects the Done button. The user may also double click on the waypoint in the Waypoints listing and the Waypoints window will be automatically close. After the Waypoints listing is closed, the unit will move towards the waypoint’s location.
Orders-Patrol [P] - This option allows you to tell a unit to patrol -- move back and forth constantly -- between its start location and a selected end location. The patrol route is selected using the path line as described under the Move To order. It is, however, possible to set up a multi-leg patrol path of up to 16 legs. Drag the path line to the location of the first destination square. A dotted box will appear around the square. Draw another path line from that square to the second Way Point, and so on. The final leg of any patrol path must always end at the same square that the unit originally started its patrol from. The starting location in the patrol path of an air unit must be located in a square that the air unit may refuel at. If a Carrier is used in the patrol path, the path will move with the Carrier.
Ranged aircraft can refuel in bases, carriers (fighters only of course), and cities while on patrol to increase range. It is the responsibility of the user to add patrol legs that make sense in setting up air patrols. Movement lines are not limited to the range of an aircraft. If you place a patrol leg you wish to erase, press escape [ESC].
Orders-Go Home [H] - This command orders a unit to move to the closest friendly city -- or airbase or carrier for air units -- it can reach. If there are multiple cities, equidistant, one will be chosen at random.
Orders-Explore [X] - A unit issued this command will immediately begin exploring all unexplored terrain it can get to. It will move in a manner that will maximize the amount of terrain it can explore. If there is no unexplored terrain within reach, or at least a reasonable number of turns away, the unit will disregard this order. Land units that come adjacent to neutral cities while exploring will ask for new orders.
Orders-Escort [E] - This order allows a friendly ship to escort another friendly ship. It may only be given to sea units. The ordered sea unit is the one that will be doing the escorting. To select the ship it will escort you must move the path line from the ordered ship to the target ship. A unit escorting another ship will follow the escorted ship about to the best of its abilities.
Orders-Sentry [S] - Putting a unit on sentry tells that unit simply to stay put and not request any more orders until it is given new orders or is interrupted. Air units may not be ordered to Sentry unless they are at some place they may refuel at. The background of the icon for a unit that has been given the Sentry order will turn light gray for as long as it is performing that order.
Orders-Load Ship [L] - This order may only be given to Transports. If the transport is in a city, a requester listing all land units also in the city will appear. Select those units you wish to load onto the transport from the list. Note that a transport leaving a city without first selecting the Load Ship command will automatically load as many land units as possible.
If the Transport is not in a city when ordered to load it will not move or request orders. Any land unit that moves next to a Transport that is loading, will automatically have its orders changed to Move To the Transport. Once a loading Transport has loaded the maximum number of units it may hold on it, it will request new orders. Any land unit that loads onto a Transport is automatically, and immediately given the Sentry order.
Orders-Unload [U] - This order may only be given to a loaded Transport but applies to the units on it. All land units on that Transport will be taken off Sentry orders and will immediately ask for new ones, as long as there is someplace for that unit to go. Unload may also be used to clear orders for Fighters that are on Sentry on a Carrier.
The Unload command has a secondary function of being used in the advanced game to order a land unit to transform into an Airbase. Airbases can only be created in Clear terrain. When you give an Infantry unit this order, you will be prompted to confirm your decision since it will be irrevocable. After you have confirmed the order, the land unit will turn into an Airbase at its current location.
Orders-Clear Orders [Insert] - This order simply cancels any currently standing orders that unit may have, allowing it to be more easily given new ones.
Orders-Skip/Cont. [Space Bar] - A unit given this order will either resume it's current orders if it was interrupted by an enemy unit or simply sit and do nothing for that turn if it has no orders. In the second case, the unit will again ask for new orders on the following turn.
Orders-Disband Unit [Del] - Disband destroys the unit, removing it from play. This command is useful for reducing the number of units you must command and in reducing the support production penalty used in the advanced game. Since this command is irrevocable once given, you will be asked if you are sure you really want to do this.
Commands Menu
The Commands menu allows you to enter several different modes for easier control of certain game features. The Orders mode is the usual mode that Empire Deluxe Internet Edition will be played in. Each mode has restrictions on what can and cannot be done in it. The Command mode you are currently in will appear in the game mode box.
The default mode used in Empire Deluxe Internet Edition is the Orders mode. This is the mode that each player will began their turn in. All the orders described above work normally when in this mode. The cursor is invisible while in Orders mode and is assumed to be located with the unit currently requesting orders. Trying to move the cursor in this mode will result in moving the requesting unit instead of the cursor.
There are nine options under the Commands menu. The first five allow you to change command modes.

Commands - Survey Mode [F6] - This mode pauses the game and allows the player to move the map about to observe things. Orders may be given to units in this mode and production can be changed at cities, but only by the use of pop-up information windows. Besides the normal means, a player may enter Survey mode by clicking on the right mouse button while the mouse pointer is on the map or by pressing <ESC>. If you are currently in Survey mode, you may enter Orders mode by doing the same thing.
Commands - Group Mode [F7] - This mode is similar to Survey mode but will allow you to give orders to several units at a time. When you select this option a yellow box will appear on the screen. To give multiple units orders, position the cursor over a corner of the area you wish to give orders to and drag the box so that it covers the desired area. When you then give an order, that order will be given to every unit within the box. Giving the order will take you out of Group mode and put you in Orders mode. Note that you can also enter Group mode by holding down the <Shift> button while dragging with the mouse.
Commands - Paths Mode [F8] - Entering Path mode allows you to set up various paths from one location to another location. You create a path by clicking on the desired starting location and drawing a path line from there to the intended destination. Once you have done this you will be asked whether you want the path to apply to land units, air units, sea units or any combination of these. The color of the path line will change depending on which type of path is selected. Once a path has been established, all units of the type designated by the path that enter the starting location will be given the order to Move To the destination location.
The path disappears if the starting location or the destination was a city or airbase are captured or destroyed by the enemy. Paths are invisible except when in Path mode, at which time all current paths will appear on the map.
You may change a path at anytime by redrawing it. You may remove a path by redrawing it from its starting location back to its starting location. An existing path can be removed by redrawing it and then specifying that it applies to No Land Units, No Air Units, and No Sea Units.
Paths are most useful for shuffling back line units up to the front from their production centers without the bother of giving each one individual orders.
Commands - View [F9] - View Mode is only available at the end of a game or when all players in a particular game are computer controlled. After you have won a game of Empire Deluxe, the screen will be set to View Mode and you will be ask which player you wish to look at. You may study the various reports, positioning, production and other aspects of any of the other players, but may not issue orders or make any changes.
If you are watching a game with only computer controlled players involved, you can only do so while in View Mode. You may exit View Mode to use the Display or File menus. If you wish to continue watching, select View Mode again.
Commands - Resume [F10] - The Resume command changes the current game mode back to Orders mode.
Two options under the Command menu are commands that may only be given to units. These commands are not true orders, as they only have a temporary effect and do not use up movement.
Commands - Wait [W] - A unit commanded to wait will stop requesting orders until the end of that particular turn, after all other units have carried out their order. This command is best used when you haven't decided what orders to give a particular unit yet or to help relieve "traffic jams" that may occur when too many units are trying to go to the same place.
Commands - Get Unit [G] - Using this command will call up the Unit Listing Display, and you will be able to select which unit you currently want to be active. The selected unit will only become active if it has movement points remaining for the present turn.
Commands - Activate [A] - This command, usually used from Survey mode, makes the selected unit the very next unit to carry out its orders. This command is most useful when you want a particular unit to move right then. You may also activate a unit by double clicking it with the right mouse button. Units that have already moved their full Move that turn, may not be activated.
Commands - End Turn - this will end the current turn for the player without moving any more units. However, aircraft units short on fuel will need to be moved before the turn is completed. The user may be prompted to attend to certain situations with aircraft units.
Display Menu
The Display menu allows you to select how Empire Deluxe Internet Edition is displayed for you. It has no direct bearing on the game, only on how you perceive it. There are several different options on the Display Menu.

Display Menu Options
Display - Zoom Map [Alt + 1], [Alt + 2], [Alt + 3], [Alt + 4], [Alt + 5] - Zoom map allows the player to zoom in and out of the map. This lets you study a small section of the map closely or a larger section of the map all at once. There are five levels of zoom with Level 1 covering the smallest area and Level 5 covering the largest. The default setting for a regular game is Level 2. Note that the different Zoom Levels can be selected directly using the hot-key sequences [Alt + 1] through [Alt + 5] for levels 1 through 5.
Display - Center Screen [C] - This display command centers the screen over the cursor or selected unit.
Display - View City Data [Alt + V] – (Advanced Game Only) This option will toggle city data labels on and off. These labels display the current known production efficiency of the city, as well as indicate if the city specializes in any type of production. The label color indicates the owner of the city. Below is an example of a map with city labels toggled on:

City Data Displayed
Display - View Waypoints [Alt + Y] – This option toggles on the circular symbols for waypoints. The waypoints are represented by a small two color circle on the map. When the View Waypoints option is turned on, holding down [SHIFT + D] will show the waypoint labels. Below is a simple view of Waypoints and their labels:

Waypoints Displayed

Waypoint Labels Displayed [SHIFT + D] (held)
Display - Battle Odds Calculator [Alt + B] – This will call up the odds calculator for the game, as shown below:

Battle Odds Calculator
This calculator will calculate the probability of success for the combat round of the specified battle. This percentage value is used for the entire duration of the battle. Combat is explained in more detail in APPENDIX IV - COMBAT MECHANICS. Users are able to select the Attacking Player (for handicap differences), the Attacking Unit type, the Defending Player (for handicap differences), the Defending Unit Type, and the Defender’s Terrain type.
Selecting Battle Results will display the possible outcomes for the entire battle, as shown below:
Battle Results
The Battle Odds are calculated based on 10,000 battles with a set random seed, not from a scientific formula. The Odds for victory are calculated, as well as the odds for victory while sustaining hits (if applicable). In the above image, the Cruiser attacking an infantry has a 99.9860% chance of defeating the enemy infantry. However, it only has a 65.968% chance of destroying the infantry without sustaining any damage.
If the Cruiser had three hits already, the odds of victory would be reduced to 99.516% (4 hits or less).
Display - User Prefs [Ctrl + U] - Selecting this option calls up the User Preferences window as seen below:

User Preferences Window
The Preferences Window is explained in the CONFIGURATION section of this manual.
Display - Prior Message [-] – This will display the previous message in the Unit Info/Message Bar.
Display - Choose Player Colors [Ctrl + P] – This menu Option will allow the user to choose between the different player colors/icons for each player position.
Display - Save Window State – Selecting this option will preserve the current window size.
Display - Chat Window [Ctrl + W] – This option will display the Chat Window if the current game is a networked game. This window is further explained in the Network Play section of the manual.
The interface to Empire Deluxe Internet Edition takes some getting used to. It is important to understand how to control your units in various situations to get them to behave as you intended. Less experienced users may find this section useful in providing techniques for controlling your forces.
Selecting A Unit: It will often be the case that the unit you wish to move is not the unit that is currently selected. To select a particular unit that is not currently displayed on the screen, use the Get Unit command [G]. If the unit is on the screen, right click on the unit two times (once to select it in survey mode, then change to orders mode). If the unit has any remaining movement points left in the current turn it will become the selected unit. Note that this cannot be done while the active unit is an air unit currently flying over another unit.
Stopping Units While Executing Previously Assigned Orders: Occasionally an event may occur that may warrant your resetting the orders of units. In order to do this, first regain control of the interface (if you do not have it) and put it in survey mode by pressing the [SHIFT] or [ESCAPE] keys (for control), or by right-clicking the mouse (if you already have control). This will put you in Survey mode. Once there, left click on the unit whose orders you wish to clear, and press the [INSERT] key to clear the orders. It is recommended that you clear the orders of all the units you wish to reassign orders to before you return to active orders mode. The group command may be useful here if you wish to remove the orders of several units.
Traffic Control of Land and Sea Units: Only air units are able to pass through a square occupied by a friendly land or sea unit. Sometimes you will be in a situation where units are being blocked by other units. If the blocking unit has not moved yet in the turn, select that unit and move it first. If the blocking unit has already moved, you will have to wait till next turn by pressing [SPACE] in order to Skip the current turn for the other unit.
Transports, Land Units, and Cities: When a transport leaves a city it will automatically pick up and carry out units that are in the city and still have remaining movement points. If this is not the desired behavior, either move the units first, or (if you want the units to stay in the city), move the transport out one square, Group then Clear orders ([F7] then [INSERT] )on the square containing the Transport, have the transport wait [W] while the other units exit back into the city, then move the transport along.
A transport with units will also end its turn if it enters a friendly city, regardless of movement left. If the desired behavior is to pass through the city, use the Move To command to have the Transport pass through. It will not pick up additional units.
Units that load on a transport are automatically given the Sentry order upon loading. When a transport gets next to an enemy city, the units will automatically become active and be ready to attack the city. However, if the city is captured and there are no more enemy units next to the transport, the carried units that have not moved will remain under Sentry Orders. If this is not the desired effect (you might wish to exploit your beachhead), then Group then Clear orders ([F7] then [INSERT] )on the square containing the Transport and this will clear the orders of all units in the same square. It is actually recommended that you do this in one of the turns before you make contact if possible to guarantee all units will have an opportunity to move.
"Had I been present at the Creation, I would have given
some useful hints for better ordering of the Universe."
ALFONSO THE WISE, KING OF CASTILE
Now that you have mastered playing Empire Deluxe Internet Edition, it's time to create custom worlds and scenarios. The Game Editor lets you do this. You may create specific scenarios with set cities and units already on the board. You may create scenarios from the pages of history or out of your own imagination. You may also limit the types of units that can be produced during a given scenario. The scenario editor will also allow you to select certain sighting rules used in a game.
To get into the Game Editor, select one of the options in the Game Editor button from the main menu.

New World - This option allows you to create a world from scratch. After you select this option you will be given the World Options Menu and the user may build a new world, as described in the GETTING STARTED section of “Playing the Game”
Load a Map - This option calls up the File Requester and allows you to load an already created world into the Game Editor for modifying.
Load a Scenario - This option will call up the File Requester and allow you to load an already created scenario into the Game Editor.

Game Editor Screen
The Game Editor appears much as the game screen does when playing Empire Deluxe Internet Edition. The map you are editing will be located in the center portion of the screen. If the entire map is not visible, you may scroll around it using the slide bars on the side. At the top of the screen is the Menu Bar that you may access the same way you did when playing the game. To the right of the screen are the brushes and palettes you may use to create your own worlds.
The menus used in the Empire Deluxe Game Editor are similar to those used when playing the game:
File Menu
The file menu gives access to the various file manipulation controls used in the Game Editor. There are five options under the File Menu.

File Menu Options in the Game Editor
File-New World [Ctrl + N] - This option removes whatever world you are currently working on and allows you to create an entirely new one. If you have not saved the current world, you will be prompted to do so.
File-Load – The load option allows you to load a map File-Load-Map [Ctrl + L] or scenario file File-Load-Scenario.
File-Save - The save option allows you to save the world or scenario you are currently working on. You may save a map File-Save-Map [Ctrl + S] or scenario File-Save-Scenario. If save a map is chosen, only the terrain designed and map dimensions will be saved, not the units or ownership of cities. Saving as a scenario allows you to save the terrain features and all units and city ownership you have selected. In addition, you will be able to select certain rules that will apply to that scenario and you can attach a text description to the scenario.
When you save or load a scenario you will see the Scenario Values screen shown below:

Scenario Values Screen
This screen will allow you to set various options for the scenario when you are saving it; and view, but not change, the various set options when loading one.
Description - The description section allows you to add text to describe the scenario to would-be players. You can add up to six lines of text for this purpose.
Exploration Rules - This button allows you to set the sighting rules for the game. The basic setting is for the standard rules where all terrain and units are invisible until sighted. You may also choose for all terrain to be visible but not the units, or for both units and terrain to be visible. The former option works well for historical scenarios.
Units - Below the Exploration Rules are buttons for each of the units available in the game. Selecting one of these buttons will turn off or on the ability for cities to produce that type of unit when playing the scenario.
Cancel - This option exits out of the Scenario Values screen and returns you to the Game Editor, the Game Editor Menu or the World Options Menu.
Help - This option calls up the manual.
OK - This option accepts the current settings and continues on with either loading or saving the scenario.
File-Load [Ctrl + L] - The load option will call up the File Requester and allow you to load either another world or another scenario into the Game Editor. If you have not already done so, you will be prompted to save the map you are currently working on.
File-Exit Map Editor [Ctrl + X] - This option exits the Game Editor and returns you to the Game Options menu. You will be prompted to save any currently unsaved work when you do so.
File-Quit Empire [Ctrl + Q] - The quit option takes you out of Empire Deluxe Internet Edition and returns you to the operating system. You will be prompted to save any maps you have not already saved.
Map Menu
The map menu contains options for the actual creation and modification of a world. The options under it are:

Map-Build World (3.11) [Alt + B] - This option generates a random world in the same manner Empire Deluxe Internet Edition would when a “Generate Random World v 3.11” options selected for playing a game. However, the size of the map was determined previously and will not change. You will need to use the Resize Map option for this. You may then edit this world as desired.
Map-Build World (3.5) [Alt + N] - This option generates a random world in the same manner Empire Deluxe Internet Edition would when a “Generate Random World v 3.5” options selected for playing a game. However, the size of the map was determined previously and will not change. You will need to use the Resize Map option for this. You will then see the Map Factors Screen:

Map Factors Screen
Here you will choose the values for Altitude (-100 to 100), Wetness (0-100), and Roughness (0-100). All of these factors are used in the World Building algorithm. Bear in mind the World Building Algorithm was not designed for such tweaking, so your results may not be as expected. You will need to experiment with the settings to find the results you desire. All Random will randomize the three factors within their associated ranges.
After the map factors have been selected, the City Building Factors must be chosen.

# Cities – This is where you will specify the base number of cities you would like on the map. You may then vary it up to +/- 100% by setting the Variance value to the right. The range of number of cities can be between 0 and 32,500.
Production Efficiency and Variance: This is where you will specify the average production efficiency (Advanced Game) and the amount by which it will vary.
Specialties – this is where you will specify the percentage value of cities that will have a production specialty (Advanced Game).Be aware that this is calculated statistically, so the resulting number of cities with production specialties may not be exactly as you desired.
All of the values except for # Cities can be randomized by selecting the associated Random button. If randomizing all values is desired, use the All Random button.
After the city building factors have been chosen, the world will be constructed. You may then edit this world as desired.
Map-Build With DLL [Alt + D] - This option generates a random world in the same manner Empire Deluxe Internet Edition would when a “Generate Random World With DLL” options selected for playing a game. Upon selecting this option, the user will specify Map Factors and City Building Factors as described above in Build World (3.5). These values will then passed to the DLL for processing. The creator of the DLL may choose to ignore these values altogether or possibly use them to represent different concepts. It is up to the creator of the DLL to accurately describe the expected results of the DLL’s World Building. If the DLL successfully builds a world, you may then edit this world as desired.
Map-Resize Map [Alt + R] – choosing this option will allow you to change the width, height, and wrap value of the map, using the Map Size Dialog. The current terrain will be preserved, though some terrain may be lost if the map is resized to a smaller width or height than before.
Map-Make Symmetrical Map [Alt + M] – Selecting this option will allow the user to make a symmetrical or “mirrored” map of the current map. The user will choose how to make the new map based on the old one from the Symmetrical Map Method Dialog.

In the Symmetrical Map Method dialog, the user will choose which half or quarter of the current map he would like mirrored. Upon making a selection, the map will be generated. Below is an example of an Upper Right Corner Map and a Left Half map:


Left Half

Upper Right Corner
Map-Cities-Remove and Replace Cities [Alt + C] – Using this option will allow you to remove all of the cities currently on the map, and select new City Building Factors for replacement on the map.
Map-Cities-Redesign Cities … [Alt + D] – Using this option will allow you to change the city building factors on the current cities on a map. No cities are removed or added using this option. Once selected, a City Building Factors Dialog will appear allowing you to edit all the City Building Factors except those related to number of cities, as shown below:

Map-Cities-Shakeup Cities [Alt + K] – This option will randomly alter the location of each city on the map.

City Shakeup Setting
The user will be prompted to enter a “shake value”, which will be used to move each city. Cities are shaken by the following procedure: A random number is generated for nine numbered directions, with one direction representing no move, and the other eight values corresponding to the eight adjacent squares to the current location of the city. The city is then moved to that randomly determined square. This process is performed the number of shake value times. If a city does move, there is a 50% chance the old location will be replaced by land, and a 50% chance the old location will be replaced by sea. So if a city is shaken enough, the landscape will also be changed.
Map-Cities-Clear Cities [Alt + Z] – This option will remove all cities from the map.
Map-Clear to Sea [Alt + S] - This option will remove all land and city squares from the map, leaving only sea.
Map-Clear to Land Alt + L] - This option removes all other types of terrain from the map, leaving only clear terrain.
Map-Clear all Units [Alt + U] - This option will remove all units from the current map and turn player owned cities into neutrals, leaving only the terrain.
Display Menu
The Display menu allows you to select how the Empire Deluxe Game Editor is displayed for you.

Display Menu Options in the Game Editor
Display - Zoom Map [Alt + 1], [Alt + 2], [Alt + 3], [Alt + 4], [Alt + 5] - Zoom map allows the player to zoom in and out of the map. This lets you study a small section of the map closely or a larger section of the map all at once. There are five levels of zoom with Level 1 covering the smallest area and Level 5 covering the largest. The default setting for a regular game is Level 2. Note that the different Zoom Levels can be selected directly using the hot-key sequences [Alt + 1] through [Alt + 5] for levels 1 through 5.
Display - View City Data [Alt + V] – (Advanced Game Only) This option will toggle city data labels on and off. These labels display the current known production efficiency of the city, as well as indicate if the city specializes in any type of production. The label color indicates the owner of the city. Below is an example of a map with city labels toggled on:
Display - Choose Player Colors [Ctrl + P] – This menu Option will allow the user to choose between the different player colors/icons for each player position.
Display - Save Window State – Selecting this option will preserve the current window size.
The Game Editor uses brushes to allow you to "paint" the map you want. To use them, select the brush size and palette options you want and move the cursor or mouse pointer to the location you wish to paint. Clicking the left mouse button once will paint only at that one spot. You may paint whole areas by using holding down the mouse button. There are two different size brushes available to you.
Small Brush [-] - The small brush takes up only one square when painted on the map. Use this for fine adjustments.
Large Brush [=] - The large brush paints a 3 x 3 section of the screen at a time. Use this brush for painting large areas at a time.
Terrain Palette
The terrain palette allows you to paint terrain squares onto the map. After selecting the brush size you wish to use, select the terrain you wish to paint onto the map. The keystroke commands for each of the eight types of units are listed below. Selecting Player city will allow you to place cities on the map that the selected player will own.
Water [S]
Clear [C]
Forest [F]
River [R]
Rough [G]
Mountain [M]
Neutral City [Y]
Player City [Z]
Forces Palette
The forces palette allows you to paint units onto the map to create a particular scenario. Units may not be placed in locations that they cannot normally enter.
Player [P] - The Player button will call up a list of the six players available in the game and their colors. You may use this option to change the color, and thus ownership of the player cities and units you are painting on the map.
Below is a list of the keystroke commands used to select the forces brush. Infantry units will become Army units if you are playing the scenario using the standard rules. Note: There is no palette selection for an Airbase. Place two Infantry units in the same square to create an Airbase.
Infantry [I]
Armor [A]
Fighter [H]
Bomber [B]
Submarine [H]
Destroyer [D]
Cruiser [E]
Battleship [Q]
Carrier [V]
Transport [T]
To add an AIRBASE on to the map, first add an Infantry or Armor Unit, then click left click on that unit with the infantry or armor palette button selected.
To place units in a city (all units), transport (land units only) or airbase (air units only), select the appropriate unit from the palette, then left click on the unit or airbase.
The Empire Deluxe Game Editor allows you to name each unit and city located on your created map. To do this, unselect the brush you are using. Move the cursor over the unit or city you wish to edit and select it. If you selected a unit, a requester box will pop-up with the current name of the unit. Type the new name into the name box in the requester and click OK to accept or Cancel if you changed your mind. If you have selected a city, you will also be prompted by a requester.

Naming a Unit in the Game Editor
You can not only change the name of that city using the requester, but that city's Production Efficiency and Specialization, as well. Production Efficiency can be set to a maximum of 250% and a minimum of 1%.

Setting City Attributes in the Game Editor
When you select the Player History from the main menu, the Commanders Past and Present screen will appear. This screen lists all human players to have played Empire Deluxe Internet Edition with this computer and gives information on their performance history.

Player History Dialog
Each column in the Player History can be sorted in either ascending or descending order by left clicking on the column header. Commanders can also be selected by left clicking on the row associated with the desired commander.
Listed below is the information given in some of the columns:
Name - Lists the name of each player recorded in the Player History log.
Missions - Lists the number of worlds that player has battled over.
Won - Lists the number of worlds that player has battled over and won.
Lost - Lists the number of worlds that player has battled over and lost.
Resigned - Lists the number of worlds that player has battled over and resigned from.
Rank - Lists the current rank of that player. Promotions to higher ranks are given based on that player's performance to date. When a player reaches the ultimate rank of General of the Army or Fleet Admiral, then they are truly a world conqueror to be reckoned with.
There are also various other useless stats associated with your commanders in the player history window.
Service – This button will change the branch of service for the desired commander. The two branches available are Army and Navy.
Delete – This button will allow the user to remove an entry from the player history. This removal will be permanent.
Done - This button exits you from the Player history section and returns you to the Game Options menu.
The game Empire Deluxe Internet Edition has been a very popular Play-By-Email (PBM) game for a long time. Since larger games take time and reflective thought, some turns are easier to execute by playing a saved game, then e-mailing the SVG file to your opponent for play. However, various cheats surfaced in competitive PBM play. Though Secure PBM Games do not remove all the possible methods of cheating, it is hoped that casual cheating and not so casual cheating will be thwarted somewhat.
Trusting users do not need to use the Secure PBM features at all. PBM games can be started the regular way, by selecting a game type from the main menu and then selecting Player-PBM in the Player Setup Options, as described in the section “Getting Started” in “PLAYIING THE GAME”.
There are three major phases to starting a Secure PBM Game. First, the options of the game are decided. Second, all the player name and passwords are collected. Then finally, the game is started.
To play a secure game, the following procedure must be used:
An originating player starts a secure game file by selecting Play Game->Advanced Game, Secure Startup->Start New Secure Game.

He is prompted for the player set up, as usual, though Person-PBM is the only human player option.

After making the selections, he is prompted as to whether or not the secure game will force him to make a random map selection.

If the originating player chooses to “Force” a random map, when the time to start the game comes, a random map via the 3.11 word building logic will be generated.
Then he is prompted for his name and password.
Then forced to save the file as an “ssu” file in the svgame directory.
The SSU file is generated is then mailed to the next player.
This player selects Play Game->Advanced Game, Secure Startup->Load SSU Game File and can see the options for the game.

Details about the game are then displayed

He is then prompted for a user name and password and saves the SSU file
The file is now mailed to the next player, or returned to the originating player when all players have registered.
The originating player then selects Play Game->Advanced Game, Secure Startup->start Playing Secure Game and proceeds to select map option to begin the game.

If “Force Random Map” was chosen, the player will only be allowed to set the map sizes, and a map is built using the 3.11 map building function. Other wise, the normal World Options will be available.
The game then proceeds as a regular PBM game. The original SSU file can be reused to start a new game later on.
Waypoints are a new concept introduced into Empire Deluxe Internet Edition. A Waypoint is simply standard text associated with a location on the map. The do not affect game play in any way.
Players can enter up to 100 characters to a location. To do this, double click on the desired square and select “Add Waypoint” from the info box. Editing and Deletion of the waypoint is also done via the info box.
Waypoints are then displayed by selecting the Display-View Waypoints [Alt + Y] option in the game menu. Waypoint labels can then be displayed by holding down [SHIFT + D] (held).

Waypoints Displayed

Waypoint Labels Displayed [SHIFT + D] (held)
With the order Orders-Move To Waypoint: [Y], Units can be ordered to move to a predefined location that you select from the waypoint window after this command is given. Once this command is given the unit will attempt to move to the location marked by that waypoint. Be aware that deleting the waypoint, changing the name, or using the same name at another location will NOT affect this order.
Waypoints cannot be linked together automatically to make a path. See the path making capabilities described in “PLAYING THE GAME” under the Commands - Paths Mode description.
Although the 3.11 world building logic is very nice for map creation, some players desire more control over how a world will be constructed in an automated fashion. The 3.5 world building option attempts to do this somewhat, by exposing the factors that in inputs for the 3.11 map building logic. However, due to the fact that the 3.11 logic was not designed to be used in such a way, desired results from tweaking those values are not always achieved. Therefore the need for a more independent map tool was born.
With the introduction of the DLL interface for map building, map designers with the programming skill to make a DLL can build their own world given the Map Factors and City Building factors. It is not the scope of this manual give a technical lesson on how to program. Those wishing to build World Build DLL's need to have the technical knowledge to do so.
In the utils directory from the Empire Deluxe home directory there is a directory entitled WorldBuild in which the source code for the WorldBuild.dll program can be found. (WorldBuild.h and WorldBuild.cpp)The explanation to the interface can also be found in those two files.
To use a DLL, it has to be entered into the INI file under the appropriate name.
Version 3.11 of Empire Deluxe had the ability for players to play via null modem cables, modems, and on a Netbios Network. In Empire Deluxe Internet Edition, these options have been removed and replaced with the capability to connect to other opponents with an IP address and port. Empire Deluxe Internet Edition still uses the same protocol and network code infrastructure of the 3.11 version, so network play may be slightly different from what some users are used to.
In Empire Deluxe Internet Edition, the program has a concept of a MASTER system and other SLAVE systems. The MASTER system is the program instance where the player sets up the game and makes all the required connections for network play. The SLAVE systems await a connection from the master and receive the start up parameters from the master. The following picture gives an abstract image of how this is set up:
There can be up to 5 slaves working with a master. Those technically “in the know” about should be aware this is NOT a client /server architecture. Once set up is complete, communication is peer-to-peer. However, all communication is channeled through the master, so if the master has failed, the game must stop while this situation is resolved.
Playing a network game will require some coordination between the parties desiring play. There are many chat programs available for use on the Internet, and it is highly recommended that one be used to quickly and easily get the needed Internet Address information to the Master player.
Hostname / IP (Internet Protocol) Address and Port Number
The slave player must be aware either of his machine hostname/IP address, and the port number he wishes to use.
The hostname/ IP Address gives the location of the machine on the Internet. It is not the purpose of the document to explain what these are in detail, but the hostname is the name assigned to the computer you are using with your domain name added onto it. For example, if a machine had the name “gamer” and the domain was killerbeesoftware.com, the hostname would be gamer.killerbeesoftware.com. If you do not know the name, the IP address can be used. The IP address can usually be obtained by calling up a windows command prompt (from Windows Start-run-“cmd” or “command”) and entering the command “ipconfig.exe”. This will display the data below:

In this example the IP address is 192.168.1.101
One might be able to get the hostname by entering the “nslookup.exe <ip address>” command (XP/2000)
The port number is the number on which the particular machine will expect a call. This is some number you specify between 1 and 65000. Be aware that many other games and programs (like email programs) use certain port numbers, so pick a port number not currently in use. Selecting something above 10000 is always a good rule of thumb.
Router/Firewalls
The slave instance of Empire Deluxe Internet Edition will need to be aware of whether or not he is protected by a router or firewall software from the Internet. If so, then the port number selected must be “opened” in the firewall, and the router must be able to “forward requests” on that port to the appropriate computer. It is beyond the scope of this manual to describe how to do this, and it varies with different firewalls and routers.
Connecting
After the hostname/address and port number have been correctly determined, the slave players pass this information to the Master player.
Each slave player then selects “Remote Slave” from the main menu under “Play Game”.

and enters his listening port number that he gave the master.

The slave player then enters a name and a password and waits for a connection from the master player.

The Master player then
Chooses Game Type (Basic/Standard/Advanced)
Generates a map
Selects player positions from the player selection dialog. Any Human players that are remote will need to fill one of the five available “IP Positions”. Each of these positions has a unique Internet Address and Port, which can be set by the “Set IP” button that magically appears when an IP position is selected.

The Port MUST corresponds to the Port the Slave player sets with his remote slave start, and the address must be a valid Internet Address to the slave player’s machine over the network/Internet.
When the master has entered all the IP settings, he presses ok.
The game sequentially connects to each slave player listed.

The game is loaded amongst all players, and the slave will be able to review the setup options
Play Begins.
Any player can save at any time. YOU DO NOT HAVE TO BE MASTER TO SAVE.
If a player crashes/drops connection, or quits without resigning/abdicating/losing, the game will immediately shutdown (after an option to save).
If a player has a dialog open and control of the game passes to him, a repetitive sound will occur to alert him that it is his turn.
PLAYING THE GAME AND THE CONCEPT OF CONTROL
Network play essentially works like regular play. However, there is a concept of game control. Only one player is in "control" at a time, and that is the player whose active turn it is. This does not mean other players can not give orders, change production, and view statistics. All of those tasks can be continued, but orders and such will not be executed until the next turn.
When a player views reports and other dialogs, messages are still received by the game but not processed. If this situation occurs and a player receives control of the game, a repetitive sound will occur warning him that it is time for him to close the reports and take control of the game.
The master player's game will also execute the computer players in the game, so being able to receive control is very important for the master player. The player who is the master should try to keep his usage of information windows to a minimum so that the game will continue to progress.
There will be situations, especially early in the game, where the player with control will run several turns in a row. This will affect the statistical data that you use to determine production and what turn you are on. You will not lose any turns because of this. When control is passed back to your player, your turn will be the next one that you left off from.
When a player loses, they will not be allowed to look at the other player positions, but thy will be allowed to remain connected and chat. They may disconnect by exiting the game. When a player does exit, the chat window will disappear if it is currently being displayed.
If a player leaves a game without Losing/Resigning/Abdicating/Winning all players will be prompted to save and then forced to exit. This situation will also occur of there is network trouble.
If the master has to exit a game, the game will be terminated after each player is prompted to save.
It is recommended that the player in control of the game be the one to save the game for future play, and it is best if that player is the Master as well. Though any player can save at anytime, the player who is in control of the game will have the 'latest' state of the game.
INTERFACE DIFFERENCES IN NETWORK PLAY
The difference between the interface of the regular game and the interface of a network game is the addition of chatting capability, both inside the game window and via a separate chat window.
The Chat Window

In the chat window there is a chat area to the right and several buttons to the left. The bottom four buttons will always be visible. These are:
Select All: Selects all player buttons
Clear All Players: Deselects all player buttons
Clear Chat Buffer: Deletes all the current data in the chat window.
Hide Chat Window: removes the chat window from your screen.
There can be up to five buttons on the top of your screen. These represent the other human players in the game. They can be individually selected to filter out which players you wish to speak with. If a player's button is depressed, he will hear whatever you type in chat. If the button is not, he will not hear. In the image above, "Your Nemesis" is the only one who will hear the chat messages.
Game Window Chatting

The game window itself also has chat capability. At the bottom of the window is a text box, which will allow you to send messages to the players you currently have selected as wanting to chat with. The [`] (tilde no shift) key will set the focus into the chat box where you can type your message. If control of the game returns to you, you will lose focus in the chat window to the game window. Also be aware that when you send your message with the [Return] key, focus will return to the game window.
Only one line of chat will be visible in the game window. You are able to scroll through the messages by clicking on the scroll bars in the window.
Games are loaded and resumed in the same fashion as stating a network game.
There are several aspects of the game can be tweaked via what is known as the "INI" File. This is a Windows initialization file by the name "ED.ini" in the Empire Deluxe root directory. Inside this text file are many name-value pairs organized by sections which can be changed to set the default settings of various aspects of the interface. Within the INI file is an explanation of each setting and its value range.
Aircraft Out of Range Warning: A Message box appears forcing a response before you extend a plane beyond its range. This can be set in the preferences menu in a game [Ctrl + U]
Attacker - The player who moves a unit into combat with another unit, i.e. player whose turn it currently is.
Attack Rating - The combat ability of a unit when it is the attacking unit. This is expressed as a given number and the ratio of attack rating to defense rating gives the odds of the average number of hits the attacker would score vs. the average number of hits the defender would score; for example, 2/1, 1/1, 1/2.
BA - Abbreviation for Battleship
Base Production Efficiency – The overall production efficiency for a player that is applied to the production of units, and is affected by the handicap settings and the Resource Drain (advanced game only).
Bombing - Bombing refers to a type of attack that only Bombers may perform against cities. Bombers that lose a bombing attack are destroyed. Bombers that win a bombing attack destroy the defending city's production or a unit currently in that city.
Capital Ship - A large ocean going warship. Specifically; Cruisers, Battleships and Carriers.
CR - Abbreviation for Cruiser
Crippled - A unit is described as crippled when the total amount of accumulated damage it possesses is equal to or greater than half the Damage rating of that unit.
Damage Rating - Amount of total shot damage a unit can take before being destroyed, i.e., an infantry can take 1 point of shot damage, a Cruiser 8, etc.
DE - Abbreviation for Destroyer.
Defender - The player whose unit was moved into by an attacking player.
Defense Rating - The combat ability of a unit when it is the defending unit. This is expressed as a given number and the ratio of attack rating to defense rating gives the odds of the average number of hits the attacker would score vs. the average number of hits the defender would score; for example, 2/1, 1/1, 1/2.
End of Turn Prompt: This is the dialog that asks you if your turn is finished. Under certain conditions, this prompt will appear to allow you to exercise control over your turn before it ends. It can be forced to appear every turn after a specified number of turns by checking the entries in the User Preferences Menu.
Enemy - Enemy refers to those units and cities that do not belong to the player but instead belong to another player.
Friendly - Friendly refers to any unit or city that is on the same side as and controlled by the player. Friendly units and cities will always appear as the same color as that chosen by the player at the beginning of the game.
Ghosting - Ghosting is a method of shading or patterning menu selections to make them appear lighter or faded when compared to the other options on that menu. An option that is ghosted is one that is not presently available due to some currently existing condition.
Hit - A successful attack or defense against an enemy unit resulting in that unit taking damage equal to the shot damage of the successful unit.
Hold Capacity - The number and types of units another unit or terrain square can hold at any one given time.
Hot Keys - Hot keys are quick methods of making a selection by only pressing one key or set of keys. The exact hot key to select will vary depending on the section of the game you are currently in. The hot key for each selection will appear as a highlighted letter in that selection. Upper or lower case usage is irrelevant to hot keys.
Icon - An icon is the representation of a unit on the Empire Deluxe Internet Edition map.
Move - The maximum number of squares a unit can move in one turn.
NA - Standard dictionary abbreviation for "not applicable".
Player History – information about commanders who have played Empire Deluxe. This information is accessible from the main screen menu Player History (it is not available in game). The name, rank and various useless statistics for each player are displayed and sorted. If you wish to change the branch of service for a particular commander, click on the Service button. If you wish to remove a commander from the player history, click the Delete button.
Production Efficiency - The efficiency of a city, expressed as a percentage, at producing units. Production efficiency may vary from 1% to 250%. The lower the percentage, the longer it will take to produce a unit. Production Times are based on a city with a production efficiency of 100%. Decreasing the production efficiency of a city would increase the Production Time of units in that city and thus increase the number of turns it would take that city to produce a particular type of unit. Increasing the production efficiency would decrease the Production Time of units in that city.
Production Alerts - a value for the production efficiency of a city (Advanced Game only) which, when reached, the city’s Production Information Window will be opened for the player at the beginning of the turn. In the Production Information Window, when no production is selected, a “Set” button appears. This can be used to set the alert. It can also be default set in the preferences window. More details on this in the Information Windows paragraphs of the IN THE GAME section.
Production Information Window - This window gives information on the production of the selected city. See the IN THE GAME section for more details.
Production Reports - dialogs that will pop up when a unit is produced. They can be toggled on or off by the categories Land/Sea/Air in the User Preferences Menu
Production Time - The number of turns it takes to produce a particular type of unit in a city with a production efficiency of 100%. This may be expressed by two numbers divided by a slash. The first number is the number of turns it would take to produce that unit from scratch. The second number is the number of turns it would take to produce that unit if the city had just finished producing that exact same type of unit on that turn, i.e., an infantry, which has a production rating of 6/5, would take 6 turns to produce the first time and 5 turns to produce from then after as long as the production is not changed in that city.
Range - The number of squares an air unit can move before it must land or the number of squares a unit has remaining from its Move that turn. The range divided by the movement of an air unit, is the number of turns that air unit may stay airborne before it must land.
Resource Drain – The load that existing units place on a players’ Base Production Efficiency (Advanced Game only)
Shore Bombardment - Attacking a land unit using either a Cruiser or Battleship. Land units have only half their normal defense factor when being shore bombarded. Ships using shore bombardment do not move into the defenders square if they are victorious.
Shot Damage Rating - The amount of damage a unit does each time it scores a hit.
Sighting Range - The number of squares away at which a unit can see an enemy unit or unexplored terrain square.
SU - Abbreviation for Submarine
Survey Mode – A game mode in which you will be able to move the cursor about and study the map without accidentally issuing orders. For more information, read the tutorial.
Turn State Dump: Players are able to make an ASCII text file of their current game state at anytime during their active turn (not in survey mode). Menu command can be found in File-Save-Turn State Dump. The format of the file is defined within the file. In the preference menu, players can select “Auto State Dump”, which will automatically create the file once at the beginning of each turn, and once at the end. Use this auto-option sparingly, it will fill your hard drive quickly.
Unsightable - The types of units that a particular unit cannot see, even if that unit is within sighting range.
User Preferences – various control setting options for players in a game. The user preferences can be reached from the main menu, Help-New User Preferences, and setting these affect any new Commanders you may create in the future. While in a game, selecting Display-User Prefs [Ctrl + U] will enable you to change the preferences of the Commander you are currently playing.
Included in this Appendix are the descriptions of each type of unit used in the basic, standard and advanced versions of Empire Deluxe. These descriptions include the individual statistics on each unit, picture of the unit and a text description of its abilities and uses. An explanation of the terms used to describe each unit can be found in Appendix I - Glossary of Terms.
Land Units
Land units are the only units in Empire Deluxe Internet Edition that can capture cities. They can move onto any land square, but cannot enter water squares except on a Transport. Armies are the only type of land unit in the basic game.
Army
Move- 1
Damage- 1
Shot Damage- 1
Attack- 2
Defense- 2*
Hold Capacity- NA
Sighting Range- NA
Unsightable- NA
Shore Bombardment- No
Range- NA
Production Time- 6
Armies are the basic currency of conquest. While slow and weak compared to sea units, Armies are vital to victory, as they are the only units capable of capturing cities. An Army's biggest advantage lies in its ability to be produced rapidly. Many Armies can be produced in the time it takes to produce one Battleship.
Armies are best used for capturing enemy cities and defending your own cities and coastlines by cautious placement of sentries.
* - Armies defend vs. shore bombardment at a defense rating of 1.
Sea Units
Sea units represent ships. They can enter water and friendly city squares but not land ones. There are 4 types of sea units in the basic game; Transport, Destroyer, Cruiser and Battleship
Transport
Move- 2
Damage- 3
Shot Damage- 1
Attack- 1
Defense- 1
Hold Capacity- 6 Armies
Sighting Range- NA
Unsightable- NA
Shore Bombardment- No
Range- NA
Production Time- 30
Transports are second in importance only to Armies in Empire Deluxe Internet Edition. Transports are the only unit capable of carrying Armies over water and thus are the only way to capture cities on other land masses. Transports start with a hold capacity of 6; i.e., they can hold up to 6 Armies. If they are damaged, their hold capacity is reduced by two for every increment of damage taken. If the number of Armies held on a Transport exceed its hold capacity, the excess units are eliminated. If a Transport is sunk, all units on the Transport are destroyed as well.
Transports fare poorly in combat and should be kept out of it at all costs. Since the loss of a single Transport can also result in the loss of up to 6 Armies, they should not go unescorted even in relatively safe areas. For similar reasons, enemy Transports are always targets of opportunity.
Destroyer
Move- 3
Damage- 3
Shot Damage- 1
Attack- 2
Defense- 2
Hold Capacity- NA
Sighting Range- NA
Unsightable- NA
Shore Bombardment- No
Range- NA
Production Time- 24
Swift and agile, Destroyers perform a variety of tasks well but none superbly. They are the fastest of all units in the basic game, allowing them to successfully chase or flee other, slower ships. Their fast Production Time makes them relatively easy to amass in large numbers.
While they can not shore bombard Armies, Destroyers are excellent for chasing down weak or damage enemy ships, escorting Transports and protecting friendly shorelines from incursions by enemy Transports.
Cruiser
Move- 2
Damage- 8
Shot Damage- 2
Attack- 2
Defense- 2
Hold Capacity- NA
Sighting Range- NA
Unsightable- NA
Shore Bombardment- Yes
Range- NA
Production Time- 36
Cruisers are the easiest and quickest to produce of the capital ships. They fight very well. Cruisers are capable of shore bombardment and are excellent for escorting Transports and weakening enemy land defenses.
Battleship
Move- 2
Damage- 12
Shot Damage- 3
Attack- 2
Defense- 2
Hold Capacity- NA
Sighting Range- NA
Unsightable- NA
Shore Bombardment- Yes
Range- NA
Production Time- 60
Battleships are the largest and most powerful of all the units in Empire Deluxe. The large amounts of hits they can take make them durable and very hard to kill. Battleships are best used to gain sea superiority by sinking enemy ships. They also perform well as softeners for a prelude to an invasion, by use of their shore bombardment ability. Due to their enormous production times, Battleships are far too valuable to be wasted on simple chores such as shoreline patrol and Transport escort.
Land Units
Land units are the only units in Empire Deluxe Internet Edition that can capture cities. They can move onto any land or city square, but cannot enter water squares unless on a Transport. There is only one type of land unit in the standard game; the Army.
Army
Move- 1
Damage- 1
Shot Damage- 1
Attack- 2
Defense- 2*
Hold Capacity- NA
Sighting Range- 1
Unsightable- SU
Shore Bombardment- No
Range- NA
Production Time- 6/5
Armies are the basic currency of conquest. While slow and weak compared to sea and air units, Armies are vital to victory. They are the only units capable of capturing cities. An Army's biggest advantage lies in its ability to be produced rapidly. Many Armies can be produced in the time it takes to produce one Battleship.
Armies are best used for capturing enemy cities and defending your own cities and coastlines by cautious placement of sentries.
* - Armies defend vs. shore bombardment at a defense rating of 1.
Air Units
Air units represent airplanes in Empire Deluxe. They can fly over any terrain square except for cities and edge. Because of their limited fuel capacity, all air units have a restricted range. If they move more squares than their Range before landing in a friendly city or Carrier, they crash and are destroyed. Unlike other units, air units must always move their maximum allotment of movement. Even if they sit still the entire turn, they are still assumed to have moved their full Move. An air unit that flies over a friendly city or Carrier, automatically lands and ends its turn. Fighters are the only type of air unit in the standard game.
Fighter
Move- 5
Damage- 1
Shot Damage- 1
Attack- 2
Defense- 2
Hold Capacity- NA
Sighting Range- 1
Unsightable- SU
Shore Bombardment- No
Range- 20
Production Time- 12/10
Fighters are the swiftest units in Empire Deluxe Internet Edition and make excellent rapid attack/rapid deployment units. They fight as well as an Army and can move considerably faster. They can travel over land, water and fly over, but not end their turn on, friendly units. They cannot, however, capture cities. Fighters make excellent scouts for exploring unexplored territory and for patrolling against enemy incursions, but are limited by their range. They are as effective as Destroyers in killing Submarines once the Submarine has been located by other units.
Sea Units
Sea units represent ships. They can enter water or friendly city squares but not land ones. There are 6 types of sea units in the standard version of Empire Deluxe; Transport, Destroyer, Submarine, Cruiser, Battleship and Carrier.
Transport
Move- 2
Damage- 3
Shot Damage- 1
Attack- 1
Defense- 1
Hold Capacity- 6 Armies
Sighting Range- 1
Unsightable- SU
Shore Bombardment- No
Range- NA
Production Time- 30/25
Transports are second in importance only to Armies in Empire Deluxe Internet Edition. Transports are the only unit capable of carrying Armies over water and thus are the only way to capture cities on other land masses. Transports start with a hold capacity of 6; i.e., they can hold up to 6 Armies. If they are damaged, their hold capacity is reduced by two for every increment of damage taken. If the number of Armies held on a Transport exceed its holding capacity, the excess units are eliminated. If a Transport is sunk, all units of the Transport are destroyed as well.
Transports fare poorly in combat and should be kept out of it at all costs. Since the loss of a single Transport can also result in the loss of up to 6 Armies, they should not go unescorted even in relatively safe areas. For similar reasons, enemy Transports are always targets of opportunity. Submarines are the bane of all Transports.
Destroyer
Move- 3
Damage- 3
Shot Damage- 1
Attack- 2
Defense- 2
Hold Capacity- NA
Sighting Range- 1
Unsightable- NA
Shore Bombardment- No
Range- NA
Production Time- 24/20
Swift and agile, Destroyers perform a variety of tasks well but none superbly. They are the fastest of all sea units in the game, allowing them to successfully chase or flee other slower ships. Their fast Production Time makes them relatively easy to amass in large numbers.
While they cannot shore bombard Armies, Destroyers are excellent for chasing down weak or damage enemy ships, escorting Transports, protecting friendly shorelines from incursions by enemy Transports, scouting unexplored terrain and hunting down enemy Submarines.
Submarine
Move- 2
Damage- 2
Shot Damage- 3
Attack- 2
Defense- 1
Hold Capacity- NA
Sighting Range- 1
Unsightable- Land and air units
Shore Bombardment- No
Range- NA
Production Time- 24/20
Submarines are the assassins of the seas. Few units can sight them, making it easy to sneak them behind enemy lines. They can kill very effectively but if caught, are easy to destroy. Submarines are the bane of Transports. Submarines are effective in disrupting sea movement behind enemy lines, weakening capital ships, scouting out enemy protected territory and allowing at least some navy when the enemy has gained sea superiority. The best defense for a Submarine is a good offense.
Cruiser
Move- 2
Damage- 8
Shot Damage- 2
Attack- 2
Defense- 2
Hold Capacity- NA
Sighting Range- 1
Unsightable- NA
Shore Bombardment- Yes
Range- NA
Production Time- 36/30
Cruisers are the easiest and quickest to produce of the capital ships. They fight well and are capable of shore bombardment. They are excellent for escorting Transports, weakening enemy land defenses and Submarine hunting.
Battleship
Move- 2
Damage- 12
Shot Damage- 3
Attack- 2
Defense- 2
Hold Capacity- NA
Sighting Range- 1
Unsightable- NA
Shore Bombardment- Yes
Range- NA
Production Time- 60/50
Battleships are the largest and most powerful of all the units in Empire Deluxe Internet Edition. The large amount of damage they can take make them durable and very hard to kill. Battleships are best used to gain sea superiority by sinking enemy ships. They also perform well as softeners for a prelude to an invasion by use of their shore bombardment ability. Due to their enormous production times, Battleships are far too valuable to be wasted on simple chores such as shoreline patrol and Transport escort.
Carrier
Move- 2
Damage- 8
Shot Damage- 1
Attack- 1
Defense- 2
Hold Capacity- 8 Fighters
Sighting Range- 1
Unsightable- SU
Shore Bombardment- No
Range- NA
Production Time- 48/40
Almost as hard to produce as a Battleship, Carriers are a vital part of any major fleet action in Empire Deluxe. Carriers are as durable as Cruisers but do not have the same innate offensive ability. The strength of a Carrier lies in its ability to transport Fighters to vital areas on the map. As such, a Carrier and it's Fighters are best used as invasion support troops, as a defensive screen for large sea task forces and as a staging area for land based Fighters to extend their range. A Carrier with a few Fighters on it, can also make an excellent scout force. Carriers can hold up to 8 Fighters at any one time. Each increment of damage inflicted on a Carrier reduces the number of Fighters it can carry by 1. Any excess Fighters over that amount at the time the damage is taken, are eliminated. Because Fighters may stay in the air for several turns, it is actually possible to base more than 8 Fighters off a single Carrier. This is, however, a difficult juggling feet.
Carriers are difficult to replace and the loss of a Carrier may also mean the loss of up to 8 Fighters. Because of this, Carriers should be protected almost as well as Transports. Carriers function best when fully loaded with Fighters and escorted by other capital ships.
Land Units
Land units are the only units in Empire Deluxe Internet Edition that can capture cities. They can move onto any land or city square, but cannot enter water squares unless on a Transport. There are three types of land units in the advanced version of Empire Deluxe Internet Edition; Infantry, Armor and Airbase.
Infantry
Move- 1
Damage- 1
Shot Damage- 1
Attack- 2
Defense- 2*
Hold Capacity- NA
Sighting Range- 1
Unsightable- SU
Shore Bombardment- No
Range- NA
Production Time- 6/5
Infantry units are the basic currency of conquest. While slow and weak compared to other units, Infantry is vital to victory as they are one of only two units capable of capturing cities. An Infantry's biggest advantage lies in its ability to be produced rapidly. Many Infantry can be produced in the time it takes to produce one Battleship.
Infantries are best used for capturing enemy cities and defending your own cities and coastlines by judicious placement of sentries. They are also the only units capable of creating Airbases.
* - Infantry defend vs. shore bombardment at a defense rating of 1.
Armor
Move- 2*
Damage- 2
Shot Damage- 1
Attack- 2
Defense- 2***
Hold Capacity- NA
Sighting Range- 1
Unsightable- SU
Shore Bombardment- No
Range- NA
Production Time- 12/10
Armor units play a vital role in land offenses but have peculiar weaknesses that require a certain amount of skill to circumvent. Their function is much the same as Infantry and they can do many of the same things. They are twice as fast and can take twice as much damage, but otherwise perform the same. It is important to note that when defending against shore bombardment and bomber attacks; Armor has no advantage over Infantry. Armor cannot enter mountains. They cannot enter water squares except on Transports and take up twice as much space as an Infantry unit. If an Armor unit takes a city, it will immediately produce an Infantry unit at that city.
*- Entering rough, forest or river squares reduces an Armor's Move to 1.
***- Armor defending against shore bombardment has a defense rating of 1.
Airbase
Move- 0
Damage- 1
Shot Damage- 1
Attack- NA
Defense- 2*
Hold Capacity- 8 air units.
Sighting Range- 2
Unsightable- NA
Shore Bombardment- No
Range- NA
Production Time- NA
Airbases are the only unit in the game that are not produced directly by cities. They are created by an Infantry that has been given the "Unload" order. Once an Infantry has changed itself to an Airbase, it cannot change itself back again. Airbases cannot move or attack, but are otherwise identical to Infantry in combat. They have the added advantage of being able to see 2 squares instead of one, but their primary use is as a place to land and refuel air units. In this, they are similar in performance to Carriers, but can hold any type of air unit, not just Fighters. Airbases can hold an unlimited number of air units at any one given time, but may hold no other unit types. An Airbase only takes one hit to kill. If destroyed, all air units at the Airbase are destroyed with it.
Note that airbases may only be built on clear terrain.
Air Units
Air units represent airplanes in Empire Deluxe Internet Edition. They can fly over any terrain square except for cities and edge. Because of their limited fuel capacity, all air units have a restricted range. If they move more squares than their range before landing in a friendly city, Airbase or Carrier, they crash and are destroyed. Unlike other units, air units must always move their maximum allotment of movement. Even if they sit still the entire turn, they are still assumed to have moved their maximum movement. An air unit that flies over a friendly city, Airbase or Carrier, automatically lands and ends it's turn if it can. There are two types of air units in the advanced version of Empire Deluxe Internet Edition; Fighter and Bomber.
Fighter
Move- 6
Damage- 1
Shot Damage- 1
Attack- 2
Defense- 2
Hold Capacity- NA
Sighting Range- 2
Unsightable- SU
Shore Bombardment- No
Range- 18
Production Time- 12/10
Fighters are the swiftest units in Empire Deluxe Internet Edition and make excellent rapid attack/rapid deployment units. They fight as well as an Infantry and can move considerably faster. They can travel over land, water and fly over, but not end their turn on, friendly units. They cannot, however, capture cities. Fighters make excellent scouts for exploring unexplored territory and for patrolling against enemy incursions, but are limited by their range. They are as effective as Destroyers in killing Submarines once the Submarine has been located by other units.
Bomber
Move- 4
Damage- 1
Shot Damage- 2
Attack- 2*
Defense- 2*
Hold Capacity- NA
Sighting Range- 2
Unsightable- SU
Shore Bombardment- No
Range- 24
Production Time- 12/10
While they are slower than Fighters and cannot land on Carriers, Bombers make up for this by their greater range and their ability to stay in the air longer. In addition to their unique bombing capability, Bombers do well in damaging and sinking enemy ships, scouting unexplored terrain and can kill an Armor unit as easily as an Infantry.
*Bombers have an attack and defense rating of 1 when in battle against Fighters.
Sea Units
Sea units represent ships. They can enter water and friendly city squares but not land ones. There are 6 types of sea units in the advanced game; Transport, Destroyer, Submarine, Cruiser, Battleship and Carrier.
Transport
Move- 2
Damage- 3
Shot Damage- 1
Attack- 1
Defense- 1
Hold Capacity- 6 Armies
Sighting Range- 1
Unsightable- SU
Shore Bombardment- No
Range- NA
Production Time- 30/25
Transports are second in importance only to Infantry and Armor in Empire Deluxe Internet Edition. Transports are the only unit capable of carrying land units over water and thus are the only way to capture cities on other land masses. Transports start with a hold capacity of 6; i.e., they can hold up to 6 Infantry or 3 Armor. If they are damaged, their hold capacity is reduced by two for every increment of damage taken. If the number of units held on a Transport exceed its holding capacity, the excess units are eliminated. If a Transport is sunk, all units of the Transport are destroyed as well.
Transports fare poorly in combat and should be kept out of it at all costs. Since the loss of a single Transport can also result in the loss of up to 6 other units, they should not go unescorted even in relatively safe areas. For similar reasons, enemy Transports are always targets of opportunity. Submarines are the bane of all Transports.
Destroyer
Move- 3
Damage- 3
Shot Damage- 1
Attack- 2*
Defense- 2
Hold Capacity- NA
Sighting Range- 1
Unsightable- NA
Shore Bombardment- No
Range- NA
Production Time- 24/20
Swift and agile, Destroyers perform a variety of tasks well but none superbly. They are the fastest of all sea units in the game, allowing them to successfully chase or flee other slower ships. Their fast Production Time makes them relatively easy to amass in large numbers.
While they can not shore bombard land units, Destroyers are excellent for chasing down weak or damage enemy ships, escorting Transports, protecting friendly shorelines from incursions from enemy Transports, scouting unexplored terrain and hunting down enemy Submarines.
*- Destroyers have an attack rating of 1 when attacking air units.
Submarine
Move- 2
Damage- 2
Shot Damage- 3
Attack- 2*
Defense- 1
Hold Capacity- NA
Sighting Range- 1
Unsightable- Land and air units
Shore Bombardment- No
Range- NA
Production Time- 24/20
Submarines are the assassins of the seas. Few units can sight them, making it easy to sneak them behind enemy lines. They can kill very effectively but if caught, are easy to destroy. Submarines are the bane of Transports. Submarines are effective in disrupting sea movement behind enemy lines, weakening capital ships, scouting out enemy protected territory and allowing at least some navy when the enemy has gained sea superiority. The best defense for a Submarine is a good offense.
*- Submarines have an attack rating of 1 when attacking air units.
Cruiser
Move- 2
Damage- 8
Shot Damage- 2
Attack- 2*
Defense- 2
Hold Capacity- NA
Sighting Range- 1
Unsightable- NA
Shore Bombardment- Yes
Range- NA
Production Time- 36/30
Cruisers are the easiest and quickest to produce of the capital ships. They fight well and are capable of shore bombardment. Cruisers are excellent for escorting Transports, weakening enemy land defenses and Submarine hunting.
*- Cruisers have an attack rating of 1 when attacking air units.
Battleship
Move- 2
Damage- 12
Shot Damage- 3
Attack- 2*
Defense- 2
Hold Capacity- NA
Sighting Range- 1
Unsightable- NA
Shore Bombardment- Yes
Range- NA
Production Time- 60/50
Battleships are the largest and most powerful of all the units in Empire Deluxe Internet Edition. The large amounts of damage they can take make them durable and very hard to kill. Battleships are best used to gain sea superiority by sinking enemy ships. They also perform well as softeners for a prelude to an invasion by use of their shore bombardment ability. Due to their enormous production times, Battleships are far too valuable to be wasted on simple chores such as shoreline patrol and Transport escort.
*Battleships have an attack rating of 1 when attacking air units.
Carrier
Move- 2
Damage- 8
Shot Damage- 1
Attack- 1
Defense- 2
Hold Capacity- 8 Fighters
Sighting Range- 1
Unsightable- SU
Shore Bombardment- No
Range- NA
Production Time- 48/40
Almost as hard to produce as a Battleship, Carriers are a vital part of any major fleet action in Empire Deluxe Internet Edition. Carriers are as durable as Cruisers but do not have the same innate offensive ability. The strength of a Carrier lies in its ability to transport Fighters to vital areas on the map. As such, a Carrier and it's Fighters are best used as invasion support troops, as a defensive screen for large sea task forces and as a staging area for land based Fighters to extend their range. A Carrier with a few Fighters on it can also make an excellent scout force. Carriers can hold up to 8 Fighters at any one time. Each increment of damage inflicted on a Carrier reduces the number of Fighters it can carry by 1. Any excess Fighters over that amount at the time the damage is taken, are eliminated. Because Fighters may stay in the air for several turns, it is actually possible to base more than 8 Fighters off a single Carrier. This is, however, a difficult juggling feet.
Carriers are difficult to replace and the loss of a Carrier may also mean the loss of up to 8 Fighters. Because of this, Carriers should be protected almost as well as Transports. Carriers function best when fully loaded with Fighters and escorted by other capital ships.
Empire Deluxe Internet Edition uses a total of seven different terrain types on the map. Each terrain type has different rules that apply to it during a game and these rules may vary depending on the current rules being used.
Clear - Clear squares appears as solid green areas. They may only be entered by land or air units. They have no other effect on combat or movement. In the basic and standard games, all land squares are considered clear.
Rough - Rough squares appear as brown areas on the map. Only land and air units may enter rough terrain. They are treated as clear squares in the basic and standard games. In the advanced game, Armor units have their Move reduced to one upon entering rough squares.
River - River squares appear as clear terrain with an irregular blue line running through them. Only land and air units may enter river terrain. Although river squares have water passing through them, they are still land squares and sea units may not enter them. River squares are treated as clear terrain in the basic and standard games. If the advanced rules apply, Armor units have their Move reduced to one upon entering river squares. Land units have their Defense rating doubled when they are defending in a river square against armor units.
Forest - Forest squares appears as irregular bright green areas. Only land and air units may enter forest terrain. They are treated as clear terrain if using the basic or standard rules. In the advanced game, Armor has its Move reduced to one when entering forest squares. Land units that are defending themselves from attack while in forest squares have their Defense rating doubled.
Mountain - Mountain squares appear as irregular areas of gray. Only land and air units may enter mountain terrain. They are treated as clear terrain in the basic and standard rules. In the advanced rules, Armor units may not enter mountain squares although they may attack units in them. Land units defending in mountain squares have their Defense rating doubled.
Water - Water squares appear as blue areas on the map. Only sea or air units may enter water squares. They have no other effect on movement or combat.
Edge - Around the edge of the map is a white, regular border. This represents the edge of the playing board and no units may move on or beyond the edge.
City - City squares appear as areas of irregular rectangles. They are unusual, compared to other terrain, in that they exhibit characteristics of both terrain squares and units. Cities have a Defense rating and Damage rating of 1. They may not attack but may defend themselves when attacked. They may only be captured by land units. Only friendly city squares may be moved into but there is no limit to the number of units that my enter a friendly city square. Eight City Icons representing different production levels (Advanced Game) are used. The levels can be set in the INI file.
Unexplored Terrain - Unexplored terrain appears as solid black squares. It is not truly a terrain type but is used to obscure those squares that the player has no yet explored. Unexplored terrain can be looked at as a set of black tiles covering the map. Each time a player explores that area of the map, these tiles are removed and the true terrain type underneath it is revealed. Each player must explore the map separately. Your opponents' exploration does not benefit you.
"The decision will come from God,
from the God of battles, when He lets fall
from His hand the iron dice of destiny"
--BISMARK
The exact algorithm (computer calculation) for combat results in Empire Deluxe Internet Edition is quite complicated. Below is a rough description of how it works.
Each unit has four attributes, or ratings, that apply to it during combat. These attributes, expressed as numbers, define the units various combat strengths and weaknesses. These ratings are Attack, Defense, Damage, and Shot Damage. Combat can be describe as taking place in a series of invisible mini-turns, or Rounds. These Rounds do not actually exist but are used here to illustrate a point. When combat is initiated, the attacker's (the unit that moved into the other unit and thus started the combat) Attack rating is compared to the defender's (the unit that was moved into to start the combat, i.e., the unit that isn't the attacker) Defense rating. This comparison can be expressed as a ratio of numbers. The ratio, in turn, is an expression of the odds that the attacker will hit the defender during a Round, instead of the defender hitting the attacker. Only one of the two units involved in a combat will score a hit during any given combat Round. When a hit is scored, the unit that is hit takes damage equal to the Shot Damage rating of the scoring unit. This damage is cumulative. When the total damage taken from hits equals or exceeds the Damage rating of that particular unit, that unit is destroyed and removed from the game. The rounds of combat continue until one of the two units has been destroyed. Damage received from a combat remains on that unit until it is repaired.
The exact Attack, Defense, Damage and Shot Damage ratings for each unit may be found under the descriptions of each unit in Appendix II - Unit Descriptions and on Table X following. The effects of terrain on combat ratings can be found under Appendix III - Terrain Description or on Table X following. In addition, one special rule applies to combat in the advanced game. That is, a unit that is crippled has it's Attack rating halved.
Example #1: Armies have an Attack of 2, a Defense of 2, a Damage of 1 and a Shot Damage or 1. Fred decides to use one of his Armies to attack an enemy Army. The ratio of the attacker's Attack rating versus the defenders Defense rating is 2 to 2, or reduced to the lowest whole numbers, 1 to 1. Thus the odds of Fred's Army scoring a hit on the defender before the defender scores a hit on Fred's unit are 1 to 1 or 50%. Since the Shot Damage rating of an Army is the same as the Damage rating, only one hit is required for an Army to destroy another Army. Thus Fred's Army has a 50% chance of destroying the defending Army. Sadly, therefore, the defending Army has a 50% chance of destroying Fred's Army as well.
Example #2: Fred decides to attack a Transport with his Cruiser. Transports have an Attack of 1, a Defense of 1, a Damage of 3 and a Shot Damage of 1. Cruisers have an Attack of 2, a Defense of 2, a Damage of 8 and a Shot Damage of 2. The ratio of Attack to Defense ratings is 2 to 1, or a 66% chance in favor of the attacker scoring a hit first. On the first round (as stated before, rounds do not really exist, you will not see them when playing the game, you will only see the results) Fred's Cruiser scores the hit thus doing 2, its Shot Damage rating, to the Transport. Since the Transport has a Damage rating of 3 it lives on to fight the second round. Any hit on in now, however would destroy it.
On the second round, the Transport beats the odds and scores a hit on the Cruiser. The Cruiser, previously undamaged, now has an accumulated damage total of 1, considerably less than the 8 needed to sink her.
On round three, the Transport again beats the odds and the accumulated damage total on Fred's Cruiser is now 2.
Round four occurs and Fred's Cruiser finally scores another hit on the Transport, bringing the Transport's accumulated damage total to 4. Since this is greater than the Transport's Damage rating of 3, the Transport is sunk. Fred's Cruiser has escaped from the battle with an accumulated damage total of 2.
Example #3: Fred is playing an advanced game of Empire Deluxe Internet Edition. He decides to attack an Armor unit sitting in a forest square, using shore bombardment from a Crippled Battleship. Armor units have a Defense rating of 2. Battleships have an Attack rating of 2. The armor unit is sitting in a forest square, which doubles its Defense to 4. The Battleship is using shore bombardment which cuts the Armor's Defense in half, bringing it back down to 2. The Battleship is Crippled, which cuts its Attack rating in half, reducing it to 1. The Attack to Defense ratio, then, for this combat is 1 to 2. Not very good odds for a Crippled Battleship.
|
TABLE X UNIT CAPABILITIES CHART |
|||||||||
|
Unit |
Move |
Move Range |
Attack |
Defense |
Damage |
Shot Damage |
Sight Range |
Unsightable |
Production Times |
|
Army |
1 |
NA |
2 |
2(c) |
1 |
1 |
1 |
Subs |
6/5 |
|
Infantry |
1 |
NA |
2 |
2(c,h) |
1 |
1 |
1(g) |
Subs |
6/5 |
|
Armor |
2(j) |
NA |
2(l) |
2(c,i) |
2 |
1 |
1(g) |
Subs |
12/10 |
|
Fighter(a) |
5 |
20 |
2 |
2 |
1 |
1 |
1 |
Subs |
12/10 |
|
Fighter(b) |
6 |
18 |
2 |
2 |
1 |
1 |
2 |
Subs |
12/10 |
|
Bomber |
4 |
24 |
2(d) |
2(d) |
1 |
2 |
2 |
Subs |
12/10 |
|
Transport |
2 |
NA |
1(e,l) |
1 |
3 |
1 |
1(g) |
Subs |
30/25 |
|
Destroyer |
3 |
NA |
2(e,l) |
2 |
3 |
1 |
1(g) |
- |
24/20 |
|
Submarine |
2 |
NA |
2(e,l) |
1 |
2 |
3 |
1 |
Land, Air |
24/20 |
|
Cruiser |
2 |
NA |
2(e,f,l) |
2 |
8 |
2 |
1(g) |
- |
36/30 |
|
Battleship |
2 |
NA |
2(e,f,l) |
2 |
12 |
3 |
1(g) |
Subs |
60/50 |
|
Carrier |
2 |
NA |
1(l) |
2 |
8 |
1 |
1(g) |
Subs |
48/40 |
|
Airbase |
0 |
NA |
NA |
1 |
1 |
1 |
1(g) |
Subs |
NA |
|
City |
0 |
NA |
NA |
1 |
1 |
1 |
2(k) |
- |
NA |
Notes:
a) Statistics apply to Fighters when using the standard rules.
b) Statistics apply to Fighters when using the advanced rules.
c) Defense Rating is x1/2 against shore bombardment
d) Defense and Attack Ratings are x1/2 when in combat against Fighters.
e) Advanced rules only -- Attack Rating is x1/2 when attacking air units.
f) This unit may conduct shore bombardment.
g) Advanced rules only -- May sight air units at a range of 2.
h) Advanced rules only -- Defense Rating x2 when in forest, mountain or being attacked by an armor unit when in a river square.
i) Advanced rules only -- Defense Rating x2 when in forest or being attacked by an armor unit when in a river square.
j) Move is reduced to 1 in forest, river and rough terrain.
k) Cities have a sighting range of 1 when using standard rules.
l) Advanced rules only -- Attack Rating x1/2 when crippled.
APPENDIX
V - HOT KEY REFERENCE
IN THE GAME
| File-Save-Game: | [Ctrl + S] |
| Reports-Status Report | [Alt + S] |
| Reports-City Status | [Alt + C] |
| Reports-Unit Listing | [Alt + U] |
| Reports-Waypoints | [Alt + W] |
| Reports-Information | [Alt + I] |
| Reports-Production Map | [Alt + P] |
| Reports-Area Combat Report | [Ctrl + M] |
| Reports-Full Combat Report | [Alt + M] |
| Reports-Area Recon Report | [Ctrl + N] |
| Reports-Full Recon Report | [Alt + N] |
| Orders-Move To | [T] |
| Orders-Move To Waypoint | [Y] |
| Orders Patrol | [P] |
| Orders-Go Home | [H] |
| Orders-Explore | [X] |
| Orders-Escort | [E] |
| Orders-Sentry | [S] |
| Orders-Load Ship | [L] |
| Orders-Unload | [U] |
| Orders-Clear Orders | [Insert] |
| Orders-Skip/Continue | [SPACE] |
| Orders-Disband Unit | [DEL] |
| Commands-Survey Mode | [F6] |
| Commands-Group Mode | [F7] |
| Commands-Paths Mode | [F8] |
| Commands-View | [F9] |
| Commands-Resume | [F10] |
| Commands-Wait | [W] |
| Commands-Get Unit | [G] |
| Commands-Activate | [A] |
| Display-Zoom Map-Zoom Level 1 | [Alt + 1] |
| Display-Zoom Map-Zoom Level 2 | [Alt + 2] |
| Display-Zoom Map-Zoom Level 3 | [Alt + 3] |
| Display-Zoom Map-Zoom Level 4 | [Alt + 4] |
| Display-Zoom Map-Zoom Level 5 | [Alt + 5] |
| Display Center Screen | [C] |
| Display View City Data | [Alt + V] |
| Display-View Waypoints | [Alt + Y] |
| Display- Battle Round Odds Calc | [Alt + B] |
| Display-Prior Msg | [-] |
| Display-Choose Player Colors | [Ctrl-P] |
| Display-Chat Window | [Ctrl-W] |
| Help | [F1] |
Other Keys of Note:
Move to chat box in game window [`] (tilde no shift)
Display the Waypoint Labels [SHIFT + D] (held)
Cursor Movement
Directional Keys correspond to the numeric pad.
When using the keyboard to move the cursor or from-to line, arrow keys and/or number pad may be used. If the shift key is held down at the same time, the cursor will move in steps of five.
IN THE GAME EDITOR
| File-New World | [Ctrl + N] |
| File-Exit Editor | [Ctrl + X] |
| File-Save-Map | [Ctrl + S] |
| File-Load-Map | [Ctrl + L] |
| File-Quit Empire | [Ctrl + Q] |
| Map-Build World (3.11) | [Alt + B] |
| Map-Build World (3.5) | [Alt + N] |
| Map-Build With DLL | [Alt + D] |
| Map-Resize Map | [Alt + R] |
| Map-Make Symmetrical Map | [Alt + M] |
| Map-Cities-Remove and Replace | [Alt + C] |
| Map-Cities-Redesign Cities | [Alt + D] |
| Map-Shakeup Cities | [Alt + K] |
| Map-Clear Cities | [Alt + Z] |
| Map-Clear to Sea | [Alt + S] |
| Map-Clear to Land | [Alt + L] |
| Map-Clear all Units | [Alt + U] |
| Display-Zoom Map-Zoom Level 1 | [Alt + 1] |
| Display-Zoom Map-Zoom Level 2 | [Alt + 2] |
| Display-Zoom Map-Zoom Level 3 | [Alt + 3] |
| Display-Zoom Map-Zoom Level 4 | [Alt + 4] |
| Display-Zoom Map-Zoom Level 5 | [Alt + 5] |
| Display View City Data | [Alt + V] |
| Display-Choose Player Colors | [Ctrl-P] |
| Toggle Small Brush | [-] |
| Toggle Large Brush | [=] |
| Toggle Water | [S] |
| Toggle Clear | [C] |
| Toggle Forest | [F] |
| Toggle River | [R] |
| Toggle Rough | [G] |
| Toggle Mountain | [M] |
| Toggle Neutral City | [Y] |
| Toggle Player City | [Z] |
| Change Player | [P] |
| Toggle Infantry | [I] |
| Toggle Armor | [A] |
| Toggle Fighter | [H] |
| Toggle Bomber | [B] |
| Toggle Submarine | [H] |
| Toggle Destroyer | [D] |
| Toggle Cruiser | [E] |
| Toggle Battleship | [Q] |
| Toggle Carrier | [V] |
| Toggle Transport | [T] |
"Strategy is the most important department
of the art of war, and strategical skill is the highest
and rarest function of military genius."
--GEORGE S. HILLARD
This section of the manual will give some useful tips and strategies for playing Empire Deluxe. These tips are by no means definitive and you will undoubtedly develop many of your own techniques in the course of playing the game.
Certain underlying strategies apply to the playing of all versions of Empire Deluxe. Many of the tips that are presented in this section may also be used in playing the standard and advanced versions of the game.
A successful strategy in playing Empire Deluxe can best be described in three words; Expand, Expand, Expand. There are two basic elements to expansion; exploration and conquest. Your production should always be selected with these elements in mind. Since exploration is not a concern in the basic game, you should concentrate on conquest.
In the beginning of a basic game, you should produce an Army to capture any cities that exist on the same continent as you. Always capture the closest cities first and expand outward from there. If there is another player on the same continent as you, you should produce nothing but Armies until you have wiped him off the continent. If you feel you are going to lose this conflict, produce a Transport as quickly as possible and flee to an uncontested continent.
You should start production on a Transport as soon as possible, usually after you have captured your second or third city. This is so that you may start expanding onto other continents. If your starting continent is not too large, you should have your first Transport done about the same time you are finished conquering that continent. Most of your initial cities should be used to produce Armies to load onto the Transport. Try to stick with your production decisions until the selected unit is produced. Changing a city's production in mid stride is wasteful.
Once you have gotten off your home continent, you should choose carefully how you wish to go about conquering the rest of the map. Continents with many cities on them are always preferable to continents with only a few cities. Continents with no cities are a waist of time. Try to pick uncontested continents to attack first as these will be easier to take and defend. However, should an opponent unwisely leave an easily accessible area unprotected, you should consider it your duty to point out his strategic blunder. Always have the first city you conquer on a multi-city continent produce more Armies to insure conquest of the remaining cities.
Two basic approaches can be used with success in the initial stages of expansion. The first is the "Johnnie Appleseed" approach. In this strategy, your Transports capture one city on each continent they come to and allow the captured city to produce Armies to capture the rest. This strategy works well if your opponents start at a distance from you, as it allows rapid expansion. The draw back is that your continents will not have as much time to consolidate if your opposition becomes aggressive early on.
The second strategy is to drop all of the Armies on a given Transport off at one time and take the continent as quickly a possible. This form of expansion is not quit as quick as the "Johnnie Appleseed" approach, but allows for more rapid consolidation of territory. This strategy is good when your opposition starts the game close to you. Depending on the layout of the map, you may find it useful to use variations on both techniques.
One tricky part to expansion is keeping a proper balance of Armies and Transports. You should always try to have enough Armies available to fill your Transports to their maximum limit of six. You should also be careful not to produce so many Armies that you do not have enough Transports to conduct your conquests efficiently. If forced to choose, it is better to side with the former than the latter.
You should begin producing your fighting navy -- Destroyers, Cruisers and Battleships -- as soon as possible. The capital ships take a long time to produce so the earlier the better. The first player to have capital ships will have free reign of the oceans for as long as the other players don't have any. One nasty trick is to produce a Destroyer very early in the game and use it to hunt down and sink enemy Transports. This tactic can sometimes cripple the opposition during the early portions of the game. It is also nice to have one if your opponent decides to do the same thing.
Once fighting ships appear on the map, Transports should never go unescorted. See all the units on the map are visible it is difficult if not impossible for a Transport to flee from enemy ships and they are very vulnerable in battle. Remember, losing a Transport may also result in the loss of up to six Armies. Enemy Transports should always be your primary naval targets and you can bet they will also be your enemy's as well.
Do not engage the enemy's fighting navy unless you have decisive odds, are protecting your Transport fleet or can do a lot of damage to your opponents Transport fleet. Crippled ships should never be used in battle unless absolutely necessary. Repair your ships as often as possible. You never know when they might be needed and repairing ships is easier than replacing them. Capital ships are very powerful and take a long time to produce. This combination makes them very valuable units in the game. You should never use them in a haphazard manner. Victory will often lie with the side who possess the biggest fighting fleet. If your opponent has amassed a fleet of capital ships you cannot hope to match, you may try building a lot of destroyers. Destroyers can outmaneuver the capital ships and allow you to race past his fighting fleet and sink his Transports. All the capital ships in the world won't do him any good if he can't move his Armies off his continents.
Once you have taken the uncontested continents, you will then have to turn towards the contested ones. Your strategy here will have to change. Taking continents with only a few cities on them will be easier than continents with many cities on them. Likewise they are harder to defend. What took one Transport full of troops to take will now take several, as your oppositions forces will have to be overwhelmed as well as their cities. Using capital ships to shore bombard the enemy continent just prior to and during your invasion can work quite well. Your success rate will be higher than using Armies to do it and repairing ships is usually easier than creating new Armies. Placing a capital ship in a city to attack enemy units can work as long as your opponent does not amass more than two units on the city at one time. Be careful with this tactic, as a ship in a city dies when that city is captured.
When you attack an enemy continent, the cities should be your primary objective. When you take them, you rob your opponent of necessary production and reduce his reinforcements while increasing your own. Always produce Armies on a contested continent until you are assured of victory.
It is important that you amass sufficient forces to take a continent once you decide to invade it. Doing otherwise is usually a waist. There are a few exceptions, however. A single Transport filled with Armies can cause a lot of damage to the opposition if used properly. Attacking an important continent with a small force will make your opponent divert necessary resources to secure the continent or risk losing it. Running an Army loaded Transport into an unprotected enemy city that is producing or repairing a capital ship can do much to curtail that players amassing of a fighting fleet.
A good offensive strategy will win you the game, a good defensive one will keep you from losing. Don't over extend yourself. Try to keep a few Armies on each conquered continent as a reserve. This reserve can be used to retake cities captured by the enemy and can be used as emergency reinforcements for nearby invasions. A good fighting fleet, however, will always be your best defense. Always keep an eye on the enemy fleet. Incoming capital ships and/or Transports often signifies an invasion and enemy Destroyers can often sneak in behind your lines and sink Transports if not watched.
Always try to keep a definable front. Do not let the opposition possess continents behind your lines. Doing so will allow you to concentrate your forces on the front lines and not require you to try to protect every city you own at the same time. If you find that your defensive land forces are being wiped out by enemy shore bombardment, retreat away from the shore. If you cannot, attack the ship before it attacks you. The Army will still probably die, but it will cause more damage in return. Another trick is to use cities to hide units in that are in danger of attack from Destroyers or capital ships. Since these ships cannot attack the city, units in them are invulnerable, but beware the loaded Transport.
Always attack where the enemy is weak and defend where he is strong.
The advent of hidden movement and unexplored terrain in the standard game allows for many new and different strategies. You will now have to concentrate on exploration and scouting, as well as conquest, in order to win the game.
If you start the game from a city that has other cities visible from it you will want to produce an Army immediately. Otherwise, it may be prudent to produce a Fighter first and then start producing Armies. The Fighter will be able to explore your starting continent rapidly and find other continents to invade later, when your Transports come on line. Fighters make the best scouts but Destroyers can also be useful, especially if the continents on that map are far enough apart that Fighters cannot often reach them. Capital ships should never be use to explore unless they have nothing better to do. Although, a Carrier loaded with Fighters can explore a lot of territory rapidly. Since Submarines are hard to spot, they can be very useful in exploring enemy protected territory.
Always try to have a good idea of the layout of an enemy continent before invading it. Invading a continent blind can lead to disaster. Fighters are useful for keeping tabs on enemy troop and fleet movements. Their speed makes them hard to catch and their quick production time makes them less than desirable targets and easy enough to replace.
Hidden movement will allow you to sneak forces into areas that before you would have to muscle into. This allows you to accomplish things with smaller forces than before. It also means you will have to watch out for your opposition doing the same thing. Setting Fighters and Destroyers on patrol can warn you of incursions by enemy fleets and Submarines. Armies patrolling your shoreline can also be very beneficial. Try to keep sufficient forces on the front line to warn of incoming invasions and discourage nuisance attacks. Assemble your strike forces behind the lines. This will allow you the surprise the opposition when you are ready.
Carriers are best used to extend the range of your Fighters. Although they can meet with some success when used to sink enemy Transports, Carriers should not engage in combat Just like with Transports, try to keep your Carriers full. The best place for a Carrier is in the middle of a large surface fleet. Here they can use their Fighters to range out to spot enemy units. Carrier based Fighters can also be used to clear continents of enemy defenders that shore bombardment cannot reach.
Fighters can be used for quick support of invasion forces, although using them too often in this capacity can be expensive.
Submarines can be very useful in the game. They can be used to sneak behind enemy lines and wreak havoc on the enemy Transport fleet. They are useful in softening up enemy capital ships to increase your chance of victory with your own capital ships. If you find the enemy's surface fleet far superior to yours, Submarines may be the only type of fleet you will be able to successfully amass. If a Submarine is in danger of being attacked, attack with it first. Your chance of success will be higher. Conversely, if you are in danger of being attacked by a Submarine, attack it first. Remember, a submarine attacking a Battleship has a one in four chance of sinking it. Only a one in eight chance if the Battleship attacks it.
Destroyers are great at spotting Submarines but not so great at sinking them. Fighters are cheaper and just as effective once the Submarine has been spotted. Cruisers are the best anti-submarine units.
Try to come up with a production strategy early in the game and stick with it. Since cities now gain a production bonus for continued production of a unit, changing a city's production is wasteful. Being too rigid in this can also have its downfalls, however. Produce ships near enough to the front that they can reach it in a relatively short period of time, but not so close that their cities are vulnerable. A city that is on turn 59 of producing a Battleship is just as easy to take as one that is on turn 1. Produce Fighters in your back lines as these can be quickly shuffled up to the front. Use the path command to help facilitate this.
The advanced version of Empire Deluxe adds more complexity to the game. More careful and judicious use of forces and production will be necessary.
Armor adds more versatility to land combat. Armor units are faster and more powerful than Infantry but suffers greatly from terrain. Try to use Armor in clear terrain as much as possible. When using Infantry against Armor use the terrain to your advantage. Try to stay in forests, rivers or mountains. If you are not waging a land battle, land units will always defend best in forests and mountains. Produce Infantry in the initial stages of conquest and expansion, as they can be produced quickly. Use Armor as your staple ground forces. They can fight as well as two Infantry, react faster and only count as one unit for support purposes. Be aware that an Armor unit will be treated as a crippled unit in combat if it has already sustained one point of damage.
Airbases are useful as cheap Carriers and can extend the range of Bombers, as well as, Fighters. Continents without cities can now be useful for air unit staging areas. Placing an Airbase in a non-coastal square on a continent without any cities on it, makes it hard for the enemy to locate and difficult to kill.
Bombers are one of the most powerful new units in the game. They are as effective at killing Armor as they are at killing Infantry. They are effective in softening up capital ships and are especially effective in killing Submarines. Their longer range makes them useful scouts. Hiding units in cities to protect them is dangerous with Bombers about.
Fighters are best used to destroy enemy Bombers. Defending Bombers against Fighters is a difficult feat and will require your own force of Fighters. Their speed makes Fighters useful in patrol duties and keeping tabs on enemy troop and fleet movements. They are also good at exploring small areas in a short amount of time. Fleets protected by Fighter loaded Carriers become more important with Bombers on the prowl.
Careful management of production is a must in the advanced game. Try to arrange your production strategy so that cities with specialization produce what they are specialized in. You will have to watch the effect the number of units you have on the map has on your production times. Long time producing units will suffer more from this than short time ones. You may find it necessary to disband unnecessary units. Disband out of the way land units first since they are difficult to relocate. Remember, an Army takes up just as much support as a Battleship. Build more powerful, long time producing units in favor of short time, less powerful ones. Chose cities that have poor production efficiencies or are in poor positions to stop production at, but remember that it is not the number of units you are producing that counts against support, only the number you have on the map. You may wish to discard the above techniques if you are engaged in a war that is causing a great deal of attrition on your part. Be careful not to produce long term units too near the front. A Bomber can destroy the production of a Battleship as easily as that of an Infantry.
I hope you are enjoying Empire Deluxe Internet Edition. If you enjoy this game, you might enjoy Killer Bee Software's tank game The Perfect General, originally done by Mark Baldwin and Bob Rakosky prior to their work on Empire Deluxe, which is abstract warfare on a tactical scale. Also, you may want to track the progress of what is currently titled: Empire Deluxe Enhanced Edition, which will feature some new units, rules, and more capabilities to change this game in ways you desire. More information about these and possibly other projects can be found at http://killerbeesoftware.com .
Programming by Mark Kinkead
New Artwork by Anthony Affrunti, a.k.a. Wydraz
Original programming by
Mark Lewis Baldwin
Bob Rakosky
Based on Walter Bright’s original game Empire, Wargame of the Century, ©1978-1986
Alpha Testing
Richard Kinkead
Wydraz
Beta Testing
Tobias Kramer
Sven-Erik Borza
Mike Mieling,Cruzan Wallis
David Bott
Steven Woodcock
Randy Rick
Leo TracyMatthew Lee Shelton
Andy Young
Mark Kern
Tim Emmerich
Andrew Peiman
George Parthenis
Shannon Kenner
Anthony John Tsoukalas
Rex and Cynthisa Schekell
Michael Mendelson
Matt Clouser
Richard Bott
Sherryl Mills
Stacey Ramsay
Tony Thomas
Stephen Farias
Mike Kent
Richard Kinkead
Greenlee Brittenum
John Kinkead
Hal Hill
Wydraz
Mark Kinkead
Ken LimDavid Howarth
Thank you to Mr. Baldwin, Mr. Rakosky, and Mr. Bright for their comments, advice, and cooperation.
Mark also wishes to thank his family an friends for their support and guidance through this project.
Mark Kinkead
Mark Kinkead has experienced many careers over his lifetime, from Aerospace Engineering to Kindergarten teacher, from Off-Off Broadway Actor and Singing Waiter to Software Programmer. Throughout all of this weirdness one thing remains constant, his love for strategy computer games and wargames.
He has maintained an Empire Deluxe Scenario Page website since the release of Empire Deluxe in the 90's. Though he finds the computer opponent fun, Mark has always enjoyed playing human opponents, and find the game very different and much more satisfying in head to head play. He participated in many of the PBEM tournaments for Empire Deluxe over the past decade, and even managed to win one of the "Live" tourneys.
After all those years and too much fun, he found he still had the game on his mind, and decided it should be preserved. He approached Mark Baldwin, Bob Rakosky and Walter Bright in the Fall of 2002 to pursue the two games he loved the most, Empire Deluxe and The Perfect General. At that time Killer Bee Software was born. He is very pleased to be bringing both games back to the strategy gaming world. Though under his care they may never have the latest fancy graphics or exciting cinematic cut scenes, he does know they possess something most other 'strategy' games fail to have, and that's everlasting and enjoyable game play.
Walter Bright
by Walter Bright Copyright (c) 2000
Empire draws inspiration from many sources. One is the 1968 classic war movie "Battle of Britain". In it, you'll see a scene of the British staff pouring over a very large table which has a map painted on it. Clerks move counters around on it representing airplanes, ships, etc. Another inspiration is the RISK board game, one I enjoyed playing very much.
The very first Empire game was done in 1971 on a 4*8 sheet of plywood. I laboriously made a grid on it, painted a map, and manufactured playing pieces. The game was a total failure. It was completely impractical, requiring too much data to keep track of, and another person who was willing to sit down for many hours totally dedicated to being my opponent. I shelved the idea.
While in high school, I learned to write simple Basic programs on punched cards. One that interested me was printed in a book of Basic game listings, called Hamurabi. I punched it in, and started to modify it.
Then, off to Caltech. I took my Hamurabi card deck with me. Caltech offered free computer time to students in those days, and I quickly signed up for it. Access was via hardwired terminals in the Jorgenson Lab. I spent many nights playing Nstar and other bad & forgettable early computer games, until one day I just got sick of them. I got the operator to load in my Hamurabi deck, renamed it to King, and spent the next semester learning how to enhance it.
Tiring of King, I remembered that old game I'd invented as a kid. It occurred to me that the computer was the ideal solution to the problems I'd had with it - a computer could handle all the bookkeeping automatically, and if I had the computer be the opponent, there would always be a tireless player ready to play any time I was. The 60 * 100 map came from the largest grid a Decwriter could print on a sheet of paper. I started coding away in Basic. After a while, it became apparent that Empire would never work in Basic, the language just was too limited. I needed to learn FORTRAN,