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Game Manual
There are many aspects of Empire Deluxe Enhanced Edition for you to read about, so let's dive right in!
Manual Chapters:
Foreword
Introduction
Table of Contents
Credits
Game Rules And Concepts
The User Interface and User's Guide
Notes On The Enhanced Unit Set
Notes On The Terrain Set
Notes On Network Play
The Map and Scenario Editor
Watching A Playback Or Computer Only Game
Using The Unit Database Editor
Using The Terrain Database Editor
Notes On AI Opponents
Notes On World Building And Unit Placement
Common Questions
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Foreword
December, 2004
Welcome to the latest version of the Empire Series, Empire Deluxe Enhanced Edition. It has been a
tremendous experience to write this game. I personally do not remember when I became an Empire fan
specifically, but it was at some point with Interstel's release of Empire, Wargame Of The Century that
I became hooked. I can remember countless nights staying up way too late playing the game.
With the advent of Empire Deluxe in 1993, I became even more hooked. To satisfy my thirst for the
infinite supply of maps and scenarios, I started the Empire Deluxe Scenario and Map page on the
Internet, which would run for ten years. I found email play with others a great challenge, and
participated in many of the PBEM and "Live" tourneys that took place over the Internet. When I would
go on business travel around the country, I would meet up with people I had never met, but had played
numerous games with, and we would talk for hours about the most nerdly thing: this wonderful little
computer game.
Like many of you out there, I was a junkie, an addict, and never had desired rehabilitation.
But a few years after the release of Empire Deluxe, the game entered a state of suspended animation,
preserved and kept live by the community that had grown playing it on the Internet. The community
slowly shrank as game companies pursued more lucrative markets or went bankrupt (or both), and by the
new millennium, the Empire Series, games that at one time were rated as the best out there in the gaming
magazines, had slipped into virtual extinction.
When I was eventually cast out onto the streets due to the corporate scandals of Enron, I found myself
with the desire to work for myself, and work on something I love. I became very interested in acquiring
the rights to Empire Deluxe and the Perfect General. In December 2002, with the copyrights in hand, I
let the world know that Empire Deluxe was coming back, and, Killer Bee Software was born.
I loved Empire Deluxe, and had played it for so long, I wanted to make sure that the classic game would
be preserved. So I restored the original Empire Deluxe source code and released Empire Deluxe
Internet Edition in 2003. But, I have always remembered countless conversations with friends and the
Empire Deluxe community about "wouldn't it be neat if..." situations, and I knew Empire Deluxe needed
more. After a dozen years, it needed to grow...to evolve.
And that is where we find the latest game in the Empire Series. With Empire Deluxe Enhanced
Edition, the game now has the capability to grow. Not just because some new units have been added to
the game, or a few new rules, but because the players now have some freedom to stretch and adjust the
Empire Deluxe Enhanced Edition Game Manual
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game in ways they had only thought about before. It is a very exciting time, and this is a very exciting
game.
Please take some time to review the manual, and learn the interface. There are many ways to do the
same thing, and you might find one way more to your liking than another. Also, if you are a fellow
junkie already, there will be some re-learning required. But soon I suspect you will find some of the new
aspects of the game as second nature as you have for the past decade...or two...or three.
Please read the credits to see all of those who helped make this possible. And thank you for your
purchase and support of this wonderful game.
--Mark
"The Art of War does not determine who is right... only who is left."
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Introduction
The Empire Series has a 30 year history. If you have purchased the game and previous history is any
indicator, this game is likely to outlast the machine you placed it on.
PLEASE MAKE SURE YOU SAVE YOUR LICENSE KEY...DO NOT JUST LEAVE IT ON
YOUR HARD DRIVE!
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Table Of Contents
Game Manual
Forward
Introduction
Table Of Contents
Credits
Combat By Movement
Combat By Range Fire
Combat By Defensive (Ranged) Fire
Combat By Detonation
Combat Modifiers
Crippled Units and Repair
Dug-In Units
Combat / Production / Neutral Handicaps
Unit Combat Effectiveness and Experience
Game Exploration Modes
Units and Spotting
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Unit Production
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List Of Actions
Miscellaneous Action Topics
Loading and Unloading
The Difference Between Orders and Actions
Forced Overflight
Group Actions
Unit Actions
Orders Overview
The Unit's Command Queue And The Current Order
Giving A Unit Orders
Available Unit Orders List
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Network Play
Terrain Tab
Weather Tab
Unit Tree Tab
Unit Tab
The Other Tab
The Production and Construction Tabs
The Orders Tab (a.k.a. Commands Tab)
The Actions Tab
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Common Questions
Questions Overview
Empire Deluxe Internet Edition Related
Common Unit Questions
Orders and Actions
Unit Editing Questions
Game Setup Questions
User Interface Questions
Unit Attributes
Land Units
Infantry
Armor
Light Artillery
Heavy Artillery
Anti Aircraft
Truck
Airbase
Engineer
Flag
The General
Fort
Supply Unit
Sea Units
Transport
Destroyer
Aircraft Carrier
Cruiser
Battleship
Submarine Units
Surfaced Submarine
Submerged Submarine
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Deep Submarine
Surface Units
Patrol Boat
Sea Bees
Port
Oil Facility
City
Air Units
Fighter
Bomber
Air Transport
Helicopter
Orbital Units
Scout Satellite
Armed Satellite
Missiles
Short Range Missile
Long Range Missile
Short Range Nuclear Missile
Long Range Nuclear Missile
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Notes On AI Opponents
Common Questions
Questions Overview
Empire Deluxe Internet Edition Related
Common Unit Questions
Orders and Actions
Unit Editing Questions
Game Setup Questions
User Interface Questions
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Credits
Killer Bee Software Presents
Mark Kinkead
killerbeesoftware.com
Artwork By
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"Empire Deluxe Enhanced Edition", (C) 2004, Mark Kinkead, Killer Bee Software
Version 4.0
"Empire Deluxe Internet Edition", (C) 2003, Mark Kinkead, Killer Bee Software
Version 3.5
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Play Testers
Steven Woodcock
Anthony Affrunti
Matthew Shelton
Tom Candela
David Munson
Mike Kent
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Beta Testers
Andrew Peiman
Andy Young
A. John Tsoukalas
Cruzan Wallis
George Parthesis
Pete Valdon
Andrew Platfoot (Known to all as "A")
Jon MacDonald
Antrine Kasalar
William Bird
Randy Hintz
Mark Harmer
Eric Wilson
Steven Goodenough
Skip Franklin
Philip Billington
Kevin Glaubitz
Eric "Whiney Wright" Scantlebury
Paul Archibald
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Jeff Hollifield
Jim Mahar
Reggie Skupny
David Sinn
Jason Klopf
Paul Boggs
Michael Santo
Neil Wyllie
Greg Cagle
Robert Neugebauer
Special Thanks To
Mark Baldwin
Bob Rakosky
Extra Thanks To
The Beta Group For Their Tenacity And Love Of The Game
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World Levels
Roads
Unit Combat
Combat By Movement
Combat By Range Fire
Combat By Defensive (Ranged) Fire
Combat By Detonation
Combat Modifiers
Dug-In Units
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Unit Production
Unit Construction
Wasteland
Mines
Unit Gifting
Treaties
Weather
City Selection
Combat Mechanics
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The Manual
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Orbital Units - These units can be found protecting from high above the map in orbit. More
details on this group are located here.
Air Units - These units 'fly' through the air, ignoring the normal terrain effects of the ground
below.
Ground Units - These units are based on the surface of the planet. The ground class has three
sub classes associated with it. These are:
Surface Units - units that can travel both on some sea and land squares
Sub-Surface Units - Also known as sub-ground units, units of this type travel deep below the
ground level.
Units also have a Unit Type , which defines the aspects of the unit. Examples of unit types are Bomber,
City, Armor and Sea Bees. These types are defined in a Unit Database, which had been constructed
before the game began. It is possible to edit the unit database for variations on game play.
City Types - City type units are at the core of Empire. These are the coveted prizes of the game.
Producers - Producer units are units that can produce other units.
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World Levels
The game has four "World Levels" which units can pass through. These levels are stacked on top of each
other. It is possible to have a unit in each level of a square at one time.
The level of a unit affects its ability to be seen and engaged in combat.
The levels are
Orbital Level - This is the plane high above the battlefield. Units at this level cannot do battle
with units at any other level. The one exception to this is if a unit is in Re-Entry, that unit may be
vulnerable ranged fire from ground units.
Air/Overflight Level - This is the level for flying machines. Units at this level can engage units
in both the Air level and the Ground level.
Ground Level - This is the level where non-flying units exist. Units at this level can engage units
in the Air, Ground, and Sub-Ground levels.
Sub-Ground Level - This is the level deep under the ocean. Units at this level can engage units
in the Ground and Sub-ground levels.
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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.
Air units have a limited number of squares they may go before they must land to refuel. This limited
number of squares is referred to as "Range". Refueling is accomplished by entering the same square as a
friendly unit that can transport them. Missiles also have range, but cannot refuel. Units that move their
full range without refueling, crash and burn.
Units with Range that are not being carried by a friendly unit will expend movement points every turn,
regardless of whether or not they have moved. The exception to this is ground based units and units that
have landed.
Units that have no movement points will not be able to move on their own, and can only be moved by
being transported by an appropriate unit.
A player will be warned that a fighter is about to move beyond its 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.
Some units are not able to enter certain types of squares. Land units may only move into land squares.
Sea units may only move into water squares. No unit can enter an edge square. A unit may not be able to
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. The following are some of the common cases a unit may enter a square occupied by a friendly
unit:
The moving unit is either able to load or be loaded by the unit already in the square.
The unit is an air unit and there is only one other air or ground unit in that square
The unit is an orbital unit and there is not a unit at the orbital level in that square
The unit is a sub-surface unit, and there is not another sub-surface unit in the square, and the
ground level units in the square allow sub-surface units underneath them.
Both units are ground units and the square has a road in it.
Individual terrain types have a cost for ground and sub-ground units to enter. Air and Orbital units will
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experience a one movement point cost regardless of the terrain, though there are some impassible terrain
types for certain air units (Helicopters cannot enter Peak squares, for example). The lowest cost to enter
a square should always be 1 movement point.
Roads
The purpose of roads in the game is to offer increased mobility in the theater of operations. Roads allow
units to negate the effects of terrain, and even make some previously impassible terrain passable.
Note that roads do not increase the speed of a unit. They increase a unit's mobility. A unit on a road will
not have increased speed. However, the terrain cost for entering the square with the road is now only 1.
If a unit is on a road on an otherwise impassible square, that unit can only exit via the road network.
Roads also allow ground units to pass over each other. Up to two ground units may be in a square where
there is a road.
Roads negate the movement effects of Rain.
Engineers, Sea Bees, Cities, and Oil Facilities can build roads. The amount of time required to build a
road depends on the underlying terrain and the unit itself.
Some units are capable of destroying roads. These units will never fail to destroy the road, but will
always experience a cost of one movement point to perform that action. Range fire attacks directed at
the open ground may also destroy roads, though there is a chance the attack will fail.
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An Orbital Unit that has not been launched should display the message "AWAITING LAUNCH
SEQUENCE".
Unit Changing/Morphing
Some unit types are capable of "changing" or "morphing" into new unit types. For example, an Infantry
unit can turn itself into an Airbase. A unit must not have moved that turn in order for it to morph.
A unit cannot both move and change during the same turn. A unit that changes may not move for the
remainder of the turn.
The name of the unit may change when the unit changes. This all depends on the unit's specifications.
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If a unit is being carried, it can also be said that that unit is being hosted. Some units are only able to
perform a particular action while hosted.
A Host Unit will have a Portage Capacity. This specifies the amount of cargo the unit can carry. This
value can be "Unlimited".
Each hosted unit will have a Portage Value. This is the amount of space the unit takes up. A host unit
sums up its hosted units' Portage costs. This value can never exceed its Portage value. In other words, it
cannot fill up beyond capacity.
When being hosted, some units will have limited capabilities. They may not be able to move, scan or
conduct range fire. This depends on the unit type of both the host and the hosted.
Loading is the process where a unit becomes hosted by another unit. In this case, the hosted unit will
have to expend movement points to be loaded. In some cases, the unit can become hosted by moving
onto the host unit. (Sometimes this is not allowed depending on the unit - Example - one unit cannot be
walking onto a flying air unit).
Loading can also occur when two units share a common host, a load command is issued to one, and the
other unit will become hosted by that unit. This has no movement cost. For example, a Truck and an
Infantry are both hosted by a city. The Truck issues the Load Command, and the Infantry will load onto
the Truck at no cost.
Unloading occurs in a similar fashion as loading. In one situation, the hosted unit can exit the host,
costing movement points to enter the adjacent square. This may not always be allowed, depending on
the unit types (Example - An Infantry cannot walk off an Air Transport).
Unloading can also occur when the host unit is hosted. It may be possible for the host unit to issue an
unload command, and the hosted unit can exit the on host, causing the two units to share a host.
(Example: A Transport in a City can unload an Infantry...They now share the same host - The City).
This has no movement cost.
Dropping is different from unloading. The entire action occurs in the same square. A unit that is hosted
may only be dropped when its host is a ground or air unit, the host is not itself hosted, and there is no
other ground unit in the square. (Example: A Heavy Artillery in a Truck can be dropped in the open, or
an Infantry in an Air Transport can be dropped on an open square). In a drop, the host unit does not
experience any movement cost, but the dropped unit is not able to move the remainder of the turn.
Picking Up is different from loading. The entire action occurs in the same square. The unit picking up
must be a ground unit, and must be above the unit to be picked up. The unit to be picked up must not
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have previously moved that turn. If picked up, the picked up unit cannot move again for the turn. The
host does not experience a movement cost.
Unit Combat
Combat is the meat of conquest and thus a very important part of the game. The exact mechanics of
combat are quiet complicated. If you wish to know more about them, read Combat Mechanics.
There are four ways to engage the enemy in combat. These are
Combat By Movement
Combat By Detonation
Combat By Movement
Combat by movement is quite 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 foregone conclusion, but instead are determined
randomly using a calculation of odds. But like chess, someone's piece will be removed from the game as
a result.
Be aware that the unit's World Level does play a part in whether or not a unit can engage another unit in
combat.
There are several different types of combat that can occur, depending on the type of units involved and
the terrain in the defender's square. These types are
Kill Combat
The attacker, if victorious, will enter the square. The defender is destroyed, along with all of the
units it carried. If there is a unit at both the air level and the ground level, it will only engage the
air level unit and not enter the square.
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Capture Combat
The attacker, if victorious, will capture the defending unit. The attacking unit will be lost, also
called "Consumed", or it may change into another unit. (Example - Armor that captures a city
without any loss of hit points will be consumed, but leave an Infantry Unit in the captured city).
Note that some units within a captured unit may be destroyed or captured as well.
Bombard Combat
The attacker expends movement, but does not enter the square. The enemy unit is either captured
or killed.
Bombing Combat
This attack is used when trying to disrupt a city's production or kill a unit inside the city. The
attacker expends movement, but does not enter the square. If a unit inside the city is hit, it is
destroyed. If the defending city is hit, it will have to restart its production. Some units can also
cause damage to the city's production efficiency when a city's production is hit.
Siege Combat
Siege combat is generally conducted against Forts. With this attack, the attacker must first fight
each unit inside the fort until they are all destroyed. Then the attacker engages the fort itself for
either a capture or kill. Some units get a defensive bonus for fighting inside of a Fort.
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not see the combat results (or even know if the unit was still there to be hit).
Ranged fire from ground based ranged fire units like Light Artillery or Cruisers may also be conducted
against roads and mines.
The unit did not move or fire during the previous active turn
The target of the defensive fire is performing a movement action within the range of the firing
unit.
When defensive fire occurs, the firing unit will automatically engage the target unit. The firing unit will
not be able to conduct defensive fire again in that turn. It will, however, be able to fire again during its
regular turn.
Combat By Detonation
Missiles do not directly engage the enemy as much as they explode their ordinance in the square they
occupy. This is called detonation attack. For the detonation attack to occur, the missile must be in the
same square as the target, having re-entered from the Orbital Level.
The player will invoke the "Detonate" action, and the unit will explode. A detonation is not a sure thing,
and the unit may still miss its target. A successful nuclear detonation will destroy all units at the Overflight and Ground levels, and possibly leave Wasteland behind.
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Combat Modifiers
The outcome of combat can be influenced by various conditions met by either the attacker or defender.
Some of these conditions are
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Dug-In Units
Some ground unit types have the capability to "Dig-In". When dug-in, the unit will not be able to move,
but if attacked, will defend better than it would otherwise. It takes a turn for a unit to either "dig-in" or
"dig-out".
To dig in, a unit must not move for an entire turn. To dig out, the unit must wait one turn.
Some units in siege situations will receive a dig-in bonus just for being hosted by unit being attacked.
Combat Handicap - Adjusting this will directly influence the probability of success for a combat
round.
Production Handicap - Adjusting this will directly influence the time it takes to produce units or
increase production efficiency of a city when it is not producing anything.
Neutral Handicap - This is a combat handicap that is applied towards combat with neutral cities
and units.
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Fresh
Rested
Ready
Used
Tired
Exhausted
After each successful combat, a unit gains a little bit of experience. If a unit gains enough experience, it
improves in its ability to be effective.
The experience levels for units are (highest to lowest):
Hardened
Proven
Green
All new units start with the experience level of "Green". At this level, the maximum unit effectiveness
available will be "ready". For "Proven" units, it will be "Rested", and for "Hardened" units, it will be
"Fresh".
Be aware that in combat, only the difference in effectiveness is considered. Experience does not directly
play a factor. So for example, two "Exhausted" units will fight with no advantages/penalties, even if one
is "Proven" and the other "Green". And a Used Green unit will have some advantages against a 'Tired
Hardened' unit.
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Unit Production
Cities are able to produce new units. The production of a unit takes time measured by game turns. A city
can never instantly produce a unit. It must always take at least one turn.
Cities that continue to produce the same type of unit may gain a production benefit to represent that they
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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. This bonus only lasts as long as the city
continues to produce that unit consecutively.
Several factors can impact a citiy's ability to produce. These include the city's production efficiency and
its unit specialization, the player's production handicap, use of supply units, and the resource drain.
Unit Specialization
Some cities may have a production 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 game has a Production Efficiency rating. 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% and up, 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:
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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
etc.
etc.
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supporting, repairing and supplying those that already exist. To simulate this effect, the number of units
a player may have on the board before his production of new units is affected is limited. 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 affect production capability when the
ratio of units to cities roughly exceeds 2 to 1.
So, having a large force can cause a drain on your future ability to produce units. This is termed the
"Resource Drain". The result of the resource drain is increased production time for a producer.
Whether or not you will experience a resource drain is determined at the beginning of your turn, before
any units are produced or constructed in that turn.
The barometer to gauge whether or not you are about to experience a resource drain is called the "Units
Before Resource Drain Value" or "Drain Value". Its value is the number of units that can be produced
before the resource drain begins to take effect. If the number is negative, on the next turn all of your
cities will experience production penalties when they begin to produce a unit unless it is adjusted.
The resource drain does not affect construction times.
Adjusting the Resource Drain Value
There are numerous ways to adjust your Units Before Resource Drain Value. These are:
Switch cities In Production To No Production - cities in no production mode are able to better
apply themselves to reducing the resource drain, regardless of production efficiency.
Capture more Cities - the more cities, the more units you can build without experiencing the
resource drain.
Reduce your number of units - either through combat, gifting or disbanding...If you reduce
your total number of units, you will positively affect your Drain Value. Be aware that the drain
value represents the likelihood of the Resource Drain coming into effect for the following turn.
So it is possible that through your normal combat operation your number of units will drop to an
acceptable level.
Exploiting Resources - Oil Facilities that exploit resources will behave as a city with no
production.
Applying Supply Units To Adjust The Drain Value - every supply unit applied to the resource
drain will act as a city in no production. Be aware that this is a stopgap measure, for the supply
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Enter into a beneficial Supply Treaty with another player - You will also be able to adjust
your drain value through supply treaties with other players. Be aware that this can be a doubleedged sword, and can adversely affect your Drain Value if your treaty partner is needy.
Unit Construction
Engineers and Sea Bees are able to construct units. Construction is similar in production in that it takes a
certain amount of time to construct a unit.
However, unit construction is a bit simpler than unit production. There is no efficiency, drain, or
capability of other units to influence construction.
When a unit is constructed, the constructing unit is elevated to the over-flight level on top of the
constructed unit, or if possible, it becomes hosted by the constructed unit. If neither situation is possible,
the constructed unit is lost.
Wasteland
Wasteland is the result of the use of Nuclear weapons. It makes a square impassible for ground and subground units for the remainder of the game.
Air units and Orbital Units are not affected by wasteland.
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Mines
Mines can be laid and removed by Engineers and Sea Bees. Mines essentially fight as an infantry unit on
clear terrain. Laying Mines and Clearing them takes time.
When a ground unit encounters a mine, combat begins immediately. If the unit wins the combat, the
mine is destroyed. If the unit loses, the unit is destroyed and the mine loses a charge. Mines begin with
two charges. When all of the charges for a mine are gone, that mine is removed from play.
Although they are placed by a player during a game, mines have no allegiances. Therefore, they do not
"spot" for anyone, and they will damage any ground level unit that enters the mine's location..
Just because a mine is destroyed, does not mean it will disappear from the map. A player must be able to
confirm visually that a mine does not exist with units that can spot mines before its symbol is removed
from the map.
Unit Gifting
Players may be allowed to give units to another player. The gifting process is not instant, but takes a turn
to complete. The units gifted are lost to the giving player, regardless of whether or not his gift is
accepted.
When a unit is given to a player, it becomes neutral, and remains that way until it is the receiving
player's turn. At that time, the receiving player will be notified that he has pending gifts, and he may
accept them or reject them. If rejected, the unit remains neutral.
If accepted, the receiving player immediately owns the unit. It will have whatever movement points and
capabilities it had when it was given. (A unit that was given with zero movement left will still have zero
movement when received).
Units that are gifted will automatically bring their transported units with them. Gifting cannot be
initiated with a unit if it has a host (is being transported).
Gifts cannot be made early in PBM games until the rapid turn sequencing is completed.
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Treaties
Treaties are considered agreements between two parties. Except for stack treaties and teams, treaties do
not prevent combat from taking place between the parties.
Note: The "StandardAI" and "ScriptedAI" computer players do not use or consider accepting treaties.
With the exception of teams, having a treaty with a player that has the same type of treaty with another
player does not mean you have a treaty with the other party. Treaties are only honored between players
that have explicitly set them up.
Treaty Types
Sight - If your partner spots a unit, you will see it to. You will not see sightings received by him
from another player via a treaty. Only the ones his units specifically see.
Reveal - Your partner's unit position are revealed to you. You cannot see what his units are
transporting.
Explore - All map squares visible to your partner are visible to you. As your partner discovers
more terrain, so shall you.
Supply - Your production excess/deficit is combined with your partners, and you both share the
result. If you have multiple supply partners, your excess/deficit is equally divided before the
results are calculated.
Stack - Your units can pass over your partner's on a road without combat. You can never carry
your opponents units.
Teams - Teams are unique from the other treaties, in that if you are a team member with player
A, and he is a team member with player B, you are also a team member with player B. However,
if your team treaty is broken with A, it is also broken with B.
Players on a team will combine their individual scores, and enjoy the benefits of all of the other
treaties.
Making A Treaty
One player initiates a treaty during his active turn. On the other player's active turn, a treaty proposal is
presented to him. He has his entire turn to consider the treaty. If he accepts it, at the end of his turn the
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treaty becomes active. If he rejects it or ignores it, the treaty will not become active and play continues
normally.
Treaties cannot be formed early in PBM games until the rapid turn sequencing is completed.
Weather
Weather can throw a wrench in the cogs of any general's plans. Weather affects both movement and
sighting, but a sharp eye can help reduce the risk of fighting in unfriendly weather by studying the
forecast, and observing weather system movements.
There are several types of weather, and there are two play styles available.
Weather Types
There are six types of weather:
Clouds - Air units in clouds cannot see or be seen. Orbital units also cannot see ground units in
cloudy squares.
Rain - Rain behaves as clouds for spotting purposes. Rain adds 1 to the movement cost of the
ground or air unit entering the square. This makes most terrain impassible to infantry, except on
roads, where rain movement effects are negated.
Storms - Storms behave as clouds for spotting purposes. Movement in storm squares for surface
and air units is not possible.
Solar Flares - Orbital units in a square with solar flares cannot see or be seen. Solar flares do not
affect movement.
Weather Styles
There are two styles of weather play, these are:
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Global Weather - The weather for the turn will affect every square on the map. So when the
current weather is rain, it will be as if there is rain in every square. The forecast is predetermined
for approximately 30 turns out, so you should not be caught unprepared.
System Weather - The weather for an individual square depends on the state of roaming weather
systems throughout the map. The forecast for only the following turn for that square is available,
and it is based on probabilities, not certainties. Weather systems do move, but will only move at a
speed of one square per turn. The systems can change direction each turn. They also can expand
and contract from turn to turn.
City Selection
Some starting conditions allow for players to select their cities at start up. In this case, all cities are
visible, and each player gets to choose which ones he will begin with.
Annihilation Games
In these games, a player can win or lose when other players lose all their units or capabilities. These are
Annihilation Victory - This is the classic last man standing situation. If you have no opponents
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left, you win. But every enemy unit must be destroyed, even those that cannot take cities.
No "City Kill" Capability - A player is considered defeated when he has no more units that can
capture cities, and no more units that can change into or produce/construct units that can capture
cities.
Annihilation Loss - The player loses if all of his units are destroyed. Without this condition,
players could remain in the game, with hopes they will be given more units by another player.
Control Games
In these types of games, the player must control a certain number of cities for a specified number of
turns to win. These are
Controlled Cities - This condition will declare a winning player when he or his team control a
certain percentage of cities for a certain number of turns.
Important Cities - Cities marked with a Silver Star are considered important, and if a player
achieves a specified percentage of these for a specified number of turns, he will win.
Average Production Efficiency - The player tries to achieve a specified Average Production
Efficiency.
Total Production Efficiency Games - The player tries to achieve a specified cumulative
production efficiency.
Unit Damage Strength - The player achieves a specified cumulative damage strength total.
Reduced Average Production Efficiency - A player will lose if he fails to sustain a certain
average production efficiency level.
Capital Games
These are games or game styles that require a capital. A yellow star demotes a player's capital. If a
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player's capital is captured, it is not a capital for the other player. If a player recaptures his capital, it
becomes a capital again.
Neutral Gambit - Neutral Gambit is a game style where a player loads a map that has some
neutral capitals on it. When the game begins, his first city will be one of those neutral capitals.
Capital Kill - A player will lose if his capital is captured.
Capital Bombing - A player will lose if his capital production efficiency drops below a certain
amount for a specified period of time.
Regicide Defeat - The specified unit, typically The General, must remain in play. If all of that
unit type have been destroyed, the player will lose. The units start in the player's capital.
Capture The Flag - A Flag Unit is in the game, and both sides try to capture it and take it back
to their capital to score points. The flag appears at pre-defined spawn points after it is
successfully returned to a capital, or after it is killed.
Resignation - In this situation, all of your units will become neutral and you will no longer be in
control of them.
Abdication - In this situation, you have decided to allow the computer player to play the game
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for you.
Combat Mechanics
The exact algorithm (computer calculation) for combat results in the game is quite involved. Below is a
rough description of how it works.
For combat, a unit type has one "Combat Type" against an opponent. These can be one of the types
briefly described below:
Cannot Attack - The attacker unit type cannot engage the defender's type in combat.
Kill - The attacker unit type will move kill the defender type if it can move into the square
Capture - The attacker unit type will capture the defender's type.
Kill Or Bombard - The attacker unit type will first try to move kill, or bombard the defender.
Bombard Kill - The attacker unit type can bombard the defender to kill it.
Kill Or Bombard (Land) - The attacker unit type will first try to move kill, or bombard the
defender if the defender is landed.
Bombard Capture - The attacker unit type can bombard the defender to capture it.
Siege Kill - The attacker unit type will engage the unit in siege combat to kill it.
Siege Capture - The attacker unit type will engage the unit in siege combat to capture it.
Siege Bombard Kill- The attacker unit type will engage the unit in siege combat via
bombardment to kill it.
Range Kill - The attacker unit type will conduct range fire at the defender to kill it.
Range Kill Landed - The attacker unit type will conduct range fire at the defender if it is landed
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to kill it.
Range Bomb - The attacker unit type will conduct range fire at the defender to bomb it.
Range Siege Kill - The attacker unit type will conduct range fire in a siege combat attack at the
defender to ultimately kill it.
The attacker unit type has a combat probability associated with each attack. This will be referred to as
the "base probability".
Both units have the following attributes that are used as well:
A damage value, representing the number of hits damage it does every time it hits the other unit
A hit point (or strength) value, representing the strength of the unit
Combat can be described 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) base probability is modified in various ways
by terrain combat modifiers, if applicable, and various other combat conditions, such as the combat
handicap for each player, dig-in status of the defender, and the crippled status of the attacker. This yields
an "adjusted probability".
The adjusted probability will be at least 1% and never greater than 99%. There are no absolutes in
combat in the game. The adjusted probability 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 Damage Value 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.
For range combat, the attacker's hit points are always considered to be 1, so the combat will end when
the unit 'misses'. Range Fire combat cannot damage the attacker.
The game and Unit Database Editor both have a "Battle Odds Calculator", which can be used to
calculate the adjusted probability of combat between unit types.
Here are a couple of examples, showing how the "mini-rounds" function and how damage is applied.
The term "roll" is used to describe the actual random number generation to be applied to that round.
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situation, the Cruiser is assumed to have 1 hit point. The Cruiser's Range Fire Damage is 1.
In round one, the roll is a 31, scoring a hit for the Cruiser, and reducing the Armor unit from 2 to 1.
In round two, the roll is a 39, scoring a hit for the Armor, ending the combat. The Cruiser is not
damaged.
"The power of flight has but one equal in battle: surprise. Understanding how to
use both is the key to victory."
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Game Rules
The Manual
Rules And Concepts
Enhanced Database Units
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Quick Links:
The Manual
Game Play Interface
Game Rules and Concepts
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Note that AI Dll's have to be installed via the AI Registry, and World Building DLLs must be manually
placed in the game's root directory.
Unit and Terrain Databases must also be installed manually.
Setup New Game - This will enable you to prepare to run a new game.
Load Saved Game - This will enable you to load a previously saved game.
Recent Games - This is a list of the past four games that have either been loaded or saved (not
including auto-saves).
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Remote Connect - This will enable you to connect to another person's game on a network or via
the Internet.
Map/Scenario Editor - Allows you to invoke the Map/Scenario Editor to edit/create maps and
scenarios..
Unit Databases - Allows you to invoke the Unit Database Editor to edit/create unit sets for the
game.
Terrain Databases - Allows you to invoke the Terrain Database Editor to edit/create terrain sets
for the game.
AI Registry - Allows you to manage the computer opponents you have installed.
Save Window State - This will set the current window position and size as the default when
starting the program.
Basic Display Settings - This will enable you to edit some of the basic display features in the
game. Details.
Intro Music - This allows you to play or turn off the opening music.
Mute Sound - This turns off all sounds.
Key Bind Settings - This allows you to set the default hotkey settings. Details.
Game Auto Saving - This explores the default settings for auto-saving games. Details.
Game Hosting - This explores the defaults settings for network hosting a game. Details.
Remote Play - This explores the default settings for playing a network game remotely.
PBEM Play - This explores the default settings for playing a game via email. Details.
Game Viewer Preferences - This sets the user preferences when observing recorded or active
games where you are not a local player. These are a subset of the Player Preferences options.
Edit Color Palette - This enables you to both set up the default colors used for the various player
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positions in the game, as well as build sets to apply to particular games. Details
Preferences - This will allow you to set the preferences for a particular commander. You will be
prompted to choose his Empire Player File. Details.
Statistics - This will allow you to view some statistics for a particular commander. You will be
prompted to choose his Empire Player File. Details.
New Player Preferences - This will allow you to set the preferences for newly invented
commanders.
Set Default Remote Player - This will allow you to choose a specific commander to be your
default choice in Remote Network Play. You will be prompted to choose his Empire Player File.
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The first level, Zoom Level 1, is a special setting that needs to be carefully considered before being set.
This level also represents the "base size" as to which the icons are loaded before they are adjusted to the
various levels. The icons distributed with the game are always 32x32, but some custom player unit sets
may have a larger scale to insert more detail into the images. Please see the release notes of the
individual unit set to determine the optimum scale setting for that set.
Pixel Value (Related but not in this dialog)
The Pixel value is the scale value at which the terrain will be represented as a color rather than an icon
image when the zoom level icon length is at or lower than this value. This is useful for viewing maps on
a large scale. The pixel colors for each terrain are predefined in the Terrain database you are using. This
is set on a per user basis. See the Player Preferences Dialog for more details on how to set it.
Background Color
This is the color used for the background when a map is not taking up the entire map viewing area. Click
on the square to change with the color chooser.
Neutral Primary /Neutral Secondary
These are the primary and secondary neutral player color settings. Click on the square to change with the
color chooser.
Color Chooser
The color chooser enables you to set a color.
The current color is represented in the box to the left. The Red, Green, Blue values can all be set by
entering the numeric value in the appropriate box (range: 0-255).
Clicking on the spin box for each RGB value will increment/decrement the value by one. SHIFT-Click
by 5, CONTROL-Click by 10.
You may also set the color by selecting a quick pick color from the combo box.
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When in a game, the key value set will be displayed next to a menu items command.
You may have more than one key setting for each command.
Add A Key Setting:
Select the key setting from the current key settings display.
Then select the appropriate key from the keys combo box.
If you desire the use or combination of the Alternate, Control, or Shift Keys, select those from the
list.
Press the "Change Key Setting" button.
Select the key setting from the current key settings display.
Press the "Delete Key Setting" button.
Auto-Save Defaults
The Auto Save Default Settings allow you to preset if, and how, you will take advantage of auto save
during game play.
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Game Hosting
These preferences will be used as the default whenever the player is setting up a network game.
Server Port
This is the port number to be used for the server to accept calls.
GPwd - Game Password
This is the "Game Password" to be used to control players wanting to enter your server.
# To Allow
This is the default value for the number of people to allow to enter your server at one time.
Server Chat Name
This is the chat name that will appear as you chat while setting up your server.
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PBEM Play
Use MAPI to send games
If this option is selected, the game will automatically prepare a version of the saved game for you to
send to your opponents. You intervention will still be required, as you enter the player's address and
enter any missive you wish before sending it.
For PBM Play Details, see PBM Play.
Player Preferences
The Player Preferences enables you to set various toggles and settings that will be used in game for a
player.
Menu Options
The menu options are described as they are used in the Game Play Interface Chapter.
Toggles
Sounds
Queue Default Sort
Queue Rules
Processing Pauses
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In Game Play
If you desire to change the color scheme of the players in the game, you will be able to select from a predefined color file, and those positions will be changed to the specified colors. They will not affect the
colors stored on the server in any way, and must be re-loaded every time you play the game.
Using The Player Color Organizer
The player color organizer displays up to six positions at once, in numeric order. Moving the scroll bar
will scroll through the various positions.
The primary and secondary colors for each position can be set by clicking on the color and editing it
with the color chooser.
Below the primary and secondary color boxes are three buttons. These are:
1. Select - pressing this makes that position the "Selected Position".
2. Switch - pressing this will switch positions with the selected position.
3. = Sel - pressing this will set that position to the colors of the selected position.
Insert Button
The insert button is used to add a color. It will add the color at the selected position.
Delete Button
This will delete the selected color.
Store Button
The store button will use the colors in the game as the defaults, but these will not be saved for your next
game play session.
Save As Defaults
This button will use the colors in the game as the defaults, and save them for your next game play
session.
Load File
Here you can load a previously defined color file.
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Save File
Here you can save these settings to a file for future reference.
Player Statistics
A few vital statistics are saved for each player. These are:
Name /Rank - The player's current rank within his defined branch of military service.
Navy
Army
Ensign
2nd Lieutenant
Lieutenant (j.g.)
1st Lieutenant
Lieutenant
Captain
Lieutenant Commander
Major
Commander
Lieutenant Colonel
Captain
Colonel
Brigadier General
Major General
Vice Admiral
Lieutenant General
Admiral
General
Fleet Admiral
Games Won - The games that you have played that ended with you as the winner.
Games Lost - The games you have lost.
Game Drawn - The games that you have drawn.
Games Started - The number of games you have started.
Games Completed - The number of games you have completed.
Human Opponents - The number of human opponents you have faced.
Computer Opponents - The number of computer opponents you have faced.
Cities Controlled - The number of cities you have controlled in your career.
Cities Conquered - The number of cities you have conquered.
Cities Lost - The number of cities you have lost in your career.
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The Manual
Game Rules and Concepts
City Selection Dialog
Buy Points Dialog
Unit Placement Dialog
Auto Production Dialog
First Turn Production Dialog
Order Points Dialog
Unit Group Orders
Unit Processing, Queue and Control
Unit Actions
Report Dialogs
Battle Odds Calculator
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The Menu options - enabling you to find more data and perform a variety of game commands.
The Status Bar - which gives you current information on the focus of the game from your perspective.
The Information Window - The window that can be hidden, displayed and detached to give you information about the
current square and currently selected unit.
The Map Viewing Area - This is where the action is.
The Map Window Scroll Bars - which appear when needed to help you navigate around the map.
The Chat Window - which appears when needed, to enable you to chat with online opponents and manage online games.
Auto Save - Settings for making a saved game automatically with the Empire Saved Game file extension (*.esg).
There are two options to auto save, by turn or by number. These both save at the end of a turn. Both options can
be enabled, but by turn takes precedence. The difference is where the saved game files are stored and how they
are named.
Files stored by turn are placed in the <game dir>\Data\Games\esg\AutoSaveByTurn\asave_turn_XX.esg where
XX is the turn number of the saved game.
Files Stored by number are placed in the <game dir>\Data\Games\esg\AutoSaveNormal\asave_XX.esg where
XX is the file number. The maximum file number can be defined in the Commander's preferences.
Save Map - This will allow you to save the map as an Empire Map File (*.emp). If you are in a game with more
than one human player, this operation will not be allowed.
Save Scenario - This will allow you to save the map and the current unit positions as a scenario. If you are in a
game with more than one human player, this operation will not be allowed.
Save Game - This will allow you to save the current game.
Intel - These options allow you to gather more information about the game underway.
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Battle Odds - This will call up the Battle Odds Calculator, which will enable you to do combat analysis.
Full/Area Recon Report - Displays the Recon Report, which is a playback display showing enemy unit
movement from the previous turn. A Full report will display enemies moving on the entire map. An area Report
will only display those that moved on the current visible map.
Full/Area Combat Report - Displays the Combat Report, which is a playback display showing all enemy
engagements during your last non-active period. A Full report will display battles on the entire map. An area
Report will only display those battles that occurred on the current visible map.
Unit/City-Type/Producers/Constructor/Enemy Report -These Reports allow you to investigate and give
commands to units in the field.
Decisions - These are game changing decisions that you as commander must consider. These are:
Resign - You will lose the game and all of your units will become Neutral.
Abdicate - You will lose the game, and all of your units will be given to a new computer commander.
Turn Production - This will call up the Turn Production Dialog, giving you more information about what
units were produced and constructed this turn. Right clicking on the dialog will give you some display options.
End Game - The game will end immediately in a Draw. This option will only succeed if you are the only human
in the game.
Game Summary - This will display the Game Summary Dialog, which will show the rules settings for the
current game.
Status Messages - This will display the "important" status messages that were displayed on the Status Bar.
Order Points - This will call up information on the Order Points currently in the game, and allow you to edit
them.
Toggles - these are the various display toggles allowed in the game. They are:
Weather - If using Weather Systems, the weather icons will be displayed at their locations on the map.
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City Names - All City-Type Units will have their names displayed, if available.
Prod Data - All producing units will have their current production displayed.
Prod Eff - All producing units will have their production efficiency displayed.
Cur. Unit Orders - The orders of the current selected unit will be displayed on the map.
All Unit Orders - The orders of all owned units n the map will be displayed.
Map Tool Tips - A map tool tip showing more information about the square the mouse is over will be
displayed.
Order Points - squares with Order Points will be represented on the map.
Production Rep. - This will set the Turn Production Report to be displayed every turn when there has
been a unit produced or constructed.
Sighting Hide Value - This sets the 'age' in turns at which old sighting of non-city-type units will
disappear from the map.
Zoom - there are the various zoom levels in the game. There are six levels available. They can only be set in the
main menu, outside of a game.
Center Cursor - the currently selected square will be centered on the screen.
Next Status Message/Previous Status Message - These will scroll through the list of status messages that were
previously displayed in the Status Bar.
View Score - This will display the Score Dialog, showing the current score of the game, if applicable.
Sounds - These are the toggles to turn off/on the various sounds used in the game.
Win/Lose/Draw Music - Music played when you win, lose or draw or get a promotion.
Prompt Music - Music played when the start turn prompt is up.
New Sighting Sound - plays when you see a new unit sighting.
Error Sounds - sounds that play when something does not work as intended.
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Save Orders Sound - sound that plays indicating you need to save an order in the Information Window.
Connect Sounds - sounds that have to do with connecting and disconnecting in network games.
Control - These are commands which help control the manipulation of your units.
Quick Order Points - This option enables Quick Order Points Mode.
Show Steps To Loc - This option enables Show Steps To Location Mode.
Break - Stops units from automatically being processes. See Unit Processing.
Queue - sets various Unit Queue operations and conditions. See the Unit Processing, Queue and Control for
more details.
Queue Sorting - Instantly sorts the unit queue, based on the selected sorting method.
Queue Default Sort - Selects the default sorting method to be used each turn.
Queue Rules - Defines the rules for how units do or do not get into the queue. Ignore means it will not be
in the queue every time the queue is built. Units may meet multiple conditions. If one condition is not
ignored, the unit is placed in the queue. These are:
Ignore "Ignored Types" - unit types that are marked as "ignore" in the database (example,
Airbase), will not be added to the queue.
Ignore Saw Enemy - units that saw an enemy will not be added to the queue.
Ignore Saw Enemy (No Mv) - units that cannot move and saw an enemy will not be added to the
queue.
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Ignore Next To Enemy - units that are in transport and next to an enemy will not be placed in the
queue.
Ignore Producers - producing type units are not added to the queue.
Ignore Construction - units constructing a unit are not added to the queue.
Ignore Road Building - units building a road are not added to the queue.
Ignore Mine Operations - units mining, or clearing mines will not be added to the queue.
Ignore Dug In Units - units that are dug in are not added to the queue.
Ignore Exploiting Units - units exploiting resources are not added to the queue.
Ignore Skip Turn Units - units with skip orders will not be added to the queue.
Ignore Resting Units - Units that are resting will not be added to the queue.
Processing Pauses - These are conditions that may cause a general pause in game play, so that you can reflect on
what to do next.
Prod. Report Stop - Prompt at the beginning of the turn if there is a Production Report available.
End Warning - will check various end of turn condition to see if an end of turn prompt is needed.
Prompt If Recon Report - Prompt at the beginning of the turn if there is a Recon Report available.
Prompt If Combat Report - Prompt at the beginning of the turn if there is a Combat Report available.
End Turn - This will try to immediately put an end to your turn.
From Others - These options allow you to review pending gifts and treaties from other players.
Save Window State - This will set the current window position and size as the default when starting the program.
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Edit Player Color Palette - This allows you to set the Player Color Palette.
Use Store Colors In Game - This will use the colors you "Stored" for the Player Color Palette in the game.
Save User Prefs. - The current settings will be saved under the current commander's name.
Help - When you need more information. This manual can be retrieved.
The Status Bar displays information regarding the current state of the game, as well as offers some control for map scrolling.
The components noted are:
Information Message This is general information about the currently selected unit or square, or information about action on the map.
These messages can be scrolled back by using the + and - numeric pad keys. There is also a menu option to
display the important status messages that were recorded under Display - Status Messages.
When a unit is selected, information about its current state is displayed here. You should be able to see the
following information:
Unit Type.
Unit Name.
Unit Hits (if starting hit points are greater than one).
Exh - Exhausted
Trd - Tired
Usd - Used
Rdy - Ready
Res - Rested
Fr - Fresh
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If a unit is at the extent of its range, it will indicate this with a SHORT ON FUEL message.
If the unit is an orbital unit that has not been launched, it will indicate this with an AWAITING LAUNCH
SEQUENCE message.
Weather Indicator This indicates the current weather conditions for the current square.
Turn Indicator This shows the secondary color of the current active player, and displays the current turn number. If you place
the mouse cursor over the turn indicator, a tool tip will reveal the current active player's name.
Mouse Scroll Direction Toggle This button indicates which way the map will scroll if you use the mouse scroll wheel (pictured is North South). Clicking on this button alternates the direction form North-South and West To East. Clicking down on
the mouse scroll wheel will also make this change.
Individual Orders
Group Selection
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Individual Orders:
As you can see, various actions will be displayed. To perform an action, select it form the menu.
Transported Orders:
Units carrying other units will give you further options to manipulate the transported unit:
The action selected under the "Transported Action" menu option will apply to all of the units carried by the active unit.
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Group Selection
A group selection mode can be invoked through either the Control Menu or a hot key. When using the keyboard, the group box
can be repositioned by using the keyboard group reset key, or with the mouse via a click and a drag.
Once the box has been defined, invoking the group mode command again will call up the Group Dialog, where you can further
manipulate and study the units in that area. The ESCAPE key will cancel the group mode.
Also, while in group selection mode, you make invoke any of the Group Commands and it will be enacted on all of the units
within the specified region. Please note that this includes cities. You must call up the Group Dialog to filter out the units you
don't want to act upon.
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Order Points can be created and edited by selecting the location where the orders are to be executed. Then, open the Terrain
Tab of the Information Window, to edit or create the order point.
The interface is very similar to that of the Orders Tab. In addition to an orders queue, the unit types and levels to determine
what units execute the orders must be specified. Also, the Order Point may be named to distinguish itself from others at that
location.
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Reports Dialogs
During the game, a player can review his units and the enemy units in several generated reports. He can also use the unit
listings in these reports to manipulate the units.
Types Of Reports
There are several different types of reports available. These are:
City Report - A view of all the city type units in the game.
Producer Report - A view of all the units that can produce in the game (for the Enhanced Unit Set, this is the same as
the City Type report).
Constructors Report - A view of all the units that can construct other units in the game.
In each report there can be several rows of data. Each row represents an individual unit or sighting.
If you select a row, you can Right Click on it to call up a list of available actions on that unit.
The columns of the table can be sorted by clicking on the column headers.
The column data for the various repots are:
Unit Report
Location - the X and Y coordinates on the map where the unit is located.
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Location - the X and Y coordinates on the map where the unit is located.
Producers Report
Location - the X and Y coordinates on the map where the unit is located.
Constructors Report
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Location - the X and Y coordinates on the map where the unit is located.
Enemy Report
Location - the X and Y coordinates on the map where the unit is located.
You can move between the report types by making a selection at the bottom of the dialog.
On the right, you can filter out specific unit types by clearing the check box next to the type code.
Type combo - Pick the attacker's unit type from the list.
Attack Type - Select the unit's attack type.
Handicap - Enter the attacking player's handicap.
Readiness - Enter the unit's readiness level.
Crippled Unit - If the unit is crippled, check this box.
Use Neutral Handicap - If the defender is going to be a neutral unit, set the attacking player's Neutral Handicap.
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Type combo - Pick the defender's unit type from the list.
Handicap - Enter the defending player's handicap.
Terrain - Enter the terrain of the square the defender is in.
Readiness - Enter the unit's readiness level.
Level - Enter the unit's World Level .
Unit is dug in - Check this box if the defender is dug in.
Unit is Landed - Check this box if the unit is landed.
The percentage appearing at the bottom is the adjusted probability for the combat mini-rounds.
To see some odds if the combat were played out several times, click on the Battle Calc button.
Recorded Games
If properly set up in the Game Setup, a game can be recorded. Once the game has ended, it can be saved as a Final Saved
Game, and then reloaded and played at anytime in the future.
Start/Stop - here you control whether or not the game is running, and how fast it can run.
Pause Game - This will pause the current game. If it is a real time play of a computer only game, the game will
not progress.
Resume Game - This will allow the game to continue.
Resume Front Q Only - With built in delays for displaying battles and such, the computer players are usually
able to move faster that what can be displayed, especially early in the game. A buffer catches the messages and
hold them till they can be displayed. Using this command will start play again, but only until that buffer is
cleared. In replay games, only this buffer has events from the game, so it is the same as restarting the playback.
Empire Deluxe Enhanced Edition Game Manual
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Run Blind...- This option allows the game to run a little faster because it will not have to display all of the
action. You can also adjust data relating to the front queue here. It calls up a dialog with several options. These
are:
Blind Till Turn - Turn on which the game will no longer run "Blind".
Total Msg In Queue - This gives a count of how many messages are backed up in the Front Queue.
Queue Time (ms) - This is the time in milliseconds that it will pull data from the Front Queue.
# Events Processed - This is the number of messages that are pulled off of the Front Queue and sent to
the viewer every time the queue is checked.
Lock View - This will hold the current display view coordinates while you watch the game progress.
Change Perspective - This allows you to see the game from a different players point of view. If you select the
"Maintain this view as the game progresses" option, you will never switch sides during play.
End Game - This ends the game. The front buffer will flush out upon this command.
For Playbacks:
"Union may be strength, but it is merely blind brute strength unless wisely directed."
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The Manual
The Game Play Interface
Weather (Concepts)
Gifts (Concepts)
Treaties (Concepts)
Unit Orders
Unit Actions
Attaching/Detaching/Showing/Hiding
Being able to view the map is important, so the Information Window can be hidden or detached from its position to the right
of the map. It can also be resized when attached by moving the mouse cursor to the left side of the Information Window.
Empire Deluxe Enhanced Edition Game Manual
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When hidden, the tabs of the Information Window will still be displayed. The Information Window can be recalled by either
clicking on the Tabs, or by pressing the appropriate key.
With the exception of altering the stacking tree, (which is instant), these changes will require a Save Instruction from you to
commit the new data. The Save Button will flash whenever there have been changes applied that need to be changed.
These actions and events, either invoke dialogs or send data without the requirement of pressing the Save Button.
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The Square Location tells the coordinates of the current selected square.
The Terrain Category is the name of the terrain in that square, as defined from the Terrain Database.
The Additional Information lists the existence of Roads, Resources, known Mines and Wasteland.
The Category Description for the specified terrain category is displayed.
The Player Notes is a free text area that a player can type in. It can only be displayed in the Information Window. If you enter
data, it must be preserved by pressing the flashing Save Button.
The Order Points List and the Order Point Edit Functions enable you to create, edit and delete Order Points.
Empire Deluxe Enhanced Edition Game Manual
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If System Weather is set in the setup rules, this will be the information regarding the weather in the current square.
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Units are displayed depending on their level and stacking order. Orbital Units will be at the top of the list, Sub-Ground Units
at the bottom.
Each unit will have its name, hosted units, and annotation description adjacent to it. The annotation symbols are defined in the
Unit Tab section.
For stacking, Units may be dragged and dropped within their respective hosts. No unit can be dragged and dropped from one
level to another (i.e. you cannot drag a unit on the ground to the Over-flight level). Stacking changes are immediate, no saving
required.
Selecting a unit in the tree will make that unit the currently selected unit on the map.
For unit manipulation, select a unit in the tree, then right-click on it to get a menu of Actions the unit can perform.
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If you are the owner of the unit, you will be able to change the unit name. This change must be Saved before it is permanent.
Annotation Symbols - these represent text symbols showing different special states of the unit. These symbols are:
(_) - Unit is in the sub level.
(O) - Unit is in the orbital level.
(^) - Unit is in the over-flight level.
(R) - Unit is in re-entry.
(*) - Unit is a capital.
(+) - Unit is important.
(L) - Unit has landed.
(D) - Unit is dug in.
Combat Effectiveness will be displayed as <effectiveness level>(<experience level>)
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The currently selected unit will be displayed. If you are the owner of the unit, you will be able to change the unit name. This
change must be Saved before it is permanent.
The Your Data Section
The RD value describes your current the units available before resource drain. The number in the parenthesis, if any,
represents the adjustment that has come from supply treaties.
The score is the player or his team's current score in the game, if the game has scoring.
Other Players Data Section
In the Other Players List, you may select one of the other players in the player selection combo box, and the current treaties
with that player will be displayed.
Gifting - pressing the Give Unit Button will "Give" the currently selected unit to the currently selected player. See gifting in
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The Unit Name and Production Efficiency are displayed for the currently selected unit.
Select a unit type to produce or construct from the list of available types provided. The current type being produced/
constructed will be highlighted.
Turn Comp - shows the turns it will take to complete this type.
In Prod/Const - number of producers/constructors currently working on that unit type.
For production, the Number to build can also be specified. You may also check the Unlimited check box for producing
forever. This box is not available for construction.
To save your changes to a unit's production or construction, make sure you press the flashing "Save" button at the bottom of
the Information window.
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The Unit's Command Queue is a very useful and powerful feature of Empire Deluxe Enhanced Edition, and the Commands
Tab gives you full access to manipulating and editing the selected Unit's Command Queue.
The Orders Tab will allow you to view and edit the select unit's Unit Command Queue. The Command Queue is the ordered
list for orders for that unit. In the order listing, the order that is printed in red is the current order for that unit.
If a user edits the Unit's Command Queue, the changes must be saved to take effect.
This tab is essentially made up of two areas:
The Command Queue Area - Where the list of orders are displayed
The Available Orders Area - Where Orders can be created and edited.
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A copy of the Constructed Order will be placed in the Unit's Command Queue in front of the Selected Order.
Replace Selected
A copy of the Constructed Order will replace the Selected Order. This is useful for orders you do not wish to clear, but
only change amounts, like production orders. In such an instance, the progress already made in the unit's current
production would not be lost.
A copy of the Constructed Order will be placed in the Unit's Command Queue after the Selected Order.
Push Selected Up
Delete Selected
The Selected Order will be moved one step down in the queue.
Clear
This button will clear the Command Queue of all orders.
Copy
This button will copy the Selected Order into the Available Orders Area, for further editing.
Current
This button will set the Selected Order as the Current Order.
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Load
This button will prompt you to load an orders file, which will then replace the entire unit Command Queue with the
loaded orders.
Save
This button will prompt you to save the current Unit Command Queue to a file.
The available orders area is where you can construct orders to add to a unit's command queue. The combo box of possible
orders for this unit will always be listed, and there may possibly be other input controls visible for data required from you
depending on the order selected.
Remember, a constructed order will not be used by a unit until it has been entered into the Command Queue and those
orders have been saved.
Depending on the order chosen from the possible orders list, different data may be required to make the constructed order. The
orders fall into several categories:
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Some orders, such as Sentry, do not require further information to be constructed. In such cases, the order is ready to be added
to the Command Queue.
Orders Requiring Path Construction
Location List - You will need to build a list of ordered Locations representing the path. After selecting a location on this list
you can use the Delete Selected buttons below to Remove your selection.
There is also another button, Clear All Locations, enabling you to clear the entire list.
You will be able to enter the values of X and Y for the location by hand if you choose. When the Add To List button is
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Some orders, such as Load (Details) and Unload (Details), require information regarding what should be loaded.
The Load Manifest List shows the unit types and the specified quantity for that type that the unit will attempt to Load/Unload.
You can select a type to manipulate from the Type Selection List. You must enter the Unit Quantity, or specify Unlimited by
checking the "U" check box next to the Quantity.
To add this type to the list, click on the Add Button ("+"). To remove a selected type from the list, click on the Remove
Button ("-").
The Wait Time is the time in turns the transport will wait to Load/Unload. Enter the time or check the unlimited box.
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Some orders, such as Maintain Position With Unit, require you to specify a unit. You may select a unit form the Unit Finder
List, or press the Select button and then click on a unit on the map.
Orders Requiring A Direction
The Move (Directional) Order requires a specified direction. The Force Over-flight Indicator can also be checked when
desired. The middle button will instruct the unit to 'burn' a movement point.
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Some orders, such as Skip Turns, will require that you specify a number.
Orders Requiring A Unit and A Path
Some orders, such as Patrol, require that you specify a unit and a path.
Location List - You will need to build a list of ordered Locations representing the path. After selecting a location on this list
you can use the Delete Selected buttons below to Remove your selection.
There is also another button, Clear All Locations, enabling you to clear the entire list.
Empire Deluxe Enhanced Edition Game Manual
You will be able to enter the values of X and Y for the location by hand if you choose. When the Add To Queue button is
pressed, it will be added to the bottom of the list.
There is also a Select Locations From The Map Option. When this button is pushed in, you can single click on the map to
put a location into the X and Y values, or double click to add the location to your list. A single right click will remove the
last location from the list.
To specify the Unit, select a unit from the Unit Listing.
The Actions Tab allows the current selected unit to attempt to perform an Action in the game. Be aware that such an attempt
will clear any orders it currently has in its command queue.
Some actions will not always be available, depending on the type and state of the unit.
The available Actions on this tab are:
Movement :
Move in a Direction.
The middle button ("-") will spend one movement point without changing location.
The "of" check box is to specify Forced Over-flight.
First Row:
Clear Orders
Continue
Wait
Ignore
Second Row:
Sentry
Wake
Suspend
Disband
Third Row:
Go Home
Explore
Dig In/Out
Sleep
Rest And Repair
Fourth Row:
Drop
Load (Instant)
Load Till Full
Load (Instant, No-Default)
Load Till Full (No-Default)
Fifth Row:
Pick Up
Unload (Pre Move)
Unload (Post Move)
Unload Till Empty
Sixth Row:
Range Fire
Morph/Change To
Mine Operations
Exploit
Detonate
Seventh Row:
Eighth Row:
Production Menu
Construction Menu
Production Supply
Drain Supply
Orders Overview
The Unit's Command Queue And The Current Order
Giving A Unit Orders
Available Unit Orders List
The Manual
Unit Actions
The Difference Between Orders and Actions
The Orders Tab
Orders Overview
Orders are very important in a game of Empire Deluxe Enhanced Edition, for they allow your units to
move, fight and win the game.
Previous versions of Empire Deluxe allowed a unit to only take one order at a time. Empire Deluxe
Enhanced allows for a unit to have a "Command Queue", giving it an ordered list of Orders to follow.
With this additional capability, comes additional complexity in the interface. Setting up a series of
commands for a unit is not simple, and setting up such as series of orders takes more time that just one
click or button press. Actions help mitigate this complexity a great deal. Also, the user has the ability to
save Command Queues for use in other games.
These are apparently orders for a convoy type mission. The unit as been instructed to move to a location
(4, 36), then unload all of its units, then move to another location, (12, 31), a load units till it is full.
Finally, the unit is instructed to repeat these orders.
The Unit's Command Queue also has the concept of the Current Order, which is the order the unit is
going to work on when it is processed again. In the image above, the current unit order is represented in
red.
Manipulating the Command Queue of a unit is not recommended for every unit and for every turn.
Rather, it should be used only in those situations where it is necessary to instruct a unit to do a little
extra and a little more.
there are no more units in the queue (and there is not Repeat Orders in the queue), the Unit's Command
Queue will be cleared of all orders.
Some orders can only be executed when a unit is under certain conditions, or of a certain type. The
former cannot be controlled by the Unit' Command Queue, and so it is possible to set up order
combinations that will fail upon execution.
Lists of orders can easily be saved and reloaded through the button options supplied in the Orders Tab of
the Information Window, or the Order Point Editing Dialog. Obviously, when reusing a list such as the
one shown above, in a new game under different conditions, some data in the list will need to be
adjusted, (such as the specifics to the location in this particular example).
Order
Description
Move To
Mv To Unit Pos -
Move (Directional)
Explore
Go Home
Producing
Building
Prod. Eff To -
Unload All
(Instant)
Pick up
Rest/Repair(Full)
Rest/Repair
Sentry
Sleep
Skipping to turn - The unit will do nothing until the specified turn.
Skip turns -
Range Fire
Build A Road
Destroy A Road
Dive
Rise
Launch Unit
Re-Enter
Take Off
The unit will take off from its host, or from the
ground level.
Land
Exploit Resources
Supply Producer The unit will aid the production of its host.
Supply Resource The unit will increase the number of units
Drain
available before drain.
Maintain Pos
With Unit -
Escort Unit -
Repair Host
Lay Mines At
Locations
Detonate
Change
Repeat Orders
Unit Actions
List Of Actions
Miscellaneous Action Topics
Loading and Unloading
The Difference Between Orders and Actions
Forced Overflight
Group Actions
Unit Actions
Actions are essentially single command orders that a unit can follow. They are accessible through the
Actions Tab of the Information Window, hot keys, or via a right menu click on the Map Window and
many dialogs listing units.
Note that invoking an action on a unit with orders in its Command Queue will result in the
clearing of that unit's Command Queue. See The Difference Between Orders and Actions for more
details.
List Of Actions
The following is a list of the actions available to units, and their descriptions:
Clear Orders
This action removes all the orders from a unit's order queue.
Key Command.
Continue
This action tries to begin the Active Unit Queue Processing, starting with the currently selected unit.
Key Command.
Ignore Action
The unit will be ignored for the rest of the turn.
Key Command.
Wait
The unit is moved to the back of the Active Unit Processing Queue to be reviewed again later in the turn.
Key Command.
Sentry
The unit will be placed in Sentry mode, meaning it will not ask for further orders until it sees an enemy
or you command it directly.
Key Command.
Wake Action
Wake is used on a unit or a group of units that are either currently under the sleep or sentry command. It
Empire Deluxe Enhanced Edition Game Manual
removes (not advances) the current sentry/sleep order from the command queue. This way, you can
build up a unit's command queue with actions, but not start these actions off until you tell the unit to
wake.
Key Command.
Suspend Unit
The unit retains its orders, but a Sentry order is inserted before them and it is removed from the Active
Unit Processing Queue. Suspend is used by taking the current order, inserting sentry before it, and then
setting the sentry order as the current order. Move To orders that are current when suspend may be
altered, as the previously passed locations on a unit's movement path are removed.
Key Command.
Disband
This action removes the unit form play. It will be destroyed and can never be used again.
Key Command.
Directional Movement
This action instructs a unit to make one step in a specified direction. The unit may also be instructed to
use Forced Over-flight when moving.
Key Commands.
Home
The unit will do its best to find the nearest unit that can carry it.
Key Command.
Explore
The unit will automatically go exploring each turn.
Key Command.
Empire Deluxe Enhanced Edition Game Manual
Dig In/Out
The unit will Dig In or Dig Out, depending on whether or not it is already dug in. A unit must not have
moved previously that turn to perform this action, and will not be able to perform any other actions until
next turn.
Key Command.
Sleep
The unit will behave as if it was on Sentry. Unlike Sentry, it will not try to enter the Active Unit Queue
if it spots an enemy unit.
Key Command.
Load (Instant)
This unit will try to load units around it, but will not wait until it is full before asking for more orders.
If it is inside of a host (for example, a city), it will try to load all the units marked as default
loads for that unit in the unit database.
If it is outside of a host, it will try to load the units around it marked as default loads for that unit
in the unit database, including 'stealing' available units form other hosts.
In both cases, it uses the Default Load Attribute of the Transporting Unit to determine what should be
loaded.
See Loading and Unloading for more details.
Key Command.
If it is inside of a host (for example, a city), it will try to load all the units NOT marked as
default loads for that unit in the unit database.
If it is outside of a host, it will try to load the units around it NOT marked as default loads for
that unit in the unit database, including 'stealing' available units form other hosts.
In both cases, it uses the Default Load Attribute of the Transporting Unit to determine what should be
loaded (in this case, at those that are not the default).
See Loading and Unloading for more details.
Key Command.
If it is inside of a host (for example, a city), it will try to load all the units marked as default
loads for that unit in the unit database.
If it is outside of a host, it will try to load the units around it marked as default loads for that
unit in the unit database, including 'stealing' available units form other hosts.
In both cases, it uses the Default Load Attribute of the Transporting Unit to determine what should be
loaded.
See Loading and Unloading for more details.
Key Command.
If it is inside of a host (for example, a city), it will try to load all the units NOT marked as
default loads for that unit in the unit database.
If it is outside of a host, it will try to load the units around it NOT marked as default loads for
that unit in the unit database, including 'stealing' available units form other hosts.
In both cases, it uses the Default Load Attribute of the Transporting Unit to determine what should be
loaded (in this case, at those that are not the default).
See Loading and Unloading for more details.
Key Command.
Drop
Drop can be invoked on either a transported unit, or a transporting unit. In either case, if the transporting
unit is itself being transported, the action will fail.
If drop is invoked in a transporting unit with multiple units in its cargo manifest, it will randomly choose
a unit to drop.
When a unit is dropped, the dropped unit is placed at the ground level, and the transporting unit is placed
at the air level. Therefore, if a unit attempts a drop while another unit shares the square in either level,
the drop command will fail.
Dropped units will Wake upon being dropped, but cannot move further that turn. Dropping has no
movement cost for the transporting unit.
See Loading and Unloading for more details.
Key Command.
Pick Up
Pick Up is invoked when a ground transporting unit is stacked on top of another ground unit that it can
transport. The unit will be loaded onto the transporting unit.
See Loading and Unloading for more details.
Key Command
Range Fire
This action applies only to units with Range Fire Capability. Upon invoking this action, the commander
will then be prompted to select the location of the range fire.
Units that have already moved cannot perform range fire actions.
Key Command.
Lay/Clear Mines
This action applies to units that have either mine laying or mine clearing capabilities. If a mine is in its
current square, the unit will attempt to clear it if applicable. If there is not mine in the current square, it
will try to create one.
Key Command.
Exploit Resources
This action will order the unit to exploit the resources in the current square for purposes of supporting
the Resource Drain.
Key Command.
Detonate
This action will cause the unit to detonate in the current square. Detonation does not imply an automatic
hit on the other units in the square. Combat odds still must be resolved.
Key Command.
Production Supply
This action orders the unit to supply its host's production. Once this command is executed, the unit is
consumed.
Key Command.
Drain Supply
This action orders the unit to supply the Resource Drain in the next turn. Once this command is
executed, the unit is consumed.
Key Command.
Morph/Change
This action instructs the unit to change into a different unit type. (Example, Infantry to Airbase). The
unit will be renamed upon execution of this action.
Key Command.
Take Off
This action will instruct an air unit to take off from a hosted or landed position on the ground. This has a
movement cost associated with it.
Key Command.
Land
This action will instruct an air unit to land on the ground or into a ground based host unit. This has a
movement cost associated with it.
Key Command.
Build Road
This action will order the unit to build a road in the current square.
Key Command.
Destroy Road
This action will order the unit to destroy the road in the current square. This has a movement cost
associated with it.
Key Command.
Launch
This action will launch an orbital unit into the orbital plane. The orbital unit must be launched from an
appropriate host (example, cities launch missiles).
Key Command.
Re-enter
This action allows a unit in the orbital level to "Re-Enter" the atmosphere. This is usually used for
missiles preparing to attack a target.
Key Command.
Unit - Rise
This action instructs a unit to move from the Sub-Ground level to the Ground level. It is possible for the
unit to change types at this time. The unit must not have moved, and will not be able to move further this
turn.
Key Command.
Unit Dive
This action instructs a unit to move from the Ground level to the Sub-Ground level. It is possible for the
unit to change types at this time. The unit must not have moved, and will not be able to move further this
turn.
Key Command.
Repair Host
This is the capability of a unit to repair its host. (Example, and Engineer inside a Fortress).
Key Command.
Center Q Action
This action will sort the Active Unit Processing Queue starting with the closest unit to the current active
unit's location.
Key Command.
Tree Tab
This action will cause the Unit Tree Tab in the Information Window to become visible.
Key Command.
Loading and Unloading have different contexts and different intentions depending on where the units are
and what you are trying to load. For that reason, the game has some concepts regarding loading and
unloading that need to be taken into account when performing these actions. These are:
Actions are often times supplied as a convenience for the user, and most are bound to a hot key or menu.
But the user must take care and be aware of the ramifications of using an action.
Due to the client server nature of the game, there may be some lag time between the request for an
action and its execution. This will be very apparent in network games. The user needs to be careful as to
how quickly he presses the keys to invoke unit actions. Also, the user must take care in using the in
game chat features, for it is possible to mistakenly think one is chatting and the hot key commands for
the unit actions are what is really being invoked.
Forced Overflight
There will be times when you desire an air unit to fly over a unit that it would otherwise land on. In this
situation, you would want to instruct the unit to "Force Over-flight", and fly above the unit in question.
When using the directional Move To orders with the keyboard, this can be achieved by following the
key instructions here.
Group Actions
Several Actions can be invoked on either group of units selected and then filtered from a rectangular
region on the map, or by invoking a group transport command on the units currently being transported
by the current selected unit (through the Right-Click menu for the unit or hotkeys).
The group actions will be applied to units carried by the selected unit. Units transported by these units
will not invoke the action.
The actions available for groups are:
Clear Orders
Disband
Ignore
Sentry
Suspend
Wake
"You don't win wars by dying for your country. You win wars by making the
enemy die for their country."
The Manual
The Game Play Interface
Unit Actions
Control Keys
Break Action
ESCAPE
Save Game
Stop Sightings Toggle
Fuel Warning Toggle
Production Alerts Toggle
Check End Turn Conditions
Description
Description
Description
Description
Description
Description
Enter/Exit Survey Mode
Survey Mode 'Single Click'
Survey Mode 'Double Click'
V
Shift + V
Cntrl+ V
Description
Enter/Exit Group Mode
Keyboard Group Reset
Cancel Group Mode
Shift + G
Shift + Enter
ESCAPE
Keyboard Move To
Directional Movement
Description
Start/End Move To
End Move To With Repeat (For
Patrol)
Make Path Midpoint
Erase Path Midpoint
Exit Move To Mode
Cntrl + S
Tab
Shift - Tab
Enter
Backspace
Escape
Description
Start/Done
Set Path Point
Erase Path Point
Escape Quick Order Point Mode
Description
Shift + F1
Shift + F2
Shift + F3
Escape
Alt + "=+"
Description
Move North
Move North-East
Move East
Move South-East
Move South
Move South-West
Move West
NUM8, Up Arrow
NUM9, Page Up
NUM6, Right Arrow
NUM3, Page Down
Num2, Down Arrow
NUM1, End
NUM4, Left Arrow
Move North-West
Burn Movement Point
(for force over-flight, use
Control)
(for "fast step", use Alt Key not for units, but for other
modes)
Map Scroll
NUM7, Home
NUM5
See Description
See Description
Description
Step Left
Step Right
Step Up
Step Down
Step Right-Down
Step Right-Up
Step Left-Down
Step Left-Up
Page Left
Page Right
Page Up
Page Down
Page Left-Down
Page Left-Up
Page Right-Up
Page Right-Down
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
/?
Space, I
W
Insert
S
Cntrl + W
Alt + P
Del
H
X
Shift + D
Shift + S
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Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Alt + R
L
K
Shift + U
U
Cntrl + L
Cntrl + K
Cntrl + U
D
Shift + P
F
M
P
Z
Shift + M
B
A
R
Shift + R
Shift + L
E
Shift + Up
Shift + Down
Shift + F11
Description
Description
Description
Description
Description
Description
Description
Shift + F12
F1
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Alt + W
Shift + 0
Display Keys
Map Zoom Keys
Status Bar Previous
Status Bar Next
Center Screen
Ground View
Orbital View
Toggle Moved Annotation
Toggle Readiness Icon
Toggle Weather Icons
Toggle KOTH Region Display
Toggle CTF Spawn Display
Toggle City Names
Toggle Production Data
Toggle Production Efficiency
Toggle Map Labels
Toggle Selected Unit Orders
Toggle All Unit Orders
Toggle Map Tool Tips
Toggle Crippled Annotations
Toggle Order Point
Annotations
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Levels 1 through 6
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1,2,3,4,5,6
NUM NUM +
C
Alt + G
Alt + 2
Alt + 3
Alt + 4
Alt + 5
Alt + 6
Alt + 7
Alt + 8
Alt + 9
N
Shift + N
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Report Display
Show Unit Report
Show City Type Report
Show Producer Report
Show Construction Report
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F3
F4
F5
F6
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F7
F8
Cntrl + F8
F9
Cntrl + F9
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Cntl + Insert
Cntrl + Del
Cntrl + Space
Cntrl + Backspace
Cntrl + P
Cntrl + Y
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Cntrl + H
Cntrl + R
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Cntrl + Y
Cntrl + X
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`~
Alt + S
Alt + T
Group Actions
Group Clear Orders
Group Disband
Group Ignore
Group Sentry
Group Suspend
Group Wake
Chat
Chat Window Focus
"That which does not bend to our will shall surely break."
The Manual
Unit Actions
Unit Orders
The Game Play Interface
Continue
Wait
Wake
Suspend
Ignore
Only units that are going to move or otherwise require your attention that turn should be in the queue.
Some of the criteria can be set via the Control Menu. These detailed conditions behind these settings are:
"Ignored Types" - Some unit types which are marked as "ignore" in the Unit Database (example,
Airbase). This is an indicator that they are not very active.
Units That Saw an Enemy - Units that saw an enemy unit move will be added to the queue when
they otherwise would not be.
Units That Saw Enemy, But Cannot Move - Units that normally do not move but saw an enemy
(example City) will be added to the queue.
Units with Skip Turn Orders - units with skip orders are usually not added to the queue.
Resting Units - Units that are resting are usually not added to the queue.
Closet to Selected Loc - Units in the queue are reordered so that they will appear starting with
the ones closet to the currently selected location.
Farthest From Selected Loc- Units in the queue are reordered so that they will appear starting
with the ones farthest to the currently selected location.
Most Movement Points - Most movement left will go first.
Least Movement Points - Least movement points will go first.
Has Orders - Those with orders will go first.
No Orders - Those without orders will go first.
Has Moved - Those units that have partially moved will go first.
Has Not Moved - Those units that have not moved will go first.
The Manual
Game Play Interface
Game Rules and Concepts
New With Default DB's - The editor has a Default Unit and Terrain Database. These are used
to quickly make maps without choosing a database each time. This option will go straight to the
Map Making Dialog.
New With Select DB's - You will first be prompted for a Terrain and Unit Database to use when
making the map. Then you will go to the Map Maker Dialog.
Load Scenario - You will be prompted to load a scenario file. Then you will go to the editor
screen.
Convert An EDIE Scenario - Here you can load an EDIE scenario file and it will be converted
for you to use.
Load Map - You will be prompted to load a map file.
Convert EDIE Map - Here you can load an EDIE map file and it will be converted for your use.
Set Default Unit DB - This sets the default unit database that will be used in the New With
Default DB's menu option.
Set Default Terrain DB - This sets the default terrain database that will be used in the New
With Default DB's menu option.
You are also able to edit zoom levels 2 through 6 while in the editor. Be aware that pressing the save
button will save these as the defaults both for the editor display and for game display.
Editing A Map
Once a map has been created, the interface will look familiar, similar to the Game Play Interface.
There are a few important and never previously described menu options available while working with a
map:
Program -> Redo Units: If you wish to replace units on this map (i.e. the cities), select this
option and you will be prompted for the new city information.
Program -> Save As Map: This option will save the map, which means all units currently on the
map will be saved as neutrals. No player information will be saved.
Program -> Save As Scenario: This option will save the scenario. At least one player must be
set up to save as a scenario.
Editing-> Undo / Editing -> Redo: This menu option (or hot key) will allow you to undo or
redo changes that you had made to the map. Not all changes can be undone, or redone.
The side window has four tabs. These are color coded as
Painting Overlays
The second row of icons in the Terrain Box are the overlays which are used in the game. These do not
change, regardless of the databases used.
Resources
Roads
Capture The Flag Spawn Point
King Of The Hill Region Square
Mine
Wasteland
To paint an overlay, select the desired overlay icon and brush size, and Left Click on the map where you
want it to be placed. You may also "sweep/clean" this overlay type on the map by Right Clicking on the
location with the overlay,
Painting Neutrals
Neutral Units are available on this tab as well. To paint a neutral unit, select the desired unit and the
brush size. You will also need to select the World Level at which you want the unit to be placed, if it is
to be different from the default. Then Left Click on the location where you want the unit to go.
If there is already a unit at that location, it will try to stack the new unit inside of it. If that fails, the unit
will not be placed.
At the bottom of this tab is the brush-size combo. The size is given in location squares.
Resource Def Value and Editing Resources
This value is the resource value that will be allotted to a resource whenever you place one on the map.
When a resource is placed, Right Clicking on the resource will provide you with an option to edit its
value.
Edit Units At Location
A unit on the map can be edited by Right Clicking on that unit. The single location unit editor will be
called up. Select the unit you wish to edit from the unit tree. The following attributes can be set, if
applicable:
Allowable Builds
You may set the preferred allowable builds for the scenario here. Note that if you uncheck a unit type
from the allowable builds list, you are still able to place that type for that owner on the map. The
allowable builds only limit future production.
Colors
Here you may set the player primary and secondary colors, by clicking on the color squares and using
the Color Chooser.
BP - Buy Points
Here you may set the preferred buy points for the player.
CS - Cities At Start
Here you may set the player's starting cities.
Description
Pressing this button gives you a text area where you can enter a scenario description. This will be visible
in the Game Summary.
Alliances
Here you may preset any Treaties between players. You may not set up treaties with the Neutral Player.
Area Operations
The yellow tabs allow you to perform "area operations", which is comprised of defining rectangular area
on the map, and then manipulating it. There are two areas to work with, one for terrain (Dark Yellow
Tab) and one for Units (Light Yellow Tab).
Include Units - If this option is checked, the action chosen will also be performed on the unit
area, by setting it the same as the terrain area, then applying the function to the unit area as well.
Copy Area - Copies the terrain into a virtual clipboard.
Paste Area - Pastes the area in the virtual clipboard onto the map.
Horz. Flip - Flips the area horizontally.
Vert. Flip - Flips the area vertically.
Rotate -90/+90 - Rotates the area 90 degrees counter clockwise or clockwise.
Clear To Type - Clears the area to that type of terrain. (There is no corresponding unit function
for this).
Include Terrain - If this option is checked, the action chosen will also be performed on the
terrain area, by setting it the same as the unit area, then applying the function to the terrain area
as well.
Copy Area - Copies the units in the area into a virtual clipboard.
Paste Area - Pastes the area in the virtual clipboard onto the map.
Horz. Flip - Flips the area horizontally.
Vert. Flip - Flips the area vertically.
Rotate -90/+90 - Rotates the area 90 degrees counter clockwise or clockwise.
Unit Group - Presents a Group Editing Dialog for the units in that area. (There is no
corresponding terrain action).
Clear Units - Removes all units in the area. (There is no corresponding terrain action).
The Manual
Game Rules And Concepts
Opponent Options - Here you can select network, email or solitaire play for your game.
Solitaire Play - It will be only you and some computer players. Check the "Players" tab
for details.
Email Play - It will be you and at least another human in an email battle. Check the
"PBEM Players" tab for details.
Network Play - You want to play h2h over a network or the Internet. Check the "Network
Players" tab to set the players, the "Connections" tab for configuring the connectivity of
the game, and the "Advertise" tab if you wish to send an open invitation to the game over
the Internet.
Game Configurations - Under these options you can save the current configuration, load a
previously saved one, and set the default configuration for future setups.
Load Configuration - Loads a previously saved configuration file. (extension *.ecf).
Save Configuration - Save this configuration for future reference/use.
Choose Default Configuration - Select a configuration file that will be loaded by default
on game setup.
General Tab
Rules Options
Victory Conditions Tab
Map Info Tab
Units Tab
Players Tab
Connections Tab
Advertise Tab
Allow Production Efficiencies - Producers will have a production efficiency rating which
will indicate how quickly they can produce units.
Allow Resource Drain - Players will suffer a production time penalty if they start
production with too many units already in their force.
Allow Production Supply - Players can take advantage of special units that can help
offset production drain or speed up an individual unit's production time.
Mines and Roads
Allow Roads - Roads can be built and used in the game to assist the movement of ground
units.
Allow Mines - Players may place mines to try and thwart enemy maneuvers.
Resources - Specifies how resources will be used in the game.
No Resources Allowed - Resources will not play a part in the game.
Limited Resources - Special units can be built at resource locations to reduce the
production drain, but each resource location can only be exploited for a limited number of
turns.
Unlimited Resources - Special units can be built at resource locations to reduce the
production drain and they can always be exploited.
Nuclear Weapons - Specifies if nuclear weapons can have terrain-altering effects.
Change Nuked Terrain To Wasteland - The location at which a nuclear attack occurred
will change into wasteland for the remainder for the game.
Movement Rules
Allow Crippled Effects - Units that are "Crippled" will suffer movement penalties.
Combat
Allow Digging In - Ground units may dig in and receive a defensive advantage when
attacked.
Allow Unit Efficiencies - Units will tire with each combat and must rest to regain
effectiveness.
Allow Unit Experience - Units may gain higher maximum efficiency levels after
successful combat.
Allow Defensive Fire - Range units may fire defensively during an opponent's turn.
Allow Repairs - Damaged units can be repaired.
Allow Crippled Effects - "Crippled" units will suffer a penalty when attacking.
Player Gifts
Allow Player Gifts - Players may give away units to the neutral player or another player.
Alliances (Details)
Explore Treaties - Players may agree to share visible terrain information.
Spotting Treaties - Players may agree to share sighting information.
Shared Supply Treaties - Players may agree to link their supply capabilities.
Stacking Treaties - Players may agree to allow their units to pass through each other
without combat.
Reveal Treaties - Players may agree to show their unit positions to each other.
Team Treaties - Players can work as teams and share a combined score.
Treaties can be broken - Players can dissolve treaties if desired.
Recording
Record Game - Games may be recorded and played back after a game has been finished. It is
recommended that this option not be used in Play-By-Email Games.
Game Clocks
A game clock can be used to place time pressure on players in the game. If the clock expires, that
person's turn has ended.
Use Clocks - Check this to use timing clocks with the game
Secs Per Player Option - Specified number of seconds player will be allotted each turn.
Secs Per Units Option - Specified number of seconds per unit owned that will be allotted each
turn.
Turn 1 - Extra number of seconds available on turn 1.
Notify - This is the value in seconds that the clock will tick down by.
Carry Over Unused Time - Time not used will be saved for the next turn.
Weather Rules
Weather can be added to the game to affect movement and spotting. There are three weather settings:
Points/Turn - Number of points per turn awarded for controlling "the hill".
Region Size - Number of squares that make up "the hill". Locations are not required to be
contiguous.
End Game By Turns - The game will end after the specified turn.
Victory By Scoring - A player or team will win if the specified score is reached.
Map Tab (Random Map Info, Map File Info, or Map/Scenario Info)
The map style chosen from the Maps/Scenario menu option will determine how much data can be
changed in regards to the map. (For example, you cannot change the map size on a predefined map, but
you can redo the cities if desired).
Basic Mapping
Basic Map Settings
World Settings
The World Settings are settings used to define the world to be created. They are also passed to the World
Building DLL if applicable. All of these can be randomized by selecting the checkbox with the "?" in the
middle of the slider.
Empire Deluxe Enhanced Edition Game Manual
Advanced Settings
These are used to load external world building DLLs and set the terrain databases. This is not
recommended for first time users. See topics regarding World Building and the Terrain database for
more details.
Units Tab
Here a player may set the unit set database, as well as cherry pick the units he desires to be used in the
game.
To the left is a listing of all of the available units for the game. A checked box indicates that unit will be
useable in the game.
To change the database, select the "Change DB" button, and find the appropriate Unit Database File to
load.
Players Tab
The Players Tab lists the players currently configured to play the game. Here players can be changed
and swapped.
Player Editor
The player editor allows you to add or edit player information.
Server Port - Port that the server will listen to for accepting connection.
GPwd - Game Password others use to connect to this server.
# To Allow - The total number of simultaneous connections this server will allow.
Start Accepting Button - Click on this to allow others to connect to your game.
Connection Table
This table on the right lists the player name and assigned position of the player. Selecting a connection
here will enable you to invoke actions on it from the "Player Assignments" section.
Player Assignments
In this area the server controller can set up the positions for players.
Restarting Games
Restarting a game is very similar to setting up a game, except that you have fewer options to deal with.
The only changes you may possibly make are in regard to configuring the player types, and facilitating
the reconnection of players for network play.
When restarting a game, players cannot have their types changed to Local Player unless you know the
password for that player. In solitaire games, computer players should have an empty password.
7. The first player may be able to play several turns, but eventually, he will be prompted to save the
game and pass it along.
In the early stages of PBM, players will play several turns at once. This is called rapid turn
sequencing. During this period of time, Treaties are not allowed to be made or broken, and Gifts are not
allowed.
"Let them see what is not there and feel what does not touch them. When they no
longer trust their senses, that is the time to strike."
The Manual
The Game Play Interface
Be aware that when doing network play, if you are not running at least a full 800x600 window size, the
bottom buttons on the Information Window may be obscured. If you are running 800x600, you need to
move or hide your system's bottom task bar if you have one.
Client - Server Architecture
Empire Deluxe Enhanced Edition supports network and Internet play via TCP/IP. With this capability,
you are able to combat human as well as computer opponents online.
Unlike previous versions of the game, Empire Deluxe Enhanced Edition uses what is called a "ClientServer" architecture, which basically means one player sets up and runs the game, and the others hook
up to his game to start and play. This offers many advantages in network play, such as the ability for
remote players to disconnect and reconnect whenever they desire, without he game having to be
restarted. It also allows players to set up a game and invite others to join up to play.
The player running the server will be referred to as the "Server Player". The players connecting to the
server will be known as the "Remote Players".
The Server Player is responsible for configuring the game, inviting players, and starting the game when
everyone is ready.
The Server Player, the one who will setup the game, will have to:
Make sure his firewall is properly configured BEFORE he tries to start a game.
If he is going to use the Connection Service, he needs to be aware as to how to Advertise his
game. Or if not, he must know his IP Address and Port number to communicate it to his
opponents so that they can call him.
The Remote Players need to determine how they will connect to the server player.
If they are connecting directly, they will need to know the Server Player's IP Address and Port
number.
If they are using the Connection Service, they need to be aware as to how to search for they game
they are looking for.
The IP Address is sequence of four numbers, each ranging from 0 to 255, identifying your physical
location on the Internet or Private Network. A host name, such as killerbeesoftware.com, can be used to
hide the numbers. Directory Services on the Internet know how to look up the numbers given the correct
name.
The Port Number, identifies what 'frequency' the program will be listening for call on your machine.
This number can range from 1 to a little more than 65000. Some common programs, such as mail and
web browsing, use standard port numbers for their services. All of these standard numbers are below
10000, and it is recommended you stay away from those. Other applications, such as online games, use
other port numbers. Look to their documentation for specifics.
Firewall Notes
Remote Players do not need to worry about firewalls. If they are able to use a web browser on the
Internet, they should be ok.
The Server Player 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. Refer to your
router's manual, or ask questions from your friends and other players who have played network games
before.
The Server player is able to specify the port the game will listen to for incoming calls from Remote
Players. This is set in the Connections Tab. Be aware that some routers seem to have trouble with the
port you are using if, when configuring "port forwarding", your desired port is at one end of a range. For
example, if you desire 46000 to be your port setting, and in your router you specify a range of 4600046100, it may not allow players to connect. Instead, it is best to define a range that straddles the port (s)
you wish to be open.
3. Select a Connection Service Server from the Server List. This will be the server that the game
will be advertised on.
4. Press the Start Advertising button.
The Server List also has a Page Button that will allow you to view an independent information page
for that connection service. Select the server from the combo box next to the button and click the button
to see the page.
After Remote Players Have Connected
Once Remote Players have connected to the server, you are able to chat with them by entering your
comments in the chat box at the bottom of the program screen.
Remote Players enter a server unassigned. The Server Player must assign them to an available position,
following these steps:
1. Select the Connections Tab.
2. Find the player you wish to assign in the connected players list on the right. Select that player.
3. Find the desired player position in the Set Position combo box. If the position is not listed, you
have not set that position up as a network player. You must go back to the Players Tab and do
this.
4. With the desired position in the combo box, press the Assign button to assign the player.
When all players are connected and assigned, you may start the game by pressing Begin Play.
From the Main Menu, he selects the Remote Connect option from the Play menu options.
He first checks his Player Name and Password he wishes to use in the game.
If there is a Game Password to be used, he enters that as well, otherwise it can be left blank.
If NOT using the Connection Service, he enters the IP Address and Port he was given by the
Server player. Then presses the connect button.
5. If he IS using the Connection Service:
1. He selects the servers he wishes to use to look for advertised games.
2. He then presses the Refresh Button.
3. He looks for his desired game from the list displayed.
Empire Deluxe Enhanced Edition Game Manual
Trouble Shooting
Connecting may fail for various reasons, but the most common one is the Server Player does not have a
good setup. Some common errors are:
1. Accept button is not pressed - press it.
2. The firewall of the Server Player is blocking the call from the Remote Player. - Check your router
manual for information on port forwarding.
3. There is a game password for the server when one was not intended. - Clear it. To do this, you
must push the stop the Accepting Button.
4. The IP and Port given to the Remote player was not correct (not using connection service) Either the information you sent is incorrect, or you sent an "Internal" IP address from your home
network, not your external IP Address. There are web pages you can access which will give you
your external IP Address.
Note: Even though a player's game may be advertised on the connection service, his firewall may
be preventing players from connecting.
The Remote Player may select an individual entry from this list, and do one of the following:
Access and use of a web server, as well as knowledge of how to administer it.
Ability to execute scripts on the web server.
The ability to write/understand PERL, or a web based response language such as PHP, ASP, Java.
It is highly recommended the knowledge and use of a database is understood.
Killer Bee Software is running a simple Connection Service, made up of Several PERL scripts, an
Apache Web Server, and a MySQL database all on a Linux machine through an ISP. These scripts, even
though not part of the games distribution, will be made available for download at killerbeesoftware.com
shortly after release.
PROP_CONN_SVC_NUM - This is the total number of services available. When adding one,
this number must be incremented.
A Server Entry must be added, with X as the entry number, with the following settings:
PROP_CONN_SVC_HOST_X - The connection host IP address or host name.
PROP_CONN_SVC_HOST_PORT_X - The connection services port number for HTTP
(usually 80).
PROP_CONN_SVC_HLOC_X - The host's script which when combined with the host
name will make the URL that servers call when beginning to advertise or sending an
update.
PROP_CONN_SVC_CLOC_X - The host's script which when combined with the host
name will make the URL that Remote clients call when asking for the list of available
games.
PROP_CONN_SVC_UCLOC_X - The host's script which when combined with the host
name will make the URL that Remote Clients call when asking for an update an a
particular entry previously send them (refresh)
PROP_CONN_SVC_HOST_PAGE_X - The host's information page, where you can get
more general information about this host.
provided they have the same user name, password, and know the Game password if necessary. The
player simply says his good byes and exits the game.
When it is time to reconnect, the player connects as before. He can even use the connection service,
provided the Server Player has set up In-Game Advertising.
The Server Player cannot exit the game without terminating it.
If it is a player's turn and that player is currently not online the game will wait for him. The exception to
this is if the game is running under a game clock.
In-Game Advertising
If a player drops or disconnects, and he had previously used the Connection Service to find the game,
odds are he is going to need to use it again to reconnect. In-Game Advertising is possible, but it is not
turned on automatically when the game begins. The Server Player must choose to have it on and
configure it appropriately.
To do this, the Server Player must click on the Network status and Filters Button, the yellowish colored
box to the right of the chat window. In the advertising area, he can enter a title, selects the advertising
server, and then presses the Start Advertise For Players button. The Server player can do this at
anytime, he does not have to wait for clients to first disconnect. The game will only be advertised if a
player is currently disconnected.
If you select a server from he server list and press the Page button, you will be able to see the
information page for that server.
time. The Server player also has a separate method to send "Control" messages to all players without
changing his chat filter.
The chat window appears automatically during a network game. It consists of several parts:
The Chat Box - To the far left is the chat box, where you enter the messages you want others to
see. Because of hotkeys and such, it is easy to be confused as to when you are typing in the chat
box and when you are giving key commands in the game, so be cautious.
To focus the chat box, press the appropriate hotkey. The chat box will turn black with white text.
Enter your message, the hit return. The map window will now be back in focus.
Chat Messages - Chat messages appear in the box to the right of the Chat Box. Using the spin
box to it's right, you can display or hide more lines of text.
Clear Chat Messages - Pressing the C button will clear all the chat messages.
Network Status and Filters Button - This button serves a dual purpose. It reports network
activity, and pressing it provides you with chat filtering option.
Network Status - Every time the button changes color, you have received a network
message. The server sends a message to the clients, as the clients do to the server every
second or so if there has been inactivity.
Chat Filtering - When the button is pressed, you are presented with the chat filtering
dialog. On the left is a list of all the players. If a player is Offline, an "OL" will appear
next to his player name. To filter who you chat with, deselect players from the list that you
do not wish to see your chatter.
Additional Chat Filter Dialog Functions for the Server Player - The chat filter dialog also
enables the server player to send Global Chat/Control messages, and to configure In-Game
Advertising.
Global Chat/Control Messages - Simply enter the chat message and press return to send
the message.
Post-Game Activity
When a player loses, or the game ends, they are still connected and can still chat until they exit or the
server player exits the game.
The Manual
Game Play Interface
Game Rules and Concepts
The Unit Database Editor allows you to edit almost every attribute of a unit. This is not a simple task at
times, for there are a over 100 attributes available. Unit Sets must be designed with care, but don't let
that stop you form experimenting. The editor will allow you to copy/merge and create new unit sets.
Be aware that if you edit a Unit Database, the changes will not effect any saved games, for that unit data
is preserved with the saved game file.
Basic Data - These are some general values that can be set to adjust various settings in the game:
Database Name - The name of the Database.
Bomb Move Cost - Cost in movement points required for a unit to perform a Bomb
Combat attack.
Bombard Move Cost - Cost in movement points required for a unit to perform a
Bombard Attack.
Air Move Cost - Default Cost in movement points for an air unit in flight to move in a
square.
Orb Move Cost - Default Cost in movement points for an orbital unit to move in a
square.
Ground Move Cost - Default Cost in movement points for a surface or sub-ground unit
to move in a square.
Mine Base Attack - Attack probability for a mine in combat.
Mine Charges - Number of times a mine can kill units before it is destroyed.
Range Fire - Mine: Probability that range fire in an empty square will destroy a mine.
Range Fire - Road: Probability that range fire in an empty square will destroy a road.
Road Cost - The cost for a unit to use a road.
Icon Data Sets - This is a collection of images that will be used in the database. See the Unit
Icon Notes for preparatory details. They have the following Attributes:
Unit Icon Set Id - A number representing the unit set for a database.
Regular Icon - This is the "normal" display of the unit. At minimum an Icon Set must
have a Regular Icon.
Loaded Icon - This icon is displayed when the Unit is loaded.
Efficiency Icons - These are icons are used when a producer unit is at or below a
particular Production Efficiency. An efficiency value is specified which indicates when
the icon should be used for display.
Unit Type Information - Here the unit information is established with its many attributes. There
must be at least one icon set available before there can be unit type information.
Basic Attributes - The basic information for a unit:
Basic Id - Each unit must have a Basic Id. This is a two character identification of
that unit. The Id "**" is a reserved type. It is recommended you stay away from
using space and other characters if you plan on using name files. This id must be
unique for each unit type.
Icon Set - This is the Icon set associated with this unit type. Different unit types
may share the same icon set.
Abbreviation - This is a short abbreviation code for the unit. It is recommended
Empire Deluxe Enhanced Edition Game Manual
Can Re-Enter - If an Orbital Unit, this tells whether or not the unit can perform reentry.
Re-Entry Speed - Speed while in re-entry
Re-Entry Range - Range while in re-entry. Zero indicates an unlimited range.
Re-Entry Cost - The cost associated with Re-entry.
Can Launch - Whether or not this unit can launch orbital units it is transporting.
Can Detonate - Whether or not this unit can perform Detonation Attacks.
Is Nuclear - Whether or not the units attacks are nuclear in capability.
Drain Cost - The "resource drain cost" for a unit of this type.
Drain No Production Value - If this unit is also a producer, this will be the "No
Production" value applied towards the resource drain.
Drain Production Value - If this unit is also a producer, this will be the
"Production" value applied towards the resource drain.
Can Exploit - Whether or not this unit can exploit resources. Must be a ground
unit as well to be meaningful.
Exploit Value - Exploit value of the unit to be applied to the resource drain.
(Similar to Drain No Production Value).
Can Supply - Whether or not this unit can perform supply operations.
Supply Value - Value applied in turns for Production Supply, or in Drain No
Production for Drain Supply.
Can Change - Whether or not a unit can change.
Change Type - The Basic id of the unit it can change into.
Can Change While Hosted - Whether or not a unit can change while under
transport.
Change Language - The Text that is displayed when prompting for the change
action.
Change Name On Morph - Whether or not the unit will change its name when it
changes.
Movement Combat Attributes - These attributes define the movement combat
capabilities of the unit:
Damage - The amount of damage a unit does every time it hits.
Strength - The maximum hit points a unit can have.
Ignore Terrain on Defense - Whether or not terrain is a factor when this unit is
attacked.
Can Dig In - Whether or not units of this type can dig in.
Consumed on Attack - Whether or not the unit is consumed when it attacks,
regardless of the result.
Dig-In Bonus for Siege - Whether or not units of this type will enjoy a Dig-In
bonus when attacked in a siege combat setting.
Attacks - This is the list of attacks the unit can make. If an attack against a unit
type is not listed, it will not be able to engage that unit. Each attack can have some
or all of the following:
Defender Unit Type - The defender's type (Basic Id).
Attack Type - The type of attack.
Probability - The base probability of success in this attack.
% Damage - The amount of damage done to a Defender's Production
Efficiency in cases of Capture and Bombing.
Change Into Type on Capture - Whether or not the unit will change into a
type in capture attacks, and the specified type to change into.
Terrain Modifiers - Made up of a set of pairs of the Terrain Id and the
modification value for the attack.
Range Combat Attributes - These attributes define the range attacking capabilities of
this unit type:
Firing Damage - The amount of damage a unit does every time it hits.
Firing Range - The unit's range capability.
Can Defensive Fire - Whether or not a unit can perform Defensive Fire
Range Attacks - This is the list of attacks the unit can make. If an attack against a
unit type is not listed, it will not be able to engage that unit. Each attack can have
some or all of the following:
Defender Unit Type - The defender's unit type, (Basic Id).
Attack Type - The type of attack.
Probability - The base probability of success in this attack.
% Damage - The amount of damage done to a Defender's Production
Efficiency in the case of Bombing
General Combat Attributes - These attributes refer to general combat situations:
Siege Defenders - This lists the hosted unit types that will experience a modifier
when this unit is attacked in a siege situation.
Experience - These are the levels of hit points inflicted on enemy units that will
cause a change in the unit's experience.
Transporting Attributes - These are attributes that will define a unit's ability to transport
other units
Portage Value - The cargo size of a unit.
Portage Capacity - The amount of cargo a unit can carry. This may be
"Unlimited".
Override Terrain and Boarding Cost - The cost a unit must pay to move onto a
transporting unit of this type if it overrides terrain.
Load Still Only - The unit cannot move onto a unit to load it. It must be loaded
while both are hosted by another unit. (Example : Both in a city).
Drop Un-hosted Only - The unit can only drop units, not unload, when it is not
hosted.
Unload Hosted Only - The unit can only unload when it is hosted.
Suspend Load - The unit will suspend the transported unit when it is loaded.
Allow Hosted Bombard - Units carried by this unit can make bombard attacks.
Allow Hosted Range Fire - Units carried by this unit can make range fire attacks.
Allow Hosted Scans - Units carried by this unit can still observe enemy sightings.
Carry List - The Carry List defines the unit types this type is able to carry, repair,
and refuel.. Each entry in the list has the following attributes:
Unit Type - The type that can be loaded.
Stop - The transported unit will lose all further movement for the turn when
it is loaded.
Refuel - The transported unit will be refueled.
Repair - The transported unit can be repaired by a specified number of hit
points each turn.
Default Load - Whether or not this unit type is considered a Default Load
Type.
Spotting Attributes - These attributes are in regards to the sighting of enemy units:
Base Ranges - These are the default sighting capabilities for each of the World
Levels. A negative value indicates no capability.
Individual Ranges - These ranges define the unit types capability to spot other
types at specified ranges and World Levels. These override the base ranges.
Production Attributes - These are the attributes that define the production of individual
unit types by this unit type:
Is A Producer - Whether or not a unit of this type will be a producer. If so, the
unit will have a Production Efficiency and possibly a Production Specialization.
Production List - This is the list of unit type that can be produced, the initial
production values, and the continuing or repeat production times.
Construction Attributes - These are the attributes that define the construction of
individual unit types by this unit type:
Is a Constructor - Whether or not a unit of this type can construct other units.
Construction List - This is a list of all the unit types this type is capable of
constructing, and the construction time in turns for each unit type.
Building/Repair Attributes - These define the capability of the unit to create mines,
roads and repair other units via hosted repair:
Can See Mines - Whether or not the unit can see mines.
Can Build Mines - Whether or not a unit can build mines.
Can Disable Mines - Whether or not a unit can disable mines.
Can Build Roads - Whether or not a unit can build roads.
Can Destroy Roads - Whether or not a unit can destroy roads.
Road Time List - This is a list of Terrain Ids and time in turns that it takes to build
a road on that terrain type.
Hosted Repair List - This is the list of Unit Types and the hit point per turn repair
value that is used to make hosted repairs on a unit.
New Unit DB - Creates a new unit database. It will be empty and have no lock code.
Load Unit DB - Prompts you to load an existing unit database. The unit database is loaded by
identifying the "UnitDB.ini" file in one of the named database directories.
Set DB Lock Code - To protect yourself from yourself, a database can have a Lock Code, which
will be required to be entered before a database will be changed. Selecting this menu option will
prompt you to set the lock code. A lock code is not required, but is a matter of precaution.
Merge Another Unit DB - This will take your current database, grab another database you
specify, and merge the two together.
Save Unit DB - This will save your unit database. A lock code may be required. NOTE: Do not
save over the databases distributed with the game. This will disrupt your ability to play
with others. Copy them and make new ones.
Save Unit DB As - This will save the unit database as a new database, with no lock code. You
will be prompted to enter the new directory name.
Delete Database - This will remove your database and all of the contents in the directory. Use
this option with caution.
Terrain Reference Window - This will call up the Terrain Database Reference Window.
Battle Odds - This will call up a Battle Odds Calculator.
Edit Set - Edits the selected set. You may also double click on a selected set to perform this
function. This will call up the Icon Set Editor.
Empire Deluxe Enhanced Edition Game Manual
Sort Columns - Allows you to drag and drop the column names so that they appear in different
order.
Edit - Edits the selected unit type. Calls up the Editor Pad.
Delete - Deletes the selected unit type.
New - Creates a new unit type. Calls up the Editor Pad.
Copy - Creates a new unit type by copying the currently selected unit type. Calls up the Editor
Pad.
Any pixel matching this color will not be draw, and the terrain will show underneath.
Note: There are issues with using this color and the player's display being set to 16 bit color.
UnitDB.ini file - This is where the unit information is stored. DO NOT EDIT THIS FILE
DIRECTLY.
*.bmp files - All of the unit images for the icon sets.
*.wav files - The external sound files for the database.
*.nam files - These are the name files used by the game engine for each unit type. The file should
take the structure _<Basic Id>_.nam . The game engine checks at runtime to see if such a file
exists, and uses the names inside of it randomly to assign names to the unit.
"Good soldiers first rely upon their training then upon their instincts."
Unit Attributes
Land Units
Infantry
Armor
Light Artillery
Heavy Artillery
Anti Aircraft
Truck
Airbase
Engineer
Flag
The General
Fort
Supply Unit
Sea Units
Transport
Destroyer
Aircraft Carrier
Cruiser
Battleship
Submarine Units
Surfaced Submarine
Submerged Submarine
Deep Submarine
Surface Units
Patrol Boat
Sea Bees
Port
Oil Facility
City
Empire Deluxe Enhanced Edition Game Manual
Air Units
Fighter
Bomber
Air Transport
Helicopter
Orbital Units
Scout Satellite
Armed Satellite
Missiles
Short Range Missile
Long Range Missile
Short Range Nuclear Missile
Long Range Nuclear Missile
The Manual
Game Rules
Unit Orders
Unit Actions
Unit Attributes
Empire Deluxe Enhanced Edition no longer has a closed set of units. Players are now free to add and
modify units with the Unit Database Editor. This set of units, known as the "Enhanced Unit Set",
expands on Empire Deluxe's "Advanced Units" to account for the new rules and capabilities added to the
game.
The game allows for over 100 attributes for a unit, far to many to display and describe here. All of the
unit's attributes and capabilities are available through the Unit Database Editor.
Combat
Hit Damage - The amount of hit points the unit inflicts whenever it scores a hit in a
combat mini-round.
Hit Points - The amount of damage a unit can sustain before it is destroyed.
Attack - Abstract value used to describe the attack capability of a unit relative to the unit
set as a whole.
Defense - Abstract value used to describe the defensive capability of a unit relative to the
unit set as a whole.
Range Fire Range - If applicable, this will describe how far a unit can fire.
Range Fire Damage - if applicable, this will describe the amount of hit points the unit
inflicts whenever it scores a hit in a combat mini-round.
Sighting Range - Distance in squares used to describe the unit's ability to see other units in the
game at specified world levels.
Movement
Range - Description as to whether or not the unit has a range and needs to be refueled.
Speed - Number of movement points available to the unit each turn.
Production/Construction Time - Describes the amount of time in turns it normally takes to
produce/construct a unit. For production, initial and continuing production times are displayed.
Transporting
Carried By - A quick synopsis of what units can carry this unit.
Carries - A quick synopsis of what units can be carried by this unit.
Portage Cost - Transport "size" of a unit.
Portage Capacity - Transport capacity of a unit.
Notes and Capabilities - Further descriptions of the unit and its capabilities.
Land Units
Infantry [IN]
Combat
Hit Damage - 1
Hit Points - 1
Attack - 2
Defense - 2 (defend at 1 vs. attacks from Cruisers and Battleships).
Sighting Range - 1 for Ground, 2 Air, 0 for Sub and Orbital.
Movement
Empire Deluxe Enhanced Edition Game Manual
Range - NA
Speed - 1
Production/Construction Time - 6/5 (City)
Transporting
Carried By - Transport, Truck, Port, Airbase, Fort, Air Transport, Helicopter, City
Carries - Nothing.
Portage Cost - 1
Portage Capacity - None.
Notes and Capabilities - 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 a few units capable of
capturing cities. An Infantry's biggest advantage lies in its ability to be produced rapidly. Many
Infantry units 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 capable of changing into Airbases.
Armor [AR]
Combat
Hit Damage - 1
Hit Points - 2
Attack - 2
Defense - 2
(defend at 1 vs. attacks from Cruisers and Battleships)
Sighting Range - 1 for Ground, 2 Air, 0 for Sub and Orbital.
Movement
Range - NA
Speed - 2
Production/Construction Time - 12/10 (City)
Transporting
Carried By - Transport, Truck, Port, Airbase, Fort, Air Transport, City
Carries - Nothing.
Portage Cost - 2
Portage Capacity - None.
Notes and Capabilities - 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 or peaks. 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 desert, forest, snow, swamp, hills, or river squares
reduces an Armor's Move to 1.
Empire Deluxe Enhanced Edition Game Manual
Combat
Hit Damage - 1
Hit Points - 1
Attack - 0
Defense - 1
Range Fire Range - 2
Range Fire Damage - 1
Sighting Range - 1 for Ground, 2 Air, 0 for Sub and Orbital.
Movement
Range - NA
Speed - 1
Production/Construction Time - 12/10 (City)
Transporting
Carried By - Transport, Truck, Port, Airbase, Fort, Air Transport, City
Carries - Nothing.
Portage Cost - 2
Portage Capacity - None.
Notes and Capabilities - The Light Artillery is capable of ranged fire on ground (land and sea)
units. It is not capable of directly engaging other units in combat.
The Light Artillery unit is able to move on its own, and can basically go wherever Infantry can
travel. Artillery units DO NOT get defensive fire, and cannot attack air, orbital and sub level
units.
Combat
Hit Damage - 1
Hit Points - 1
Attack - 0
Defense - 2
Range Fire Range - 3
Range Fire Damage - 2
Sighting Range - 1 for Ground, 2 Air, 0 for Sub and Orbital.
Movement
Range - NA
Speed - 0
Production/Construction Time - 24/20 (City)
Transporting
Carried By - Transport, Truck, Port, Airbase, Fort, Air Transport, City
Empire Deluxe Enhanced Edition Game Manual
Carries - Nothing.
Portage Cost - 2
Portage Capacity - none.
Notes and Capabilities - The Heavy Artillery is capable of ranged fire on ground (land and sea)
units. It is not capable of directly engaging other units in combat.
It is not capable of moving on its own, and depends on other units for transport. Artillery units
DO NOT get defensive fire, and cannot attack air, orbital and sub level units.
Anti-Aircraft Batteries [AA]
Combat
Hit Damage - 1
Hit Points - 1
Attack - 0
Defense - 1
Range Fire Range - 2
Range Fire Damage - 1 * Can Defensive Fire *
Sighting Range - 1 for Ground, 2 Air, 0 for Sub and Orbital.
Movement
Range - NA
Speed - 1
Production/Construction Time - 18/15 (City)
Transporting
Carried By - Transport, Truck, Port, Airbase, Fort, Air Transport, City
Carries - Nothing.
Portage Cost - 2
Portage Capacity - None.
Notes and Capabilities - The Anti Aircraft unit is used to defend a region from invading aircraft
and attacking missiles. It can only attack, Air Transport, Fighter, Helicopter, and Bomber units,
normally, and Missile units when they are in re-entry.
The Anti Aircraft unit is able to move on its own, and can basically go where ever Infantry can
travel. The Anti Aircraft unit is capable of defensive fire.
The Anti Aircraft unit is weak on defense, depending on striking its enemy first, before being
attacked.
Truck [TK]
Combat
Hit Damage - 1
Hit Points - 1
Attack - 0
Defense - 1
Sighting Range - 0 for Ground, 1 for Air, 0 for Sub and Orbital.
Movement
Range - NA
Speed - 2
Production/Construction Time - 6/5 (City)
Transporting
Carried By - Transport, Truck, Port, Airbase, Fort, Air Transport, City
Carries - Anti Aircraft, Armor, Engineer, Flag, The General, Heavy Artillery, Infantry,
Light Artillery, Short Range Missile, Long Range Missile, Short Range Nuclear Missile,
Long Range Nuclear Missile, Sea Bees, Scout Satellite, Armed Satellite, Supply Unit,
Truck
Portage Cost - 1
Portage Capacity - 2
Notes and Capabilities - The truck is a very simple unit, capable of carrying two infantry units
while moving at armor speed. However, the truck does not offer a strong defense for the units
inside, and is very vulnerable to attacks. Trucks are not capable of offensive operations.
Trucks are cheap and fast, but not good for exploring, as they do not have much battlefield
awareness. They generally move over terrain the same as Armor.
Airbase [AB]
Combat
Hit Damage - 1
Hit Points - 1
Attack - 0
Defense - 2
Sighting Range - 2 for Ground, 2 for Air, 4 for Orbital, 0 for Sub.
Movement
Range - NA
Speed - 0
Production/Construction Time - 9 (Engineer)
Transporting
Carried By - None.
Carries - Anti Aircraft, Armor, Engineer, Flag, The General, Heavy Artillery, Infantry,
Empire Deluxe Enhanced Edition Game Manual
Light Artillery, Short Range Missile, Long Range Missile, Short Range Nuclear Missile,
Long Range Nuclear Missile, Sea Bees, Scout Satellite, Armed Satellite, Supply Unit,
Truck, Fighter, Bomber, Air Transport, Helicopter
Portage Cost - NA
Portage Capacity - Unlimited.
Notes and Capabilities - Airbases are not produced directly by cities. They can be constructed
by Engineers, or Infantry and Armor units can change into Airbases. Once an Infantry or Armor
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 on the ground and
can detect orbital units 4 squares away.
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. They also can hold other ground units, but be aware
that they offer those units no protection from attack. An Airbase only takes one hit to kill. If
destroyed, all air and ground units at the Airbase are destroyed with it.
Note that airbases may only be built on clear, desert, or hill terrain.
Engineer [EN]
Combat
Hit Damage - 1
Hit Points - 1
Attack - 2
Defense - 2 (defend at 1 vs. attacks from Cruisers and Battleships).
Sighting Range - 1 for Ground, 2 Air, 0 for Sub and Orbital.
Movement
Range - NA
Speed - 1
Production/Construction Time - 18/15 (City)
Transporting
Carried By - Transport, Truck, Port, Airbase, Fort, Air Transport, Helicopter, City
Carries - Nothing.
Portage Cost - 1
Portage Capacity - None.
Notes and Capabilities - Engineers are a very versatile unit. They move and fight like Infantry,
and can even capture cities, but they are way too expensive to be risked in normal combat
operations.
Empire Deluxe Enhanced Edition Game Manual
But it is the other capabilities of the Engineer that makes it a bargain. It is able to construct Ports,
Forts, Airbases and Oil Facilities. It is able to build roads, and to lay or clear mines. It can also
spot mines.
The Engineer is capable of repairing Forts as well.
Engineers can also enter Peak terrain, something Infantry cannot do.
Road Building Opportunities
Clear : 2 turns.
Desert: 2 turns.
Forest: 3 turns.
Hills: 3 turns.
Peaks: 12 turns.
Mountains: 6 turns.
Snow : 3 turns.
Swamp: 4 turns.
Rivers : 4 turns.
Shallow Sea: 8 turns (when in a city).
Deep Sea: 8 turns (when in a city).
Flag [FG]
Combat
Hit Damage - 1
Hit Points - 1
Attack - 0
Defense - 2 (defend at 1 vs. attacks from Cruisers and Battleships)
Sighting Range - 1 for Ground and Air, 0 for Sub and Orbital.
Movement
Range - NA
Speed - 1
Production/Construction Time - NA
Transporting
Carried By - Transport, Truck, Port, Airbase, Fort, Air Transport, Helicopter, City
Carries - Nothing.
Portage Cost - 1
Portage Capacity - None.
Notes and Capabilities - The Flag is a special Infantry type unit used in Capture The Flag
scenarios. It is not capable of attack, but can defend itself.
Empire Deluxe Enhanced Edition Game Manual
The Flag can be captured by moving Infantry, Armor, Sea Bees and Engineer units. These units
will be consumed upon capture. The General can also capture the flag via a bombard capture
attack. Other units will destroy it.
The General [GE]
Combat
Hit Damage - 1
Hit Points - 1
Attack - 2
Defense - 2 (defend at 1 vs. attacks from Cruisers and Battleships)
Sighting Range - 1 for Ground, 2 for air, 0 for Sub and Orbital.
Movement
Range - NA
Speed - 1
Production/Construction Time - NA
Transporting
Carried By - Transport, Truck, Port, Airbase, Fort, Air Transport, Helicopter, City
Carries - NA
Portage Cost - 1
Portage Capacity - None.
Notes and Capabilities - The General is a special Infantry unit, used in regicide scenarios. He is
assumed to travel with his guard, so he will move and fight like an Infantry unit. He is not able to
attack cities.
Fort [FT]
Combat
Hit Damage - 2
Hit Points - 2
Attack - 2
Defense - 2
Sighting Range - 2 for Ground, 2 for Air, 1 for Orbital, 0 for Sub.
Movement
Range - NA
Speed - 0
Production/Construction Time - 12 (Engineer)
Transporting
Carried By - NA
Carries - Anti Aircraft, Armor, Engineer, Flag, The General, Heavy Artillery, Infantry,
Light Artillery, Short Range Missile, Long Range Missile, Short Range Nuclear Missile,
Empire Deluxe Enhanced Edition Game Manual
Long Range Nuclear Missile, Sea Bees, Scout Satellite, Armed Satellite, Supply Unit,
Truck
Portage Cost - NA
Portage Capacity - Unlimited.
Notes and Capabilities - The fort is designed to serve as a defensive position for gathering land
units.
Forts can be constructed by engineer units on most land-based terrain. Forts have unlimited
capacity.
When an enemy unit tries to attack a fort that has units inside it, the attacking unit must first
defeat the all the hosted units by Siege Attacks. The attacked unit is randomly picked at the time
of combat, and it enjoys the defensive capability of the fort. Some units, such as the Armor or the
Infantry, enhance this defensive capability even further.
If a Fort is attacked and it is empty, it may be captured or destroyed.
Combat
Hit Damage - 1
Hit Points - 1
Attack - 0
Defense - Almost none.
Sighting Range - None.
Movement
Range - NA
Speed - 0
Production/Construction Time - 12/10 (City)
Transporting
Carried By - Transport, Truck, Port, Airbase, Fort, Air Transport, Helicopter, City
Carries - NA
Portage Cost - 1
Portage Capacity - None.
Notes and Capabilities - The supply unit is used by the player to aid in specific unit production
supply or to help reduce the effects of the resource drain for a turn. It is the "rainy day unit" that
you can produce and stock pile.
This unit has no movement capability on its own, and must be in a city to be used.
Sea Units
Sea units can travel in both shallow water and deep sea, as well as dock in Ports and Cities. The
strongest of the sea units, also known as "Capital Ships", have cannons that can conduct Range Fire
Operations.
Transport [TR]
Combat
Hit Damage - 1
Hit Points - 3
Attack - 1
Defense - 1
Sighting Range - 1 for Ground, 2 for Air, 0 for Sub and Orbital.
Movement
Range - NA
Speed - 2
Production/Construction Time - 30/25 (City)
Transporting
Carried By - City, Port
Carries - Anti Aircraft, Armor, Engineer, Flag, The General, Heavy Artillery, Infantry,
Light Artillery, Short Range Missile, Long Range Missile, Short Range Nuclear Missile,
Long Range Nuclear Missile, Sea Bees, Scout Satellite, Armed Satellite, Supply Unit,
Truck
Portage Cost - NA
Portage Capacity - 6
Notes and Capabilities - Transports are capable of carrying various unit types over water and
are an effective way to capture cities on other land masses when carrying Infantry or Armor.
Transports start with a hold capacity of 6; i.e., they can hold up to 6 Infantry. If they are
damaged, their hold capacity is reduced by two for every increment of damage taken. If the
number of Infantry 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 its entire cargo, 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 [DD]
Combat
Hit Damage - 1
Hit Points - 3
Attack - 2
Defense - 2
Sighting Range - 1 for Ground, 2 for Air, 0 for Sub and Orbital.
Movement
Range - NA
Speed - 3
Production/Construction Time - 24/20 (City)
Transporting
Carried By - City, Port
Carries - Nothing.
Portage Cost - NA
Portage Capacity - None.
Notes and Capabilities - 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 and make good explorers. Their fast Production Time makes them
relatively easy to amass in large numbers.
While they cannot shore bombard land units, 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. They can
detect Submerged Submarines. They will engage Deep Submarines if they can locate them.
Combat
Hit Damage - 1
Hit Points - 8
Attack - 1
Defense - 2
Sighting Range -1 for Ground, 2 for Air, 0 for Sub and Orbital.
Movement
Range - NA
Speed - 2
Production/Construction Time - 48/40 (City)
Transporting
Carried By - City, Port
Carries - Fighter, Helicopter
Empire Deluxe Enhanced Edition Game Manual
Portage Cost - NA
Portage Capacity - 8
Notes and Capabilities - Almost as hard to produce as a Battleship, Carriers are a vital part of
any major fleet action. 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 and Helicopters
to vital areas on the map. As such, a Carrier and its 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 feat.
Carriers also carry Helicopters. The Helicopters can also be loaded, though that will cost
additional portage points. Helicopters cannot unload their cargo on board a Carrier. The loaded
Helicopter gives the Carrier the capability to act as an invasion force as well, albeit an expensive
one.
Carriers are difficult to replace and the loss of a Carrier may also mean the loss of many other
units. 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.
Cruiser [CR]
Combat
Hit Damage - 2
Hit Points - 8
Attack - 2
Defense - 2
Range Fire Range - 2
Range Fire Damage - 1
Sighting Range - 1 for Ground, 2 for Air, 0 for Sub and Orbital.
Movement
Range - NA
Speed - 2
Production/Construction Time - 36/30 (City)
Transporting
Carried By - City, Port
Carries - Nothing.
Empire Deluxe Enhanced Edition Game Manual
Portage Cost - NA
Portage Capacity - None.
Notes and Capabilities - 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. (They can detect
Submerged Submarines).
The Cruisers cannons can also allow it to engage the enemy without getting damaged via range
fire combat, and disrupt city's production.
Battleship [BB]
Combat
Hit Damage - 3
Hit Points - 12
Attack - 2
Defense - 2
Range Fire Range - 2
Range Fire Damage - 2
Sighting Range - 1 for Ground, 2 for Air, 0 for Sub and Orbital.
Movement
Range - NA
Speed - 2
Production/Construction Time - 60/50 (City)
Transporting
Carried By - City, Port
Carries - Nothing.
Portage Cost - NA
Portage Capacity - None.
Notes and Capabilities - Battleships are the largest and most powerful of all the ground level
units in the game. 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.
The Battleship also has very powerful cannons to conduct range fire combat. These cannons can
disrupt a city's production.
Submarine Units
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 when submerged, or
trying to hide in Deep water, where no other units can go, and very few units can look.
The unit description of the Submarine is a special case, comprised of three different units depending on
the current active state of the Submarine. Effective use of these different "states" for the Submarine will
enable you to put forward an effective threat to all ships in the region.
Changing Submarine Types
The different submarine states are obtained through Changing, Diving and Rising. The following shows
the various states and how you can enter them:
Combat
Hit Damage - 1
Hit Points - 2
Attack - 2
Defense - 2
Empire Deluxe Enhanced Edition Game Manual
Sighting Range - 1 for Ground, 2 for Air, 0 for Orbital and Sub.
Movement
Range - NA
Speed - 3
Production/Construction Time - 24/20 (City)
Transporting
Carried By - City, Port
Carries - Nothing.
Portage Cost - NA
Portage Capacity - None.
Notes and Capabilities - The Surfaced Submarine is the only submarine unit that can be
produced. It moves and fights like a light Destroyer.
Combat
Hit Damage - 3
Hit Points - 2
Attack - 2
Defense - 2
Sighting Range - 1 for Ground, 1 for Sub, 0 for Air and Orbital,
Movement
Range - NA
Speed - 2
Production/Construction Time - NA
Transporting
Carried By - City, Port
Carries - Nothing.
Portage Cost - NA
Portage Capacity - None.
Notes and Capabilities - The Submerged Sub is the deadliest form of the Submarine. At
periscope depth, it awaits for hapless Transports to cruise by. It also can spoil the day for
Battleships and Cruisers with its heavy damage capability. Only Destroyers, Cruisers and
Submarines can detect it one square away. Aircraft will engage it if they enter the same square.
The Submerged Submarine is most effective in offensive operations.
Combat
Hit Damage - 1
Hit Points - 2
Empire Deluxe Enhanced Edition Game Manual
Attack - 1
Defense - 2
Sighting Range - 1 for Ground, 1 for Sub, 0 for Air and Orbital.
Movement
Range - NA
Speed - 1
Production/Construction Time - NA
Transporting
Carried By - Nothing.
Carries - Nothing.
Portage Cost - NA
Portage Capacity - NA
Notes and Capabilities - When a Submarine goes Deep, it is time to hide. Entering the Subground level, it cannot be touched by aircraft and most ships. Only the Destroyer and other
Submarines can engage it, and that is only if they locate its position.
Surface Units
These units have restricted capability to be on both land and water.
Patrol Boat [PB]
Combat
Hit Damage - 1
Hit Points - 1
Attack - 2
Defense - 2
Sighting Range - 1 for Ground, 2 for Air, 0 for Sub and Orbital.
Movement
Range - NA
Speed - 2
Production/Construction Time - 18/15 (City)
Transporting
Carried By - City, Port
Carries - Nothing.
Portage Cost - NA
Portage Capacity - None.
Notes and Capabilities - The Patrol Boat is capable of traveling on shallow sea squares at a rate
of two, as well as river and swamp squares at a rate of 1. It is not capable of moving or attacking
units in other terrain types. It cannot venture into deep waters.
Empire Deluxe Enhanced Edition Game Manual
Combat
Hit Damage - 1
Hit Points - 1
Attack - 2
Defense - 2
Sighting Range - 1 for Ground, 2 for Air, 0 for Sub and Orbital.
Movement
Range - NA
Speed - 1
Production/Construction Time - 24/20 (City)
Transporting
Carried By - Transport, Truck, Port, Airbase, Fort, Air Transport, City
Carries - Nothing.
Portage Cost - 2
Portage Capacity - None.
Notes and Capabilities - Sea Bees are an aquatic version of Engineers. Their specialization is an
extension of that of an Engineer in some ways, but limited in others. They can travel in Deep and
Shallow Water, and have the capability to build Roads in shallow. They are the slowest moving
unit on the open waters, but can also traverse land except forests, hills, mountains and peaks.
They take four turns to lay or disable a mine.
Sea Bees can construct Oil Facilities and Ports.
Road Building Opportunities
Clear: 3 turns.
Desert: 3 turns.
Forest: 4 turns (when in a city).
Hills: 4 turns (when in a city).
Peaks: 16 turns (when in a city).
Mountains: 8 turns (when in a city).
Snow: 3 turns.
Swamp: 2 turns.
Rivers: 2 turns.
Shallow Sea: 8 turns.
Port [PT]
Combat
Hit Damage - 1
Hit Points - 1
Attack - 0
Defense - 2
Sighting Range - 2 for Ground, 2 for Air, directly overhead for Orbital, 0 for Sub.
Movement
Range - NA
Speed - 0
Production/Construction Time - 12 (Engineer) , 12 (Sea Bees)
Transporting
Carried By - Nothing.
Carries - Anti Aircraft, Armor, Engineer, Flag, The General, Heavy Artillery, Infantry,
Light Artillery, Short Range Missile, Long Range Missile, Short Range Nuclear Missile,
Long Range Nuclear Missile, Sea Bees, Scout Satellite, Armed Satellite, Supply Unit,
Truck, Transport, Destroyer, Cruiser, Battleship, Aircraft Carrier, Surfaced Submarine,
Submerged Submarine, Patrol Boat
Portage Cost - NA
Portage Capacity - Unlimited.
Notes and Capabilities - The Port is a unit that can hold ships and most ground units. It has only
the minimum of defenses.
Ports are constructed by Engineers and Sea Bees on land based terrain. Ports can be built together
in such a way to produce man-made waterways across continents.
Ports can repair damaged ships at a rate of one point per turn, if the unit in question has not
moved.
The Port is capable of storing Infantry like units, serving as a waypoint for transport.
Ports have an unlimited stacking capability. If a Port is attacked and destroyed, all the units inside
it are likewise destroyed.
Combat
Hit Damage - 1
Hit Points - 1
Attack - 0
Defense - 1
Empire Deluxe Enhanced Edition Game Manual
Sighting Range - 1 for Ground, 2 for Air, 0 for Sub and Orbital.
Movement
Range - NA
Speed - None.
Production/Construction Time - 12 (Engineer), 12 (Sea Bees)
Transporting
Carried By - Nothing.
Carries - Nothing.
Portage Cost - NA
Portage Capacity - None.
Notes and Capabilities - The Oil Facility is used to exploit resources to aid in combating the
resource drain. It has the capability to build roads on land terrain and shallow waters, but it
cannot exploit and build a road at the same time.
Road Building Opportunities
Clear: 2 turns.
Desert: 2 turns.
Forest: 3 turns.
Hills: 3 turns .
Peaks: 12 turns.
Mountains: 6 turns.
Snow: 3 turns.
Swamp: 4 turns.
Rivers: 4 turns.
Shallow Sea: 8 turns.
City [CI]
Combat
Hit Damage - 1
Hit Points - 1
Attack - 2
Defense - 2
Sighting Range - 2 for Ground, 2 for Air, 4 for Orbital, 0 for Sub.
Movement
Range - NA
Speed - 0
Production/Construction Time - NA
Transporting
Carried By - Nothing.
Carries - Anti Aircraft, Armor, Engineer, Flag, The General, Heavy Artillery, Infantry,
Empire Deluxe Enhanced Edition Game Manual
Light Artillery, Short Range Missile, Long Range Missile, Short Range Nuclear Missile,
Long Range Nuclear Missile, Sea Bees, Scout Satellite, Armed Satellite, Supply Unit,
Truck, Transport, Destroyer, Cruiser, Battleship, Aircraft Carrier, Surfaced Submarine,
Submerged Submarine, Fighter, Bomber, Air Transport, Helicopter, Patrol Boat
Portage Cost - NA
Portage Capacity - Unlimited.
Notes and Capabilities - Cites are the prized possession of the game. With them, you can
produce many things and support many maneuvers. Without them, your cause is desperate.
Cities are the producers of most units, and maintain a production efficiency. Some may have a
production specialization. They can contribute in positive ways to the resource drain, especially
when they are not producing anything.
Cities can repair damaged ships, and can refuel aircraft.
Cities have the ability to launch orbital units. And can detect enemy Orbital Units up to four
squares away.
Cities can build roads underneath them in 2 turns. They do not start the game with a pre-built
road infrastructure capable of connecting to other squares. The road must be built if it is desired.
Air Units
Fighter [FI]
Combat
Hit Damage - 1
Hit Points - 1
Attack - 2
Defense - 2
Sighting Range - 2 for Ground and Air, 0 for Sub and Orbital.
Movement
Range - 3 turns aloft.
Speed - 6
Production/Construction Time - 12/10 (City)
Transporting
Carried By - City, Airbase, Aircraft Carrier
Carries - Nothing.
Portage Cost - 1
Empire Deluxe Enhanced Edition Game Manual
They cannot capture cities, but can disrupt production by bombing a city. 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 Submerged Submarines if
they happen to discover their location.
Bomber [BO]
Combat
Hit Damage - 2
Hit Points - 1
Attack - 2
Defense - 2
Sighting Range - 2 for Ground and Air, 0 for Sub and Orbital.
Movement
Range - 6 turns aloft.
Speed - 4
Production/Construction Time - 12/10 (City)
Transporting
Carried By - City, Airbase
Carries - Nothing.
Portage Cost - 1
Portage Capacity - None.
Notes and Capabilities - 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. They can
also bomb cities, disrupting their production and damaging the production efficiency.
Bombers have an attack and defense rating of 1 when in battle against Fighters.
Combat
Hit Damage - 1
Hit Points - 1
Attack - 1
Empire Deluxe Enhanced Edition Game Manual
Defense - 1
Sighting Range - 2 for Ground and Air, 0 for Sub and Orbital.
Movement
Range - 10 turns aloft.
Speed - 2
Production/Construction Time - 36/30 (City)
Transporting
Carried By - City, Airbase
Carries - Anti Aircraft, Armor, Engineer, Flag, The General, Heavy Artillery, Infantry,
Light Artillery, Short Range Missile, Long Range Missile, Short Range Nuclear Missile,
Long Range Nuclear Missile, Sea Bees, Scout Satellite, Armed Satellite, Supply Unit,
Truck,
Portage Cost - NA
Portage Capacity - 2
Notes and Capabilities - The air transport has a limited capacity and a limited range, but is
excellent for quickly delivering units to area that would otherwise be very difficult to get to.
When airborne, the Air Transport cannot directly unload units; instead it is only capable of
"Dropping" a unit in the square it is currently in (if there is no ground unit already there). Units
that are dropped are not capable of moving until their next turn. Units cannot be dropped on
enemy units.
The Air Transport unit may only load units when it is on the ground in a city or airbase.
Helicopter [HE]
Combat
Hit Damage - 1
Hit Points - 1
Attack - 2
Defense - 2
Sighting Range - 2 for Ground and Air, 0 for Sub and Orbital.
Movement
Range - 8 turns aloft.
Speed - 2
Production/Construction Time - 24/20 (City)
Transporting
Carried By - City, Airbase, Aircraft Carrier
Carries - Engineer, Flag, The General, Infantry
Portage Cost - NA
Portage Capacity - 1
Empire Deluxe Enhanced Edition Game Manual
Notes and Capabilities - The Helicopter is the cheapest air transport unit available. It also only
has the capacity to carry one portage point at a time, and only Infantry like units.
The Helicopter is capable of landing and unloading units, but it may drop them as well. It may
only load units when in a city, airbase, or landed on the ground.
Helicopters can load onto Aircraft Carriers as well, and can do so with cargo.
Orbital Units
Orbital units consist of Satellites and Missiles that traverse areas high above the map. They normally do
not engage or interfere with units at other levels (except when missiles begin to come down).
Scout Satellite [SC]
Combat
Hit Damage - 1
Hit Points - 1
Attack - 2
Defense - 2
Sighting Range - 4 for Orbital, Ground, and Air, 0 for Sub.
Movement
Range - NA
Speed - 2
Production/Construction Time - 60/50 (City)
Transporting
Carried By - Transport, Truck, Port, Airbase, Fort, Air Transport, City
Carries - Nothing.
Portage Cost - 1
Portage Capacity - None.
Notes and Capabilities - The Scout satellite is an orbital unit with a large visual range, the
ultimate in exploration technology. When not in orbit the Scout Satellite is incapable of moving
on its own. It must be launched from a city.
The Scout Satellite is capable of attacking other orbital units by ramming them directly.
Combat
Hit Damage - 1
Empire Deluxe Enhanced Edition Game Manual
Hit Points - 1
Attack - 2
Defense -2
Range Fire Range - 3
Range Fire Damage - 1
Sighting Range - 4 for Orbital, Ground, and Air, 0 for Sub.
Movement
Range - NA
Speed - 2
Production/Construction Time - 78/65 (City)
Transporting
Carried By - Transport, Truck, Port, Airbase, Fort, Air Transport, City
Carries - Nothing.
Portage Cost - 1
Portage Capacity - None.
Notes and Capabilities - The Armed Satellite is very similar to the Scout Satellite. However,
this model has been upgraded with a range fire capable laser. It is only able to attack other orbital
units.
The Armed Satellite is capable of defensive fire, and makes an excellent defender against missile
attacks on your cities.
Missiles
The Missile is capable of striking behind an enemy's lines. It must be launched from a city, and is
capable of traveling for several turns, making it impervious to ground and air units during that time. The
missile eventually will re-enter the atmosphere and have a limited range to detonate at a target.
While in orbit, if a missile attacks another unit, regardless of the outcome of the attack, the missile is
destroyed.
When in re-entry, the missile is vulnerable to anti-aircraft fire, as well as attacks from other orbital units.
Nuclear missiles function much like the conventional missiles. The only difference comes at detonation
time...
Short Range Missile [SM]
Combat
Empire Deluxe Enhanced Edition Game Manual
Hit Damage - 2
Hit Points - 1
Attack - 2
Defense - 2
Sighting Range - None .
Movement
Range - 3 turns in orbit, 1 turn in reentry
Speed - 3 in orbit, 3 in re-entry, 1 to re-enter atmosphere.
Production/Construction Time - 24/20 (City)
Transporting
Carried By - Transport, Truck, Port, Airbase, Fort, Air Transport, City
Carries - Nothing.
Portage Cost - 1
Portage Capacity - None.
Notes and Capabilities - Missiles In General.
Combat
Hit Damage - 3
Hit Points - 1
Attack - 2
Defense -2
Sighting Range - None.
Movement
Range - 4 turns in orbit, 1 turn in reentry
Speed - 4 in orbit, 4 in re-entry, 1 to re-enter atmosphere.
Production/Construction Time - 48/40 (City)
Transporting
Carried By - Transport, Truck, Port, Airbase, Fort, Air Transport, City
Carries - Nothing.
Portage Cost - 1
Portage Capacity - None.
Notes and Capabilities - Missiles In General.
Combat
Hit Damage - 12
Hit Points - 1
Attack - 2
Defense -2
Empire Deluxe Enhanced Edition Game Manual
Combat
Hit Damage - 12
Hit Points - 1
Attack - 2
Defense -2
Sighting Range - None.
Movement
Range - 4 turns in orbit, 1 turn in reentry
Speed - 4 in orbit, 4 in re-entry, 1 to re-enter atmosphere.
Production/Construction Time - 120/120 (City)
Transporting
Carried By - Transport, Truck, Port, Airbase, Fort, Air Transport, City
Carries - Nothing.
Portage Cost - 1
Portage Capacity - None.
Notes and Capabilities - Missiles In General
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.
Clear - Clear squares appears as solid green areas. They cannot be entered by sea units. They
have no other effect on combat or movement.
Empire Deluxe Enhanced Edition Game Manual
Snow/Desert - Snow terrain is cold land terrain. Desert is hot sandy terrain. These play a role in
hampering the movement and construction efforts of some units.
River/Swamp - River squares appear as clear terrain with an irregular blue line running through
them. Swamp squares are little more marsh like. Only land and air units may enter this
terrain. The Patrol Boat is also able to traverse these squares. Although river squares have water
passing through them, they are still land squares and other sea units may not enter them. Armor
units have their movement reduced to one upon entering these squares. These terrain types can
contribute to a ground unit's defense.
Forest - Forest squares appear as irregular bright green areas. Only land and air units may enter
forest terrain. These terrain types can contribute to a ground unit's defense.
Hills - Only land and air units may enter hills. Hills tend to slow down the movement of
Mechanized Units, but can also serve as additional defensive protection.
Mountain/Peak - Only land and air units may enter mountain terrain. Peaks are impassible to
almost all ground units, except for the Engineer. Helicopters cannot fly in Mountains or Peaks.
Mountains prevent the movement of some Mechanized Units, and provide good defensive cover
for Infantry Units.
Shallow/Deep Sea - Most naval units can traverse both shallow and deep sea, though Patrol
Boats cannot enter the Deep. Sea Bees can build a bridge over shallow water, but not deep water.
Land based units cannot enter this terrain without a road. Sea squares provide no defensive
coverage.
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, unless you
have an Explore Treaty with him.
"We are at war Captain. We cannot afford the luxury of men whose minds are so
limited they cannot adapt to unexpected situations."
The Manual
Game Play Interface
Game Rules and Concepts
The terrain is defined by a set of Categories. Each Category has a unique Terrain Id. This Terrain Id is
a represented by one printable character, which is used for reference when used by units in the Unit
Database.
Terrain categories hold mostly image information. Movement costs and such are defined via the Unit
Database.
Mandatory Terrain Types
Every Terrain Database has two mandatory terrain categories. These are Edge and Unexplored. These
are considered common, and their Ids cannot be changed. You may edit the graphics for these categories
to make them unique to your database.
Terrain Categories Specification
The Terrain Category is comprised of the following information:
New Terrain DB - This will create a new terrain database. It will come with two categories premade, Edge and Unexplored.
Load Terrain DB - This will load an existing terrain database. You will be prompted to load the
Empire Deluxe Enhanced Edition Game Manual
Sort Columns - Allows you to drag and drop the column names so that they appear in different
order.
Edit - Edits the selected terrain category. Calls up the Terrain Category Editor.
Delete - Deletes the selected terrain category.
New - Creates a new terrain category. Calls up the Terrain Category Editor.
Copy - Creates a new terrain category by copying the currently selected category. Calls up the
Terrain Category Editor.
Terrain Category Id - Enter the Id you wish to assign. Be aware that changing this may affect
Unit Databases which reference this terrain type.
Category Name - Enter the name you wish to assign.
Empire Deluxe Enhanced Edition Game Manual
Graphics Type - Chose the appropriate standard. See Terrain Icon Notes for details and settings.
Pixel Color - Click on the color to call up the Color Chooser to set the color.
Sister Terrain - Enter the Terrain Id for the sister Categories. See Terrain Icon Notes for details.
Icon Image - Click on the image displayed to change the file. See Terrain Icon Notes for details.
To save your changes, press the Save Button. You must remember to also Save the database for the
changes to take effect.
Water Type - Water Type graphics assume there is a coastal edge. There are 32 graphical
positions. They are doubled for variety. These are specified by:
1. No Exit
2. No Exit
3. Exit to the North
4. Exit to the North
Empire Deluxe Enhanced Edition Game Manual
"They sent their infantry to the wrong place at the wrong time."
The Manual
Game Play Interface
Game Rules and Concepts
All image files need to be in Microsoft's BMP image format to be loaded correctly.
Be aware that some of the image files have transparent colors in this. These colors are not always
consistent. but are generally either "Near Black" :( RGB 1,1,1), or White (RGB 255,255,255).
Examination of the files of interest should reveal if they are using transparent colors.
The image files used in the game can be changed by editing the Properties.ini file, located in the Data
directory of the game.
Adding Tutorials
If you have a technique you would like to share, or possibly blow by blow commentary on replayed
games, you can add your own tutorial files and share them with your friends..
The structure of the tutorial file is simple. It is a text file, with the extension *.etu (Empire Tutorial).
The first line of the file is the tutorial's title.
Following that, are "tutorial screens", which make up each screen of the tutorial display. This is a few
paragraphs of text that you write.
A line with only "TUT_LINE" indicates the end of that tutorial screen.
Empire Deluxe Enhanced Edition Game Manual
At the very end of your tutorial, instead of placing "TUT_LINE", you place "TUT_END" to indicate the
tutorial is finished.
To install a tutorial *.etu file, just drag and drop it onto the game and it will be copied and stored in the
appropriate place. The default location for this is off the root directory of the game at help/tutorials.
"History is on the move Captain. Those who cannot keep up shall watch from
distance. And those who stand in our way... will not watch at all."
Questions Overview
Empire Deluxe Internet Edition Related
Common Unit Questions
Orders and Actions
Unit Editing Questions
Game Setup Questions
User Interface Questions
The Manual
The Game Play Interface
Game Rules and Concepts
Questions Overview
These are some of the questions that were asked during the beta. You may find you have similar
questions, and they can be answered here or within the Manual.
default settings are not as they were in Empire Deluxe Internet Edition. For example, EDIE had the level
2 default setting at 24. With EDEE, that is level 3. Level 2 is at 28.