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Empire Deluxe Enhanced Edition

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
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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!

Also please backup the installation software.


This manual has a great deal of information in it about how to play the game itself, and how to use the
game's interface. It has been separated in to various "chapters", or subject areas for you to review. Some
of the sections in those chapters can be quickly accessed through the game itself, but those mostly deal
with the game interface. But for an in depth examination of the game concepts and rules, as well as the
opportunities to change or customize the game, please review the index or the table of contents.

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Table Of Contents
Game Manual
Forward
Introduction
Table Of Contents
Credits

Game Rules And Concepts

Unit Classifications and Unit Types


World Levels
Unit Movement and Terrain Effects
Roads
Orbital Units and Re-Entry
Take-Off / Landing / Diving / Rising
Unit Changing / Morphing
Unit Transportation: Loading, Unloading, Dropping, Picking Up
Unit Combat

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

Unit Production Specialization


Production Efficiency
Production Supply Opportunities
Resource Drain and the "Units Before Resource Drain" Value

Resources and Exploitation


Unit Construction
Wasteland
Mines
Unit Gifting
Treaties
Weather
City Selection
Buy Points and Unit Placement
Victory Conditions And Game Type Details
Ending The Game
Combat Mechanics

User's Guide (User Interface)

Main Menu Page

Installing New Files Into The Game


Play Menu Option
Editors Menu Option
Preferences Menu Option
Players Menu Option
Game Version Number and Program Type
Main Menu Option Details

Game Setup Interface

Game Setup Overview


Game Setup Menus
Game Configurations
Game Setup Tabs

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General Info Tab


Rules Options
Victory Conditions Tab
Map Info Tab
Units Tab
Players Tab
Connections Tab
Advertise Tab
Game Setup Errors
Restarting Games
PBM Play

Game Play Interface

Game Play Screen Overview


Game Play Menu Options
Status Bar Features
Map Window Features
The Information Window
Chat Window Features
General Unit Movement
Hot Keys
Watching A Playback Or Computer Only Game
City Selection Dialog
Buy Points Dialog
Unit Placement Dialog
Auto Production Dialog
First Turn Production Dialog
Order Points Dialog
Unit Group Orders
Report Dialogs
Battle Odds Calculator

Unit Processing, Queue and Control

The Active Unit Queue


Units Waiting For Orders
Starting Automatic Processing

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Hot Key Settings

List Of Actions
Miscellaneous Action Topics
Loading and Unloading
The Difference Between Orders and Actions
Forced Overflight
Group Actions

Unit Orders and the Command Queue

Hot Key Overview


Control Keys
Action Hot Keys
Tab Action Keys
Display Keys
Report Display
Group Actions
Game Viewer Keys
Map Editor Keys
Chat Keys

Unit Actions

When And How The Queue Is Built,


Sorting The Queue

Orders Overview
The Unit's Command Queue And The Current Order
Giving A Unit Orders
Available Unit Orders List

The Information Window

Information Window Overview


Attaching/Detaching/Showing/Hiding
The Information Window And Map Window Focus
Changing Data in the Information Window

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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

Network Play Overview


Client Server Architecture
What is a Port? What Is an IP Address?
Firewall Notes
Starting A Network Game
The Server Player's Setup
The Remote Player's Connection
The "Connection Service"
Running A Connection Service
Adding Connection Service Servers For the Game To See
Disconnecting From A Game And Coming Back
In-Game Advertising
Restarting A Network Game
Chatting During A Game
Post Game Activity

Game Customization Notes

Game Customization Overview


Enhancing The Computer Player
Editing Computer Player Scripts
AI Player Source Code
Adding AI Player DLLs
Altering The World Build Process
Using External World Build DLL's
World Building Source Code
Changing The Graphics In The Game

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The Properties File


Adding Tutorials

Common Questions

Questions Overview
Empire Deluxe Internet Edition Related
Common Unit Questions
Orders and Actions
Unit Editing Questions
Game Setup Questions
User Interface Questions

Notes On The Enhanced Unit Set

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

Notes On Network Play

Network Play Overview


Client Server Architecture
What is a Port? What Is an IP Address?
Firewall Notes
Starting A Network Game
The Server Player's Setup
The Remote Player's Connection
The "Connection Service"
Running A Connection Service
Adding Connection Service Servers For the Game To See
Disconnecting From A Game And Coming Back
In-Game Advertising
Restarting A Network Game
Chatting During A Game
Post Game Activity
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The Map And Scenario Editor

Map And Scenario Editor Overview


The Map Editor Front Dialog and Menu Options
The Map Making Dialog
Editing A Map
Dark Red Tab - Terrain And Neutral Painting
Light Red Tab - Player / Scenario Configuration
Area Operations
Dark Yellow Tab - Terrain Area Operations
Light Yellow Tab - Unit Area Operations
Group Editing Dialog

Using The Unit Database Editor

Unit Database Editor Overview


The Unit Database Concept
Relationship With The Terrain Database
Intra-Unit Type Relationships
Unit Type Attributes, The Game Engine, and The Game Play Client
Unit Database Composition
Using The Editor Interface
Editor Menu Options
Editing The Basic Data
Editing The Icon Data Sets
Icon Data Set Editor
Unit Type Information Editor
The Editor Pad
Terrain Database Reference Window
Unit icon Notes
Unit Type Editing Notes
Files Associated With The Database

Using The Terrain Database Editor

Terrain Database Overview


The Terrain Database Concept
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Terrain Editor Menu Options


Editing Terrain Categories
Terrain Category Editor
Terrain Icon Notes
Notes On The Terrain Set

Notes On AI Opponents

Enhancing The Computer Player


Editing Computer Player Scripts
AI Player Source Code
Adding AI Player DLLs

Notes On World Building And Unit Placement

Altering The World Build Process


Using External World Build DLL's
World Building Source Code

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

Empire Deluxe Enhanced Edition

Written, Produced, Directed, and Programmed By

Mark Kinkead
killerbeesoftware.com

Artwork By

Anthony Affrunti, a.k.a. Wydraz


home.nycap.rr.com/wydraz/

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"Empire Deluxe Enhanced Edition", (C) 2004, Mark Kinkead, Killer Bee Software
Version 4.0

Based on Walter Bright's Original Game

"Empire, Wargame of the Century", (C) 1978 - 1986 by Walter Bright


Versions 2.0 and 1.0

"Empire Deluxe", By Mark Baldwin and Bob Rakosky, 1993


Version 3.0

"Empire Deluxe Internet Edition", (C) 2003, Mark Kinkead, Killer Bee Software
Version 3.5

The Mersenne Twister


The Game's Random Number Generator
Provided by
Makoto Matsumoto
www.math.sci.hiroshima-u.ac.jp/%7Em-mat/MT/emt.html

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New Music Produced By


Lars Christian Lundholm
www.game-music.net

PDF Manual Produced By


David Lozinski
www.davelozinski.com

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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Empire Deluxe Enhanced Edition


Game Rules and Concepts
Quick Links

Unit Classifications and Unit Types

World Levels

Unit Movement and Terrain Effects

Roads

Orbital Units and Re-Entry

Take-Off / Landing / Diving / Rising

Unit Changing / Morphing

Unit Transportation: Loading, Unloading, Dropping, Picking Up

Unit Combat

Combat By Movement
Combat By Range Fire
Combat By Defensive (Ranged) Fire
Combat By Detonation

Combat Modifiers

Crippled Units and Repair

Dug-In Units
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Combat / Production / Neutral Handicaps

Unit Combat Effectiveness and Experience

Game Exploration Modes

Units and Spotting

Unit Production

Unit Production Specialization


Production Efficiency
Production Supply Opportunities
Resource Drain and the "Units Before Resource Drain" Value

Resources and Exploitation

Unit Construction

Wasteland

Mines

Unit Gifting

Treaties

Weather

City Selection

Buy Points and Unit Placement

Victory Conditions And Game Type Details

Ending The Game

Combat Mechanics
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Other Detailed Links

The Manual

The User Interface

The Enhanced Unit Set

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Unit Classifications and Unit Types


Units are generally classified into four groups, corresponding to the four World Levels in the game.
The four classes are:

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:

Sea Units - units that can only traverse the waters

Land Units - units that can only operate on dry land

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.

Other Unit Classifications

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.

Constructors - Constructors are units that build 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.

Stacking And World Levels


There are cases where Air units can be at ground level (two planes in the same square), and ground units
can be at the Air level (a truck has just dropped another unit). These conditions are temporary, and that
unit will seek its natural level as soon as it is able. The Orbital and Sub-Ground levels can only have one
unit each at a time in a square.
When stacking occurrings (two ground units on a road for example), the air and the ground level are
considered full, and no further air or land units may attempt to pass through this location until the units
make room in that square.

Unit Movement and Terrain Effects


The units in the game, just like pieces in chess, can only move a maximum number of squares each turn.
This number of maximum squares varies with each unit, and is hereafter referred to as that unit's "Move"
or "Movement Points". A unit does not have to move its full Move if the player doesn't wish it to. In fact
it doesn't have to move at all. Movement is from square to adjacent square as well as any adjacent
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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.

Orbital Units and Re-Entry


Orbital Units are units that traverse the Orbital Plane. They are not capable of normal movement outside
of this plane.
Most Orbital units do not start out in the orbital plane, however. They require launching. Once launched,
an orbital unit is capable of moving around the map.
Some orbital units, missiles for example, are able to re-enter the planet's atmosphere. This could cause
them to be vulnerable to range fire from ground units.
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An Orbital Unit that has not been launched should display the message "AWAITING LAUNCH
SEQUENCE".

Take-Off /Landing /Diving / Rising


Air Units are capable of "Take Off", which is a vertical move from the ground level to the air level. The
movement cost for this is one movement point.
Subsequently, air units can also "Land" on another unit underneath them at the ground level, provided
that unit can transport the air unit. This also costs one movment point. Some air units, the Helicopter for
example, can land on open ground. While landed, the unit will not lose movement points due to range. If
it cannot load onto the unit, it will then try to fly over the transporting unit.
The Submerged Submarine may be capable of "Diving" in a square. When diving, the unit will move
from the ground level to the sub-surface level. In the case of the Submerged Submarine, it will also
change into a Deep Submarine to cope with the new conditions. The Deep Submarine may move back to
the ground level by "Rising". In this case, the Deep Submarine would change into a Submerged
Submarine.

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.

Unit Transportation: Loading, Unloading, Dropping, Picking Up


Some units are able to carry other units. If this is possible, then the unit doing the carrying is referred to
as the Host Unit.
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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 Ranged Fire

Combat By Defensive (Ranged) Fire

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.

Combat By Ranged Fire


Ranged Fire Combat is fairly simple as well. A unit must have ranged capability against its target, and
be within range of that target. Units that have already moved during the current turn cannot conduct
range fire.
Range fire is accomplished by selecting the appropriate action button or menu item, and then selecting
the target square where the fire is to take place. If the unit is capable of firing at that moment, it will
attempt to hit the unit in the target square. If the attacking unit loses, it suffers no damage.
Units may only conduct range fire once per turn, and only if they have not moved. If attacking a fort, the
units inside the fort must be destroyed before the range fire will attack the fort itself. Some ranged fire
units can also bomb cities.
Most ranged fire units can fire beyond their sighting range. It is possible to fire at a unit in a square and
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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.

Combat By Defensive (Ranged) Fire


Some ranged fire units, like the Anti-Aircraft Unit, can also perform Defensive Fire Attacks. These
attacks take place while it is not the owning player's active turn.
In order for a unit to be able to perform defensive fire, the following conditions must be true:

The unit is capable of defensive fire (Artillery units are not)

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

The unit types of the attacker and defender.

The defender's terrain for defending ground units.

The Unit Combat Effectiveness of both units.

If the defender is "dug - in".

If the defender is "landed".

If the attacker is "crippled".

Either player's combat handicap.

Crippled Units and Repair


A unit becomes crippled when it has lost at least half of its hit points. This will cause the unit to attack
less effectively. The crippled nature of a defender does affect combat.
A crippled unit will also have its movement capability reduced by half.
To regain hit points, a unit must be repaired. Units can be repaired by entering a friendly unit that has
the capability to repair them (For example, a City or Port can repair a Battleship). The unit to be repaired
must rest, doing nothing for the entire turn.
An Engineer Unit inside a Fort can repair the Fort. The Engineer must be instructed to do the repairs, for
it will not do so automatically. This is called "Hosted Repair", where the unit is able to repair its host.

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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 / Production / Neutral Handicaps


Handicaps are used in a game to either even the playing field between commanders of different strategic
capability, or to change the pace of the game.
Handicaps are based on a number, with 100 being the average. The lower the handicap number, the
better the advantage for the player. So a value of 50 would give a player more advantages than a
player with a value of 100, and conversely, a value of 200 would have less advantage than a player with
a value of 100.
There are three handicap values in the game:

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.

Unit Combat Effectiveness and Experience


In combat, the defender and attacker's unit combat effectiveness ratings are compared to yield a slight
advantage/disadvantage from normal combat conditions. Units will wear down after being in each
combat, and lose some effectiveness. In order to regain effectiveness, a unit must rest - doing nothing for
that turn. There are six effectiveness levels. These are (highest to lowest):

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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.

Game Exploration Modes


There are four "Exploration Modes" in the game. These modes determine how much terrain and what
units are visible to you at any point in time during the game.
Nothing Visible
All terrain is marked as unexplored at the beginning of the game and no units other than your own will
be visible. Unexplored terrain appears as solid black squares. It is not truly a terrain type, but is used to
obscure those squares that the player has not yet explored. Exploring a square is done by moving a unit
close enough to the square to be within the unit's base ground scanning range. Unexplored terrain can be
looked at as a set of black tiles covering the map. Each time a player moves one of their pieces next to
one of these tiles, it is removed and the true terrain type underneath it is revealed. Each player must
explore the map separately. You may benefit from another player's exploration if you enter into an
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Explore Treaty with him.


Terrain Visible
At the beginning of the game, you can see all the terrain on the map, but have no idea where cities and
other units are. (Note: the Standard AI is currently not able to play games of this mode).
Terrain and City-Types Visible
The terrain can be seen, and any city units will be initially displayed as neutrals, including your
opponent's cities. When you are able to see them with your own units, they will reveal their true
ownership.
Terrain And All Units Visible
All terrain and all units and their rightful owners will always be visible.

Units and Spotting


With the exception of the "Terrain and All Units Visible" exploration mode, your units must be able to
physically spot your opponents units to maintain the enemy's location.
Spotting a unit depends on the unit types and the levels involved, as well as other factors such as
weather.
Sightings appear on your map, and are not removed until you have a unit that can confirm there is no
longer an enemy unit at that location.
Various types of weather may affect the visibility of a unit. See the weather section for more details.

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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If the City's current Production


Efficiency is:

It will take this many turns to


improve the Production
Efficiency by 1%:

Up to 104%

1 turn

105%-114%

2 turns

115%-124%

3 turns

125%-134%

4 turns

135%-144%

5 turns

145%-154%

6 turns

155%-164%

7 turns

165%-174%

8 turns

175%-184%

9 turns

185%-194%

10 turns

etc.

etc.

Production Supply Opportunities


Supply units can also aid in the production of units. A supply unit that is used towards unit production
can reduce the turns to complete by one. When a supply unit is used in this fashion, it is consumed.
Remember that a city can never instantly produce a unit, so do not waste more supply that you can use.

Resource Drain and the "Units Before Resource Drain" Value


What is the Resource Drain?
Unfortunately in real life, war materials are not just expended on creating new units, but also in
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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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unit is consumed. To be used, the supply unit must be in a city.

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.

Resources and Exploitation


Resources represent areas where mineral deposits are. These mineral deposits, when exploited by an
appropriate unit (The Oil Facility for example), will be beneficial to a player's units before resource
drain value.
Resources can be either set to infinite or limited during the game setup. If limited, each resource has a
resource value that is reduced by one every turn that resource is exploited. When a resource value
reaches 0, that resource can no longer be exploited.

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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There is no command to "clean" or remove wasteland. Its effects are permanent.

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:

Clear - There are no movement or sighting effects.

Fog - Surface units in fog cannot see or be seen.

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.

Buy Points and Unit Placement


Some starting conditions allow for buy points. In this situation, the player is able to "purchase" units
before the game begins, and then place them on the map.
Unused Buy Points are lost. You only can buy and place units at the start of the game.

Victory Conditions And Game Type Details


New to the Empire Series are multiple ways to play out a game of Empire. When a player loses, if he
still has units on the map, they will retain his colors, but he no longer controls them.
The following are new game variations for you to experiment 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.

Games With A Measured Objective


In these games, the player has a goal level that he is either trying to reach to win, or stay above to avoid
losing. Most also must be sustained for a period of time. These are

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.

Number Of Units - The player achieves a specified total number of units.

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.

King Of The Hill Games


King of the Hill is a quest to control a specified area. The player is assumed to have control when only
his units occupy the area. In this case, he receives points every turn. The Hill area is a set of locations
that do not have to be next to each other. All of the specified locations are considered to be one area for
control and scoring purposes.

Ending The Game


At times you have had enough of playing a game, and want to see it played back or your enemy's
position without completing the game. You do have an option to end the game early, though no winner
will be declared.
We all like to win, but sometimes we either cannot win, or choose to exit gracefully while we still can.
There are two options available to the player in this case. These are

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.

Bomb - The attacker unit type will bomb 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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Armor vs. Infantry - Normal


The armor unit is going to attack an infantry unit on Clear Terrain. Both Units are of "Ready"
effectiveness. The adjusted probability for such an attack is 50%. The "roll" for the round comes out to
45, which scores a hit for the Armor Unit. The Armor does 1 point of damage, reducing the Infantry's hit
points to 0, thus killing the Infantry Unit.
Armor vs. Infantry - Infantry Dug -In
This is the same scenario as before, except that the Infantry is dug-In, setting the adjusted probability at
34%. With the "roll" at 45, this time the Infantry would score a hit on the Armor. It does 1 point of
damage, reducing the Armor's hit points from 2 to 1. Then, in the second mini-round, the "roll" is a 28.
The Armor does 1 point of damage, reducing the Infantry's hit points to 0, thus killing the Infantry Unit.
The armor unit is now crippled, but do note that the crippling of that unit did not affect the adjusted
probability. The adjusted probability is only calculated before any combat begins. However, in this unit's
next engagement, it will suffer from the effects of this crippling.
A 'Ready' Cruiser vs. A 'Tired' Battleship
In this example, the Battleship is fully repaired, but is tired from a few previous engagements. The
adjusted probability in this scenario is 56%. Since both of these units have many hit points (Cruiser 8,
the Battleship 12), this will last several rounds. The Battleship does 3 points of damage on a hit, while
the Cruiser does 2.
In round one, the "roll is a 50, scoring a hit for the Cruiser, reducing the Battleship from 12 to 10 hits.
In round two, the "roll" is a 37, scoring a hit for the Cruiser, reducing the Battleship from 10 to 8 hits.
In round three, the "roll" is a 68, scoring a hit for the Battleship, reducing the Cruiser from 8 hits to 5.
In round four, the "roll" is a 52, scoring a hit for the Cruiser, reducing the Battleship from 8 to 6.
In round five, the "roll" is a 78, scoring a hit for the Battleship, reducing the Cruiser from 5 hits to 2.
In round five, the "roll" is a 60, scoring a hit for the Battleship, reducing the Cruiser from 2 hits to 0,
destroying the Cruiser.
Range Fire with Cruiser vs. Armor (in Forest)
In this example, both units are "Ready" with the Armor Unit in a forest. The Cruiser has chosen to
conduct range fire, and the adjusted probability for this type of attack is 34%. Since this is a range fire
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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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Empire Deluxe Enhanced Edition


Interface User's Guide
There are often several ways to get the job done in Empire Deluxe Enhanced Edition. The goal of this
users guide is to help you understand how to use the interface to increase your capability to play the
game effectively.
The guide is set up give you both an overview and details as to how the game works.
Guide Pages:

Main Menu Page


Game Setup Interface
Game Play Interface
Unit Processing, Queue and Control
Hot Key Settings
Unit Actions
Unit Orders and the Command Queue
The Information Window
Network Play
Game Customization Notes
Common Questions

Game Rules

The Manual
Rules And Concepts
Enhanced Database Units

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Empire Deluxe Enhanced Edition


Main Menu Screen
The main menu is the jump point for you to do various activities within Empire Deluxe Enhanced
Edition.

Quick Links:

Installing New Files Into The Game


Play Menu Option
Editors Menu Option
Preferences Menu Option
Players Menu Option
Game Version Number and Program Type
Main Menu Option Details
Basic Display Settings
Color Chooser
Key Bind Settings
Auto-Save Defaults
Game Hosting
PBEM Play
Player Preferences
Edit Color Palette
Player Statistics

Other Details Links:

The Manual
Game Play Interface
Game Rules and Concepts

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Installing New Files Into The Game


Often times, you will be sent a new map to try, or a saved game to play. If you have the program open,
you can drag and drop these files onto the game and they will be stored in their appropriate place. They
are not automatically loaded into the game...just properly stored within the directory structure of the
game.
This works with the following file types

EDEE Saved Games *.esg


EDEE Map Files *.emp
EDEE Scenarios *.esn
EDIE Maps *.map
EDIE Scenarios *.scn
EDEE Order Scripts *.eos
EDEE Configuration Files *.ecf
EDEE Player File *.epf
EDEE Player Properties File *.epp
EDEE AI Script Data *.eai
EDEE Tutorial Files *.etu

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.

Play Menu Option


Exploring this option enables you to play a game of Empire Deluxe Enhanced Edition.
(Full Version Only)

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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(Full And Remote Versions)

Remote Connect - This will enable you to connect to another person's game on a network or via
the Internet.

Editors Menu Option (Full Version Only)


Exploring this option enables you to modify the various aspects of Empire Deluxe Enhanced Edition.

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.

Preferences Menu Option


These options allow you to make adjustments to the game. Some of these options are available in the full
version only.

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

Players Menu Option


These options allow you to perform various actions in regards to players you use in the game.

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.

Game Version Number and Program Type


The game's version number and the type of program (Full or Remote Client), as well as copyright
information can be found at the bottom of the main menu screen. The Version and Build numbers can
also be obtained from the About Dialog.

Main Menu Option Details:


Basic Display Settings
Here you will set some of the basic in game look and feel settings. These include the zoom scales,
background color, and the neutral player colors.
Zoom Scales:
The game has six different zoom scales that you can set. The game displays terrain and units as square
icons. The values next to each zoom level represent the side length of the square icons (so 32 would
display 32x32 sized icons).
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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.

Key Bind Settings


The Key Bind Settings dialog enables you to "re-map" the game's hotkeys to your personal preferences.
There are around 150 commands that can be mapped in the game.
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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 appropriate command from the commands combo box.


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 "Add Key Setting" button.

Changing 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.

Deleting a Key Setting

Select the key setting from the current key settings display.
Press the "Delete Key Setting" button.

List Commands With Same Settings


This will help you identify possible key setting conflicts. Some duplicate settings are not a problem,
because they could be used in different parts of the game (example: the interface or the map editor). If
two commands in the game have the exact same key settings, one command will never be invoked.
List Un-keyed Command
Commands do not have to be mapped, but if they are not, there will be no key equivalent to using them.
This button will list those commands that have no key settings.

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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There are three auto-save options


1. No Auto Save
2. Make Turn Files 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.
3. Make Numbered File Files Stored by number are placed in the <game dir>\Data\Games\esg\AutoSaveNormal
\asave_XX.esg where XX is the file number.
Highest File Number
This is the highest number that will be used whenever the "Make Numbered File" option is active.

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

Max Sighting Age


This is the age (in turns) at which a sighting will disappear from your map display.
Key Step Value
This is the number of squares the cursor will move when using a "Fast Key" direction command.
Auto-Prod Tolerance
This is the number of cities a player can have at which he will be prompted for the "Auto Production"
Option at the beginning of a game.

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Map Scroll Time (ms)


This is the time, in milliseconds, it takes before the map moves a step in a direction when you are
holding down the mouse on the first/last row or column of squares on the map.
Throttle Enemy Speed
This option will specify whether or not you wish enemies to be displayed at a particular speed while
they move.
Enemy Speed (ms)
This is the speed setting, in milliseconds, which the game will pause when an enemy unit is moved. Be
careful not to set this too high.
Throttle Status Message Speed
This option will specify whether or not you wish status bar messages to be displayed before a new
message can be entered.
Status Message Speed (ms)
This is the speed setting, in milliseconds, which the game will pause when an important status message
is displayed. Be careful not to set this too high.
Left Mouse Hold Time (ms)
This is the time (in milliseconds) it takes when holding down the left mouse button before it is
determined that you have intended it to be held.
Map Tip Show Time (ms)
This is the time (in milliseconds) it takes when the mouse is left in one spot over the map area before a
map tool tip appears.
Map Tip Hide Time (ms)
This is the time (in milliseconds) it takes before a map tool tip disappears after showing.

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Default Map Pixel Level


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.
Active Unit Box Color
This is the color that will be drawn around the current selective unit when it can move. Click on the
color to change with the color chooser.
Inactive Unit Box Color
This is the color that will be drawn around the current selected unit when it cannot move. Click on the
color to change with the color chooser.
Enemy Unit Color
This is the color that will be draw around an enemy unit when it is moving. Click on the color to change
with the color chooser.
Group Box Color
This is the color that the "Group Box" will be drawn in when in Group Select Mode.

Edit Color Palette


In the game, players in each position have a primary color and a secondary color.
The "Player Color Organizer" enables you to set up default player color mappings for as many positions
as you choose, for as many configurations as you choose.
These default colors can be used later in two ways: at game setup and in game play.
At Game Setup
The color settings will be used when a new player is added to the players list.
Do note that configurations that already have player colors saved for positions will not be affected
by these settings.

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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

Rear Admiral (l.h.)

Brigadier General

Rear Admiral (u.h)

Major General

Vice Admiral

Lieutenant General

Admiral

General

Fleet Admiral

General Of The Army

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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Empire Deluxe Enhanced Edition


Game Play Interface
Quick Links:

Game Play Screen Overview


Game Play Menu Options
Status Bar Features
Map Window Features
The Information Window
Chat Window Features
General Unit Movement
Hot Keys
Watching A Playback Or Computer Only Game

Other Details Links:

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

Game Play Screen Overview


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

The Menu options - enabling you to find more data and perform a variety of game commands.
The Status Bar - which gives you current information on the focus of the game from your perspective.
The Information Window - The window that can be hidden, displayed and detached to give you information about the
current square and currently selected unit.
The Map Viewing Area - This is where the action is.
The Map Window Scroll Bars - which appear when needed to help you navigate around the map.
The Chat Window - which appears when needed, to enable you to chat with online opponents and manage online games.

Game Play Menu Options


There are many menu options to facilitate information gathering and analysis, as well as game control. Inspect the following
topics to get information on each menu option.

Program - Program manipulation commands.

Back To Main Menu - Leaves the game.

Auto Save - Settings for making a saved game automatically with the Empire Saved Game file extension (*.esg).
There are two options to auto save, by turn or by number. These both save at the end of a turn. Both options can
be enabled, but by turn takes precedence. The difference is where the saved game files are stored and how they
are named.
Files stored by turn are placed in the <game dir>\Data\Games\esg\AutoSaveByTurn\asave_turn_XX.esg where
XX is the turn number of the saved game.
Files Stored by number are placed in the <game dir>\Data\Games\esg\AutoSaveNormal\asave_XX.esg where
XX is the file number. The maximum file number can be defined in the Commander's preferences.

Save Map - This will allow you to save the map as an Empire Map File (*.emp). If you are in a game with more
than one human player, this operation will not be allowed.
Save Scenario - This will allow you to save the map and the current unit positions as a scenario. If you are in a
game with more than one human player, this operation will not be allowed.
Save Game - This will allow you to save the current game.

Intel - These options allow you to gather more information about the game underway.

Unit Information - Calls up some general information on units in the game.


Status - This calls up the Status Dialog, allowing you to view more statistical information about your units and
how your army is doing. Clicking on the unit icons in the status Dialog will also call up the Unit Information on
that unit.
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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.

Display - Various Display Setting Values.

Game Summary - This will display the Game Summary Dialog, which will show the rules settings for the
current game.
Status Messages - This will display the "important" status messages that were displayed on the Status Bar.
Order Points - This will call up information on the Order Points currently in the game, and allow you to edit
them.
Toggles - these are the various display toggles allowed in the game. They are:

Moved - Indicators if a unit has moved will be displayed.

Readiness - Displays the unit readiness status bar.

Crippled - When a unit is crippled, the indicator will be on the unit.

Weather - If using Weather Systems, the weather icons will be displayed at their locations on the map.

KOTH - displays King-Of-The-Hill region areas.

CTF - Displays Capture-The-Flag spawn points.

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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.

Map Labels - Map Labels will be displayed.

Cur. Unit Orders - The orders of the current selected unit will be displayed on the map.

All Unit Orders - The orders of all owned units n the map will be displayed.

Map Tool Tips - A map tool tip showing more information about the square the mouse is over will be
displayed.
Order Points - squares with Order Points will be represented on the map.
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.

Intro Music - The Introduction Music.

Win/Lose/Draw Music - Music played when you win, lose or draw or get a promotion.

Prompt Music - Music played when the start turn prompt is up.

New Sighting Sound - plays when you see a new unit sighting.

Explosion Sounds - Non-regular combat and nuclear explosion sounds.

Error Sounds - sounds that play when something does not work as intended.

Score Sounds - sound that plays when a player scores.


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Save Orders Sound - sound that plays indicating you need to save an order in the Information Window.

Unit Movement Sounds - sounds that play when a unit is moving.

Unit Fire Sounds - sounds that play when a unit is attacking.

Unit Death Sounds - sounds that play when a unit is destroyed.

Chat Sounds - sounds made while typing chat messages.

Connect Sounds - sounds that have to do with connecting and disconnecting in network games.

Mute Sound - Silence the game.

Control - These are commands which help control the manipulation of your units.

Select Group - Enables Group Selection Mode.

Quick Order Points - This option enables Quick Order Points Mode.

Show Steps To Loc - This option enables Show Steps To Location Mode.

Break - Stops units from automatically being processes. See Unit Processing.

Continue - Resumes automatic processing of units. See Unit Processing.

Queue - sets various Unit Queue operations and conditions. See the Unit Processing, Queue and Control for
more details.

Queue Sorting - Instantly sorts the unit queue, based on the selected sorting method.

Queue Default Sort - Selects the default sorting method to be used each turn.

Queue Rules - Defines the rules for how units do or do not get into the queue. Ignore means it will not be
in the queue every time the queue is built. Units may meet multiple conditions. If one condition is not
ignored, the unit is placed in the queue. These are:

Ignore Sentry Units - no sentry units in queue.

Ignore Sleep Units - no sleeping units in queue.

Ignore "Ignored Types" - unit types that are marked as "ignore" in the database (example,
Airbase), will not be added to the queue.
Ignore Saw Enemy - units that saw an enemy will not be added to the queue.
Ignore Saw Enemy (No Mv) - units that cannot move and saw an enemy will not be added to the
queue.

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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.

Range Warning - Prompt with a dialog if a unit is about to go out of range.

Sighting Stop - Pause if a new unit sighting has occurred.

End Warning - will check various end of turn condition to see if an end of turn prompt is needed.

Prompt If Recon Report - Prompt at the beginning of the turn if there is a Recon Report available.

Prompt If Combat Report - Prompt at the beginning of the turn if there is a Combat Report available.

Always Prompt Start Turn - Always prompt at the beginning of a turn.

Always Prompt End Turn - Always Prompt before a turn ends.

End Turn - This will try to immediately put an end to your turn.

From Others - These options allow you to review pending gifts and treaties from other players.

Pending Gifts - Displays the Pending Gifts Dialog.

Pending Treaties - Displays the Pending Treaties Dialog.

Preferences - Allows manipulation of the current settings.

Save Window State - This will set the current window position and size as the default when starting the program.
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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.

Status Bar Features

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).

Unit Movement Points (and remaining range - distance if applicable).

Unit's abbreviated readiness and experience level:


The readiness levels are abbreviated as follows:

Exh - Exhausted
Trd - Tired
Usd - Used
Rdy - Ready
Res - Rested
Fr - Fresh

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The experience levels are abbreviated as follows:


G - Green
P - Proven
H - Hardened
Unit's Current Orders

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.

Map Window Features


The Map Window is the active area where most of your commands will be received. Through the input of the mouse and the
keyboard, you can invoke several options.

Map Viewing Area

Selecting A Unit On The Map

Manipulating Units On The Map

Individual Orders

Transported Unit Orders

Group Selection

Move To and Patrol Path Orders

General Unit Movment


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Map Viewing Area, Map Scrolling, and Zoom Commands


The map viewing area displays terrain visible to you over a display area. Terrain not known will be displayed as "Unexplored".
Depending on the settings, the map can be scrolled by the use of the horizontal and vertical map scroll bars. There are also
some key commands that can be used to step and page the scroll bars.
Clicking on a square on the map makes that square the "current" square. If a unit is currently in that square, it also becomes the
current selected unit. Double Clicking on the square performs the same operation, and calls up a tab from the Information
Window. The tab that appears depends on the type and contents of the square.
The map can be scrolled by use of the horizontal and vertical scroll bars, if available. The map can also be scrolled vertically
and horizontally by using the mouse wheel if available. Pressing the mouse wheel down will toggle the wheel scroll direction
between North-South and West-East. The Status Bar has a scroll indicator button that can also be pressed to change directions.
A tool tip can be activated through the Display Menu, and if the mouse cursor is held over a square, more information
regarding that square is displayed in the tool tip.
Similarly, the keyboard can be used to turn on a "survey mode" (keys). This will bring up a secondary cursor, and a tool tip
that will describe the square the cursor is in. Using the Numeric pad for movement directions, this cursor can be moved. To
simulate a mouse click in the square with the survey cursor,
The map also features six zoom levels, enabling you to view more land, or drill in for more details. The Display Menu has the
zoom setting commands, and you can also use the six zoom hot keys.
Pressing the appropriate hot key will allow you to Center the currently selected location in your map viewing area. There are
also hot key possibilities to toggle the view from a Ground Perspective, where all icons are the same size, to an Orbital
Perspective, where ground based icons are smaller.

Selecting a Unit On The Map


The topmost visible unit is always displayed. To select it, simply click the unit shown. Double Clicking on the unit will call up
the Information Window.
To select a unit in a square that is not the top unit displayed, right click on the square and select the unit form the "Activate
Menu". That unit will become the currently selected unit.

Manipulating Units On The Map


Units can be manipulated on the map by right clicking with mouse over that unit, and selecting a command. See Actions and
Commands for the various actions available.

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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.

Move To And Patrol Path Orders


The mouse and keyboard can also be used to give units Move To and Patrol Commands. The difference between these two is
simply that Patrols are a Move To command with instructions to repeat the orders.
Movement Paths can have middle points representing several legs on a path, as shown below:

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Mouse Move To:


To make a movement path for a unit with the mouse, do the following:
1. Click and hold the Left Mouse Button until the movement line appears
2. Move the mouse cursor towards the location you want the unit to move to.
3. If you wish to make a midpoint, Right Click the mouse at the location desired, (left mouse button still down). If you
wish to remove the last midpoint, hold down the shift-key and press the right mouse button.
4. To complete the path, release the left mouse button.
To make the path a Patrol Path (a repeated path), hold down the shift key before releasing the Left Mouse Button. Be aware
not to hold down the shift key until your path has been fully constructed and you are ready to release the left mouse key. When
the unit finishes the path, it will move towards the initial point and repeat the path.
Press Escape to cancel the path creation.
Keyboard Move To:
To make a movement path for a unit with the keyboard, do the following:
1. Enter into Move To Mode by hitting the appropriate key.
2. Use the movement keys to move the path towards the desired location.
3. To make a midpoint, press the Make Path Midpoint key. To cancel a midpoint, press the Cancel Path Midpoint key.
4. To complete the path, exit the Move To mode by hitting the appropriate key.
To make the path a Patrol Path (a repeated path), press the "End Move TO With Repeat" key.
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Press Escape to cancel the path creation.

General Unit Movement


Besides Using Move To commands with the mouse and keyboard, units can be moved by other directional keyboard
commands.
Forced Over-Flight
These commands can be manipulated to make an air unit fly over a unit it would otherwise land on. This is called "Force Overflight", and is done by holding down the shift key as you press the directional movement key. More Details.
Fast Key Commands
At times, you may be using the direction keys to move a cursor or line instead of a unit. The Fast Key commands enable the
cursor to move a previously specified number of squares (defined in the Player Preferences).

Viewing A Unit's Path


If a unit is currently under Move To Orders, you can view its movement path by selecting the unit and selecting to the Display
Current Orders option from the menu.

Showing The Potential Steps Of A Unit


You can view the current steps of any friendly unit to a location by selecting the menu option "Show Steps To Loc". You may
now click on any location on the map, and the current steps of the path to get to that location will be displayed. You can also
drag the mouse as if giving the selected unit a Move To command, including making legs, and the steps on the path will be
displayed. You must select this option again or press Escape to exit this mode.
Be aware that paths are reevaluated every step a unit makes, because of the dynamics of the game. So as they say, "actual
results may vary".

Order Points Dialog


The Order Points Dialog is a means of assigning orders to a location, and giving it a specification of which units will use these
orders if they do not have any.
When a unit is active and has no orders, it will check to see if it meets the criteria specified in the Orders Point. If so, it will
take those orders and begin to execute them.

How To Make Order Points

Quick Order Points (Old Style Movement Paths)

How To Make Order Points

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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.

Quick Order Points (Old Style Movement Paths)


Earlier versions of Empire Deluxe had Movement Paths, which would instruct a unit to start at one point and move to another.
These are now represented as order points. Empire Deluxe Enhanced now has "Quick Order Points", which is a fast way to
build an Order Point with only a Move To Order.
To Make A Quick Order Point:
With The Mouse:
1. Enter Quick Order Points Mode by pressing the appropriate hotkey or selecting it from the menu.
2. Then you will left click and hold at the location you want to order point to start at, and then draw a path as if you were
making a Move To command when moving a unit. Be aware that you have to hold down the mouse for a little longer before
you move (i.e. until the move to line would start drawing - a dot will appear to indicate this). To abort this mode and cancel the
path, hit escape or the Quick Order Points Mode Key again.
3. When you release the left mouse to complete the path, a dialog will appear enabling you to set the level (s) and the type (s).
The filter buttons are used to help select/deselect unit types.
4. Save and Close will save the order point. You may edit it further via access in the Terrain Tab.
With The Keyboard:
For the keyboard you must also enter survey mode, make the path with the movement keys, and other keys will set a waypoint
on the path, erase a waypoint, and the Quick Order Points Mode key will set the path and call up the dialog to make the settings.

City Selection Dialog


If configured in the rules tree of the Rules Option Tab, the game will allow you to select your starting cities. In this situation,
all of the cities on the map become visible as neutrals, and players alternate their selections.
A player's selection may be denied, and this will be due to another player already making that choice.
Players alternate selecting cities. Every time it is your turn to select, the map is active and ready for you to make your selection.
You can choose the city you desire by clicking on it on the map. If you wish to inspect the map and the cities on it first, and
you should uncheck the "Next map click is a selection" box.
You can hide the dialog by pressing the Hide button, and recall it with a Right Click of the mouse.
If you select "Skip Selection", your turn will be skipped, and you will start the game with one less city than you otherwise
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would have had.


If the game requires a Capital, the first city selected will be the Capital city.

Buy Points Dialog


If configured in the rules tree of the Rules Option Tab, the game will allow you to purchase units with "Buy Points". When this
is the case, the Buy Points Dialog will appear.
It looks very much like the Production Dialog. It lists all of the units available for purchase, shows how many you have bought,
and how much each one costs.
To purchase a unit, Left Click on the button for that type. To reduce the number purchased, Right Click on the button for that
type. If you hold the shift key while Left or Right Clicking, it will increment/decrement by 5. If you hold the Control Key while
Left or Right Clicking, it will increment/decrement by 10.
The Buy Points you have left are displayed at the top of the Dialog. If you've spent too much you will not be allowed to
continue until you correct this.

Unit Placement Dialog


If you have purchased units with buy points, you will then be prompted to place the units. Each unit must be placed
individually.
Players alternate turns placing units. Every time it is your turn to place, the map is active and ready for you to make your
placement selection. You can choose the unit type from the combo box in the dialog. If you wish to inspect the map first, and
the units already placed, you should uncheck the "Next map click is a placement" box.
You can hide the dialog by pressing the Hide button, and recall it with a Right Click of the mouse.
If you select "Skip/Remove Placement", the selected unit type will be removed. You will not have an opportunity to place it
again.

Auto Production Dialog


If the player starts a game with enough cities to meet his Auto-Production Tolerance, the Auto Production Dialog will begin at
the start of the game. This will give you the option to set the production of all your cities to the same type, or set each
production individually. If the latter is chosen, you will then go through a First Turn Production Dialog for every city you own.

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First Turn Production Dialog


The First Turn Production Dialog appears at the beginning of the game, and whenever a city has been captured and it needs
initial production orders. The dialog is exactly like the options available in the Production Tab of the information window.
Please look there for details.
When you have made the your production decision, click on the Set Production button.
Selecting Pause Processing When Done will pause the unit processing of the Active Unit Queue for the turn so that you can
give the producer detailed or alternative orders if you wish.

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:

Unit Report - A view of all of the player's units.

City Report - A view of all the city type units in the game.

Producer Report - A view of all the units that can produce in the game (for the Enhanced Unit Set, this is the same as
the City Type report).

Constructors Report - A view of all the units that can construct other units in the game.

Enemy Report - A view of all the enemy sightings in the game.

In each report there can be several rows of data. Each row represents an individual unit or sighting.
If you select a row, you can Right Click on it to call up a list of available actions on that unit.
The columns of the table can be sorted by clicking on the column headers.
The column data for the various repots are:

Unit Report

Name - The unit's name.

Type - The units type code.

Location - the X and Y coordinates on the map where the unit is located.
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Hits - the hit points remaining for the unit.

Mv Pts - the movement points remaining for the unit.

Notes - The annotations for the unit.

Readiness - The unit's current readiness (and experience).

Hosts - Number and type of units it currently is hosting.

Parent - The parent unit of that unit if applicable.

Orders - The unit's current orders.

City Type Report

Name - The unit's name.

Type - The units type code.

Location - the X and Y coordinates on the map where the unit is located.

Hits - the hit points remaining for the unit.

Notes - The annotations for the unit.

Readiness - The unit's current readiness (and experience).

Orders - The unit's current orders.

Producers Report

Name - The unit's name.

Type - The units type code.

Location - the X and Y coordinates on the map where the unit is located.

Eff. - The unit's production efficiency.

Specialty - The unit's production specialization, if any.

Orders - The unit's current orders.

Till Comp. - The turns to completion if producing something.

Constructors Report

Name - The unit's name.


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Type - The units type code.

Location - the X and Y coordinates on the map where the unit is located.

Orders - The unit's current orders.

Till Comp. - The turns to completion if constructing something.

Enemy Report

Name - The unit's name.

Type - The units type code.

Location - the X and Y coordinates on the map where the unit is located.

Owner - The owing player.

Seen - Turn on which this sighting was made.

Eff. - The unit's production efficiency.

Specialty - The unit's production specialization, if any.

Orders - The unit's current orders.

You can move between the report types by making a selection at the bottom of the dialog.
On the right, you can filter out specific unit types by clearing the check box next to the type code.

Battle Odds Calculator


The Battle Odds Calculator allows you to estimate the combat probabilities that occur when units are in conflict.
The calculator will display the combat mini round adjusted probability, as described in the Combat Mechanics section of the
Rules and Concepts chapter.
The conditions for the attacker must be set as follows:

Type combo - Pick the attacker's unit type from the list.
Attack Type - Select the unit's attack type.
Handicap - Enter the attacking player's handicap.
Readiness - Enter the unit's readiness level.
Crippled Unit - If the unit is crippled, check this box.
Use Neutral Handicap - If the defender is going to be a neutral unit, set the attacking player's Neutral Handicap.

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The conditions for the defender must b set as follows:

Type combo - Pick the defender's unit type from the list.
Handicap - Enter the defending player's handicap.
Terrain - Enter the terrain of the square the defender is in.
Readiness - Enter the unit's readiness level.
Level - Enter the unit's World Level .
Unit is dug in - Check this box if the defender is dug in.
Unit is Landed - Check this box if the unit is landed.

The percentage appearing at the bottom is the adjusted probability for the combat mini-rounds.
To see some odds if the combat were played out several times, click on the Battle Calc button.

Watching A Playback Or Computer Only Game


The game also has a viewer feature that can be used to watch a recorded game or a game with only Computer Players.

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.

Computer Only Games


If there are only computer players in the game, you will still be able to watch the action unfold through a game play back. Be
aware that this can be a very "CPU-intensive" exercise for your computer, as the Computer players quick trade turns with each
other.

Interface For Viewing These Games


Whether watching an AI game unfold, or watching a game play back the interface looks very similar to that of the regular game
play interface. However, the menu options are different.
They consist of :

Start/Stop - here you control whether or not the game is running, and how fast it can run.

Pause Game - This will pause the current game. If it is a real time play of a computer only game, the game will
not progress.
Resume Game - This will allow the game to continue.
Resume Front Q Only - With built in delays for displaying battles and such, the computer players are usually
able to move faster that what can be displayed, especially early in the game. A buffer catches the messages and
hold them till they can be displayed. Using this command will start play again, but only until that buffer is
cleared. In replay games, only this buffer has events from the game, so it is the same as restarting the playback.
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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".

Run Blind - Check this if you intend for it to run blind.

Total Msg In Queue - This gives a count of how many messages are backed up in the Front Queue.

Queue Time (ms) - This is the time in milliseconds that it will pull data from the Front Queue.

# Events Processed - This is the number of messages that are pulled off of the Front Queue and sent to
the viewer every time the queue is checked.

Lock View - This will hold the current display view coordinates while you watch the game progress.
Change Perspective - This allows you to see the game from a different players point of view. If you select the
"Maintain this view as the game progresses" option, you will never switch sides during play.

For Computer Only Real time games:

End Game - This ends the game. The front buffer will flush out upon this command.

For Playbacks:

Start Over - Starts the game at the beginning.

Go To End - Moves the game to the end.

"Union may be strength, but it is merely blind brute strength unless wisely directed."

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Empire Deluxe Enhanced Edition


Information Window
Quick Links:

Information Window Overview


Attaching/Detaching/Showing/Hiding
The Information Window And Map Window Focus
Changing Data in the Information Window
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

Other Details Links:

The Manual
The Game Play Interface
Weather (Concepts)
Gifts (Concepts)
Treaties (Concepts)
Unit Orders
Unit Actions

Information Window Overview


The Information Window holds a great deal of information regarding the current selected unit and location. This window can
be used to manipulate information about the unit. It can be detached and attached to the map window and hidden from view.
To open it, click on one of the tabs on the right side of the mp window. To close it, click on the hide button at the bottom of
the window.

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.
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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.

The Information Window And Map Window Focus


The map window will be in focus whenever you move the mouse across the map. It will also be focused when the mouse is
moved over unused areas of the Information Window.
Some combo boxes and other controls come in focus when the mouse is moved over them. Their text usually changes size
when this occurs.

Changing Data In The Information Window


There is data that can be manipulated through the various tabs of the Information Window. These are:

The Unit Name.


Player Notes for the square.
A Unit's Stacking Order.
A Unit's Production.
A Unit's Construction.
A Unit's Orders.

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.

In Addition, the following can be done in the information Window:

Create\Edit\And Delete Order Points.


Offer Units As Gifts.
Propose Treaties.
Invoke Unit Actions.

These actions and events, either invoke dialogs or send data without the requirement of pressing the Save Button.

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The Terrain Tab


This tab describes the terrain in the square. A player can also enter text notes on the square to be maintained if desired. He can
also create and edit "Order Points", which will automatically apply orders to units in that location without orders under certain
specified conditions.

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.
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The Weather Tab


The weather tab will display the current weather for the selected location and list the forecast for future weather several turns
ahead.

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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The Unit Tree Tab


The Unit Tree Tab lists all the friendly and enemy units you can see in the selected location. The tree tab also allows stack
manipulation and some limited unit actions.

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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The Unit Tab


The Unit Tab provides information regarding the currently selected unit.

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 Other Tab


This tab includes data regarding the resource drain, the score, allows for unit gifting, and enables the player to make and break
treaties with others.

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 concepts section for more details.


Treaties Section
The list of treaties with the selected player will be displayed. To propose a new treaty, simply select the desired treaty type
from the treaties combo box, and click the propose button.
To break an existing treaty, select the treaty from the current treaties list and press the "Break" button.
Though treaties take time to perform, the proposal of a treaty is instant and cannot be take back. Breaking a treaty can only be
done on your active turn, and is also instantaneous.
See treaties in the game concepts section for more information on them.

The Production And Construction Tabs


The Production and Construction Tabs are very similar, with the Production Tab having slightly more options. (Production
Tab Pictured Below)
Selecting a unit type button from this and then saving it will clear out the producing unit's current orders, and install new
production orders. If only the build number is changed and saved, the turns till completion will not be changed. But if the unit
had more orders in its Order Queue, those orders will be removed.

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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 Orders Tab (a.k.a. Commands Tab)

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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The Command Queue Area

This is where the current state of the queue is displayed.


The Current Order and The Selected Order
The Unit's Current Order is represented in Red. If the user selects an order in the Command Queue, it will be represented in
Gold. Do not confuse the Current Order, which is a game concept, with the Selected Order, which is an interface concept.
The selected order is only the order you have currently selected, so that you can further manipulate the queue.
If you are creating or editing a Unit's command Queue and no current Order is specified, when the command Queue is saved,
the first order in the queue will become the Current Order.
What is the Constructed Order?
Around and below are several buttons, which enable you to manipulate the queue. Many refer to the Constructed Order.
This refers to the order you have built in the Available Orders Area.

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Command Queue Area Buttons

Insert Before Selected

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.

Insert After Selected

A copy of the Constructed Order will be placed in the Unit's Command Queue after the Selected Order.

Push Selected Up

The Selected Order will be moved one step up in the queue.

Delete Selected

The Selected Order will be removed from the queue.

Push Selected Down

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

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:

Orders Requiring No Further Data


Orders Requiring Path Construction
Orders Requiring Loading Details
Orders Requiring A Specific Unit
Orders Requiring A Direction
Orders Requiring A Number
Orders Requiring A Unit and A Path

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Details on order construction types:


Orders Requiring No Further Data

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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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.
Orders Requiring Loading Details

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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Orders Requiring A Specific Unit

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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Orders Requiring A Number

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.
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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

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:

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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

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Sixth Row:

Range Fire
Morph/Change To
Mine Operations
Exploit
Detonate

Seventh Row:

Take Off / Land


Build Road / Destroy Road
Launch / Re-Enter
Dive / Rise
Repair Host

Eighth Row:

Production Menu
Construction Menu
Production Supply
Drain Supply

"The war is back on and we are losing!"


"How do you know?"
"Because the enemy is no longer running from us!"

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Empire Deluxe Enhanced Edition


Unit Orders and The Command Queue
Quick Links:

Orders Overview
The Unit's Command Queue And The Current Order
Giving A Unit Orders
Available Unit Orders List

Other Detailed Links:

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.

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The Unit's Command Queue, And The Current Order


A Unit's Command Queue can be visualized as an ordered list of Unit Orders, as in shown in the
following image:

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.

Giving A Unit Orders


When giving orders to a unit orders, you must be aware that the unit will execute these orders in the
order that they are listed. It is up to you to make sure the orders make sense and will be executed
according to your intentions.
Some orders take several turns to be completed. A unit will continue to execute an order until that order
is completed, or until it is apparent that the order will be impossible to execute. The Unit's Command
queue is then "Advanced", meaning it looks for the next order in the queue to make the current order. If
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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).

Available Unit Orders List


The following is the list of orders that are available. Some orders are only possible for certain unit types
and under certain conditions. Orders that refer to the "Current Location" refer to the location the unit is
at when it comes time for the order to be executed.

Order

Description

Move To

This order will instruct the unit to move to a


specified location.

Mv To Unit Pos -

This order will instruct the unit to move to a


specified friendly unit.

Move (Directional)

This order will instruct the unit to move one


square in the specified direction.

Explore

This will order the unit to continually seek out


new life and new civilizations, and boldly go
where no unit has gone before.

Go Home

This will order a unit to move to and board the


nearest possible unit.

Producing

This is the order to produce a unit. A type and


quantity must be specified.

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Building
Prod. Eff To -

This is the order to construct a unit. A type must


be specified.
This order will wait until the producer's
production efficiency reaches the specified
amount.

This order will instruct the unit to load all


Load All (Instant) available units that it can marked as Default Load.
This order advances after execution.
This order will instruct the unit to load all
Load All (Instant, available units that it can that are not Default
No Default)
Load. This order advances after execution.

Load Till Full

This order will instruct the unit to load all


available units that it can Default Load. This order
advances only after the unit has completely filled
up with units.

This order will instruct the unit to load all


Load Till Full (No available units that are not marked as Default
Default)
Load. This order advances only after the unit has
completely filled up with units.
Load - (Details)

Unload All
(Instant)

This order will instruct the unit to load specified


unit types of specified quantities, waiting a
specified number of turns.
This order will instruct the unit to unload all of its
contents if hosted, or wake all of the contents if
not hosted. See Loading and Unloading. This
order advances after execution.

This order will instruct the unit to unload all of its


contents if hosted, or wake all of the contents if
Unload Till Empty
not hosted. See Loading and Unloading. This
order advances only after all child units have left.
This order instructs the unit to unload a specified
Unload - (Details) number of a specified unit type within a specified
number of turns.
Drop

If the unit is hosted, it will instruct the unit to drop


from the host. If the unit is transporting units, it
will instruct the unit to drop a child unit. See Drop.

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Pick up

If this unit is a ground unit, and is able to


transport a unit underneath it, that unit will be
picked up. See Pick up.

Rest/Repair(Full)

The unit will do nothing else while it can gain


back combat effectiveness and/or hit points.

Rest/Repair

The unit will do nothing that turn only if it can


gain back combat effectiveness and/or hit points.
The order is advanced after execution.

Sentry

The unit will do nothing.

Sleep

The unit will do nothing, and refuse to prompt the


owner for instructions when it sees an enemy unit.

Skipping to turn - The unit will do nothing until the specified turn.
Skip turns -

The unit will do nothing for the specified number


of turns.

Range Fire

The unit will conduct range fire at the specified


locations.

Build A Road

Build A Road in the Current Location.

Build Road Path

The unit will build a road section at each


endpoint along a specified path.

Destroy A Road

Destroy the road in the current location.

Dive

The unit will attempt to enter the sub-ground


level. See also Dive Action.

Rise

The unit will attempt to move from sub level to


ground level. See also Rise Action.

Launch Unit

The unit will launch into the orbital level.

Re-Enter

The unit will re-enter from the orbital level.

Take Off

The unit will take off from its host, or from the
ground level.

Land

The unit will enter a host on the ground level, or


land on the ground.

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Exploit Resources

The unit will exploit resources in the current


location for supply purposes.

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.

Patrol Patrol Location

The unit will move along a specified path, based


off a specified unit.
The unit will 'hang out' around a specified
location.

Maintain Pos
With Unit -

The unit will try to maintain relative position with


a specified unit.

Escort Unit -

The unit will move around a specified unit.

Repair Host

The unit will repair its host unit.

If there is no mine in the current location, the unit


Place/Clear a Mine will begin to place a mine. If a mine exists, it will
attempt to remove it.
Sweep Mines on
Path

The unit will move along a path, and if it ever


discovers a mine in the current location, the unit
will remove it.

Lay Mines At
Locations

The unit will place mines at the endpoints of a


specified path.

Detonate

The unit will perform a denotation attack in its


current square.

Change

The unit will change or morph if able. (Example Infantry to Airbase).

Repeat Orders

The current Order in the unit's processing queue


will be set at the first order.

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Empire Deluxe Enhanced Edition


Unit Actions
Quick Links:

Unit Actions
List Of Actions
Miscellaneous Action Topics
Loading and Unloading
The Difference Between Orders and Actions
Forced Overflight
Group Actions

Other Details Links:

Unit Loading And Unloading


Hot Keys
Unit Orders and The Command Queue

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.

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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
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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.
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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.

Rest and Repair


This unit will not move as long as it can gain back hit points or raise its readiness level. Hit points take
precedence over readiness.
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.

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Load (Instant, No Default)


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 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.

Unload Pre Mv (Before Moving)


The unit will Wake its transported units and move to the back of the Active Unit Processing Queue,
allowing a chance for the transported units to move first, before the transporting unit is further moved.
See Loading and Unloading for more details.
Key Command.

Unload Post Mv (After Moving)


The unit will Wake its transported units, but will remain in front of them in the Active Unit Processing
Queue, allowing a chance for the transport to move further before the units disembark.
See Loading and Unloading for more details.
Key Command.

Load Till Full


This unit will try to load units around it, and does not ask for more instructions until it has completely
filled its storage capacity.
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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.

Load Till Full (No Default)


This unit will try to load units around it, and does not ask for more instructions until it has completely
filled its storage capacity.

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.

Unload Till Empty


The unit will Wake all of its transported units, and will not make itself available for more orders until it
is empty.
See Loading and Unloading for more details.
Key Command.

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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.

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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.

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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.

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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.

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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.

Production Tree Action


This action calls up the Production Tab of the Information Window.
Key Command.

Construction Tree Action


This action calls up the Construction Tab of the Information Window.
Key Command.

Miscellaneous Actions Topics

Loading And Unloading


The Difference Between Orders and Actions

Loading And Unloading


Loading and unloading are important functions in the game, and the mechanics of this should be
understood.
Loading and unloading units inside of another host (example, a city) has no movement cost.
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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:

Instant Loading Vs. Full Loading


Sentry, Wake, Suspend and Load/Unload/Drop
No Automatic Loading On Exit
Pre and Post Movement Unloading
Default Loading and Non-Default Loading

Instant Loading Vs. Full Loading


Instant loading only attempts to load the units currently capable of loading, and then be available for
further instruction.
Full loading will make the unit inactive until it is able to be completely loaded. It does not make
allowances for situations where some units are too big to fit, while it still has space available.
For even more detailed loading, to adjust the wait time and unit types load, use the Load Details
Command available from the Commands Tab of the Information Window. You can also drag and drop
units that are inside of a host from the Unit Tree View in the Information Window.

Sentry, Wake, Suspend and Load/Unload/Drop


When a unit is loaded, it is Suspended. When the unload/drop command is enacted, the Wake Action is
applied to the transported unit. This can enable a shrewd, logistically minded commander to preload a
unit's command queue with orders after the Sentry Order, and they will be enacted when the unit is
awakened.

No Automatic Loading On Exit


Older versions of Empire Deluxe allow the automatic loading of units when a transport exits a city.
While useful to some, it was a bane to others. Now with the expanded number and types of units, this
command is no longer worthwhile, and has not been installed.

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Pre and Post Movement Unloading


Many situations occur where you want to move a transport one space and unload its cargo, or unload
some or all of the cargo and then move the transporting unit. Using the Unload Pre Mv and Unload Post
Mv Actions will allow you to choose the best way to achieve this.
Units which are awakened by an unload command will ask for orders even if they cannot move off the
unit. You must either Suspend them, apply the Wait Action, apply the Ignore Action, or give it other
appropriate orders to properly process the unit.

Default Loading and Non-Default Loading


With the additional units available in Empire Deluxe Enhanced Edition, situations will often come up
where there will be units that you do not want to be automatically loaded when the Load Command is
invoked. For example, a city may contain a Short Range missile and some Infantry. You often would
want to load the Infantry, and leave the Missile behind where it might be of more use ready to launch.
To enable this behavior, a concept of a Default Load is set in the Unit Database. Every transporting type
unit has Default Load types, and these are generally Infantry, Armor and Light Artillery. When a
transporting unit has the Load Instant or Load Till Full Actions invoked upon them, they will only look
to load these types of units.
To load other unit type (A Heavy Artillery On A Truck For Example), you will need to use either the
Load Instant (No Default) or the Load Till Full (No Default) Actions. Or, you must use the drag and
drop features of the Unit Tree Tab in the Information Window, or set up a Load Details Order from the
Commands Tab in the Information Window.

The Difference Between Orders and Actions


Orders are instructions given to a unit to perform a task. Orders have state, meaning they could take
more than one turn to complete, and over that period of time information that is stored with them can
change (Example - turns till complete for a Production Order). The Orders can be stacked in the Unit's
Command Queue, and the Unit will follow this ordered list of commands when its turn for processing
comes.
Actions are instant commands given to a unit by the player. These commands are expected to be
executed instantly, and may result in the removal or alteration or a unit's current orders. Actions often
times will clear a unit's command queue. Often, actions will consist of a single order or multiple orders
given to a unit.
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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."

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Empire Deluxe Enhanced Edition


Hot Key Settings And Information
Quick Links:

Hot Key Overview


Control Keys
Action Hot Keys
Tab Action Keys
Display Keys
Report Display
Group Actions
Game Viewer Keys
Map Editor Keys
Chat Keys

Other Details Links:

The Manual
The Game Play Interface
Unit Actions

Hot Key Overview


Hot keys can be reset by the user, using the Key Bind Settings menu option under Preferences in the Main
Menu.
Not all commands will have keys. It will be up to the user to determine what key commands work best for him.
The defaults that came originally with the game are listed here.

Control Keys
Break Action

Needs to be held down depending on


the processing. - Description

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ESCAPE

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Save Game
Stop Sightings Toggle
Fuel Warning Toggle
Production Alerts Toggle
Check End Turn Conditions

Description
Description
Description
Description
Description

Survey Mode Keys

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

Unit Group Mode Keys

Keyboard Move To

Quick Order Points

Show Steps To Loc Mode

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

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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

Action Hot Keys


Continue Action
Ignore Action
Wait Action
Clear Orders
Sentry
Wake Action
Suspend Action
Disband
Home
Explore
Dig In
Sleep

Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description

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/?
Space, I
W
Insert
S
Cntrl + W
Alt + P
Del
H
X
Shift + D
Shift + S
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Rest and Repair


Load (Instant)
Load (Instant, No Def)
Unload Pre Mv
Unload Post Mv
Load Till Full
Load Till Full (No Def)
Unload Till Empty
Drop
Pick Up
Range Fire
Lay/Clear Mines
Exploit Resources
Detonate
Production Supply
Drain Supply
Morph/Change
Takeoff
Land
Build Road
Destroy Road
Launch
Re-enter
Unit - Rise
Unit Dive
Repair Host
Center Q

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

Tab Action Keys


Show Information Window
Terrain Tab
Weather Tab
Unit Tree Tab
Unit Tab
Other Tab
Production Tab Action

Description
Description
Description
Description
Description
Description
Description

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Shift + F12

F1
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Construction Tab Action


Construction Tab
Commands Tab
Actions Tab
Show Information Window
Hide Information Window

Description
Description
Description
Description
Description
Description

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

Description
Levels 1 through 6
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description

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

Description

Report Display
Show Unit Report
Show City Type Report
Show Producer Report
Show Construction Report

Description
Description
Description
Description

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F3
F4
F5
F6
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Show Enemy Report


Area Recon Report
Full Recon Report
Area Combat Report
Full Combat Report
Pending Gifts
Pending Treaties
Show Score
Unit Information
Status Report
Show Production Report
Important Status Messages
Game Summary
Order Points Dialog

Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description
Description

F7
F8
Cntrl + F8
F9
Cntrl + F9

Description
Description
Description
Description
Description
Description

Cntl + Insert
Cntrl + Del
Cntrl + Space
Cntrl + Backspace
Cntrl + P
Cntrl + Y

Description
Description

Cntrl + H
Cntrl + R

Description
Description

Cntrl + Y
Cntrl + X

Description

`~

Alt + S
Alt + T

Group Actions
Group Clear Orders
Group Disband
Group Ignore
Group Sentry
Group Suspend
Group Wake

Game Viewer Keys


Pause Play
Resume Play

Map Editor Keys


Redo Changes
Undo Changes

Chat
Chat Window Focus

"That which does not bend to our will shall surely break."

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Empire Deluxe Enhanced Edition


Unit Processing, Queuing and Control
Quick Links:

The Active Unit Queue


Units Waiting For Orders
Starting Automatic Processing
When And How The Queue Is Built,
Sorting The Queue

Other Details Links:

The Manual
Unit Actions
Unit Orders
The Game Play Interface

The Active Unit Processing Queue


All of your units are placed into a queue, a line of units awaiting instructions on what to do each turn.
Many of these units already have orders, and can be processed by the game. Some of this processing is
automatic, some of it will need to be manual. The player can use the mouse and keyboard to both obtain
information regarding units and to command them.
Several Actions help manipulate a unit in or out of the Active Unit Queue. These Are:

Continue
Wait
Wake
Suspend
Ignore

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Units Waiting For Orders


When a unit is not sure what to do, it will blink and wait for you, its commander, to instruct it. A unit
may be waiting for various reasons, some of which are:

It has not current orders.


It spotted an enemy unit during the enemy's turn.
It may run out of fuel if it continues.
It cannot move to the location you ordered it to move to, either due to blocking units or terrain.
You specifically activated that unit to examine it.
You have set certain conditions in your preferences to require the unit to ask for input.

Starting Automatic Processing


In several of these cases, a Right Click of the mouse will attempt to have the game continue to process
the unit. Also invoking the Continue Action from the Action Tab or the keyboard will also begin
processing.
There are also toggles, discussed later in this section, which set up the criteria for when interruptions in
the processing should occur.
In some instances, you may wish to halt processing immediately. Holding down the ESCAPE key will
do this.
There are also hot keys and menus to help you order your troops quickly, and dialogs to have you give
them more complex series of orders.

When And How The Queue Is Built


The Active Unit Processing Queue is constructed at the beginning of every turn, after all units from new
production and new construction have been created. Each one of your units is reviewed and based on
various criteria, it is either accepted or rejected by the queue.
Some units are not required to be "processed" every turn. These are generally units that either do little or
nothing, or are currently involved in some time based activity, like building a road or producing a unit.
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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:

Sentry Units - No Sentry units in queue.

Sleep Units - No sleeping units in queue.

"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.

Producers - Producing type units are usually not in the queue.

Construction - Units constructing a unit are usually not on the queue.

Road Building/Mine Operations/Exploiting/Dug In - Units with these types of orders or


conditions are usually not 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.

Sorting The Queue


During a player's Active Turn, the queue can be sorted based on the specified criteria at any point. This
sorting will neither add nor remove units in the queue, just simply rearrange them.
A default sorting method can also be chosen, and this method is used to sort the queue after it is built at
the beginning of every turn. The options are available from the Control Menu.

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The sorting methods are:

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 Art of War is turning obstacle into advantage."

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Empire Deluxe Enhanced Edition


Map And Scenario Editor
Quick Links:

Map And Scenario Editor Overview


The Map Editor Front Dialog and Menu Options
The Map Making Dialog
Editing A Map
Dark Red Tab - Terrain And Neutral Painting
Light Red Tab - Player / Scenario Configuration
Area Operations
Dark Yellow Tab - Terrain Area Operations
Light Yellow Tab - Unit Area Operations
Group Editing Dialog

Other Details Links:

The Manual
Game Play Interface
Game Rules and Concepts

Map And Scenario Editor Overview


The map and scenario editor can be used to set up your own custom maps and scenarios for the game.
The Interface is similar to that of the Game Play Interface, with an Information window to the side
reserved for various mapping and scenario making functions.

The Difference Between a Map and a Scenario:


Maps hold terrain information and can also have neutral units on them. Scenarios have the same
information as maps do, with the addition of player positions preset, and units may be owned by those
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preset positions. A scenario also has a text description.

The Map Editor Front Dialog and Menu Options


When you do not have a map loaded, the map editor front end is displayed. This has many buttons that
mirror most of the menu options available.
The options are:

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.

Map Making Dialog


With this dialog, you will make the map. The map settings are the same as those described in the Game
Setup Map Tab.
The dialog does have a "Settings" Menu option, which allows you to load and save the settings from this
dialog to a file for future use.
When you are ready to build the map, press the Make It Button.
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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

Dark Red - Terrain and Neutral Painting


Light Red - Player / Scenario Configuration
Dark Yellow - Terrain Area Operations
Light Yellow - Unit Area Operations

Dark Red Tab - Terrain and Neutral Painting


To edit a map, a person selects a terrain type or neutral unit, and paints that on the map.
You may change unit databases from this tab, but that option will remove all of the units currently on the
map.
Painting Terrain
There are two rows of icons in the Terrain Box on this tab.
The top row is the terrain itself, by category. To paint terrain, click on the desired terrain icon and select
a brush size. You will observe the current selected icon is displayed next to the brush size on the status
bar.
Then Left Click on the map where you want to place the terrain.
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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:

Owner - Select the available player form the combo box.


Name - Type in the new name.
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Efficiency - Enter the new production efficiency.


Prod Spec - Set the producer's production specialty.
Is Capital - If you want this unit to be marked as a capital, check this box.
Is Important - If you want this unit to be marled as important, check this box.

Deleting Units At Location


Right Clicking on the unit on the map will prompt with an option to delete all units at that location. Only
use this option if you wish to remove all the units in this square.
Adding/Editing/Delete Map Labels
Map labels can be placed on a map. They are not used in any way, except for display when a game is
played. To add a map label, Right Click on any square on the map and select the appropriate label option.

Light Red Tab - Player / Scenario Configuration


This tab is where you define the "Extra" data that turns the map into a scenario, which includes adding
and configuring players and a scenario description.
Adding/Configuring Players
To add a player, press the Add button. If you have already set up multiple players, you may choose a
player position from the Current Players list.
You may remove a player by clicking the Remove button. This will remove his units as well.
You may have two players switch positions by pressing the Switch button. You may not switch any
position with the Neutral position.
Painting Player Units
Once a player has been chosen, you may paint units owned by that player. To paint a 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 already is 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.

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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).

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Dark Yellow Tab - Terrain Area Operations


Terrain Box
In the terrain box you define the Terrain area to work with. You have to define the upper left and the
lower right squares of the area by their X/Y coordinates. You can do this in three ways:
1. Whole Map - Define your area as the whole map.
2. Enter X /Y coordinate Values.
3. From Map - Specify the square by selecting a location from the map.
Displaying the Area
To display the area of coverage, click on the Show button. If the area is valid, red circles will fill the
area at each covered location. The upper left corner of the area will be a darker red, and the lower right
corner will be a lighter red.
Map Area Actions
Here you can use the buttons to manipulate the terrain area.

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).

Light Yellow Tab - Unit Area Operations


Units Box
In the units box you define the Unit area to work with. You have to define the upper left and the lower
right squares of the area by their X/Y coordinates. You can do this in three ways:
1. Whole Map - Define your area as the whole map.
2. Enter X /Y coordinate Values
3. From Map - Specify the square by selecting a location from the map.
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Displaying the Area


To display the area of coverage, click on the Show button. If the area is valid, purple circles will fill the
area at each covered location. The upper left corner of the area will be a darker purple, and the lower
right corner will be a lighter purple.
Unit Area Actions
Here you can use the buttons to manipulate the unit area.

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).

Group Editing Dialog


Here the units selected will be displayed in a table format. You are then able to multi-select the units you
desire to edit, then right click on them to perform an editing action on an attribute or delete the selected
units.
The column headers are:

Name - The unit name.


Owner - the unit's owner.
Type - The unit type.
Location - The X/Y coordinates of the unit's location.
Level - The World Level of the unit.
Parent - The transporting unit for that unit.
Capital - indicates if this unit is a capital.
Important - Indicates if this unit is important.
Eff. - The Production Efficiency of that unit.
Specialty - The Production Specialization of that unit.
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Empire Deluxe Enhanced Edition


Game Setup Interface
Quick Links:

Game Setup Overview


Game Setup Menus
Game Configurations
Game Setup Tabs
General Info Tab
Rules Options
Victory Conditions Tab
Map Info Tab
Units Tab
Players Tab
Connections Tab
Advertise Tab
Game Setup Errors
Restarting Games
PBM Play

Other Detail Links

The Manual
Game Rules And Concepts

Game Setup Overview


Setting up game of Empire Deluxe can be as simple or as complex as you want it. In the simplest of
games, you only need to press "Begin Play" to start. In more complex games, you have a variety of
options that you can save as configurations for future reference.

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Limits in the Game


The philosophy behind some of the setup design is to try to avoid setting hard coded limits on values
when possible. What this means is you can set up a game with 1000 AI opponents if you wish, or one
million buy points, or a map measuring 20,000 by 35,000 squares. (They are limited to 65K sides until
the 64 bit operating system and machines come out).
All of this means that you are quite capable of crashing the program at anytime, and possibly 'wedging'
your machine if you set parameters well beyond your computer's capacity memory-wise. It has been left
up to you to determine what these limits are.
It is also possible to set up a game where the AI is unable to function properly, or performance becomes
poor. Again, since there is a wide array of current machine types in existence, and who knows what the
future will bring, that it is up to you to decide what your computer can handle.
And as a disclaimer, Killer Bee Software is not responsible for situations you cause by not taking care
that the parameters you set are within your machines capabilities.
Configuration Name
This holds the name of the current loaded configuration. You may also enter the name of a configuration
if you are going to want to save it for future use.
Begin Play Button
Press this to start a game. The information contained within the Game Setup Display is a combination of
Menus and Tabs.

Game Setup Menus

Maps/Scenarios Options - For choosing or loading maps and scenarios.


Use a Random Map - Select this option and the game you are setting up will use a
random map. Check out the "Random Map Info" Tab for configuring the map.
Load a Map File - This option will load a previously created map file (extension *.emp).
You can still configure the cities for the map. Check the "Map File Info" tab for more
details.
Use a Scenario File - This option will load a previously created scenario file for the
game. The "Map/Scenario Info" tab will have some details on the scenario.
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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.

Game Setup Tabs


Many game setup options are displayed as tabs to help you sort through the choices you have. Some of
the tabs, such as the Map and Players tabs, are dynamic depending on the options you have selected
from the menu.
The Tabs Available are:

General Tab
Rules Options
Victory Conditions Tab
Map Info Tab
Units Tab
Players Tab
Connections Tab
Advertise Tab

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General Info Tab


Game Summary Display
This shows all the options configured for this game.

Rules Options Tab


Rules Tree
This contains various rules and options for playing the game. Brief explanations of the rules are
provided below. Further information may be provided in the game concepts section.

Exploration Mode (Details)


Nothing Visible - The map starts out blank. You must explore it.
Terrain Visible - You can see the terrain on the map, but have no idea where cities and
other units are. (Note: the Standard AI is currently not able to play games of this type).
Terrain and City-types Visible (As Neutrals) - The terrain can be seen, and any city
units will be initially displayed as neutrals.
Terrain and All units visible - You will see everything, terrain and all units.
Sighting Information (Details)
No Names In Sightings - No units will have a name when spotted.
Only City Type Names In Sightings - Cities will be named, but not other sighted units.
All Unit Names In Sightings - Every sighting will have its true unit name.
Initial City Selection (Details)
Totally Random - Your city locations will be determined randomly.
Spiral Selection - Your first city location will be determined randomly. The subsequent
locations will be the closest available city to the first locations.
Select On Map - You will chose your city's location.
Initial Buy Points (Details)
No Buy Points Allowed - Even if setup in the "Player" tab, players will not get to use buy
points in this game.
Placed in Cities - Units purchased with buy points must be placed in a city.
Placed anywhere on Map - Units purchased with buy points can be placed anywhere on
the map.
Production Rules (Details)
Allow Continuing Production - Producers get a bonus for producing the second and
subsequent unit of a type.
Allow Production Specialties - Producers may have production specialties, allowing
them to build a certain unit type faster, and other types slower.
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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.

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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:

None - No weather will be in the game. Always sunny.


Global - Weather will have a global effect on the map.
Systems - There will be weather systems roaming the map.

For "Systems", the following data can be specified:

Frequency - The influence on how often the weather changes.


Max System Sizes - Maximum diameter in map squares of a weather system.

Victory Conditions Tab


Player Victory and Defeat is separated into three different areas. These are:

Friendly Victory Options


Enemy Defeat Options
Other Victory Options
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Friendly Victory Options


These are condition under which you can win a game.

Annihilation Victory -Win if all enemy units are destroyed.


Controlled Cities - Win if a specified percentage of the total cites on the map are captured and
controlled for the specified number of turns.
Average Production Efficiency - Win if player maintains an average production efficiency
value for a specified number of turns.
Total Production Efficiency - Win if player has at least the specified cumulative value of
production efficiency for the specified number of turns.
Important Cities - Win if player controls a specified percentage of cities marked as "important"
for the specified number of turns.
Unit Damage Strength - Win if the player maintains a cumulative damage strength of units for
the specified number of turns.
Number Of Units - Win if a player maintains a specified number of units for the specified
number of turns.

Enemy Defeat Options


These are conditions under which you can lose a game.

Annihilation Loss - Lose if a player has no more units.


No City Kill Capability - Lose if a player controls no cities and cannot take a city unit.
Capital Killed - Lose if a player loses his capital.
Capital Bombing - Lose if a player's capital has a production efficiency at or below the specified
value for the specified number of turns.
Regicide Defeat - Lose if a player does not have any units of the specified regicide type.
Initial Number of units - Number of units of the specified regicide type that are awarded
to a player at the beginning of the game.
Reduced Average Production Efficiency - Lose if a player's average production efficiency is at
or below the specified value for the specified number of turns.

Other Victory Options


These are special options for playing Empire in a different way.

Capture The Flag - Capture-The-Flag rules are used.


# Spawn Points - Number of pawn points to be used in the game.
Points Per Capture - Number of points awarded to a player for a capture.
King of The Hill - Use the King of the Hill Rules.
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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

Width - Specified width in squares length of a map.


Random (Width) - Check this to make the width random, and enter the low and high range of
the width.
Wrap East-West - Map will wrap around the East and West (no East or West edge).
Height - The specified height in squares of the map.
Random (Height) - Check this to make the height random, and enter the low and high range of
the height.
Wrap North-South - Map will wrap around the North and South (no North or South edge).

Basic City Type Settings

Cities: Specify the number of cities.


% Special - The percentage of cities that should have production specializations.
Base Efficiency - The median production efficiency for the cities.
%Var - The variance from the base.
Random - Check this to randomize the number of cities, and enter the low and high range.
Keep City Ratio - Convenient for maintaining the specified number of cites per the number of
squares specified on the map. Use this when you want to change the map size, but keep the same
ratio of cities. For example, a value of 50 means one city per 50 map squares. So a 80 x 80 map
would have 128 cities.

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.
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Land to Water: Ratio of land to water on the map.


Dry To Wet: Ratio of barren terrain versus wet and foliaged terrain.
Flat to Mountainous: Ratio of lowlands to hills, mountains and peaks.
Continents to Islands: Ratio of a few large land masses to many small ones.
Cold To Hot - Ratio of size of temperate and cold areas on the map.
Poor to Rich - Ratio of low to high value resource locations.

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.

Add Player - Add a new player, calls the Player Editor.


Edit Player - Edit selected player, calls the Player Editor.
Delete Player - Remove selected player.

Player Editor
The player editor allows you to add or edit player information.

Position - player position for this player.


Type - type of player. Could be one of the following:
Human Local - player will play on this computer.
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Human via Network - player will play remotely.


Human via Email - player is a PBEM opponents.
No Player - this is an empty position.
StandardAI - player will be the Standard AI compute player.
ScriptedAI - player will be the Scripted AI computer player.
Other additional AI players may be displayed here as well if you have loaded them. For
more information, check the AI Registry Topic.
File Required - Click on the button when selecting this player to choose a script. This button will
only be displayed if a script is required.
Player Name - Edit the name if it is for the local player.
Password - Enter the password if it is for the local player.
Primary Color - Primary color for the player. Click on the color to set it with the color chooser.
Secondary Color - Secondary color for the player. Click on the color to set it with the color
chooser.
Handicaps - handicaps help even the playing field between players. The base handicap value is
100. Values higher than this make it harder for the player. Values less than this to 1 make it
easier. Available Handicaps are:
Production Handicap - player's production handicap, determines how fast he can build
and what the effects of the resource drain will be.
Combat Handicap - player's combat handicap, will contribute to the odds calculation of a
battle.
Neutral Handicap - player's combat handicap versus neutral units.
Buy Points - Buy points allotted to this player. In order for this to be used, a buy points
condition must have been selected from the Rules Tree in the Rules Tab.
Starting Cities - Number of starting cities allotted to the player.
Allowable Builds - Check the unit types this player will be able to construct or produce in the
game.

Connections Tab (Network Games Only)


Server Connections
In this area the server's connection information will be specified, as well as the list of players that have
connected. More information may be available in the Network Games topic.

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.

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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.

Set Position - Select the game position you wish to set.


Assign - Assign selected player to the selected position.
Kick - Kick the selected player from the server.

Advertise Tab (Network Games Only)


This tab will enable you to advertise your game on a connection service. See the network notes for
further details.

Title - The title of the game.


Description - Your description of the game.
Server List - This is the list of available servers to advertise your game with. If there are more
than one listed, you must choose one an only one to advertise on.
Start Advertising - Pressing this button will begin advertising your game at 30-second intervals.
You must press it again to stop the advertising.

Game Setup Errors:


After you press "Begin Play", there may be some configurations are conditions in the setup that must be
met before play can begin (setting up a player, for example). If all of the conditions to start a game have
not been met, one or more errors will be displayed. These must be adjusted before the game can begin.
A brief description of each error follows:

"File Not Found" - A file cannot be found.


"Data Directory Not in Registry" - The game most likely has not be installed properly.
"A Game Is Active" - A game is already going. How did you do that?
"No Players In Game" - No players in the game. Need one at least.
"One Local Player Only" - Only one local player can be used.
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"No Victory Conditions" - No victory conditions set.


"Not Enough Map Space" - Not enough memory.
"Scenario does not have capitals" - No capitals in scenario.
"Scenario does not have CTF Spawn Locs" - No spawn locations in scenario.
"Scenario does not have Important Cities" - No important cities in scenario.
"Scenario does not have KOTH Region" - No KOTH regions in scenario.
"This DLL does not support capitals" - DLL will not place capital units.
"This DLL does not support CTF" - DLL will not set CTF spawn locations.
"This DLL does not support Important Cities" - DLL will not set important cities.
"This DLL does not support KOTH" - DLL will not set KOTH regions.
"Map load error" - Error loading the map.
"Scenario load error" - Error loading the scenario
"Cannot stack Regicide unit in capitals" - Regicide units do not stack in the capital city.
"AI DLL not validated" - An AI DLL does not have the required interfaces.
"Cannot initialize World Build DLL" - DLL for world building is having trouble starting.
"Cannot initialize unit placement DLL" - DLL for placing units is having trouble starting.
"No active players set in game" - Need at least one active player.
"Cannot setup AI player" - Trouble setting AI player.
"PBEM needs a password" - As it says.
"City Selection Requires Full Visibility" - This selection style requires the map to be fully
visible.
"Buy Points Placement Requires Full Visibility" - This placement style (anywhere) requires the
map to be fully visible.
"Not enough cities to play" - Not enough cities to start game.
"Low City value not enough to play" - Not enough cities to start game.
"Too many cities for this size map" - Not enough room on the map.
"Switch players to computer first." - Cannot do this unless extra human players are changed to
computer.
"City random values incorrect" - Fix it.
"Map random height range incorrect" - Fix it.
"Map random width range incorrect" - Fix it.
"Map height too low" - Height is too low for a map.
"Map width too low" - Width is too low for a map.
"No city types available" - There are no city types available in the database.
"Socket Error" - Networking error.
"Bind Error" - Networking error.
"Listen Error" - Networking error.
"Send Error" - Networking error.
"No Networked Players" - There are no network players configured.
"Need to assign a player" - A player has not been assigned.
"Too many/few players connected to begin" - everyone must be connected to start a new game.
"No Connections" - No one is connected. Everyone must be connected to start a new game.
"Game has email opponents" - This game still has players configured for email play. If you
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want to go to solitaire, switch them first.


"Players are still connected" - Someone unassigned is still connected.
"Game has network opponents" - This game still has players configured for network play. If
you want to go to solitaire, switch them first.
"Database does not have a flag unit" - The flag unit cannot be found in the database.
World Builder does not Support Terrain DB - the Terrain Database specified cannot be used by
the selected World Builder DLL (or the internal one)
World Builder does not Support Unit DB - The Unit Database specified cannot be used by the
selected World Builder DLL (or the internal one)
World Builder does not Support Either DB - The Terrain and Unit Databases specified cannot
be used by the selected World Builder DLL (or the internal one)

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.

Play By Mail Games


Play by mail games are setup as regular games, but the following procedure is followed to start a game:
1. The game is set up with PBEM players. It should be set up by the person who will play the
lowest numbered human player position.
2. When Begin Play is pressed, the first human player position will be prompted to enter a user
name and password, which will be used for the game.
3. After entering this information, the game will be saved and the player prompted to send the game
file to the next player.
4. If MAPI is enabled and functioning, a mail client should appear with the game attached and
ready to be sent.
5. When the next player receives the game, he will set his player name and password, and pass the
game along.
6. Eventually the game will make its way back to the originating player. The game will then be
started as a normal game.
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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."

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Empire Deluxe Enhanced Edition


Network Play Notes
Quick Links:

Network Play Overview


Client Server Architecture
What is a Port? What Is an IP Address?
Firewall Notes
Starting A Network Game
The Server Player's Setup
The Remote Player's Connection
The "Connection Service"
Running A Connection Service
Adding Connection Service Servers For the Game To See
Disconnecting From A Game And Coming Back
In-Game Advertising
Restarting A Network Game
Chatting During A Game
Post Game Activity

Other Details Links:

The Manual
The Game Play Interface

Network Play Overview


Setting up and connecting for a networked game is not always the easiest task. There are many factors
that impact networking, most outside of and beyond the control of the game itself, such as your firewall
settings, you connection speed, your connection quality, and the actions of the person at the other end.
The more you understand the basics of how to network the game, the better you will find you can get
beyond all of these things and get down to the business of conquering your opponent.
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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.

What is a Port? What Is an IP Address?


The IP Address and Port number essentially are combined to be like a telephone number that they can
use to call the Server Player over the Internet. Just like dialing a person's telephone, the value of these
two numbers must be exact, or you will never make the call.
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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.

Starting A Network Game

The Server Player's Setup


The Remote Player's Setup
Trouble Shooting

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The Server Player's Setup


The server player does most of the work in setting up and configuring a game. This is equally as true in
network games.
Before Remote Players Can Connect:
There are a few mandatory steps the Server Player must take before others can begin to connect.
1. The player will set up a game as he normally does, except he will have to choose the menu option
Network Play from the Opponents Menu Option, and then he will need to go to the Players Tab
and specify which player position will be for Remote players.
2. With the selection of Network Play from the menu, two more tabs appear. These are the
Connections Tab, and the Advertise Tab. The Advertise Tab is only needed when using the
Connection Service. The player must perform some tasks on the Connections Tab.
3. With the Connections Tab selected, the player must first decide on his Port. The game uses a
default port number of 46000. You do not need to alter this unless you feel it is necessary.
4. The server player then decides on a "Game Password". This is used to control who you wish to
login in to your server while you are setting up a game, and adds extra security protection for
your game once the game has started and some players have logged off. If you feel a Game
Password is not needed, you may leave this blank. If you enter something (case is important),
you must reveal it to anyone you want to connect to your server before they try to connect.
5. The Server Player Must Choose the maximum number of people he will allow to connect to his
server at one time. Once this number is reached, no one else will be able to connect unless this
number is raised. This number does not have to match the number of network players configured
from the players tab, though the game will not be able to start if extra people not assigned
positions are connected.
6. When the Server Player is ready for others to connect, he presses the Start Accepting button.
7. After this, he waits for players to connect. If he wishes to Advertise his game on the Connection
Service, he must setup the Advertising. He may also configure any other part of the setup while
he waits.
Server Advertising
If the Server Player wishes to Advertise his game over the Internet via the Connection Service, he must
first setup up the network game, then do the following:
1. Select the Advertise Tab from the setup.
2. Enter a title and description for the game. The description is just game highlights, not the entire
summary. Remote Players will not be able to read the summary until they log onto the Server.
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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.

The Remote Player's Setup


The Remote Player's setup is fairly simple. He just needs to determine how to connect to the Server
Player's game.
To connect, he follows the following steps:
1.
2.
3.
4.

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.
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4. He double clicks on the desired entry. Connecting him if possible.


The Service Hosts area 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.

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.

The Connection Service


The Connection Service is a means for Remote Players and Server Players to find each other. It is not a
network or something that you need to log onto in order to play. It is only available if you desire to use
it, and only if you have access to a server. It does not have to be used in order to play the game via a
network.
The "Connection Service" is really only a web server, set of scripts, and a database that listen for Server
Players to advertise their games, and then stores that information in its database. When Remote Players
request that information, it is sent to them.
All of this communication is done via HTTP. When a server advertises, he sends an HTTP POST with
the advertising information to the specified server on the server list. It will then update this information
every 30 seconds, or whenever the Server player toggles the accept button, assigns a player, or chooses
to exit.
The Remote Player gets the information via an HTTP GET request to the server. It is then displayed to
the client.
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Note: Even though a player's game may be advertised on the connection service, his firewall may
be preventing players from connecting.

Entries In The Connection Info Table


When a game is advertised and the Remote Player calls to refresh entries from the Connection Service,
an entry for that game will appear in the Connection Info table. The columns for the entries are:

Title - The game title set up by the Server Player.


Status - Whether or not the server is accepting connections .
Online - Accepting connections.
Offline - Not accepting connections.
Description - The description set up by the Server Player.
IP Address - The IP Address of the Server Player.
Port - The Port of the Server player.
Vers. - The game network version number.
Age - The time since this server last updated his entry.
# Needed - The number of network player positions in the game.
# Connected - The number of people that are currently connected to the server.
# Assigned - The number of network player positions currently assigned.
GPWD - whether or not a Game Password is required.
New/Old - whether or not this is a new game waiting to start, a restarted game, or a game in
progress waiting for a player to reconnect.
Ping - This is your ping time to that player's server.

The Remote Player may select an individual entry from this list, and do one of the following:

Right Click on it. Select "Refresh" to get an update on this entry.


Right Click on it. Select "Connect" to attempt to connect to this entry.
Double Left Click on it to attempt to connect to this entry.

Running A Connection Service


The connection Service is NOT a closed, proprietary network. The specifications for the connection
service are open, so that anyone that wishes to and has the appropriate knowledge and resources can run
one. You can set you own up and run it privately amongst friends and league members, or open to the
general public.
Resources and skills required are:

A technical understanding of the HTTP Protocol.


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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.

Adding Connection Service Servers For the Game To See


To add an additional connection service to the game, the games Properties File must be edited. This file
is called Properties.ini and is located in the "Data" directory off the root directory of the game. The
person running the connection Service should be able to provide this information.
The appropriate fields to set are under the [INET] header, and are:

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.

Disconnecting From A Game And Coming Back


Once the game has started, Remote Players are able to disconnect from a game, and return at a later time
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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.

Restarting A Network Game


Restarting a network game is very similar to initializing one, except that now the Server Player does not
have to wait for the Remote Players to connect to begin the game. He can start it on his own and, if
needed, run an In Game Advertise.

Chatting During A Game


Players can chat with each other during a game. They can also filter who they wish to chat with at any
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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.

"Now we will remind the enemy what war is all about."


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Empire Deluxe Enhanced Edition


Unit Database Editor
Quick Links:

Unit Database Editor Overview


The Unit Database Concept
Relationship With The Terrain Database
Intra-Unit Type Relationships
Unit Type Attributes, The Game Engine, and The Game Play Client
Unit Database Composition
Using The Editor Interface
Editor Menu Options
Editing The Basic Data
Editing The Icon Data Sets
Icon Data Set Editor
Unit Type Information Editor
The Editor Pad
Terrain Database Reference Window
Unit icon Notes
Unit Type Editing Notes
Files Associated With The Database

Other Details Links:

The Manual
Game Play Interface
Game Rules and Concepts

Unit Database Editor Overview


A very exciting aspect of the game is that units can be edited, and even created. The possibilities are
virtually endless.
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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.

The Unit Database Concept


When a game is played, it loads what is called the Unit Set, or the Unit Database. This is a particular
collection of units with their attributes, their name files, their sound files, and their icons.
A unit database is stored in a directory, along with all of the necessary sound, image, and name files.
The name of the directory is permanent, and should not be altered outside of the game, as maps and
scenarios look for that directory name when preparing the game.
Relationship With The Terrain Database
The Units in a unit database are "loosely coupled" with terrain category type values. This means that the
units have defined the terrain categories by their symbols, but they are only applied in the game if that
symbol is found. In this way, units can refer to multiple Terrain Database category types, if they are
uniquely defined.
Intra-Unit Type Relationships
The unit types within the database are also "loosely coupled". This means that for production, carrying,
attacking, morphing, etc, the unit types specified can be undefined, and are cleaned out when the game is
started.
Unit Type Attributes, The Game Engine, The Game Play Client
Some of the attributes for unit types are not meaningful to the Game Engine (sound files for example),
but are very meaningful to the Game Play Client. Those that are meaningful only to the Game Play
Client are generally relating to either display attributes, or queue processing attributes.

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Unit Database Composition


A Unit Database is made up of three sections:

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
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this correspond to the Basic Id.


Short Name - A short descriptive name used for display.
Long Name - A longer descriptive name used for display.
Unit Can Be Disbanded - Boolean property identifying if this unit can be
disbanded by a player in the game.
Unit Is A City Type - Indicates if the unit is a City Type.
Unit Is An "Ignored Type" - Ignored Type are units which don't do to much, and
this is an indicator to that effect.
Buy Points Value - Buy Points Cost for a unit.
Unit Classification - This describes the basic unit classification.
Description - Verbose text describing the unit.
Movement Sound - Sound to be played when the unit is selected or moving.
Fire Sound - Sound to be played when a unit is firing.
Death Sound - Sound to be played when a unit is dying.
Movement Attributes - Attributes relating to a unit's movement capabilities:
Speed - The movement points for a unit.
Range - The range of a unit. This value is 0 when the unit has unlimited range.
Can Use Roads - Boolean property noting whether or not the unit can take
advantage of roads. It must also be classified as A Ground/Land/Sea unit for this to
take effect.
Terrain Costs - This is a set of Terrain and the associated cost for moving into that
square (overrides the defaults set in the Basic Data). This value may be
"Impossible".
Can Land - Indicates that the unit can land. It must be classified as an Air or
Orbital Unit for this to be meaningful.
Land Attacker Bonus - Probability modifier applied when the unit is attacked
while landed.
Can Land Terrain - Allowable Terrain Types that the unit cant land on.
Other Attributes - These are various specialized attributes for a unit type:
Unit Can Dive - Defines whether or not a unit can dive.
Can Dive Crippled - Defines if a unit can dive while crippled.
Changes Type On Dive - The Basic Id of the unit it changes into when it dives.
Unit Can Rise - Defines whether or not a unit can rise.
Change Type On Rise - The Basic Id of the unit it changes into when it rises.
Allow Sub Below - If a ground level unit, this specifies whether or not SubGround units can go under this unit.
Move Attack Sub - If a ground level unit, this specifies whether or not enemy
Sub-Ground units can go under this unit without combat.
Range Attack Sub - If a ground level unit and capable of range fire attacks, this
defines whether or not the unit can fire at a unit when the target is in the subground level.

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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.

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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

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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.

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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.

Using The Editor Interface


Editor Menu Options
The editor menu options are all under Data in the menu, and allow you to manage the databases
available. The options are:

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.

Editing The Basic Data


To Edit the current database's Basic Data, click on the Edit Basic Data button.

Editing The Icon Data Sets


There are four buttons to help you edit the Icon Data Sets. These are:

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.
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Delete Set - Removes the selected set.


New Set - Creates a new set. This will call up the Icon Set Editor.
Copy Set - creates a copy of the selected set. This will call up the Icon Set Editor.

Icon Set Editor


The Icon Set Editor allows you to create, edit and delete Icon Data Sets. Once changed, the entire
database must be saved before those changes take effect.
The icon set editor marks the icons used in this set. Every Icon Data Set needs at least a Regular Icon.
To set an icon, click on the picture square and specify the image file when prompted. Use the Remove
buttons to remove the existence of a loaded icon.
To add Efficiency Icons, first select Add Icon and choose an image file. The set the efficiency at or
below setting, and press the Set Eff. Amount button.
To save your changes, press the Save Button. But you must remember to also Save the database for the
changes to take effect.

Unit Type Information Editor


The Unit Type Information Editor allows you to add and edit and delete unit types from your database.
Once changed, the entire database must be saved before those changes take effect.
The buttons along the bottom help you add, edit and delete unit types in your database. These are:

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.

The Editor Pad


The Editor Pad allows you access to editing all of the Unit Type Information. It allows you to edit the
information for the unit type itself, and allows you to edit the relationships with other units in regards to
combat, transport, production, construction, repair, and spotting. Clicking on a button will edit that
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corresponding group of unit type information.

Terrain Database Reference Window


Several places in the editor, there is an option to view the Terrain Database Reference Window. Due to
the fact that the Terrain Database are loosely coupled to the unit types, you are only able to enter the
Terrain Ids for terrain categories. This reference supplies the Terrain Ids for the specified Terrain
Database.

Unit Icon Notes


Unit Icons need to be in the Microsoft BMP format.
Each unit icon is represented in an individual file. It is recommended that these icons be square. It is also
recommended that these icons be sized in factors of 16 pixels (16, 32, 64, etc). All of the icons
distributed with the Enhanced Database Set are 32x32 pixels in size, but this is not a requirement. All of
the images do not have to be the same size either.
When the icons are loaded for the game play, they are loaded into whatever size the Zoom 1 setting is
set to (more info), then compressed to meet each zoom scale.. This means that the best visual results will
occur when the Zoom 1 level is set to the pixel length you use for icons so that the minimum amount of
detail from the graphics will be lost when they are compressed to fit the appropriate scale.
The unit graphics are written out in the database directory in "unit master" sheets. This is for your
debugging and viewing pleasure. It is not reused by the game.
There are three special colors that can be used in the unit graphics. These do not have to be used at all
(though player colors seem necessary for identification purposes). These are
Unit Primary Transparent Color - value is RGB - 255,255,255
Any pixel matching this color will be replaced by the player's primary color.
Unit Secondary Transparent Color - value is RGB 1, 1, 1
Any pixel matching this color will be replaced by the player's secondary color.
Unit Transparent Color - value is RGB 249, 0, 240
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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.

Unit Type Editing Notes


Be aware that with so many attributes, there are virtually an infinite set of combinations that can be used
to create new unit types. New unit types which are new in concept will not work with the current
"StandardAI/ScriptedAI" player, and any new units would have to be added to an AI script to be added
to the "ScriptedAI" player.
Also, exploring new techniques of using unit attributes could lead to faults within the game. I cannot
promise these can be repaired, but please report problems to Mark Kinkead at Killer Bee Software at
mok@killerbeesoftware.com .
Files Associated With The Database
Each Database is contained in its own directory, and all supporting files are stored there as well. When
you specify an image file, for example, it will be copied into that Database's directory. The database is
linked to this directory name internally. You should not change the name of the database directory,
even if you copy or transfer the database to another person.
The files associated with the database are:

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."

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Empire Deluxe Enhanced Edition


Enhanced Database Unit Descriptions
Quick Links:

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
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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

Other Details Links:

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.

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Unit Descriptions are structured as follows:


Name [Abbreviation]

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
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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.
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Light Artillery [LA]

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.

Heavy Artillery [HA]

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
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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.

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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,
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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.
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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.
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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,
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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.

Supply Unit [SP]

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.

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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.

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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.

Aircraft Carrier [AC]

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
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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.
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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.

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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:

From Surfaced Submarine to Submerged Submarine


The unit will Change/Morph into the Submerged Submarine (action is called "Submerge").
Submerged Subs to Surfaced Submarine
Submerged Subs can Change/Morph into the Surfaced Submarine (action is called
"Surface").
Submerged Subs to Deep Submarines
Submerged Subs can Dive to become a Deep Submarine. (action).
Deep Submarines to Submerged Subs
Deep Submarines can Rise to become Submerged Submarines (action).

Symbols To Represent Submarines


In the game, all three unit types are called "Submarine". To distinguish them, the symbol (~) is placed in
front of the Surfaced Submarine, and the symbol (_) is placed in front of the Deep Submarine. No
symbol indicates a Submerged Submarine.
(~) Surfaced Submarine [SU]

Combat
Hit Damage - 1
Hit Points - 2
Attack - 2
Defense - 2
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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.

Submerged Submarine [SS]

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.

(_) Deep Submarine [SD]

Combat
Hit Damage - 1
Hit Points - 2
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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.
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Sea Bees [SB]

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.

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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.

Oil Facility [OF]

Combat
Hit Damage - 1
Hit Points - 1
Attack - 0
Defense - 1
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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,
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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
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Portage Capacity - None.


Notes and Capabilities - Fighters are the swiftest units and make excellent rapid attack/rapid
deployment units. They fight as well as an Infantry and can move considerably faster. They can
travel over land, water and fly over friendly units.

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.

Air Transport [AT]

Combat
Hit Damage - 1
Hit Points - 1
Attack - 1
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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
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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.

Armed Satellite [ST]

Combat
Hit Damage - 1
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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
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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.

Long Ranged Missile [LR]

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.

Short Range Nuclear Missile [SN]

Combat
Hit Damage - 12
Hit Points - 1
Attack - 2
Defense -2
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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 - 78/78 (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.

Long Ranged Nuclear Missile [LN]

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

Notes On The Terrain Set


The Enhanced Terrain Database Has the following terrain:

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.
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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."

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Empire Deluxe Enhanced Edition


Terrain Database Editor
Quick Links:

Terrain Database Overview


The Terrain Database Concept
Terrain Editor Menu Options
Editing Terrain Categories
Terrain Category Editor
Terrain Icon Notes
Notes On The Terrain Set

Other Details Links:

The Manual
Game Play Interface
Game Rules and Concepts

Terrain Database Editor Overview


The terrain database editor allows you to create new or edit existing terrain.
Be aware that changes made to the terrain database will not have an effect on saved games.

The Terrain Database Concept


When a game is played, a Terrain Set is loaded. This Terrain Set defines the name, category
identification, and graphical details of the terrain. This information is used both by the game engine and
the game play client during the course of game play.

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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:

Category Id - The Terrain Id, represented by one printable character.


Category Name - The name of this terrain.
Terrain Graphic Type - This specifies the type of icon sheet used for terrain display. These are
specified in a standard way. See Terrain Icon Notes for details.
Number of Icons - The number of terrain icons included in this category. See Terrain Icon Notes
for details.
Description - Text describing the category for the player's review.
Sister Terrain Types - These are the Terrain Ids which qualify as "Sister Terrain". See Terrain
Icon Notes for details.
Image File Name - This is the image file used.
Pixel Color - The color used when the player specifies his desire for it to be displayed at low
zoom scales. Details here and here.

Terrain Editor Menu Options


The editor menu options are all under Data in the menu, and allow you to manage the databases
available. The options are

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
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"TerrDB.ini" file in the database's named directory.


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 Terrain DB - This will take your current database, grab another database you
specify, and merge the two together.
Save Terrain DB - This will save your terrain 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 Terrain DB As - This will save the terrain 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.

Editing Terrain Categories


The terrain categories are presented in a list form. You may select an item to edit, or create a new one.
The buttons along the bottom help you add, edit and delete unit types in your database. These are:

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 Editor


The Terrain Category Editor allows you to edit a terrain category.
You can edit the following:

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.
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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.

Terrain Icon Notes


Terrain icons must be in Microsoft's BMP image format.
There are no transparent colors in terrain.
Sister Terrain
The terrain database has a concept of "Sister Terrain". When the map is displayed, the icons are placed a
certain way depending on what lies next to in. Sometimes, you would like terrain, such as Mountains
and Peaks, to blend together. This relationship is called "Sisters". When a sister square is adjacent, the
ion will behave as if it is the same type for matching purposes.
Graphical Types
The terrain icon image must follow a standard to be appropriately displayed in the game. This standard
depends on the "type" of terrain you define the file to represent.
A number of graphical positions are specified in each graphical type. It is assume the image will divide
exactly into that many icons. The icons are represented by one row only. The files distributed with the
game have their icons at 32x32 pixels in size, but this is not a requirement. Study the existing image files
with the game to gain a better understanding of how the icons should be laid out.
The types are:

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
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5. Exit to the East


6. Exit to the East
7. Exit to the North, East
8. Exit to the North, East
9. Exit to the South
10. Exit to the South
11. Exit to the North, South
12. Exit to the North, South
13. Exit to the East, South
14. Exit to the East, South
15. Exit to the North, East, South
16. Exit to the North, East, South
17. Exit to the West
18. Exit to the West
19. Exit to the North, West
20. Exit to the North, West
21. Exit to the East, West
22. Exit to the East, West
23. Exit to the North, East, West
24. Exit to the North, East, West
25. Exit to the South, West
26. Exit to the South, West
27. Exit to the North, South, West
28. Exit to the North, South, West
29. Exit to the East, South, West
30. Exit to the East, South, West
31. Exit to the North, East, South, West
32. Exit to the North, East, South, West
Shallow Type - Same as Water Type.
Land Type - Land Type graphics have 32 different icon positions. Each position is set in a
certain way, encompassing terrain in certain directions. They are doubled for variety. These are
specified by:
1. Terrain Type Only in Square
2. Terrain Type Only in Square
3. Terrain Type to the North
4. Terrain Type to the North
5. Terrain Type to the East
6. Terrain Type to the East
7. Terrain Type to the North, East
8. Terrain Type to the North, East
9. Terrain Type to the South
10. Terrain Type to the South
11. Terrain Type to the North, South
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12. Terrain Type to the North, South


13. Terrain Type to the East, South
14. Terrain Type to the East, South
15. Terrain Type to the North, East, South
16. Terrain Type to the North, East, South
17. Terrain Type to the West
18. Terrain Type to the West
19. Terrain Type to the North, West
20. Terrain Type to the North, West
21. Terrain Type to the East, West
22. Terrain Type to the East, West
23. Terrain Type to the North, East, West
24. Terrain Type to the North, East, West
25. Terrain Type to the South, West
26. Terrain Type to the South, West
27. Terrain Type to the North, South, West
28. Terrain Type to the North, South, West
29. Terrain Type to the East, South, West
30. Terrain Type to the East, South, West
31. Terrain Type to the North, East, South, West
32. Terrain Type to the North, East, South, West
River Type - These graphics have 32 different icon positions. Each position is set in a certain
way, with river exiting in certain directions. 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
5. Exit to the East
6. Exit to the East
7. Exit to the North, East
8. Exit to the North, East
9. Exit to the South
10. Exit to the South
11. Exit to the North, South
12. Exit to the North, South
13. Exit to the East, South
14. Exit to the East, South
15. Exit to the North, East, South
16. Exit to the North, East, South
17. Exit to the West
18. Exit to the West
19. Exit to the North, West
20. Exit to the North, West
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21. Exit to the East, West


22. Exit to the East, West
23. Exit to the North, East, West
24. Exit to the North, East, West
25. Exit to the South, West
26. Exit to the South, West
27. Exit to the North, South, West
28. Exit to the North, South, West
29. Exit to the East, South, West
30. Exit to the East, South, West
31. Exit to the North, East, South, West
32. Exit to the North, East, South, West
Other Type - This type is more free form. The minimum number is 2. You can set the number of
icons represented in the file. They will be used randomly when displayed.
Edge Type - This is a special type that is defined to specify how the edges should be drawn. It
includes 30 icons. The specifications are:
1. Single Square Edge
2. North Edge with Water
3. North Edge with Water
4. South Edge With Water
5. South Edge With Water
6. North Edge With Land
7. North Edge With Land
8. South Edge With Land
9. South Edge With Land
10. North Edge Land to the East
11. North Edge Land to the West
12. South Edge Land to the East
13. South Edge Land to the West
14. North Edge With Water, Land To East and West
15. South Edge With Water, Land To East and West
16. Single Edge Square
17. West Edge with Water
18. West Edge with Water
19. East Edge with Water
20. East Edge with Water
21. West Edge with Land
22. West Edge with Land
23. East Edge with Land
24. East Edge with Land
25. West Edge Land Exits North
26. West Edge Land Exits South
27. East Edge Land Exits North
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28. East Edge Land Exits South


29. West Edge Water, Land North and South
30. East Edge Water, Land North and South

"They sent their infantry to the wrong place at the wrong time."

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Empire Deluxe Enhanced Edition


Game Customization Notes
Quick Links:

Game Customization Overview


Enhancing The Computer Player
Editing Computer Player Scripts
AI Player Source Code
Adding AI Player DLLs
Altering The World Build Process
Using External World Build DLL's
World Building Source Code
Changing The Graphics In The Game
The Properties File
Adding Tutorials

Other Details Links:

The Manual
Game Play Interface
Game Rules and Concepts

Game Customization Overview


A good deal of effort has been taken to make sure that there are many customization opportunities
possible in Empire Deluxe Enhanced Edition. Within this chapter you should find many clues as to
where to look to modify your overall Empire experience.

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Enhancing The Computer Player


The computer player is available for you to Enhance in two different ways. By either editing the
"ScriptedAI" scripts, or diving in and re-writing the AI Player program.

Editing Computer Player Scripts


The game identifies files with the extension ".eai" as computer Player Script files. It will look for this
file type when looking to load an AI script.
The contents and language of an AI script is completely up to the AI developer. It can even be a binary
file.
The "ScriptedAI" computer player requires a script to run. The AI scripts for that came with the game
distribution and are located in the Data\AIScripts directory off of the root directory of the game.
The script titled "StandardAI.eai" is the script used by the "StandardAI" computer player. Note: You
should not edit this script. It may damage your ability to play the game.
A copy of this file, Default.eai, is provided with some explanation of the entries inside.
The best way to learn how to change the AI is to read the script file, experiment with the settings, and
talk about it with like minded individuals on the forums such as Killer Bee's Swarm forum.
Do note that altering the script could cause things like AI Player crashing to occur.
AI Player Source Code
For the really adventurous amongst us, you can get into the nuts and bolts of the computer player by
exploring the AI source code. This source code is not distributed with the game, but should be available
from Killer Bee Software's website shortly after the release. The package should contain all of the source
code and game libraries needed to build the "ScriptedAI.dll".
It is well beyond the scope of this document to explain how to do this, but one needs a working
knowledge of Windows Programming and C/C++ to be successful at creating your own Computer
Player DLL. The game's API consists of a set of Events and Commands that could be sent and received
by the computer player.
Enough control has been given to the computer player to be able to crash the game. In cases such as this,
you should be notified that the AI player is what caused the crash. Sometimes you are able to save the
game and restart it later.
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Adding AI Player DLLs


Sooner or later there will be some fan developed AI DLL's generated that you will want to check out.
Always remember that a DLL is a computer program, and you must be careful in regards to viruses and
malicious code. ONLY use DLLs from sources and people you can TRUST. You USE THEM AT
YOUR OWN RISK.
To add a player DLL, you must enter it in the AI Registry, off the Main Menu in the Editors Menu
Options. Then take the DLL file delivered to you by the AI Developer, and drag it and drop it on the AI
Table. Its interfaces will be checked and it should be added to your set of available Computer Players the
next time you start a game.

Altering The World Build Process


Using External World Build DLL's
Like the AI DLL, the World Build DLL is also open sourced and will be available for modification. As
always, when using fan made DLLs, remember that a DLL is a computer program, and you must be
careful in regards to virus' and malicious code. ONLY use DLLs from sources and people you can
TRUST. You USE THEM AT YOUR OWN RISK.

World Building Source Code


To install a World Building DLL for use with the game, place the DLL in the root directory of the game.
Then, in the game setup, select the Advanced Option from the Map Tab in the Game Setup and load the
DLLs you wish to use for Terrain Building and unit placement.
The source code for the World Building AI will be released shortly after the game's release, and should
be available from Killer Bee Software's website. The package will include the necessary source code and
libraries needed to build the DLL.

Changing The Graphics in The Game


All of the graphics in the game are open and exposed, so that you can alter them and change them if you
please.
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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.

The Properties File


The Propeties.ini file is located in the "Data" directory off the root directory of the game. It is a classic
subject/key Windows INI file. Several of the properties in this file can be adjusted to customize your
game. Be aware that they could also affect your game in an adverse way. Edit this file at your own risk.
(and make a copy of it BEFORE you edit it).

A Note About Setting Paths


You may desire to save some of the game files to a directory structure or drive different from one the
game is in. To do this, you will need to indicate that the appropriate path properties are full paths. How
to do this is explained within the Properties.ini file.

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.
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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."

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Empire Deluxe Enhanced Edition


Common Questions
Quick Links:

Questions Overview
Empire Deluxe Internet Edition Related
Common Unit Questions
Orders and Actions
Unit Editing Questions
Game Setup Questions
User Interface Questions

Other Details Links:

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.

Empire Deluxe Internet Edition User Questions


How do I get set the Patrol for A Unit?
There is no patrol order like the one in EDIE. Instead, you can make classic "Patrols" using the mouse
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and shift key.


How do I get into F7- Group Mode?
There is a group mode, which enables you to give units commands or work in more detailed ways with
the group. Details here.
How do I get into F8 - Paths Mode?
There is no Paths Mode. Instead, you can setup Quick Order Points from location to location.
How do I get into Survey Mode?
There is a mode similar to survey mode...details here.
When I hit Space Bar after a unit sees a Sighting, it does not continue to move...
Now Space Bar is set for Ignore only. You must press the Continue action key.
When I Order my Transport to Load, it immediately comes back wanting more orders...
Now there is a Load Instant Command as well as a Load Till Full Command. The section on Loading
and Unloading should be read completely to understand the different contexts involved.
I prefer some of the keys to be different.
Change them. You are now able to set the keys the way you want to.
How Do I Escort a Unit?
Escort is currently not available in a mode. To escort a unit, you must use the Orders Tab to give the
order.
Why am I allowed to build a ship in a land-locked city?
The new unit set gives you the ability to build Ports to the sea. Whether or not is is a good idea to build a
ship in the middle of the continent is now left up to you.

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Common Unit Questions


How can I defend against nuclear missiles?
There are several ways to defend against missiles in general. Here are some (there could be others)

Attack with other missiles


Use ramming satellites, attacking the missile directly with a satellite, not the best choice
Armed Satellite direct and defensive fire in the orbital and re-entry levels
Anti Aircraft direct and defensive fire at or near the defensive area - when the missile is in "reentry", anti-aircraft units can shoot at it if within range.
Blocking around the defensive area, when a missile attacks, regardless of the win, it is consumed.
This is expensive and pretty ridiculous, but it is an option

Does the engineer have to build a road inside the city?


Yes. Cities can build roads too...though that may be a waste of the city's time, since production is so
vital. But cities do not start out with a road automatically underneath.
I can't seem to Load The Heavy Artillery Onto the Truck. What is Wrong?
The Heavy Artillery is not a Default Load unit for the Truck. So you must use the Non-Default Loading
command.
My missile cannot seem to kill a unit on detonation.
Are you sure the unit is there? Missiles are not able to see by themselves, so if you are targeting an old
sighting, you may just be wasting a missile.
My Truck Is Not Automatically Loading A Unit On A Road...How Come?
When on a road, units first travel over each other. You must pick up the unit.
I Cannot Unload My Heavy Arty from my Truck in the open...
Heavy Artillery do not have movement points, so they cannot unload unless their host s hosted. You
must Drop the unit.

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Orders and Actions


What does Load (ND) mean?
This is Load Non-Default. There are many different contexts to Loading and Unloading, and you should
read that portion of the manual carefully.

Unit Editing Questions


I built a unit in the editor, and saw it in the Game Setup as checked, but now I cannot find it...why?
Possibly you have not added this unit type to a producer (like a City) or a constructor (like and
Engineer), so you have no way to create the unit in the game.
I added a unit to the database, reloaded a game and it is not available...why?
The unit database is part of the saved game. Once a game starts, that database will not be changed.

Game Setup Questions


I gave my player Buy Points, but I am not receiving them at the start of the game. Why?
In order to be used, buy points must be enabled from the Rules Tab.
I have set specific colors as the defaults for my player positions, but when I load my favorite
configuration, they are still the old colors. Why?
The colors for the player positions you have saved in the configurations are saved within that
configuration. You must alter the positions' colors and resave the config for them to be different.

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User Interface Questions


I think I have found a bug! What should I do?
It is entirely possible that you have found an error within the game. I (Mark Kinkead) am very interested
in repairing these errors to improve your gaming experience. It is not my intent to have you "test" the
game for me, but due to the size and scope of this program, errors are bound to occur, and the only way
to fix this is for me to know about them so that I can investigate. Any clues, hints and directions that you
can give me will aid in the repair of these errors.
If you receive a game crash warning from the game, please take a screen shot of the message with the
"Code". This gives me an idea where the bug can be traced. If you get the "Do you want to send this to
Microsoft?" message, click on the details and send me the "address" of the error if you can.
If you are able to make the error occur repeatedly, send me a saved game or configuration file that I can
use to duplicate the error and step by step instructions on what actions you took to cause the error.
Please send all comments and information to mok@killerbeesoftware.com , or post a message in the
Killer Bee Software forum.
Thank you for your patience and assistance in these matters.
I set "Ignore Saw Enemy" and saved the game. When I restored the game it was no longer set.
Player preferences are only saved for later sessions when you specify it. This option is also available in
the Preferences Menu.
The map display area seems really small. What can I do about it?
Empire Deluxe Enhanced Edition is a map oriented game, and that map is very central to your
interaction with the game. While 800x600 is the minimum resolution/window size necessary to run the
game and use the side window effectively, there are several step you can take that may help you get
more map coverage.
1. Set your display to a larger resolution and run the window full screen. Hiding your windows tasks bar
is also useful, and sometimes necessary in 800x600 network games.
2. Hide the Information Window, or detach it and minimize it.
3. Edit the zoom settings 2 though 6 to sizes that will allow a greater map area to be displayed. The
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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.

"On the day of victory no one is tired."

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