Old Empire (Unix) (e)

                  OLD EMPIRE INFORMATION MANUAL

                       Preliminary Edition
                         Peter Langston

                Copyright (c) 1977 by P. Langston

                   Overview of the Empire game

                          (as of 5/78)

The game empire is the most recent in  a  series  of  territorial
conquest  games  inspired by a board game of the same name played
at Reed College (Portland, Oregon).  Earlier versions  have  been
written  at  Reed  by  Peter  Langston and at The Evergreen State
College (Olympia, Washington) by Chuck Douglas,  Peter  Langston,
Ben  Norton  and Mike Rainwater.  The current version was written
partly on the HRSTS Unix system at the  Harvard  Science  Center,
(Cambridge, Mass.), partly on the Unix system at Commercial Union
Leasing Corporation, (New York, N. Y.) and  partly  on  the  Unix
system  at  Davis  Polk  &  Wardwell,  (New York, N. Y.) by Peter
Langston  with  invaluable  goading  from  Joe  Stetson,   Robert
Bradbury, Nat Howard and others.

Empire  falls  into  the  broad  category  of  simulation  games,
involving  both  military and economic factors.  Although no goal
is explicitly stated, players rapidly derive their  own,  ranging
from  the  mundane desire to be the biggest, mightiest country in
the game and conquer all others to  the  more  refined  goals  of
having  the  most efficient land use possible or the lowest ratio
of military to civilians while still surviving, etcetera.

The role of the computer  in  Empire  is  that  of  modeling  the
physical/economic  system.  Players interact through the computer
rather than with the computer.  The games is played in  a  "real-
time"  environment; players log on and allocate resources, attack
neighbors, send diplomatic communiques, etc. whenever  they  have
time  and  the  program keeps track of their activities such that
when they are not logged on the time accumulates  until  they  do
log  on;  (accumulated  time  is  expressed in "bureaucratic time
units" or B.T.U.s).

The purpose of the B.T.U. Concept is three-fold:
I) The fact that commands use up B.T.U.s  limits  the  amount  of
time that any player can spend developing his/her country so that
the insomniacs won't necessarily out-play (or perhaps  over-play)
the players with less free time;
II) The build up of B.T.U.s not being dependent on  being  logged
on  at  any particular time allows players to participate when it
is convenient rather than at some fixed time (as in the  case  of
monopoly, the stock market, etc);
III) The B.T.U. arrangement helps compensate for the fact that in
concept,  the  governments  of  each country are always "playing"
although the player  representing  that  country  may  only  play
periodically.

The geography of the  game  is  embodied  in  a  rectangular  map
partitioned  into  M x N sectors (where M and N are typically but
not necessarily powers of two, usually 32, 64  or  128)  that  is
approximately  50%  sea,  45% habitable land and 5% uninhabitable
mountains.  This "map" is generated by a program (the "creation")
that   places  volcanoes  pseudo-randomly  forming  land  masses,
(continental drift was too complicated), and then pseudo-randomly
places veins of gold and iron ore.

New countries may join the game at any time; upon entry into  the
game  a new country is given two adjacent sectors.  These sectors
are initially designated "sanctuaries" and are inviolable.  (Each
country  uses its own coordinate system with sector 0,0 being the
current capital, a sanctuary, initially.  The initial two sectors
are  always  numbered  0,0  and  1,0.) The new nation may stay in
these two sectors for any length of time and thereby be safe from
attack.   However, in order to build or expand it is necessary to
leave the safety of the sanctuary.  The sector of land that was a
sanctuary can then be redesignated as one of a multitude of other
land-use types ranging from weather stations  to  gold  mines  to
munitions plants.

For further information, here are a  few  "info"  command  topics
that are basic to the understanding of the game:

build           designate       prayers         update
bye             info            sector-types    weather
census          innards         spy
commands        map             telegram
country         move            time


                    Empire Command Summary

This list contains one-line descriptions of each Empire  command;
further  information  on  a particular command may be obtained by
running info on that command (e.g. "info attack").

                             General
Bye         Log out of Empire
Census      Report contents of sectors
Commands    Brief list of commands
Country     List last access, BTUs, status and name for each country
Deliver     Establish delivery routes for shells, ore, etc
Declare     Formally declare alliance, neutrality or war
Designate   Specify sector utilization
Dissolve    Dissolve your government and country (suicide)
Execute     Take commands from the specified file
Forecast    Predict future weather conditions
Headlines   Summarize the weeks events (part of "news")
Info        Provide information on various topics
List        Brief command list
Map         Generate a map showing sector types, seas, etc
Move        Transport ore, civilians, guns, etc
Nation      The state of your nation
News        The yellow press
Power       Display arbitrarily measured strengths of all countries
Read        Read your telegrams
Realm       Print out or modify one of your four "realms"
Route       Display delivery routes
Shell       Spawn a shell
Update      Perform updates in all sectors and set "realm"
Weather     Produce a weather map

                          Confrontation
Attack      Attempt to seize a sector from another country
Change      Change country name, representative's name or user
Checkpoint  Designate checkpoint code for sector(s)
Defend      Specify defending artillery fire
Enlist      Turn civilians into military
Fire        Fire artillery from sector/ship on sector/ship
Fly         Fly planes from sector/ship to sector/ship and bomb or snoop
Grant       Give away sectors to another (adjacent) country
Offer       Offer a treaty to another country
Spy         Snoop on adjacent enemy sectors
Telegram    Send "diplomatic" communique to another country
Treaty      Listing of all current and pending treaties
Vote        Accept, reject or postpone consideration of offered treaty

                              Naval
Assault     Attack coastal sector from ship
Board       Board enemy ship
Build       Build ships or bridges in specified sectors
Create      Designate members of a "fleet"
Load        Load goods, people, etc onto a ship
Lookout     Check from ship/sect for other ships and/or sector types
Mine        Drop mines from destroyer
Navigate    Move ship or fleet around
Radar       Perform radar scan from ship or sector
Ship        Report status of ship, fleet or ships in a given area
Tend        Supply ships with guns and/or shells
Torpedo     Slip a torpedo to some poor sucker (from a sub)
Unload      Inverse of load (above)

                             Finance
Accept      Accept, reject or defer consideration of a loan
Collect     Foreclose an overdue loan
Contract    Arrange to sell production (automatically) to country #0
Ledger      Report on outstanding loans
Lend        Offer a loan
Repay       Repay a loan (all or part)
Set         Establish price for an item in an exchange sector or a ship
Trade       Generate a report on items for sale and perhaps buy some


                    Concept : COMMAND SYNTAX

The Empire command interpreter, (shell), expects input in the form:
[##:##] Command: VERB ARG1 ARG2 ...
VERB is any one of the command words in "command list",
("map", "move", "info", etc).

The ARGs will vary from command to command, but certain basic
argument types recur often and are abbreviated in the following
ways.

   (cname) ::= country name

   (cno) ::= country number

   (item) ::= any one (or unambiguous abbreviation) of:
            efficiency      minerals        gold (mineral)
            mobility        production      checkpoint
            defended        contracted      civilians
            military        shells          guns
            planes          ore             bars (of gold)

   (loan) ::= loan number

   (sect) ::= sector coordinates in the form:   x,y

   (sects) ::= sector(s) in the form:

              lox:hix,loy:hiy ?cond&cond&...

        "lox", "hix", "loy", "hiy" are coordinates  bounding  the
        rectangular area to be considered

        "cond" is a condition of the form:

                (value)(operator)(value)

        (value) is either an (item), as above, a  number  in  the
        range  0  to 127, or a sector designation, ("m" for mine,
        "c" for capital, etc),
        (operator) can be any one of "<", "=", ">" or "#",

        Thus "mob>100", "ore#0", "7=guns", "civciv" will
        list all highways within 3 of your capital with exactly 5
        guns and more military than civilians.

        Note that "hix", "hiy", and  "?cond"  are  all  optional.
        Also,   the   entire  "lox:hix,loy:hiy"  section  may  be
        replaced by either "#", "#0", "#1", "#2", or  "#3"  which
        refer  to  the  four  "realm"s that you can define.  (See
        "info realm".) Note that "#" and "#0" are equivalent.

     (ship) ::= one ship number

     (fleet) ::= fleet designation, which may be a single ship, a
        list  of ships separated by slashes, `/', a fleet letter,
        the character `~' which means all ships not in a specific
        fleet, or a rectangular sector area.

        Note that (fleet) specifications  may  have  an  optional
        ?cond&cond...    argument  like  that  used  for  (sects)
        arguments.  In the case of ships either  "civ"  or  "mil"
        may be used for the "crew" of a ship and "designation" is
        used for ship type.  For instance, "ship ~ ?des=d&mil>5",
        will  list all destroyers not currently in any fleet with
        more than 5 crew.



The output from commands may also be sent to a  file  or  another
process by utilizing these alternate syntaxes:
[##:##] Command: VERB ARG1 ARG2 ... >FILE
which sends the output to the file "FILE".
[##:##] Command: VERB ARG1 ARG2 ... >>FILE
which appends the output to the file "FILE".
[##:##] Command: VERB ARG1 ARG2 ... |
which sends the output to  the  program  "PROG"  along  with  the
specified  arguments,  (which  can  also  include  redirection of
output or further piping).  To get the output to go to  both  the
terminal and a file use:
[##:##] Command: VERB ARG1 ARG2 ... |


The Empire shell also recognizes a few control characters:
name        code    meaning
----        ----    -------
interrupt   < DEL > Abort command and return to Empire command level
quit        ^\      Exit Empire
EOT         ^D      Exit Empire

See also: realm, command

                        Concept : TIME

Because of the unique nature  of  Empire  governments  (i.e.  the
decision  makers  spend  most  of their time on vacation) and the
fact that ideally the Empire "environment" will mirror the "real"
world,   various   heuristics   dealing   with   time  have  been
implemented.

The first is the Bureaucratic Time Unit (BTU) concept which keeps
track  of  the  potential  for  doing  "work"  posessed  by  your
government.

The second heuristic (i.e. hack) is the Elapsed Time Limit  which
limits the amount of time that players may be logged on each day.
The ETL is not cumulative and is reset to a value X (defined when
the  game is built and installed), typically somewhere between 30
minutes and two hours, every night at midnight.

The ETL and BTU counts are displayed with each command prompt  as
follows:
[##:##] Command:
See also : overview, innards


                  Empire Sector Designations

          Basics
.  sea               ^  mountain          s  sanctuary
-  wilderness        c  capital           u  urban area

          Industries
d  defense plant     i  shell ind.        m  mine
g  gold mine         h  harbor            w  warehouse
*  airfield          a  agribusiness (farm)

          Military / Scientific
t  technical center  f  fortress          r  research lab

          Communications
+  highway           )  radar station     !  weather station
#  bridge head       =  bridge span

          Financial
b  bank              x  exchange

-sea- Sea sectors form natural barriers that can only be  crossed
by  ships  (made  in  harbors,  below).   You  can  not designate
anything else to be sea nor sea to be anything else.

-mountain- Mountain sectors form  another  natural  barrier  that
cannot  be  redesignated;  however, they can be moved through (at
great expense in terms of mobility units).

-sanctuary- Sanctuary sectors are created when a  new  nation  is
created.   They  are inviolate in that no one can fire at them or
attack them.  This protection ends when  the  new  country  first
moves  out  of  the  sanctuary (called "breaking sanctuary"); the
sector then becomes a capital.

-wilderness- Most of the world is wilderness at the beginning  of
the  game.  Wilderness has no particular attributes; you can move
into it if unoccupied, thereby making it your territory, but will
probably want to designate it as something else once you own it.

-capital- Capitals are the  source  of  bureaucratic  time  units
(B.T.U.s)  they  accrue  in  proportion  to the efficiency of the
capital and the number of civilians at work in it.  If a  country
has  a  100%  efficient  capital with 100 civilians in it B.T.U.s
will accrue at the rate of 4 per  hour.   Most  commands  use  up
B.T.U.s,  (see "list of commands" for numbers of B.T.U.s used per
command).  A nation may only have one active capital  at  a  time
(although  many sectors may be designated as capitals).  The last
sector designated as a capital is the currently active  one.   If
an  active  capital  is  captured  by an attack a new one must be
designated by the victim.  Capitals are  twice  as  efficient  at
defending against attack as other sectors (except fortresses).

-urban area- Urban areas are cities.  People move into and out of
cities  in  groups of 10 (families).  An urban sector can hold up
to 1270 civilians but only 127 military.  The urban area consumes
ore in providing essential services for the city-dwellers leaving
them more time to "fool  around"  therefore  the  birth  rate  in
cities  is  particularly high.  However, if no ore is supplied to
an urban area the lack of essential  services  allows  the  death
rate to be as high as the birth rate.

-defense plant- In these sectors ore is turned into  guns,  going
through the intermediate form of "production units".  It takes 10
units of ore and 5 hours in a 100% efficient defense  plant  with
100  civilians  working in it to produce 10 units of production (
or 10 hours for 50 civil, etc).  It takes 10 units of  production
to  make a gun.  The rate at which ore is converted to production
is dependent on the efficiency  of  the  sector,  the  number  of
civilians  in  the  sector  and  the  presence  of ore.  Only 127
production units can be kept in any one sector so if there is ore
and  127  production units already in a "d" sector the production
of guns ceases until the production units are converted into guns
(see  info  "innards")  and the message "production bottleneck in
x,y" is printed.

-shell industry- These  sectors  are  similar  to  defense  plant
sectors  except  they  turn  ore into production into shells.  It
takes 2 units of production to produce one shell and the  maximum
number  of  shells that can be kept in one sector is 127; in case
of overflow, production stops and "production bottleneck in  x,y"
is  printed.   One  shell is used each time you fire, (except for
submarines which use three shells to make one torpedo).

-mine- Ore comes from mines.  The rate at which it is produced is
dependent  on  three  factors;  the  efficiency  of the mine, the
number of civilians working in the mine, and the  mineral  sample
for  the  sector  ("min"  on  the  census  report).   Mines start
producing ore at about 60%  effic,  assuming  a  reasonably  high
mineral sample and 80-100 civilians.

-gold mine- Gold mines are similar to  ordinary  mines,  (above),
except  that they dig up gold ore and include a smelter to refine
the ore to gold bars.  The raw ore can not be transported to  any
sector other than gold mines as in the case of ordinary minerals.
Gold ore is a non-renewable resource; a gold mine with a 70% gold
sample  can  only yield 140 units of gold ore after which it will
have a 0% gold sample.  One half unit of gold mineral converts to
one  unit  of  ore which converts to one unit of production which
converts to 1/5 of a gold bar (see  info  "innards"  for  further
specifics).

-harbor- Harbors combine shipyard facilities and docks.   Ore  is
turned  into  production  in harbors to build ships and the ships
can be loaded and unloaded in the  harbor.   The  rate  at  which
production units are generated depends on efficiency and civilian
workforce as in other industries.   Ships  are  built  using  the
"build"  command,  (see  "info  build").   Ships  vary  in  their
"production cost"; p.t. boats require 30 production units whereas
battleships require 127 (see info "ship-types" for further info).

-warehouse- Warehouses are used to store shells, guns,  and  ore.
These  items  are  stored  in lots of ten (containerized) so that
they may be moved more cheaply (costing  1/10  as  many  mobility
units).   Note  that  moving 19 shells into a warehouse will only
result in a lot of ten being  stored,  with  the  other  9  being
returned to the originating sector.

-airfield- Airfields are where  planes  are  built  (ore  becomes
production,  becomes  planes).   Airfields  are also particularly
good for landing and taking off, and as a matter of  fact  it  is
virtually  impossible to take off from any other sector, although
you can often land in other sectors.

-agribusiness- These sectors are large farms  and  provide  food.
Food is currently not implemented.

-technology center- These sectors are actually universities  with
massive defense department grants.  They turn ore into production
units into technological advances thereby raising the  technology
level of the country (which affects gun ranges and pollution).

-fortress- Fortress sectors have  many  special  characteristics;
you can fire guns from fortresses, whenever an attack is launched
from a fort or on a fort the military in the  fort  are  stronger
than   military  in  any  other  type  of  sector  by  an  amount
proportional to the efficiency of the fort. e.g. 100 military  in
a wilderness attacking a 100% efficient fort that has 25 military
gives even odds.

-research lab- The research lab is a bastion  of  "pure"  medical
research  which  is  to say it is a large university with massive
March-of-Dimes  funding.   The  research  lab  turns   ore   into
production   units  into  medical  discoveries  which  raise  the
research level of the country  and  help  retard  the  spread  of
disease,   (usually   caused  by  the  pollution  from  technical
centers).

-highway- Whenever you move civilians, ore, gold,  etc,  mobility
units  ("mu" on the census) are consumed dependent on how far and
how much you move.   If  the  movement  is  over  100%  efficient
highway  however  it costs nothing to move.  In addition, highway
sectors are useful for international trade in that any nation may
move  onto  and/or from highway sectors owned by any other nation
unless the sector has been checkpointed (see "info checkpoint").

-radar- Radar stations can scan the surrounding  area  (up  to  6
units  away  for  100%  efficiency)  and  generate  a  radar plot
identifying sector types at distances up to 1/3 their  range  and
ships up to their full range.

-weather station- Weather  stations  are  used  to  forecast  the
weather  conditions  at  any particular spot or spots for a given
time in the future.  The area  for  which  they  can  predict  is
governed by their efficiency and the length of time in the future
that they can foresee is dependent on the size of their  civilian
staff.

-bridge head- Bridge heads are the land based  ends  of  bridges.
They,  like  harbors, turn ore into units of production which are
then used to build bridge spans.

-bridge span- A bridge span is the suspended  part  of  a  bridge
that  crosses  water  sectors.   They  are built and supported by
bridge heads and are much like highways except  for  two  things:
(1)  Bridge  spans  can't even provide the minimal amount of food
that any other  land  sector  provides,  therefore  civilians  or
military left on bridges for long periods of time will slowly die
off,  (negative  population  growth).   (2)  Bridge  spans   must
maintain at least 20% efficiency or else they collapse.

-bank- Banks  are  of  the  fort  knox  variety;  they  are  more
impervious to shelling than any other sector and military in them
fight twice as hard against attack as those in industries.  Banks
are  also particularly adept at moving gold bars around; bars are
moved and stored in groups of four  and  half  as  many  mobility
units  are  required to move a gold bar out of a bank as anywhere
else.

-exchange- Exchanges are the trading posts of  empire,  they  are
used  to  put commodities up for sale and to buy those being sold
by other countries, (see "info trade").

See also : designate


                       Empire Ship Types

        At present there are 8 different ship types:

        pt boat         submarine       battleship
        destroyer       freighter       minesweep
        tender          carrier

These ship types differ in their fundamental  capabilities;  some
can  carry  (and  fire) two guns, the sizes of the guns differ on
all of them; freighters can carry 127 guns but can't  fire  them;
etc.  The following table contains all these parameters:

        cost sp vis  rng  civ  mil  sh  gun  plns ore gold  vrng
pt       30  50   6   1    -   10   10    1    -   -    -    4
sub      70  25   1   2    -   25   25    2    -   -    -    3
bat     127  25  25   8    -  127  127    4    -   -    -    6
des      60  35  15   3    -   80   40    2    -   -    -    4
fre      80  20  20   -  127   -   127  127    -  127  127   3
min      50  20  20   1    -   25   10    1    -   -    -    3
ten     100  30  20   1    -  100  127   30    -   -    -    3
car     127  25  25   2    -   60   40    2   127  -    -    4

where:

        cost is the number of production units required to  build
        it

        sp is the distance/mu for moving in relative units

        vis is how visible the ship is

        rng is twice the distance the guns can fire  (assuming  a
        very high technology level)

        civ, mil,  sh,  gun,  ore  &  gold  are  the  amounts  of
       civilians, military, shells, guns, ore & gold the ships can carry

        vrng is how far the ship  can  see  (i.e.  how  good  the
        communication equipment is) again in relative units


                      Concept : RESEARCH

The research level of an Empire  country  is  determined  by  the
output  of  research  sectors  in  the following way.  Whenever a
research sector is updated and there are  25  or  more  units  of
production  they  are turned into "medical discoveries"; for each
25 units of production the  research  level  of  the  country  is
raised  by  1.  The researchhow far the ship  can  see  (i.e.  how  good  the
        communication equipment is) again in relative units


                      Concept : RESEARCH

The research level of an Empire  country  is  determined  by  the
output  of  research  sectors. A level decays away however with time,
(the diseases get smarter) at a rate  of  1%  per  day  (48  time
units).  Therefore if a country has 5 research labs each of which
is able to produce 40 units of production a day the  total  daily
production of medical discoveries will be 200 / 25 ( = 8) and the
research level of the country will approach  800,  where  the  1%
daily loss exactly equals the daily gain of 8.

The research level affects the likelihood of plague outbreaks.

See also : innards technology


                     Concept : TECHNOLOGY

The technological level of an Empire country is determined by the
output  of  technology  sectors in the following way.  Whenever a
technology sector is updated and there are 25 or  more  units  of
production  they  are  turned into "technological breakthroughs";
for each 25 units of  production  the  technology  level  of  the
country is raised by 1.  The technology level decays away however
with time, (the technology becomes passe) at a rate of 1% per day
(48 time units).  Therefore if a country has 5 technology centers
each of which is able to produce 40 units of production a day the
total daily production of technological breakthroughs will be 200
/ 25 ( = 8) and the technology level of the country will approach
800, where the 1% daily loss exactly equals the daily gain of 8.

The technological level affects the range that guns can fire, the
range  over  which  radar is effective, the range that planes can
fly and the  range  that  torpedoes  can  travel.   The  "nation"
command will display, among other things, your current technology
level.

See also : innards research nation


                       Concept : PLAGUE

Plague is used in Empire to symbolize all forms  of  communicable
disease  and is the only health hazard associated with the Empire
game.   The  characteristics  of  plague   are,   therefore,   an
unavoidable compromise of disease features (or "bugs").

The Empire Plague takes between 96 and 189 time  periods  to  run
its  course in a particular sector (i.e. 2 to 3.9 days) and in so
doing goes through three stages:

Stage I -- The gestatory phase in which no symptoms appear.

Stage II -- The infectious phase  in  which  the  symptoms  first
   appear;  blue  and  orange  blotches  on  the  face and hands,
   sometimes  accompanied  by  grey  stripes  on  the  genitalia,
   itching of the heart and liver, an uncontrollable fear of ripe
   tomatoes, etc.  During this  phase  the  plague  is  extremely
   communicable,  a  simple  delivery  of  ore from an infectious
   sector is certain to infect the destination sector.

Stage II -- The terminal phase in which  almost  everybody  dies,
   usually in the act of fleeing from real or imagined tomatoes.

All three phases are of roughly equal  duration  (about  48  time
periods or 1 day).

Plague  usually  arises  in  countries  with  high  technological
development   and   comparatively  little  medical  research  and
specifically in sectors with high population and low  efficiency.
Dr.  M.  Welby in his pioneering work "Demographic considerations
and the Empire Plague" wrote:

        It appeared that our original hypothesis  based
        on the high percentage of Lumbagan Legionnaires
        among the afflicted had led  us  down  a  blind
        alley and that if we were to solve this complex
        puzzle before the end  of  the  series  in  the
        spring  [probably  a reference to the series of
        tests leading to the mysterious Neilson Rating]
        we  would have to turn to other disciplines for
        help.   It  was  only  by  the   merest   lucky
        coincidence  that  as  I drove home one evening
        ...  [here he relates an amusing anecdote about
        a  Girl Scout and a film director] ...  leading
        us to the following amazing formulation of  the
        relationship    between    medical    research,
        technology, population, standard of living  and
        the Empire Plague.

        likelihood    (civ + mil)         (t_level + ore + 100)
            of     =  -----------  *  -------------------------------
          plague          254         (r_level + effic + mobil + 100)

Later formulations of this relationship show great similarity  to
his statement (see info "innards").

Fortunately the plague is not  infectious  during  the  gestatory
stage  so  that  the  most effective method for curing plague has
been to isolate it  by  emptying  adjoining  sectors  during  the
gestation period.

See also : innards sector-types technology research


                       Concept : INNARDS
Sector Updates

Several characteristics of  the  empire  game  are  dependent  on
sector updates -- mobility, efficiency, mining of ore, generation
of production units, etc.  An understanding of  the  calculations
involved  is  often  necessary  in planning the timing of various
actions.  This info topic is included to help  explain  how  this
(complex)  task  is carried out, and although it is unlikely that
it is strictly up to date, it  should  provide  a  feel  for  the
overall philosophy.

All commodities in a sector are kept as integers, some as 16 bits
but most in 8 bits (i.e. values range from -128 to 127).  Because
of this an update that gives a population growth of .9  civilians
becomes  a  growth  of  0.   On  the  other  hand, an update that
produces 150 units of ore in a sector can at most add  127  units
of ore.

Here is an approximate  description  of  the  algorithm  that  is
called whenever a sector is accessed:

 Variables used are:
  curup = the present time (in half hours)
  lstup = the time of the last update for the sector
  dt = curup - lstup, elapsed time since last update
  civ, mil = civilians & military for the sector
  desig, effic = designation & efficiency for the sector
  miner, gmin = regular & gold mineral content of the sector
  t_level, r_level = technology & research level of the country
  p_stage, p_time = plague stage & plague stage duration
  workforce = an intermediate variable that represents work potential
  iwork = the amount of work done in the sector

  If lstup == 0 (i.e. never been updated) go away and don't update anything
  workforce = (civ + mil / 5) / 100
  If workforce = 0 go away and don't update anything
  dt = curup - lstup
  If dt > 256 then set it to 256
  iwork = dt * workforce
  If t < 1 and we weren't told to ignore time,
              go away and don't update anything
      A few other strange considerations enter here, e.g. if the sector
      does not belong to the current player and iwork is less than 48
      then don't update, etc
  Check the weather, if it's bad enough do some damage to the sector

  If the weather is good enough for construction then
    effic becomes effic + t (if possible) and costs $1 for each
          percentage point gained.
  Set q equal to dt * civ
  If desig is urban then
          set q = min(127, civ + min(q/100, ore)) - civ
          set civ = civ + 10 * q
          set ore = ore - q
  Else if desig is bridge span
          set civ = civ - q / 400
  Else If civ > 31 and civ < 97
          set civ = min(127, civ + q / 200)
  Else
          set civ = min(127, civ + q / 400)

  Add dt to mobil (to a max of 127)
  Add dt to lstup

  Pay for military supplies and amount equal to
          ((mil / 32) * dt) / 8 dollars

  Check for plague conditions:
     If p_stage = "third" kill off a bunch of people,
     alert the owner and the news and decrement p_time by dt.
     If p_time <= 0 set p_stage = zero
     (the plague has burned itself out).
     If p_stage = "second" report
     to the owner and the news and decrement p_time by dt.
     If p_time <= 0 set p_stage = "third"
     and randomly reset p_time in the range of 32 to 64.
     If p_stage = "first" decrement p_time by dt.
     If p_time <= 0 set p_stage = "second"
     and randomly reset p_time in the range of 32 to 64.
     If p_stage = zero and a random number in the range 0-99
     is less than the following figure:
          (civ + mil)          (t_level + ore + 100)
          -----------  *  -------------------------------
              254         (r_level + effic + mobil + 100)
     then set p_stage = "first" and set p_time to a random number
     of half hours between 32 and 64.

     If anything is being delivered from this sector and there is
     more  of  it  than the delivery threshold deliver as much of
     the excess as mobility allows.  If plague_stage is  "second"
     (the  infectious  stage) set plague_stage and plague_time in
     the delivered sector.

     If effic is less than 60 or the current player is broke skip
     the rest.

     If desig is bank then accrue dt * $.125  interest  per  gold
        bar
     If desig is capital,  radar,  or  wethr  pay  dt  *  $1  for
        utilities
     If desig is technology or research then  pay  dt  *  $1  for
        utilities,  convert units of production into tecnological
        or medical advances, and then turn up to effic * iwork  /
        100 units of ore into production units
     If desig is defense plant, shell industry  or  airport  then
        convert  units  of production into guns, shells or planes
        then turn up to effic * iwork / 100  units  of  ore  into
        production  units  If production is being sold (contract)
        collect money for it
     If desig is harbor or bridge head then turn up  to  effic  *
        iwork  /  100  units  of  ore  into  production  units If
        production is being sold (contract) collect money for it
     If desig is goldmine then turn production  units  into  gold
        bars,  turn  up  to effic * iwork / 100 units of ore into
        production units If production is being  sold  (contract)
        collect  money  for it Dig up gmin * iwork / 100 units of
        ore decrement gmin by gmin * iwork / 200
     If desig is mine then dig up miner * effic * iwork  /  10000
        units  of  ore  If  ore  is being sold (contract) collect
        money for it

     Note that the work done in a sector (ore dug up,  efficiency
     growth,  population growth, production units generated, etc)
     is dependent on the product of time since  last  update  and
     work  force (iwork above) while the accumulation of mobility
     is independent of work force.


                       Concept : INNARDS

     Also note that civilian populations between 32 and  96  grow
     at twice the rate of those lower or higher.

     Finally, note that if the population of a sector is very low
     it  may  take  a long time before t is greater than 1 so the
     sector may not be updated for quite a while.

     Ship Updates

     Ships are  also  updated  only  when  accessed  however  the
     mechanism  is  much  simpler.  The only characteristics that
     are changed by ship updates are the mobility units  and  the
     efficiency (if less than 100%).

     The algorithm here is:
          t = curup - lstup
          if t < 3 don't update anything
          add t to mobility (with a maximum of 127)
          add t to efficiency (with a maximum of 100)
     Note that since an Empire Time Unit is half an  hour,  ships
     will only be updated every one and a half hours.

     Bureaucratic Time Units

     There is one further update  that  is  not  handled  in  the
     sector  update  routine;  that is the update of bureaucratic
     time units (B.T.U.).   These  are  the  numbers  printed  in
     brackets before the command prompt.  Most commands given use
     B.T.U.s, some use 1/2, some use 1 and some use more,  making
     B.T.U.s  a  vital  commodity.  The  generation of B.T.U.s is
     dependent on the  efficiency  and  the  work  force  in  the
     capital sector.  Note that no capital implies no B.T.U.s.

     The relationship governing the accumulation of B.T.U.s is:
          B.T.U. = B.T.U. + (curup-lstup) * civil * effic / 50
     Therefore, a 100% capital with 100 civilians gains 96 B.T.U.
     a  day,  while a 30% capital with 38 civilians only gains 11
     (10.94) B.T.U. a day.





                       Command : ACCEPT


The accept command allows you to sign or decline a  loan  offered
by  another  country.  If  you  accept  the  money is immediately
credited to your account.

Warning : The terms of the loan are printed out... take  note  of
the  due date; if you do not pay by then the interest will double
and you are subject to "collection".

To accept (or decline) a loan type:
[##:##] Command: accept (loan)
where (loan) is the loan number.

The command will  list  the  conditions  of  the  loan  then  ask
"accept/decline/postpone".  The  meaning is obvious.  Loan offers
are withdrawn if not accepted within a number of  days  equal  to
the proposed loan's duration.

See also: Financial [status], Ledger, Lend, Collect


                       Command : ASSAULT

The assault command allows your marines to "hit the beaches".  To
run this command type:
[##:##] Command: assault 32,54
if sector 32,54 is to be assaulted.  The program will  ask  which
ship  is  doing  the  assaulting  and  how  many  brave troops to
disembark...  These suckers face  the  problem  of  reaching  the
beach,  i.e.  they  are  less effective than any land troops they
encounter.  Both capitals and forts fight twice as hard as  other
sectors against sea assaults.

See also: Attack, Board


                       Command : ATTACK

The attack command is used to  conquer  sectors  owned  by  other
countries.  It should not be used to take over unoccupied sectors
("move" can do that).

To attack a sector type:
[##:##] Command: attack 12,-7
This will initiate  the  attack  sequence  against  sector  12,-7
(note:  you  may  only attack one sector at a time).  You will be
informed of the sector's status, e.g.
   Sector 34,45 is a 15% fortress with 40 military or so.

At this point you will be asked how many  military  you  wish  to
dedicate  from  each  sector  of  yours that adjoins the victim's
sector; (thus you could attack with up to 508 military).

Troops from  each  type  of  sector  normally  fight  with  equal
stamina,  however  troops in fortresses fight especially hard, as
do  troops  defending  a  capital.   Defending  forts   at   100%
efficiency  give  their  troops  a 4-to-1 advantage over ordinary
troops and 100% efficient capitals give  their  troops  a  2-to-1
advantage over ordinary attacking troops.  Attacking forts give a
2-to-1 advantage over other types.   Of  course  this  effect  is
degraded by lower efficiency.

Before considering an attack one should weigh  the  possibilities
of  that  sector  being defended by a gun! (see "info defend") It
need not be a fort; however attacking forts can be doubly deadly;
for  if  the fort has a gun and is defended by another fort, both
will fire at your troops with devastating effect.  In your  favor
is  the fact that the defending gun can only be fired from a fort
and that fort must be within range of you.

The next big question - cost??   Attacking  costs  you  in  three
ways:
   B.T.U. cost
(the cost of flying desks) = # of total troops killed * .15

   Mobility cost
(for gasoline & k-rations) depends on terrain:

        Mobility Cost (Per Military) in Attacks
                type of sector being attacked
attacking from   (+)   (?)   (-)   (^)
(+) Highway     .125  .208  .291  21.3
(?) others      .167  .250  .333  21.3
(-) Wasteland   .208  .291  .375  21.4
(^) Mountain    10.7  10.8  10.9  31.9

and finally
   Ill-will cost (distrust from peaceniks) = ???

The battle will rage until  someone  is  wiped  out  (the  victim
fights  with all of his troops).  Each time a soldier is killed a
character is typed;  "!"  if  a  defending  soldier,  "@"  if  an
attacking  one and "*" if an entire attacking sector is lost.  If
you lose, tough!  However, if you win, your attacking forces that
survive  will  move  into  the victim's sector.  When planning an
attack remember that overwhelming forces greatly  increases  your
odds;  i.e.   attacking 10 men with 40 will result in your losing
fewer troops than if you had attacked with 20.

A few notes:
The  deity  (country  0)  is  pacifistic  and  unlikely  to  help
attackers (except in response to a large offering on sunday).

Finally, before initiating an attack you should consider  whether
the  real  answer to your problem might be diplomacy, (you heavy-
handed clod!)

See also: Assault, Prayers, Telegram, Move, Fire, Defend


                        Command : BOARD

The board command enables two ships' crews to engage in  hand-to-
hand combat. To board a ship type
[##:##] Command: board (ship)
where (ship) is the ship number you wish to attack.  The  program
will  ask  from which ship you wish to board.  You may only board
from one ship at a time...  One more  problem  ---  you  can  not
board  a  freighter  while  it  is  in  a  fleet and protected by
gunships...  Take note that the boarders are  at  a  disadvantage
while  swinging  across  to  the other ship.  Weather can prevent
boarding when the sea is too rough...


                        Command : BUILD

The build command is used to specify the types  of  ships  to  be
built  in  your  harbors and the directions in which bridge spans
are to be built from bridge head sectors.  Its general form is:
[##:##] Command: build (sects) 
Given sufficient labor force, time and ore each harbor or  bridge
head will accumulate up to 127 production units which can be used
to build ships or bridge spans.

HARBOR EXAMPLES

If you type:
[##:##] Command: build -4:2,3:16 ?des=h
You build in any harbor sectors within the -4:2,3:16  area.   The
program responds:

   37 production units in harbor at -3,14 kind of ship?

You now have your choice  as  to  what  kind  of  ship  to  build
assuming you have sufficient production units and money.

Your choices are :
Ship type       Production      Money
pt boat         30              270
minesweeper     50              450
destroyer       60              540
submarine       70              630
freighter       80              720
tender          100             900
battleship      127             1016
carrier         127             1016

Only the first letter is required to indicate your choice.

If the optional  argument is used the program will  try  to
build  the  specified  ship type in all harbors in the given area
and will not ask you to specify ship type for each harbor.

Note that ships first appear at 50% efficiency.  As  time  passes
they grow to 100% efficiency.

BRIDGE HEAD EXAMPLES

If you type
[##:##] Command: build 2,2
and 2,2 is a bridge head, (#), the program will respond:
   Bridge head at 2,2; build span in what direction? (udlr) d
   Bridge span built over 2,3

Note that bridge spans require 127 production units in the bridge
head and cost about $2000 each to build.

If the optional  argument is used the program will try
to  build a span in the specified direction from all bridge heads
in the given area that have the necessary 127 production units.


                         Command : BYE

The bye command is how you go bye-bye.  The general form is:
[##:##] Command: bye
This command costs zero BTUs.  Use it often.

If, for some obscure reason, you would  like  to  end  an  Empire
session  but  prefer not to use the "bye" command you may achieve
the same result by typing either the quit character, (^\), or the
EOT character, (^D).

See also: shell


                       Command : CENSUS

The census command allows you to see specific information on some
or  all  of  the  sectors  you  occupy.   The general form of the
command is:
[##:##] Command: census (sects)
where (sects) is the area on  which  you  wish  information  (see
"info syntax").

A typical usage might be:
[##:##] Command: census -3:3,-3:3
which would list data for the area extending  three  sectors  out
from the capital in each direction; or
[##:##] Command: census 0:9,0:9 ?des=m
which would list data for mines to the south-east of the capital.

A census lists each of your sectors in that area followed by:

   cmsgpob des eff min gold mob civ mil sh gun pl ore bar prod

These abbreviations are:

      * indicates a checkpointed sector (see "info checkpoint")
cmsgpob  Seven  delivery  columns  corresponding  to:  civilians,
        military, shells, guns, planes, ore, and bars of gold.
      $ indicates a sector whose produce is  being  sold  to  The
        Deity (see "info contract")
    0-7 indicate delivery to an adjacent sector: 0 is for  north,
        1 is for north-east, 2 for east, 3 for south-east, etc.
      % indicates a sector that  is  being  defended  (see  "info
        defend")

des     the sector designation, (see "info sector-types")

eff     the efficiency of the sector (affects all benefits  of  a
        designated sector except mobility units)

min     the percentage richness of non-gold  minerals  (not  used
        up, i.e. a renewable resource)

gold    the amount of gold  ore  (in  absolute  tons,  i.e.  non-
        renewable)

mob     the number of mobility units, (see "move")

civ     the number of civilians

mil     the number of military troops

sh      the number of shells in storage

gun     the number of guns in storage

pl      the number of planes present

ore     the number of units of ore

bar     the number of gold bars

prod     the  number  of  production  units,   (an   intermediate
        commodity  between  ore  and  products,  usually  ignored
        except in harbors and bridge heads; see "info build").


                       Command : CENSUS

Final example:
[##:##] Command: cens -9:9,-9:9 ?des=f&mil<25&mob>20
will list all forts in the surrounding area that have fewer  than
25 military and more than 20 mobility units.


 Command : CHANGE COUNTRY NAME, REPRESENTATIVE NAME or USER

This simple command enables you to rename your  country  or  your
representative   or  to  change  the  computer  account  ("user")
associated with your country.

You  will  first  be  asked   for   your   current   (not   new!)
representative's name (just to make sure you are legit).
[##:##] Command: change country name
I.D. check: Your name? (here you type 'goofball' or whatever)
New name -- Mountainia
This will change  the  name  of  your  country  to  "Mountainia".
Similarly, to change your representative's name:
[##:##] Command: change representative
I.D. check: Your name? (goofball again)
New name -- quasimodo
Your representative's name will now be  "quasimodo",  (note  that
although  the  name  you typed for "I.D. check" didn't print out,
the new name you typed did print out, in case of a typing  error.
As a consequence, you won't want to do this while your arch-enemy
is watching.)


[##:##] Command: change user
I.D. check: Your name?  (quasimodo)
Currently only kissinger can use this country.
You may reset it to only you (kissinger) or to anyone.
Which? (answer "me" or "any")  any
This will allow anyone who knows your  representative's  name  to
log in in to your country.  This would be handy if several people
were  running  one  country  as  a  "team"   (polite   word   for
"committee").   Similarly,  to  reestablish  the  check  on  user
identity:
[##:##] Command: change user
I.D. check: Your name? (quasimodo)
Currently anyone can use this country.
You may reset it to only you (kissinger) or to anyone.
Which? (answer "me" or "any")  me
This will disallow anyone but you to log in to  mountainia.   The
switch  to  "any"  and  then  back  to "me" could also be used to
transfer control of a country from one user to another.

See also : country-roster


                     Command : CHECKPOINT

The checkpoint command allows you to grant access  privileges  to
another country. Anyone knowing the checkpoint code can pass thru
the sector and/or remove anything residing in the sector.

To run this command type:
[##:##] Command: checkpoint 0:3,-2:4
The program will ask for  your  representative  name  to  prevent
others from changing your codes.

It will then request the code for each sector.  The code  can  be
any  number  between  -128 and 127 (inclusive) but if it is 0 the
checkpoint is removed...

Census will indicate checkpoints with a * in the "code" column.

Note that whereas most  sectors  are  closed  to  general  access
unless  they  are  checkpointed (and then open only to people who
know the code), highway sectors are normally open to access  from
everyone  (i.e.  anyone can move people in and, more importantly,
out) unless they are checkpointed.

See also : census, move


                       Command : COLLECT

The collect command is the  loan-shark's  delight!   Through  the
collect command overdue loans can be "cleared up".  If you should
find that you have a problem debtor who refuses to pay up on your
kind  loan  you  can always seize one or more of his/her sectors.
Perhaps the mere threat of a collection on someone's capital  may
do the trick!  To settle up accounts on overdue loan #9 you would
type:
[##:##] Command: collect 9
The program would then ask which sector you would like  to  claim
as just and rightful compensation for the outstanding debt.

   What sector do you wish to confiscate?

To which you reply with the coordinates of a sector owned by your
debtor to which you are adjacent.  The program then paws over the
sector and assesses its value:

   That sector (and its contents) is valued at $2345.00

If the amount you are owed exceeds this amount the sector becomes
yours!  If the value of the sector is close to the amount you are
owed the debt is considered to be repaid.

See also : Lend, Ledger, Accept


                      Command : CONTRACT

The  contract  command  allows  you  to  sell  the  output  of  a
particular industry directly to the outside world (via The Deity,
country 0).  For instance, to sell the production units generated
in a shell industry located at -3,3 type:
[##:##] Command: contract -3,3
and the program will reply with something like:
The Deity offers $3.15 per unit of production in -3,3  do you accept?
At which point you can take it  or  leave  it  (answer  "yes"  or
"no").   If  you  already  have a contract for the given sector a
"yes" answer will reset the sale price to the current offer  (the
prices  offered  vary  slightly with time) and a "no" answer will
end the contract.

The presence of a contracted sale in a sector is indicated  by  a
dollar sign, ("$") in the census.

See also : census


                   Command : COUNTRY-ROSTER

The country roster command allows you to  determine  the  number,
names  and various other information about countries currently in
the game.  The general form is:
[##:##] Command: country
The country roster will also contain the time that  each  country
last  logged  out  of  the  game  (or the terminal they are on if
currently logged in),  the  number  of  Bureaucratic  Time  Units
(B.T.U.s) remaining and each nation's status.

For example:
[123] Command : country
Wed Feb  2 18:06:51 1984
  #   last access       time    slots   status   country name
  0  Tue Feb  1 18:14   [127]    0  0   DEITY    GOD HIMSELF
  1     [127]   15 20   Active   Amerika
  2  Fri Jan 28 18:15   [73]    12 18   Active   Bongo - Bongo
  3  Tue Feb  1 18:40   [81]    16 19   Active   California
  4  Mon Jan 31 21:04   [54]    16 21   Active   Dog Dish
  5  Fri Jan 28 20:00   [106]   17 20   Active   East Eden
  6  Tue Feb  1 12:15   [0]     16 18   Active   Frodo
  7  Wed Feb  2 15:51   [127]   16 22   Active   Greenland

See Also : power


                       Command : DECLARE

The declare command allows you to make official  your  diplomatic
relations with other countries.  The general form is:
[##:##] Command: declare (position) (cno/cname)
Position may be "alliance", "neutrality", or  "war";  (cno/cname)
is either the name or number of the other country in question.

Your official  realtions  with  other  countries  affect  various
aspects of the game; for instance, if a country with whom you are
at war spies on one of your sectors and you catch the spy  he/she
will  be  shot,  if  however,  you  had been neutral to the spy's
country she/he would merely have been deported.  (If the spy  was
from  an allied country he/she would never be caught in the first
place.) See also : nation, spy


                       Command : DEFEND

The defend command allows forts  to  defend  other  sectors  from
attack.   The defending fort will fire upon any attacking forces.
To run type:
[##:##] Command: defend (sects)
The program will ask from which fort this area is to be defended,
(note  that forts can only protect as far as they can fire).  The
census report indicates sectors that are being  defended  with  a
percent sign ("%").

If you wish to find out which fort(s) are defending a  particular
area use the following form of the defend command:
[##:##] Command: defend (sects) %
The presence of the percent sign ("%") causes the program to  run
an  I.D.  check  on  you  and  then  display  the protecting fort
location for each sector in the area given.

See also : census


                       Command : DELIVER

The deliver command is  used  to  specify  to  which  sector  the
various commodities in a sector will be delivered at each update.

The general form is:
[##:##] Command: deliver (item) (sects) 
where (sects) is the sector or sectors from which the  deliveries
are made, (item) is one of the following:
c       civilians
m       military
s       shells
g       guns
p       planes (believe it or not)
o       ore (not gold ore, though)
b       bars of gold
and  can be one of three optional arguments.

A  numeric  argument  in  parentheses,  "(thresh)",  specifies  a
minimum amount to be left in each delivering sector.

For example, "(64)" specifies that only the amount in  excess  of
64  can  be delivered.  This is particularly handy in cases where
you wish to maintain some stock in a given sector but pass  along
any extra to an adjoining sector.

A numeric argument preceded by a plus sign, "+thresh",  specifies
that  all  thresholds  in the specified area should be set to the
thresh value and no delivery destinations should be changed.

A thresh argument of  "-"  requests  a  list  of  deliveries  and
thresholds  for  all  sectors  in  the specified area and changes
nothing.   This  is  the  only  way  to  examine   the   delivery
thresholds.

Except in the  "+thresh"  and  "-"  cases  described  above,  the
program  asks  the  destination for each sector's delivery of the
designated item.

The destination must be specified as the x,y of one of the  eight
surrounding sectors or just a carriege return, (in which case the
delivery will not be changed in that sector).

You may also specify a threshold at this time which will override
any threshold specified by the command arguments by following the
destination with a number in parentheses.

The census report will indicate deliveries by the numbers 0  -  7
in  the "codes" column. 0 indicates a delivery to the north, 1 to
the northeast, 2 to the east, etc.

If, when  accessing  the  sector  has  caused  an  update  to  be
performed,  and  the  destination  sector is not owned by you the
message "delivery walkout between x,y & x,y" will be printed  and
none   will   be  delivered  UNLESS  the  destination  sector  is
checkpointed in which case delivery will proceed normally.   This
facilitates exchange of goods between adjoining countries.

Delivery routes may also be mapped out with the "route" command.

See also : census, route, innards, syntax


                      Command : DESIGNATE

In  Empire  all  sectors  (land)  have  a   "designation".    The
"designation"  represents  the  principal  industry  or  activity
taking place in that area.  When a sector is designated a harbor,
for   example,   the  civilians  in  the  sector  start  building
shipyards and  docks  (with  a  little  help  from  any  military
present).   At  first  the  sector's  efficiency will drop to 0%,
indicating that no harbor  facilities  are  available.   As  work
progresses the efficiency will climb toward a maximum of 100%.

The general form of the designate command is:
[##:##] Command: designate (sects)
The program will ask for each sector specified what you want  the
new  sector designation to be.  However, if you wish to designate
one or several sectors to be one particular thing and don't  want
to be asked on them you can type:
[##:##] Command: designate (sects) designation
For example:
[##:##] Command: designate -3:3,-3:3 ?des=- +
This will designate all wildernesses (that you own) within  three
sectors of your capital to be roads.

One special note on designating capitals. You can have more  than
one  sector  designated  as  a capital, however the most recently
designated one is your 'real' capital.  It is this  capital  that
is  used for the computation of your B.T.U.'s and for that reason
it is also the one your enemy will try to capture during a war.

See also : sector-types


                      Command : DISSOLVE

The dissolve command is the coward's way out of Empire.  It  does
several things: it gives all your sectors back to The Deity, pays
off any debts that it can, voids any treaties in which  you  were
involved,  and  allows your ships to decide their own fate.  Some
ships riot, some go up for sale, and some are scuttled.

Using the dissolve command is simplicity itself:
[##:##] Command: dissolve
You will be asked your name (to make sure you have the  authority
to do it) and then it's curtains...

See also : Prayers


                       Command : ENLIST

The enlist command invokes a draft in the sectors given.  To  run
this command type:
[##:##] Command: enlist (sects)
The command will ask you how many troops you wish to call up.  It
will  then  list each sector where troops answer the call and the
number who showed up. Note that only 50% of the  civilians  in  a
sector  can  be called upon at any one time and that no one in an
urban area is willing to be drafted.  In  addition  the  military
become unix irreversibly (no population growth) and lazy workers.


                       Command : EXECUTE

The execute command lets you run command files  in  empire.   Its
general form is:
[##:##] Command: execute file
where  "file"  is  the  name  of  the  file  containing  (empire)
commands.   For  instance,  if  you  had a file called "empdaily"
which looked like:

update >grunch
news >>grunch
map # >>grunch
census # >>grunch
ship >>grunch

and then you logged in to Empire and said:
[##:##] Command: execute empdaily
the program would perform an update, read the news, make  a  map,
output  a  census, list the status of each of your ships into the
file "grunch" and then prompt you for further commands.

Beware however, if your file says "bye" you will be logged off!


                        Command : FIRE

The fire command is used to shoot up land sectors or ships.   The
general form for shooting at land is:
[##:##] Command: fire (sect)
Where (sect) is the sector AT which you are  shooting,  (NOT  the
sector FROM which you are shooting).

The general form for firing at ships is:
[##:##] Command: fire (ship)
Again, (ship) is the victim ship number.

The program will then ask for the sector or ship FROM  which  you
are firing.

The only sector that may fire is a fortress which  must  have  at
least 5 military for a firing crew, at least 1 shell to fire, and
a gun big enough to reach the victim location; range is equal  to
the  "number"  of guns (with a maximum of 7) times the technology
factor (which has a maximum of 1. see "info technology").

Any ship other than a freighter may fire as long  as  it  has  at
least  one  gun,  at  least  one  shell,  and  has  at  least 60%
efficiency.  If the ship can fire more than one gun  the  program
will  ask  how  many you wish to fire.  See info "ship-types" for
gun ranges.

The program then prints a satisfying  "Kaboom!!!"  and,  assuming
you were in range, inflicts damage.

The damages inflicted vary with efficiency of the  attacker,  the
size  of  the  guns  (battleship guns are four times as big as pt
boat guns), the number of guns fired, etc.

A table of approximate damages looks like:
From    To      Range of dmages
land    land    11% .. 16%
land    sea     14% .. 49%
pt *    land    7%
pt *    sea     9%  .. 28%
bat **  land    25%
bat **  sea     30% .. 64%
* pt here is the example of the wimpiest sea gun while
** bat means a battleship firing four guns at once.

An illustrative example of shelling land:
[##:##] Command: fir 34,18
Firing on sector 34,18 from 35,18
Kaboom!!!
Meanwhile, the owner of sector 35,18 might be logged on and would
perhaps see the following:


                        Command : FIRE

[##:##] Command: cen 34,18
Sat Jul 30 16:18:01 1984
  sect  sgpob des eff min gold mob civ mil  sh gun  pl ore bar prod
 34,18  4..10% i 100%  17   23 127 127 107 127   0   0   0   0 101
        1 sector
You have a telegram waiting ...
[##:##] Command: read
BULLETIN!       dated Sat Jul 30 16:18:26 1984
Country #19 shelled 34,18
Shall I burn it? y
[##:##] Command: cen 34,18
Sat Jul 30 16:19:26 1984
  sect  sgpob des eff min gold mob civ mil  sh gun  pl ore bar prod
 34,18  4..10% i  87%  17   23 110 110  94 111   0   0   0   0  88
        1 sector
Note that the shell did about 13% damage in the sector.

If the sector fired on is a fort with guns  and  shells  it  will
fire  back  with  approximately the same damages (assuming it has
the range).  If a ship fired on has guns and shells it will  fire
back  AND  any  other  ships  of the same nationality that are in
range will also fire on you.

See also: attack, assault, torpedo, technology


                      Command : FLEETADD

The fleetadd command is used to specify the  fleet  groupings  of
your ships.  The general form is:
[##:##] Command: fleetadd (fleet) (ships/fleet)
where (fleet) is the alphabetic character to be used as the fleet
designation,  upper  or lower case a-z and `~'.  The pseudo-fleet
specification `~' specifies all ships not currently in any fleet.

The specification of ships, (ships/fleet), can have one of several syntaxes:

ex          meaning
--          -------
23          ship 23
2/14/23     ships 2, 14, and 23
c           all ships currently in fleet `c'
~           all ships currently in the "null" fleet
2,3         all ships in sector 2,3
-1:3,0:2    all ships in the area bounded by -1 & 3 (EW) and 0 & 2 (NS)
All fleets, (with the exception of the `~' fleet), are limited to
some  maximum size and you will be informed how many ships can be
added when this command is run.

Having ships  organized  into  fleets  can  be  very  helpful  in
loading,  moving,  etc.  in  that  fewer commands are required to
perform these  commands  on  groups  of  ships  if  they  can  be
specified by fleet number.

Note that you can remove ships from a fleet by adding them to the
`~' fleet.  e.g.
[##:##] Command: fleetadd ~ A
This command would purge all ships from fleet `A'.   See  also  :
load, lookout, navigate, radar, ship, unload


                         Command : FLY

The "fly" command is the "move" or "navigate"  of  the  air.   It
represents  a  complete  mission for one or several planes taking
off from one place (and perhaps ending up  in  one  place).   The
general form of the command is:
[##:##] Command: fly (sect)
or
[##:##] Command: fly (ship)
Although planes can land on any kind  of  sector,  (with  varying
degrees  of  success),  they can only take off from airfields and
aircraft carriers; thus (sect) must be the x,y of an airfield and
(ship) must be the ship number of an aircraft carrier.

The program requests information as to number of planes and bombs
on  the  mission  and  tells you how many of each is available to
you, (note that each plane requires 2  military  as  crew).   And
then you're in the air.

Vital statistics such as fuel, (mobility), are displayed with the
prompt:

   <7.5:6:2:-6,4>

which indicates 7.5 fuel units, 6 planes, 2 bombs (each),  flying
over  sector -6,4.  The number of fuel units loaded in each plane
is the same and is calculated as:

     fuel_available = sector_mobility * 4;
     fuel_used = min(fuel_available, 32)     (fuel tank size is 32)
     fuel-units = technology_factor * fuel_used

If your planes are carrying no bombs,  and  the  weather  is  not
stormy, they will be able to travel 1 sector, (orthogonally), per
fuel unit.  If they are carrying bombs the per sector  fuel  cost
rises  by 1 for each bomb rack required, (each bomb rack can hold
up to three bombs), and by .2 for each bomb,  (although  this  is
often  only  a  one-way  cost).   All  the commands take the same
amount of fuel except the diagonal motions which take 1.414 times
as much.

The possible responses to the prompt and their meanings are:

     u  for up
     d  for down                \l    u     /r
     r  for right
     l  for left                     \|/
     \l for up-left             l  --   --  r
     /r for up-right                 /|\
     /l for down-left
     \r for down-right          /l    d     \r
     b  for drop a bomb from each plane
     v  for circle once and take a look down
     e  for land in the current sector or on a ship in this sector

The safest place to land is on a 100% efficient carrier  or  100%
efficient  airfield.  If the airfield is less than 60% built your
chances of a safe landing are  proportionately  less  than  100%.
Other sectors are also possible landing sites as in this table:

                  sector efficiency
designation|     0%    50%   100%
-----------|    ---    ---   ----
airfield         0%    83%   100%
road            40%    57%    73%
other           50%    30%    10%

When flying over land owned by another country great care  should
be taken to avoid flying over sectors that automatically shoot at
you (unless  they  are  checkpointed  and  you  know  the  code).
Fortresses, capitals and airfields all fire on "foreign" aircraft
(assuming they have the guns & shells).  When this happens to you
the flak will appear on your terminal along with the dying groans
of your pilots, (kinda makes it hard to sleep at night).

Three final words of caution:
1)  Always keep an eye on the fuel gauge
2)  Be careful where you land.
3)  Don't do anything that you shouldn't.


                      Command : FORECAST

The forecast command is used to  predict  the  weather  around  a
weather  station.  It  requires one civilian for each hour in the
future you wish to peruse. The range of the prediction depends on
its  efficiency.  Thus a 100% weather station can predict up to 7
sectors away.  To run this command type:
[##:##] Command: forecast (sects)
The program will request the location of the weather station  and
list  the  location of the high and low at the hour you requested
and then one hour later. Thus you can  plot  the  motion  of  the
weather  centers..  It will also give you a map of the area as it
will appear in that future hour...

See also : weather, map, sector-types


                        Command : GRANT

The grant command is a means of  donating  a  sector  to  another
country. To run this command type:
[##:##] Command: grant 3,-11
The program will request the country number to whom you  wish  to
donate the sector.

There are a few restrictions on the use of this command:

You can not donate a capital or a sanctuary.  You can only  offer
a  sector  to an adjacent country, ie. the recipient country must
own a sector next to the sector being sacrificed...  You must own
the sector you are donating.

See also : map, spy


                      Command : HEADLINES

The headlines command lets you read just the  important,  summary
part of the news without boring you with the confusing details.
[##:##] Command: headlines <# days>
If you include a number in the command it  will  print  headlines
based on the news from that many previous days.  See also : news


                        Command : INFO

The info command gives a brief description of a particular aspect
or  command  in the empire game.  To get info on a specific topic
type:
[##:##] Command: info (topic)
where (topic) is "move", "sector-types" or whatever.

The program will type out the date of the  last  modification  to
that  particular  info  topic and then print the first page.  The
program will then wait for a    before  printing  the  second
page, and before the third, etc.

To get a list of available info topics type:
[##:##] Command: info
and a list will be given.

For example, to get information about the info command type:
[##:##] Command: info info
and this description will be typed out (again).


                       Command : LEDGER

The ledger command prints  the  information  on  all  outstanding
loans in which you are involved.  The general form is:
[##:##] Command: ledger
The  loan  number,  loaner's  name,  loanee's  name,   principal,
interest  rate, expiration date, amount due, etc. will be printed
for each loan.

See also : lend, finances, accept


                        Command : LEND

The lend command is used to offer loans to other countries.   The
general form is:
[##:##] Command: lend (cno/cname)
where (cno/cname) is the number or name of the  country  to  whom
you are offering the loan.  The program then prompts with various
questions concerning the terms of the loan and sends  a  telegram
to (cno/cname) informing them of the loan offer.

See also : ledger, accept, collect, repay


                        Command : LIST

The  list  command  gets  you  a  list  of  commands  with  their
associated  B.T.U.  costs,  (see  "info  time" for description of
B.T.U.s).  This should not be confused with "info commands" which
generates a brief summary of each command.

The general form is:
[##:##] Command: list
or
[##:##] Command: command list

See also : Commands, Time


                        Command : LOAD

The load command enables the loading of ships.  To run type:
[##:##] Command: load (ship) (percent)
where (ship) is the ship number. The ship must be  in  a  harbor.
If  the  harbor  is  not  yours but has been checkpointed you may
still load from it if you know the checkpoint code.  The optional
percent  argument  indicates  that  you  wish  to  load  the  the
specified percentage of  the  maximum  amount  possible  of  each
commodity.   If  you  do not use the percent argument the program
will interactively ask you how many of each item to load.

The maximum each ship can hold is:
type    civil   milit   guns    shells  ore     gold    planes
pt      0       10      1       10      0       0       0
sub     0       25      2       25      0       0       0
des     0       80      2       40      0       0       0
bat     0       127     4       127     0       0       0
fre     127     0       127     127     127     20      0
min     0       25      1       10      0       0       0
ten     0       100     30      127     0       0       0
car     0       60      2       40      0       0       127

See also : unload, checkpoint, navigate


                       Command : LOOKOUT

The lookout command allows ships to  report  sightings  of  other
ships  and  land  sectors  and  allows  coastal sectors to report
sightings of ships.  The general form is:
[##:##] Command: lookout (ship/fleet/sect)
The various ranges over which lookout  is  effective  break  down
into three groups:
   ship to ship
This range is dependent on both the visibility of the ship  being
observed  and the visual range of the observing ship.  (see "info
ship-types") Destroyers seeing Submarines is a special  case;  if
the  sub  is  out of "regular" visual range (i.e. not in the same
sector) but within 3 or so of the destroyer the message  "Snorkel
at X,Y" is printed.
   ship to land
This range is either 1.4 in good weather (barometer > 700.) or 1.
in bad weather (barometer < 700.).
   land to ship
In good weather this range is  essentially  equal  to  twice  the
sector  efficiency  expressed  as  a decimal; e.g. 100% can see 2
sectors away.  The exception is radar installations which have  a
range approximately equal to seven times the sector efficiency.

See also : Ship-types, Sector-types, Radar


                         Command : MAP

A map gives you a graphic image of all or part of  your  country.
Your  own sectors show up as a designation mnemonic (see "sector-
types") while sectors held by other countries appear as  question
marks  ("?").   Mountains  and  seas  appear  as  '^^'  and  '..'
(respectively) but, if the map is being sent to  a  file  or  the
printer,  the  mountains  will appear as '##' for greater printer
legibility.

The form of the map command is:
[##:##] Command: map (sects)
where (sects) is the area for which you wish a map.

Examples:
[##:##] Command: map -8:8,-5:3
generates a 17 x 9 sector map  based  on  data  supplied  by  the
sectors in the area specified.

                                   -5
             ? ^ ? ? ?             -4
     . - ? ^ ^ ^ ? - ^ - ?         -3
   . f . ^ b ^ a f ? f f -         -2
   . f a m m m a i . g * .         -1
     . . ) m i c c ^ u g .         0
       . h h ! h * h x . .         1
       . . . . . . . .             2
                                   3
 - - - - - - - - 0 0 0 0 0 0 0 0 0
 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8

[##:##] Command: map # >mapfil
where your "realm" ( or '#', see "update") is -5:5,-6:6 will type
out  a  11  by  13  sector  map  and also put the map in the file
"mapfil".


                        Command : MINE

The mine command drops mines in the sea and  is  only  functional
from destroyers.  Each mine introduces a 5% chance that a passing
ship will be hit.  The damage is severe but  dependent  upon  the
size of the ship.

To drop mines type:
[##:##] Command: mine (ship)
Where (ship) is the number of one of your destroyers.

You will be asked how many mines you wish to drop and that number
of  shells  (assuming  you got 'em) will be dropped in the sector
that (ship) occupies, magically becoming mines as  they  hit  the
water.

Mines can only be removed safely by a minesweeper.  (Other  ships
can remove them by hitting them, but...)

For various reasons harbors and bridge spans can not be mined.

Note that the sector is checked for possible mine hits only  when
a  ship moves into it; thus, a destroyer may safely drop mines in
a sector and then move out.  On the other hand, the mines know no
allegiance,  so  moving  back  into  a mined sector is foolish at
best.

See also : navigate


                        Command : MOVE

The move command  is  crucial  to  Empire;  it  facillitates  the
movement  of  civilians, military, ore, guns, shells, planes, and
gold bars.  To run it type:
[##:##] Command: move ITEM
where ITEM is one of:
c       civilians
m       military
o       ore
g       guns
s       shells
p       planes
b       bars of gold

The program will request the starting  sector  then  display  the
number  of  mobility  units in that sector and its coordinates in
the form:

   <97.0: -6,4>

which indicates 97 mobility  units  and  sector  -6,4.   You  may
respond with any combination of:

u  for up
d  for down                \l    u     /r
r  for right
l  for left                     \|/
\l for up-left             l  --   --  r
/r for up-right                 /|\
/l for down-left
\r for down-right          /l    d     \r
v  for view
e  for end of movement

Typical mobility costs are:

1 mu per 5 civilians
1 mu per 5 military
1 mu per 5 tons of ore
2 mu per gun
2 mu per 5 shells
4 mu per plane
10 mu per bar of gold

These costs are for an orthogonal move, (u, d, l or r), through a
100% efficient "regular" sector in "good" weather; diagonal moves
cost  1.414  times  as  much,  wastelands  cost  twice  as  much,
mountains cost lots more & highways can cost as little as nothing
(if 100% efficient).

If you wish you may give all or part of  the  information  for  a
move on the command line:
[##:##] Command: move c -3,0 20 rrre
This command will try to move 20  civilians  from  -3,0  to  your
capital, (0,0).


                       Command : NATION

The nation command displays various data about your country.  Its
usage is:
[##:##] Command: nation
The  data  displayed  by  the  nation  command  should  be   self
explanatory,  but if not let country #0 know and more descriptive
text will appear.

See also : power, country-roster


                      Command : NAVIGATE

The navigate command is the move command applied to the sea.  You
can control one ship or a fleet. To run type:
[##:##] Command: navigate (ship/fleet)
where (ship/fleet) is the ship number or the fleet letter.

If you are moving a fleet  and  the  flagship  stops,  the  fleet
stops.  (The lowest numbered ship is considered the flagship.)

The program will prompt with the mobility of  the  flagship,  the
minimum  mobility  value  for  the  fleet  and the current sector
coordinates in the form:

   <97.0:23.5: -6,4>

which means the flagship has 97 mobility units, some  other  ship
in  the  fleet  has  23.5  mobility  units and the flagship is in
sector -6,4.  You may indicate the direction you would  like  the
fleet  to  move  by  typing a string of letters consisting of any
combination of the following:
u  for up
d  for down                \l    u     /r
r  for right
l  for left                     \|/
\l for up-left             l  --   --  r
/r for up-right                 /|\
/l for down-left
\r for down-right          /l    d     \r
v  for view
e  for end of movement

Typical orthogonal, (u, d, l or r), moving costs in good  weather
are:
ship       25% tech factor   50% tech factor   100% tech factor
type         cost/sector       cost/sector       cost/sector
------          ----              ----              ----
pt boat          7.68              6.4              4.8
submarine       15.36             12.8              9.6
battleship      15.36             12.8              9.6
destroyer       10.96              9.13             6.85
freighter       19.2              16.0              12.0
minesweep       19.2              16.0              12.0
tender          12.8              10.67             8.0
carrier         15.36             12.8              9.6

In bad weather movement costs more (on the order of 10%); in very
bad weather ships may be damaged by moving them.

Moving a ship through a sector that has been mined by a destroyer
introduces  a  5%  chance  per mine (cumulative) that you will be
damaged by "detecting" one of the little cuties.  Minesweeps  can
remove  up  to five mines per pass through a sector (indicated by
the message "Sweep...").

See also : mine, weather, ship types


                        Command : NEWS

The news command is the local newspaper run by The  Deity.   This
"morning  after"  daily recounts financial exploits, the telegram
traffic between countries, and political maneuvering in  addition
to the chronicling of such mundanities as shelling and attacking.
It's great breakfast reading!

Type:
[##:##] Command: news

or:
[##:##] Command: news 2
if you only wish to see the news for the last two days.  See also
: headlines


                        Command : OFFER

The offer command allows you  to  suggest  a  written  treaty  to
another country. The treaty once signed is not binding!

To run type:
[##:##] Command: offer (cno/cname)
where (cno/cname) is the name or number of the  country  to  whom
you wish to offer a treaty.

You will be asked to set both the conditions for yourself and for
the other country.  The conditions from which you may choose are:
  Condition             Command(s) affected
No ship attacks         assault, board
No ship shelling        fire
No sector attack        attack
No sector shelling      fire
No peeking (spying)     spy
No enlistments          enlist
No building ships       build

See also : vote, treaty


                        Command : POWER

The power report will give  you  an  accurate  picture  of  world
strengths.  It  is  particularly  worthwhile  in planning defense
strategies and treaty voting.

A power report is obtained by typing:
[##:##] Command: power
If someone has generated a power report within the last hour, you
will  be  graced  with  an  immediate output of that information.
Otherwise it will take 1-2 minutes to obtain the report.

Output consists of the following information :
a       # of sectors
b       # of civilians
c       # of military
d       # of guns
e       # of shells
f       # of planes
g       average sector efficiency
h       # gold bars
i       # of ships
ii      tons of ships (not displayed)
j       # of dollars
k       power - a measure of military/industrial capability

k is determined by the following relation:

k = (a*g+d)/3 + (b+c+e+ii)/10 + j/100 + f + i + 5*h

See also : census, country-roster


                       Concept : PRAYERS

There is one country in the game that has no material possessions
yet  owns  everything... That country is country #0 (often called
"The Deity").  The power of this ethereal country is unbounded --
it can do anything from creating a civilian (as was the case with
the first civilian), to literally moving mountains.

Despite this great power The Deity is the champion  of  the  meek
and it is to country #0 that the downtrodden turn when in need of
aid. The most common form of  prayer  is  the  telegram;  if  you
should be in need of aid type:
[##:##] Command: telegram 0
              When the program asks your message  for  The  Deity
              state it simply, e.g.
                            Enter message for The Deity; end with ^D
                            <122> Fumia took my capital and then deleted my account!
                            <71> HELP!!
                            <64> ^D
              If this doesn't get helpful results then you should
              send  a  second  prayer with more specific details.
              e.g.
                            <122> I'll donate a bar of gold (to charity)
                            <83> for 20% more efficiency in my capital.
                            <43> okay?
                            <38> ^D

              This last message is sure to move the compassionate
              Deity to provide help.

Note that The Deity wouldn't consider  providing  instruments  of
destruction like guns & shells (unless, of course, the church had
a particularly great need for a new set of gold  candlesticks  or
the like).

See also : telegram


                        Command : RADAR

The  radar  command  bears  every  resemblance  to  modern  high-
resolution  radar.   It  has  a circular range dependent upon its
efficiency.

To run land radar type:
[##:##] Command: radar (sect)
where (sect) must be the sector where the radar station resides.

The program will respond with the station's efficiency and  range
and  then  display the area.  What is displayed is dependent upon
the range, i.e.  sectors and ships within 1/2 of  its  range  are
displayed  with  their  sector  or ship designations.  At further
distances a '?' is used  to  indicate  the  presence  of  another
pilgrim not of your faith.

A 100% radar station has a range of 6.1.  The range  is  linearly
related to efficiency so a 25% radar can see 1.525 sectors away.

!!WARNING!! Radar cannot spot submarines. Even worse, should  you
possess  a  cunning  enemy  he  might  move  troops right to your
doorstop leaving the sector designated a wilderness  which  would
show up on your very efficient radar as '-'. Thus you would never
know he was there....well almost never. If you worry  about  this
try taking a map -- he can't hide there!

To run naval radar type:
[##:##] Command: radar (ship)
where (ship) is the number of the ship..  The sea radar is highly
dependent  upon  what  kind  of  ship  you have and what kind the
opponent has...  e.g. Battleships can see  battleships  far  away
but not pt boats..  Battleships have a 100% range of 6 while p.t.
boats, destroyers and carriers have a range of 4  and  all  other
ships  see only 3.  On the other hand, the ships vary in size and
consequently, vary in visibility: battleships  and  carriers  are
the  easiest  to  see  (25), next come freighters, minesweeps and
tenders (20) followed by  destroyers  (15),  pt  boats  (10)  and
lastly, submarines (2).

Note  that  although  subs  can  not  be  found  via  radar  that
destroyers  automatically  use sonar too so they will see subs up
to 2.86 sectors away..

See also : census, map, ship-types


                        Command : READ

The read command is used to read the telegrams sent you by  other
countries  and  by  the  game  (e.g.  when you make a sale or are
attacked).  When telegrams arrive you are informed with:
"You have a new telegram waiting ..."  if there is just one new one, or
"You have ten new telegrams waiting ..."  if there are ten of them, or
"You have several new telegrams waiting ..."  if there are very many.
The command to read them is:
[##:##] Command: read
After reading them all you may discard them by answering "yes" to
the question posed.  If you answer "no" the telegrams will remain
pending but you will not be reminded of them.

See also : Telegram


                        Command : REALM

The realm command allows you to manipulate the  contents  of  the
four  "realm"s  associated  with  your  country  which  provide a
convenient way to save coordinates that are frequently used, (see
"info  syntax"  for use of realm arguments).  The general form of
the realm command is:
[##:##] Command: realm (number) <(sects)>
(Number) is the number of the realm to be set and must be in  the
range 0:3.  Note that the update command manipulates realm 0 (see
"info update").

The (sects) argument is optional; if included the specified realm
will  be  set  to  (sects),  if  ommitted  the coordinates of the
specified realm will be printed.  e.g.

[##:##] Command: realm 1 -3:2,4
[##:##] Command: realm 1
Realm 1 is -3:2,4:4

Also note that "#"-type arguments may  be  used  in  the  (sects)
argument.
[##:##] Command: realm 0 #1
Now realm 0 is set to -3:2,4:4.

The nation report includes the coordinates of all four realms.

See also : syntax, nation, update


                        Command : REPAY

The repay command is used to repay loans  from  other  countries.
The general form is:
[##:##] Command: repay (loan)
where (loan) is the number of the loan you are repaying.  You can
repay  all  or part of the loan with this command, however beware
of letting the loan become overdue -- the lender  may  decide  to
force  collection (see "info collect").  When you repay on a loan
a telegram is sent to the lender informing  them  of  the  amount
repaid.

See also : lend, ledger, accept, collect


                        Command : ROUTE

The route command generates a graphic  display  of  the  delivery
specifications  for  the  various  deliverable  items  in a given
sector area.  The general form of the command is:
[##:##] Command: route (item) (sects)
(sects) is as described in "info syntax" and (item) is one of the
following:
s       shells
g       guns (not gold)
p       planes
o       ore
b       bars of gold

The delivery routes are indicated with "go-to's" (as  opposed  to
"come-from's")  using  the  following  codes  (assuming sector in
question is a mine):

      ^m^     up              (0 in census)
       m/     up-right        (1 in census)
       m>     right           (2 in census)
       m\     down-right      (etc)
      vmv     down
      /m      down-left
      mapfile

[36:101] Command : shell
Toodles...type '^D' to return to Empire
$ print mapfile
$ ^D
Welcome back to Empire.
[37:100] Command :

See also : syntax, map


                     Command : SHIP REPORT

The ship report command is a census of your ships and  lists  all
the info available in readable format.

To run type:
[##:##] Command: ship         (arguments in  <>
are
The  is in case you only wish to  look  at  one
ship  or  one  fleet  or  all  ships  within a given area.  If no
argument is given your entire navy will be  listed.   The  report
format is:

  #   type       x,y   f  eff c/m sh gun pln ore gold  mu
where # is ship number, type is "pt boat", "submarine", etc,  x,y
is  its  location  (relative  to  your  capital),  f is the fleet
designation letter (set by "create" command), eff is  the  ship's
efficiency,  c/m is the number of crew (civilians on a freighter,
military otherwise), sh is shells, guns is guns, pln  is  planes,
ore is ore, gold is gold bars, mu is mobility units.

For example:
[6:119] Command : ship b
  #   type       x,y   f  eff c/m  sh gun pln ore gold  mu
  0 pt boat      6,29  b 100%  10  10   1   0   0    0  10
  4 carrier      6,31  b 100%  35  16   2   3   0    0 104
 16 pt boat      3,-31 b 100%  10   0   0   0   0    0  40
 20 submarine    6,29  b 100%  15  12   2   0   0    0  10

See also : create, navigate, load


                         Command : SPY

The spy command allows reconnaisance  operations  to  enforce  an
oral treaty or as preparation for an attack (or even for a prayer
to the Deity).  The spy report will reveal (in round figures) the
numbers  of  troops,  civilians,  guns,  shells,  and  the sector
designation and efficiency in neighboring sectors.

To perform this type of research type:
[##:##] Command: spy (sects)
The sectors denoted by "(sects)" are those  from  which  you  are
spying, (see "info syntax" for format).

Note that the number of  BTUs  consumed  is  dependent  upon  the
number  of  sectors into which you spy, e.g. A 5x8 area costs one
full BTU.

Warning!! If you are spying on an unallied country your spy could
be  apprehended...  his/her chances are dependent upon the number
of patrolling military in the sector.  If the other  country  has
declared  itself  at  war  with  you the spy will be shot and the
other country (and the rest of the world, through the news)  will
be  warned  that you tried to spy on him...  If the other country
is neutral towards you the spy will be deported.

See also : census, read, declare


                      Command : TELEGRAM

The telegram command  allows  non-treaty  communication  to  take
place  between representatives.  Currently you are given only 512
characters  per  telegram,  so   telegrams   encourage   succinct
diplomacy.

The general form is:
[##:##] Command: telegram (cno/cname)
where (cno/cname) is either the number or name of  the  recipient
nation.   Telegrams sent to country #0 appear as prayers, (favors
are best obtained in this manner.)

While entering your telegram you may use ^U to delete the current
line, < DEL >  (or  )  to  delete  the previous character,
(including s) and ^R to print the number of  characters  left
and re-type the telegram so far.  For example:
[##:##] Command: tel 7
Enter telegram for Groonland; end with ^D

B.F.D. Pouncetrifle
Groonland Embassy

Dear Ambassador Pouncetrifle,

Just a little note to express the friendly wishes that all of us
in Curmudgeon feel toward you backward savages in Groonland.  As
to the matter of the treaty you've proposed please remember that
if we wished we could TRASH your capital.

                        As always I remain,
                        Your humble and obedient servant, etc, etc
                        E. D. Amen Dada
                        Under Asst. West Coast Promo.
                        the Sovereign State of Curmudgeon

An alternate form of the telegram command allows you  to  send  a
telegram from a file. It is:
[##:##] Command: telegram (cno/cname) (file)
which sends the file to the specified country.  For example:
[##:##] Command: telegram Groonland threat
would send the file "threat" to Groonland.

See also : Read, Prayers


                        Command : TEND

The tend command allows your tender ships to resupply  pt  boats,
submarines, battleships, destroyers and minesweeps while at sea.

To tend ship #16 type:
[##:##] Command: tend 16
You will then be asked the number of  the  tender  providing  the
goodies.   If the tender is in the same sector as the tendee, and
they're both yours, etc the program will ask how  many  military,
guns and shells you want to transfer.

See also : load, unload


                       Command : TORPEDO

The torpedo command is used to shoot up ships.  The general  form
is:
[##:##] Command: torpedo (ship)
Where (ship) is the victim ship number.

The program will then ask for your sub number and check  that  it
meets the following criteria:
1) It must be a submarine
2) It must have at least 1 gun (torpedo tube)
3) It must have at least 3 shells (3 shells = 1 torpedo)
4) It must be at least 60% efficient
Meeting all these criteria, your torp will be launched toward the
victim  ship...   A  countdown  of  seconds  until  the  expected
detonation will commence.  Since  the  range  of  torpedos  is  a
maximum  of  1.99999 or so, anything a distance of 2 or more from
you will be out of range and you will be  told  so,  (after  your
torp  is  in  the  water).   If  you are in range, your chance of
making a hit will be dependent on your distance from the  target:
90%  if  you're  in  the  same sector, 22% if you're orthogonally
adjacent and 13% if you're diagonally adjacent.  A hit which will
be  reported to you as "BOOM!" followed by a report of the damage
done to the victim ship.  The damage done  is  dependent  on  the
size  of  the  victim  ship.  A torpedo does between 63% and 100%
damage to a  pt  boat  and  between  28%  and  56%  damage  to  a
battleship or aircraft carrier.

In order to simulate the "real-time" situation your mobility will
go  negative (forcing you to stick around).  Your first torp will
make your mobility go to -10; the second will make it  -20;  etc.
If  your torpedo scores a hit your victim will be informed of the
fact and will be told the number of the sub, but not the  country
(so you can deny it).

The victim's only automatic protection  against  sub  attacks  is
that  any  destroyer  of his (hers) that is in the same sector as
you and that has shells will drop them on you as  depth  charges.
Each depth charge does 30% to 40% damage to your sub.

See also: attack, assault, fire


                     Command : TRADE REPORT

The trade report lists all items for  sale  in  exchange  sectors
and/or  all ships that are being sold and allows you to buy these
items.  The three forms of the trade command are:
[##:##] Command: trade
[##:##] Command: trade land
and
[##:##] Command: trade naval
The "land" and "naval" forms deal  only  in  exchange  items  and
ships,  respectively.   The  first form deals with both.  Because
the first and second forms require a scan  of  the  entire  world
they take a few moments to run.  Typical output looks like:
[##:##] Command: trade
        Empire Trade Report
    Thu Aug 25 11:47:21 1977
2 guns @ $133.35  100 shells @ $8.40  Lot #0
3 bars of gold @ $850.50  18 shells @ $7.35  Lot #1
100% submarine crew:25 guns:1 shells:4 @$3675.00  lot #0
54% battleship crew:3 guns:0 shells:4 @$17742.00  lot #1
Which lot? ( for none) 0
To be delivered to exchange at 12,7
How many guns?  2
You are now $266.70 poorer.

See also: Set [prices]


                       Command : TREATY

The treaty command will report on all  outstanding  treaties  and
all   pending   treaties.   The   conditions  and  durations  are
displayed...

To run type:
[##:##] Command: treaty

See also: Vote [on treaty]


                       Command : UNLOAD

The unload command is the opposite of load and follows the  exact
same  syntax...so  why  are  you  looking here for documentation?
type:
[##:##] Command: unload (ship)
where (ship) is the ship number..

See also (instead) load


                       Command : UPDATE

The update command causes all your sectors to be  brought  up  to
date  in terms of digging up ore, building efficiency, generating
mobility units, etc.  It also defines the coordinates  associated
with"realm 0" ("#" or "#0").

The general form is:
[##:##] Command: update
or
[##:##] Command: update (sects)
In the first example  the  entire  world  would  be  scanned  for
sectors  of  yours that need updating, and realm 0 ("#") would be
set to include all of your sectors.  In the second case only  the
area specified would be scanned and "#" would be set to encompass
all sectors of yours in that area.

For example:
[37:105] Command : update -1:1,-1:1
Production bottleneck in 0,-1
guns built in 0,1
Your "realm 0"(#0) is -1:1,-1:1 and consists of 7 sectors.

[37:105] Command : update
Your "realm 0"(#0) is -3:1,-1:1 and consists of 9 sectors.
Note that the first time through only the  sectors  in  the  area
specified  were  counted  and that some of them produced messages
when they were updated, while the second time through caught  all
the  sectors,  (and  took  2  minutes) but the middle sectors had
already been updated so they did not produce further messages.


An additional argument  to  update  allows  you  to  control  the
printing  of  the  update  messages.   If the argument "quiet" is
specified, (e.g. "update 12:15,-3:4 quiet"), NO  update  messages
will  be printed except the "realm" message and certain emergency
messages.  If, on the other hand "verbose" is specified not  only
will   the   standard  messages  be  printed  but  also  messages
describing attempts  to  deliver  blivets  to  sectors  that  are
already full of blivets will be printed.

See also : innards, syntax, realm


                        Command : VOTE

The vote command allows you decide on a written treaty.  You  may
vote  yes,  no , or abstain.  Yes - of course you accept.  No - i
guess you turn it down.  Abstain - you haven't got  the  guts  to
say  no  but are too ambitious to say yes (i.e. You can come back
to vote again another day).  To run type:
[##:##] Command: vote (treaty)
where (treaty) is the treaty number.

See also: Treaty report


                       Command : WEATHER

For each sector in a weather map an integer indicates  the  local
barometric  pressure  Negative integers show low-pressure sectors
(bad weather), and positive integers show  high-pressure  sectors
(good  weather).  A map gives you an instantaneous picture of the
pressure centers,  (for  weather  prediction  you  must  build  a
weather station).  To get a weather map type:
[##:##] Command: weather (sects)
where (sects) is the area to be covered by the map.

A typical example might be:
[##:##] Command: weat -23:0,-8:2
     2 2 2 2 1 1 1 1 1 1 1 1 1 1 - - - - - - - - - 0
     3 2 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0
 -8  3 3 3 3 2 1 1 0 0 0 0 0 0 0 0 0-1-1-1-1-1-1-1-1  -8
 -7  4 4 4 4 3 2 1 0 0 0 0 0 0 0 0-1-1-1-1-1-1-1-1-1  -7
 -6  8 8 8 4 3 2 1 0 0 0 0 0 0 0 0-1-1-1-1-1-2-2-2-2  -6
 -5  8 9 8 4 3 2 1 0 0 0 0 0 0 0 0-1-1-1-1-1-2-2-2-2  -5
 -4  8 8 8 4 3 2 1 0 0 0 0 0 0 0-1-1-1-1-1-2-2-2-2-2  -4
 -3  4 4 4 4 3 2 1 0 0 0 0 0 0 0-1-1-1-1-2-2-2-3-3-3  -3
 -2  3 3 3 3 2 1 1 0 0 0 0 0 0 0-1-1-1-1-2-2-3-3-3-3  -2
 -1  2 2 2 2 1 1 0 0 0 0 0 0 0 0-1-1-1-2-2-2-3-3-4-4  -1
  0  1 1 1 1 1 0 0 0 0 0 0 0 0-1-1-1-1-2-2-2-3-4-6-6   0
  1  1 1 1 1 1 0 0 0 0 0 0 0 0-1-1-1-1-2-2-2-3-4-6-9   1
  2  0 0 0 0 0 0 0 0 0 0 0 0 0-1-1-1-1-2-2-3-3-4-6-9   2
     2 2 2 2 1 1 1 1 1 1 1 1 1 1 - - - - - - - - - 0
     3 2 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0
extreme low pressure center at 1,2; extreme high at -22,-5

(this weather map was taken during the great storm  of  '77  when
two ships sank off the coast of East Eden at 0,1.)

See also : forecast