Empire Manual
Empire Manual
Empire Manual
. j
iI Interstel Corporation
presents
STAR FLEET
PLANETARY· TASK FORCE
- COMMAND MANUAL
Instructions For
(
EMPIRE'TM
/ ( Wargame of the Century.,
II Version 2.05
.;/
.1
!
,I
,,;)
for the IBM PC@ I
and
Compatibles
by
Walter Bright
and
., Mark Baldwin
/
'......-.
-r--{
-~- - ---~-.---~---~
WARNING I.
CONTENTS
The purchaser is authorized to duplicate this program for his/her
own use only. Any other copying and distribution without per-
mission of the copyright holder is prohibited.
INTRODUCTION .
This software and documentation are both protected by
U.S. Copyright Law (Title 17 United States Code). Unauth- The Right Computer Hardware 2
orized reproduction and/or sales may result in imprison- Keystroke Notation 2
ment of up to one year and fines of up to $10,000 (17 USC Backing Up Your Playing Disk 2
506). Copyright infringers may be subject to civil liability. Installation on Hard Disks 3
Additional Documentation 3
Empire is not copy protected, but it is copyrighted. We ask that Starting EMPIRE 3
you treat Empire as you would a book; that is, you may loan (or Starting EMPIRE from a Floppy Disk 4
give) it to other individuals - so long as there is No Possibility of Starting EMPIRE from a Hard Disk or RAM Disk 4
it being played at one location while it is being played at another. EMPIRE Optional Switches 4
Failure to observe the Copyright Law will result in the above Controlling the Game 5
severe legal penalty and may cause irreparable damage to your Dialog Boxes 5
conscience. Drop Down Menus 5
Scroll Bars 5
This program was written by Walter Bright of Northwest EMPIRE Security System 6
Software and Mark Baldwin of Beacon Technical Services. It is Starting/Resuming the Game 7
published by Interstel under exclusive license. File Selection 8
The File Requester 8
Player Selection 9
Computer Opponents 10
Comments about this program or documentation should be sent to:
Multiple Human Players 11
Play By Mail 11
Interstel Corporation Setting the Efficiency Ratings 12
P.O. Box 57825 Production Efficiency 12
Webster, TX 77598 Combat Efficiency 12
World Map Selection 14
Tel: (713) 486-4163 Signing On 15
Initial Production Demands _............. 15
The Playing Screen 16
Printed in the United States of America, Earth, Sol System.
Information in this document is subject to change without notice. ......................................... 19
PLA YING THE GAME
Symbols......... . . 20
Empire - Wargame of the Century
The Combat Units . 20
e Copyright 1978,1982,1984,1987 Walter Bright and Northwest Software
Production . 25
Star Fleet Planetary Task Force Command Manual
Movement ···················· . 25
© Copyright 1987, 1988 Interstel Corporation
Combat . 26
All rights reserved
Combat Between Units . 26
First Edition
Repairing Ships . 27 '
Second Printing, August 1988
Attacking Cities , . 27 I
Bombardment . 28/
The Game Modes . 8/
Move Mode .
PAGE
r2~t~~~e·······.·.:·:··:·:·:.:.::.·::··::·
••··::::::
5]
51
52
-ll
TABLES '-.
/
"Orbit achieved about planet Arabella, Captain, altitude 14500 INTRODUCTION
kilometers ."
"Thank you, Lieutenant. Standard sensor scan." This was getting tough, EMPIRE - 'Wargame of the Century' by Interstel is a strategic simula-
trying to stop Operation Big Brother while avoiding detection {rom Krellan. tion of global conflict, conquest, and empire building between two or three
{orces. opposing forces. You start with one city in a large unexplored world.• Your
"What a task," mumbled Captain Brown. "One good phaser barrage would armies must capture cities to produce your war materials. As part of your
lay waste to the major cities and stop the Krellans. Instead we go to battle hand overall strategy you must decide what each of your cities should produce to
to hand." My {ellow captains said it was an honor {or us to be selected [or this best aid your war effort. As your production capacity grows, you will soon
task, he remembered. Only time will tell. Captain Brown waited (or the sensor command armies, fighters, destroyers, troop transports, submarines, aircraft
report, to see i{ one o{ the Alliance teams he was carrying would be transported carriers, cruisers, and battleships. You will maneuver your armies, fighters,
to the planet below. Arabella is a pretty world-abundant water, plenty o{ land and ships to try and smash your opponentts). There are no compromises - each
mass, and a good spread o{ cities. He hoped this world could be left behind. player must strive to annihilate the other until all opponents are wiped out or
surrender. Your goal is total domination of the world. There can only be one
"Sensor report, sir. A K rellan scout team has already arrived. Recommend
winner!
we begin our conquest immediately."
"Ok, noti{y General Marks, tell him he and the 5th team can transport EMPIRE is NOT an arcade game. You must use strategy and tactics instead
down." of hand-eye coordination to defeat your enemies. EMPIRE will allow up to
"Yes sir," responded the young Lieutenant. three players per game on the same computer.
IControlllH] where "path" is the full directory and path name (ending in a "V' or ":") oflhe
target directory.
is used to denote that the keys IControl I and [H] are pressed at the same time.
ADDITIONAL DOCUMENTATION
BACKING UP YOUR PLA YING DISK On your EMPIRE disk there is a file called README. DOC which contains
any updates or changes to the documentation since its printing. To read the
For your convenience, the EM PI RE disk you purchased is not copy-protected. file, type:
It is recommended that you copy the purchased disk onto a blank disk or hard
disk for playing, and save your purchased disk as a backup. Before making a README [ENTER]
backup disk, set the write protect tab on your original EMPIRE disk.
If you wish to stop the display from scrolling while reading the file, press
To make a backup copy, take a blank disk and follow these steps:
[ControI][S). Press any key to continue scrolling.
1. Format the blank disk per your computer's operating manual.
2. Follow your computer's operating instructions to make a disk copy of the STARTING EMPIRE
original disk.
NOTE: You can play EMPIRE using the keyboard or a mouse. If you
When the backup is complete, store your purchased EMPIRE disk in a safe plan to use a mouse, be sure the mouse driver is installed before you
place and use your new backup copy as your playing disk. start EMPIRE (refer to the user's manual for your mouse).
Starting EMPIRE from a Hard Disk or RAM Disk CONTROLLING THE GAME
Boot your computer normally. If you want to use a RAM disk, use the EMPIRE uses dialog boxes, drop down menus, and scroll bars to allow you to
INSTAL.L.EAT file on your EMPIRE disk to move the required files. Switch communicate with the game. The following is a brief description of how to use
to the directory where EMPIRE.EXE is resident, type EMPIRE and press each.
[ENTER]. ,
Dialog Boxes
EMPIRE Optional Switches
Dialog boxes appear on the screen to give you information, and request a
Several switches are available upon executing EMPIRE to control some of response from you. Normally, there will be several boxes on the dialog for you
the initial features of the game. Although the switches are available, they are to select. If you are using a mouse, just move the mouse arrow to the desired
by no means necessary, and may be completely ignored. The syntax for using box and click with the left mouse button. If you are using a keyboard, press
the switches is: the key which corresponds to the highlighted letter associated with each box.
In addition, one box will normally be the default box <the box outline will be
EMPIRE IIBI -/I I/CI -1J [/In] UKf -lJ [/MI - ]] heavier). Pressing [ENTER] selects the default box.
Note that EMPIRE memorizes the switches from game to game in a file
called .EMPIRE.~FG .. These switches may be returned to the default value by Drop Down Menus
following the switch with a" -". Below is a description of each switch.
Drop down menus allow you to select commands during the game. Each item
IB: Blanks map between map updates. This may make the screen look on the menus has a keystroke sequence associated with it. One way to select a
better on slow machines. command is to use the appropriate keystroke sequence. If using a mouse,
move the mouse arrow to the top bar, click on the desired menu title to drop
IC: For~es EMPIRE to use CGA graphics, even though EGA is
down the menu, then click on the desired menu item. If using a keyboard,
avaIlable. CGA graphics use about 40K of memory less than
press [Con troll plus the first letter in the name of the desired menu to drop
EMPIRE in EGA mode.
down that menu. The [ENTER] key will drop down the last used menu. Then
Iln: Thi.s op.tion allows you to select alternate colors for game play. This use the [i) and [ ~] keys to select the appropriate menu item and press
option IS. used by entering EMPIRE IIn, where "n" is a number. For fENTERJ. Note that not all menu items are active all the time; inactive
those who do not like the colors used in EMPIRE, additional icon menu items will be a different color and you will not be able to select them.
sets are included in the EMPDAT directory labelled EMP- Once the menu has been dropped, the [-] and [-+ J keys may be used to change
ICON#.CGA for CGA graphics, and EMPICON#.EGA for EGA menus. The rESC] key may be used to close a menu.
graphics. The default icon set value is '1'.
"\
IK: Forces the game to be played by keyboard only, even if there is a Scroll Bars
mouse driver loaded.
Scroll bars appear in the main map and in various dialog boxes. If using a
1M: U~es the mouse driver loaded in the system. Note that if you boot up
mouse, the scroll bars may be used in three ways. First, clicking in the small
USIng DOS 2.x and are using a mouse, you must use this option.
box at either end of a scroll bar changes the value by one. If you click within a
Otherwise, EMPIRE will look for and use an available mouse
driver. scroll bar, the value will make large jumps in the corresponding direction.
Lastly, if you hold down the left mouse button while the mouse arrow is over
the scroll bar, you can drag it to where you wish. If you are using the
4
EMPIRE - Wargame of the Century
T<~MPTRE - W>lr~>lmf> of Lhe Centurv 5
keyboard, function keys 1 through 4 or the arrow keys will cont.rol the scroll
bar. There is a number on each end of the scroll bars which corresponds to the
function key used to move the scroll bar in that. direction. Hitting the key will
change the value by one. If you hold down [Shift] while pressing the key, the
scroll bar will make a large jump. In o!lde~ to uel'ify yoU!'authol'ization to land
on the planet below~ you MUStentel' a mification
code liON f!'OM yoU!'I.Ownd Manual me-TN- 2775 m,
EMPIRE SECURITY SYSTEM Please entel' the FIRSTword f!'OM line
3 on page 2~,
After starting the game, the Interstel logo will appear on your monit.or. Code Nord
Press any key Dr the left mouse button to stop the music during the screen.
You will automatically be passed to the security system after the music stops. I directiorl
To protect your EMPIRE game against unauthorized use, a security system
has been installed. This appears after the title and credit screens have been
shown, and requires you to enter a certain word obtained from this manual
per the instructions given on your screen. The security screen is shown in
Figure 1. The following rules apply when looking up the security words.
Figure 1: Security Verification Screen
1. Page # is as printed at the bottom of the page (e.g., this is page 6).
2. A line is any row with typing on it, including titles. Lines in figures do not
count, but lines in tables do count (i.e., this is line 17). Once past the security screen, you will be asked to proceed with your plane-
tary landing. Click the left mouse button or press [ENTER].
3. A word is any unbroken string of characters with a blank at either end;
i.e., bexampleb, where b denotes a blank. However, punctuation marks The simulation startup continues with Starting/Resuming The Game.
do not count.
4. The security words are taken from this EMPIRE manual. The changes
contained in any supplement or change sheets are not counted. STARTING/RESUMING THE GAME
EXAMPLES: All EMPIRE commands can be executed from pull-down menus, or from the
keyboard. The keys are shown to the right of the command in it~ ~enu. These
a) Find word 1 in line 7 on page 15 - the correct word is "records". keystrokes are described later in the individual command descriptions.
b) Find word 5 in line 6 on page 44 - the correct word is "move".
After passing the security check, the screen will clear and the opening
After entering the security word, press rENTER] or click the left mouse EMPIRE Desktop will appear. There are five top level pull-down command
button. You can use the backspace key to correct spelling errors. If you only menus on this screen. They are:
want to run a demonstration game, select the "Run Demo" box. You do not
need to enter a security word to run the demonstration game. The File Reports Orders Commands Misc
demonstrat.ion game will run until one of the computer opponents wins. You New Game Sound
can stop the demonstration game by pressing any key. After the current Load Display
player's turn is finished, you will be placed in View mode where you can look Map Editor Commanders
at the world, check each player's status, or quit. To continue the demonstra- Info on Empire
Delete
tion game.just enter Move mode (see p. 44). Quit
Only those commands you can execute from the EMPIRE Desktop are shown
above.
Several commands require that you enter or select a file name. These com- You can move the file list up or down by using the scroll bar on the right of the
mands include: Delete, Save As, Load, selecting a particular map during game file box, or the up or down cursor control keys. Simply drag the scroll bar with
startup, Load Map, and Save Map As. The file selection box is shown in the cursor arrow, click on the up- or down-pointing arrows at the end of the
Figure 2. scroll bar, or use the cursor control keys to move the list.
File He o~ts O~dm'COMMands Mise Directories contained within the current directory will be displayed in the file
box. You can make any of these directories the current. directory by selecting
it as you would select a file name. To exit a directory, move the cursor arrow
to the Parent Box and click the left mouse button, or press [P).
Section 3: Selection Line - You can create anew file by ent.ering a file name
in the selection line. To select the selection line, place the cursor arrow on the
select.ion line and click the left mouse button, or press [F). You can ent.er or
edit the file name in the same manner in which you entered the directory
path. Pressing [ENTER] or clicking the left mouse button will select the file
as described in the File Box section. If the directory path includes a file
extension, one does not need to be provided in the selection line. Pressing
[ESC] removes the cursor from the selection line.
Section 1: Dir-ector-y Path - This line allows you to specify a disk drive PLAYER SELECTION
and/or directory path other than the default. The default path is the one you
used to start EMPIRE. To change the path, select. the Direct.ory Line with You will now be asked to select the number of players and whether they will
the mouse or [0] key. A cursor will appear. The left and right cursor control be human or computer controlled. This is done in the Today's Opponents
keys can be used to move the cursor. The [Backspace] key will delete the Screen shown in Figure 3. To select the players, move the cursor arrow to
character to the left. of the cursor. Type in the new directory path, press either the "Human" or the computer C'Standard" or "Expert") opponents
[ENTER], and the cont.ents of the directory will be displayed in the File Box. butt.ons and click the left.mouse button once, or use the r 11, r2], and r3] keys to
Pressing [ESC] will remove the cursor from the directory path. toggle the boxes.
Two or more human players can play the game on one computer or via mail. If
playing on the same computer, after player 1 completes. his~er turnts), the
screen will blank and a message box will appear asking If player 1 has
completed hislher turn. Select the "Yes" box if you are finished: If you select
the box labelled "No", you will be placed in Survey mode (described on p. 29),
Figure 3: Today's Opponents Screen where you can then go around that portion of the world you have explored
changing orders, production demands, etc. To complete your turn, enter Move
mode. Player 2 will then be asked to report. After selecting the "OK" box, the
Selected players will be highlighted. If you want to battle only one opponent, map for player 2 will appear. Each player will have to "turn his/her ?ack"
then player 3 should be "NONE". Otherwise, select whether you want while their opponent completes their turnts). After player 2 completes his/her
another human or computer opponent. If you will be playing against any turnts), the process will repeat again and the map for player 1 (or player 3)
human opponents, you can select the "PBM" box to play-by-mail or modem will appear. And so it goes until one player defeats the other'(s).
(see p. 11). When you have completed your selections, select the "OK" button.
To cancel your selections, select the "CANCEL" box. Cancelling this At the beginning of a multiple human player game, before any enemies are
command will return you to the EMPIRE Desktop and you will have to found, the turns are very short. Up to about turn 100 the com~uter all?ws
execute the New Game command again. each player several turns in a row, avoiding a lot of rapid chair sw~ppmg.
However, as soon as a player encounters an opponent, the computer WIll stop
allowing multiple turns. You will then have to change places after each turn.
Computer Opponents
Computer players selected as "Standard" will have a slightly higher overall Play-By-Mail (PBM)
rating, whereas an "Expert" computer opponent has the same rating as a
human opponent. An "Expert" computer opponent is much smarter, and thus If you select to play one or more human opponents by mail (i.e. selecting the
harder to defeat. "PBM" box on the Today's Opponents Screen), you will be asked a password
after each turn, and the program will automatically save the ~ame at the end
If you decide to battle two computer opponents, they will not know of each of every turn. This file, named by you the first time the game IS saved, should
other. The two computer opponents will battle each other just as they would then be sent to your opponent(s) by mail or modem. The next player starts the
fight you. If you are fortunate, they will fight and weaken each other, or one same game using the Load command, completes his/her turn, t~en sends the
will be eliminated, and you can (easily") defeat the remaining computer file back or to the next player (if three). Files can be transmitted to each
opponent. However, they may just as easily involve you in a deadly "two- player via the postal service, or modem. YOU CANNOT INT~RACTIVEL Y
front" war. Remember what that did to Nazi Germany?? It is thus recom- PLA Y THIS GAME OVER A MODEM. Note that Amiga, Atari ST, and IBM
mended you select only one computer opponent until you have played the PBM files are entirely compatible, so opponents may play on different
game a few times. machines.
Combat Efficiency
Figure 4: New Game Options Display for Two Players
Your combat efficiency is the probability of hitting your opponent. If both op-
ponents have 50 percent combat ratings, then each has an even chance to Because in Figure 4 the computer opponent is "Standard", the only way I
cause damage to or destroy his opponent (i.e. your 50% -i- their 50% = I). The play with equal overall ratings is to lower your production and/or combat eft
player w~th the highe~ combat efficiency has a better chance of inflicting dam- ciency. Doing this will raise your overall rating, and reduce the overall ratir
age on his opponent (i.e, your 75% -;- their 50% = 1J times your opponent's of the "Standard" opponent. You should not change the efficiency ratinj
chances). The stren.gth of.the hi~s does not change with the combat efficiency. until you are familiar with the game. Otherwise, you could put yourself;
The New Game Options Display 1S shown in Figure 4 for two players. such a disadvantage that you will not enjoy the challenge of EMPIRE. I
In this Figure, player 2 is your computer set to "Standard". If you select the I
The New Game Options Display is shown in Figure 5 for three players.
computer o~ponent as "Expert", then both overall ratings will start at 50 I
pe:cent. To mcrease or decrease the efficiencies, select the player to change by In this figure, player 1 is human (you), player 2 is a "Standard" comput
using t~e [1] or [2] key. Then use [FI], rF2], [F3], and [F4] to change the opponent, and player 3 is an "Expert" computer opponent. You change tl
production and combat efficiencies. Alternately, you may move the cursor combat and production efficiencies on this screen the same way as on the OJ
arrow t~ the scroll bar of the item you want to change, and drag the scroll box with only two players. As before, higher efficiencies make a player strongs
to the right or ~eft t~ increase or decrease the efficiency, respectively. To and as you increase your combat and production efficiencies, your oven,
change the efficiency m one percent increments, click the left or right arrows rating goes down. Likewise, as you decrease your combat and productii
next to the drag bars with the left mouse button to decrease or increase the efficiencies, your overall rating goes up. As your overall rating changes'J:
effic~ency, respectively. Holding down the left mouse button will cause the does each of your opponent's. A player's rating is based on his/her 0
efficiency to continuously increase or decrease by one percent (to 100 or 0
l
production and combat efficiencies, and the production and com
~ercent) until you release the button. To change the efficiency in ten percent efficiencies of the stronger of his/her opponents. For example, if you adj
increments, use rShift][Fl] - fF4] or click the cursor arrow in the grey shaded your (player I) combat and production efficiencies such that your over
areas to the left or right of the drag bars. Higher efficiencies make the player rating is 40 percent, BOTH of your opponents will have overall ratings
stronger. Be care~ul: as you increase your combat and production.efficiencies, approximately 60 percent (if "Expert" computer or "Human" opponents).
your overall rating goes down, and as you decrease your combat and addition, if you change the efficiencies of player 2 such that its overall rat!
production efficiencies, your overall rating goes up. As your overall rating is 40 percent, the overall ratings of player 1 (you) and player 3 will
changes, so does your opponent's, so that the total is approximately 100 approximately 60 percent. Again, you should not change the efficiencies u
percent.
you are familiar with the game.
If, after typing your name, EMPIRE cannot find it in the commanders file,
you wi II be asked if you are a new player. If so, select the box labelled "Yes
Figure 5: New Game Options Display for Three Players Sir." If you are not a new player, select the box labe lIed "No Sir," and you will
be asked to type your name again.
After passing the name check, you will be told to report to your command post.
fter you finish making changes (if any), select the "OK" box in the upper left
Select the box labelled "OK" to continue with the game. .
irner. To cancel your changes, select the "CANCEL" box. Cancelling this
rmmand will return you to the Desktop.
If)
File He orts Ol'del's COMMands Mise MODE: TURN: 0
. * ARMIE~
IC~tERS
EmOYER~
~ RANSPORT~
SUBMARINES
CRUISERS
CARRIERS
4
64 66 68 79 n 74 76 78 89 82 84 86 88 99 n 94 96 98 U 39 32 34 36 38 40 42 44' '46 48 50 52 54 56 58 69 6264
•
66
N
~
Figure 6: City Production Selection Menu ~ Figure 7: Sample Playing Screen
Section 3: Turn Counter - This counter is increased by one each time a turn
is completed. One turn is completed after all the combat units have had a
'HE PLAYING SCREEN chance to move. As seen in Figure 7, turn 31 is in progress.
he world is shown on your screen as a map of 60 rows by 100 columns. The
Section 4: Message Line - This line is where you will receive messages and
iws are numbered 0 to 59, the columns 0 to 99. However, the outer rows and
command acknowledgements from EMPIRE. For example, in Figure 7, the
)l~mns are not accessible to the combat units for movement, so to avoid con-
cursor is currently over the troop transport named Grief. As you are prompted
ISlOn they have been shaded grey. All coordinates are given as row,column;
to give each unit a command or order, the unit name, location, and any
.g. 32,78 means row 32, column 78. Location 0,0 is the upper left corner of the
current orders will be displayed on this line. An example message is "Your
lap.
5th Army at 32,17 Moving to 28,16".
~--~--------------------------
Jte:- completing your initial production selection, your screen will show a
Section 5: Map Display - This is the map area of your screen. Because of the
ortlOn. of the world map that is 20 rows by 36 columns. A sample playing
resolution and size limitations of your monitor, only 20 rows and 36 columns
creen IS shown in Figure 7.
can be displayed at a time during moves. You can move the map display to see
more of the world. The screen moves automatically to the unit to be moved.
'he playing screen consists of the following sections:
Section 6: Row Numbers - This far left column gives the map row numbers. I
ection 1: Command Menus - This row shows the command pull-down
"'0 execute a co mman, d you may use t he k eystro k e associated
. These row numbers will scroll and change with the map .
~pnll"
• - •• --. ~,~~vv with
he command, select the menu and item with the mouse, or use [Control] plus
Section 7: Row Scroll Bars - To move the map up or down, use [F3] and [F4],
he first letter of the menu to drop the menu and arrow keys and [ENTER] to
or move the cursor arrow to the scroll bar in the far left column and drag it up
elect the command. More on executing commands is in the Commands and
or down, respectively. If you wish to move the map one row at a time, use [F3J,
>rders Section.
[F4], or click the "3" or "4" at the top and bottom of the column with the left
mouse button. To move the map a half screen at a time, use [Shift][F31,
)eclion 2: Mod~ Indicator - This indicator tells you which mode you arc in.
[Shift][F4), or click the cursor arrow in the grey shaded area above or below
/lodes are described in the Playing The Game section.
the drag bars to move the map up or down, respectively.
The enemy unit symbols shown on the map are their last known
locations. These locations may not be accurate, as they have
probably moved since you detected them! Remember that the map
displays only the most recent information you have.
The basic time unit of EMPIRE is the turn. Each turn consists of the
following phases: 1) production, and 2) movement/combat. These phases are
repeated for each player in turn. Normally, player 1 goes first, player 2 goes
second, and player 3 goes third. The player order may differ in multiple
human-player games.
When a new game is started, it may take as many as 100 to 200 turns of play
before you .discover the other playerts), or they discover you. Be patient, the
enemy is out there. You are playing on a large world. The first part of the
game should be spent exploring and expanding your production base.
EMPIRE will prompt you to move each unit which does not have any active
orders or cannot move. The prompt consists of a short message in the message
line of-your screen (see Section 4 of-Figure--"l-)-;-and-a-blinking cursor w-i-H-be--
positioned over the piece to be moved on the map. Completion of one turn
occurs when each combat unit has either executed its orders or had a chance to
move. You will receive a message with the results of each combat involving
any of your units.
The last computer opponent will attempt to surrender when you have beaten
it to the point where it can no longer win. You do ha ve the option of refusing
their surrender and continuing until you have completely wiped them out.
SYMBOLS Each combat-unit has its own attack and defense factor. These factors are
multipliers to the combat efficiency set during the start of a game', The attack
The unit symbols used on your display are: .and defense factors are normally both equal to one, which means the unit will
m
attack and defend with the combat efficiency set during the game startup. An
City* Destroyer attack factor of t means the unit attacks with one-half the set combat effi-
~ ciency. Likewise, a defense factor of t means the unit defends with 'one-half
the set combat efficiency.
~
Army
bJ Submarine
Army on Sentry Duty Cruiser Each of the playing pieces will now be described.
~ ~
Fighter Armies: Armies are of primary importance. Only armies can capture cities
Battleship
~ ~ and conquer continents. Armies move on land at a rate of one space per turn.
Troop Transport Movement across water is done by boarding a troop transport. To board a
(empty) Aircraft Carrier (empty)
~ ~ troop transport, simply move the army onto it.
Troop Transport (armies Aircraft Carrier
on board) (fighters on board)
~ ~ Armies will be destroyed after receiving one damage point from an enemy
* NOTE: Cities with units in them will be shaded. unit. Armies attack enemy units with one damage point per hit. Armies have
normal attack and defense factors, which are one and one, respectively. How-
ever, armies have a defense factor of t when bombarded by a cruiser or
The default colors used in EMPIRE are given in Table 1. battleship.
TABLE I To produce your first army in any city normally requires six turns. After that
COLORS USED IN EMPIRE only five turns are required to produce an army.
Item EGA CGA Fighters: Fighters are fighter-bomber aircraft which are suited for multiple
roles, including reconnaissance, attacking armies and ships, and air-to-air
Land Green Dark Green combat against enemy fighters. Fighters can move over land and sea at a rate
Sea Blue Cyan of five spaces per turn. They have a maximum range of 20 spaces before they
Unexplored Area Black Black must be refueled. Fighters are refueled by landing in any of your cities or on
Neutral Cities Black on White Black on White one of your aircraft carriers. Attempting to land in a city which is not yours is
Player 1 Units' White
futile. If a fighter runs out offuel while in flight, it will crash.
White on Black
Player 2 Units Red Magenta.on.Black.Lc;
Pighterswrll be destroyed-after re'cciving-on-e-dmnage-point-from-an-enemy-.
Player 3 Units Yellow Cyan on Black unit. Fighters attack with one damage point for each hit on enemy units.
*NOTE: Player's units include conquered cities as well as armies, fighters and
Fighters have attack and defense factors of one and one, respectively.
ships. Fighters cannot detect enemy submarines when located in an adjacent square,
• but will attack one if the fighter tries to move onto the square where an enemy
submarine is located.
THE COMBAT UNITS To produce your first fighter in any city normally requires 12 turns; after that
only 10 turns are required to produce a fighter.
There are eight different combat units (or pieces) in EMPIRE: armies, fight-
ers, troo~ transp~rts, submarines, destroyers, cruisers, aircraft carriers, and Troop Transports: Troop transports are used to carry armies from one con-
battleships. Armies can only move on land. Fighters can move over land and tinent or island to another. They can carry a maximum of six armies, less if
water. Ships can moveat sea, or dockin occupiedcities. they are damaged. Troop transports move two spaces per turn.
Troop transports will be destroyed after receiving three damage points from
enemy units. Each damage point suffered by a transport reduces the number
20 EMPIRE - Wargame of the Century 21
EMPIRE - Wargame of the Century
armies it can carry by two. Thus a transport with one damage point can Destroyers make excellent scout ships, especially early in the game. Simply
ly carry four armies (refer to Table Il). Any excess armies over the ship's move one or more destroyers in different directions away from your horne
pacity when it is hit will be destroyed once you try to move the transport. If island or continent. Destroyers are fast moving, and can quickly scout an
u are next to land, your excess armies can be moved off before you move the island or continent shoreline, showing the coastal cities. In addition, you may
msport. Your transports attack the enemy with one damage point per hit. find the enemy's location before they find yours.
ansports have attack and defense factors of t and t, respectively.
an sports cannot attack armies, and cannot see submarines in an adjacent Destroyers can withstand three damage points from enemy units before being
uare. destroyed. They attack the enemy with one damage point per hit. Destroyers
have attack and defense factors of one and one, respectively. Destroyers can
. produce your first troop transport in any city normally requires 30 turns; see all combat units, including submarines, but cannot attack armies.
.er that only 25 turns are required to produce one.
To produce your first destroyer in any city normally requires 24 turns; after
that only 20 turns are required to produce each destroyer.
TABLE II
TRANSPORT'S CARRYING CAPACITY Cruisers; Cruisers are fast and powerful warships of medium size but with
Maximwn Number less firepower and armor than a battleship. Cruisers move at a rate of two
Damage Points
of Armies spaces per turn. These ships are typically used to protect your shipping lanes,
0 6 attack enemy ships, and bombard enemy armies on land.
1 4
Cruisers will be destroyed after receiving eight damage points from enemy
2 2
units. They attack the enemy with two damage points per hit. Cruisers have
3 Destroyed attack and defense factors of one and one, respectively. Cruisers can see and
attack all combat units, including submarines and armies.
rbmartnesr Submarines are underwater craft armed with torpedoes. They
e undetectible by armies, fighters, troop transports, aircraft carriers, and To produce your first cruiser in any city normally requires
only 30 turns are required to produce each cruiser.
35 turns; after that I
,
ttleships when located in an adjacent square. Besides being hard to detect,
ey are particularly strong in attack, but weaker in defense. When a
bmarine scores a hit against an enemy ship, three damage points worth of Aircraft Carriers: These are extremely large vessels designed as mobile air
mage is done instead of the usual one point. This is enough to sink the bases at sea. Aircraft carriers can carry and refuel fighters. They can carry a
taller ships (such as troop transports) with a single hit. Only the battleship maximum of eight fighters, less if they are damaged. Each damage point suf-
as powerful in attack as the submarine. Submarines move at the rate of two fered by a carrier reduces the number of fighters it can carry by one. Thus a
aces per turn.
"------ carrier with tnree oamage points can only carry lve fi-ghters (~-==-5-}:--AllY i
excess fighters over the ship's capacity when it is hit will be destroyed. Air-
Ibmarines will be destroyed after receiving two damage points from enemy craft carriers move two spaces per turn. !
tits. They have .attack and defense factors of one and t, respectively.
I
ibmarines cannot see or attack armies, and cannot see adjacent fighters. Aircraft carriers will be destroyed after receiving eight damage points from
ate that cities ~ detect submarines. enemy units. They attack the enemy with one damage point per hit. Carriers
have attack and defense factors of t and one, respectively. Aircraft carriers
) produce your first submarine in any city normally requires 24 turns; after cannot see adjacent submarines, and cannot attack armies.
at only 20 turns are required to produce a submarine.
To produce your first aircraft carrier in any city normally requires 48 turns;
estroyers: Destroyers are small, fast, and highly maneuverable warships after that only 40 turns are required to produce each one.
·med with guns, torpedoes, and depth charges. Because of their speed and
aneuverability, they move at a rate of three spaces per turn. These ships are Battleships: Battleships are large, heavily armored warships of destruction.
ten used to protect your own troop transports, menace the enemy's ships, They possess the largest guns and most firepower of any sea vessel. They
id find submarines. move at a rate of two spaces per turn. These ships are best used to attack
enemy shipping and to bombard enemy armies on land. Battleships are espe-
cially effective in attacking enemy cruisers and aircraft carriers.
r~~MPIT~li'_ \,\/.••...
tT.lrnn roor. hn. f'n"" ••••.•" Ii'M PI rH.' _ We> rm;un •• nf t h •• r.•.nt i rr-v 23 )
attleships will be destroyed after recervmg twelve damage points from
nemy units. They attack the enemy with three damage points per hit.
PRODUCTION
attleships have attack and defense efficiencies of one and one, respectively.
All your combat units are produced by your cities. The initial production
attleships cannot see submarines in an adjacent square.
turns are longer because time is required to build the factories and set up the
production line. Each city will continue to produce the same type of unit until
o produce your first battleship in any city normally requires 60 turns; after
you change it (refer to the Set Production command). Inland cities can only
rat only 50 turns are required to produce each battleship. Table III provides
produce armies or fighters. Coastal cities (ports) can produce armies, fighters,
brief summary of each combat unit.
and ships. The computer will not allow your inland cities to produce ships.
Each combat unit is moved by issuing commands (or orders) through the pull-
down menus, keyboard, or clicking the unit on the screen with the mouse
During a turn each combat unit will try to execute its current orders. Yom
combat units will attempt to move around obstacles, but if the unit cannoi
easily do so, it will stop and wait for you to give it a single move cornrnanc
(movement is described in detail on p. 28 and 44). If the unit has orders anc
cannot move or it is not sure if it should continue moving (as when next to ar
enemy unit or city), your computer will flash the unit's symbol quicker thar
normal and wait for you to give the unit a move command or new orders. Thi:
here can only be one combat unit in a square at a time, except for the TABLE IV
rllowing: MAXIMUM DAMAGE POINTS PER UNIT
Unit Maximum Damage Points
Any number of units may be in a city, such as several fighters, armies,
Army 1
and/or ships under repair. However, these units DO NOT help the city's
defense factor and will be destroyed if the ci ty is captured by the enemy. Fighter 1
Destroyer 3
Up to six armies may board a troop transport (less if the transport is
Troop Transport 3
damaged). If the transport is destroyed while carrying armies, they will
Submarine 2
be lost along with the ship.
Cruiser 8
Up to eight fighters may board an aircraft carrier (less if the carrier is Aircraft Carrier 8
damaged). If the carrier is sunk while carrying fighters, they will be lost Battleship 12
along with the ship.
"ighters, troop transports, aircraft carriers, and battleships cannot detect The probability of a combat unit receiving a hit is based on the owning
.nerny submarines when located in an adjacent square, but can attack one if player's combat efficiency rating. The higher a player's combat efficiency, the
hey try to move onto the square where the enemy submarine is located. Arm- greater the chance that player will survive the conflict. A 50 percent combat
es also cannot detect submarines, but unlike the units mentioned previously, efficiency is normal.
rrrnies can never attack enemy submarines. Armies can, however, attack all
rther enemy ships. Submarines cannot detect armies and fighters, but will
lefend themselves from fighter attacks. Repairing Ships
Ship's movement is reduced to one space per turn ifit is damaged 50 percent or Your ships can be repaired by docking them in one of your ports (i.e. moving
nore (e.g., a cruiser with four damage points out of a possible eight will nave --- them onto one of your cities nextto the-sea)-:-9ne damage-point-wil be-l'e·
Its movement reduced to one space per turn). stored for each turn the ship remains docked. Ships carrying armies or fight-
ers will automatically unload when they dock.
Your battleships and cruisers can bombard enemy armies on land. To be bom-
I
i
select the Wait order. Combat units can only attack by giving a Move
command. Orders will never cause one unit to attack an enemy unit.
barded, the enemy army must be in an adjacent square on a coast. To start the I Move mode can be entered through the "Commands" menu, key stroke , or
bombardment, click the adjacent army symbol as if you wanted to move the
pressing the right mouse button when in surveyor group survey mode.
ship onto it. Do not worry, your ship will NOT run aground. The bom-
bardment is like a normal unit attack, except that after the army is destroyed, I
your ship will not move onto its space. The bombardment takes the place of 1
moving one space, so you can either move two spaces, bombard two armies, or
move one space and bombard one army. Cruisers and battleships docked in a
city can still bombard enemy armies that corne next to the city. " t /
000
THE GAME MODES
EMPIRE has eleven different modes. The screen shows which game mode
-000--
you are in. The modes are:
Move
000
Survey
Group Survey
/ ~ ~
Direction
Figure 8: Numeric Keypad Direction Keys
Move To
Escort
Patrol To
Mark FIPth Survey Mode
Production
View This mode allows you to travel around and look at the current map of the
Computer world, alter the orders assigned to your units, change the production demands
of your cities, etc. It is entered by pressing [V] from move mode, executing the
S-urvey command in the "Commands" pu!.l-down-menu,o.r:..pr.essing_the...cig.h
The mode indicator is located to the left of the turn counter in the upper right mouse button while in move mode. A special cursor shows you are in survey
corner of your screen (see section 2 of Figure 7). mode (see Figure 16 on p. 52).
You move the cursor around the map by using the direction keys, or by simply
Move Mode placing the cursor arrow over the desired location and pressing the left mouse
button. The shift key in conjunction with the direction key will move the
Most of the game will be spent in move mode. In fact, the entire game can be cursor in steps offive. Each time you move the cursor onto one of your units or
played without ever leaving it. In this mode, a blinking cursor will be posi- cities, information about that unit or city will be displayed. Note that orders
tioned over the combat unit, and the message line of the display will show the in Survey mode operate only on the unit under the cursor. For instance, you
unit identification, its grid location, and any orders previously received. You cannot operate on any armies aboard a troop transport from the Survey mode,
can either enter a move or give an order (such as Load Ship or Sentry). except to wake them up to move ofTthe transport (see the Unload command).
There are two ways to move a combat unit. The first method is to use the
numeric key pad on the keyboard. This method allows you to move in all eight
directions according to Figure 8. The second method is to place the cursor
arrow on one of the eight squares surrounding the unit, and click the left
This is the same as Survey mode except that you can assign the same com- View
mand to many units at once. A detailed description of this mode is found
This mode is entered when the computer is playing itself or in a demonstra-
under the Group Survey command on p. 42.
tion game, and you stop the game. It is also entered at the end of a game.
View mode allows you to view the current world map, examine the computer
Be careful of whether you are in MOVE mode or (GROUP) SURVEY mode.
player's units, or quit the game. The View command is described on p. 52.
Entering any commands in move mode when you thought you were in Survey
mode can send units in the wrong direction, cancel wanted commands, and
may cause you to waste that unit's turn.
Computer
Escort mode .is ente~ed ~henev~r you request a ship to escort another ship. File Reports Orders Commands
Escort mode IS described 10 detail in the Escort Ship command on p. 39. New Game World Map Go Home Move Mode
Load Status Go Direction Survey Mode
Save Combat Report Go Random Group Survey
Patrol To Save As Info Move To Wait
Exit Game Ship Report Patrol To Flight Paths
Patrol To mode is entered whenever you request a unit to patrol between two Set Production Escort Ship Activate
Map Editor
selected locations. Patrol To mode is described in detail in the Patrol To com- Production Map Sentry Center Screen
Delete
mand on p. 46. Clear Orders Center Cursor
Quit
Load Ship
Unload Ship
Mark FIPth
Skip Move
This is short for "Mark Flight Path". Flight paths apply only to fighters, and
are described in detail on p. 40. Misc
Sound
Display
Production Commanders
View
This mode is entered whenever you view the Production Map (described on
Info on Empire
p.47). To change a city's production, place the cursor over the city and use the
Set Production command. The production menu will appear, allowing you to
change the product.ion demands (city production is described on p. 49).
Commands and orders can be executed from the keyboard. The keys are TABLE V
shown to the right of the command/order in its menu. These keystrokes are COMMANDS AND ORDERS USED IN EMPIRE
given in the individual command descriptions, and are summarized in Table
COMMAND/ORDER MENU KEYSTROKE(S)
V along with the command's menu. Some commands also have alternate keys
Activate Commands IA)
on the keyboard number pad as indicated.
Center Cursor Commands IAltIlC]
Center Screen Commands [C] or[5] 1,2
Not all commands and orders are available in all game modes. Table VI lists Clear Orders Orders IO)orf*JI
all the commands and orders, and indicates which commands/orders can be Combat Report Reports [F6)
executed in each game mode. Commands and orders which can be executed Commanders Misc IAltllL)
without exception (i.e., can be given to all your combat units), are indicated by Delete File [ControJl[D)
"e". Some commands have exceptions, and these are listed as notes at the end Display Misc [AltllD)
of the table. Escort Ship Orders IE]
Exit Game File IControlllG]
Flight Paths Commands IF]
Go Direction Orders ID]
Go Home Orders IH]orl-JI
Go Random Orders IR]
Group Survey Command Commands [G]
Info on Empire Mise IAltllIJ
Information Reports III
Load File IControl)[L)
Load Ship Orders IL)
Map Editor File (Control][E]
Move Mode Command Commands 1M)
Move To Orders IT)or\ + Jl
New Game File [ControlllN]
(\ Patrol To
Production Map
Orders [P)
IFIO]
-V
~.--.--- Reports
Quit File IControl][Q)
..•..
---=---~-~.--.- Save File (Control][S)
Save As File IControl]fA]
Sentry Orders IS]
Set Production Reports [F9]
Ship Report Reports (F8]
Skip Move Orders [Space)or[O) 1
Sound Misc IAltllS)
Status Reports IF5)
Survey Mode Command Commands IV]
Unload Ship Orders IU]
View Mise IAlt][V]
Wait Commands [W]orl.]l
.\1enu: Commands Keystroke: LAlt][C] This command lists the service record of all the current players, showing how
well they have done playing EMPIRE. A sample commanders report is
This command centers the cursor in the center of the current screen. shown in Figure 9. This report presents the number of wars (or games
played), wins, losses, and average game difficulty for each player. Note that if
;~xecuting this command does not affect moving a unit, nor any other com- a player has been defeated or has captured more cities than the number of
.nand or order you can give a combat unit. neutral cities remaining, the computer will assess a win or a loss. This means
that giving up a losing game before completion will still show on your record
as a loss. To remove the list from your screen, select the box labelled "OK".
:::ommand: Center Screen
File He Ol'ts O~dm COMMands Hisc HODE:
'\'Ienu: Commands Keystroke: [C], or [5] on
numeric keypad*
I'his command centers the screen about the current cursor position as much as
»ossible. To center the screen about a combat unit, press [C] when prompted to
.nove the unit. You can also enter survey mode, place the cursor arrow over
.my square, click the left mouse button, and press [e] to center the map. Colllande~ 11m Wins Losses
Sxecuting this command does not affect moving the unit, nor any other com-
mand or order you can give the combat unit. 2 1 1 59
3 3 9 49
"Note: For the number pad [5] key to work, NUM LOCK must be on.
3 2 1 65
1 1 9 59
9 9 9 59
Order: Clear Orders
Menu: Orders Keystroke: [0], or [*] on
numeric keypad
This order cancels any orders given previously to the unit. This order is
especially useful in changing orders, or removing a unit from sentry duty.
After executing this command, "Orders Cleared" will appear in the message Figure 9: Commanders Report
line of the screen. If given while in SURVEY MODE with the cursor on a city,
.all units in the city will ha ve their orders cleared.
If the current game has developed far enough, the results will be recorded in
the commanders log. If you resume the game later (i.e., you saved it first), the
new results will overwrite the old results in the commanders log. If you wish
Figure 10: Game Display Controls to surrender.just Exit the game without saving it.
This command sets a flight path from one city to another. Once designated,
any fighter landing or created in a city with a flight path will automatically
accept orders to fly to the destination city of the flight path. You can only Figure 11: Direction Cursor
assign flight paths between your cities.
Flight paths appear as bold white lines with an arrowhead pointing to the des-
Order: Go Home
tination city of the path. Upon executing this command, you will enter Mark
Flight Path mode and all existing flight paths will appear on your screen. Keystroke: [H], or [ - ] on
Menu: Orders
numeric keypad
When the blinking cursor is on the city which you want the flight path to start
from (either when the fighter is at the city or you are in survey mode), press This order applies to fighters and ships only. In move mode, this order applies
[F) or use the menu to execute this command. Then designate the target city only to the unit currently under the blinking cursor, whereas in survey mode
using the cursor keys or the mouse by clicking on the city. If you use the it applies to the unit currently under the survey cursor (see Survey Mode on p.
keyboard direction keys to select the target city, execute this command again 52). In group survey mode, it applies to all units in that group.
to accept the target. To remove or cancel a flight path, target any non-city
square after selecting the Flight Paths command on the city where the flight- Executing this order gives the fighter or ship orders to automatically find the
path starts, or use the [ESe] key. nearest friendly city or aircraft carrier (for fighters) and move to it. Fighters
will not move to a city that is out of fuel range, and will follow aircraft carriers
Flight paths are very useful when cities are producing fighters far from the
as they move.
battle front; the fighters can be "chained" from city to city to the front without
having to give them orders every turn. You cannot set a flight path that will Be careful in sending a fighter to an aircraft carrier!! It is possible that the
exceed a fighter's fuel supply (20 spaces).
carrier could move out of the fighter's fuel range between the time the fighter
starts moving towards the carrier and when it should arrive. In such a case,
the fighter pilot will be most unappreciative of the carrier's actions as his
Order: Go Direction fighter crashes into the sea.
When a fighter is ten spaces out, it will temporarily wake up to give you a The unit will move at random subject to the following conditions:
chance to return it to a city or aircraft carrier for refueling. The Go Home
command comes in handy here. 1. The unit will not do anything that may cause it to be destroyed.
2. If the-unit is an army, it will board a partially or unloaded troop transport.
The Go Direction command is especially useful for sending a destroyer or
another ship in a set direction to see if it encounters land, or the enemy.
This command allows you to select a block of combat units to give a single
order or command to at the same time. You designate the units by forming a
box around them. Then select the ONE command or order to give to ALL the
units in the box.
When you execute this command, the box will appear around the unit cur-
rently under the cursor. To enlarge the square, put the cursor arrow on the
box, press and hold the left mouse button, drag the cursor arrow such that the Tmspo~t GRIEF
enlarged box encloses all the units you wish, then release the mouse button. 33,55 HITS: 9/3
You can also enlarge the box with the cursor keys. You can change the fixed Houe To 33,63
corner of the box by clicking elsewhere and dragging the box again, or 6 APMies
reexecuting Group Survey. When you have the box around the combat units,
you can execute a SINGLE order (like Clear Orders, Go Random), and that
order will affect ALL combat units in the box to which the order could apply.
Be careful that you do not change orders on a unit you did not want to change.
Figure 12: Sample Information Display
One excellent use of this command is loading a troop transport. After select-
ing a group of armies, you can issue a single Move To order to all of the armies
in the group, sending them to a troop transport. When executed over a combat unit, you will be given the unit name, map loca-
tion, and current orders (if any). Pressing [I] over a city (or double-clicking
the city icon with the left mouse button) gives the city name and status of
Command: Info on Empire ... production. You can change a city's production while the production selection
menu is present (see p. 15). You can also select any non-unit or city square,1
Menu: Mise Keystroke: r Alt]fl] and be given its map coordinates and whether it is land or sea. I
If you move one of your fighters next to an enemy city, it will perform a photo
Executing this command displays the EMPIRE copyright notice and version reconnaissance. You will then know the production of that enemy city. After
number. To return to the game, select the box labelled "OK". that, you can always view the information again by executing this command
over the same enemy city. Be aware that this information is like a snapshot
and is valid only at the time your fighter flew past. The enemy could change
Command: Info(rmation) the city's production without you knowing it. To get a production update, you
must send a fighter back to the same city and execute this command again.
Menu: Reports Keystroke: I II
This command gives information on the designated unit or square. Press £I] Command: Load
or use the pull-down menu when the blinking cursor is over the unit or city
(including the enemy'sl) in either move or survey modes. A sample informa- Menu: File Keystroke: [Control][L]
tion display is shown in Figure 12. You can also obtain information by
double-clicking the square during move and survey modes.
This allows you to resume a previously saved game. Select the file when the
file selector box (described on p. 8) appears. No file extension is needed
because EMPIRE requires ".EMP" as an extension for all saved games and
your computer will automatically include the extension. You will be returned
to where you saved the game.
Menu: File Keystroke: rControlJlEJ Method 2: In move mode ONLY, press the left mouse button while the
cursor arrow is NOT over another friendly unit. Your computer will auto- ,
matically assume you want to give the current flashing unit a Moue To'
This command allows you to build a world of your own, edit an existing world, order and will draw a thin line from the flashing unit to the cursor arrow
or let the computer generate a new world in addition to those on your original location. Drag the cursor arrow to the target square (if not already there)
purchased disk. Building worlds is described in detail in the Creating Your and release the mouse button.
Own Worlds section starting on p. 58.
Method 3: In move or survey mode, with the flashing cursor over the unit I
If something is in the way of a unit that it cannot easily move around, the unit This command changes the current map to show the production of each of your
will flash quicker than normal and wait for you to give the unit a move cities. All combat units will disappear from the screen, and only cities will be
command or new orders. Once around the obstacle, the unit will continue to shown. Each of your city symbols will be replaced by the icon of the combat
its target location. When the combat unit arrives at its target location, you unit it is producing. A sample map is shown in Figure 13. Cities can be
will be asked to give it a new order. selected and have their production changed while the production map is
displayed by double clicking the left mouse button over the city, or using the
If you are giving this order to a fighter, the new location's distance from the Set Production command. The city production selection menu will then
fighter cannot exceed the fighter's existing fuel supply. appear. Changing production of a city is described in the Set Production
command on p. 47.
Command: New Game You must return to move mode to continue the game.
Menu: File Keystroke: [Control][N] File Re o~ts O~dm COllllands Hise HODE:P~oduetion TURN:114
This command allows you to start a new game. You will be asked to select the
number" of players and whether they will be human or computer controlled.
You can select your computer opponent(s) to be "Standard" or "Expert". A :''''''~'::'''''''''''''''::
display will then be presented where the combat and production efficiencies of ',:::',:::: ',,:::'.::
each player can be individually selected. The game will then start, asking ':: . ',,:'.::::::
~. .' ' .' : : .' :
.' " .' " "
each human player his/her name, then initial production. For more infor-
mation on starting a new game, refer to the Starting/Resuming The Game
section on p. 7.
Order: Patrol To
This order commands the unit to repeatedly patrol between its current
location and a designated target square, for as long as the order is in effect.
When this orde~ is executed, all current patrol routes will be drawn on the
map. Select the target square by moving the cursor to the target square and
Figure 13: Sample Production Map
executing Patrol To again, or hold down the left mouse button and drag the
cursor arrow to the target square, then release the mouse button. To cancel a
patrol route, enter survey mode over the unit and execute Clear Orders.
Command: Quit
When this order is given to a fighter, it must be in a city or on an aircraft car-
rier. Fighters are restricted to a range of ten squares. Fighters on patrol from Menu: File Keystroke: [ControI)IQ]
an aircraft carrier are restricted to a range of six squares. This is so they can
always return to the carrier. In addition, the target square is always kept
relative to the carrier's ·position. For example, a patrol route straight up This command allows you to quit your current game and leave EMPIRE. If
(north) will always remain straight up as the carrier moves. you are currently playing a game, the game results will be recorded in the
commanders file.
This command displays the current assigned production for a city and allows ,
This command allows you to save the current game. If you have previously you to change the production demands. The city production selection menu is
saved or loaded the current game, the last file name you entered will be used. shown in Figure 6 on p. 16.
If no file name is available, you will be taken directly to the Save As
command. After saving the game, you will be returned to the game in pro- You can select a city during move mode by placing the cursor over it and
gress. pressing [F9] or double-clicking the left mouse button. The production times
for a production efficiency of 50 percent are given in Table VII.
The file size of a saved game will vary. If your disk has insufficient space for
the file, you will get an error message. If so, replace this disk with another
emptier disk and try again. Remember, the disk you use must already be TABLE VII
formatted! COMBAT UNIT PRODUCTION TIMES
Combat Unit Start Production Continue Production
Army 6 5
Command: Save As Fighter 12 10
Destroyer 24 20
Menu: File Keystroke: (Control][A] Troop Transport 30 25
Submarine 24 20
Cruiser 35 30
This command is identical to Save except you will always be asked for a file Aircraft. Carrier 48 40
name using the file selection box described on p. 8. DO NOT ADD AN Battleship 60 50
EXTENSION TO THE FILE NAME! EMPIRE will add the extension
".EMP" to the file for you. This extension is required to start the game later.
The start time is the number of turns required to produce a unit for the first
time. The continuing time is the number of turns required to produce subse-
Order: Sentry quent units. If you change production demands of a city before it has com-
pleted its current unit, the partially completed unit will be discarded.
Menu: Orders Keystroke: [S]
----"Po-select-yonr-prodnctinn-de-man-d-s, move ne cursor f()fnetme wlttlT e
This order commands the designated unit to go on sentry duty. The unit will symbol and name of the unit you want and click the left mouse button, or use
not move, nor will you be asked to give it an order until the unit is ordered off the arrow keys. After making your selection, select the box labelled "OK" or
sentry duty or wakes up. Units will wake up whenever an enemy combat unit press [ENTER].
moves next to them. Your armies on sentry duty will appear as tents, but ship
symbols do not change when they are put on sentry duty. Armies boarding a If the message "Over Population" appears in an alert window on your screen,
ship will automatically go on sentry duty. Fighters cannot be placed on sentry the game is saturated with too many units. All city production will stop until
duty unless they are on an aircraft carrier or in a city. some existing units are destroyed.
To remove a unit from sentry duty, you must enter surveyor group survey
mode and execute Clear Orders over the unit. Armies in troop transports and
fighters on aircraft carriers require the Unload Ship order to wake up.
This command will give a list of all your ships, their names, current positions, This command is a toggle switch used to turn the game sounds on and off.
and damage. If you have more than ten ships, use the scroll bar on the right to Executing this command the first time will turn the game sounds off, while
move the list up and down. A sample ship report is shown in Figure 14. To executing it a second time will turn the sounds on. When sound is on, an
remove the report from your screen, select the box labelled "OK" or press asterisk will appear to the left of the command. No asterisk means the sound
[ENTER]. is off.
[J[] I SHIP REPORT ~ This command opens a status window presenting you with a War Report. A
Ship Type DaMageLocation sample window is shown in Figure 15. This report gives you the number of
CLEMENCEAU Cmie~ cities you have captured and their production status. It also tells you how
CARLTON Tmspo~t many enemy units you have destroyed, and how many units you have lost.
HEIDRAMP Dest~oye~ Note that the number of armies lost includes the armies lost in unsuccessfully
l~ansport
HOWE
LEDA, Tinsport :tr·:·:·: attacking cities, but not those armies that capture and occupy the cities.
These latter armies become the garrisons that defend the cities. They never
BRHTOL D" t~yer
ESPERIA T nspo~t take to the field again as a mobile army. To leave this display and return to
COHiE ROSSO Transport the game, select the box marked "OK", or press [ENTER].
SAGINAlI T~ansport
Pressing the [Spacel bar tells the unit not to move this turn. You will not be
asked to give the unit another command unt.il the next turn.
.
~I 22 24 26 28 30 32 34 36 38 40 42 44 46 48 50 52 54 56 58
If you are in move mode, you can enter survey mode by pressing the right This command tells your computer that you want to wait before giving the
mouse button or [Vl Pressing [M] or the right mouse button again will return combat unit an order this turn. After all other units have asked for an order,
you to move mode. your computer will return to this unit for its orders.
This command will open a window showing you the entire world as you cur-
rently know it. This is a smaller display which will appear in the center of
Figure 16: Survey Cursor your screen, as shown in Figure 17. Your cities and combat units, and enemy
units and cities, will appear as small colored dots. You close the map by
selecting the "OK" box, or pressing [ENTER].
This order wakes up (i.e., clears orders) all the armies or fighters aboard the
designated troop transport or aircraft carrier. You will then be asked to give
eacf army or 19nter an or er.-Tne army7fighter will blink over the current
ship location. Be careful, do not mistake this for moving the ship!
Whenever a transport is next to land, press [U J when asked to give the trans-
port a move command. You will receive a message telling you the armies are
preparing to unload. You may have to press [Space] or [W] to stop moving the
transport ifit is where you want to unload.
Command: View
Using this command, you can change your "view" of the world. View allows r-::===B::1::0
•.... ::12Ji1.4.16.1.8.20.,.2 .,4.,.6 .,8•• 30.3.2 ••34 36
t~
you to see the whole world or see the world as one of your opponents.
Figure 17: Sample World Map
This section includes some tips on strategy and tactics to help you in playing Troop transports should be the first ship type you prod.uce. They are .the most
EMPIRE. The flow was purposely written to follow a typical game profile. valuable ship. There is no way you can win the game unthout troop transports.
These tips are no substitute for playing the game - we encourage you to devel-
op techniques of your own. After all, with the map builder, the world possibil-
ities are virtually endless. However, if you wish to play EMPIRE without
Initial Expansion
any help, then skip this section.
Your initial expansion is important, and is the backbone of your planetary
conquest. With your fighter(s) leading the way, you should start with a few
The Demonstration Game cities producing armies and at least one producing transports. The first o:~er
of business is to explore the land mass you start on and capture as many crties
Running a demonstration game will go a long way in showing you how to play as possible. Since armies are slow, but are necessary to conq~er citie~, newly
EMPIRE. As a bonus, you will learn something about how the computer captured inland cities should produce more armies. As an inland CIty gets
opponents play. You need not watch a demonstration game until it ends; further away from the front, its production can be changed to make the faster
watching about 50 - 100 turns will be enough to help you get started. fighters. As soon as you get a loaded transport, start shipping your armies to
nearby land masses. The first city you capture on any new land mass (unless
it is a small island) should produce armies. This will help strengthen your
Initial Production
hold on the land until reinforcements arrive by ship.
For the first couple of games, you should use armies as your very first city pro-
duction. But let's face it, moving at one space per turn, armies are terribly Exploration
slow. It can take many turns for them tojust move the length of a land mass.
And searching for additional cities can take what seems like an eternity. One of the first ports captured should produce destroyers. These fast ships are
especially good for exploring the coastal outlines of land masses. You might
To speed up your search for more cities, set your first city's production de- even send one destroyer on a long-range reconnaissance mission using Go
mands to fighters. Then, after you produce one or two fighters, change the city Direction until it finds something. This "something" can be another land
production to armies. Now you have a fast moving unit to do your initial mass, or even the enemy.
exploration, followed by armies to capture the cities you find. To be effective,
you should send the fighter(s) out in all directions, like spokes on a wheel.
This way you will get a general layout of your home continent, plus discover Building Ships
--a<inttionalctties Eo conquer (wftJi armles)-:-You may even aiscover another
land mass nearby. As you capture more cities, you can send your fighter After exploring your initial land mass and capturing several cities, you are
outward to find even more neutral cities to conquer. ready to begin production of the larger shi ps. One stra Legy sometimes used is
to start building a battleship as soon as possible, maybe with your second or
Be Careful!! DO NOT move your fighter more than ten spaces from any city, third port city. This will get a powerful warship into the battle sooner, but at
and have them come straight home (using the Go flome order). Running your the cost of a city being nonproductive for many turns. After destroyers, you
fighter(s) out of fuel is not the best way to start your planetary conquest.
should produce submarines, cruisers, battleships, and aircraft carriers. Al-
ways try to have at least two cities producing transports since heavy transport
losses can leave your armies stranded where you do not want them, or prevent
Troop Transports
an invasion from being reinforced at a critical time. However, keep in mind
that your primary fighting units are armies and fighters. Do not sacrifice these
You will start out on an island or continent. You MUST build troop trans- units at the expense of heavy ships.
ports to get your armies across the sea to other land masses in order to expand.
The sooner you start producing transports, the better. Usually you should
have the first coastal city captured produce transports. Then start moving
armies towards the city so that when the transport is finished, you will have
As you expand, you will be moving outwards in all directions from your home Games are sometimes started with the enemy in a land mass next to yours.
continent. As you do so, your army, fighter, and destroyer or submarine pro- These games are wild and usually end quickly (less than 150 turns) '. Other
duction should lead; change your rearward coastal cities to making the other games can last several hundred turns. Here are a few more h int s to
ships. The flight path command is perfect for getting fighters to the battle remember.
front. Remember to leave a few armies behind on sentry duty near your cities
producing ships. They will provide immediate defense in case the enemy 1. Submarines are powerful enough to destroy cruisers, battleships, and air-
sneaks a troop transport to your rear area. craft carriers by themselves. They attack with three damage points per
hit, but they are weak on defense.
You can also have forward cities producing warships and transports. But be
careful, cities close to the front are more likely to be attacked by the enemy. 2. Armies can attack all ship types except submarines when the enemy ship
is in an adjacent space. Attacking ships with armies is usually a losing
proposition--count on losing the attacking army. However, sometimes
Invasions the army will get lucky and destroy a small or heavily damaged ship.
You will eventually come in contact with the enemy. Either you will find 3. Never attack with a troop transport or aircraft carrier. Their attack fac-
them first, or one of their units will suddenly show up next to one of yours. tors are halved, and transports are too valuable.
Taking and holding enemy land masses is not easy, especially since both of
you will contact each other on heavily populated battle fronts - lots of armies, 4. Fighters can destroy more than one enemy unit per turn, especially arm-
fighters, and supporting ships. When you invade the enemy's land, he will do ~eSJI.nd fighters.i.'I'his is.because the fighter can move Uf> to-five spaces per
everything possible to push you back into the sea. His armies and fighters turn, and can attack up to five units as it moves. Fighters are also great
will counterattack your armies, and his ships will try to sink your transports for harassing enemy ships. You may lose a lot of fighters, but destroying
bringing over reinforcements. Conducting a successful major invasion of an an enemy transport loaded with six armies near one of your land masses
enemy land mass is the most important and complex operation in EMPIRE. or a large and expensive warship could make it a worthy expense. There
A large invasion is a combined arms operation that requires careful planning is always the chance that the ship is damaged to start with.
and coordination. You need transports to land and reinforce your troops, war-
ships to soften up the beaches and protect your transports, and fighters for 5. You can hide your combat units in your own cities. This is a good way for
close-air support and attacking enemy reserves. transports to escape enemy warships and fighters. The big disadvantage
is that if your city is captured you will lose all of the units hiding in the
You will need fighters (and possibly aircraft carriers), destroyers, and sub- city.
marines to clear a path and escort your transports. Cruisers and battleshij:ls
shoold-ooml5ar enemy beaches to clear the way for your armies to unload. 6. If you encounter the enemy on a different land mass fairly early in the
Fighters are great for attacking inland enemy armies that could be used to game, do not spend all your efforts on trying to invade him. Keep sending
counterattack your invasion, and protecting the beachead against enemy some transports and armies away from the enemy to capture neutral cit-
fighters. ies. This will enable you to increase your production base and gather
enough strength to eventually attempt a full-scale invasion of the enemy.
Troop transports can carry up to six armies, but six is usually not enough to
capture and hold an enemy land mass. You should plan on using at least two 7. Keep the enemy off balance-in other words, keep the initiative. Do not
or three transports loaded with six armies each for a full scale invasion. Hold always attack the enemy at the front. Try sending a couple of escorted
back leading transports so that all armies unload near the same turn (in other troop transports around to attack the enemy in the flank or rear. He will
words, swamp 'em). Unload the armies and get those transports away from have to shuffie forces around to meet your threat. Your armies might also
the battle and back to pick up reinforcements. If you have enough transports, capture enemy cities that were producing major warships.
try and have a second wave to quickly follow the first. On an enemy land
mass, you should always start producing armies first. Chain fighters to your 8. Use judgement, and be prepared for anything. You are playing on a large
newly captured cities. Be prepared for a fight - your invasion may be hotly world.
contested.
This command removes you from the map editor. Be sure to save your world
Menu: Growths Keystroke: [WI
first!
Your computer will try to build a world and then lay cities on it. The quality of
the world varies, so it is a good idea to go over it and modify it where you do
not like it. Of course doing this will spoil the surprise of a randomly created
Command: Grow Land Mass
new world. Perhaps you could trade worlds with your friends. This process
Grow Sea Mass
will take several minutes to complete. You can stop it at any time by pressing
Menu: Growths Keystroke: tGI
any key. After the land masses have been built, you will be asked if you wish
(Alt][G]
to sprinkle cities or not.
This command causes a land or sea mass to start growing from the current
cursor position. The land/sea will continue to grow until you press any key to
Command: Center Cursor
stop.
Menu: Other Keystroke: IAltJICl
This command centers the screen about the current cursor position.
Command: Load Map
Menu: File Keystroke: [Conrrolf LI
Command: City
This command allows you to load an existing map into your computer. After
executing, the file selector box will appear. You should only select a file
Menu: Pieces Keystroke: IX I
named with the convention "nnnnnnnn.MAP".
Pressing IX I will change the square under the cursor to a city.
This command allows you to save the current map with the current map Your computer will cycle through each city trying to val idate that the city's
name. The file selector box will only appear if there is no current map name. position is acceptable. A message will be displayed if your computer does not
Before saving the map to disk, the computer has to process the city's like a city's location. The rules your computer uses are:
information (see Figure 12). This will take a few seconds.
1. A city must either be a one square island or have another city on the same
land mass.
Command: Save Map As
2. There must be at least one port city on each land mass which has cities.
Menu: File Keystroke: rControlllAl
3. Cities cannot be by lakes.
This command allows you to save the current map using the file selection box.
The process continues until all cities have been checked, or you press any key.
When naming a map, DO NOT USE AN EXTENSION. EMPIRE will
automatically add the file extension ".MAP".
Command: Watch Build
Command: Sea Menu: Growths Keystroke: LA]
Menu: Pieces Keystroke: ISI
Pressing I AJ will allow you to view the world as it is created. This command is
a toggle switch, pressing [A] will turn the command off, and pressing I A]
Pressing rSl will change the square under the cursor to sea.
again will turn it on. If the switch is on, then the computer will put on screen
the section of the world on which it is working. If the switch is off, the current
screen position will not change, but any activity within the screen area will be
Command: Sprinkle Cities shown. When Watch Build is turned off, worlds are created faster.
Pressing IKJ will cause cities to be randomly sprinkled on ALL currenL land
masses-until 6e to 7e cities have been assigned. Your-computer will then try--
to validate each city, moving and removing cities it does not like. Pressing
any key will stop the process.
The original version 2.0 of EMPIRE was written for the Atari ST by Mark Walter Bright was born at an early age in 1959 in Phoenix, Arizona. He went to Caltech in
Baldwin. All other releases are based on the ST code. The Atari ST version 1975, where he wrote the original version of EMPIRE. In 1979, he graduated with a degree in
Mechanical Engineering and went to work for Boeing designing gearboxes for the 757. In 1982, he
was written in C using the Megamax C compiler. Development was also done left to work for Data I/O. He rewrote EMPIRE in C for' the IBM PC. Deciding that he could write
using the Mark Williams C Compiler, the Micro EMACS editor, and a better C compiler, he wrote one which is now sold as the DatalightC compiler.
Beckemeyer MICRO C-Shell and utilities. The sounds were generated using
Synthetic Software's G.I.S.T. sound utilities. The title screens were prepared
on Batteries Included DEGAS Elite. The program source code is
approximately 18,700 lines long (700 Kbytes), and overlaid in 22 files.
The Amiga version was written in C and 68000 assembler. Tools employed
were Lattice C and assembler, Innovatronics Inc.'s Power Windows 2.0,
Metadigm's MetaScope debugger, and Scotto's pizza. The program consists of Mark Lewis Baldwin
over one megabyte of source code.
The IBM version (2.0) was written with Microsoft C. Tools employed include
the Micro EMACS editor, MKS Toolkit, TLIB version control system, and
Essential Graphics. Gothic fonts were developed by PROSOFT. The program Rumor has it that Mark was born on the three hundred and twenty-second planet of
Beteligeuse where in his second year he was SUllen away by space gypsies. Other stories say that
source code is approximately 26,000 lines long (900K bytes) and overlaid in 40 he was born right here on earth in Detroit. Michigan in 1952, but those stories are hard ill believe.
files. Anyway, Mark spent a semi-normal life growing up in Michigan, Indiana, Alabama, Japan,
Georgia, Germany, and Florida. It was during this time that he picked up an interest in strategy
games of which he claims that he now has over 500. College was next on the agenda, where Mark
received both Bachelors and Masters degrees in engineering in 1974 from Purdue University. It
was also during this time that Mark picked up his interest in computers. This was due to the fad
that as a freshman, one could avoid taking drafting by taking a computer class.
Since Uncle Sam had paid for Mark's four years at Purdue, Mark had to return the favor at
SAC headquarters in Omaha Nebraska for the next/our years doing various analyses on both U.S.
and Soviet ICBM's. However, seeing that a life in a blue suit was not for him, Mark left the Air
Mark Williams C is a registered trademark of Mark Williams Company. Force in 1979 to work on the Space Shuttle Program in Houston, Texas.
MICRO C-Shell is a registered trademark of Beckemeyer Development Tools. Mark spent the next seven years happily producing shuttle mission designs. During this
Lattice C is a registered trademark of Lattice, Inc. lime, Mark also started a consulting firm mostly working with various software designs for the
I'owerwindows is a registered trademark oflnnovatrunics, Inc. petroleum industry. It was here also that friends of his started a software publishing company
MetaScope is a trademark licensed to Metadigm. uriginally called Cygnus, but now known as Interstel.
Atari ST is a registered trademark of the Atari Corporation. Mark got his first computer, an Atari 800, in 1982 and published several articles about the
Amigu is a registered trademark of Commodore Electronics, Ltd. computer over the years. In late 1984, Mark's "friends" aL Cygnus prevailed on him to convert
IBM is a registered trademark of the International Business Machines Corporatiun. STAR FLEET I- from the IBM to the Atari. A year later, it was published and Mark was bitten
PROSOFT fonts are copyrighted by PROSOF'T, a division of The Tesler Software. by the publishing bug.
TUB is a trademark of Burton Systems Software. To finish a long but boring story, Mark left Houston and the space program in January, 1986,
MKS Toolkit is a trademark of Mort ice Kern Systems, Inc. to move to Colorado where today he is wasting away on the computer and spending his free time in
Microsoft is a registered trademark of Micr osoft Corpora lion. the mountains panning lor gold.
free of defects in materials and workmanship under normal use for a period of A centering 31,36,58 - 60
one year (365,25 Earth days) from the date of purchase. This warranty ap- Activate command 31,33 - 34,36 direction 40; 41
plies only to the original purchaser and only to the purchased diskts), not to Aircraft carrier 1,20 - 24,26 -27, 35, 40 -41, survey 29,36,41,52
the software or information encoded on it. 44-46,48-49,52,55 -58
All Land command 58,59 n
PRODUCT REPLACEMENT A II Sea command 58,59 Damage points 21-24,26-27,50,57
Armies 1,15,20-29,35,41 -42,44,48-49, Defense factor 21,24,26
Interstel will replace your purchased diskts) free of charge if it proves defec- 51-52,54~57 Delay time 3H
tive during the warranty period only. In order to receive warranty replace- Attack factor 21 - 24,57 Delete command 7,31,33 - 34,38,58 - 59,61
ment, you must have registered your product with Interstel, or provide proof Demonstration game 6, 11,31,53 - 54
of purchase or the registration card with your claim. Photocopies or similiar B Destroyers 1,20,22 - 23,26 - 27,39 - 40,49
reproductions of the registration card will NOT be accepted. Backup disk 2 55-56
Battleshi ps I, 20 - 24, 26 - 28, 55 - 58 Dialog boxes 5,39
PRODUCTUPGRADEffiPDATEPLAN Blotch Land command 58 - 60 Direction cursor 40,41
Blotch Sea command 58 - 60 Direction keys 29,40,45
This plan allows you to purchase any enhanced version of your Interstel Bombardment 23,28,56,58 Direction mode 28,30,34
product at a special reduced price, or free updates of your current version. Build a World command 58 - 60 Directories 3 - 4, H- 9
Building worlds 44,58 Display command 7,31,33 -34, 3H -3::"
Interstel may periodically release new versions of products, incorporating Docking 20, 27 - 28
new or improved features. When a new version of a game becomes available, C Drop down menus 5,7, 16,31
Capacity, carrying 22 - 24 \.
registered product owners will be informed via a product upgrade notice. This
notice details the enhancements available in the upgraded version, the pro- Center Cursor command 31,33 - 34, 36, E \
duct costs, and ordering information. 5H-60 Efficiency ratings 12 - 13, 21, 27, 46, 49
Center Screen command 31,33 - 34,36, combat 12-13,21,27,46
Interstel may also make new releases of the current version in order to cor- 58-60 production 12-13,46,49
rect any bugs found. You can return your original diskis) at any time for a Cit.ies 1,15,20 - 23,25 - 29,35 -37,40 -49, EMPIRE deskLop 7,10,14,39,58
free update to the latest release of your version. 51-60,62-63 EMPIRE files 3 - 4
Capturing 21,27,55-57 Escort mode 28,30,34,39
PRODUCT REGISTRATION Clear Orders order 31,33 - 34,36,42,46,48 Escort ship order 30, :11, 33 - 34,39
Colors used in EMPIRE 4,20 Exit Editor command 58 - 59,61
To take advantage of Interstel's warranty and Product Upgrade Plan, you Combat 12-13,19-21,27,37 Exit Game command 31,33 - 34, 39
must first register your product with IntersteL The product registration between units 26,56 - 57 ExpertopponenLS 9-10,12-13,46
card is included with this software. We encourage you to complete the card efiiciency 12 -13, 21, 27, 46
3. As a registered product owner, you will be informed of new and updated Cruisers 1,20 - 21,23,26 - 28, 49, 55 - 58 G
software releases by IntersteL Cursllr 19, 2H - 30, 35 - 36, 39 -42, 44 - 46, Game display cont.rul s 38 - ;19
49,60-62 Game modes 2!l- 34
,
,~~ ~
'\.~
I
The diskts) on which your Interstel program is recorded is warranted to be
free of defects in materials and workmanship under normal use for a period of A centering 31,36,58 - 60
one year (365.25 Earth days) from the date of purchase. This warranty ap- Activate command 31,33 - 34,36 direction 40,41
plies only to the original purchaser and only to the purchased diskts), not to Aircraft carrier 1,20 - 24, 26 - 27,35,40 - 41, survey 29,36,41,52
Interstel will replace your purchased diskts) free of charge if it proves defec- 51-52,54-57 Delay time 38
tive during the warranty period only. In order to receive warranty replace- Attack factor 21 - 24, 57 Delete command 7,31,33 - 34, 38, 58 -59, 6
ment, you must have registered your product with Interstel, or provide proof Dernonstration g arne 6,11,31,53-54
of purchase or the registration card with your claim. Photocopies or similiar B Destroyers 1,20,22 - 23, 26 - 27, 39 - to. 49
reproductions of the registration card will NOT be accepted. . Backup disk 2 55-56 \
Battleships 1,20-24,26-20,55-58 Dia lug boxes 5,39
PRODUCTUPGRADEffiPDATEPLAN Blotch Land command 58 - 60 Dir ectiou cursor 40,41
Blotch Sea command 58 - 60 Direction keys 29,40,45
This plan allows you to purchase any enhanced version of your Interstel Bombardment 23,28,56,58 Direction mode 28,30,34
product at a special reduced price, or free updates of your current version. Build a World command 58 - 60 Directories 3 - 4, /l- 9
Building worlds 44,58 Vtsplaycommand 7,31,33,-34,38--39
Interstel may periodically release new versions of products, incorporating Docking 20,27 - 28
new or improved features. When a new version of a game becomes available, c Drop down menus 5,7, 16, ;:1
j
registered product owners will be informed via a product upgrade notice. This Capacity, carrying 22-24
notice details the enhancements available in the upgraded version, the pro- Center Cursor command 31,33 - 34,36, E
duct costs, and ordering information. 58-60 Efficiency rut.ings 12-13'11,27,46,49
Center Screen command 31,33 - 34,36, combat 12-13,21,27,40
Interstel may also make new releases of the current version in order to cor- 58-60 production 12 - 13,46,49
rect any bugs found. You can return your original diskf s) at any time for a Cities 1,15,20 - 23,25 - 29,35 -37, 40 - 49, EMPIREdesktup 7,10,14,39,58
free update to the latest release of your version. 51-60,62-63 EMPIRE tiles 3 - 4
Capturing 21,27,55 - 57 Escort mode '28, 30, 34, 39 /
PRODUCT REGISTRATION Clear Orders order 31,33 - 34, 36, 42, 46, 48 Escort ship crcer 30,31,33-34,39 I
must first register your product with Interstel. The product registration between units 26,56 - 57 Expert opponents 9-10,12-13,46
card is included with this software. We encourage you to complete the card efficiency 12 - 13,21, 27,46
\.