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APPENDIX II - UNIT DESCRIPTIONS

    Included in this Appendix are the descriptions of each type of unit used in the basic, standard and advanced versions of Empire Deluxe.  These descriptions include the individual statistics on each unit, picture of the unit and a text description of its abilities and uses.  An explanation of the terms used to describe each unit can be found in Appendix I - Glossary of Terms.

APPENDIX II. A - Basic Game Unit Descriptions

 Land Units

    Land units are the only units in Empire Deluxe Internet Edition that can capture cities.  They can move onto any land square, but cannot enter water squares except on a Transport.  Armies are the only type of land unit in the basic game.

Army 

            Move- 1

            Damage- 1

            Shot Damage- 1

            Attack- 2

            Defense- 2*

            Hold Capacity- NA

            Sighting Range- NA

            Unsightable- NA

            Shore Bombardment- No

            Range- NA

            Production Time- 6

     Armies are the basic currency of conquest.  While slow and weak compared to sea units, Armies are vital to victory, as they are the only units capable of capturing cities.  An Army's biggest advantage lies in its ability to be produced rapidly.  Many Armies can be produced in the time it takes to produce one Battleship.

    Armies are best used for capturing enemy cities and defending your own cities and coastlines by cautious placement of sentries.

* - Armies defend vs. shore bombardment at a defense rating of 1.

 Sea Units

    Sea units represent ships.  They can enter water and friendly city squares but not land ones.  There are 4 types of sea units in the basic game; Transport, Destroyer, Cruiser and Battleship

Transport 

            Move- 2

            Damage- 3

            Shot Damage- 1

            Attack- 1

            Defense- 1

            Hold Capacity- 6 Armies

            Sighting Range- NA

            Unsightable- NA

            Shore Bombardment- No

            Range- NA

            Production Time- 30

     Transports are second in importance only to Armies in Empire Deluxe Internet Edition.  Transports are the only unit capable of carrying Armies over water and thus are the only way to capture cities on other land masses.  Transports start with a hold capacity of 6; i.e., they can hold up to 6 Armies.  If they are damaged, their hold capacity is reduced by two for every increment of damage taken.  If the number of Armies held on a Transport exceed its hold capacity, the excess units are eliminated.  If a Transport is sunk, all units on the Transport are destroyed as well.

    Transports fare poorly in combat and should be kept out of it at all costs.  Since the loss of a single Transport can also result in the loss of up to 6 Armies, they should not go unescorted even in relatively safe areas.  For similar reasons, enemy Transports are always targets of opportunity.

 Destroyer 

            Move- 3

            Damage- 3

            Shot Damage- 1

            Attack- 2

            Defense- 2

            Hold Capacity- NA

            Sighting Range- NA

            Unsightable- NA

            Shore Bombardment- No

            Range- NA

            Production Time- 24

    Swift and agile, Destroyers perform a variety of tasks well but none superbly.  They are the fastest of all units in the basic game, allowing them to successfully chase or flee other, slower ships.  Their fast Production Time makes them relatively easy to amass in large numbers.

    While they can not shore bombard Armies, Destroyers are excellent for chasing down weak or damage enemy ships, escorting Transports and protecting friendly shorelines from incursions by enemy Transports.

Cruiser

             Move- 2

            Damage- 8

            Shot Damage- 2

            Attack- 2

            Defense- 2

            Hold Capacity- NA

            Sighting Range- NA

            Unsightable- NA

            Shore Bombardment- Yes

            Range- NA

            Production Time- 36

    Cruisers are the easiest and quickest to produce of the capital ships.  They fight very well.  Cruisers are capable of shore bombardment and are excellent for escorting Transports and weakening enemy land defenses.

 Battleship 

            Move- 2

            Damage- 12

            Shot Damage- 3

            Attack- 2

            Defense- 2

            Hold Capacity- NA

            Sighting Range- NA

            Unsightable- NA

            Shore Bombardment- Yes

            Range- NA

            Production Time- 60

     Battleships are the largest and most powerful of all the units in Empire Deluxe.  The large amounts of hits they can take make them durable and very hard to kill.  Battleships are best used to gain sea superiority by sinking enemy ships.  They also perform well as softeners for a prelude to an invasion, by use of their shore bombardment ability.  Due to their enormous production times, Battleships are far too valuable to be wasted on simple chores such as shoreline patrol and Transport escort.

APPENDIX II. B - Standard Game Unit Descriptions

 Land Units

    Land units are the only units in Empire Deluxe Internet Edition that can capture cities.  They can move onto any land or city square, but cannot enter water squares unless on a Transport.  There is only one type of land unit in the standard game; the Army.

 Army

             Move- 1

            Damage- 1

            Shot Damage- 1

            Attack- 2

            Defense- 2*

            Hold Capacity- NA

            Sighting Range- 1

            Unsightable- SU

            Shore Bombardment- No

            Range- NA

            Production Time- 6/5

    Armies are the basic currency of conquest.  While slow and weak compared to sea and air units, Armies are vital to victory.  They are the only units capable of capturing cities.  An Army's biggest advantage lies in its ability to be produced rapidly.  Many Armies can be produced in the time it takes to produce one Battleship.

    Armies are best used for capturing enemy cities and defending your own cities and coastlines by cautious placement of sentries.

* - Armies defend vs. shore bombardment at a defense rating of 1.

Air Units

    Air units represent airplanes in Empire Deluxe.  They can fly over any terrain square except for cities and edge.  Because of their limited fuel capacity, all air units have a restricted range.  If they move more squares than their Range before landing in a friendly city or Carrier, they crash and are destroyed.  Unlike other units, air units must always move their maximum allotment of movement.  Even if they sit still the entire turn, they are still assumed to have moved their full Move.  An air unit that flies over a friendly city or Carrier, automatically lands and ends its turn.  Fighters are the only type of air unit in the standard game.

Fighter 

            Move- 5

            Damage- 1

            Shot Damage- 1

            Attack- 2

            Defense- 2

            Hold Capacity- NA

            Sighting Range- 1

            Unsightable- SU

            Shore Bombardment- No

            Range- 20

            Production Time- 12/10

    Fighters are the swiftest units in Empire Deluxe Internet Edition and make excellent rapid attack/rapid deployment units.  They fight as well as an Army and can move considerably faster.  They can travel over land, water and fly over, but not end their turn on, friendly units. They cannot, however, capture cities.  Fighters make excellent scouts for exploring unexplored territory and for patrolling against enemy incursions, but are limited by their range.  They are as effective as Destroyers in killing Submarines once the Submarine has been located by other units.

 Sea Units

    Sea units represent ships.  They can enter water or friendly city squares but not land ones.  There are 6 types of sea units in the standard version of Empire Deluxe;  Transport, Destroyer, Submarine, Cruiser, Battleship and Carrier.

Transport 

            Move- 2

            Damage- 3

            Shot Damage- 1

            Attack- 1

            Defense- 1

            Hold Capacity- 6 Armies

            Sighting Range- 1

            Unsightable- SU

            Shore Bombardment- No

            Range- NA

            Production Time- 30/25

    Transports are second in importance only to Armies in Empire Deluxe Internet Edition.  Transports are the only unit capable of carrying Armies over water and thus are the only way to capture cities on other land masses.  Transports start with a hold capacity of 6; i.e., they can hold up to 6 Armies.  If they are damaged, their hold capacity is reduced by two for every increment of damage taken.  If the number of Armies held on a Transport exceed its holding capacity, the excess units are eliminated.  If a Transport is sunk, all units of the Transport are destroyed as well.

    Transports fare poorly in combat and should be kept out of it at all costs.  Since the loss of a single Transport can also result in the loss of up to 6 Armies, they should not go unescorted even in relatively safe areas.  For similar reasons, enemy Transports are always targets of opportunity.  Submarines are the bane of all Transports. 

Destroyer

             Move- 3

            Damage- 3

            Shot Damage- 1

            Attack- 2

            Defense- 2

            Hold Capacity- NA

            Sighting Range- 1

            Unsightable- NA

            Shore Bombardment- No

            Range- NA

            Production Time- 24/20

    Swift and agile, Destroyers perform a variety of tasks well but none superbly.  They are the fastest of all sea units in the game, allowing them to successfully chase or flee other slower ships.  Their fast Production Time makes them relatively easy to amass in large numbers.

    While they cannot shore bombard Armies, Destroyers are excellent for chasing down weak or damage enemy ships, escorting Transports, protecting friendly shorelines from incursions by enemy Transports, scouting unexplored terrain and hunting down enemy Submarines.

 Submarine 

            Move- 2

            Damage- 2

            Shot Damage- 3

            Attack- 2

            Defense- 1

            Hold Capacity- NA

            Sighting Range- 1

            Unsightable- Land and air units

            Shore Bombardment- No

            Range- NA

            Production Time- 24/20

    Submarines are the assassins of the seas.  Few units can sight them, making it easy to sneak them behind enemy lines.  They can kill very effectively but if caught, are easy to destroy.  Submarines are the bane of Transports.  Submarines are effective in disrupting sea movement behind enemy lines, weakening capital ships, scouting out enemy protected territory and allowing at least some navy when the enemy has gained sea superiority.  The best defense for a Submarine is a good offense.

Cruiser

            Move- 2

            Damage- 8

            Shot Damage- 2

            Attack- 2

            Defense- 2

            Hold Capacity- NA

            Sighting Range- 1

            Unsightable- NA

            Shore Bombardment- Yes

            Range- NA

            Production Time- 36/30

    Cruisers are the easiest and quickest to produce of the capital ships.  They fight well and are capable of shore bombardment.  They are excellent for escorting Transports, weakening enemy land defenses and Submarine hunting.

Battleship 

            Move- 2

            Damage- 12

            Shot Damage- 3

            Attack- 2

            Defense- 2

            Hold Capacity- NA

            Sighting Range- 1

            Unsightable- NA

            Shore Bombardment- Yes

            Range- NA

            Production Time- 60/50

     Battleships are the largest and most powerful of all the units in Empire Deluxe Internet Edition.  The large amount of damage they can take make them durable and very hard to kill.  Battleships are best used to gain sea superiority by sinking enemy ships.  They also perform well as softeners for a prelude to an invasion by use of their shore bombardment ability.  Due to their enormous production times, Battleships are far too valuable to be wasted on simple chores such as shoreline patrol and Transport escort.

 Carrier 

            Move- 2

            Damage- 8

            Shot Damage- 1

            Attack- 1

            Defense- 2

            Hold Capacity- 8 Fighters

            Sighting Range- 1

            Unsightable- SU

            Shore Bombardment- No

            Range- NA

            Production Time- 48/40

     Almost as hard to produce as a Battleship,  Carriers are a vital part of any major fleet action in Empire Deluxe.  Carriers are as durable as Cruisers but do not have the same innate offensive ability.  The strength of a Carrier lies in its ability to transport Fighters to vital areas on the map.  As such, a Carrier and it's Fighters are best used as invasion support troops, as a defensive screen for large sea task forces and as a staging area for land based Fighters to extend their range.  A Carrier with a few Fighters on it, can also make an excellent scout force.  Carriers can hold up to 8 Fighters at any one time.  Each increment of damage inflicted on a Carrier reduces the number of Fighters it can carry by 1.  Any excess Fighters over that amount at the time the damage is taken, are eliminated.  Because Fighters may stay in the air for several turns, it is actually possible to base more than 8 Fighters off a single Carrier.  This is, however, a difficult juggling feet.

    Carriers are difficult to replace and the loss of a Carrier may also mean the loss of up to 8 Fighters.  Because of this, Carriers should be protected almost as well as Transports.  Carriers function best when fully loaded with Fighters and escorted by other capital ships.

  

APPENDIX II. C - Advanced Game Unit Descriptions

 Land Units

    Land units are the only units in Empire Deluxe Internet Edition that can capture cities.  They can move onto any land or city square, but cannot enter water squares unless on a Transport.  There are three types of land units in the advanced version of Empire Deluxe Internet Edition; Infantry, Armor and Airbase.

 Infantry 

            Move- 1

            Damage- 1

            Shot Damage- 1

            Attack- 2

            Defense- 2*

            Hold Capacity- NA

            Sighting Range- 1

            Unsightable- SU

            Shore Bombardment- No

            Range- NA

            Production Time- 6/5

    Infantry units are the basic currency of conquest.  While slow and weak compared to other units, Infantry is vital to victory as they are one of only two units capable of capturing cities.  An Infantry's biggest advantage lies in its ability to be produced rapidly.  Many Infantry can be produced in the time it takes to produce one Battleship.

    Infantries are best used for capturing enemy cities and defending your own cities and coastlines by judicious placement of sentries.  They are also the only units capable of creating Airbases.

* - Infantry defend vs. shore bombardment at a defense rating of 1.

 Armor 

            Move- 2*

            Damage- 2

            Shot Damage- 1

            Attack- 2

            Defense- 2***

            Hold Capacity- NA

            Sighting Range- 1

            Unsightable- SU

            Shore Bombardment- No

            Range- NA

            Production Time- 12/10

     Armor units play a vital role in land offenses but have peculiar weaknesses that require a certain amount of skill to circumvent.  Their function is much the same as Infantry and they can do many of the same things.  They are twice as fast and can take twice as much damage, but otherwise perform the same.  It is important to note that when defending against shore bombardment and bomber attacks; Armor has no advantage over Infantry.  Armor cannot enter mountains.  They cannot enter water squares except on Transports and take up twice as much space as an Infantry unit.  If an Armor unit takes a city, it will immediately produce an Infantry unit at that city.

*- Entering rough, forest or river squares reduces an Armor's Move to 1.

***- Armor defending against shore bombardment has a defense rating of 1.

Airbase 

            Move- 0

            Damage- 1

            Shot Damage- 1

            Attack- NA

            Defense- 2*

            Hold Capacity- 8 air units.

            Sighting Range- 2

            Unsightable- NA

            Shore Bombardment- No

            Range- NA

            Production Time- NA

    Airbases are the only unit in the game that are not produced directly by cities.  They are created by an Infantry that has been given the "Unload" order.  Once an Infantry has changed itself to an Airbase, it cannot change itself back again.  Airbases cannot move or attack, but are otherwise identical to Infantry in combat.  They have the added advantage of being able to see 2 squares instead of one, but their primary use is as a place to land and refuel air units.  In this, they are similar in performance to Carriers, but can hold any type of air unit, not just Fighters.  Airbases can hold an unlimited number of air units at any one given time, but may hold no other unit types.  An Airbase only takes one hit to kill.  If destroyed, all air units at the Airbase are destroyed with it.

    Note that airbases may only be built on clear terrain.

Air Units

            Air units represent airplanes in Empire Deluxe Internet Edition.  They can fly over any terrain square except for cities and edge.   Because of their limited fuel capacity, all air units have a restricted range.  If they move more squares than their range before landing in a friendly city, Airbase or Carrier, they crash and are destroyed.  Unlike other units, air units must always move their maximum allotment of movement.  Even if they sit still the entire turn, they are still assumed to have moved their maximum movement.  An air unit that flies over a friendly city, Airbase or Carrier, automatically lands and ends it's turn if it can.  There are two types of air units in the advanced version of Empire Deluxe Internet Edition; Fighter and Bomber.

Fighter 

            Move- 6

            Damage- 1

            Shot Damage- 1

            Attack- 2

            Defense- 2

            Hold Capacity- NA

            Sighting Range- 2

            Unsightable- SU

            Shore Bombardment- No

            Range- 18

            Production Time- 12/10

    Fighters are the swiftest units in Empire Deluxe Internet Edition and make excellent rapid attack/rapid deployment units.  They fight as well as an Infantry and can move considerably faster.  They can travel over land, water and fly over, but not end their turn on, friendly units. They cannot, however, capture cities.  Fighters make excellent scouts for exploring unexplored territory and for patrolling against enemy incursions, but are limited by their range.  They are as effective as Destroyers in killing Submarines once the Submarine has been located by other units.

Bomber 

            Move- 4

            Damage- 1

            Shot Damage- 2

            Attack- 2*

            Defense- 2*

            Hold Capacity- NA

            Sighting Range- 2

            Unsightable- SU

            Shore Bombardment- No

            Range- 24

            Production Time- 12/10

     While they are slower than Fighters and cannot land on Carriers, Bombers make up for this by their greater range and their ability to stay in the air longer.  They are the only units in the game capable of bombing cities.  In addition to their unique bombing capability, Bombers do well in damaging and sinking enemy ships, scouting unexplored terrain and can kill an Armor unit as easily as an Infantry.

*Bombers have an attack and defense rating of 1 when in battle against Fighters.

Sea Units

    Sea units represent ships.  They can enter water and friendly city squares but not land ones.  There are 6 types of sea units in the advanced game; Transport, Destroyer, Submarine, Cruiser, Battleship and Carrier.

 Transport 

            Move- 2

            Damage- 3

            Shot Damage- 1

            Attack- 1

            Defense- 1

            Hold Capacity- 6 Armies

            Sighting Range- 1

            Unsightable- SU

            Shore Bombardment- No

            Range- NA

            Production Time- 30/25

     Transports are second in importance only to Infantry and Armor in Empire Deluxe Internet Edition.  Transports are the only unit capable of carrying land units over water and thus are the only way to capture cities on other land masses.  Transports start with a hold capacity of 6; i.e., they can hold up to 6 Infantry or 3 Armor.  If they are damaged, their hold capacity is reduced by two for every increment of damage taken.  If the number of units held on a Transport exceed its holding capacity, the excess units are eliminated.  If a Transport is sunk, all units of the Transport are destroyed as well.

    Transports fare poorly in combat and should be kept out of it at all costs.  Since the loss of a single Transport can also result in the loss of up to 6 other units, they should not go unescorted even in relatively safe areas.  For similar reasons, enemy Transports are always targets of opportunity.  Submarines are the bane of all Transports.

Destroyer 

            Move- 3

            Damage- 3

            Shot Damage- 1

            Attack- 2*

            Defense- 2

            Hold Capacity- NA

            Sighting Range- 1

            Unsightable- NA

            Shore Bombardment- No

            Range- NA

            Production Time- 24/20

    Swift and agile, Destroyers perform a variety of tasks well but none superbly.  They are the fastest of all sea units in the game, allowing them to successfully chase or flee other slower ships.  Their fast Production Time makes them relatively easy to amass in large numbers.

    While they can not shore bombard land units, Destroyers are excellent for chasing down weak or damage enemy ships, escorting Transports, protecting friendly shorelines from incursions from enemy Transports, scouting unexplored terrain and hunting down enemy Submarines.

*- Destroyers have an attack rating of 1 when attacking air units.

Submarine 

            Move- 2

            Damage- 2

            Shot Damage- 3

            Attack- 2*

            Defense- 1

            Hold Capacity- NA

            Sighting Range- 1

            Unsightable- Land and air units

            Shore Bombardment- No

            Range- NA

            Production Time- 24/20

     Submarines are the assassins of the seas.  Few units can sight them, making it easy to sneak them behind enemy lines.  They can kill very effectively but if caught, are easy to destroy.  Submarines are the bane of Transports.  Submarines are effective in disrupting sea movement behind enemy lines, weakening capital ships, scouting out enemy protected territory and allowing at least some navy when the enemy has gained sea superiority.  The best defense for a Submarine is a good offense.

*- Submarines have an attack rating of 1 when attacking air units.

 Cruiser 

            Move- 2

            Damage- 8

            Shot Damage- 2

            Attack- 2*

            Defense- 2

            Hold Capacity- NA

            Sighting Range- 1

            Unsightable- NA

            Shore Bombardment- Yes

            Range- NA

            Production Time- 36/30

     Cruisers are the easiest and quickest to produce of the capital ships.  They fight well and are capable of shore bombardment.  Cruisers are excellent for escorting Transports, weakening enemy land defenses and Submarine hunting.

*- Cruisers have an attack rating of 1 when attacking air units.

 Battleship 

            Move- 2

            Damage- 12

            Shot Damage- 3

            Attack- 2*

            Defense- 2

            Hold Capacity- NA

            Sighting Range- 1

            Unsightable- NA

            Shore Bombardment- Yes

            Range- NA

            Production Time- 60/50

     Battleships are the largest and most powerful of all the units in Empire Deluxe Internet Edition.  The large amounts of damage they can take make them durable and very hard to kill.  Battleships are best used to gain sea superiority by sinking enemy ships.  They also perform well as softeners for a prelude to an invasion by use of their shore bombardment ability.  Due to their enormous production times, Battleships are far too valuable to be wasted on simple chores such as shoreline patrol and Transport escort.

*Battleships have an attack rating of 1 when attacking air units.

 Carrier 

            Move- 2

            Damage- 8

            Shot Damage- 1

            Attack- 1

            Defense- 2

            Hold Capacity- 8 Fighters

            Sighting Range- 1

            Unsightable- SU

            Shore Bombardment- No

            Range- NA

            Production Time- 48/40

     Almost as hard to produce as a Battleship,  Carriers are a vital part of any major fleet action in Empire Deluxe Internet Edition.  Carriers are as durable as Cruisers but do not have the same innate offensive ability.  The strength of a Carrier lies in its ability to transport Fighters to vital areas on the map.  As such, a Carrier and it's Fighters are best used as invasion support troops, as a defensive screen for large sea task forces and as a staging area for land based Fighters to extend their range.  A Carrier with a few Fighters on it can also make an excellent scout force.  Carriers can hold up to 8 Fighters at any one time.  Each increment of damage inflicted on a Carrier reduces the number of Fighters it can carry by 1.  Any excess Fighters over that amount at the time the damage is taken, are eliminated.  Because Fighters may stay in the air for several turns, it is actually possible to base more than 8 Fighters off a single Carrier.  This is, however, a difficult juggling feet.

    Carriers are difficult to replace and the loss of a Carrier may also mean the loss of up to 8 Fighters.  Because of this, Carriers should be protected almost as well as Transports.  Carriers function best when fully loaded with Fighters and escorted by other capital ships.

  

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