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RULES OF PLAY

    This section discusses the rules for playing Empire Deluxe Internet Edition.  We suggest that once you have gone through the tutorial, you start with a basic game.  Once you have mastered the playing and rules of the basic version of Empire Deluxe Internet Edition, you may move on to master the standard and advanced versions.  The rules used in the three versions of Empire Deluxe Internet Edition have many similar points but are not all identical.  You should pay close attention to the differences in each section. 

BASIC GAME

 

The Map

    The map used in Empire Deluxe is the board on which you play the game, much as a chess board is the board on which you play chess.  Unlike the 8 square by 8 square chess board, the basic Empire Deluxe Internet Edition  "board" measures 50 squares by 50 squares and has a random assortment of different terrain types on it.  These terrain types include mountains, water, cities, forests and more.  The edges of these squares are not visible on the map as they are on a chess board, but assumed.

Land - Various terrain types represent land; clear, forest, mountain, river and rough.  In the basic game, all these terrain types are the same.  For a more detailed description of each type, see Appendix III - Terrain Descriptions.  Only land units may enter --move onto -- land squares.

Water - Water -- the blue stuff that doesn't look like land -- divides the various sections of land into islands and continents.  Only sea units may enter water squares.

Cities - Cities are the most important terrain squares to the would-be conqueror.  It is these squares that you must take to win the game.  Without them, the player would be unable to produce new units and repair damaged ones.

    The color of a city varies with the ownership.  Cities owned by the player are the same color as the player's units.  Cities owned by another player are the same color as that player's units.  White cities are neutral ones, simply sitting there waiting for the player to conquer them.  Each city square represents a separate city, even if multiple city squares are adjacent.

Edge - Around the edge of the map is a white, regular border.  This represents the edge of the playing board and no units may move on or beyond the edge.

The Units

"The bodies of men, munition, and money

 may justly be called the sinews of war."

                                    --SIR WALTER RALEIGH

  

The basic version of Empire Deluxe Internet Edition uses five different playing pieces, or units.   These consist of one variety of land unit, Armies, and four varieties of sea units, Transports, Destroyers, Cruisers and Battleships.  These units represent the playing pieces that you will move about the map to conquer the world, and just like the playing pieces in a game of chess, each unit has its own characteristic and abilities, strengths and weaknesses.  Units belonging to the player will be the same color as that chosen by the player at the beginning of the game.  Units that are not the same color as the player, belong to another player and are enemy pieces.  To help keep track of individual units, Empire Deluxe allows you to name each unit whatever you wish.  If you decide not to name a unit, the computer will name it for you.

    Following is a brief description of each type of unit (piece).  You can find additional information in Appendix  II - Unit Description:

    Army

    Armies are the basic land unit of Empire Deluxe.  They are slow and can fight well, but they can take little damage.  They are, however, the only unit capable of capturing cities and are thus indispensable to victory.  They are also the only units capable of moving on land.  Armies may also cross water with the assistance of Transports.  Armies are the easiest unit to produce in the game.

    Transport

    Transports are the vital link between different bodies of land.  They may carry up to six Armies on them and are thus the only way to get Armies from one continent or island, to another.  Transports are faster than Armies but can only enter water or friendly city squares.  They fight poorly but can take more damage than an Army.

    Destroyer

    Destroyers are the fastest unit in the basic game.  They can fight as well as an Army and can take as much damage as a Transport.  They are the easiest sea unit to produce in Empire Deluxe and like all other sea units, may only enter water or friendly city squares.

     Cruiser 

    Cruisers are the smallest of the Capital Ships used in Empire Deluxe Internet Edition.  They fight as well as an Army but can both inflict and take considerably more damage.  They move as fast as a Transport and, just like Transports, can only enter water or friendly city squares.  They are also one of the two units in the game to be able to perform the powerful function of shore bombardment.

      Battleship

    Battleships are powerful behemoths that roam the seas almost with a free will.  They fight as well as an Army but can inflict and take even more damage than a Cruiser.  They move the same as a Cruiser and, also like a Cruiser, can only enter water and friendly city squares.  Also like Cruisers, Battleships may perform shore bombardment.  Simply put; Battleships are larger, more powerful versions of Cruisers.

Turns

    You play Empire Deluxe Internet Edition in a sequence of turns.  At the beginning of a turn the first player, here after referred to as player 1, receives information on all the units produced that turn.  Player 1 then has the option of changing that production.  Player 1 then gives orders to all of his/her units and may look at various reports and information.  Some types of orders given include; move to a given location, patrol an area, explore, attack an enemy unit and so on.  You can find a more detailed explanation on giving orders in Chapter VI - Playing the Game.  When all the player's units have executed their orders, the player may be asked if they are done with their turn.  If the player then ends their turn, the game moves on to the next player, player 2, who follows the same sequence player 1 did.  It then becomes player 3's turn and so on.  When all the players have taken their turn the process starts all over.  The computer will number each turn consecutively in ascending order to keep better track of it.  There is no limit to the number of turns a particular game of Empire Deluxe will last.  Play continues until someone wins.

    Note:  Turns are quite short at the beginning of a game because there are fewer units -- and thus fewer things to do.  If you are playing a game with multiple human players, since each player must take turns sitting in front of the computer when it is their turn, this will require much seat swapping.  To help reduce this problem, players will take several turns at a single seating before play goes on to the next player for his/her set of turns.  Since players do not start a game very close, they can take several turns at a time without it interfering with another player.  As the game progresses, and players come closer to each other, and are thus more likely to interact, the number of turns a player may get in a single seating will slowly reduce until, at the point when players can finally interact with each other on the map, they will only get the normal one turn per seating.

 

Example:  Fred has just started a game of Empire Deluxe Internet Edition.  He gives orders to all his units and ends his turn.  Since no one else is close to Fred on the map he gets to take another turn immediately; in fact he gets to take six turns an a row before any else gets to play.  Don't get too excited Fred; all the other players get to play six turns in a row too.

 

Movement

    All units in Empire Deluxe Internet Edition, just like pieces in chess, can only move a maximum number of squares each turn.  This number of maximum squares varies with each unit, and is hereafter referred to as that unit's "Move"."  A unit does not have to move its full Move if the player doesn't wish it to.  In fact it doesn't have to move at all.  Movement is from square to adjacent square and can be to the left or right, up or down, or to any adjacent diagonal square.  This gives a unit eight basic directions it may move in.  Units with a Move greater than one square per turn, do not have to move in a straight line.  They may zigzag, weave or even double back and go back the way they came.

    The maximum numbers of squares each unit can move in the basic game are listed in the following table:

TABLE I

BASIC UNIT MOVE RATINGS

 

Unit

 

Move

 

Army

1

Transport

2

Destroyer

3

Cruiser

2

Battleship

2

 

Example: Fred's Destroyer can move a maximum of three squares in one turn.  So during any one given turn, Fred may move the Destroyer 0, 1, 2 or 3 squares in any of eight different directions and does not have to move them in a straight line.

    Some units are not able to enter certain types of squares.  Land units may only move into land or city squares.  Sea units may only move into water or friendly city squares.  No unit can enter an edge square.  No unit may enter a square occupied by another friendly unit, even if it is to get to a square that is on the other side of that unit.  There are two exceptions to this:

    Friendly Cities - There is no limit to the number of units that may enter a friendly city square.  Units that enter a friendly city square will disappear from view until they ask for orders.  If a unit enters a city square that previously had no units in it, the color of the buildings in that city square will lighten in shade.  This is to indicate that the city square now has at least one unit located in it.  It does not indicate the exact number of units in that city square.

    Transports - Six Armies may enter the same square as a transport.  This is how you load a transport.  Armies loaded on a transport move with the Transport where ever that transport may go.  They may do nothing else except unload, i.e., move off that transport.  They may follow no other orders until they unload.  Armies automatically unload when the transport they are on enters a city that is the target of it's move.  If a transport exits a city square that also has land units in it, the maximum number of units that Transport can carry will automatically load onto the Transport and exit with it.  Armies loaded onto a Transport that have not exceeded their Move that turn, may still move even if the Transport they are on has moved its maximum Move for that turn.

Example: Fred's Transport, the Lusitania, has an Army on it that had been loaded on the previous turn.  Fred moves the Lusitania 2 squares, its maximum Move, bringing it next to a strip of land.  Fred may still move the Army, which has not yet moved that turn, off the Lusitania 1 square, which is the maximum Move of an Army.

    The icon for a Transport that has at least one Army loaded on it will have portholes appear on it to indicate this.  As with cities, it gives no indication of the number of Armies that are on it.

Sighting

    In the basic game of Empire Deluxe Internet Edition there is no limit to what each player may look at.  All players are able to see the entire map, as well as all the units of all the players and which players own which cities.

Combat

"The chance in war is equal,

 and the slayer oft is slain."

                                    --HOMER

    Combat is the meat of conquest and thus a very important part of Empire Deluxe Internet Edition.  Initiating combat is quiet simple.  If you wish to attack an enemy unit or city, just like chess, all you need do is move the unit you wish to do the attacking, into the same square as the unit you wish to attack.  Unlike chess, the results of this attack are not a forgone conclusion, but instead are determined randomly using a calculation of odds.  The exact mechanics of combat in Empire Deluxe Internet Edition are quiet complicated.  If you wish to know more about them, read Appendix IV - Combat Mechanics.  Roughly speaking, two identical units fighting each other, each has equal odds of winning.  Some units fight better than others.  Once combat starts in Empire Deluxe Internet Edition, there are no ties or retreats.  Combat will always result in one, and only one, of the units involved being destroyed and removed from the game.

Combat between units.

Combat between two units is described above.  If the defending unit wins the battle it remains where it is.  If the attacking unit -- the one that initiated the combat -- wins the battle, it will move onto and occupy the square the defending unit was occupying, unless that square is not a square that the attacking unit can normally move into.  If it cannot occupy the defender's square, it will stay in the square it started the attack from.

Example:  Fred's Army attacks another Army and wins, so Fred's Army will move into the square that the defending Army previously occupied.  If Fred's Army attacks a Destroyer and wins, it will remain where it started, since an Army cannot enter the water square that the Destroyer occupied.

If an attacking unit that wins a combat, has not moved its maximum move that turn, it may still continue to move, including moving into another unit to attack it, until it has reached its maximum Move.  Even if the attacking unit is not able to move into the defender's square, the attack still counts as moving one square for determining the maximum number of squares that unit can move that turn.  There is no limit to the number of battles a unit may initiate in one turn, as long as it keeps winning and does not move farther than its maximum move.

If a combat involves a Transport that has Armies loaded on it, only the Transport is involved in the combat calculation for determining combat results.  The Armies on that Transport, however, suffer the results of that combat calculation, i.e., a Transport that has no Armies loaded on it fights just as well as a Transport that has six Armies on it.  If a Transport is damaged, some Armies on it may be destroyed.  If the Transport is destroyed so are all the Armies that were on it.  Armies on a Transport can not be individually targeted; only the carrying Transport may be attacked.  Armies on a Transport may only attack off a Transport if they can move into the defending unit's square when they do so, i.e., Armies on a Transport may not attack sea units from that Transport, since they would be unable to enter the water square that sea unit occupied should they win.

 

Capturing Cities

    Capturing cities works much like attacking an enemy unit.  To attack an enemy or neutral city, you simply move the unit you wish to do the attacking, into the defending city square.  Only land units, i.e., Armies, may attack and thus capture cities.  Cities can never attack a unit but can fight as well as an Army when defending.

    If the Army attacking the city loses the combat, it is destroyed.  If the Army wins, however, the city is not destroyed, but is captured.  When an Army captures a city, it disappears and the losing city becomes a friendly city and changes color to match the colors of the victorious attacker.  The Army is assumed to be the city's new garrison and for all practical purposes, no longer exists.  When an Army captures a city, the attacking player will be immediately prompted on what he would like to produce in that city (see the section on Production later in this chapter).

    As with loaded Transports, units located in cities that are being attacked have no bearing on the results of that attack.  If a city is captured, all units that are in that city are immediately destroyed.  Units in cities may not be targeted for attack, as with loaded Transports.  Only the city itself may be attacked.  Thus units in a friendly city square are immune to attack from enemy units other than land units.  Unlike units loaded on Transports, units in cities may perform any orders, including attack out of that city, they would normally be able to perform.

Shore Bombardment

    Land units may always attack, i.e., initiate combat by moving into, sea units in Empire Deluxe Internet Edition.  Sea units, however, may not normally attack land units.  The sole exception to this is shore bombardment.  Only two types of sea units may perform shore bombardment; Cruisers and Battleships.  Combat involving shore bombardment is identical to normal combat accept that the defending land unit always fights weakly.

Effects Of Damage

    Each time a unit wins a combat, it may suffer damage from that combat.  As long as that unit remains in the game this damage is carried with it, and may accumulate if that unit wins other battles.  Each type of unit has a maximum amount of damage it can take.  If the accumulated damage total equals or exceeds the maximum damage allowable for a unit, that unit is destroyed.

    The maximum amount of damage each unit can take in the basic game is listed in the following table:

TABLE II

BASIC UNIT DAMAGE RATINGS

 

Unit

Maximum Damage

Army

1

Transport

3

Destroyer

3

Cruiser

8

Battleship

12

 

    Damage may have adverse results on a unit other than making it more vulnerable in further battles.  A unit that has taken a total accumulated amount of damage equal to or greater than half the maximum amount of damage it can take, is "Crippled."  A unit that is Crippled, has the maximum number of squares it can move immediately reduced to 1.  If that unit was the attacker in a combat, since its maximum move is now one and it moved at least one square to initiate combat, it may no longer move that turn.  If a Transport takes damage, it also has the number of units it may carry reduced by 2 for every 1 point of damage that has accumulated on it.  If the number of units loaded on that Transport exceeds the maximum number it may now carry, those units in excess of that number are immediately destroyed.

    Example:  An enemy Destroyer attacks one of Fred's undamaged Transports loaded with 5 Armies and leaves that Transport with an accumulated damage total of 2 before being destroyed.  Fred's Transport is now Crippled and can only move 1 square per turn and may now only carry 2 Units.  Since the number of Armies on Fred's Transport now exceeds the maximum number of units that his Transport may hold, i.e., 2, the remaining 3 Armies are immediately destroyed.  Too bad Fred, you should have protected your Transport better.

Repairing Damaged Units

    Damage that has accumulated on a unit can only be removed by repairing that unit.  A unit may repair only in a friendly city and automatically repairs each turn it is in that city.  Each full turn that a damaged unit spends in a friendly city removes 1 from the accumulated damage total of that unit until it has no more accumulated damage remaining on it.  Effects of accumulated damage, such as reduced movement due to being Crippled and reduced hold capacity, disappear as that damage is repaired.  A unit need not repair all the accumulated damage on it if the controlling player wishes, and may move out of the repairing city at any time before or after all the repairs are completed.

    Damaged units that are placed on Sentry Orders will continue to be repaired as well. When the unit is fully repaired, it will clear its Sentry order,  and will wait for new orders to be given.

    Example:  Fred's Crippled Transport in the example above moves into a friendly city on turn 67 and he .  Since the Transport did not spend all of turn 67 in that city, it does not repair any damage.  On turn 68 Fred has the Transport sit in the city the whole turn (Fred hits the [SPACE] bar or has given the transport the [S] Sentry Command).  So at the end of turn 68 it has now has 1 removed from its accumulated damage total.  This reduces the accumulated damage total from 2 to 1.  Since the amount of accumulated damage on Fred's Transport no longer exceeds or matches half of its maximum allowable damage of 3, i.e., Fred's Transport is no longer Crippled; it no longer has a Move of only 1.  On turn 69, if Fred decides to move the Transport out of the city, with an accumulated damage total of 1 remaining on it, it would have its normal Move of 2 but only be able to carry a maximum of 4 Armies.  If he chooses to let the Transport remain in the city one more turn, the last bit of accumulated damage on it will be repaired and it would be able to leave the city on turn 70 with no accumulated damage.  Fred would then have a Transport able to perform as if it was brand new and had never suffered damage in combat.

Production

 

"I believe in the Providence of the most men,

 the largest purse, and the longest cannon."

 

                                                            --ABRAHAM LINCOLN

    No matter how good a general you are; it is difficult to win a war without a continued supply of reinforcements to support the war effort.  Cities, in Empire Deluxe Internet Edition, are the production centers.  Each city is capable of producing one unit, and only one unit, at a time.  Unlike real life, the player need not spend any money, fill out any paper work, petition for any government funding or even hire any laborers to accomplish this.  All the player need do is tell the city what he/she would like it to produce and then wait.  Producing units takes time and some units take longer than others.

    The numbers of turns it takes to produce each unit in the basic version of Empire Deluxe are listed in the following table:

TABLE III

BASIC UNIT PRODUCTION TIMES

Unit

 

Turns to Produce

Army

6

Transport

30

Destroyer

24

Cruiser

36

Battleship

60

    A city that is producing a unit may not produce any other unit until the first is completed.  If ordered to produce another type of unit, it will scrap all production of the first unit and start at the beginning with the new one.

    Example:  Fred told one of his cities to produce a Destroyer.  This is going to take 24 turns.  Eight turns later, however, Fred changes his mind and decides he wants the city to produce a Cruiser, which takes 42 turns.  Production on the Destroyer is stopped. The 8 turns spent trying to produce it is wasted, and Fred gets a nasty letter from the ship builder's union.  Even if Fred ordered the city to resume production of the Destroyer on the very next turn, he would still have to wait a full 24 more turns for it to be produced.

    The type of units a city may produce is restricted by that city's location.  A city that does not have a water square next to it on any of it's 8 sides, including the corners, cannot produce sea units.  Cities do not have to produce anything if the player does not wish.  Resources are not limited in the basic version of Empire Deluxe Internet Edition, so time is the only limit to the number of units a player may produce.

Other Players.

"A man-of-war is the best ambassador."

                                                --CROMWELL

    Before you get too excited about conquering a world, don't forget that there is always at least one other player out there trying to do exactly the same thing and only one of you will succeed.  There are always at least two players in a game of Empire Deluxe and there may be as many as six.  The default for a basic game is two players, one human and one computer controlled.  Other players in a game of Empire Deluxe Internet Edition may be humans you are playing against on the same computer; someone at a remote location talking to your computer via modem or a network setup, they may be your computer itself or any combination of these.  The computer can control any number of the six players in a game.  In fact, it can control all six while you sit back and watch it schizophrenically battling with itself.  The computer thinks separately for each player it controls; it will not gang up to overwhelm you.  Exactly who or what your opponents are, is selected at the beginning of each game.

    Empire Deluxe Internet Edition makes no provisions for diplomacy.  It is war to the finish and to the victor goes the spoils.

Winning and Losing

"War does not determine who is right -- only who is left."

                                                            --ANON.

    Empire Deluxe Internet Edition is a competitive game of world conquest and as such there will always be only one winner.  Unlike chess, there are no stalemates.  The winner is the last player left in the game.

    So how are the other players eliminated from the game?  There are three ways.

    First, a player may resign at any time he/she chooses to do so.  A player who resigns has all of their pieces removed from the map and all of their cities become neutral.

    Second, a player may abdicate his position and allow the computer to take control. The Expert level computer player will gladly show you how it should be done.

    The third, and more likely way, is for a player to be knocked out.  A player is automatically knocked out of a game when, at the end of their turn, they control no cities on the map and have no units.  If a player is knocked out of the game that player is then removed from the turn sequence.

    When you win a game of Empire Deluxe Internet Edition your victory will be logged in the Player History.  If you did well enough you might be promoted.  You may view your successes and failures by referencing the Player History section of Empire Deluxe Internet Edition.

    As an additional reward, you will be allowed to view all the different players that were in the game from their final point of view.  You can study their reports, units, and distribution, to find out what strategies they used.

    This completes the basic rules for playing Empire Deluxe Internet Edition.  Now that you have read all the basic rules, we suggest that you skip the standard and advanced rules and read Chapter VI - Playing the Game.  After reading Chapter VI, play several games until you feel comfortable with the basic rules and then go on to the standard and advanced games.

 

STANDARD GAME

All the rules that applied in the basic version of Empire Deluxe Internet Edition still apply in the standard version, but with a few additions

The Map.

There are three major differences in the map in the standard version of Empire Deluxe Internet Edition.

The first is that the map dimensions are no longer limited to always being 50 squares by 50 squares.  At the beginning of a game the player may choose the size of the map he will be playing on.  It may be as small as 20 squares by 20 squares, as large as 254 squares by 254 squares or any size in between.

The second difference is that, if the player so chooses; the standard game may be played on a wrap around map.  A wrap around map is one in which the far left side of the map connects with the far right side of the map, much as the eastern hemisphere of the earth connects with the western hemisphere.  A wrap around map is best pictured as playing the game on the outside of a cylinder rather than on a flat board

The last major difference is the existence of unexplored terrain.

Unexplored Terrain - Unexplored terrain appears as solid black squares.  It is not truly a terrain type, but is used to obscure those squares that the player has no yet explored.  Exploring a square is done by moving next to it.  Unexplored terrain can be looked at as a set of black tiles covering the map.  Each time a player moves one of their pieces next to one of these tiles, it is removed and the true terrain type underneath it is revealed.  Each player must explore the map separately.  Your opponents' exploration does not benefit you.

All other terrain types used in the standard game of Empire Deluxe Internet Edition are identical to those used in the basic game.

 

The Units.

    Perhaps the biggest difference between the basic and standard version of Empire Deluxe is the introduction of three new unit types.  These are Fighters, Submarines and Carriers.  The other five unit types used in the basic game are also used in the standard game and perform identically to those rules.

    Following is a brief description of each of these new unit types.  Additional information may be found in Appendix  II - Unit Descriptions::

    Fighter

    Fighters are the only air units used in the standard version of Empire Deluxe.  Many new rules apply to them, especially in the movement section, so read these carefully.  Fighters are the fastest unit in the standard game.  Because they fly, they may go almost anywhere, but because they have limited fuel, they are restricted to how far they may go at one time.  Fighters may enter water squares, land squares, friendly city squares; and may even fly through, but not stop on, squares occupied by friendly units.  Fighters perform in combat identically to Armies.  They make excellent scouts.

    Submarine

    Submarines are stealthy, deadly hunters of the oceans.  They move as fast as a Cruiser.  They attack well but defend poorly.  Submarines do as much damage as a Battleship, but can take even less than a Transport.  The main power of a Submarine is its ability to be invisible.  Only certain types of units can see Submarines.  For more information on this, see the section on Sighting, further on.  Submarines may not shore bombard Armies but they are the only sea unit that cannot be attacked by Armies.

     Carrier

    Carriers, or Aircraft Carriers to be precise, are basically Transports for Fighters.  Unless otherwise mentioned, the same rules that apply to Armies and Transports, apply to Fighters and Carriers.  Carriers may hold up to eight fighters on them.  They can travel as fast as a Transport.  Carriers attack poorly but defend well.  They can only do as much damage as a Destroyer but can take as much damage as a Cruiser.  Carriers cannot shore bombard.

Turns

    There is no difference in the turn structure between the basic and standard version of Empire Deluxe Internet Edition.

Movement

    The same rules that applied to movement of land and sea units in the basic game still apply to those units in the standard game.  With the introduction of air units, certain new rules now exist.

    Fighters may enter any water, land or friendly city square.  They may move into any square containing another friendly unit to pass through it, but may not end their movement in the same square.  Unlike other varieties of units, air units spend all their movement points every turn.  Even if ordered not to move they still are treated as if they have moved their full move.

    Perhaps most importantly, air units have a limit number of squares they may go before they must land to refuel.  This limited number of squares is referred to as "Range".  Fighters have a Range of 20 squares.  Since fighters have a Move of 5, this means they may travel for four turns before refueling.  Refueling is accomplished by entering the same square as a friendly city or Carrier.  A fighter that enters the same square as a friendly city or Carrier, automatically ends its turn, lands and refuels.  A fighter that moves 20 squares without refueling, crashes and is destroyed.

    A player will be warned that a fighter is about to move beyond it’s range and will be unable to safely return under current conditions. The message SHORT ON FUEL appears in the Unit Info and Message Bar and asks the player to confirm the order. This warning is very subtle, and possibly could be missed. A more overt warning, the Aircraft Out of Range Warning, can be toggled from the preferences menu to prevent you from overlooking this situation.

    Example:  Fred has decided he would like to use his 231st Fighter unit, currently in the city of Trafalgar, to explore some terrain 13 squares away from the city.  He orders the 231st to go to that location.  Since the 231st Fighter unit has just refueled at Trafalgar, it may move a total of 18 squares before it must land again.  Fred's 231st Fighter moves 5 squares on the first and second turn. On the third turn, when Fred attempts to move the fighter into the next (11th)  square, he is advised that the plane will be out of refueling range. Fred ruthlessly commits the Fighter to continue on. The Fighter gets to its destination on the third turn.  Fred's in luck, his Fighter's exploration of the area reveals a neutral city ripe for conquest.  Unfortunately for Fred, his 231st Fighter unit is now 13 squares away from the city it started from.  Since it has already moved 13 squares, the Fighter will have to move a total of 26 squares to get back to Trafalgar.  This number is greater than the Fighter's Range, so unless Fred has another city or Carrier within 7 squares of his Fighter unit's current location, the 231st Fighter unit will have to receive its reward for finding a new city, posthumously.

    Fighters may load onto Carriers just as Armies may load onto Transports.  Unlike Armies on Transports, Fighters loaded on Carriers may perform any normal action they choose.  Up to eight Fighters may be loaded onto a Carrier at any one given time.  The icon for a Carrier that has at least one Fighter loaded on it, will appear differently from an unloaded one.

    The Moves for each unit in the standard version of Empire Deluxe Internet Edition are listed in the following table:.

TABLE IV

STANDARD UNIT MOVE RATINGS

Unit

 

Move

 

Army

1

Fighter

5

Transport

2

Destroyer

3

Submarine

2

Cruiser

2

Battleship

2

Carrier

2

Sighting

"The whole art of war consists in getting at what

 is on the other side of the hill, or, in other words,

 in learning what we do not know from what we do."

 

                                               --DUKE OF WELLINGTON

    Another big change between the standard and basic versions of Empire Deluxe Internet Edition is the introduction of sighting rules.  The player has already been introduced to the fact that he may not see all the map now.  The player will also not be able to see all the enemy's units or cities on the map either.  Basically, sighting works very simply, units and cities may only see things that are in squares next to them and the player may only see things on the map that his units and cities see.  Since terrain does not change, the player may always look at that portion of the map that they have already seen before, i.e., the explored portion of the map.

    Enemy units that were next to friendly units, but no longer are, will still have their icons appear on the map in the last location they were known to be in.  They may or may not still be at this location.  The icon for that unit will disappear from the map three turns after it was last spotted or if a friendly unit moves next to the icon and the enemy unit is no longer at that location.

    Example:  At the beginning of his turn, Fred moves his Destroyer 1 square.  This places the Destroyer next to a square containing an enemy Battleship, which Fred had not previously seen since none of Fred's other units had been next to it.  Fred wisely decides that discretion is the better part of valor, and moves his Destroyer the remainder of it's Move, i.e., 2 squares, away.  Fred can no longer see the Battleship since he no longer has any units next to it, but the icon for it remains on the map.  In the next turn, Fred now decides he would really like to know exactly were that Battleship is.  He moves the Destroyer so that it is again next to the icon of the Battleship.  The Battleship, however, has moved, so the icon for its old location disappears.  Fred continues to move his Destroyer and, again, brings it next to the enemy Battleship whose icon now reappears on the screen.  On Fred's next turn he is relieved to find that the Battleship did not destroy his puny Destroyer.  In fact, it hasn't even moved.  Fred decides not to take any chances and moves his Destroyer away from the enemy Battleship as quickly as possible.  The icon for the Battleship again remains on the screen even though Fred's Destroyer can no longer see it.  Fred decides to avoid that area of the map for a while and, three turns later, the icon for the enemy Battleship disappears.

    Special sighting rules apply to Submarines.  Submarines cannot be seen by some units and cannot see other units, even if they are next to each other.  The icon for an enemy Submarine will only appear on the map if it is next to a friendly city, Destroyer, Submarine or Cruiser, or if it is involved in combat with a friendly unit.  It will only remain on the map as long as those conditions exist.  Enemy land and air units do not appear on the map if the only unit next to them is a friendly Submarine.

 

Combat

    The combat rules and mechanics of the standard version of Empire Deluxe Internet Edition are identical to those of the basic version with the following special exceptions and additions:

            - Submarines and land units may not attack each other.

            - Sea units may not attack air units that are on land squares.

            - Land units may not attack air units that are on water squares.

- The number of Fighters a Carrier may hold is decreased, on a one for one basis, by the amount of accumulated damage that the Carrier suffers from.  Fighters loaded on the Carrier, in excess of its new hold capacity, are destroyed.

    The maximum amount of damage each unit can take in the standard version of Empire Deluxe Internet Edition is listed in the following table:

TABLE V

STANDARD UNIT DAMAGE RATING

 

Unit

Maximum Damage

Army

1

Fighter

1

Transport

3

Destroyer

3

Submarine

2

Cruiser

8

Battleship

12

Carrier

8

Production

    Production rules in the standard version of Empire Deluxe Internet Edition  are the same as those of the basic version, with one addition.

    Cities that continue to produce the same type of unit now gain a production benefit to represent that they do not have to retool their factories.  If a city produces the same exact type of unit consecutively, every unit past the first one produced has its production time reduced by 1/6th.  This bonus only lasts as long as the city continues to produce that unit consecutively.

    Example:  Fred ordered the city of Trafalgar to produce an Army on turn 1.  The Army will be produced six turns later, at the beginning of Fred's seventh turn.  Fred decides he would like at least three more Armies so he tells Trafalgar to continue producing Armies.  This reduces the production time for the Armies to five turns each.  So five turns later, on turn 12, Trafalgar produces another Army for Fred, and again on turns 17 and 22.  At this point, Fred decides he wants to produce a Transport at Trafalgar.  Since the last unit Fred produced at Trafalgar was an Army, not a Transport, it will take a full 30 turns to produce his Transport.  Thirty turns later, on turn 52, Fred's Transport arrives.  Fred can now either produce another Transport, which will now take only 25 turns, he can produce an Army again, which will take six turns since the last thing Fred produced was not an Army, or he can start from scratch with another type of unit.

    The numbers of turns it takes to produce each unit in the standard version of Empire Deluxe Internet Edition are listed in the following table:

TABLE VI

STANDARD UNIT PRODUCTION TIMES

 

Unit

Turns to Produce

Army

6

Fighter

12

Transport

30

Destroyer

24

Submarine

24

Cruiser

36

Battleship

60

Carrier

48

Winning and Losing

    Winning the game in the standard version of Empire Deluxe Internet Edition is exactly the same as winning it in the basic version, except that it may be a little more satisfying.

    This completes the standard rules for Empire Deluxe Internet Edition.  We suggest you practice these by playing several games using the standard rules, before you move on to the advanced rules.

 

ADVANCED GAME

    The advanced version of Empire Deluxe Internet Edition adds additional complexity to the game and should not be attempted until the standard and basic versions have been mastered.  The basic rules that applied in the standard version of the game still apply here, unless otherwise stated.

 

The Map

    The major change between the maps used in the standard version of Empire Deluxe Internet Edition and the advanced version is that there are now differences between the various types of land terrain.  What once appeared as an attractive but pointless range of mountains, may now be an impassable obstacle.  All the rules that applied to land squares before, still apply, plus some special rules.  Each type of land square and its effects are described below.

Clear - Clear squares behave identically to the regular land terrain described in the basic and standard rules.

Rough - Armor units (see below) have their move reduced to one upon entering rough squares.

River - Although river squares have water passing through them, they are still land squares and sea units may not enter them.  Armor units have their Move reduced to 1 upon entering river squares.  Infantry and Armor units (see below) fight better against other land units when they are defending in a river square.

Forest - Armor has its Move reduced to 1 when entering forest squares.  Land units that are defending themselves from attack while in forest squares fight better.

Mountains - Armor units may not enter mountain squares, although they may attack units in them.  Land units defending in mountain squares fight better.

 

The Units

    The advanced version of Empire Deluxe Internet Edition adds four new units to the game; two land units, Infantry (which replace Armies) and Armor, and two air unit, Advance Fighters (which replace Fighters) and Bombers.  Advanced Empire Deluxe Internet Edition also introduces a new type of unit, the Airbase, which is not created as other units are.  With the exception of Armies and Fighters, all other units that are used in the basic and standard game, are used in the advanced.

    Following is a brief description of each of these new unit types; additional information may be found in Appendix  II - Unit Descriptions:

    Infantry

    Infantry units perform identically to Armies.  All rules that previously applied to Armies now apply to Infantry.  One new advantage of Infantry is its ability to turn itself into an Airbase unit.

    Armor

    Armor units are more powerful versions of Infantry.  All the rules that normally apply to land units, apply to Armor units.  Armor moves twice as fast as Infantry except when moving in rough, river and forest squares.  It fights identically but can take twice as much damage.  Armor units may not enter mountain squares.  Armor units take up twice as much space as an Infantry when loaded on a Transport.

    Fighter

    Fighters in the advanced game appear and function very similarly to Fighters in the standard game.  They move even faster than standard Fighters but have a shorter range.  They are excellent for scouting, patrolling and destroying Bombers.  Advanced Fighters may land on Carriers. Fighters may disrupt city production (see below).

    Bomber

    Bombers are slower than Fighters but have a longer range.  They fight well normally, but fight weakly when in combat against Fighters.  They can do as much damage as a Cruiser.  Bombers may not land on Carriers. Bombers may disrupt city production and damage city production efficiency (see below).

    Airbase

    Airbases are not produced, as are other units, but are instead made by transforming an Infantry unit into one by using the [U] "Use/Unload" command.  Once an Infantry unit has been transformed into an Airbase, it can never change back.  Airbases cannot move or attack.  They fight as well as an Infantry when defending.  Airbases perform similarly to land locked Carriers, although they may carry Bombers while Carriers cannot.  Just like a city, an Airbase has no limit to the number of air units it may hold.

Turns

    Turn structure in the advanced game is the same as that in the basic and standard game.

Movement

    All previous movement rules that applied in the basic and standard game still apply.

    The new land squares apply some restrictions to Armor units.  As stated in the map section of the advanced rules, Armor has its Move reduced to 1 whenever it enters rough, river or forest squares.  It may not enter mountain squares.  Armor takes up twice as much space as Infantry when loaded on a Transport, i.e., a Transport can hold a maximum of 3 Armor or 6 Infantry or 2 Infantry and 2 Armor or 4 Infantry and 1 Armor.

    Bomber units may not load onto Carriers but may load onto Airbases.  Air units may use Airbases, as well as, cities and Carriers to refuel at.  The icon for an Airbase will change to show buildings on it if at least one air unit is loaded on it.  The Range and Move for Fighters are different from that of the standard game.

    The Move and Range for units in the advanced game are listed in the following table:

TABLE VII

ADVANCED UNIT MOVE AND RANGE RATINGS

Unit

Move

Range

Infantry

1

NA

Armor

2

NA

Fighter

6

18

Bomber

4

24

Transport

2

NA

Destroyer

3

NA

Submarine

2

NA

Cruiser

2

NA

Battleship

2

NA

Carrier

2

NA

Airbase

0

NA

 

 

Sighting

    In the standard game, all units could only sight other units and unexplored terrain at a range of 1 square, i.e., they could only see things that were next to them.  Some units may now see at a distance of 2 squares.  All air units, cities and Airbases can see all units and unexplored terrain that is within 2 squares.  All units that can see air units, can see them if they are anywhere within 2 squares.

    All other standard rules for sighting apply to the advanced version of the game.

Combat.

    While combat, in the advanced version of Empire Deluxe Internet Edition, remains basically the same, many new factors figure into each battle.  If you wish to have a better understanding of how these factors effect the success rates of your units in combat, you may wish to study Appendix IV - Combat Mechanics.

    The following new rules apply to combat in the advanced game:

            - A land unit that is located in a forest, mountain or river square fights better if it is defending against a land attack.

            - A land unit that is located in a forest or mountain square fights better if it is defending against a sea or air attack.

- When an Armor unit captures a city, an Infantry unit will immediately appear in that newly captured city.  The newly created unit will not have any remaining movement that turn, nor will it have any effect on the production of that city.

            - A Bomber in combat against a Fighter fights poorly.

            - Any unit that is Crippled attacks poorly.

            - All sea units, except Carriers, that attack air units, fight poorly.

            - If an Airbase is destroyed, all air units currently loaded on that Airbase are destroyed with it.

    The maximum amount of damage each unit can take in the advanced game of Empire Deluxe Internet Edition, is listed in the following table:

TABLE VIII

ADVANCED UNIT DAMAGE RATING

 

Unit

Maximum Damage

Infantry

1

Armor

2

Fighter

1

Bomber

1

Transport

3

Destroyer

3

Submarine

2

Cruiser

8

Battleship

12

Carrier

8

Airbase

1

City Capture 

    The act of attacking a neutral city with land units and losing wears the neutral city down.  As a result, each succeeding attack has a better chance of victory.

Bombing

    Besides the above rules, the advanced version of Empire Deluxe Internet Edition introduces a new type of attack called "bombing."  Only Fighters and Bombers may perform bombing attacks, and only enemy cities may have bombing attacks performed against them.  Bombing attacks are initiated in the same manner as a normal attack, by trying to move the bomber into the same square as the city.  If the city wins the battle, the Fighter or Bomber is destroyed.  If the fighter or Bomber wins the battle, it does not capture the city -- land units are still the only units that may capture cities -- nor does it move into the same square as the city.  Instead, the Fighter or Bomber expends one square of movement and remains where it is and one of two things, randomly determined, will happen to the city:

-The city’s production will be disrupted, losing all accumulated turns towards the production of the unit it is currently trying to produce and the city will have to start production of that unit all over from scratch.

-A randomly determined unit located in that city will be destroyed.

    In addition, if the attacking unit is a Bomber, the production efficiency of a city (see below) will be reduced by 10% of its total value (rounding down). So, for example, a successful bombing run on a city with a production efficiency of 120%, will reduce the production efficiency of 108% (minus 10% of the total value) after the attack.

    Example:  Fred has a Battleship, two Infantry, and a Transport, located in the city of Trafalgar.  Trafalgar has been producing a Fighter for 10 turns and has only 2 turns left before its completion.  An enemy Bomber next to Trafalgar, expends one square of movement to perform a bombing attack.  It succeeds and wipes out the city of Trafalgar's production, making Fred now wait a full 12 turns, the time it normally takes a Fighter to be produced from scratch, to get his Fighter.  But it's not over yet.  The Bomber has not yet reached its maximum Move of 4.  It decides to expend another square of movement and bomb Trafalgar again.  Again it succeeds and again destroys Trafalgar's production.  However, since the production was already destroyed that turn, there is no real effect from this.  Fred will still have to wait 12 turns for his Fighter, but only 12 turns.  Not to be put off; the Bomber attacks one more time.  Fred is not so lucky this time, and one of his units located in Trafalgar is destroyed.  Even more unlucky for Fred, that unit just happened to be his Battleship.  With one square of movement left from its original Move of 4, the Bomber decides to go for broke and bomb Trafalgar one last time.  Luck finally sides with Fred and the Bomber is destroyed, with Trafalgar suffering no additional damage.  Such is life, Fred.

Production

    The advanced game rules for production introduce several new facets to Empire Deluxe Internet Edition.

Unit Specialization

    Some cities that are discovered in the advanced game may have specialization in one particular type of unit.  A city that is specialized for a particular unit type, produces the unit  in 20% less time than it normally would.  Unfortunately, it will take that city 10% more time to produce any other type of unit.

    Example:  Fred's city of New Orleans is specialized in Fighters.  The first time Fred produces a Fighter at New Orleans it will only take him 10 (12 minus 20% of 12 which is approximately 2) turns instead of 12.  Each consecutive Fighter will only take 8 turns instead of the usual 10.  Fred, however, has decided to produce a Battleship at New Orleans next.  Fred's first Battleship will take him 66 (60 plus 10% of 60) turns to complete.  Any Battleships he produces consecutively after that will take him 55 turns to produce.

Production Efficiency

    Each city in the advanced game has a Production Efficiency.  This Production Efficiency is a measure of how good that city is at producing units and is expressed as a percentage.  This percentage may range from 1% to 250%, with 100% being the average.  A city with a 100% Production Efficiency produces units in the normal times listed for them to be produced.  A city with a Production Efficiency lower than 100% is less efficient and takes more time to produce a unit.  A city with a Production Efficiency greater than 100% is more efficient and will take less time to produce a unit.  The exact effect on time depends on the exact Production Efficiency.  As a general guideline, a city with a Production Efficiency of 50% will take twice as long to produce a given unit; a city with a Production Efficiency of 150% will take 1/3rd less time to produce a given unit.  Production Efficiencies are not effected by bombing and will never change throughout a given game.

    Production Efficiency for a city can be improved by selecting "No Production" as the production option. Every turn a city spends in "No Production" mode, increases the production efficiency based on its current efficiency as specified below:

If the City's current Production Efficiency is:

It will take this many turns to improve the Production Efficiency by 1%:

Up to 104%

1 turn

105%-114%

2 turns

115%-124%

3 turns

125%-134%

4 turns

135%-144%

5 turns

145%-154%

6 turns

155%-164%

7 turns

165%-174%

8 turns

175%-184%

9 turns

185%-194%

10 turns

195%-200%(max)

11 turns

    Although 250% is the maximum production efficiency for cities, a city cannot be improved beyond 200% through setting the production to "No Production".

 

Unit Support/Resource Drain

"An army marches on its stomach."

                                    --NAPOLEON I

    Each player has a global value which can effect the production of all of the player’s cities. The value affected is called the Base Production Efficiency. It can be changed in all game types with a handicap setting, or it can be changed in the Advanced Game due to the over production of units.

    Unfortunately in real life, war materials are not just expended on creating new units, but also in supporting, repairing and supplying those that already exist.  To simulate this effect, the advanced version of Empire Deluxe Internet Edition  limits the number of units a player may have on the board before his production of new units is effected.  This number is determined by the number of cities the player currently owns.  As the ratio of friendly units to cities increases, the amount of time it takes to produce a new unit, also increases.  The exact effect it has on production is too complicated to describe here in, but begins to effect the Base Production Efficiency  when the ratio of units to cities roughly exceeds 2 to 1.

    The Base Production Efficiency is calculated at the beginning of each turn, before units are produced for that turn. Therefore, it is possible to be in a situation where one has more units than possible to support a maximum Base Production Efficiency, but still experience no negative impact to the Base Production Efficiency. However, if the player does not appropriately adjust his use of production and units that turn, he will experience the adverse effects the next turn when the Base Production Efficiency is recalculated.

    The effects of Continuous Production, Unit Specialization, Production Efficiency and Unit Support all figure into the amount of time it takes to produce a new unit and are cumulative.

    The base number of turns it takes to produce each unit in the advanced version of Empire Deluxe Internet Edition is listed in the following table:.

TABLE IX

ADVANCED UNIT PRODUCTION TIMES

 

Unit

Turns to Produce

Infantry

6

Armor

12

Fighter

12

Bomber

12

Transport

30

Destroyer

24

Submarine

24

Cruiser

36

Battleship

60

Carrier

48

Winning and Losing the Game

    The advanced version of Empire Deluxe Internet Edition is won in exactly the same manner as the basic and standard versions.  Of course, you may feel even more satisfaction winning the more complex advanced game.

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