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Empire Deluxe – DOS Manual – English

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Empire Deluxe (c)1993 White Wolf Productions, Inc.
All Rights Reserved
Empire, Wargame of the Century Copyright (c)1978, 1982,
and Northwest Software.

1983,

1984 by Walter Bright

First Edition
The enclosed software program and this manual are copyrighted. All rights are reserved.
This manual may not be copied, photographed. reproduced, or translated or reduced to
any electrical medium or machine readable form. in whole or in part, without prior
written consent. Portions of the program accompanying this book may be copied, by the
original purchaser only, as necessary for use on the computer for which it was purchased.
Published

by
New World Computing. Inc.

Designed by
Mark Lewis Baldwin
Bob Rakosky
Based on original design bv
Mark Lewis Baldwin
Walter Bright
Programmed by
Bob Rakosky
Mark Lewis Baldwin
Intro Programmed by
Mark Caldwell
Computer Graphics by
Ricardo Barrera
Mark Lewis Baldwin
Stuart Compton
Ron Knowlton
Bonita Long-Hemsath
Julia Ulano
Original music by
Wallace Music and Sound, Inc.

Digital Sound Effects by
Wallace Music and Sound. Inc.
Bob Rakosky
Sound Programming by
THE Audio Solution. Inc.
Bob Rakosky
Documentation by
Bill W. Baldwin
Paul Rattner
Production
Richard Espy
Scott McDaniel
Product Test Manager
Robert J. Lupo
Playtesters/Beta Testers
Bill-W. Baldwin
Robert J. Lupo
Eric Dybsand
Mario Escamilla
Trevor Sorensen
Christian Daili
Dean Bakeris
Edward Chai
Alan Emrich
John Furse
Roger Whire
Marco Hunter
Roger Gilbertson
Michael Suarez
Mark Carroll
Michael Santo

W-Day Limited Warranty
New World Computing,
Inc., warranrs the original diskette on which this program is recorded to be
free from defects in materials and workmanship under normal use and service for a period of ninety
(90) days from the date of purchase. If such a defect should occur during this 90-day period. you
may return the diskette to New world Computing, Inc. for a free replacement
diskette. After 90
days. enclose $ I 0.00 to cover costs of media replacement
and shipping charges.
This warranty is only effective if you have previously returned the
product or include a copy of your receipt for the program.

Product Registration

Card for this

New World Computing, Inc., makes “a warranties,
either express or implied, with respect to this
manual or with respect to the software described in this manual. its quality, performance,
merchantability, or fitness for any particular purpose.
New World Computing,
Inc. shall not be liable
for any loss or damage. direct or indirect (including but not limited to any interruption
of service,
loss of business and anticipatory profits or consequential damages), resulting from the use or
operation of this product.
(Some states do not allow these exclusions,
so they may not apply to you.)
New World Computing P.O. BOX 4302 Hollywood, CA 90078

Contents
INTRODUCTION ......................................................................
TUTORIAL ...............................................................................
RULES OF PLAY .....................................................................

.6
.8
15

BASIC GAME .....................................................................
The Map ......................................................................

15
15

The Units .....................................................................
Turns ...........................................................................
Movement ...................................................................
Sighting ......................................................................
Combat .......................................................................
Production ..................................................................
Other Players ...............................................................
Winning the Game .......................................................
STANDARD RULES ...........................................................
The Map .....................................................................
The Units .....................................................................
Turns ..........................................................................
Movement ..................................................................
Sighting ......................................................................
Combat.. .....................................................................
Production ..................................................................
Winning the Game ......................................................
ADVANCED RULES ...........................................................
The Map .....................................................................
The Units ....................................................................
Turns ..........................................................................
Movement ...................................................................
Sighting .......................................................................
Combat ........................................................................
Production ................... . ..............................................
Winning the Game.. ....................................................

16
18
19
.2 1
.2 1
.26
28
28
.30
.30
31
.32
.32
.34
.36
.37
.38
39
.39
.40
.42
42
43
44
.47
.49

PLAYINGTHEGAME
..................................................5 0
Game Options Menu.. ................................................ ..5 0
..5 1
GETTING STARTED .........................................................
Game Start Options Menu............................................5 1
..5 2
About Help ................................................................
..5
2
Basic Rules Player Selection Menu .............................
PlayerSetup Menu.....................................................................5 3
World Options Menu ................................................. ..5 7
Using The File Requester ........................................... ..6 0
IN THE GAME....................................................................................6 2
..6 3
Game Screen .............................................................
..................................
..6 4
Information
Windows..
Pop-up
PULL DOWN MENUS ...................................................... ..6 8
File Menu.............................6 8
..6 9
Reports Menu ............................................................
Orders Menu..........................7 2
Commands Menu ...................................................... ..7 6
Display Menu...................................7 9
USING THE GAME EDITOR.. ................................................. ..8 3
..8 3
GETTING STARTED .........................................................
Game Editor Window ................................................ ..8 3
IN THE GAME EDITOR .................................................... ..8 4
..8 5
Menus .............................................................................
File Menu.............................85
..8 5
Scenarios ...................................................................
..8 8
Map Menu .................................................................
Display
9
..8 9
Brushes ...........................................................................
..9 0
Terrain Palette ...........................................................
..9 0
Forces Palette ............................................................
VIEWING THE PLAYER HISTORY ......................................... ..9 2
PLAYING WITH OTHER
COMPUTERS.. ................................. ..9 3
Serial Connection Options Menu ..................................... ..9 5
Automatic Modem Dial Menu............................................9 7
Chat Window ..................................................................
..9 8
100
Once the game has begun ..............................................

APPENDIX I - GLOSSARY OF TERMS ................................... 102
APPENDIX II -UNIT DESCRIPTIONS ..................................... 107
APPENDIX II-a - Basic Game Unit Descriptions .............. 107
Land Units .................................................................
107
Sea Units ...................................................................
108
APPENDIX II-b - Standard Game Unit Descriptions ....... . 11
Land Units .................................................................
111
Air Units ....................................................................
112
Sea Units ...................................................................
1 13
APPENDIX II-c-Advanced Game Unit Descriptions .... ..119
Land Units .................................................................
119
Air Units ....................................................................
122
Sea Units ...................................................................
124
APPENDIX III - TERRAIN DESCRIPTIONS ............................ 130
APPENDIX IV - COMBAT MECHANICS.. ............................... 132
Notes: ........................................................................
135
APPENDIX V - HOT KEY QUICK REFERENCE ...................... 136
PRE-GAME MENUS ....................................................
136
I N THE GAME ............................................................
138
THE GAME EDITOR ................................................... 141
PLAYING WITH OTHER COMPUTERS.. ...................... 144
APPENDIX VI - STRATEGY TIPS.. ......................................... 146
BASIC GAME ...................................................................
146
STANDARD GAME ...........................................................
151
ADVANCED GAME ..........................................................
154
APPENDIX VII - Fine Tuning The Game ............................... I 56
SCREEN UPDATE SPEED ................................................. 156
MEMORY USAGE ............................................................
157
FINAL WORDS ......................................................................
158
BIOGRAPHIES .................................................................
158
MARK LEWIS BALDWIN ............................................ 158
BOB RAKOSKY ..........................................................
160
Index.. ..................................................................................
163

INTRODUCTION
“I came, I saw. I conquered.”
-JULIUS CAESAR

Welcome, Cadet, to Empire Deluxe,
the finest computer simulation
for the training and practice of the long neglected and much
desired skill of Planetary Conquest. It is hoped that, through the
extensive use of this program, you can master the art of conquering planets and go on to conquer your own worlds for fame and
power (assuming, of course, that the worlds you wish to conquer,
are worlds that exist on two-dimensional, pixilated cathode ray
tubes that are not inhabited by any sentient beings that might
object to having their planet ruthlessly invaded and violently
conquered). Vast exhaustive research and much governmental
funding have determined that the best way to learn something is
through repetition, or, to use the technical term, “Practice.” More
vast exhaustive research and much more governmental funding
determined that most people find practice boring. Even more vast
exhaustive research and even more governmental funding finally
resulted in a unique idea to get potential world conquerors like
yourself to really want to practice. We call this idea “Having Fun.”
With that in mind, we hope that Empire Deluxe will bring you many
hours of “Having Fun.”
Empire Deluxe is a game of strategic conquest. You, the player,
start with one city on a vast and random world. You decide what
your cities will produce; armies, planes or ships. Then explore the
world and conquer neutral cities. Expand your power base as you
attempt to conquer the entire planet. There’s only one small
problem: There may be up to five other players out there trying to
do exactly the same thing, and you’re in their way.
Beginning as a novice 2nd Lieutenant or Ensign, you can start your
training in the Basic game and advance through the Standard and
Advanced game. Finally, you can create your own worlds and even

specific scenarios using the Game Editor. Keep track of your
progress using the Player History. Then watch as each victory
brings you closer to the vaunted ranks of General of the Army or
Fleet Admiral.
Note: Appendix 1 - Glossary of Terms, contains a list of terms
frequently used in Empire Deluxe. If the contextual meaning of a
word is not clear when reading the manual, refer to the Glossary.

Meet Fred. Fred, as we call him, is an arbitrary name given to a
fictional, non-existent, but avid Empire Deluxe player used in
various examples in this manual. Fred is not a very good Empire
Deluxe player but he tries hard. Any resemblance of Fred to
anyone currently living or dead is really a pathetic coincidence. If
you feel that the use of Fred is sexist, Fred assures me that he does
not. However, if it really bothers you, he said it was all right to
change his name (or is that her name?) to Fredricka.

TUTORIAL
This section of the manual is designed to take you through a quick
runthrough and overview of Empire Deluxe. The tutorial will cover
the main options available to you when playing the game, but not
all the options. It also will not cover in depth, the rules by which
Empire Deluxe is played. Once you have gone through this tutorial,
we suggest that you read the sections entitled Rules of Play and
Playing the Game. These will cover in more detail the items
skimmed over here. For purposes of this tutorial, we are assuming
you are using and are familiar with a mouse. This is done to cut
down on confusion during the tutorial. If you do not have a mouse,
you may use the appropriate hot keys list in the Playing the Game
section of this manual or in Appendix V - Hot Key Quick Reference.
I

@

I

0

If you have not already installed Empire Deluxe, take the time now
to follow the instructions on the installation card. When you have
done this, start the game. The first thing you will see upon starting
the game is the title screen and the Game Options Menu. Using the
mouse, click on the button marked Play Game. This will take you
to the Game Start Options Menu. Select the button marked
Standard Rules, under the heading New Games. The World
Options Menu will then appear. Select the button marked Load
Game Scenario. This will bring up the File Requester. Move the
mouse pointer down to the large box in the lower left hand corner
of the File Requester and click on the file TUTORIAL.SCN. Now
click on OK. The computer has now called up the Tutorial scenario
and the Scenario Values screen will appear. This screen tells you
the limits set within the particular scenario. Select OK to continue.
The Player Setup Menu will appear next. This screen shows two
players listed. You will be player one. We want the computer to be
player two, so go to the line marked Player 2 and click on the
button labeled Person - Local. A pop-up menu will appear listing
various player types. Double click the option Computer - Easy.
Computer - Easy should now appear in the list for Player 2. Go
down to the bottom of the Player Setup Menu and select OK. A
requester box will appear asking you to enter your name. After
entering your name, click on the OK button. This will take you into
the game proper.

@ Map
@ Unit Info/Message/Menu Bar
@ View Mode Indicator
@ Turn Indicator
@ Map sliders
Empire Deluxe Page 9

The first thing that will appear on the game screen is the Pop-up
Production Menu for the city of Breed’s Hill. You will start this
game with two cities, Breed’s Hill and Melbourne. The computer
will start the game with one city, Denver. At the very beginning of
the game, Empire Deluxe asks you what you wish to produce at
each city you own. Eight buttons will appear listing the eight
different units available to you in the standard game. Three of
them, Carrier, Fighter and Submarine, areghosted. These units are
available in the standard game, but will not be available to you in
this tutorial. Click on the button marked Transport and then select
OK. The Pop-up Production Menu for Melbourne will then appear.
Select Army from the choices given and hit OK. You can change
these decisions later if you like, but for now, leave them alone.
Now that the production choices have been made, you will see the
game screen in its entirety. A sample game screen is shown in
Figure 1.
Using the mouse, move the pointer up to the top of the screen to
the Unit Info/Message/Menu Bar and click the right mouse button.
Several menu buttons will appear in the Menu Bar. Click and hold
on the button marked Commands. A pull down menu will appear
with several other options. Highlight the command labeled Survey
Mode and select it.
This enters you into Survey Mode. From here you will be able to
move the cursor about and study the map without accidentally
issuing orders. The map is divided into many squares to help
define the rules of the game. Each square can be defined by its grid
coordinates. For instance, the square at the top left corner of the
map is square 1,1; the square at the top right corner of the map is
square 28,1. If you want to learn about something on the map,
simply move the mouse pointer over the desired square and click
it. A brief description of the items located in the square in question
will appear in the Message Bar at the top of the screen, You can get
more information by double clicking the desired item. This will call

EmpireDeluxe Page 1 0

up a Pop-up Information Window with more information on that
item. When you are done studying the Pop-up Information Window, click on the button marked OK. This will return you to the
map. So go ahead and do some exploring. Double click on
interesting looking items on the map. Make sure to identify each
of the eight terrain types and five unit types. If you accidentally exit
Survey Mode, you may reenter it by clicking on the desired menu
option or just clicking on the right mouse button while the pointer
is on the map.
Now, lets give orders to your units. All the units and cities
belonging to you are colored red. All the units and cities belonging
to the computer player are green. You may only give orders to your
own units, i.e., the red ones. Empire Deluxe is played using a
sequence of turns. Since you are player 1, you get to move all of
your piece’s first, then the computer player will get to go.
Move the cursor over the top left corner of the map so that it rests
on top of the Destroyer Higbee at square 1,1. Double click on the
Higbee. When the pop-up information window appears, click on
Orders. A list of orders available to the Higbee will then appear in
another pop-up window. Click on Move To. The window will
disappear and a dotted square will appear around the Higbee.
Move the mouse pointer to another water square on the map. Hold
down the left mouse button until a dotted line appears between the
mouse pointer and the Higbee. You have just issued the order for
the Higbee to move to the square where your mouse pointer was.
To have the Higbee execute that order, move the cursor back over
the Higbee and click on the right mouse button. You will then see
the Higbee move towards the chosen destination. If that destination was more than three squares away, it may take several turns
for the Higbee to reach it. Units in Empire Deluxe
are limited in the
number of squares they may move in a turn. This limit will vary
from unit type to unit type.

Now you’re going to learn another way of giving orders. There are
usually several different methods of doing the same thing in
Empire Deluxe. When you find a method you like; stick with it. Go
back into Survey Mode and find the Battleship Prince of Wales.
Move the cursor over the Prince of Wales and click on the right
mouse button. This is called Activating the unit. You are again in
orders mode. Note that the Prince of Wales is now flashing. Units
flash when they are requesting orders. Each unit that does not
already have orders for that turn, will, one at a time, ask for orders.
You are now going to move the Prince of Wales using the keyboard.
Press the right arrow key once. Notice that the Prince of Wales
moves one square to the right. The Prince of Wales can move
further than one square per turn so it is still requesting orders. Let’s
tell it to attack the green Transport directly to the right of it. To
attack a unit in Empire Deluxe, all you have to do is move into the
same square as the enemy unit. So to tell the Prince of Wales to
attack the enemy Transport, just hit the right cursor key one more
time. A battle will then ensue. A Battleship is a much more
powerful unit than a Transport, so the odds are that you will win
the battle. Just like real combat, however, there is always an
element of chance. The Prince of Wales may have come out of the
battle with damage on it or it may even have lost.
Let’s do some more attacking. Go back into Survey Mode and find
the Battleship Graf Spee at square 14,12. Activate the Graf Spee.
Now move the mouse pointer to the square just to the left of the
Graf Spee and click on the left mouse button. This is yet another
way you can move units in Empire Deluxe. Now we want to attack
the green Army next to the Graf Spee, so move the mouse pointer
over that unit and click on the left mouse button. Again, the
Battleship, being more powerful than the Army, will most likely
win the battle. Notice this time, however, that the Graf Spee did not
move into the square where the enemy Army was. This is because
sea units may not move into land squares. Different units in the
game are limited to what kind of terrain squares they may move

into. Land units, for instance, may not enter sea squares. Likewise,
some types of units may not be able to attack other types.
Now that you have learned how to attack enemy units, let’s learn
how to attack and capture cities. Go back into Survey Mode and
find the neutral (white) city of Ravenna. The city is surrounded by
your Armies. Pick one of the Armies and activate it. Combat
against cities is conducted the same as against other units except
that only land units can do it. So move the chosen unit into the
same square as Ravenna. This battle is at equal odds, so your first
attack may not be successful. Keep activating Armies and attacking Ravenna until you are successful. When you capture Ravenna,
a pop-up production menu will appear asking what you would like
to produce at Ravenna. You will also notice that the only unit it will
allow you to produce is an Army. This is because Ravenna is land
locked and cannot produce any sea units as they would have no
way of exiting once produced. Select the Army to be produced and
hit OK. Don’t worry about what you’re producing right now; it will
take several turns for even the weakest of units to be produced.
Notice that the captured city of Ravenna has changed color to red
and that the Army you used to attack it with is no longer there. The
Army has now become Ravenna’s new permanent garrison. If you
have any remaining Armies, move them also into the city of
Ravenna. Unlike the rest of the map squares, cities can hold an
unlimited number of units.
You now know how to capture a city by land. Lets learn how to
capture one by sea. Reenter Survey Mode and find the Transport
Seaddler. You use Transports to carry as many as six Armies at a
time over sea squares. The Seaddler is already loaded with six
Armies. Move the Seaddler next to the city of Waterloo, just to the
north and right of it. Press the <SPACE BAR> to Skip Move for
this unit. Notice that the Seaddler is no longer requesting orders,
but that the armies on her are. Move an Army into the same square
as the city of Waterloo. You may continue to do so until you capture
the city or run out of units.
Empire Deluxe Page 13

You should be starting to get the hang of playing Empire Deluxe, so
we’re going to let you continue on without any further assistance.
Experiment with the various reports, orders and commands from
the pull down menus. Don’t worry about beating the computer
player, this is just a practice to get you familiar with the game. So
go ahead and explore thevarious options and don’t forget to “Have
Fun.”

RULES OF PLAY
This section discusses the rules for playing Empire Deluxe. We
suggest that once you have gone through the tutorial, that you start
with the basic game. Once you have mastered the playing and
rules of the basic version of Empire Deluxe, you may move on to
master the standard and advanced versions. The rules used in the
three versions of Empire Deluxe have many similarities 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 chessboard is the board on which you play chess.
Unlike the 8 square by 8 square chessboard, the basic Empire
Deluxe “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 chessboard, 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 111 - Terrain Descriptions. Only land units may enter
land squares.
Water -Water 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 wouldbe conqueror. It is these squares that you must take to win the
Empire Deluxe Page 14

Empire Deluxe Page 15

game. Without them, the player would be unable to produce new
units and repair damaged ones.

Army
Armies are the basic land unit of Empire Deluxe. They are
slow and can fight well, but they 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.

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.

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.

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 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 characteristics 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:
Empire Deluxe Page 16

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. 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.
Empire Deluxe P a g e 17

Battleship
Battleships are powerful behemoths who 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, Battleshipsmayperformshore bombardment.
Simply put; Battleships are larger, more powerful versions of Cruisers.

Turns
You play Empire Deluxe
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 I 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. 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 on one computer,
since each player must take turns sitting in front of the machine
when it is their turn, this will require much seat swapping. To help
reduce this problem, the computer will allow players to take
Empire Deluxe Page 18

several turns at a single seating before play goes on to the next
player. 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. 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 in a row before anyone 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 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
TABLE I
BASIC UNIT MOVE RATINGS

Unit

Move

Army

1

Transport

2

Destroyer

3

Cruiser

2

Battleship

2
Empire Deluxe Page 19

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.

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.

The maximum numbers of squares each unit can move in the basic
game are listed on Table I.

Example: Fred’s Transport, the Lusitania, has an Army on it that
had been loaded on the previous turn. Fred moves the Lusitania
two 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 one square, which is the maximum Move of an
Army.

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. Cities with no
units in them have a grey background. Cities with units in them
have the same background color as the players color. 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 wherever 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 do unload. Armies
automatically unload when the Transport they are on enters a city
that is the target of its move. If a Transport exits a city square that
also has land units in it, the maximum number of units that
Empire Deluxe Page 20

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 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. Initiating combat is quite simple. If you wish to
attack an enemy unit or city, just like chess, all you need do is move
the unit you wish to do the attacking, into the same square as the
unit you wish to attack. Unlike chess, the results of this attack are
not a forgone conclusion, but instead are determined randomly
using a calculation of odds, The exact mechanics of combat in
Empire Deluxe are quite complicated. If you wish to know more
Empire Deluxe Page 21

about them, read Appendix IV - Combat Mechanics. Roughly
speaking, two identical units fighting each other have equal odds
of winning. Some units fight better than others. Once combat
starts in Empire Deluxe, 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 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

Empire Deluxe Page 22

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

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

Empire Deluxe Page 23

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. Sea units, however, normally do not
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 on Table II.

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,
its maximum Move is now one and 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
TABLE II
BASIC UNIT DAMAGE RATINGS
Unit

Empire Deluxe Page 24

Maximum

Damage

Army

1

Transport

3

Destroyer

3

Cruiser

8

Battleship

12

Damage that has accumulated on a unit can only be removed by
repairing that unit. A unit may only be repaired 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 I 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.

Empire Deluxe Page 25

Example: Fred’s Crippled Transport in the example above moves
into a friendly city on turn 67. 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. 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 are the production centers in Empire Deluxe. Each city
is capable of producing one unit at a time. Unlike real life, the
player need not spend any money, fill out any paperwork, 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.

TABLE III
BASIC UNIT PRODUCTION RATINGS
Unit

Turns to Produce

Army

6

Transport

30

Destroyer

24

Cruiser

42

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 shipbuilder’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 its 8 sides, including the corners, cannot produce sea units.
Cities do not have to produce anything if the player does not wish.

The numbers of turns it takes to produce each unit in the basic
version of Empire Deluxe are listed on Table III.
E m p i r e Deluxe Page 2 6

Empire Deluxe Page 27

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

Winning the Game
“War does not determine who is right-only who is left.”
-ANONYMOUS

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.
The second, and the 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. you will be rewarded with
an extravagantly lavish (well, at least pretty) victory screen, and
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.
As an additional reward, after the victory screen, you will be
allowed to view all the different players that were in the game from
their 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.
Now that
you have read all the basic rules, we suggest that you skip the
standard and advanced games and read Playing the Game. After
reading that section, play several games until you feel comfortable
with the basic rules and then go on to the standard and advanced
rules.

Empire Deluxe 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
two ways.
Empire Deluxe Page 28

Empire Deluxe Page 29

STANDARD RULES
All the rules that applied in the basic version of Empire Deluxe 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.
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 150 squares
by 200 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 not 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.

Empire Deluxe Page 30

All other terrain types used in the standard game of Empire Deluxe
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 squares occupied by friendly
units. Fighters perform in combat identically to Armies.
They make excellent scouts.

Empire Deluxe Page 31

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 damage 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 and 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 are the only
Capital Ship that cannot shore bombard.

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

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.

Empire Deluxe Page 32

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 must move their full Move
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 limited 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.
Example: Fred has decided he would like to use his 23 1 st Fighter
unit, currently in the city of Trafalgar, to explore some terrain 13
squares away from the city. He orders the 23 1 st to go to that
location. Since the 23 1 st Fighter unit has just refueled at Trafalgar,
it may move a total of 20 squares before it must land again. Fred’s
23 1 st Fighter unit, with a Move of 5, gets to its destination 3 turns
later. Fred is in luck, his Fighter’s exploration of the area reveals
a neutral city ripe for conquest. Unfortunately for Fred, his 23 1 st
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
23 1 st 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
Empire Deluxe Page 33

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 have
portholes in its side.
The Moves for each unit in the standard version of Empire Deluxe
are listed on Table IV.
TABLE IV
STANDARD UNIT MOVE RATINGS
I

Unit

Move

Army

1

Fighter

5

Transport

2

Destroyer

3

Submarine

2

Cruiser

2

Battleship

2

Carrier

2

I

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 is the introduction of sighting rules. You have
already been introduced to the fact that you may not see all the
map now. You 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
Empire Deluxe Page 34

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.
To indicate this the icon for that unit will have its background turn
black one turn after it was last spotted, and then will completely
disappear from the map three turns after it was last spotted. If a
friendly unit moves next to the icon and the enemy unit is no
longer at that location, the icon will disappear.
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 its 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 decides he
would really like to know exactly where 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 are unable to 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. 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 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.

TABLE V
STANDARD UNIT DAMAGE RATINGS
Unit

Maximum Damage

Army

1

Fighter

1

Transport

3

Destroyer

3

Submarine

2

Cruiser

8

Battleship

12

Carrier

8

Empire Deluxe Page 36

The maximum amount of damage each unit can take in the
standard version of Empire Deluxe is listed on Table V.

Production
Production rules in the standard version of Empire Deluxe 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 after 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 I. 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.

Empire Deluxe Page 37

The numbers of turns it takes to produce each unit in the standard
version of Empire Deluxe are listed on Table VI.

TABLE VI
STANDARD UNIT PRODUCTION RATINGS

ADVANCED RULES
The advanced version of Empire Deluxe adds additional complexity to the game and should not be attempted until the standard and
basic versions have been mastered. The 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 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 for some units. 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.

Winning the Game
Winning the game in the standard version of Empire Deluxe 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. We suggest
you practice these by playing several games using the standard
rules before you move on to the advanced game.

Empire Deluxe Page 38

Clear - Clear squares appear as solid green areas. They behave
identically to the regular land terrain described in the basic and
standard rules.

Rough - Rough squares appear as brown areas on the map. Armor
units (see below) have their Move reduced to one upon entering
rough squares.
River - River squares appear as clear terrain with an irregular blue
line running through them. 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)
defend better against other Armor units when they are in a river
square.

Forest - Forest squares appear as irregular bright green areas.
Armor has its Move reduced to 1 when entering forest squares.
Land units that are defending themselves from attack from Armor,
aircraft, or ships while in forest squares fight better.

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.
Armor units may not enter mountain squares. They
fight identically to Infantry but can take twice as much
damage. Armor units take up twice as much space as an
Infantry when loaded on a Transport. Armor units may
also turn themselves into Air-base units.

Mountains - Mountain squares appear as irregular areas of gray.
Armor units may not enter mountain squares, although they may
attack units in them. Land units defending in mountain squares
fight better when attacked by Armor, aircraft, or ships.

The Units
The advanced version of Empire Deluxe
adds four new units to the
game; two land units, Infantry (which replace Armies) and Armor,
and a new air unit, Bombers. Advanced E m p i r e D e l u x e 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 games 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.

Empire Deluxe

Page 40

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.

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.

Empire Deluxe Page 41

Airbase

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.
Airbases are not produced at cities, as are other units.
They are instead made by transforming an Infantry or
Armor unit into and Airbase by choosing the “Build
Airbase” command, or the “Unload” command. Once a
unit has been transformed into an Airbase, it cannot
change back. Airbases cannot move or attack. They
fight as well as an Infantry when defending themselves.
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.

The Move and Range for units in the advanced game are listed on
table VII.

TABLE VII
ADVANCED UNIT MOVE AND RANGE RATINGS

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

Movement
All previous movement rules that applied in the basic and standard
games 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. A
Transport can therefore hold either: three Armor units, six Infantry
units, two Infantry and two Armor units, or four Infantry units and
one Armor unit.
Bombers may not load onto Carriers but may land on Airbases.
Fighter units may use Carriers as well as cities and Airbases to
refuel at. The icon for an Ah-base will change to show buildings on

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 units
and unexplored terrain that is within 2 squares. In addition, all
units that can see air units, can see them if they are within 2
squares.

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

TABLE VIII
ADVANCED UNIT DAMAGE RATINGS

Combat
While combat in the advanced version of Empire Deluxe remains
basically the same, many new factors figure into each battle. If you
wish to have a better understanding of how these factors affect 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 Armor 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 undamaged Armor unit captures a city, an lnfantry
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 affect on the production of that city.
An Infantry unit will not be created if the Armor unit is
damaged.
A Bomber in combat against a Fighter fights poorly.
Any unit that is Crippled attacks poorly.
All sea units that attack air units, except Carriers, 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. is listed on Table VIII.

Empire Deluxe Page 44

Bombing
Besides the above rules, the advanced version of Empire Deluxe
introduces a new type of attack called “bombing.” Bombing
attacks are initiated in the same manner as a normal attack by
trying to move the air unit into the same square as the city. If the
city wins the battle, the air unit is destroyed. if the air unit 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 air unit expends one square of movement and
remains where it is and one of two things, randomly determined,
will happen to the city. Either the city will lose 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, or a randomly determined unit located in that
city will be destroyed.

Fighters have a 1 in 3 chance of successfully bombing a city,
Bombers, being better suited to the task, have a 50-50 chance of
success. In addition Bombers that successfully bomb a city will
reduce the production efficiency of the city by 1 /1 0.
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.
Its production efficiency is 100%. 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 wasaireadydestroyed
that turn, the only real effect from this is the 10 % reduction in
production efficiency. 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. Because Trafalgar was attacked by a Bomber,
Trafalgar’s production was reduced to 73 % for the 3 successful
strikes against it.

Empire Deluxe

Page 46

Production
The advanced rules for production introduce several new facets to

Empire Deluxe.

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 in production produces the unit that it is specialized in 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. In a random
map, this percentage may range from 60 % to 160 % , with 1 10 %
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 %
Empire Deluxe Page 47

will take 1/3rd less time to produce a given unit. Production
Efficiencies will be reduced 10 % by successful bombing from a
Bomber unit or whenever an enemy Army captures the city. Cities
may improve their Production Efficiencies slowly by selecting “No
Production.”

TABLE IX
AVANCED UNIT PRODUCTION RATINGS

Unit Support
“An army marches on its stomach.”
-NAPOLEON I

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 limits the number of units a player may
have on the board before his production of new units is affected.
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
herein, but begins to effect production when the ratio of units to
cities roughly exceeds 2 to 1 Note that cities with “No Production”
act as two cities in this calculation.
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.

Winning the Game
The advanced version of Empire Deluxe 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.

The base number of turns it takes to produce each unit in the
advanced version of Empire Deluxe is listed on Table IX.

Empire Deluxe Page 48

Empire Deluxe Page 49

PLAYING THE GAME
This section of the manual describes how Empire Deluxe
is actually
played. It will explain which buttons to push and which menu
options to select to accomplish what you desire. The descriptions
assume the user is using a mouse, but hot key selections are also
included in brackets for each command. If you select a choice that
is not available under the circumstances, the computer will ignore
the choice and give you a warning beep.

GETTING STARTED
Game Start Options Menu
After you have selected Play Game, you will be greeted by the
Game Start Options menu. This menu gives you another set of
options to choose from.
YOU may start a new game of Empire Deluxe

by selecting any of the

following three options:

Game Options Menu
When you start a game of Empire Deluxe you will be greeted with
an introduction screen. At the bottom of the introduction screen
is the Game Options menu. This consists of four buttons. Clicking
on these buttons has the following effect:

Basic [B] - Choosing this option selects the basic rules of play for
the game and will continue your game start sequence by taking
you to the Basic Rules Player Selection Menu.
Standard [S] - Choosing this option selects the standard rules for
play and moves the player to the Player Setup menu.

Play Game [P] - This button will start you into playing a game of
Empire Deluxe. Use of this option is what we will be discussing in
this section of the manual.
Game Editor [E] - This button will get you into the game editor for
Empire Deluxe. For more information on the game editor see
Chapter V - Using the Game Editor.

Player History [H] - This button will allow you to study the player
history section. For more information on this option see Chapter
VI - Viewing the Player History.

Quit Game [Q] - Selecting this button will end this session of
Empire Deluxe and exit you out of the program,

Advanced [A] - Selecting this option is used for playing a game
using the advanced rules. It will take you to the Player Setup menu.
There are four other options on the Game Start Options menu you
may choose from:

Load Saved Game [L] - This button will call up the File Requester
so that you may recall a previously saved game. More information
on the File Requester is given in the Using the File Requester
section of this chapter. After you have recalled a saved game that
uses the Advanced Setup options, Empire Deluxe will prompt you
with the Player Setup menu. This will allow you to change the
player options for a game already in progress.

Remote Slave [R] - Remote slave will bring up the options for
playing against someone on a different computer with your
machine being a slave machine. When playingwith more than one
computer, one must be the Master while all other machines will be
Empire Deluxe Page 50

Empire Deluxe Page 51

Person vs. Computer[C]

designated as slaves. For more information on Remote Slave see
Chapter VII - Playing with Other Computers.

-Choosing this option will start you into
a game against one computer controlled opponent.

Cancel [C] - Selecting cancel will exit you from the Play Game

Person vs. Person [P] - This option will start a game with two

section and bring you back to the introduction screen.

human players and no computer controlled ones.

Help [H] - Selecting help will move you to the Help Screen.

Advanced Setup Options [A] - Selecting this will take you to the

About Help
Help is just that. If you are confused about which choices to make
or don’t know the effects of a certain choice and would like to, all
you need do is select Help from the choice of options. Help will call
up an instruction window relevant to the section of the game you
are in. You may scroll up and down in the window by using the
slider co the left of the window. There are two buttons on the Help
window.

Index [I] -This calls up a list of other subjects that you may access
information on. Selecting them will move you to another Help
window with information on that subject.

Exit[E]- This exits the help window and returns you to the portion

Player Setup menu. This menu will allow you more control over the
type and number of players you may have in the game.

Cancel [N] - The cancel option takes you out of the play section
of Empire Deluxe and returns you to the introduction screen and
Game Options menu.

Help [H] - Calls up Help.
Player Setup Menu
If you have chosen the advanced setup options you will again be
greeted with another series of choices from the Player Setup
menu. A selection table will appear that will allow you to customize
what each type of player will be in the game. The Player Setup
Menu is shown in Figure 2.

of the game you were in when you first selected Help.

Basic Rules Player Selection Menu
If you have chosen the Basic Rules, you will be asked to wait while
the computer generates a world for you play on. The time it takes
for the computer to generate a completely new world will depend
on the speed of the computer you are playing on. You may watch
the progress of the world generation by watching the growing bar
in the window. Once a new world has been created for you, you
will be given several options from the Basic Rules Player Selection
menu.

You may use the up and down arrows or mouse to select the player
number you wish to customize. Use the mouse or hot keys to select
the option you wish to change. Pop-up menus will give you a list
of the choices available to you.

Computer - Easy - This option selects that player to be
controlled by the computer. The computer at this level will not
play very intelligently.

Computer - Standard - This option selects that player to be
controlled by the computer. The computer at this level will play
a fairly intelligent game.

Computer - Expert - This option selects that player to be
controlled by the computer. The computer at this level will play
a very intelligent game.
Person - Remote COMl -This option only appears if you have
set your COM 1 port as connected either to a modem or directly
to another system in the Configuration Editor (ECONFIG.EXE).
This player is a human on another machine connected through
COM1.
Figure 2: Player Setup Menu

Player Type [P] - This chooses the type of player that player
number will be. Clicking on this option will call up a pop-up menu
with the choices available to the user. You may use the mouse or
up and down arrows to make your choices

Person - Remote COM2 - This option only appears if you have
set your COM2 port as connected either to a modem or directly
to another system in the Configuration Editor. This player is a
human on another machine connected through COM2.

Person-Remote COM3 - This option only appears if you have

will be playing on that computer.

set your COM3 port as connected either to a modem or directly
to another system in the Configuration Editor. This player is a
human on another machine connected through COM3.

Person - Play by Mail - Selects that player to be a human

Person -Remote COM4 -This option only appears if you have

player. The game will automatically save after each player’s set
of turns, so that the file may be transferred to another cornputer for the next player to play. If you are playing in this mode,
you will be asked to provide a password that you must enter at
the beginning of each turn. This is so your opposition doesn’t
accidentally see your screen or give orders to your units.

set your COM4 port as connected either to a modem or directly
to another system in the Configuration Editor. This player is a
human on another machine connected through COM4.

Person - Local - Selects that player to be a human player that

Empire Deluxe Page 54

Person - Remote Net - This option only appears if you have
set your configuration to indicate that you are connected to a

Empire Deluxe Page 55

NetBIOS network in the Configuration Editor. This player is a
human on another machine connected to the network.

Inactive -This option will only appear if more than two players
have already been selected. It will unselect that player from the
menu, removing it from the current game.
Note that the Play-by-Mail and Remote connections cannot both
be used in the same game.
Color [L] - This option allows the user to change the color of that
player to another color. You may select the color by using the
mouse or pressing the corresponding number key.

Handicap-Production [R] - This option allows you to handicap
that player by increasing the amount of time it takes that player to
produce units, thus making it harder for that player to win. This
feature can be used to balance a game with both experienced and
inexperienced Empire Deluxe players in it. The handicap selection
may be made by using the mouse or up and down arrows. The
choices range from None (no effect on production) to Impossible
(triple the normal production times).

Figure 3: Map Size Screen

Handicap-Combat [M] - Same as above, but affecting combat

If you chose to play a standard or advanced game, you will be
greeted by another set of choices from the World Options menu.

World Options Menu

probabilities.

Cancel [C] - Exits out of the Play Game section and returns you
to the Game Options menu.

Help [H] - Calls up the Help screen.
OK [O or <ENTER>]

- Choosing this option keeps whatever
customization options you may have made and starts the game.

Empire Deluxe Page 56

Generate Random World [R] - This option moves you on to the
Map Size screen. The Map Size screen, as pictured in Figure 3,
shows a graphical representation of the dimensions of the map
you will be playing on in its center, plus the physical dimensions
of the map in the Map Height and Map Width boxes. The initial
default for a random map is 60 x 100, but the game will remember
and default to the size that you last used. You may resize the map
to whatever specifications you want by moving the sliders located
to the left of and under the graphical representation. You may also
type in the width and height by selecting the width or height and
typing in the desired value. As you move them, you will see the
Empire Deluxe Page 57

graphical representation and values change. These sliders may be
moved using either the mouse or the arrow keys. There are four
buttons on the Map Size screen.

Wrap [R] - Allows the game to be played on a wrap-around
map. The default for this button is off.

Cancel [C] - Quits out of the Play Game section and exits the
player back to the Game Options menu.

Help [H] - Calls up the help screen.
OK [O or <ENTER>] - Accepts the currently chosen options
and

proceeds.

Load World Map [Ml - Allows you to load a specific pregenerated
map to play on. This option will call up the File Requester. For more
information on using the File Requester, see Using the File
Requester. After you have selected the map you wish to play on
you will be greeted by the Player Setup menu.

Load Game Scenario [S] - This allows you to load a specific
pregenerated scenario to play. Selecting this calls up the appropriate File Requester. After you have selected the scenario you wish
to play you will be greeted by the Player Setup menu. Since
scenarios are set up with a given number of players, some of the
players on this screen may be ghosted.

Cancel [C] - Exits the Play Game section and returns the user to
the Game Options menu.

After you have selected OK, you will be asked to wait while the
computer generates a map. When the map is completed, you will
be presented with the Player Setup menu described above. After
selecting your player options and hitting OK, the game will start.

Help [H] - Calls up the Help screen.

Generate Named World [N] - This option will generate a random
wrap-around world with random dimensions. You will first be
asked to name the world that you wish to play on. A named world
may be called up later and used for any new game you wish. The
computer will not generate a name for the world; you must give it
one. There are two buttons on the naming window.

Cancel [C] - This button exits the naming window and returns
the user to the World Options menu.

OK [O or <ENTER>] - This accepts the chosen name and
continues with generating a named world.
After you have named the world, you will be asked to wait while
the world is generated. You will then be given the Player Setup
menu.
Empire Deluxe Page 58

Empire

Deluxe Page 59

Using The File Requester
Before you can load or save games, scenarios or maps, you will
first have to learn how to use the File Requester. The File Requester
is shown in Figure 4. Any time you select one of the previously
mentioned options, the File Requester will appear. It contains all
the information needed for loading and saving files in Empire
Deluxe. The <TAB> key moves the cursor between the files and
drive selection, and the <ESC> key exits the File Requester.
The File Requester is divided into six different sections.

Dir [D] - On the uppermost portion of the File Requester is the
directory window. This window contains the full directory path
that Empire Deluxe is looking for the requested file under. It will

default to the appropriate path for that particular file. You may
change the path by accessing this window.

File [F] - Below the directory window is the file window. This
window lists the file you are currently working with. You may
change this file anytime you like. Directly below the file window
is the file list window. This window contains a list of all files with
the appropriate file extensions for the type of file you are looking
for, plus any additional sub-directories under that path. Saved
game files have the extension .SVG. Saved scenario files have the
extension SCN. Saved map files have the extension .MAP. You
may select a particular file from this list by using the mouse or
arrow keys.

Parent [P] - Directly to the left of the file window is the parent
button. This button allows you to move to the parent directory of
the subdirectory currently listed in the directory window. Below
the directory window is the drive window. The drive window lists
1 the different drives available for loading and restoring files. You
may select a different drive by using the mouse.

Cancel [C] - This option exits the File Requester and returns you
to your previous location.

Delete [T] - Selecting this option will delete whatever file is
OHOHO . SCN
UNTER . SCN
LSANDS.SCN
UTOR IAL . SCN

Figure 4: File Requester

currently in the file window. You will be asked to confirm this
decision.

OK [O or <ENTER>]

- Selecting this will accept the file name
currently in the file window for saving or loading, and move on to
the next step in the process you are currently involved in, or back
to your previous location.

IN THE GAME
If that player has played before, their name may appear in the
name box. You may enter any name in the name box up to I 2
characters long. Empire Deluxe will use your name to keep track of
your progress in the Player History section. There are two buttons
on this requester.

production for. More details on pop-up information windows are
given later in this section. After you have made your production
choices for the beginning of the game, you will then have the full
game screen available to you. An example of a game screen is
shown in Figure 5.

Game Screen

Cancel [C] - Erases any changes you may have made in the name

Unit Info/Message/Menu Bar - At the top of the screen is a multi-

box.

purpose bar. What is displayed in this bar will depend on what the
player is currently doing.

OK [O or <ENTER>] - Uses the name vou have entered in the
name box and continues on with the game.
After you have entered your name, you will be given a pop-up
production information window for your starting city. If you are
playing a created scenario, you may be given several cities to select

Unit Info - the top bar on the screen will supply information on a
unit that is currently selected for giving orders. The information
giiven is:
- Unit name
Range - How much farther that unit may move that turn. This
number will be followed by a hash mark if the unit is an air unit.
The number after the hash mark will be the total number of
squares that unit may move before running out of fuel and
crashing.
- Order - T h e current orders that unit is operating under. For
more information on orders, see that section late in the
manual.

Game Mode Indicator - At the top left of the screen, this tells
which view mode is currently being used.

Turn Indicator - At the top far left of the screen, this indicates
what turn number is currently being played. The color of the turn
indicator tells which player is currently taking their turn.

Map Sliders - Located at the far left and bottom of the screen,
these are used to reposition the map to whatever area the plaver
desires. You may use either the mouse or function keys F1-F4 to
Figure 5: Sample Game Screen

operate them. Holding the shift key down while using the appropriate function key will shift the map larger amounts.

total number of each type of unit the player is currently producing
in the game.

Map -The map lies in the center of the screen and takes up most

There are two other buttons on the City Production Window.

of it. This is the game board you will be playing Empire Deluxe on.
It will show all visible terrain and units.

City [C] - This takes you to the City Information window.

Cursor - The cursor for E m p i r e Deluxe appears as a set of

OK

crosshairs one square in size. It will not appear visibly while in
Orders mode. If you are in Orders mode, the cursor is considered
to be on the unit currently requesting orders. The cursor may be
moved to a new location by entereing Survey mode and clicking
on the new location or using the arrow keys to move it around.

Pop-up

Information

Windows

Pop-up information windows give information on the unit, square
or city that the cursor is currently located on. You may call up a
pop-up information window by selecting the information option
from the Reports pull down menu, by hitting <AIt> I or by double
clicking the left mouse button on the location or unit you wish to
have information on. You may exit them by selecting OK [O or
<ENTER>]. The various pop-up information windows are:

Production Information-This window gives information on the
production of the selected city. The name of the selected city is on
the top of the window. Below that are three columns. The column
on the left gives the list of units that city may produce. Each unit
has a button that can be used to select its production. The unit
currently under production in that city will have its button depressed. If that city has a specialization, the specialized unit will
appear highlighted. Selecting No Production will stop all production in that city.
The middle column gives a listing of the current total number of
turns it will take to produce each unit. The far right column lists the

[O or <ENTER>]

- Exits the window.

City Information - This window gives information on the city
selected. In the upper right you may find an animation for the city.
This will depend on the current video mode you are using. The
location of that city by grid coordinates is given in the lower half
of the screen. Below that is an information box containing the
name of the city, what unit it is currently producing and how many
turns it will take to complete that unit. If you are playing the
advanced game, the Production Efficiency of the city and the type
of unit it is specialized in will also appear. If the city in question is
not owned by the player, its production will not appear in the
information box. Up to four buttons will appear on this window.

Rename [R] - Allows you to change the name of any city that you
control.

Units [U] - This button will only appear if there are units located
in that city and the city is owned by the current player. Selecting
this button will take you to the Unit Information window.
Production [P] - This button will not appear if the current player
does not own the city. Selecting it will take the player to the
Production Information window.

OK [O or <ENTER>]

- Exits the City Information window.

Unit Information - This window gives information on the selected unit. If there is more than one unit at that location, you will
Empire Deluxe Page 65

first be greeted by a list of all units in that square. After you have
selected the unit you wish to view you will be given the Unit
Information window.
In the upper right may be an animation for that unit. The location
of that unit is given in the lower half of the screen. Below that is an
information box that holds that unit’s name, current orders and
current accumulated damage total. If the owning player is not the
one requesting information on the unit, only the name of the unit
will appear. Four buttons may appear in this window.

Rename [R] - Allows you to rename a unit that you control.
City [C] - This button will appear only if the unit selected is a
friendly unit located in a city square. This button will take you to
the City Information window.

Orders - The orders window will list the orders available to that
type of unit and allow the player to select one of those orders. For
more information on orders see the appropriate area later in this
section.

Production Report - The production report window is the only
pop-up information window that cannot be selected by the player.
It will appear automatically whenever the player produces a new
unit. At the top of the window is the city doing the production and
the unit it has just produced. Below that is an entry screen for the
name of that unit. There are four options in this window.

Rename [R] - The computer automatically selects a name for the
new unit. If you wish to change the selected name, choose this
option.

OK [O or <ENTER>]

- This option accepts the current settings

Orders [D] - This button will appear only if the selected unit is

and exits the window.

friendly. Clicking on this button will take the player to the Orders
window.

Help [H] - Calls up the Help window.

OK [O or <ENTER>] - This button will exit the Unit Information
window. If there are other units in the same square, you will be
returned to the list of available units.

Production [P] - Accepts the current settings and takes the player
to the City Production window for the producing city.

Terrain Information - This window will give information on a
selected terrain square. An animation for that terrain type will
appear in the upper right hand corner of the window. In the lower
section of the window will appear the square’s location, Below that
will be an information window with the type of terrain listed. There
is only one button on the Terrain Information window.
OK [O or <ENTER>] - Selecting this will exit the player from the
Terrain Information window.

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PULL DOWN MENUS
The primary means of choosing options in Empire Deluxe is
through pull down menus or their hot key equivalents. There are
several sets of pull down menus each explained hereafter. These
menus can be accessed by clicking the right mouse button onto the
Menu bar and dragging the menu down, by clicking on the Menu
bar with the right mouse button and then clicking on the chosen
menu with the left mouse button, by pressing and releasing the
<AIt> key, and then using the arrow keys to select an item or by
using the proper hot key to call down the appropriate menu.

File Menu [<Alt> F]

Exit [<Ctrl> X] -This selection lets you exit the current game and
return to the Game Options menu. If the game has not been saved,
you will be presented with four choices after selecting this option.

Save Game and Exit [S] - Calls up the File Requester so that
you may save the game and exit to the Game Options menu.
Exit, Lose Current Game [E] - Allows the player to resign the
game and then exits to the Game Options menu.
Cancel - Do Not Exit [C] - Cancels the selection of the Exit
button and returns you to the game.
Help [H] - Calls up the Help screen.

Quit [<Ctrl> Q] -This option is identical to the above Exit option

This menu gives access to the various file manipulation controls in
the game. There are five options under the File Menu.

except, rather than exiting the game and returning to the Game
Options menu, Quit will take you completely out of Empire Deluxe
program.

Save Game [<Ctrl S] - This option calls up the File Requester

Help [<Ctrl> H] - Calls up the Help window.

so that the game may be saved at any time. For more information,
see the above section on Using the File Requester.

Save as Scenario -This saves the current game as a Scenario,
saving the map and all currently held cities and units. You will
be presented with the Scenario Definition window, which
allows you to set further rules for the scenario.
Save as Map - This will save the current world in which you are
competing as a Map, to be played again in a subsequent game,
or modified in the Game Editor.
Autosave - This will cause the game to save automatically at
the end of most human turns. The game will be saved in the file
“AUTOSAVE.SVG” in the directory “SVGAME.”

Reports Menu [<AIt> R]
The Reports Menu lists the types of reports that can be called up
in Empire Deluxe. These reports, like the pop up information
windows, are designed to give the player information that will help
the player during the game. There are six selections under the
Reports Menu.

Status [<AIt> S] - Selecting this option calls up the Status Report
shown in Figure 6.

Resign [<Ctrl> R] - You may select this option if you wish to
resign from a game. Since resigning the game means losing, you
will be asked to confirm your choice. Once you have resigned from
the game, you may watch the remaining players continue to play.
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Empire Deluxe Page 69

The middle portion of the Status Report gives the following
information:

Cities Captured - Total number of cities currently owned by
player.

Cities Known -Total number of cities currently known to exist
in the world.

Cities Eff. - The current base production efficiency of all
friendly cities. In the basic and standard games this number is
constant based on the player’s handicap. With the advanced
game, this number may be reduced due to overproduction of
units.
World Explored - Percentage of the total world currently
explored.
Combat Eff. - The current base combat efficiency of all
friendly units. The number is a constant for a game, based on
the players handicap.

On the lower portion of the screen is information on the player’s
overall production and forces. To the lower left of the report is a
column of each of the units available in the game. To the right of
this column are several other columns containing information
relevant to the units listed on the left. The “Under Construction”
column lists the total number of that type of unit the player is
currently producing. The ‘Soonest Complete” column lists the
number of turns before the next unit of that type will be produced.
The “Are in Combat” column lists the number of that type of unit
the player currently has on the board. The “We’ve Killed” column
lists the total number of that type of enemy units that the player
has destroyed. The “We’ve Lost” column lists the total number of
that type of friendly units destroyed. There are two buttons on the
Status Report.

Exit [E] - Exits the Status Report and returns to the game.
Help [HI - Calls up the Help window.
Information [<Alt> I] -This option will call up a pop-up information window that is appropriate for the location of the cursor.

Production Map [<AIt> P] - Selecting this will take you into
production game mode. When in this mode, the icons for all units
will disappear from the map and cities will appear as the icons for
the type of unit they are currently producing. Placing the cursor
over a city will reveal the city’s name, the unit type being produced
and the number of turns remaining to produce it in the Message
bar. Double clicking on a city will immediately bring up the
Production Information pop-up window. Exiting this mode by
going to any other mode will return the view to normal. This
command is excellent for making large scale changes in your
overall production structure and seeing just what units are being
produced where.
Combat Report [<AIt> M] - Selecting Combat Reports allows
you to watch all battles that were initiated against you during other
Empire Deluxe Page 71

players’ turns. It will only show battles that have occurred since
your last turn. If there was no combat, this option will be ghosted.

Recon

Report [<Alt>

N] - This command functions similarly to

the combat report option. Instead of showing you all battles that
took place during the last turn, however, you will see all sightings
of enemy units that had occurred.

About Empire [<AIt> E] - This option will take you to the Help
window and give you information on the marvelous and hard
working talents that have brought you Empire Deluxe.

Orders Menu [<AIt> O]
This menu is probably the most important menu for playing
Empire Deluxe. As such, more time will be spent on this than other
sections.
Giving orders to units is the only way to move them about the map
and thus conquer the world. Each unit can execute only one order
at a time. If a unit is currently executing one order and is given a
new one, it will disregard the first order in favor of the new one.
Units will follow their given, orders until they are given new orders,
are interrupted, or have finished completing their orders. Completing orders can take less than one turn or as long as the rest of
the game, depending on the orders given. A unit will have its
orders interrupted when it cannot, complete them, when it has
been attacked by an enemy unit, or when it sights an adjacent
enemy unit. A unit that has no place it can currently move to, will
not request orders. A unit that is temporarily prevented from
carrying out its orders (usually because it is being blocked by
another unit) will request alternate orders for that turn only. The
units will retain the previous orders given as long as the new orders
do not require it to move more than one square.

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During a player’s turn, after he has decided his production, each
unit that does not currently have orders will, in turn, request
orders. A unit requesting orders will appear on the screen, flashing. A message will also appear in the Message bar telling the
player which unit is requesting orders. When a player issues orders
to a unit, that unit will immediately begin carrying them out, as
long as it has not yet reached its full Move. The player’s turn ends
after all units have orders. If a player has all their units on orders
that will last for several turns, it is possible for a player’s turn to end
without them ever issuing new orders.
IMPORTANT: If the computer is executing orders for your units
and you wish to interrupt, press the <ESC> key.
If you do not wish to issue any of the specific orders listed below
to a unit, you may move that unit one square at a time by clicking
on the square you wish them to move to with the mouse or using
the arrow keys or numeric key pad. This method is the best way
to order a unit to attack another unit.
There a 1
1options under the Orders menu.

Move To [T] - This option will allow you to order a unit to move
to a particular location. When you issue this order a dotted line will
appear around the subject unit. This line is called the path line. You
may stretch the path line to the location you wish the unit to move
to by using the mouse or cursor keys. You may also give this
command to a unit that is requesting orders, by holding down the
left mouse button until the path line appears, then dragging the
path line to the desired location and letting up on the button. A unit
ordered to Move To a location it cannot move to will disregard the
order. Once ordered to Move To a location, a unit will take the
fastest possible route it can to that location.

Empire Deluxe Page

73

When in the process of giving a Move To order, the player may
check the route the computer will chose. To do this, either hold
down on the right mouse button while holding down the left at the
same time, or by keyboard, hitting the space key.

Patrol [P] - This option allows you to tell a unit to patrol (move
back and forth constantly in search of the enemy) between its start
location and a selected end location. The patrol route is selected
using the path line as described under the Move To order. It is,
however, possible to set up a multi-leg patrol path. Drag the path
line to the location of the of the first destination square or “Way
Point.” A dotted box will appear around the square. Draw another
path line from that square to the second Way Point, and so on. You
may set up to 3 Way Points this way, giving you a maximum of up
to 4 legs to the patrol path. The final leg of any patrol path must
always end at the same square that the unit originally started its
patrol from. The starting location in the patrol path of an air unit
must be located in a square that the air unit may refuel at. If a
Carrier is used in the patrol path, the path will move with the
Carrier.

the target ship. A unit escorting another ship will follow the
escorted ship about to the best of its abilities.

Sentry [S] - Putting a unit on sentry tells that unit simply to stay
put and not request any more orders until it is given new orders
or is interrupted. Air units may not be ordered to Sentry unless
they are at some place they may refuel at. The background of the
icon for a unit that has been given the Sentry order will turn light
gray for as long as it is performing that order.
Load Ship [L] - This order may only be given to Transports. If the
Transport is in a city, a requester listing all land units also in the city
will appear. Select those units you wish to load onto the Transport
from the list. Note that a Transport leaving a city without first
selecting the Load Ship command will automatically load as many
land units as possible.

Go Home [H] - This command orders a unit to move to the closest
friendly city - or Airbase or Carrier for air units - it can reach. If
multiple cities are equidistant, one will be chosen at random.

If the Transport is not in a city when ordered to load it will not move
or request orders. Any land unit that moves next to a Transport
that is loading will automatically have its orders changed to Move
To the Transport. Once a loading Transport has loaded the
maximum number of units it may hold on it, it will request new
orders. Any land unit that loads onto a Transport is automatically
given the Sentry order.

Explore [X] - A unit issued this command will immediately begin

Unload Ship [U] - This order may only be given to a loaded

exploring any unexplored terrain it can get to. It will move in a
manner that will maximize the amount of terrain it can explore.
If there is no unexplored terrain within reach, or at least a
reasonable number of turns away, the unit will disregard this
order. Land units that pass near neutral cities while exploring will
ask for new orders.

Transport but applies to the units on it. All land units on that
Transport will be taken off Sentry orders and will immediately ask
for new ones, as long as there is someplace for that unit to go.
Unload may also be used to clear orders for Fighters that are on
Sentry on a Carrier.

Escort Ship [E] - This order allows a friendly ship to escort another

The Unload command has a secondary function of being used in
the advanced game to order a land unit to transform into an

friendly ship. It may only be given to sea units. To select the ship
to escort you must move the path line from the escorting ship to
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Airbase. Airbases can only be created in Clear terrain. When you
give a unit this order, you will be prompted to confirm your
decision since it will be irrevocable. After you have confirmed the
order, the unit will turn into an Airbase at its current location.

Clear Orders [<Ins>]

- This order simply cancels any currently
standing orders that unit may have, allowing it to be more easily
given new ones.

Skip Move [<space>]

- A unit given this order will either resume
it’s current orders if it was interrupted by an enemy unit or simply
sit and do nothing for that turn if it has no orders. In the second
case, the unit will again ask for new orders on the following turn.

Disband Unit [<Del>]

- Disband destroys the unit, removing it
from play. This command is useful for reducing the number of
units you must command and in reducing the support production
penalty used in the advanced game. Since this command is
irrevocable once given, you will be asked if you are sure you really
want to do this.

Commands Menu [<AIt> C]
The Commands menu allows you to enter several different modes
for easier control of certain game features. The Orders mode is the
usual mode that Empire Deluxe will be played in. Each mode has
restrictions on what can and cannot be done in it. The Command
mode you are currently in will appear in the game mode box.
The default mode used in Empire Deluxe is the Orders mode. This
is the mode that each player will began their turn in. All the orders
described above work normally when in this mode. The cursor is
invisible while in Orders mode and is assumed to be located with
the unit currently requesting orders. Trying to move the cursor in

this mode will result in moving the requesting unit instead of the
cursor.
There are seven options under the Commands menu. The first five
allow you to change command modes.
Survey Mode [F6] - This mode pauses the game and allows the
player to move the map about to observe things. Orders may be
given to units in this mode and production can be changed at cities,
but only by pop-up information windows. Besides the normal
means, a player may enter Survey mode by clicking on the right
mouse button while the mouse pointer is on the map or by
pressing <ESC>. If you are currently in Survey mode, you may
enter Orders mode by doing the same thing.

Group Mode [F7] - This mode is similar to Survey mode but will
allow you to give orders to several units at a time. When you select
this option a yellow box will appear on the screen. To give multiple
units orders, position the cursor over a corner of the area you wish
to give orders to and drag the box so that it covers the desired area.
When you then give an order, that order will be given to every unit
within the box that is eligible to accept the order. Giving the order
will take you out of Group mode and put you in Orders mode. Note
that you can also enter Group mode by holding down the < Shift >
button while dragging with the mouse.

Paths Mode [F8] - Entering Path mode allows you to set up
various paths from one city or Airbase to another location. You
create a path by selecting path mode, then clicking on the starting
city and drawing a path line from there to the destination city or
location. Once you have done this you will be asked whether you
want the path to apply to land units, air units, sea units or any
combination of these. You may only have air paths if the path
selected starts or ends at an Airbase or city. Other types of paths
may be denied you if such units could not reach the destination
selected. The color of the path line will change depending on which
E m p i r e D e l u x e Page 7 7

type of path is selected. Once a path has been established, all units
of the type designated by the path without orders that enter the
starting city will be given the order to Move To the destination
location.
Paths must start in a friendly city or Airbase. The path disappears
if the starting location or the destination city or Airbase is captured
or destroyed by the enemy. Paths are invisible except when in
Path mode, at which time all current paths will appear on the map.
You may change a path at any time by redrawing it. You may
remove a path by redrawing it from its starting location back to its
starting location. An existing path can be removed by redrawing
it and then specifying that it applies to No Land Units, No Air Units,
and No Sea Units.
Paths are most useful for shuffling back line units up to the front
from their production centers without the bother of giving each
one individual orders.

View Mode [F9] -View Mode is only available at the end of a game
or when all players in a particular game are computer controlled.
After you have won a game of Empire Deluxe, the screen will be set
to View Mode and you will be asked which player you wish to look
at. You may study the various reports, positioning, production and
other aspects of any of the other players, but may not issue orders
or make any changes.
If you are watching a game with only computer controlled players
involved, you can only do so while in View Mode. You may exit
View Mode to use the Display or File menus. If you wish to continue
watching, select View Mode again.
Resume [F10] - The Resume command changes the current
game mode back to Orders mode.

Empire Deluxe Page 78

Two options under the Command menu are commands that may
only be given to units. These commands are not true orders, as
they only have a temporary effect and do not use up movement.
Wait [W] - A unit commanded to wait will stop requesting orders
until the end of that particular turn, after all other units have
carried out their order. This command is best used when you
haven’t decided what orders to give a particular unit yet or to help
relieve “traffic jams” that may occur when too many units are
trying to go to the same place.

Activate [A] - This command, usually used from Survey mode,
makes the selected unit the very next unit to carry out its orders.
This command is most useful when you want a particular unit to
move right then, You may also activate a unit by double clicking
it with the right mouse button. Units that have already moved their
full Move that turn, may not be activated.

Display Menu [<AIt> D]
The Display menu allows you to select how Empire Deluxe is
displayed for you. It has no direct bearing on the game, only on
how you perceive it. There are five different options on the Display
Menu.
Zoom Mode [Z] - Zoom mode allows the player to zoom in and
out of the map. This lets you study a small section of the map
closely or a larger section of the map all at once. There are five
levels of zoom with Level 1 covering the smallest area and Level
5 covering the largest. The default setting for a regular game is
Level 2. Note that the different Zoom Levels can be selected using
the hot-key sequences <Alt-1> through <AIt-5> for levels 1
through 5.

Screen Mode [M] - Selecting this option allows you to choose the
video mode you will be viewing Empire Deluxe in on your comEmpire Deluxe Page 79

puter system. There may be as many as six different choices
depending on the video capabilities of your particular computer,
These options affect both the resolution of the screen you are
watching and the maximum number of colors that may appear on
the screen at any one given time. If you feel the map scrolls too
slowly, you may wish to reduce the video mode you are currently
using to a less demanding one.

Center Screen [C] - This display command centers the screen
over the cursor or selected unit.

User Prefs [<AIt> U] - Selecting this option calls up the User
Preferences window as seen in Figure 7.

The User Preferences window has four sections, each affecting
different aspects of the display of the game. Any of these display
options may be reset at any time during the game and each set of
options may be different for each human player in the game.

Production Reports - This section allows the user to turn on and
off whether they will be greeted with the production reports of
each of the three basic varieties of units at the beginning of their
turn. If you turn off a production report, the computer will not
prompt you to name any units of that variety produced during the
game, but will instead name them itself.

Air [A] - Turns on and off the production reports for air units.
Land [L] - Turns on and off the production reports for land
units.

Sea [S] -Turns on and off the production reports for sea units.

Sound/Music -This section affects the sounds you will hear while
the playing of the game. It is most useful for keeping your world
conquest from waking your spouse late at night.
Player Prompts [P] - Turns on and off the music at the start
of a players turn. Each player is given a theme tune to indicate
when it is their turn.
Unit Orders [U] - Turns on and off the music when a unit is
waiting for orders.
Battles/Movement [T] - Turns on and off the sound effects
during battles and movement.
Warnings [W] -Turns on and off the warning beep that occurs
when an invalid selection is made, and when a new sighting of
an enemy unit occurs.

Delays-This section affects the amount of physical time, but not

Figure 7: User Preferences
Empire Deluxe Page 80

Window

game time, that it takes for different tasks to be done during the
game. Each option can be set to either a long amount of time, a
medium amount of time or a short amount of time.
Empire Deluxe Page

81

Messages [M] - Affects the time each message will last on the
Message bar.
Battle [B] - Affects the time it takes each battle to occur.
Movement [V] - Affects the time it takes for a unit to move
from one location to another.

Map Scrolling [F] - This section has only one button. If the fast
scrolling is off, the screen will gently scroll from one area to
another. If it is on, the screen will jump from one location to
another. If your screen seems to be scrolling too slowly, you may
wish to turn this feature on.
There are three other buttons on the User Preferences window.

Cancel [C] - Exits you from the window without accepting any
changes you may have made and returns you to the game.
Help [H] - Calls up the help screen.
OK [O or <ENTER>] - Accepts any changes you have made
and returns you to the game.
Prior Msg [-] - Selecting Prior Messages will play back the previous
message that had appeared in the Message Bar. Continuing to
select this option will cycle through the last five previous messages
that appeared on the Message Bar that turn.

USING THE GAME EDITOR
“Had I been present at the Creation, I would have given
some useful hints for better ordering of the Universe.”
-ALFONSO THE WISE, KING OF CASTILE

Now that you have mastered playing Empire Deluxe, it’s time to
create custom worlds and scenarios. The Game Editor lets you do
this. You may create specific scenarios with set cities and units
already on the board. You may create scenarios from the pages of
history or out of your own imagination. You may also limit the
types of units that can be produced during a given scenario. The
scenario editor will also allow you to select certain sighting rules
used in a game.

GETTING STARTED
To get into the Game Editor, select the Game Editor button from
the Game Options menu. This will take you to the Game Editor
window.

Game Editor Window
This window will allow you to select from several different options.

New World [N] - The create a world option allows you to create
a world from scratch, After you select this option you will be given
the World Sizing menu to size the world you want to create. Once
you have done this, you will be put in the Game Editor proper.

Load a Map [M] - This options calls up the File Requester and
allows you to load an already created world into the Game Editor
for modifying.

Load a Scenario [S] - This option will call up the File Requester
Empire Deluxe Page 82

and allow you to load an already created scenario into the Game
Editor.
Empire Deluxe Page 83

Cancel [C] - Exit takes you back to the Game Options menu

Help [H] - Calls up the Help window
IN THE GAME EDITOR

Menus
The menus used in the Empire Deluxe Game Editor are similar to
those used when playing the game.

File Menu [<AIt> F]
The Game Editor appears much as the game screen does when
playing Empire Deluxe. See Figure 8 for more details. The map you
are editingwill be located in the center portion of the screen. If the
entire map is not visible, you may scroll around it using the slide
bars on the side. At the top of the screen is the Menu Bar that you
may access the same way you did when playing the game. To the
right of the screen are the brushes and palettes you may use to
create your own worlds.

The file menu gives access to the various file manipulation controls
used in the Game Editor. There are five options under the File
Menu.
New World [<Ctrl> N] - This option removes whatever world
you are currently working on and allows you to create an entirely
new one. If you have not saved the current world, you will be
prompted to do so.
Save [<Ctrl> S] -The save option allows you to save the map or
scenario you are currently working on. You may call up a saved
world or scenario later in either the Play Game or Game Editor
sections. You will be given the option of either saving the map you
are working on or the scenario. If map is chosen, only the terrain
designed and map dimensions will be saved, not the units or
ownership of cities. Saving as a scenario allows you to save the
terrain features and all units and city ownership you have selected.
In addition, you will be able to select certain rules that will apply
to that scenario and you can attach a text description to the
scenario. The default is to save the game as a map.

Scenarios
When you save or load a scenario you will be greeted with the
Scenario Values screen shown in Figure 9.
This screen will allow you to set various options for the scenario
when you are saving it, and view, but not change, the various
set options when loading one.
Figure 8: Game Editor Screen

Empire Deluxe includes a number ofpreparedgame scenarios.
Each scenario has units, landscape, and rules preset and ready
to play -just select load a scenario from the World Options
menu to begin playing one.
If you feel creative, you can set up your own scenarios using the
game editor. New World Computing is interested in receiving
your scenarios, and we may include player submissions in
future releases of Empire Deluxe.
Description [D] - The description section allows you to add
text to describe the scenario to would-be players. You can add
up to six lines of text for this purpose.

Exploration Rules [E] - This button allows you to set the
sighting rules for the game. The basic setting is for the standard
game where all terrain and units are invisible until sighted. You
may also choose for all terrain to be visible but not the units,
or for both units and terrain to always be visible. The former
option works well for historical scenarios.
Units - Below the Exploration Rules are buttons for each of the
units available in the game. Selecting one of these buttons will
turn off or on the ability for cities to produce that type of unit
when playing the scenario. The keystroke command for each
unit is listed below.
Bomber [B]
Subs [S]
Battleships [L]
Fighters [F]
Destroyers [Y]
Carriers [I]
Armor [A]
Cruisers [C]
Transports [T]
Cancel [N] -This option exits out of the Scenario Values screen
and returns you to the Game Editor, the Game Editor Menu or
the World Options Menu.
Help [H] - This option calls up the Help window.
OK [O or <ENTER>] - This option accepts the current
settings and continues on with either loading or saving the
scenario.
Load [<Ctrl> L] - The load option will call up the File Requester
and allow you to load either another world or another scenario into
the Game Editor. If you have not already done so, you will be

Figure 9: Scenario Values Screen
Empire Deluxe Page 87

prompted to save the map you are currently working on. The
default is to load the game as a map.

Exit Map Editor [<Ctrl> X] - This option exits the Game Editor
and returns you to the Game Options menu. You will be prompted
to save any currently unsaved work when you do so.

Quit Empire [<Ctrl> Q] - The quit option takes you out of Empire
Deluxe and returns you to the operating system. You will be
prompted to save any maps you have not already saved.
Help [<Ctrl> H] - This option calls up the Help window.
Map Menu [<AIt> M]
The map menu contains options for the actual creation and
modification of a world. There are five options under it.

Build World [<AIt> B] - This option generates a random world
in the same manner Empire Deluxe would when a random world
is selected for playing a game. You may then edit this world as
desired.

Resize Map [<AIt> R] - Allows you to change the map dimensions and/or WRAP option without destroying the current terrain
and units, as long as those locations remain within the new
boundaries.
Clear to Sea [<AIt> S] - This option will remove all land and city

Display Menu [<AIt> D]
The Display menu allows you to select how the Empire Deluxe
Game Editor is displayed for you. There are two options on the
Display Menu.

Zoom Mode [Z] - Zoom mode allows the player to zoom in and
out of the map. This lets you study a small section of the map
closely or a larger section of the map all at once. There are five
levels of zoom with Level 1 covering the smallest area and Level
5 covering the largest. The default setting is Level 2.
Screen Mode [M] - Selecting this option allows you to choose the
video mode you will be viewing Empire Deluxe in on your computer
system. There may be as many as six different choices depending
on the video capabilities of your particular computer. These
options affect both the resolution of the screen you are watching
and the maximum number of colors that may appear on the
screen at any one given time

Brushes
The Game Editor uses brushes to allow you to “paint” the map you
want. To use them, select the brush size and palette options you
want and move the cursor or mouse pointer to the location you
wish to paint. Clicking the left tnouse button once will paint only
at that one spot. You may paint whole areas by holding down the
mouse button. There are two different size brushes available to
you.

squares from the map, leaving only sea.

Clear to Land [<AIt> L] - This option removes all other types of
terrain from the map, leaving only clear terrain.
Clear all Units [<AIt> U] - This option will remove all units from

Small Brush [-] -The small brush rakes up only one square when
painted on the map. Use this for fine adjustments.

Large Brush [=] - The large brush paints a 3 x 3 section of the
screen at a time. Use this brush for painting large areas at a time.

the current map, leaving only the terrain.
Empire Deluxe Page 88

Empire Deluxe

Page 89

Terrain

Palette

The terrain palette allows you to paint terrain squares onto the
map. After selecting the brush size you wish to use, select the
terrain you wish to paint onto the map. The keystroke commands
for each of the eight types of units are listed below. Selecting Player
city will allow you to place cities on the map that the selected player
will own. If you place a unit in a city, you cannot remove the city
from the map without removing the unit first.

Water [S]
Clear [C]
Forest [F]
River [R]
Rough [G]
Mountain [M]
Neutral City [Y]
Player City [Z]
Forces Palette
The forces palette allows you to paint units onto the map to create
a particular scenario. Units may not be placed in locations that they
cannot normally enter. To remove a unit from the map, click the
left mouse button on the unit you wish to remove. If you place a
unit in a city, you cannot remove the city from the map without
removing the unit first.

Player [P] - The Player button will call up a list of the six players
available in the game and their colors. You may use this option to
change the color, and thus ownership of the player cities and units
you are painting on the map.
Below is a list of the keystroke commands used to select the forces
brush. Infantry and Armor units will become Army units if you are
playing the scenario using the standard rules. Note: There is no
Empire Deluxe Page 90

palette selection for an Airbase. Place two Infantry units in the
same square to create an Airbase.

Infantry [I]
Armor [A]
Fighter [H]
Bomber [B]
Submarine [U]
Destroyer [D]
Cruiser [E]
Battleship [Q]
Carrier [V]
Transport [T]
The Empire Deluxe Game Editor allows you to name each unit and
city located on your created map. To do this, unselect the brush
you are using with the - or = key. Move the cursor over the unit
or city you wish to edit and select it. If you selected a unit, a
requester box will pop-up with the current name of the unit. Type
the new name into the name box in the requester and click OK to
accept or Cancel if you changed your mind. If you have selected
a city, you will also be prompted by a requester. You can not only
change the name of that city using the requester, but that city’s
Production Efficiency and Specialization, as well. Production
Efficiency can be set to a maximum of 250% and a minimum of
0%.

VIEWING THE PLAYER HISTORY
When you select the Player History [HI button from the Game
Options menu, the Commanders Past and Present screen will
appear. This screen lists all human players to have played Empire
Deluxe with this computer and gives information on their performance history. Listed below is the information given in each
column.

Name - The name of each player recorded in the Player History
log.

Missions - The number of worlds that player has battled over.
Won - The number of worlds that player has battled over and
won.

Lost - The number of worlds that player has battled over and
lost.

Resigned - The number of worlds that player has battled over
and resigned from.
Rank - The current rank of that player. Promotions to higher
ranks are given based on that player’s performance to date.
When a player reaches the ultimate rank of General of the
Army or Fleet Admiral, they are truly a world conqueror to be
reckoned with.

Done [D] - This button exits you from the Player history section
and returns you to the Game Options menu.

PLAYING WITH OTHER
COMPUTERS
Empire Deluxe allows you to play against opponents on other
computer systems than the one you are currently using. This
section of the manual is designed to instruct you on how to do that.
There are four basic ways you may play Empire Deluxe with
someone on a different computer system.
You may use the Play by Mail option from the Player Setup menu.
This allows you to play your turn, save the game and transfer the
save file to your opponent so that he may take his turn. This can
be accomplished any number of ways. You can send it via
Electronic Mail service or BBS, or physically deliver it via disk by
mailing or otherwise delivering it. Since you can set up a cycle in
your delivery pattern, you can play the game with up to six players
at six separate locations. Using this method is explained under its
description in the Player Setup menu.
You may link two computers together using a direct connection
such as a null modem cable. This will allow you quick and clean
data transfers, but requires that the two computers used be within
close proximity to each other. Multiple serial ports on at least one
system would be needed to connect more than two computers for
a single game.
You can link with another computer via modem directly. This may
be slower than direct connect depending on the speed of modems
used. You can play against anyone you can call on the phone, but
you would need more than one phone line and extra modems and
serial ports to connect to more than one other computer.
You can also play over a local area network system. This option is
usually the hardest to arrange as most people do not currently have
networks installed in their home. It can, however, be one of the

most rewarding. Using a network will allow for simultaneous play
on up to six different computers at the same time. You will still be
limited to using computers that are in the same building, however.
Several combinations of the above options can be used also.
To use the latter three options, one player must be designated as
the “Game Master”, and all other players will be considered “Slave
Systems.” The Game Master will start the game in the same way
as starting a single-system game, but will set the Player Type(s) for
his opponents as the appropriate “Remote - xxxx.” The Slave
System players must choose the Remote Slave option from the
Game Start Options Menu.

If you have defined more than one possible available Remote
Connection capability for your system, you will be presented with
a list of the valid options (COM1 , COM2, COM3, COM4, Network)
that you have enabled. Select the option through which you will be
connecting to the Game Master.
If you select the Network option, you will be asked for your name
and logged in to the Network. You will now wait for the Game
Master to log in to the network and contact you. At that point, he
will send the game information to your computer (map, number
of players, etc.).
If you select one of the serial port (COMn) options you will be
presented with the Serial Connection Options Menu.

Serial Connection Options Menu
The Serial Connection Options Menu is shown in Figure 10.
From this menu you can set the various parameters you will be
using for remote connection. If you have not already configured
your remote hardware in the Empire Deluxe Preferences screen,
you will have to exit out of the game and run “ECONFIG” before
you can proceed onward.

Baud Rate - The baud rate listing allows you to select the speed
at which you will be communicating with the other remote
terminals. The higher the baud rate, the faster the communications and the smoother the game play. However, using a rate that
is too fast for your computer can cause things to work very poorly.
It is strongly recommended that, except for the fastest systems or
those with a special “buffered” serial port like a 16550AF UART,
you should not use a setting higher than 2400 baud. If you are
having difficulties with the connection, you should try lowering the
baud rate.
Figure IO: Serial Connection
Empire Deluxe Page 94

Options

Menu
Empire Deluxe Page 95

If you are using a modem for the connection, you must select the
same baud rate on both systems, and should not exceed the rate
supported by either modem.

built-in Dial and Answer commands assume that you are using a
HAYES-standard compatible modem.

Manual [N] - Manual control allows more flexibility in your
Below are the keystroke listings for the baud rates available in

Empire Deluxe.

300 [3]
1200 [1]
2400 [ 2 ]
4800 [4]
9600 [9]
19200 [0]

connection and transmission, but is more complex. Selecting this
option will take you to the Chat Window, which provides you with
a limited Telecommunications program. You can use this option
if your modem does not support the HAYES-standard modem
commands. It is also useful for connecting to national networks
like CompuServe, which provide areas in which you can connect
to an opponent for a play-by-modem game.

Cancel [C] - This button will exit you out of the Serial Connection
Option Menu and return you to the Player Setup Menu.

Connected to: - This section allows setting of the type of serial
connection you will be using.

Help [H] - Selecting Help will call up the help window.

Direct [D] - Select this button if you will be using a direct

OK [O or <ENTER>]

OK will accept the current settings.

connection with a null modem cable.

Modem [M] - Select this button if you will be connecting via
modem.

Connect Control - The options under this section allow different
methods of control over your connection process.

Automatic [A] - This button will automatically perform the
necessary functions to connect to the other system and start the
game. The computer will prompt you for whether you want to wait
for an incoming call, or dial from this machine. You can enter the
phone number of the modem you wish to link up with and the
computer will dial it. The party at the other end must have their
computer booted up and in Empire Deluxe, and the option to wait
for incoming calls must be selected in their remote setup. The
connection will not be completed if this is not done. Note that the

Empire

Deluxe Page 96

Automatic Modem Dial Menu
Tone [T] - The Tone option sets your modem up to dial out
using a touch tone phone.
Pulse [P] - The Pulse option set your modem to dial out using
a pulse phone system. You will need to set the appropriate
button for the phone service you have.
Number [N] - Enter the number you wish to dial in this box.

(e.g., “555-l 234”)
Status - This will display messages from your modem as it is
dialing and waiting for an answer. The program is waiting for
the “CONNECT” message.

Cancel [C] - Selecting this will stop the current dialing sequence or exit from the attempt to connect.
Dial [D] - Selecting this tells the program to tell your modem
to dial the number you entered above.
Empire Deluxe Page 97

Chat Window
The Chat Window provides you with a limited Terminal Program.
Everything you type will be sent to your serial port, and optionally
to your own screen. Everything received from the serial port, i.e.,
from your modem or from the system to which you are connected,
will also be displayed on the screen. You can use this to send
commands manually to your modem, or to converse with your
opponent once your two systems are connected if your opponent
also chose the “Manual Connection” option.

Play Game [<Alt> P] - After you have connected with the remote
system, selecting this command will actually start the game. Once
you have begun the game, you will not be able to get back to this
chat window, so complete your conversation first. Both players
should select this option at approximately the same time.

Quit to Main [<Alt> Q] - This will cancel your attempt to begin
the game, and take you back to the initial Game Options screen.

Other Menu [<AIt> O]

While in the Chat Window, you have the following command
menu available:

The other menu contains commands that do not otherwise apply
to direct modem control. There are three options on this menu.

Modem Control Menu [<Alt> M]

Local Echo [<AIt> E] - Some computer systems and modems

This menu gives the options for controlling the modem. There are
five options under this menu.

Dial [<Alt> D] - This causes the program to ask you for a phone
number to call and sends a dial command to your modem using
the HAYES-standard commands. Refer to the “Automatic Modem
Dial Menu” above. You will return to Chat Mode when the dial
sequence completes or is canceled.

Answer [<Alt> A] - This causes the program to go into a “Wait
for the phone to ring and have the modem answer when it does”
mode. This option also assumes that your modem supports the
HAYES-standard command set. You will return to Chat Mode
when you either connect with the remote calling system or you
cancel the “Waiting for RING” requester.

Hangup [<AIt> H] - This sends the HAYES-standard hangup
command to your modem.

Empire Deluxe Page 98

automatically echo the characters that you send to them back to
your system. Others do not. This command controls whether the
characters that you type are displayed on your system. If Local
Echo is “on”, then all characters will appear as you type them. If
the remote system is also echoing back to you, you will see double
characters. By turning Local Echo “off”, the program will not
display the characters as you type them, but will rely on the fact
that they will be displayed when the remote system echoes them
back. If what you are typing does not appear on your screen,
turning Local Echo “on” will correct this.

Send Break [<AIt> B] - This sends a special BREAK character to
the remote system. This is only needed in rare cases. The Modemto-Modem area of Compuserve requires that a BREAK be sent after
you have finished playing your modem game to return you to the
CIS system.
Help [<Ctrl>

H] - This option opens up the Help Window

Empire Deluxe Page 99

Once the game has begun.. .
The game play with remote systems connected is identical to
playing on a single system. Each player plays their turn(s) in
sequence - only one player is actually executing orders at a time.
However, as a passive player, you will still have the opportunity to
scroll around the world in Survey Mode, add and/or change a unit’s
orders, or even change a City’s Production type. Please note that
these changes will only take effect upon your next active turn.

Selecting the Remote Message Button when no messages are
waiting will activate the Remote Message Line as an Input Area,
allowing you to type a short message. This message will be sent to
all the remote systems connected, after you press the <ENTER>
key to complete the message. To cancel a message before sending
it, simply press the <ESC> key.

Also, while you are in the passive mode, any new sightings that
occur due to the movement of enemy units and any battles
effecting your cities and/or units will be shown to you as they
occur. Note that these events will also be available for after-the-fact
viewing via the Reconnaissance Report and the Combat Report,
which will be available during your next Active Turn.
The game display while playing Empire Deluxe with one or more
remote systems is almost identical to the display used during a
single-system game, except that there are three new elements
displayed at the bottom of the display. These are (looking from
right to left) the Remote Player Indicator, the Remote Message
Line, and the Remote Message Button.
The Remote Player Indicator will show the name and color of the
currently Active remote player. This will allow you to follow the
progress of the game if you are connecting to multiple remote
systems. Note that the Turn Indicator will also indicate the player
and current turn number for the player currently in control.
The remote Messaging facility allows you to send short messages
to the other players in the game. The Remote Message Button will
start flashing when there is one or more messages waiting to be
displayed. The color will indicate the player from whom the first
message in the Remote Message Line area. If more messages are
queued, the button will remain flashing.
Empire Deluxe Page 100

E m p i r e Deluxe Page 101

APPENDIX I GLOSSARY OF TERMS
Attacker-The player who moves a unit into combat with another

CR - Abbreviation for Cruiser

Crippled - A unit is described as Crippled when the total amount
of accumulated damage it possesses is equal to or greater than
half the Damage rating of that unit.

unit, i.e., the player whose turn it currently is.

Damage Rating - Amount of total shot damage a unit can take
Attack Rating - The combat ability of a unit when it is the
attacking unit. This is expressed as a given number and the
ratio of attack rating to defense rating gives the odds of the
average number of hits the attacker would score vs. the
average number of hits the defender would score; for example,
2/1, 1/1, 1/2.

before being destroyed, i.e., an Infantry can take 1 point of shot
damage, a Cruiser 8, etc.

DE - Abbreviation for Destroyer.
Defender - The player whose unit was moved into by an attacking

BA - Abbreviation for Battleship.
Defense Rating - The combat ability of a unit when it is the
Bombing - Bombing refers to a type of attack that only advanced
game aircraft may perform against cities. Aircraft that lose a
bombing attack are destroyed. Aircraft that win a bombing
attack either destroy the defending city’s production or a unit
currently in that city. Bombing units will also reduce a city’s
efficiency if successful.

Button - A button is a tool used by Empire Deluxe to help make
selections. They will appear as raised or depressed physical
buttons on the screen. A button may be selected by clicking on
it with the mouse or depressing the appropriate hot key. A
raised button signifies off, a depressed on.

defending unit. This is expressed as a given number and the
ratio of attack rating to defense rating gives the odds of the
average number of hits the attacker would score VS . the
average number of hits the defender would score; for example,

Double Click - To select a menu option or pop-up menu by
moving the mouse pointer over the pertinent choice or location
and pressing the left (usually) mouse button twice in rapid
succession.

Enemy - Enemy refers to those units and cities that do not belong
to the player but instead belong to another player,

Capital Ship - A large ocean going warship. Specifically; Cruisers,
Battleships

and

Carriers.

Click - To select a menu option or button by moving the mouse
pointer over it and pressing the left (usually) mouse button.

Empire Deluxe Page

102

Friendly - Friendly refers to any unit or city that is on the same
side as and controlled by the player. Friendly units and cities
will always appear as the same color as that chosen by the
player at the beginning of the game.

Ghosting - Ghosting is a method of shading or patterning menu

Production Efficiency - The efficiency of a city, expressed as a

selections to make them appear lighter or faded when compared to the other options on that menu. An option that is
ghosted is one that is not presently available due to some
currently existing condition.

percentage, at producing units. Production efficiency may
vary From 0 % to 250 % The lower the percentage, the longer
it will take to produce a unit. Production Times are based on a
city with a production efficiency of 100 % Decreasing the
production efficiency of a city would increase the Production
Time of units in that city and thus increase the number of turns
it would take that city to produce a particular type of unit.
Increasing the production efficiency would decrease the Production Time of units in that city.

Hit - A successful attack or defense against an enemy unit
resulting in that unit taking damage equal to the shot damage
of the successful unit.

Hold Capacity - The number and types of units another unit or
terrain square can hold at any one given time.
Hot Keys - Hot keys are quick methods of making a selection by
only pressing one key or set of keys. The exact hot key to select
will vary depending on the section of the game you are
currently in. The hot key for each selection will appear as a
highlighted letter in that selection. Upper or lower case usage
is irrelevant to hot keys.

i.e. - Standard dictionary abbreviation meaning “that is.”

Production Time - The number of turns it takes to produce a
particular type of unit in a city with a production efficiency of
100 % This may be expressed by two numbers divided by a
slash. The first number is the number of turns it would take to
produce that unit from scratch. The second number is the
number of turns it would take to produce that unit if the city had
just finished producing that exact same type of unit on that
turn, i.e., an Infantry, which has a production rating of 6/5,
would take 6 turns to produce the first time and 5 turns to
produce from then after as long as the production is not
changed in that city.

Icon - An icon is the representation of a unit on the Empire Deluxe
map.

Pull-down Menu - Pull-down menus are a type of menu that is

Move - The maximum number of squares a unit can move in one
turn.

invisible to the viewer until activated. They may be accessed by
dragging them open by clicking on the Menu bar with the right
mouse button and holding it down. You may select a menu
option by releasing the right mouse button when the selection
is highlighted.

NA - Standard dictionary abbreviation for “not applicable.”
Pop-up Menu - Pop-up menus are selected by clicking or double-

clicking certain buttons or icons in Empire Deluxe. They will
give you a list of options to choose from for whatever circumstance applies. You may exit a pop-up menu by making a
selection from the list, by pressing <ESC>, or clicking the right
mouse button.

Empire Deluxe Page 104

Range-The number of squares an air unit can move before it must
land or the number of squares a unit has remaining from its
Move that turn. The Range divided by the movement of an air
unit is the number of turns that air unit may stay airborne
before it must land.

Empire Deluxe Page 105

APPENDIX II UNIT DESCRIPTIONS

Shore Bombardment - Attacking a land unit using either a Cruiser
or Battleship. Land units have only half their normal defense
factor when being shore bombarded. Ships using shore bombardment do not move into the defenders square if they are
victorious.

Shot Damage Rating - The amount of damage a unit does each
time it scores a hit.

Sighting Range - The number of squares away at which a unit can

Included in this Appendix are the descriptions of each type of unit
used in the basic, standard and advanced games 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.

see an enemy unit or unexplored terrain square.

APPENDIX II-a - Basic Game Unit Descriptions
Slider-Sliders are a tool used to resize or move about in a window
or change a set of values. There are two ways to use a slider.
At the ends of the slider are directional arrows. Clicking on
these will move the slider in the appropriate direction 1
increment. Between the direction arrows is the drag bar. You
may move the drag bar within the slider by either clicking on
it with the mouse, holding the mouse button down and then
dragging the drag bar in the direction you wish it to go, or by
clicking on an open portion of the slider in the direction you
wish the drag bar to move. Using the drag bar is good for large
changes. For fine changes, use the direction arrows.

SU - Abbreviation for Submarine
Unsightable - The types of units that a particular unit cannot see,
even if that unit is within sighting range.

Window - Windows appear as small screens within your computer screen. They are used to give you information or options
without leaving the screen you are currently on. Windows may
often have sliders associated with them to allow you to control
them.

Empire Deluxe Page 106

Land Units
Land units are the only units in Empire Deluxe 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- I
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 advanEmpire Deluxe Page 107

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

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

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

Destroyer

tage lies in its ability to be produced rapidly. Many Armies can be
produced in the time it takes to produce one Battleship.

Sea Units
Sea units represent ships. They can enter water and friendly city
squares but not land squares. 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- I
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. 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.
E m p i r e D e l u x e Page 1 0 8

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 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 damaged enemy ships, escorting
Transports and protecting friendly shorelines from incursions by
enemy Transports.

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.

Move- 2
Damage- 8
Shot Damage- 2
Attack- 2
Defense- 2
Hold Capacity- NA
Sighting Range- NA
Unsightable- NA
Shore BombardmentRange- NA
Production Time- 42

APPENDIX II-b-Standard Game Unit Descriptions
m

Yes

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 an invasion by use of their shore bombardment

a

Land Units
Land units are the only units in Empire Deluxe that can capture
cities. They can move onto any land or city square, but cannot
enter water squares unless on a Transport. Armies are the only
land unit in the game.

Armv
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

Sea Units

Air units represent airplanes in Empire Deluxe. They can fly over
any terrain square except for non-friendly 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- 12/1 0
Fighters are the swiftest units in Empire Deluxe 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 or
water. They can also 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.

Empire Deluxe Page

I

12

Sea units represent ships. They can enter water or friendly city
squares but not land squares. 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. 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 being held on a Transport exceeds 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.
Empire Deluxe Page 113

Destroyer
Move- 3
Damage- 3
Shot Damage- I
Attack- 2
Defense- 2
Hold Capacity- NA
Sighting Range- 1
Unsightable- NA
Shore Bombardment- No
Range- NA
Production Time- 24120
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 damaged enemy ships, escorting
Transports, protecting friendly shorelines from incursions by
enemy Transports, scouting unexplored terrain and hunting down
enemy Submarines.

Empire Deluxe Page 1 14

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.

Empire Deluxe Page I15

Battleship
Move- 2
Damage- 8
Shot Damage- 2
Attack- 2
Defense- 2
Hold Capacity- NA
Sighting Range- I
Unsightable- NA
Shore Bombardment- Yes
Range- NA
Production Time- 42/35
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.

Move- 2
Damage- 12
Shot Damage- 3
Attack- 2
Defense- 2
Hold Capacity- NA
Sighting Range- I
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.
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.

Carrier

APPENDIX II-c-Advanced Game Unit Descriptions
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 its Fighters are best used
as invasion support troops, as a defensive screen for large sea task
forces and as a staging area for land based Fighters to extend their
Range. A Carrier with a few Fighters on it can also make an
excellent scout force. Carriers can hold up to 8 Fighters at any one
time. Each increment of damage inflicted on a Carrier reduces the
number of Fighters it can carry by 1. Any excess Fighters over that
amount at the time the damage is taken are eliminated. Because
Fighters may stay in the air for several turns, it is actually possible
to base more than 8 Fighters off a single Carrier. This is, however,
a difficult juggling feat.
Carriers 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.

Land Units
Land units are the only units in Empire Deluxe 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; Infantry,
Armor and Airbase.
lnfantry

Move- 1
Damage- 1
Shot Damage- I
Attack- 2
Defense- 2*
Hold Capacity- NA
Sighting Range- I
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.
lnfantries are best used for capturing enemy cities and defending
your own cities and coastlines by judicious placement of sentries.
They are also capable of creating Airbases.
*-Infantry defend vs. shore bombardment at a defense rating of 1.

Empire Deluxe Page

118

Armor

Airbase
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- 12/1 0

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 shorebombardment 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 undamaged Armor unit takes a city, it will immediately
produce an Infantry unit at that city. They are also capable of
creating Airbases.
*-Entering rough, forest or river squares reduces an Armor’s
Move to 1.
***-Armor defending
rating of 1.

against

shore

bombardment

has

a

defense

Move- 0
Damage- 1
Shot Damage- 1
Attack- NA
Defense- 2*
Hold Capacity- Unlimited
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 or Armor unit
that has been given the “Unload” order. Once a unit 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 up to 8 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.

Air Units

effective as Destroyers in killing Submarines once the Submarine
has been located by other units

Air units represent airplanes in Empire Deluxe. They can fly over
any terrain square except for non-friendly 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, rhey
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; Fighter and
Bomber.

Move- 6
Damage- 1
Shot Damage- 1
Attack- 2
Defense- 2
Hold Capacity- NA
Sighting Range- 2
Unsighrable- SU
Shore Bombardment- No
Range- 18
Production Time- 12/1 0

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- 12/1 0
While they are slower than Fighters and cannot land on Carriers,
Bombers make up for this by their greater Range and their ability
to stay in the air longer. In addition to their 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 unit.
*Bombers have an attack and defense rating of I when in battle
against Fighters.

Fighters are the swiftest units in Empire Deluxe
and tnake 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 rheir Range. They are as

Empire Deluxe Page 123

Sea Units

Destroyer

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
advancedgame; 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- 30125
Transports are second in importance only to Infantry and Armor
in Empire Deluxe. 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.

Move- 3
Damage- 3
Shot Damage- I
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 damaged 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.

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.
Empire Deluxe Page

125

Submarine

Cruiser
Move- 2
Damage- 2
Shot Damage- 3
Attack- 2*
Defense- I
Hold Capacity- NA
Sighting Range- I
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.

Empire Deluxe Page 126

Move- 2
Damage- 8
Shot Damage- 2
Attack- 2*
Defense- 2
Hold Capacity- NA
Sighting Range- I
Unsightable- NA
Shore Bombardment- Yes
Range- NA
Production Time- 42/35
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 I when attacking air units.

Battleship
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

Move- 2
Damage- 12
Shot Damage- 3
Attack- 2 *
Defense- 2
Hold Capacity- NA
Sighting Range- I
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. 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 I when attacking air units.

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 its Fighters are best used
as invasion support troops, as a defensive screen for large sea task
forces and as a staging area for land based Fighters to extend their
Range. A Carrier with a few Fighters on it can also make an
excellent scout force. Carriers can hold up to 8 Fighters at any one
time. Each increment of damage inflicted on a Carrier reduces the
number of Fighters it can carry by 1. Any excess Fighters over that
amount at the time the damage is taken, are eliminated. Because
Fighters may stay in the air for several turns, it is actually possible
to base more than 8 Fighters off a single Carrier. This is, however,
a difficult juggling feat.
Carriers 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
sh’ps.

Empire Deluxe Page 128

Empire Deluxe Page 129

APPENDIX III - TERRAIN
DESCRIPTIONS
Empire Deluxe uses a total of eight different terrain types on the
map. Each terrain type has different rules that apply to it during a
game and these rules may vary depending on the current game
being played.

Clear - Clear squares appear as solid green areas. They may only

Mountain - Mountain squares appear as irregular areas of gray.
land and air units may enter mountain terrain. They are
treated as clear terrain in the basic and standard rules. In the
advanced game, Armor units may not enter mountain squares
although they may attack units in them. Land units defending in
mountain squares when attacked by non-infantry units have their
Defense rating doubled.
Only

Water-Water squares appear as blue areas on the map. Only sea
or air units may enter water squares. They have no other effect on
movement or combat.

be entered by land or air units. They have no effect on combat or
movement. In the basic and standard game, all land squares are
considered clear.

Edge - Around the edge of the map is a white, regular border. This

Rough - Rough squares appear as brown areas on the map. Only

represents the edge of the playing board and no units may move
on or beyond the edge.

land and air units may enter rough terrain. They are treated as
clear squares in the basic and standard game. In the advanced
game, Armor units have their Move reduced to one upon entering
rough squares.

River - River squares appear as clear terrain with an irregular blue
line running through them. Only land and air units may enter river
terrain. River squares are treated as clear terrain in the basic and
standard game. If the advanced rules apply, Armor units have their
Move reduced to one upon entering river squares. Land units have
their Defense rating doubled when they are defending in a river
square against Armor units.

Forest - Forest squares appear as irregular bright green areas.
Only land and air units may enter forest terrain. They are treated
as clear terrain if using the basic or standard rules. In the advanced
game, Armor has its Move reduced to one when entering forest
squares. Land units that are defending themselves from noninfantry units while in forest squares have their Defense rating
doubled.

Empire Deluxe Page I30

City - City squares appear as areas of irregular rectangles. They
are unusual, compared to other terrain, in that they exhibit
characteristics of both terrain squares and units. Cities have a
Defense rating of 2 and Damage rating of 1. They may not attack
but may defend themselves when attacked. They may only be
attacked by ground units. Only friendly city squares may be
moved into but there is no limit to the number of units that may
enter a friendly city square.

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 not yet explored. Unexplored terrain
can be looked at as a set of black tiles covering the map. Each time
a player explores that area of the map, these tiles are removed and
the true terrain type underneath it is revealed. Each player must
explore the map separately. Your opponents’ exploration does not
benefit you.

Empire Deluxe Page 131

APPENDIX IV - COMBAT
MECHANICS
“The decision will come from God,
from the God of battles, when He lets fall
from His hand the iron dice of destiny”
-BISMARK

The exact algorithm (computer calculation) for combat results in
Empire Deluxe is quite complicated. Below is a rough description
of how it works.
Each unit has four attributes, or ratings, that apply to it during
combat. These attributes, expressed as numbers, define the unit’s
various combat strengths and weaknesses. These ratings are
Attack, Defense, Damage, and Shot Damage. Combat can be
described as taking place in a series of invisible mini-turns, or
Rounds. These Rounds do not actually exist but are used here to
illustrate a point. When combat is initiated, the attacker’s (the unit
that moved into the other unit and thus started the combat) Attack
rating is compared to the defender’s (the unit that was moved into
to start the combat, i.e., the unit that isn’t the attacker) Defense
rating. This comparison can be expressed as a ratio of numbers.
The ratio, in turn, is an expression of the odds that the attacker will
hit the defender during a Round, instead of the defender hitting the
attacker. Only one of the two units involved in a combat will score
a hit during any given combat Round. When a hit is scored, the unit
that is hit takes damage equal to the Shot Damage rating of the
scoring unit. This damage is cumulative. When the total damage
taken from hits equals or exceeds the Damage rating of that
particular unit, that unit is destroyed and removed from the game.
The rounds of combat continue until one of the two units has been
destroyed. Damage received from a combat remains on that unit
until it is repaired.

Empire Deluxe Page 132

The exact Attack, Defense, Damage and Shot Damage ratings for
each unit may be found under the descriptions of each unit in
Appendix II - Unit Descriptions and on Table X following. The
effects of terrain on combat ratings can be found under Appendix
III - Terrain Description or on Table X following. In addition, one
special rule applies to combat in the advanced game. That is, a unit
that is Crippled has it’s Attack rating halved.
Example # 1: Armies have an Attack of 2, a Defense of 2, a Damage
of 1 and a Shot Damage or 1. Fred decides to use one of his Armies
to attack an enemy Army. The ratio of the attacker’s Attack rating
versus the defenders Defense rating is 2 to 2, or reduced to the
lowest whole numbers, 1 to 1. Thus the odds of Fred’s Army
scoring a hit on the defender before the defender scores a hit on
Fred’s unit are 1 to I or 50 % Since the Shot Damage rating of an
Army is the same as the Damage rating, only one hit is required for
an Army to destroy another Army. Thus Fred’s Army has a 50 %
chance of destroying the defending Army. Sadly, therefore, the
defending Army has a 50 % chance of destroying Fred’s Army as
well.
Example #2: Fred decides to attack a Transport with his Cruiser.
Transports have an Attack of 1, a Defense of 1, a Damage of 3 and
a Shot Damage of 1. Cruisers have an Attack of 2 , a Defense of 2,
a Damage of 8 and a Shot Damage of 2. The ratio of Attack to
Defense ratings is 2 to 1, or a 66 % chance in favor of the attacker
scoring a hit first, On the first round (as stated before, rounds do
not really exist, you will not see them when playing the game, you
will only see the results) Fred’s Cruiser scores the hit, thus giving
2 points of damage, its Shot Damage rating, to the Transport. Since
the Transport has a Damage rating of 3 it lives on to fight the
second round. Any hit on in now, however, would destroy it.
On the second round, the Transport beats the odds and scores a
hit on the Cruiser. The Cruiser, previously undamaged, now has an

Empire Deluxe

Page 133

TABLE X
UNIT CAPABILITIES CHART

accumulated damage total of 1, considerably less than the 8
needed to sink her.
On round three, the Transport again beats the odds and the
accumulated damage total on Fred’s Cruiser is now 2.
Round four occurs and Fred’s Cruiser finally scores another hit on
the Transport, bringing the Transport’s accumulated damage total
to 4. Since this is greater than the Transport’s Damage rating of 3,
the Transport is sunk, Fred’s Cruiser has escaped from the battle
with an accumulated damage total of 2.
Example #3: Fred is playing an advanced game of Empire Deluxe.
He decides to attack an Armor unit sitting in a forest square, using
shore bombardment from a Crippled Battleship. Armor units have
a Defense rating of 2. Battleships have an Attack rating of 2. The
Armor unit is sitting in a forest square, which doubles it’s Defense
to 4. The Battleship is using shore bombardment which cuts the
Armor’s Defense in half, bringing it back down to 2. The Battleship
is Crippled, which cuts it’s Attack rating in half, reducing it to I The
Attack to Defense ratio, then, for this combat is 1 to 2. Not very
good odds for a Crippled Battleship.

Notes:

a) Statistics apply to Fighters when using the standard rules.
b) Statistics apply to Fighters when using the advanced rules.
c) Defense Rating is X 1/2 against shore bombardment
d) Defense and Attack Ratings are x 1/2 when in combat against
Fighters.
Advanced game only-Attack Rating is x 1 /2 when attacking air
units.
This unit may conduct shore bombardment.
Advanced game only - May sight air units at a range of 2.
Advanced game only - Defense Rating x2 when in forest,
mountain or being attacked by a land unit when in a river
square.
Advanced game only - Defense Rating x2 when in forest or
being attacked by a land unit when in a river square.
Move is reduced to 1 in forest, river and rough terrain.
Cities have a sighting range of I when using standard rules.
Advanced game only - Attack Rating x1 /2 when Crippled.
m) May bomb cities.

e)

f)
g)
h)
i)

j)
k)
l)
Empire Deluxe Page 134

APPENDIX V - HOT KEY QUICK
REFERENCE
PRE-GAME MENUS
Game Options Menu
Play Game [P]
Game Editor [E]
Player History [H]
Quit Game [Q]

Game Start Options Menu
Basic [B]
Standard [S]
Advanced [A]
Load Saved Game [L]
Remote Slave [R]
Cancel [C]
Help [H]
Help Menu
Index [I]
Exit [E]

Basic Game Flayer Selection Menu
Person vs. Computer [C]
Person vs. Person [P]
Advanced Setup Options [A]
Cancel [N]
Help [H]

Player Setup Menu
Player Type [P]
Color [L]

Handicap - Production [R]
Handicap - Combat [M]
Cancel [C]
Help [H]
OK [O or <ENTER>]

World Options Menu

Generate Random World [R]
Generate Named World [N]
Load World Map [M]
Load Game Scenario [S]
Cancel [C]
Help [H]

Map Sizing Menu
Wrap [R]

Map Height [E]
Map Width [W]
Cancel [C]
Help [H]
OK [O or <ENTER>]

File Requester
Dir [D]
File [F]
Parent [P]
Cancel [C]
Delete [T]
OK [O or <ENTER>]

IN THE GAME

Name Requester
Cancel ICI
OK [O or <ENTER>]

Pop-up Information Windows [<AIt> I]
Production Information
city [Cl
OK [O or <ENTER>]
City Information
Units [U]
Production [P]
Rename [R]
OK IO or <ENTER>]
Unit Information
city [C]
Orders [D]
Rename [R]
OK [O or <ENTER>]
Terrain Information
OK [O or <ENTER>]
Production Report
Rename [R]

on [O or <ENTER>]

Help [H]
Production [P]

File Menu [<Alt> F]
Save [<Ctrl> S]
Save as Scenario
Save as Map

Resign [<Ctrl> R]
Exit [<Ctrl> X]
Save Game and Exit [S]
Exit, Lose Current Game [E]
Cancel - Do Not Exit [C]
Help [H]
Quit [<Ctrl> Q]
Save Game and Quit [S]
Exit, Lose Current Game [E]
Cancel - Do Not Quit [C]

Help [H]
H]

Help [<Ctrl>

Reports Menu [<AIt> R]
Status [<AIt> S]

Exit [E]
Help [H]
Information [<AIt> I]
Production Map [<AIt> P]
Combat Report [<Alt> M]
Recon Report [<AIt> N]
About Empire [<AIt> E]

Empire Deluxe Page 138
Empire Deluxe Page 139

Orders Menu [<AIt> 01
Move To [T]
Patrol [P]
Go Home [H]
Explore [Xl
Escort Ship [El
Sentry [S]
Load Ship [L]
Unload Ship [U]
Clear Orders [<lns>]
Skip Move [<space>]
Disband Unit [<Del>]
Commands Menu [<Alt> C]
Survey Mode [F6]
Group Mode [F7]
Paths Mode [F8]
View Mode [F9]
Resume [F10]
Wait [W]
Activate [A]

Display Menu [<Alt> D]
Zoom Mode [Z]
Screen Mode [M]
Center Screen [C]
User Prefs [<Alt> U]
Production Reports
Air [Al
Land [L]
Sea [S]
Sound/Music
Player Prompts [P]
Unit Orders [U]
Battles/Movement [T]
Warnings [W]
Delays
Messages [M]
Battle [B]
Movement [V]
Map Scrolling [F]
Cancel [C]
Help [H]
OK [O or <ENTER>]
Prior Msg [-]
THE GAME EDITOR

Game Editor Window
New World [N]
Load a Map [M]
Load a Scenario [S]
Cancel [Cl
Help [H]

Empire Deluxe Page 140

Scenario Values Screen
Description [D]
Exploration Rules [E]
Units
Bomber [B]
Subs [S]
Battleships [L]
Fighters [F]
Destroyers [Y]
Carriers [I]
Armor [A]
Cruisers [C]
Transports [T]
Cancel [N]
Help [H]
OK [O or <ENTER>]
File Menu [<Alt> F]
New World [<Ctrl> N]
Save [<Ctrl> S]
Load [<Ctrl> L]
Exit Map Editor [<Ctrl> X]
Quit Empire [<Ctrl> Q]
Help [<Ctrl> H]
Map Menu [<AIt> M]
Build World [<AIt> B]
Resize Map [<Alt> R]
Clear to Sea [<AIt> S]
Clear to Land [<Alt > L]
Clear all Units [<Alt> U]

Display Menu [<Alt> D]
Zoom Level [Z]
Screen Mode [M]
Brush Sizing
Small Brush [ - ]
Large Brush [=]
Terrain Palette
Water [S]
Clear [C]
Forest [F]
River [R]
Rough [G]
Mountain [M]
Neutral City [Y]
Player City [Z]
Forces Palette
Player [P]
Infantry [I]
Armor [Al
Fighter [H]
Bomber [B]
Submarine [U]
Destroyer [D]
Cruiser [E]
Battleship [Q]
Carrier [VI
Transport [T]

Empire Deluxe Page 143

PLAYING WITH OTHER COMPUTERS

Serial Connection Options Menu
Baud Rate
300 [3]
1200[1]
2400 [2]
4800 [4]
9600 [9]
19200 [0]
Connected to
Direct [D]
Modem [M]
Connect Control
Automatic [A]
Manual [N]
Cancel [Cl
Help [H]
OK [0 or <ENTER>]
Dial

Chat Window

Modem Control Menu [<Alt> M]
Dial [<Alt> D]
Answer [<Alt> A]
Hangup [<AIt> H]
Play Game [<AIt> P]
Quit to Main [<AIt> Q]
Other Menu [<AIt> O]
Local Echo [<AIt> E]
Send Break [<AIt> B]
Help [<Ctrl> H]

Requester
Dial [D]
Wait [W]

Automatic Modem Dial Menu
Tone [T]
Pulse [P]
Number [N]
Cancel [C]
Dial [D]

While Playing

Retrieve or Compose Message [M]

Empire Deluxe Page 145

APPENDIX VI - STRATEGY TIPS
“Strategy is the most important department
of the art of war, and strategical skill is the highest
and rarest function of military genius.”
-GEORGE S. HILLARD

This section of the manual will give some useful tips and strategies
for playing Empire Deluxe. These tips are by no means definitive
and you will undoubtedly develop many of your own techniques
in the course of playing the game.

BASIC GAME
Certain underlying strategies apply to the playing of all versions of
Empire Deluxe. Many of the tips that are presented in this section
may also be used in playing the standard and advanced versions
of the game.
A successful strategy in playing Empire Deluxe can best be described in three words; Expand, Expand, Expand. There are two
basic elements to expansion; exploration and conquest. Your
production should always be selected with these elements in
mind. Since exploration is not a concern in the basic game, you
should concentrate on conquest.
In the beginning of a basic game, you should produce an Army to
capture any cities that exist on the same continent as you. Always
capture the closest cities first and expand outward from there. If
there is another player on the same continent as you, you should
produce nothing but Armies until you have wiped him off the
continent. If you feel you are going to lose this conflict, produce a
Transport as quickly as possible and flee to an uncontested
continent.

Empire Deluxe Page 146

You should start production on a Transport as soon as possible,
usually after you have captured your second or third city. This is
so that you may start expanding onto other continents. If your
starting continent is not too large, you should have your first
Transport done about the same time you are finished conquering
that continent. Most of your initial cities should be used to produce
Armies to load onto the Transport, Try to stick with your production decisions until the selected unit is produced. Changing a city’s
production in mid stride is wasteful.
Once you have gotten off your home continent, you should choose
carefully how you wish to go about conquering the rest of the map.
Continents with many cities on them are always preferable to
continents with only a few cities. Continents with no cities are a
waste of time. Try to pick uncontested continents to attack first as
these will be easier to take and defend. However, should an
opponent unwisely leave an easily accessible area unprotected,
you should consider it your duty to point out his strategic blunder.
Always have the first city you conquer on a multi-city continent
produce more Armies to insure conquest of the remaining cities.
Two basic approaches can be used with success in the initial stages
of expansion. The first is the “Johnnie Appleseed” approach. In this
strategy, your Transports capture one city on each continent they
come to and allow the captured city to produce Armies to capture
the rest. This strategy works well if your opponents start at a
distance From you, as it allows rapid expansion. The draw back is
that your continents will not have as much time to consolidate if
your opposition becomes aggressive early on.
The second strategy is to drop all the Armies on a given Transport
off at one time and take the continent as quickly a possible. This
form of expansion is not quite as quick as the “Johnnie Appleseed”
approach, but allows for more rapidconsolidation ofterritory. This
strategy is good when your opposition starts the game close to you.

Empire Deluxe Page 147

Depending on the layout of the map, you may find it useful to use
variations on both techniques.
One tricky part to expansion is keeping a proper balance of Armies
and Transports. You should always try to have enough Armies
available to fill your Transports to their maximum limit of six. You
should also be careful not to produce so many Armies that you do
not have enough Transports to conduct your conquests efficiently.
If forced to choose, it is better to side with the former than the
latter.
You should begin producing your fighting navy - Destroyers,
Cruisers and Battleships - as soon as possible. The capital ships
take a long time to produce, so the earlier the better. The first
player to have capital ships will have free reign of the oceans for
as long as the other players don’t have any. One nasty trick is to
produce a Destroyer very early in the game and use it to hunt down
and sink enemy Transports. This tactic can sometimes cripple the
opposition during the early portions of the game. It is also nice to
have one if your opponent decides to do the same thing.
Once fighting ships appear on the map, Transports should never
go unescorted. Since all the units on the map are visible, it is
difficult, if not impossible, for a Transport to flee from enemy
ships, and they are very vulnerable in battle. Remember, losing a
Transport may also result in the loss of up to six Armies. Enemy
Transports should always be your primary naval targets and you
can bet they will also be your enemy’s as well.
Do not engage the enemy’s fighting navy unless you have decisive
odds, are protecting your Transport fleet, or can do a lot of damage
to your opponents Transport fleet. Crippled ships should never be
used in battle unless absolutely necessary. Repair your ships as
often as possible. You never know when they might be needed,
and repairing ships is easier than replacing them. Capital ships are
very powerful and take a long time to produce. This combination
Empire Deluxe Page 148

makes them very valuable units in the game. You should never use
them in a haphazard manner. Victory will often lie with the side
who possesses the biggest fighting fleet. If your opponent has
amassed a fleet of capital ships you cannot hope to match, you
may try building a lot of Destroyers. Destroyers can outmaneuver
the capital ships and allow you to race past his fighting fleet and
sink his Transports. All the capital ships in the world won’t do him
any good if he can’t move his Armies off his continents.
Once you have taken the uncontested continents, you will then
have to turn towards the contested ones. Your strategy here will
have to change. Taking continents with only a few cities on them
will be easier than continents with many cities on them. Likewise
they are harder to defend. What took one Transport full of troops
to take will now take several, as your oppositions forces will have
to be overwhelmed as well as their cities. Using capital ships to
shore bombard the enemy continent just prior to and during your
invasion can work quite well. Your success rate will be higher than
using Armies to do it and repairing ships is usually easier than
creating new Armies. Placing a capital ship in a city to attack
enemy units can work as long as your opponent does not amass
more than two units on the city at one time. Be careful with this
tactic, as a ship in a city dies when that city is captured.
When you attack an enemy continent, the cities should be your
primary objective. When you take them, you rob your opponent
of necessary production and reduce his reinforcements while
increasing your own. Always produce Armies on a contested
continent until you are assured of victory.
It is important that you amass sufficient forces to take a continent
once you decide to invade it. Doing otherwise is usually a waste.
There are a few exceptions, however. A single Transport filled with
Armies can cause a lot of damage to the opposition if used
properly. Attacking an important continent with a small force will
make your opponent divert necessary resources to reconquest of

the continent or risk losing it. Running an Army loaded Transport
into an unprotected enemy city that is producing or repairing a
capital ship can do much to curtail that players amassing of a
fighting fleet.
A good offensive strategy will win you the game, a good defensive
one will keep you from losing. Don’t over extend yourself. Try to
keep a few Armies on each conquered continent as a reserve. This
reserve can be used to retake cities captured by the enemy and can
be used as emergency reinforcements for nearby invasions. A
good fighting fleet, however, will always be your best defense.
Always keep an eye on the enemy fleet. Incoming capital ships
and/or Transports often signifies an invasion and enemy Destroyers can often sneak in behind your lines and sink Transports if not
watched.
Always try to keep a definable front. Do not let the opposition
possess continents behind your lines. Doing so will allow you to
concentrate your forces on the front lines and not require you to
try to protect every city you own at the same time. If you find that
your defensive land forces are being wiped out by enemy shore
bombardment, retreat away from the shore. If you cannot, attack
the ship before it attacks you. The Army will still probably die, but
it will cause more damage in return. Another trick is to use cities
to hide units in that are in danger of attack from Destroyers or
capital ships. Since these ships cannot attack the city, units in them
are invulnerable, but beware the loaded Transport.
Always attack where the enemy is weak and defend where he is
strong.

Empire Deluxe Page 150

STANDARD GAME
The advent of hidden movement and unexplored terrain in the
standard game allows for many new and different strategies. You
will now have to concentrate on exploration and scouting, as well
as conquest, in order to win the game.
If you start the game from a city that has other cities visible from
it you will want to produce an Army immediately. Otherwise, it
may be prudent to produce a Fighter first and then start producing
Armies, The Fighter will be able to explore your starting continent
rapidly and find other continents to invade later, when your
Transports come on line. Fighters make the best scouts but
Destroyers can also be useful, especially if the continents on that
map are far enough apart that Fighters cannot often reach them.
Capital ships should never be used to explore unless they have
nothing better to do, although a Carrier loaded with Fighters can
explore a lot of territory rapidly. Since Submarines are hard to
spot, they can be very useful in exploring enemy protected
territory.
Always try to have a good idea of the layout of an enemy continent
before invading it. Invading a continent blind can lead to disaster.
Fighters are useful for keeping tabs on enemy troop and fleet
movements. Their speed makes them hard to catch and their
quick production time makes them less than desirable targets and
easy enough to replace.
Hidden movement will allow you to sneak forces into areas that
before you would have to muscle into. This allows you to accomplish things with smaller forces than before. It also means you will
have to watch out for your opposition doing the same thing. Setting
Fighters and Destroyers on patrol can warn you of incursions by
enemy fleets and Submarines. Armies patrolling your shoreline
can also be very beneficial, Try to keep sufficient forces on the
front line to warn of incoming invasions and discourage nuisance
Empire Deluxe Page 151

attacks. Assemble your strike forces behind the lines. This will
allow you the surprise the opposition when you are ready.
Carriers are best used to extend the Range of your Fighters.
Although they can meet with some success when used to sink
enemy Transports, Carriers should not engage in combat Just like
with Transports, try to keep your Carriers full. The best place for
a Carrier is in the middle of a large surface fleet. Here they can use
their Fighters to range out to spot enemy units. Carrier based
Fighters can also be used to clear continents of enemy defenders
that shore bombardment cannot reach,
Fighters can be used for quick support of invasion forces, although
using them too often in this capacity can be expensive.
Submarines can be very useful in the game. They can be used to
sneak behind enemy lines and wreak havoc on the enemy
Transport fleet. They are useful in softening up enemy capital
ships to increase your chance of victory with your own capital
ships. If you Find the enemy’s surface fleet far superior to yours,
Submarines may be the only type of fleet you will be able to
successfully amass. If a Submarine is in danger of being attacked,
attack with it first. Your chance of success will be higher, Conversely, if you are in danger of being attacked by a Submarine,
attack it first. Remember, a Submarine attacking a Battleship has
a one in four chance of sinking it, but only a one in eight chance
if the Battleship attacks it.
Destroyers are great at spotting Submarines but not so great at
sinking them. Fighters are cheaper and just as effective once the
Submarine has been spotted. Cruisers are the best anti-submarine
units.
Try to come up with a production strategy early in the game and
stick with it. Since cities now gain a production bonus for continued production of a unit, changing a ciry’s production is wasteful.

b
b
I

Being too rigid in this can also have its downfalls, however.
nough to the front that they can reach it in a
produce ships near e
relatively short period of time, but not so close that their cities are
vulnerable. A city that is on turn 59 of producing a Battleship is just
as easy to take as one that is on turn 1.Produce Fighters in your
back lines as these can be quickly shuffled up to the front. Use the
path command to help facilitate this.

I

ADVANCED GAME
The advanced version of Empire Deluxe adds more complexity to
the game. More careful and judicious use of forces and production
will be necessary.
Armor adds more versatility to land combat. Armor units are faster
and more powerful than Infantry but suffers greatly from terrain.
Try to use Armor in clear terrain as much as possible. When using
Infantry against Armor use the terrain to your advantage. Try to
stay in forests, rivers or mountains. If you are not waging a land
battle, land units will always defend best in forests and mountains.
Produce Infantry in the initial stages of conquest and expansion,
as they can be produced quickly. Use Armor as your staple ground
forces. They can fight as well as two Infantry, react faster and only
count as one unit for support purposes.
Airbases are useful as cheap Carriers and can extend the Range of
Bombers, as well as Fighters. Continents without cities can now be
useful for air unit staging areas. Placing an Airbase in a non-coastal
square on a continent without any cities on it, makes it hard for the
enemy to locate and difficult to kill.

time. Fleets protected by Fighter-loaded Carriers become more
important with Bombers on the prowl.
Careful management of production is a must in the advanced
game. Try to arrange your production strategy so that cities with
specialization produce what they are specialized in. You will have
to watch the effect the number of units you have on the map has
on your production times. Long time producing units will suffer
more from this than short time ones. You may find it necessary to
disband unnecessary units. Disband out of the way land units first
since they are difficult to relocate. Remember, an Army takes up
just as much support as a Battleship. Build more powerful, long
time producing units in favor of short time, less powerful ones.
Chose cities that have poor production efficiencies or are in poor
positions to stop production at, but remember that it is not the
number of units you are producing that counts against support,
only the number you have on the map. You may wish to discard
the above techniques if you are engaged in a war that is causing a
great deal of attrition on your part. Be careful not to produce long
term units too near the front. A Bomber can destroy the production
of a Battleship as easily as that of an Infantry.

Bombers are one of the most powerful new units in the game. They
are as effective at killing Armor as they are at killing Infantry. They
are effective in softening up capital ships and are especially
effective in killing Submarines. Their longer Range makes them
useful scouts. Hiding units in cities to protect them is dangerous
with Bombers about.
are best used to destroy enemy Bombers. Defending
I Fighters
Bombers against Fighters is a difficult feat and will require your
own force of Fighters. Their speed makes Fighters useful in patrol
duties and keeping tabs on enemy troop and fleet movements.
They are also good at exploring small areas in a short amount of
Empire Deluxe Page 154

Empire Deluxe Page I55

APPENDIX VII Fine Tuning The Game
Empire Deluxe is designed to be used on a large number of different
machines, with a large number of configurations. In combination
with this, the balance between speed and aesthetics is different for
each individual. Empire Deluxe incorporates several options for the
user to meet his or her own balance.

MEMORY USAGE
Empire Deluxe tries to adapt to as many memory configurations as
possible. Empire Deluxe recognizes both Extended and Expanded
memory (that memory past 640K), but would like as much free
conventional memory as possible. Over 600K is very nice. If you
are encountering “Out of Memory” messages, these are normally
a result of not enough free conventional memory for your current
configuration. Some things that can ease memory problems
include:

SCREEN UPDATE SPEED
-

The first question is the display map. As a characteristic of
resolution and colors, the higher the resolution used in Empire
Deluxe, the slower the screen will update. Depending on the
machine you are running Empire Deluxe on, you may feel this
speed is too slow. What we recommend is to experiment with the
different screen resolutions until you find one that has the best
balance between visual aesthetics and screen update speed.
Also, try turning on ‘Fast Scroll’ in the user preferences, and see
if that manner of screen update meets your taste better.

Empire Deluxe Page 156

Remove any TSRs (Terminate and Stay Resident programs)
you normally load into your computer.
- Run the game at a lower screen resolution.
- Use smaller maps.
- Use less players (especially computer players).
- Do not use the sound drivers. To do this, select No Sound
Effects and/or No Music in the sounds option from the
“ECONFIG” program. Note that deselecting sound during play
of the game will not release the sound drivers,
- If you
are running in a multitasking environment, i.e., Windows or DesqView, try running outside the environment.

Empire Deluxe Page 157

FINAL WORDS
BIOGRAPHIES
MARK LEWIS BALDWIN
Previous rumors have debated over the birthplace of Mark, Some
place it on the three hundred and twenty-second planet of the
Betelgeuse system from which he was stolen away by space
gypsies in his second year. However, many years of research have
proven that said planet is missing from the system, so the more
unlikely possibility that Mark was born in Detroit Michigan in 1952
must be believed.

In 1986 Mark left the Shuttle Program to move to Colorado to
design games full time. It was during this time that he co-authored
the award winning EMPIRE, along with many other products.
Later he helped form White Wolf Productions, one of the top
computer game design houses in the country today.
So now, Mark is still wasting away his time on computer games,
and spending his free time in the mountains panning for gold.

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 nearly a thousand. College was next on the
agenda, where in 1974, Mark received both Bachelors and Masters
degrees in Engineering from Purdue University. It was also during
this time that Mark picked up his interest in computers. That was
due to the fact 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
was obliged to return the favor at SAC Headquarters in Omaha,
Nebraska. From this, he learned everything there was to know
about Soviet ICBM’S which has been of absolutely no value in
designing computer games.
Realizing this failure o f value, Mark left life in a blue suit to work
on the Space Shuttle Program in Houston Texas in 1979. There he
worked on shuttle flights for seven years, It was during this time
that Mark also started writing games for the computer, first
amateur, then commercial.
Empire Deluxe Page l58

Empire Deluxe Page 159

BOB RAKOSKY
The other month, I heard a song on the radio that pretty much
sums up my life to date. Its main lyric went: “First I was a hippie,
then I was a stockbroker, now I’m a hippie again. Oh yea!.”
Coming of age in the early 70’s on the East Coast, the first part of
that song lyric definitely applies. (Yes, he even inhaled.) Attending
College (and Winter Camp) at Clark University in Worcester,
Mass., Bob graduated Magna Cum Laude with a BA in Mathematics
in 1974. Emerging from this with a liberal arts education and a
sense of social consciousness, Bob obtained a job teaching math
in a small, private high school/boarding school for emotionally
disturbed adolescents in rural, Northern Virginia. After three years
of extremely low pay, long hours and high stress, Bob decided
there had to be a better way to live life.
After moving to Colorado for a short while, Bob ended up back in
the Boston area, working as a Production Potter earning 50 cents
apiece to create the same simple hand-made pot over and over
again. One could say that it was not particularly enriching, in any
sense of the word (financial, intellectual, or artistic). That, coupled
with the pressures of a recent marriage, signaled time for another
lifestyle change.
At the time, the business world was beginning to expand greatly
their use of computers and Data Processing, and there was a real
shortage of programmers available. Some of these companies
were so desperate that they set up their own training programs and
were hiring people who had the “potential” even if they didn’t have
any training or experience. With his math background and aptitude, Bob was able to get hired by one of the largest banks in
Boston for such a program. Enter the “stockbroker.” After a sixweek training program that taught him how to spell COBOL, Bob
was told “You are now a programmer. Now get to work!”

Empire Deluxe Page 160

In the ensuing years, Bob taught himself IBM mainframe Assembly
language and started moving away from pure “Applications Programming”
to the area of “Systems Programming”, which dealt
more with how computer systems worked than with how someone’s
bank statement was created. He also ended up leaving Boston,
moving to Denver (because he couldn’t get a good taco in Boston),
and leaving his marriage (because < omitted >).
For the next 10 years, Bob continued to work in the mainframe
computer world, earning a good salary and learning that he
disliked the politics of the business world. During this time he
“discovered” personal computers and began to appreciate the
wonders of these “appliances” as hobbyist toys. With his first
computer (an Apple II), he was fascinated with the ways that the
software for these systems was put together. Working with both
the native Apple operating system and the “industry standard” CP/
M system, Bob did a lot of “playing” and learning, and released a
couple of small programs into the Public Domain.
When Commodore introduced their new Amiga computer in
1986, Bob was intrigued. Here was a personal computer with a
true multitasking heart that strongly appealed to the “systems
weenie.” The fact that it had great graphics and sound capabilities
just added to the magic. What a neat hobbyist machine!
After a couple of hobbyist projects (including a telecommunications program), Bob decided to try to break into the commercial
software arena. He needed a hard disk backup program for
himself, and noted that there was little available for the Amiga,
although Amiga users were starting to be able to buy hard disks to
augment their systems. Thus was born “saf-T-net”, one of the first
commercial backup utilities for this new market. Bob now got his
exposure to the other side of software development - trying to find
a publisher for your work and trying to see that it gets marketed!

Empire Deluxe Page 161

Soon after the publication of saf-T-net, Bob was introduced to Mark
at an Amiga Users’ Group meeting. Mark was looking for someone
to convert his Empire to the Amiga and Bob was looking for a
project. While not a heavy-duty game player, Bob was intrigued by
the technical requirements of games and looked at the challenge
of games programming as an excuse to explore some new
programming areas (like graphics and sound). Of course, halfway
through this project, Bob got “hooked” by Empire and it became
more than a “technical opportunity.”
After the successful completion of the Empire project, Bob did
another project with Mark (for Interstel) - the conversion of the
game D.R.A.G.O.N. Force for the Amiga. This project turned out to
be a lot more difficult and time-consuming than first projected.
The stress of trying to complete this project on a part-time basis
while trying to hold down a full-time job to pay the bills led to
another turning point. Bob decided that he couldn’t maintain both
the day job in the business world and still meet the expectations
of producing commercial-quality entertainment software in a
timely manner. It was a tough decision. He could give up the
security of a steady paycheck to work on projects that he enjoyed
doing, or give up on the “fun stuff”, except as a hobby.
Against all logic and reason, when the opportunity to work on The
Perfect General came up, Bob said (to himself, and borrowing
heavily from an old Firesign Theater album) “Pluck the duck. What
haveIgottolose?“andgaveupthedayjob.
Now l’m a hippie again.
Of course, this did lead to the forming of White Wolf Productions,
but we are definitely not “the business world.”
Oh yea!

Index
A
About Empire 72
Activate 79
ADVANCED GAME 39
Advanced Setup Options 53
Air Units 1 1 2 , 122
Airbase 4 2 , 121
Answer 97
Armor 41, 120
A r m y 17, 1 0 7 , 111
Attack Rating 102, 132
Attacker 102
Automatic Modem Dial Menu 97
Autosave 68

B
basic game I 5
Basic Rules Player Selection Menu 5 1, 52
Battles/Movement 8 1
Battleship 18, 1 10, 117, 128
Baud Rate 95
B o m b e r 41, 123
Bombing 45, 102
Brushes 89
Build World 88
Button 102

C
Cancel 52
Capital Ship I 02
Capturing Cities 23

Carrier
Center

32, 36, 118, 129
80

Screen

Chat Window 97, 98
C i t i e s 15, 20
C i t y 131
City Information 65
Clear 3 9 , 130
Empire Deluxe Page 162

Empire Deluxe Page 163

Clear all units 88
Clear Orders 76
Clear to Land 88

Clear to Sea 88
Click 102
COM Ports 95
Combat 21, 36. 44, 132
COMBAT MECHANICS 132
Combat Report 71, I 00
Commanders Past and Present screen 92
Commands Menu 76
Connect Control 96
Crippled IO3
Cruiser 17, 110, 116, 127
Cursor 64

D
Damage Rating 103, 132
Defender 103
Defense Rating 103, 132
Delays 81
Delete 61
Destroyer 17, 109, 114, 125
Dial 97
Dir 60
Disband Unit 76
Display Menu 79, 89
Double Click 103

Forest 15. 40. 130
Fred 7, 19, 20, 21, 22, 25, 26, 27, 33, 35, 37, 46, 47, 133
Friendly 103

G
Game Editor 7. 50, 83, 85
Game Editor Window 83
game mode box 76
Game Mode Indicator 63
Game Options Menu 9, 50, 58. 59. 69, 84, 88. 92
Game Start Options Menu 9, 51, 94
Generate Named World 58
Generate Random World 57
GETTING STARTED 51, 83
Ghosting 104
GLOSSARY 102
Go Home 74
Group Mode 77

H
Handicap 56
Handicap-Combat 56
Handicap-Production 56
Help 52
Hit 104
Hold Capacity I 04
Hot Keys 104, 136

E
E d g e 16, 131
Effects of Damage 24
Enemy 103
Escort Ship 74
Exit 69
Exit Map Editor 88
Explore 74

F
Fighter 31, 41, 112, 1 2 2
File Menu 61, 68, 85
File Requester 9, 51, 59, 60, 83, 87
Forces Palette 90
Empire Deluxe Page 164

Icon 104
lN THE GAME 62
IN THE GAME EDITOR 84
Index 52
Infantry 40, I 19
Information 71

Land 15
Land Units 1 6 , 107, 111, 119

Load 20. 87

Load a Map 83
Load a Scenario 83, 86
Empire Deluxe Page 165

Load Game Scenario 59
Load Saved Game 5 I
Load Ship 75
Load World Map 59
local area network 93
M
Mail 54
Map 15, 30, 39. 64
Map Menu 88
Map Scrolling 82
Map Size screen 57
Menu Bar IO. 63, 84
Menu bar 6 8
Menus 85
Message Bar 10, 63. 71, 72, 73
modem 93, 96, 97
Modem Control Menu 98
M o u n t a i n s 15, 40, 131

Move 1 9 , 104
Move To 73
Movement 19, 42
Music 81
N
Network 95
New World 83, 85
null modem cable 93. 96
0
Orders 18
Orders Menu 72
Other Menu 99
Other Players 28
P
Parent 61
Paths Mode 77
Patrol 74
Person vs. Computer 53
Person vs. Person 5 3
Play by Mail 93
Empire Deluxe Page 166

Play Game 50
player History 7, 29, 50, 62, 92
Player Prompts 8 1
Player Setup 51
Player Setup Menu 9. 51, 53, 58, 59. 93. 97
Player Type 54
pop-up Information Window I I
Pop-up Menu IO4
Pop-up Production Menu 10
production 26. 37. 47
production Efficiency 47. 65, IO5
Production Information 64
Production Information pop-up window 71
Production Map 71
Production Report 67
Production Reports 81
Production Time 105
PULL DOWN MENUS 68
Pull-down Menu IO5

Q
Quit 50, 6 9

Range 33, 43, 105
Rank 7, 92
Reconnaissance
Report 72, 100
Remote Message Button 100
Remote Message Line 100
Remote Player Indicator I 00
Remote Slave 51 , 94
Rename 67
Repairing Damaged units 25
Reports Menu 69
Resign 68
Resize Map 88
Resume 78
River 39, 130
Rough 3 9 , 1 3 0
Rules 15

Save 8 5
Empire Deluxe Page 167

USING THE FILE REQUESTER 60
USING THE GAME EDITOR 83

Save as Map 68
save as scenario 68
save came 68
Save Game and Exit 69
Scenario Definition 68
scenarios 85
Screen Mode 79. 89
S e a U n i t s 16, 108, 113, 124
sentry 75
Serial Connection Options Menu 95. 97
Shore Bombardment 24, 106
Shot Damage Rating 106, 132
Sighting 21, 34, 43
Sighting Range IO6
Skip Move 13, 76
Sliders 63, 106
Sound 81
STANDARD GAME 30
Status 69
STRATEGY TIPS 146
Submarine 32. 36, 115, 126
Survey Mode 10, 12, 7 7

View Mode 78

Wait 79
Warnings 81
Water 15, 1 3 1
Window 106
Winning the Game 28. 38, 4 9
world Options Menu 9, 57, 8 6
World Options menu 58
World Sizing menu 83
Wrap 58, 88
Z
Zoom Mode 79, 89

T
Terrain Information 66
Terrain Palette 90
The Units 31
Transport 17, 20, 22, 25, 108,
Turn Indicator 63, 100
Turns 18, 32, 42

113,

124

U
Unexplored Terrain 30, 13 1
Unit Info Bar 10, 63
Unit Information 65
Unit Orders 81
Unit Specialization 47
unit support 47, 48
U n i t s 16, 4 0
Unload 20
Unload Ship 75
Unsightable
106
User Prefs 80
Empire Deluxe Page 168

Empire Deluxe Page 169

Quick Reference

Empire Game Keyboard Commands

Go Home
Group Mode
Help
Information
Load Ship
Move To

Empire Deluxe Page I70

Orders
Commands
File
Reports
Orders
Orders

H
F7
<Ctrl> H
<AIt> I
L
T

Empire Game Keyboard Commands cont.
Command

Menu

Hot Key

Wait

Commands

W

Empire Editor Keyboard Commands
Command

Menu

Build World

Map

Hoi

<Alt> B

Key

New World
Quit Empire
Save Map
Save Scenario
Screen Mode
Zoom Level

File
File
File-Save
File-Save
Display

<Ctrl> N
<Ctrl> Q
<Ctrl> s

Display

<Alt> 1 - 5,

Empire Deluxe Page 171

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