recursal/Fanatic-Fandom huggingface dataset:
Info: capital

## COMMAND NAME

capital - Change the location of your capital

## SYNTAX

```
capital <SECTOR>

```

This command changes the location of your nation's capital. The new sector must be of type "capital" or "mountain", and must be owned by you. Your capital produces BTUs. See Info: BTU for the exact rate of BTU production.

This command does not change your coordinate origin (where 0,0 is located), so if you prefer your coordinates centered on your nation's capital, you must use the origin command. For example:

```
[##:##] Command : capit -10,-4

```

```
Your capital is now at -10,-4.

```

```
[##:##] Command : orig -10,-4

```

```
Designation of new origin requires revision of sector numbers.
Origin at -10,-4 (old system) is now at 0,0 (new system).

```

If the unthinkable should come to pass, and an enemy captures your capital, bad things happen. Some happen once, immediately:

1. You will lose half your cash, or $3K, whichever is more.
2. Your enemy will gain half your cash times (1/5 + 4/5 \* sector efficiency)

Re-taking a previously taken capital has no further effect. Once a new capital has been declared with this command, you are again in peril of these two awful things.

Some effects happen right away, and last until you use the "capital" command to create a new capital. The effects are:

1. You will not be able to use many commands (use the 'list of commands' command to see the pitiful few you may still use)
2. The rate at which you gain BTUs will dramatically decrease (see Info: BTU).
Info: origin

## COMMAND NAME

origin - Change the origin of your country's coordinate system

## SYNTAX

```
origin <SECTOR|COUNTRY|~>

```

This command moves the origin of your coordinate system (where 0,0 is located).

You can move it to another sector, or to the origin of an allied country. Deities can also use a "~" argument to move it to absolute 0,0.

This command does not change the location of your nation's capital, though its coordinates, like the coordinates of all other sectors, will be different after using the origin command.

Your "realms" will be automatically recalculated to point to the same area on the map.
Info: wingadd

## COMMAND NAME

wingadd - Designate members of a \\*Qwing\\*U

## SYNTAX

```
wingadd <WING> <PLANE/WING>

```

The wingadd command is used to specify the wing groupings of your planes.

```
[##:##] Command : wingadd <WING> <PLANE/WING>

```

In the syntax <WING> is the alphabetic character to be used as the wing designation. This character can be chosen from the set of upper or lower case a-z and tilde (~). The pseudo-wing specification tilde specifies all planes not currently in any wing.

The specification of planes, <PLANE/WING>, can have one of several syntaxes:

```
example     meaning

```

```
23          plane 23
2/14/23     planes 2, 14, and 23
c           all planes currently in wing `c'
~           all planes currently in the "null" wing
2,3         all planes in sector 2,3
-1:3,0:2    all planes in the square area bounded by -1,0 & 3,2

```

All wings, (with the exception of the `~' wing), are limited to some maximum size and you will be informed how many planes can be added when this command is run.

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

Note that you can remove planes from a wing by adding them to the `~' wing. e.g.

```
[##:##] Command : wingadd ~ A

```

This command would purge all planes from wing `A'.
Info: ledger

## SYNTAX

```
ledger

```

The ledger command prints the information on all outstanding loans in which you are involved.

The loan number, lender's name, loanee's name, principal, interest rate, expiration date, amount due, etc. will be printed for each loan.

For example:

```
[##:##] Command : ledger

```

```
       \&... Groonland Ledger \&...
Loan #0 from Groonland to Dog Dish
Amount paid to date $0
Amount due (if paid now) $5046 (if paid on due date) $5250
Due date is Thu Mar 19 16:44:35 1981
Loan #1 from Doctor Fate to Groonland
(proposed) principal=$3000 interest rate=10% duration(days)=30
Loan must be accepted by Tue Feb 17 16:43:27 1981

```
Info: range

## SYNTAX

```
range <PLANES> <range-limit>

```

The "range" command is used to limit the maximum range of individual planes. This can be useful in setting up high tech interceptors (planes, ABMs, SAMs, etc.) to cover only a small limited area.

Note that missiles always fly at double range (since they don't need to fly back), so you should cut the desired range in half before using the range command.

For example, if plane 1 were a plane and you wanted to limit its reaction radius to 6, then you would type:

```
[##:##] Command : "range 1 6"

```

and if plane 2 were a missile and you wanted to limit its reaction radius to 6, then you would type:

```
[##:##] Command : "range 2 3"

```
Info: lcargo

## COMMAND NAME

lcargo - List the commodities on board your units

## SYNTAX

```
lcargo [<UNIT/ARMY> | <SECTS>]

```

The cargo command lists the commodities on board your ships in readable format. The lcargo command does the same for land units.

The <SHIP/FLEET>, <UNIT/ARMY>, and <SECTS> arguments are provided in case you only wish to look at one ship/unit or one fleet/army or all ships/units within a given area.

The report format contains the following fields:

* **shp#** the ship number, or

* **lnd#** the unit number,

* **ship type** the type of ship; "pt", "fb", etc, or

* **unit type** the type of unit; "art", "eng", etc,

* **x,y** the ship/unit's current location,

* **flt** the fleet/army designation letter (set by "fleetadd/army" command),

* **eff** the ship/unit's efficiency,

* **civ** the number of civilians on board,

* **mil** the number of military on board,

* **uw** the number of uncompensated workers on board,

* **sh** the number of shells on board,

* **gun** the number of guns on board

* **pet** the amount of petroleum on board

* **irn** the amount of iron on board

* **dst** the amount of gold dust on board

* **bar** the number of gold bars on board

* **oil** the amount of oil on board

* **lcm** the amount of light construction materials on board

* **hcm** the amount of heavy construction materials on board

* **rad** the amount of radioactive material on board

For example:

```
[##:##] Command : cargo F

```

```
shp#         x,y   flt eff  civ mil  uw  sh gun pet irn dst bar oil lcm hcm rad
   3 dd      8,-14  F   86%   0   2   0  34   4   0   0   0   0   0   0   0   0
   4 fb     -2,14   F  100%  10  10   0   0   0  10   0   0   0  10   0   0   0
   7 dd      8,-14  F  100%   0  60   0  40   4   0   0   0   0   0   0   0   0
  10 fb      5,-15  F  100%   1   0   0   0   0   0   0   0   0   0   0   0   0
  11 fb      3,-15  F   20%   0   0   0   0   0   0   0   0   0   0   0   0   0
  13 bb      4,-16  F   80%   0  10   0 100   4   0   0   0   0   0   0   0   0
6 ships

```

## SEE ALSO

land, ship, build, march, navigate, load, lload, fleetadd, army, LandUnits
Info: starvation

## COMMAND NAME

starvation - Find out who's going to starve

## SYNTAX

```
[##:##] Command : starvation [<SECTS>|l <UNITS>|s <SHIPS>]

```

The starvation command warns you of possible starvation in your sectors, land units, and ships.

```
[##:##] Command : starv

```

With no arguments, the starvation command will list all of your sectors, land units, and ships that will starve at the update.

#### Sectors

```
[##:##] Command : starv <SECTS>

```

With this syntax, the starvation command displays all sectors in <SECTS> that currently do not have enough food. It does not take into account emergency food growing. It also does not worry about feeding babies... it merely check for starvation. If you want population increase, you'll need to chuck in some extra food...

For example:

```
[##:##] Command : starv #0

```

```
Mon Aug 28 04:53:38 1995
Starvation
sect         eff
4,0    +    100% will starve 125 people. 15 more food needed
1 sector

```

#### Land Units

```
[##:##] Command : starv l <UNITS>

```

With this syntax, the starvation command will list which of your units are currently not carrying enough food (see Info: lload and Info: supply).  For example:

```
[##:##] Command : starv l *

```

```
Mon Aug 28 04:53:05 1995
Starvation
lnd#     unit type
6 cavalry           will starve 9 mil. 1 more food needed
7 cavalry           will starve 13 mil. 2 more food needed
2 units

```

#### Ships

```
[##:##] Command : starv s <SHIPS>

```

With this syntax, the starvation command will list which of your ships are currently not carrying enough food to feed the people on them. For example:

```
[##:##] Command : starv s * ?type=frigate

```

```
Mon Aug 28 04:53:29 1995
Starvation
shp#     ship type
0 frigate           will starve 10 people. 2 more food needed
1 ship

```

To see how much food your people need to eat, check the output of the version command.
Info: info

## COMMAND NAME

info - Provide information on various topics

## SYNTAX

```
help [<SUBJECT|COMMAND|TOPIC|all>]

```

The Empire info pages are organized by subject. To get a list of subjects, type:

```
[##:##] Command : info

```

or

```
[##:##] Command : help

```

You can then type:

```
[##:##] Command : info Subject

```

to get a list of Empire commands and info topics which are related to the Subject that you chose. Note that Subjects always start with a capital letter (this is to distinguish them from commands which are always lowercase).

To get info on the syntax of an Empire command, type:

```
[##:##] Command : info command

```

where "command" is the command you're interested in. Note that info about Empire command syntax is always specified lower-case.

To get info about some Empire topic, type:

```
[##:##] Command : info Topic

```

Where Topic is the name of some Empire topic that you're interested in.

Every Empire command and topic belongs to at least one subject, and in some cases more than one.

```
[##:##] Command : info all

```

This will list all info pages. Warning: this list is long!

As of this writing, some clients shanghai the help command to provide help on their own command line extensions, but fail to integrate server help. If the help command doesn't work for you, try the info command instead.
Info: deliver

## COMMAND NAME

deliver - Establish delivery routes for shells, ore, etc

## SYNTAX

```
deliver <COMM> <SECTS> q

```

An example of using deliver in addition to distribute is where you may have a mine which uses distribute to get its food from a warehouse, but uses deliver to export its iron to the adjacent hcm factory.

Deliver may be used to extra-fine tune a distribution network. In fact, deliver can greatly improve the performance of a distribution network if used properly.

If 'q' is specified rather than a threshold, then the delivery directions and thresholds will simply be listed. You can also use the "cutoff" command to list delivery thresholds.

The number <THRESH> specifies how much of that commodity you would like to be kept in the sector. If you do not want to change the direction that a sector delivers to, then put a '+' before the number <THRESH>.

Note that delivery thresholds are stored as multiples of 8. If you specify a threshold that is not a multiple of 8, it will be rounded down.

The direction must be specified as one of the six direction characters, (usually `y' `u' `j' `n' `b' or `g'), the "no-direction" character, (usually `h'). If no direction is specified, then the direction will not be changed for that sector.

```
[##:##] Command : "deli f 0,0 0 j"

```

Will deliver all food from 0,0 to 2,0.

```
[##:##] Command : "deli i * ?des=m +87"

```

Will set iron delivery threshold to 80 in all mines.

```
[##:##] Command : "deli l * q"

```

Will list all lcm delivery specifications. (Sectors with no delivery threshold or direction will not be listed).

The census and commodity reports will indicate deliveries by the same characters used to specify them in this command.

If, during an update, the destination sector is not owned by you, the message "delivery walkout between x,y & x,y" will be printed and nothing will be delivered.

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

See Info: Mobility for an explanation of mobility costs.

## SEE ALSO

cutoff, census, commodity, route, distribute, Distribution
Info: Wolfpack

## Wolfpack

 The Wolfpack project

There have been several changes/fixes made to the Empire3 code in the new Empire4 Server. This outlines the various changes and how they will affect you, the player. These were coded as the Wolfpack project, and bug-reports should be sent to <wolfpack@wolfpackempire.com>.

See the Info: Options and Info: Empire4 for more detailed information on the Wolfpack project.

SEE ALSO

Options, Empire4, Server
Info: execute

## SYNTAX

```
execute <INPUT FILE>

```

This command reads Empire commands from <INPUT FILE> and executes them.

You can't execute a batch file from within a batch file at this time. Redirections in batch files are not supported either.

Note: The execute protocol is broken by design. Not all clients support it. Some clients get confused by funny file names, or redirections.
Info: turn

## COMMAND NAME

turn - Turn game on or off, or change the login message

## SYNTAX

```
turn <on|off|motd>

```

"turn off" turns the game off: mortal players can't log in, and mortals already logged will be booted at the next command prompt. The command lets you enter a message to the players explaining the downtime. Updates are not disabled.

"turn on" reverts the effect of "turn off".

"turn motd" lets you enter a new login message, also known as message of the day.
Info: commodity

## COMMAND NAME

commodity - Report commodities in sectors

## SYNTAX

```
[##:##] Command : commodity <SECTS>

```

The commodity report provides information pertaining to the various commodities in some or all of the sectors you occupy.

In the syntax of the commodity command <SECTS> is the area on which you wish information, (see Info: Syntax). A typical usage might be:

```
[##:##] Command : commodity -6:6,-3:3

```

which would list data for the area extending three sectors out from the capital in each direction.

The commodity report lists each of your sectors with the following heading:

```
COMMODITIES deliver-- distribute
sect     sgpidbolhr sgpidbolhr  sh  gun  pet iron dust  bar  oil  lcm  hcm rad

```

These columns represent:

* **sect**  the x and y coordinates of the sector
* **sgpidbolhr**  Ten delivery columns corresponding to: shells, guns, petroleum (refined), iron, dust (gold), bars of gold, oil, light construction materials, heavy construction materials, and radioactive materials.
* **sgpidbolhr** Ten distribute columns corresponding to: shells, guns, petroleum (refined), iron, dust (gold), bars of gold, oil, light construction materials, heavy construction materials, and radioactive materials.
* **sh**  the number of shells in storage
* **gun**  the number of guns in storage
* **pet**  the number of units of refined petroleum
* **iron**  the number of units of iron ore
* **dust**  the number of units of gold dust
* **bar**  the number of gold bars
* **oil**  the amount of crude oil
* **lcm**  the number of units of light construction materials
* **hcm**  the number of units of heavy construction materials
* **rad**  the number of units of radioactive materials
* For example:

```
[##:##] Command : commodity -3:3,-2:2

```

```
COMMODITIES deliver-- distribute
sect     sgpidbolhr sgpidbolhr  sh  gun  pet iron dust  bar  oil  lcm  hcm rad
 6,0   k .......... ...1....0.   0    0    0  100    0    0    0    0    1   0
-1,1   j .......... .......0..   0    0    0   95    0    0    0    1    0   0
 1,1   t .......... .......1..   0    0    0    0   50    0   54  100    0   0
-3,3   g ....g..... ..........   0    0    0    0   43    0    0    0    0   0
-6,4   m ...j...... ..........   0    0    0   65    0    0    0    0    0   0
-4,4   m ...u...... ...0......   0    0    0  144    0    0    0    0    0   0
-2,4   g .......... ..........   0    0    0    0   23    0    0    0    0   0
 2,6   t .......... .......1..   0    0    0    0   38    0   53  130    0   0
 4,6   l .......... ..........   0    0    0    0    0    0    0  100    0   0
 4,8   t .......... .......1..   0    0    0    0   37    0   53   20    0   0
 6,8   h .......... ..........   0    0    0    0    0    0    0   35   15   0
11 sectors.

```

The direction of delivery is indicated by the same characters that are used in the "move", "navigate", and other commands to indicate direction. The presence of a distribution threshold for a particular commodity is indicated by a digit in the appropriate column under "distribute", representing the hundreds digit of the threshold value.
Info: scrap

## COMMAND NAME

scrap - Scrap a ship, plane, or land unit

## SYNTAX

```

```

This  command  allows  you to scrap planes/units/ships when you no longer need them.

Ships may only be scrapped in own or friendly 60% harbours.  Planes  may  only be  scrapped  in own or allied 60% airfields.  Land units may only be scrapped in own or allied sectors.

When scrapping a unit, plane or ship, you receive materials equal to  2/3  the amount  used to build it. The materials are put in the sector where the scrapping occurs.

If you scrap a ship or unit that has planes  on  board,  the  planes  will  be transferred to the sector.

## SEE ALSO

scuttle, build, ship, land, plane, Ships, Planes, LandUnits
Info: threshold

## COMMAND NAME

threshold - Set commodity distribution thresholds

## SYNTAX

```
threshold <ITEM> <SECTS> <THRESH>

```

The threshold command is used to specify the level of a given commodity which is to be maintained by the sector's distribution sector. These levels are maintained by either importing or exporting commodities. This importation and exportation is done automatically during an update. It uses much less mobility than manual moves. See Info: Mobility for details.

In the syntax, <SECTS> is the sector or sectors from which the deliveries are made, <ITEM> is one of the following:

* **c** civilians
* **m** military
* **u** uncompensated workers
* **f** food
* **s** shells
* **g** guns
* **p** planes
* **i** iron ore
* **d** gold dust
* **b** bars of gold
* **o** oil
* **l** light construction materials
* **h** heavy construction materials
* **r** radioactive materials

and <THRESH> is a number specifying the level of commodity which is desired.

The census and commodity reports will indicate distribution thresholds by the "hundreds digit" of the threshold level. In order to have a threshold take effect, it must be at least one.

Sectors importing or exporting items can be seen by the "route" command (marked with a "$") or by the sect command.

Also, note that no distribution center will ship out its last civilian.

## SEE ALSO

distribute, census, commodity, route, level, Distribution
Info: Spies

## Spies

How spies work

There is a land unit type "spy". These can be very valuable land units to have wandering around the planet...

Spies are very special land units. They are able to march into any sector (owned or unowned) and look about. Of course, if you are marching in unallied territory, there is a chance you will get caught.

If a spy is caught by a friendly or neutral country, the country will get a message that a spy was spotted in their country. If the spy is caught by a hostile or at war nation, the spy gets shot on the spot. The chance of getting caught while marching about is inverse to the efficiency of the spy. So, at 100%, a spy has a 10% chance of getting caught. at 10%, a spy has a 100% chance of getting caught. Thus, you want efficient spies.

Spies are also very fragile. If they are caught in any kind of combat, shelling, bombing, etc. and take ANY damage at all, they die.

Spies may also be snuck on shore via ships using the "assault" command. If you assault a sector using just spies, they have a 10% chance of making it on shore without being spotted (no matter what their efficiency). If spotted, the same rules apply for how a spy is dealt with. If you mix spies and mil, the spies must fight just like normal units. And, since any damage they take kills them, this is very risky usage of spies.

You may locate spies using the "llookout" or the "spy" command.

Use your imagination on how to eradicate errant spies. ;-)

Submarines may carry up to two spy units.

When unloaded from a ship, spies are not given over to the owner of the sector as other units are.

## SEE ALSO

lboard, bomb, fire, spy, llookout, LandUnits
Info: offer

## SYNTAX

```
offer loan <CNUM/CNAME> <AMOUNT> <DURATION> <RATE>

```

The offer command is used to offer a loan to another country.

<CNUM/CNAME> is the number or name of the country to whom you are offering the loan,

<AMOUNT> is the size of the loan. (NOTE: do not use a dollar sign),

<DURATION> is the length of the loan in days,

<RATE> is the interest rate, (per <DURATION>), on the loan.

The program prompts with various questions concerning any terms of the loan not provided on the command line and sends a telegram to <CNUM/CNAME> announcing the loan offer.

If the other country accepts the loan, (using the "consider" command), the money will be transferred from your account and you will be notified that the loan duration has started.

Note that the dependence of rate on the duration makes a 30 day loan at 10% a worse deal than a 60 day loan at 15%.
Info: bdes

## SYNTAX

```
[##:##] Command : bdes <SECT> <des>

```

A  bmap  gives  you  a  graphic representation of all or part of your country. Bdes allows you to change a sector of your bmap.

Bmap differs from map in that it reflects everything you've learned about  the world.  If, for example, you navigate near a sector and find out that it is as sea, it will show up on your bmap as sea, even if it doesn't show up  on  your map.

When  you  get  new  information, it will overwrite the designation you put in with bdes, UNLESS you put in an 'x' or an 'X'. These two characters,  'x'  and 'X'  are permanent, unless you manually change them with bdes. Once you change them back, the sector will be updated normally by nav, march, etc.  (The  normal  use  for these is to record minefields, so that you can march adjacent to the minefield without eliminating the information)

You may use any character with bdes, not just sector  designations.   However, certain  characters  need  to  be surrounded with double quotes on the command line, like this:

```
[##:##] Command : bdes # " "

```

```
[##:##] Command : bdes 47,11 "?"

```

Conditionals do not work with bdes (i.e. bdes # ?des=c C) unless you  own  the sector.

Note  that  the  bdes  command  only  changes your 'working' bmap and not your 'true' bmap.  If you make a mistake and bdes a  bunch  of  sectors  where  you didn't want them to be, you can always start over by typing

```
[##:##] Command : bmap revert

```

which will revert your 'working' bmap back to your 'true' bmap.
Info: Sector-ownership

## Sector-ownership

Sector ownership

In order to own a sector, you must have at least one of the following present in the sector:

1. mil
2. a land unit
3. non-captured civilians

If at any time you do not have at least one of those 3 things in a sector, you will lose control of it. If you are not the old owner at the time you lose the sector, it will revert to the old owner. Otherwise it will revert to the deity, country #0, even if another country's land units are present in the sector. If there are no people at all in the sector, it will revert to the deity.

Note that this means that if you attack a sector and do not move in, you will not gain possession of it. If there are civilians in the sector, the sector will revert back to the original owner. If there are no civilians in the sector (and no mil or units, because you just killed them), the sector will revert back to the deity.

Similarly, if you abandon a sector, it'll revert immediately.
Info: Selector

## Selector

Selectors you can use in Empire conditionals

This is a complete list of all selectors you can use in Empire conditionals.

A selector is for example "mil" in the following command:

```
[##:##] Command : cen * ?mil>10

```

Most selectors are self-explanitory, so definitions will only be given where necessary.

## Commodities

```
civil
milit
shell
gun
petrol
iron
dust gold dust
bar bars of gold
food
oil
lcm light construction materials
hcm heavy construction materials
uw uncompensated workers
rad radioactive materials

```

## Sector

```
xloc
yloc
owner
des designation/infrastructure
effic
mobil
terr alias for terr0 (mortal player) or dterr (deity)
terr0
terr1
terr2
terr3
dterr
timestamp
fallout
road
rail
dfense (this isn't defense or it will conflict with des)
work
coastal is a coastal sector
newdes new designation
min mineral resources (iron)
gold gold resources
fert food fertility
ocontent oil content
oldown old owner
off whether production is turned off
xdist distribution centre
ydist distribution centre
avail available workforce

```

## Ship, plane, or land unit

```
xloc x location
yloc y location
owner
type type of unit (e.g. cavalry or frigate)
effic
mobil
timestamp
tech tech level the unit was built at
uid unit id number
group fleet/wing/army
opx mission operations sector
opy mission operations sector
mission
1 = interdict
2 = support
3 = reserve
4 = escort
5 = sub interdiction
6 = air defense
7 = defense support
8 = offense support

```

## Ship

```
fleet
nplane number of planes the ship is carrying
nxlight number of xlight planes the ship is carrying
nchoppers number of helicopters the ship is carrying

```

## Plane

```
wing
range
ship ship the plane is on (-1 = no ship)
att
def
harden
nuketype Type of nuke on the plane (-1 = no nuke, 0..n = index into nuke ta-
ble)
flags
land land unit the plane is on (-1 = no land unit)

```

## Land Unit

```
att
def
army
ship ship the land unit is on (-1 = no land unit)
harden fortification
retreat
land number of land units on the unit
nxlight number of xlight planes on the unit
vul
spd
vis
spy
rad
frg
acc
dam
ammo
aaf
maxlight

```

## Nuke

```
owner
uid
xloc
yloc
number
types
timestamp

```

 For distribution and delivery selectors, the first letter is the first letter of the name of the commodity. For example, civilian distribution threshold is 'c\_dist'.

## Distribution

```
c_dist
m_dist
u_dist
s_dist
g_dist
p_dist
i_dist
d_dist
b_dist
f_dist
o_dist
l_dist
h_dist
r_dist

```

## Delivery

```
c_del
m_del
u_del
s_del
g_del
p_del
i_del
d_del
b_del
f_del
o_del
l_del
h_de
r_del

```

## Deity

```
pstage
ptime
che
che_target
mines

```

## Loan

```
loaner
uid
loanee
status
irate
ldur
amtpaid
amtdue
lastpay
duedate

```

## News

```
actor
action
victim
times number of times action happened
time time

```

## Lost

```
owner
uid
type
x
y
timestamp

```
Info: territory

## COMMAND NAME

territory - Assign various sectors to a specific territory

## SYNTAX

```
territory <SECTS> <NUMBER> [<FIELD>]

```

In Empire, sectors may be given a territory id number. This number may be used in conditional statements as in:

```
[##:##] Command : census # ?terr=27

```

The program will then give you a census report for all the sectors that have been assigned the territory number "27".

In this sense it is essentially an extended "realm". However, you are not limited to rectangular regions and you have 99 values to choose from.

There are four independent territory fields terr, terr1, terr2, terr3 selected by field arguments 0, 1, 2, 3, respectively. Deities can use an additional territory field dterr, selected by -1. If the optional field argument is empty, terr is assumed for mortals and dterr for deities.

```
[##:##] Command : territory #1 5 1

```

Would set terr1 to 5 for all sectors in realm 1.

```
[##:##] Command : sect * ?terr1=6&terr2=12

```

If terr1 was used to mark different islands and terr2=12 indicated productive sectors, this would highlight all the productive sectors on island number 6.

Some possible uses include; all sectors distributing to a particular sector; all coastal sectors; all sectors that have armed missiles in them. And probably thousands that I haven't thought of. ;-)

To "unset" a territory, set its value to zero.

Note: terr and terr0 are the same.
Info: repay

## SYNTAX

```
repay <LOAN>

```

The repay command is used to repay loans from other countries.

The <LOAN> argument is the number of the loan you are repaying and if not included on the command line it will be solicited by the program.

You can repay all or part of the loan with this command; however beware of letting the loan become overdue -- the lender may decide to force collection (see Info: collect).

When you repay on a loan a telegram is sent to the lender informing her/him of the amount repaid.

```
[##:##] Command : repay 12

```

```
You presently owe $4515    payment : $2000

```

or,

```
[##:##] Command : repay 12

```

```
You presently owe $4515   payment : $4515
Congratulations, you've paid off the loan!

```
Magma Spider

Magma Spider

> *Quick links:* Krag Worm << • Spider People • >> Mycosian Leech | • Orcish Tribes • << Faction >> • Nameless Horde •
>
>

Some caves are volcanic. So are some spiders.

## Skills

### Skill 1: Blast

Each turn, this unit deals 1 magic fire damage to all enemy units. Cannot target enemy hero.

## How to get

This unit can be obtained from:

* Treasures > Tome of Summoning (randomly).
* Shop > Singles: buy for 12 Gems.
* Shop > Packs: may randomly appear in 2000 and 9000 coins packs as well as in Platinum Pack for 50 Gems.
Info: Fallout

## Fallout

The long lasting effects of nuclear war. This page describes fallout, and some of its effects.

Fallout is the result of nuclear bombs going off. It is basically just radioactive particles that float around in the air.

After nuclear blasts, these particles are thrust into the atmosphere, and take a long time to dissipate. In addition, these particles may spread from sector to sector.

When a sector has fallout, during the update, things in that sector may die, melt, whatever from the radiation. The way it works is this:

1. All sectors that have fallout are checked, and things there are affected by the fallout. People die, commodities melt, etc. This includes anything on land units and on ships within that sector.
2. Next, fallout may spread from sector to sector, depending on the amount of fallout in the sector. Note that fallout will spread outward from ground zero, in all directions, at a maximum rate of 1 sector per update.
3. Lastly, fallout decays. Any fallout that is left decays. Decay usually happens in 1/2 life mode, which means 1/2 the given fallout in a sector (after spreading around) dies...

Finally, if you are reading this info page, it probably means that you are trying to figure out what fallout is going to do to your country. Well, good luck, so are we. :)

## SEE ALSO

launch, nuke, Diplomacy, Damage, Combat, Nukes
Info: Moving

## Moving

A quick reference for moving things around

Most of Empire consists of you moving something from one place to another. The following table tells you which commands you use to move the kind of thing that you want to move.

```
## What            From        To       Command
 comm            sector      sector      move <WHAT> <FROM> <NUM> <TO>
 comm/land/plane sector      ship        load <WHAT> <SHIP> <NUM>
 comm/plane      sector      unit       lload <WHAT> <UNIT> <NUM>
 comm/land/plane ship        sector    unload <WHAT> <FROM> <NUM>
 comm/land       ship        ship        tend <WHAT> <FROM> <NUM> <TO>
 comm            ship        unit       ltend <WHAT> <FROM> <NUM> <TO>
 comm/plane      unit        sector   lunload <WHAT> <FROM> <NUM>
 unit            sector      sector     march <UNITS>
 ship            sector      sector      navi <UNITS>
 plane           sector      sector     trans <PLANE> <TO>
 nuke            sector      sector     trans <FROM> <TYPE> <NUM> <TO>
 nuke            sector      plane        arm <PLANE> <TYPE>
 nuke            plane       sector    disarm <PLANE>

```

Note that in the case of load, lload, unload, tend, and lunload, the way you specify whether you are moving a commodity, land unit or plane is by using the word "land" or "plane" instead of the commodity name in the <WHAT> field. If <WHAT> is "land" or "plane", then <NUM> is the unit or plane id. So for example, to load ship #1 with land unit #2, you would type:

```
[##:##] Command : load land 1 2

```
Info: Update-sequence

## Update-sequence

The order of events at the update

This document gives a rough order of events during the update.

1. First, prepare all sectors in the world, row by row, going from top to bottom, left to right

1. fallout is checked, if FALLOUT is defined
2. guerrilla warfare is checked
3. if the sector doesn't have the plague, see if it catches it otherwise plague the people
4. if there are no civs or mil in the sector, it reverts to the deity
5. taxes are collected from civs & uws; mil are paid.
6. if the sector is a bank it makes $$ proportional to its efficiency

2. Then, in order of country #, deal with each country:

1. pay for military reserves.
2. ship maintenance - pay maintenance, produce, then feed and plague people on board
3. plane maintenance
4. land unit maintenance - pay maintenance, then feed and plague people on board
5. produce for all sectors
	1. people in non-sanctuary sectors eat - If not enough is available, the excess people will starve off.  No more than 50% of the people in a sector can die; the uw's die first, then the civs, then the mil.
	2. if there was starvation, the work percentage is set to 0, otherwise the work rate rises by 8+(1-15), max of 100
	3. population grows and is truncated
	4. pay sector maintenance
	5. sectors that are stopped are skipped (see info stop)
	6. first increase eff
	7. then make things

        6. ship building - stopped ships are started, but not built (see info stop)

        7. plane building - topped planes are started, but not built (see info stop)

        8. land unit building - stopped land units are started, but not built (see info stop)

3. Then, do deliveries for all sectors in the world, row by row, going from top to bottom, left to right

4. Then, do exporting via distribution for all sectors in the world, row by row, going from top to bottom, left to right

5. Then, do importing via distribution for all sectors in the world, row by row, going from top to bottom, left to right. Also start sectors that are stopped

6. modify tech/res/hap/edu levels & do tech bleed

7. decrease levels due to passing of time

8. update war declarations (for slow war)

9. If MOB\_ACCESS is not enabled, mobility is updated as follows:

1. Add mobility to ships
2. Add mobility to sectors
3. Add mobility to planes
4. Add mobility to land units
Info: upgrade

## COMMAND NAME

upgrade - Update the tech of a ship/unit/plane to the current tech level

## SYNTAX

```

```

The upgrade command allows a country to set the tech level of its ships/land units/planes to the country's current tech level.

Each ship/land unit/plane to be upgraded must be at least 60% efficient and be in one of the country's harbors/headquarters/airports that is at least 60% efficient.

Upgrading costs 15% of the full build cost in money and avail, and reduces the efficiency of the ship/land unit/plane by 35%. Repairing these 35% will then consume work and resources as usual.

## SEE ALSO

build, ship, plane, land, Technology, LandUnits, Planes, Ships
Info: path

## COMMAND NAME

path - Show the distribution path of a sector

## SYNTAX

```
path <SECT>

```

The path command generates a map of the distribution path for a specific sector.

The <SECT> argument is a single sector, as described in Info: Syntax. The distribution paths are indicated with "go-to"s exactly as for the "route" command:

```
m/     up-right        (u in level)
m>     right           (j in level)
m\e     down-right      (n in level)
/m      down-left       (b in level)
<m      left            (g in level)
\em      up-left         (y in level)

```

.An example:

```
[##:##] Command : path -2,0

```

```
    - - - 0 0 0 0 0 0 0 0 0 0 1 1
    3 2 1 0 1 2 3 4 5 6 7 8 9 0 1
-5  .   .   a   a   .   .   .   a  -5
-4    .   k   o   .   .   .   1    -4
-3  a   h   j   a   .   .   +/  .  -3
-2    ^   a   a   a   .   a/  a    -2
-1  .   a   a   a   b   +/  +   .  -1
 0    0\  c   u>  t>  i/  .   .    0
 1  .   a>  l/  ^   a   a   .   .  1
 2    .   a   a   a   .   a   .    2
    - - - 0 0 0 0 0 0 0 0 0 0 1 1
    3 2 1 0 1 2 3 4 5 6 7 8 9 0 1

```

where -2,0 distributes to 10,-4 along the path shown.
Info: smap

## SYNTAX

```
[##:##] Command : smap <SECTS|SHIP> [<MAP-FLAGS>]

```

A map gives you a graphic representation of all or part of your country.

Your own sectors as well as sea, mountains, wasteland and unowned wilderness and plains show up as a designation mnemonic (see Info: Sector-types). Other sectors appear as question marks ("?").

You can also get this by typing 'M' at the navigation prompt.

Examples:

```
[##:##] Command : map -9:18,-8:5

```

generates a 28 x 14 map based on data supplied by the sectors in the area specified.

```
---------0000000000111111111
9876543210123456789012345678
-8        . . . - -             -8
-7       . . . . - ^            -7
-6    . . . . - - - -           -6
-5   . . - . a a - ^ ? ? -      -5
-4  . . . . k o ! - ^ ? ? ?     -4
-3 . - . a h j a ^ ^ ^ ^ ^ -    -3
-2  . . - . a a a ^ a a - - -   -2
-1   . . . a a a b + + ^ ^ -    -1
 0  . . . m c u a a - ^ - ^     0
 1   . - . a a . a a - - ^      1
 2    - ^ ^ a a a ^ a - - ^     2
 3     - - - - - - - . . -      3
 4      ^ - - - - - ^ - -       4
 5       - ^ - - ^ - - -        5
 ---------0000000000111111111
 9876543210123456789012345678
[##:##] Command : map # >mapfil

```

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

Also, if you give a ship # instead of coordinates or a realm, map will show you a small realm around the given ship (assuming you own it).

If you use nmap, you can get a map that shows new sector designations instead of old sector designations of your own country.

If you use lmap, you can get a map around a land unit. If you use pmap, you can get a map around a plane. If you use smap, you can get a map around a ship. If you use nmap, you can get a map around a nuke.

#### MAP FLAGS

Optional argument <MAP-FLAGS> consists of map flag characters. If you specify an 's' flag, map will put your ships on the map. If you specify an 'l' flag, map will put your land units on the map. If you specify an 'p' flag, map will put your planes on the map. If you specify an 'n' flag, map will put your nukes on the map. A '\*' will put all on the map. When multiple unit types are selected they are displayed in the following priority order: nukes, land units, ships, planes. To highlight sectors you own, specify the 'h' flag.

## SEE ALSO

census, commodity, radar, realm, route, Ships, Maps
Info: Nuke-types

## Nuke-types

Description of different kinds of nuclear weapons

There are two different types of nuclear devices in Empire: fission bombs, fusion bombs. Both fission and fusion bombs perform similarly, with fusion bombs giving "more bang for the buck".

In general, the only way to avoid damage by a nuclear detonation is to avoid the area prior to and during actual detonation.  "Hardening" missiles (in silos) is the only exception, and even that cannot protect from a direct hit by the larger nuclear devices.

The details of the nuclear devices present in Empire can be seen using the show command. The meaning of the fields are as follows:

* **name**  The nukes name.
* **lcm**  The amount of lcm needed to build the nuke
* **hcm**  The amount of hcm needed to build the nuke
* **oil**  The amount of crude oil required to build it.
* **rad**  The number of radioactive products required to build it.
* **avail**  The avail (work) required to build the nuke.
* **tech**  The minimum tech level required to construct the nuke.
* **res**  The minimum research level required to construct the nuke.
* **$**  The cost of the nuke to construct.
* **blst**  The blast type of the nuke
* **dam**  The damage rating of the nuke
* **lbs**  the  weight  of  the  warhead,  limiting  missile and plane nuclear
* **device** carrying capacity.
* **abilities** Special abilties, if any

The abilities are as follows:

* **neutron**  Creates much more severe nuclear fallout.

As a guide (these numbers are subject to change):

```
[##:##] Command : show nuke build

```

```
Printing for tech level '300'
              lcm hcm  oil  rad avail tech res $
10kt  fission  50  50   25   70    49  280   0 $ 10000
15kt  fission  50  50   25   80    51  290   0 $ 15000
50kt  fission  60  60   30   90    60  300   0 $ 25000

```

```
[##:##] Command : show nuke capab

```

```
Printing for tech level '300'
              blst dam lbs tech res $        abilities
10kt  fission    3  70   4  280   0 $  10000
15kt  fission    3  90   5  290   0 $  15000
50kt  fission    3 100   6  300   0 $  25000

```

The larger the megatonnage, the more damage done by the weapon.  Effects (as in the real world) can only be determined by experimentation, although research suggests that radioactivity left behind by nuclear detonations may have lasting effects.

## SEE ALSO

launch, fly, build, transport, show, Planes, Nukes, Fallout
Malebranche

Malebranche

> *Quick links:* Imp Lord << • Nameless Horde • >> Manavore | • Spider People • << Faction >> • Spell •
>
>

Though the malebranche appear calm on the surface, they are fueled by pride and fury.

## Skills

### Skill 1: Wound

Any unit damaged by this unit's main attack has the Wounded status inflicted on it. Wounded units take 1 damage each turn.

### Skill 2: Weaken

Any unit damaged by this unit's main attack has its attack reduced by 1.

## How to get

This unit can be obtained from:

* Campaign Battle reward: Demon Throng, battle 3/5
* Treasures > Tome of Summoning (randomly).
* Shop > Singles: buy for 12 Gems.
* Shop > Packs: may randomly appear in 2000 and 9000 coins packs as well as in Platinum Pack for 50 Gems.
Info: payoff

## COMMAND NAME

payoff - Find out the current payoff of a trade ship

## SYNTAX

```
payoff [<SHIP/FLEET> | <SECTS>]

```

The payoff command gives a census of your trade ships, and lists the payoff they would give if scuttled at the current sector. Payoff can only be calculated for trade ships you built yourself, not for ships you `acquired' from somebody else.

The <SHIP/FLEET> and <SECTS> arguments are provided in case you only wish to look at one ship or one fleet or all ships within a given area.

Payoff expects an argument. To see every trade ship you own, give it the argument '\*', or type "ship \*".

The report format contains the following fields:

* **shp#** the ship number

* **ship type** the type of ship; "patrol boat", "submarine", etc,

* **x,y** the ship's current location (relative to your capital),

* $**$** the money you would get if you scuttled this ship

For example:

```
[##:##] Command : payoff *

```

```
shp#     ship type  orig x,y       x,y    dist $$
  5 ts2 trade ship 2    2,2      21,-13    17 $5050.00
1 ship

```

## SEE ALSO

Trade-ships, sonar, torpedo, upgrade, Ships
Info: pstat

## COMMAND NAME

pstat - Report statistics of plane, wing or planes in a give area

## SYNTAX

```
pstat [<PLANE> | <SECTS>]

```

The pstat command is a report of the varying statistics of your planes and lists the info in a readable format. Since your planes' statistics vary by tech level, this is a very useful way to see what the attack, defense, etc. modifiers are on a per-plane basis.

The <PLANE> and <SECTS> arguments are provided in case you only wish to look at one plane or all planes within a given area.

pstat expects some argument. To see all planes, use the argument '\*', or enter "pstat \*".

```
[##:##] Command : pstat *

```

```
pln# plane-type                x,y    eff  tech att def acc ran load fuel
   0 f2  P-51 Mustang          1,-1   100%  110   5   5  72  11    1    1
   1 f2  P-51 Mustang          1,-1   100%  110   5   5  72  11    1    1
   3 lb  TBD-1 Devastator      1,-1   100%  120   0   4  45  11    2    1
3 planes

```

The report format contains the following fields:

* **pln#** the plane number

* **type** the type of plane; "fighter 1", "jet hvy bomber", etc,

* **x,y** the plane's current location (relative to your capital),

* **eff** the plane's efficiency,

* **tech** the tech level at which it was created,

* **att** the attack value of the plane (for air-to-air combat)

* **def** the defensive value of the plane (for air-to-air combat)

* **acc** the accuracy of the plane (for bombing)

* **ran** and the range (in sectors) it can fly on a given mission.

* **load** the carrying capacity of the plane

* **fuel** the amount of fuel the plane takes per flight

## SEE ALSO

plane, upgrade, arm, bomb, build, drop, fly, launch, paradrop, recon, satellite, scrap, wingadd, Planes
Info: Quick-ref

## Sector-types

```
BASICS                   INDUSTRIES                MILITARY / SCIENTIFIC
.  sea                   d  defense plant          t  technical center
^  mountain              i  shell industry         f  fortress
s  sanctuary             m  mine                   r  research lab
/  wasteland             g  gold mine              n  nuclear plant
-  wilderness            h  harbor                 l  library/school
c  capital/city          w  warehouse              e  enlistment center
p  park                  u  uranium mine           !  headquarters
COMMUNICATIONS           *  airfield
+  highway               a  agribusiness           FINANCIAL
)  radar installation    o  oil field              b  bank
                         j  light manufacturing
#  bridge head           k  heavy manufacturing
=  bridge span           %  refinery

```
Info: nmap

## COMMAND NAME

nmap - Generate a map showing new sector types or around a nuke

## SYNTAX

```
nmap <SECTS|NUKE> [<MAP-FLAGS>]

```

A map gives you a graphic representation of all or part of your country.

Your own sectors as well as sea, mountains, wasteland and unowned wilderness and plains show up as a designation mnemonic (see "Sector-types"). Other sectors appear as question marks ("?").

Examples:

```
[##:##] Command : map -9:18,-8:5

```

generates a 28 x 14 map based on data supplied by the sectors in the area specified.

```
   ---------0000000000111111111
   9876543210123456789012345678
-8        . . . - -             -8
-7       . . . . - ^            -7
-6    . . . . - - - -           -6
-5   . . - . a a - ^ ? ? -      -5
-4  . . . . k o ! - ^ ? ? ?     -4
-3 . - . a h j a ^ ^ ^ ^ ^ -    -3
-2  . . - . a a a ^ a a - - -   -2
-1   . . . a a a b + + ^ ^ -    -1
 0  . . . m c u a a - ^ - ^     0
 1   . - . a a . a a - - ^      1
 2    - ^ ^ a a a ^ a - - ^     2
 3     - - - - - - - . . -      3
 4      ^ - - - - - ^ - -       4
 5       - ^ - - ^ - - -        5
   ---------0000000000111111111
   9876543210123456789012345678

```

```
[##:##] Command : map # >mapfil

```

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

Also, if you give a ship # instead of coordinates or a realm, map will show you a small realm around the given ship (assuming you own it).

If you use nmap, you can get a map that shows new sector designations instead of old sector designations of your own country.

If you use lmap, you can get a map around a land unit. If you use pmap, you can get a map around a plane. If you use smap, you can get a map around a ship. If you use nmap, you can get a map around a nuke.

## Map Flags

Optional argument <MAP-FLAGS> consists of map flag characters. If you specify an 's' flag, map will put your ships on the map. If you specify an 'l' flag, map will put your land units on the map. If you specify an 'p' flag, map will put your planes on the map. If you specify an 'n' flag, map will put your nukes on the map. A '\*' will put all on the map. When multiple unit types are selected they are displayed in the following priority order: nukes, land units, ships, planes. To highlight sectors you own, specifiy the 'h' flag.

## SEE ALSO

census, commodity, radar, realm, route, Nukes, Maps