recursal/Fanatic-Fandom huggingface dataset:
Info: flash

## COMMAND NAME

flash - Send a message directly to a friend's terminal

## SYNTAX

```
flash <CNUM/CNAME> [<MESSAGE>]

```

The <CNUM/CNAME> argument is either the number or name of the recipient nation.

flash allows instant communication between friendly nations. flash has two different syntaxes. You can either send your friend a one line message as in:

```
[##:##] Command : flash Foobots Hi there, I'm back from lunch

```

Or you can send a multi-line message:

```
[##:##] Command : flash Foobots

```

```
> Hi there.
> I ate Fodderland for lunch.
> .

```

You can end a multi-line flash with a '.' (period) on a line all by itself.

If you do not wish to receive any flash messages from your friends, then you can temporarily turn the feature off by typing "toggle flash".

Note that if the person you are flashing is allied to you, you will be informed if they are not logged in or not accepting flashes when you attempt to flash them. This only works when \*they\* are allied with you, since you would normally see them logged in or not using "players"

## SEE ALSO

toggle, wall, declare, players, telegram, Communication
Info: designate

## SYNTAX

```
designate <SECTS> <DESIGNATION>

```

In Empire all sectors have a "designation". The "designation" represents the principal industry or activity taking place in that area. When a sector is designated a harbor, for example, the civilians in the sector start building shipyards and docks, (with a little help from any military present).

If the redesignated sector is already declared to be something else, and is efficient, then the workers will have to tear down the existing construction and then build the new sector. The workers dismantle existing sectors four times faster than they can build.

As work progresses the efficiency will climb toward a maximum of 100%.

If you don't specify the <DESIGNATION> argument in the command line as in:

```
[##:##] Command : designate 1:3,2:5

```

The program will ask for each sector specified what you want the new sector designation to be.

However, if you wish to designate one or several sectors to be one particular thing and don't want to be asked on each one you can type something like:

```
[##:##] Command : designate -6:6,-3:3 ?type=f +

```

This will designate all fortresses that you own within three sectors of your capital to be highways.

Note that you cannot re-designate bridge spans.

Normally, each point of efficiency added costs you $1. Some sectors may cost more, and some may also require the expenditure of lcms and/or hcms from the sector. In addition, some sectors may cost money merely to designate. (see the "show" command and Info: show for details)
Info: ldump

## SYNTAX

```
ldump <UNITS> [<fields>]

```

The ldump command displays all information on some or all of your land units. ldump is a combination of land, lcargo, and lstat. Each ship's information is printed on one very long line. Fields are separated by a single space.

This command is designed to be used for input to an empire tool such as "ve".

In the syntax of the ldump command <UNITS> are the land units on which you wish information, [<fields>] are the fields you wish to dump. If no fields are specified, all fields are printed. (see Info: Syntax).

An ldump command lists all selected land units headed by:

```
Sun Feb  9 22:16:37 1997
DUMP LAND UNITS 855544597
<fields>

```

The first line is the date. The second line is the "DUMP LAND UNITS <timestamp>" where the <timestamp> field is the current timestamp. The third line is the columns which are output.

These columns represent the following fields which are also the selection criteria for the command.

The following may be used as fields. They must be entered EXACTLY as shown here (no partial pattern matching is done.)

* **type** type of land unit
* **x** x location
* **y** y location
* **army** army
* **eff** efficiency
* **mil** # of mil loaded
* **fort** fortification level
* **mob** mobility
* **food** # of food loaded
* **fuel** obsolete, retained for backwards compatibility, always zero
* **tech** technology of unit
* **retr** retreat %age of unit
* **react** current reaction radius
* **xl** # of x-light planes loaded onto unit
* **nland** # of land units loaded onto unit
* **land** land unit # this unit is loaded on
* **ship** ship # this unit is loaded on
* **shell** # of shells loaded
* **gun** # of guns loaded
* **petrol** # of petrol loaded
* **iron** # of iron loaded
* **dust** # of dust loaded
* **bar** # of bars loaded
* **oil** # of oil loaded
* **lcm** # of lcms loaded
* **hcm** # of hcms loaded
* **rad** # of rads loaded
* **att** attack value of unit
* **def** defense value of unit
* **vul** vulnerability of unit
* **spd** speed of unit
* **vis** visibility of unit
* **spy** spy ability of unit
* **radius** maximum reaction radius
* **frg** firing range of unit
* **acc** accuracy of unit
* **dam** damage unit does when firing
* **amm** amount of ammo used when firing
* **aaf** anti-aircraft fire provided

A typical usage might be:

```
[##:##] Command : ldump #5

```

which would list data for all land units in realm #5.

A ldump lists each of your land units in the specified area. The header line is a list of fields that correspond to the order that ldump prints the land unit info.

## SEE ALSO

land, lcargo, lstat, xdump, Clients, LandUnits
GoT Empire - Marketing List

Forums

```
(search "board game forum")
http://boardgamegeek.com/forums/region/1/boardgamegeek
https://www.reddit.com/r/boardgames
http://www.boardgame-online.com/forum/
https://forum.boardgamearena.com/
http://www.dakkadakka.com/dakkaforum/forums/show/24.page
https://community.thegamecrafter.com/forums
http://forums.thedigitalfix.com/forums/forumdisplay.php?f=150
https://community.fantasyflightgames.com/forum/220-a-game-of-thrones-the-board-game-second-edition/
http://www.ageod-forum.com/forumdisplay.php?231-Boardgame-Central
http://community.boardgamecafe.net/
Indie DB

```

```
(search "strategy game forum")
StrategyCore(UK)
Idle Forums Strategy Game Discussion
Armchair General
Matrix Games Forums
Pocket Tactics
Topix - Strategy Game Forum

```
Info: sinfrastructure

## COMMAND NAME

sinfrastructure - Report infrastructure of sectors

## SYNTAX

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

```

The sinfrastructure command displays specific infrastructure information on some or all of the sectors you occupy.

In the syntax of the census command <SECTS> is the area on which you wish information, (see Info: Syntax).

A typical usage might be:

```
[##:##] Command : sinfrastructure 0:9,0:9 ?des=m

```

which would list data for mines in an area to the south-east of the capital.

A sinfrastructure lists each of your sectors in the specified area headed by:

```
Thu Aug  8 08:37:03 1996
road        rail       defense
sect        eff   eff mcost   eff mcost   eff  fact

```

These columns represent:

* **sect** the x and y coordinates of the sector
* **eff** the efficiency of the sector (affects all benefits of a designated sector except mobility and defense)
* **road** eff the road efficiency of the sector
* **road mcost** the mcost used to determine the mobility cost of moving things and marching non-train units through the sector
* **rail eff** the rail efficiency of the sector
* **rail mcost** the mcost used to determine the mobility cost of moving trains through the sector. If the rail eff is 0, trains cannot move through this sector.
* **defense eff** the defense efficiency of the sector.
* **defense fact** the defense factor of the sector. This is how well the sector defends. All sectors start at 1, and improve (see Info: improve) from there to the maximum shown in "show sect stats"

For example:

```
[##:##] Command : sinf #0

```

```
Thu Aug  8 08:37:03 1996
road        rail       defense
sect        eff   eff mcost   eff mcost   eff  fact
 1,-1   f    0%    0% 0.400    0% 0.400    6%  1.18
 0,0    c  100%    2% 0.192   28% 0.113    8%  1.08
 2,0    m  100%    0% 0.200    0% 0.200  100%  2.00
3 sectors

```

## SEE ALSO

improve,  census,  commodity,  resource, Sectors, Infrastructure, Mobility, Commodities
Info: cargo

## COMMAND NAME

cargo - List the commodities on board your ships

## 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, Ships
Info: lload

## SYNTAX

```
lload plane <UNITS> <PLANES>

```

The load command carries out the loading of units. Commodities (like guns, civs, food) can be loaded onto any unit capable of carrying them (to see what cargos a unit can carry, use the show command).

Some land units can carry extra-light planes (typically these are SAM's)

Some land units can carry other units

In the first form, the amount argument specifies the amount of the given commodity you wish to load on each unit specified. Amounts greater than that allowed will be truncated to the maximum possible. Amounts less than 0 indicate that you want to make the unit/army have that amount. If the unit/army has less than that amount, more will be loaded. If the unit/army has more than that amount, the commodity will be unloaded. For example,

```
[##:##] Command : load food 3 -100

```

will cause unit 3 to load or unload food so that it has 100. If it had 120 food, 20 would be unloaded. If it had 50 food, 50 would be loaded.

In the second form, where you say "plane" instead of say "civ" a plane/missile is loaded onto a unit.

See the "show" command for a table of the maximum amounts of each items that can be carried on each unit type.

Note that if either <UNITS> or <PLANES> does not start with a number (e.g. it is of the form "a" or "\*" or "#1" and not of the form 123 or 12,14) then you will not be given any error messages. This is so that you can type something like "lload plane \* \*" without getting a hundred error messages.

## SEE ALSO

lunload, Unit-types, Plane-types, LandUnits, Moving
Info: edit

## COMMAND NAME

edit - Edit sectors, ships, planes, land units, nukes or countries

## SYNTAX

```
edit country <NATS> [<KEY> <VALUE>]...

```

The "edit" command allows deities to edit properties of sectors (confusingly called <land> here), ships, planes, land units, nukes, or countries.

If you don't specify any <KEY> <VALUE> pair, "edit" enters interactive mode. Editable properties are shown together with their keys and values. Enter a key character and a value to change a property. Hit return to finish the command.

You can also specify one or more <KEY> <VALUE> pairs as command arguments. In this case, "edit" just sets the properties, and does not enter interactive mode.
Info: coastwatch

## COMMAND NAME

coastwatch - Check from sectors for nearby ships

## SYNTAX

```
coastwatch [<SECTS>]

```

The coastwatch command allows coastal sectors to report sightings of ships.

Visibility range is equal to four times the sector efficiency expressed as a decimal times the technology factor; e.g. a 100% efficient harbor with a 50% technology factor can see 2 sectors away. An exception is radar installations, which have a maximum range equal to fourteen times the sector efficiency, (i.e. 3.5 times as far).

A typical usage might be:

```
[##:##] Command : coast #3 ?type=)

```

```
 3,-11 efficiency 100%, range 5.6
Pandora (#5) oil derrick #74 @3, -9
-1,4   efficiency 100%, range 5.6
-3,13  efficiency 100%, range 5.6
Galexis (#2) destroyer #35 @-3, 11

```

Note that subs will NOT show up on coastwatch, unless they are in a sector you own.

## SEE ALSO

skywatch, lookout, Sector-types, radar, Ships, Detection
Wolfpack Empire - New Pages

FAQ pages, Player Guides, FML pages might be helpful for new players.

Edits and improvements to the Info pages are welcome, especially hyperlinks and text formatting, but also content.

Historical/code revisions probably belong under a separate category (currently missing) other than the Player's Manual.
Info: fleetadd

## COMMAND NAME

fleetadd - Designate members of a \\*Qfleet\\*U

## SYNTAX

```
fleetadd <FLEET> <SHIP/FLEET>

```

The fleetadd command is used to specify the fleet groupings of your ships.

```
[##:##] Command : fleetadd <FLEET> <SHIP/FLEET>

```

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

The specification of ships, <SHIP/FLEET>, can have one of several syntaxes:

```
example     meaning

```

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

```

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

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

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

```
[##:##] Command : fleetadd ~ A

```

This command would purge all ships from fleet `A'.

## SEE ALSO

load, lookout, navigate, radar, ship, unload, Ships
Info: Products

## Products

Formulas for the production of commodities

Many Empire sector types exist specifically to turn "raw" materials into products.  Some of those products may, in turn, be considered  raw  materials  for other industries which produce other products.

The show command displays characteristics of products:

```
[##:##] Command : show product

```

```
product    cost  raw materials  reso dep  level p.e.
   iron i  $0                    min   0  1.0
   dust d  $0                   gold  20  1.0
   food f  $0                   fert   0  (tech+10)/(tech+20)
    oil o  $0                  ocont  10  (tech+10)/(tech+20)
    rad r  $2                   uran  35  (tech-40)/(tech-30)
 shells s  $3     2l  1h                  (tech-20)/(tech-10)
   guns g  $30    1o  5l 10h              (tech-20)/(tech-10)
 petrol p  $1     1o                      (tech-20)/(tech-10)
   bars b  $10    5d                      1.0
    lcm l  $0     1i                      (tech+10)/(tech+20)
    hcm h  $0     2i                      (tech+10)/(tech+20)
   tech    $300   1d  5o 10l              (educ-5)/(educ+5)
medical    $90    1d  5o 10l              (educ-5)/(educ+5)
    edu    $9     1l                      1.0
  happy    $9     1l                      1.0

```

The columns are:

* **product**  The name of the product and the one-letter mnemonic of the commodity made, if any.
* **cost**  Cost per unit of production.
* **raw material**s  Raw materials for one unit of production.
* **reso dep**  Natural resource exploited, and its rate of depletion.
* **level p.e.**  Level production efficiency, for 100%  sector  type  production efficiency

How much a sector can produce is governed by the amount of "work" performed by its populace, divided by the amount of raw materials per unit  of  production. E.g.,  it  takes  3 units of "work" to produce 1 shell; 2 units to incorporate the light construction materials and 1 unit for the heavy.  Mining a  "natural resource"  such  as fertility takes one unit of work; e.g., it takes 1 unit of work per unit of food produced.

How many products each unit of production makes depends on the  level  production  efficiency,  which is the product's level p.e. (shown by "show product") times the sector type's p.e. (shown by "show sect capabilities").   Production requires a level p.e. above zero, obviously.

Say your country is at tech level 25.  Then your agribusinesses' level p.e. is (25+10)/(25+20) \* 900% = 7, i.e. they'll make 7 food per unit  of  production. Your  shell  industries' level p.e. is only (25-20)/(25-10) \* 100% = 1/3, i.e. they'll make 1 shell per three units of production.  Your uranium mines  can't produce at all, because their level p.e. is negative.
Info: collect

## SYNTAX

```
[##:##] Command : collect <LOAN>

```

The collect command is the loan-shark's delight! Through the collect command overdue loans can be "cleared up".

If you should find that you have a problem debtor who refuses to pay up on your kind loan you can always seize one or more of his/her sectors. Perhaps the mere threat of a collection on someone's capital may do the trick!

To settle up accounts on overdue loan #9 you would type:

```
[##:##] Command : collect 9

```

The program would then ask which sector you would like to claim as just and rightful compensation for the outstanding debt.

```
What sector do you wish to confiscate?

```

To which you reply with the coordinates of a sector owned by your debtor to which you are adjacent. Any adjacent sector includes any sector you have that borders the sector you wish to confiscate.

The program then paws over the sector and assesses its value:

```
That sector (and its contents) is valued at $2345.00

```

If the amount you are owed exceeds this amount the sector becomes yours! If the value of the sector is close enough to the amount you are owed the debt is considered to be repaid.

Any che in the area are left alone. Thus, if the original owner takes the sector back over, the che would continue their battle against the original owner, not the new owner.

In addition, ships, land units, planes and nuclear stockpiles are not collected. Those remain the property of the owner of the sector.

Standing military in the sector are reduced to 1 and he becomes the latest and greatest addition to your standing army.

Mobility of the collected sector remains unchanged.
Info: survey

## SYNTAX

```
survey <SELECTOR> <SECTS>

```

The survey command shows the distribution of some sector selector value in map form. This is especially useful for commodities and resources.

If <SELECTOR> can have large values, like commodity selectors, then survey shows hundreds, else tens of the value, as digits from 0 to 9. Sectors which have a value less or equal zero show up as blank. Sectors whose value exceeds 999 or 99 respectively show up as '$'.

Surveyed sectors will be highlighted.

If you supply conditions (see Info: Syntax), then sectors not matching the conditions will not be surveyed, but have their current designation displayed as in a map instead.

Sectors not owned by you will show up as blanks.
Info: wire

## SYNTAX

```
[##:##] Command : wire [yes|no|<days>]

```

The wire command is used to read the announcements sent you by other countries.

After reading all your announcements you may mark them as being read by specifying "yes" or not by specifying "no" as an argument. If an argument is not supplied then you will be prompted to either answer "yes" or "no" to marking announcements as being read. If you supply or answer "no", the announcements will remain pending but you will not be reminded of them.

You can read announcements that you have previously marked as read by specifying the <days> argument. For example:

```
[##:##] Command : wire 3

```

would print the announcements from the last three days. If you specify <days> argument, you will not be prompted to mark the announcements as being read.

In order to read telegrams, use the 'read' command.

## SEE ALSO

telegram, read, accept, reject, Communication
Info: nuke

## SYNTAX

```
[##:##] Command : nuke <NUKES>

```

The nuke report command is a census of your nukes.  For example:

```
[##:##] Command : nuke *

```

```
# nuke type              x,y    s   eff tech carry burst
0 10kt  fission        -24,-4      100%  296   19P   air
2 15kt  fission        -19,-1      100%  296
2 nukes

```

The report format contains the following fields:

* **#**  the nuke number
* **nuke** type  the type of nuke; "10kt fission", "1mt fusion", etc.,
* **x,y**  the nuke's current location,
* **s**  the "stockpile" designation letter,
* **eff**  the nuke's efficiency, prefixed by "!" if stopped,
* **tech**  the tech level at which it was created,
* **carry**  the plane the nuke is on, if any,
* **burst**  whether the nuke is programmed for air or ground burst.

## SEE ALSO

arm, build, launch, transport, Planes, Nukes
Info: accept

## COMMAND NAME

  accept - Find out who's accepting what communications from whom

## SYNTAX

```
[##:##] Command : accept [country]

```

The accept command allows you to find out the communications status of a country. With no argument, accept prints your status. With an argument, it prints the acceptance status of the specified country.

```
[##:##] Command : accept 7

```

```
Temekula Acceptance Status Report   Sat Jan 11 17:02:53 2014
Acceptance status        his            theirs
                     tel anno loan   tel anno loan
1) Gobu              YES  YES  YES   YES  YES  YES
2) Spectre           YES  YES  YES   YES  YES  YES
3) Rohan             YES  YES  YES   YES  YES  YES
4) Sioux             YES  YES  YES   YES  YES  YES
5) Tom_Servo         YES  YES  YES   YES  YES  YES
6) Horgoth           YES  YES  YES   YES  YES  YES

```

## SEE ALSO

telegram, announce, read, wire, reject, Diplomacy, Communication
Info: arm

## COMMAND NAME

arm - Load nuclear weapons onto planes or missiles

## SYNTAX

```
arm <PLANE> <NUKE> <airburst?>

```

The "arm" command loads nuclear devices aboard delivery systems such as planes or missiles.

No nuclear weapons can be delivered unless they are first loaded aboard delivery vehicles. However, until they are residing in a plane or missile, they are considered invulnerable to attack (buried inside of mountains), and cannot be used by any potential conqueror (they don't know the fail-safe codes).

You decide whether the warhead will air-burst or ground-burst at the time you arm it. If you'd like to change air-burst/ground-burst later on, just arm the plane/missile again (in this case, the second argument will be ignored). You can see whether a nuke will air- or ground-burst using the "plane" command.

## SEE ALSO

disarm, plane, build, transport, launch, Damage, Planes, Nukes, Moving
Info: paradrop

## SYNTAX

```
[##:##] Command : paradrop <TRANSPORTS> <ESCORTS> <SECT> route|destination

```

The "paradrop" command is used to sneak troops behind enemy lines, or to drop in unawares on lightly-defended enemy islands or outposts. It represents a complete mission for one or more transports and escorts taking off from one place and returning to base at the end of the mission.

<TRANSPORTS> represents a list of planes to carry the paratroopers to the target sector. Only planes with capability para and sufficient mobility, based in a sector stocked with petrol and military, will be successfully selected for the mission.

<ESCORTS> represent a list of fighter planes which are capable of escorting the transports all the way to the target. To be selected, escorts must have fuel and mobility.

<SECT> represents an assembly point, where all of the planes in the mission meet before proceeding on to the target sector. The assembly point must be owned by you or an ally, or you or an ally must have a ship there. It must not be more than four sectors away from any of the planes selected for the mission.

Route is a normal empire path specification. You may also give a destination sector on the command line, or at any time while giving the route, and empire will use the best path from the current sector to the desired destination sector.

Paradrop missions can be intercepted just like any other mission. See Info: Interception.

If the planes manage to fight through enemy air defenses and arrive on-target, each transport in the mission will be shot at by any guns present on the ground. Surviving transports will drop the paratroops they carry, which will attack any enemy military occupying the target sector.

See Info: Attacking for the exact procedure. The sector being air-assaulted will have exactly the same reaction to being conquered as if it were attacked by land.

Note that a plane must be at least 40% efficient before it can leave the ground.

## SEE ALSO

bomb, fly, drop, recon, Attacking, Mobility, Combat, Planes
Info: strength

## COMMAND NAME

strength - Report defensive strengths of sectors

## SYNTAX

```
strength <SECTS>

```

A strength lists each of your sectors in the specified area headed by:

```
DEFENSE STRENGTH               land  sect   sector  reacting    total
  sect       eff  mil  units  mines  mult  defense     units  defense

```

These columns represent:

* **sect** the x and y coordinates of the sector
* **eff** the efficiency of the sector (affects all benefits of a designated sector except mobility units)
* **mil** the number of military troops
* **units** the total defensive strength of units in the sector
* **land mines** the number of land mines in the sector. If you do not completely own the sector, then a '?' will appear here.
* **sect mult** the defensive multiplier of the sector including the land mine bonus
* **sector defense** (mil + units) \* mult
* **reacting units** the total strengths of all supplied mobile reacting units in range
* **total defense** (sector defense) + (reacting units)

For example:

```
[##:##] Command : str #1

```

```
Mon Oct 23 22:44:16 1995
DEFENSE STRENGTH               land  sect   sector  reacting    total
  sect       eff  mil  units  mines  mult  defense     units  defense
   5,-5   * 100%   95                1.00       95        48      143
   4,-4   c 100%                     4.00        0       192      192
   6,-4   f   0%   78     48         2.00      252                252
  -1,-3   c 100%                     4.00        0        80       80
   1,-3   c 100%                     4.00        0        80       80
   3,-3   c 100%                     4.00        0        80       80
   7,-3   ! 100%   53            90  2.80      148       134      282
7 sectors

```
Info: show

## COMMAND NAME

show - Characteristics of sectors, units, updates and more

## SYNTAX

```

```

```

```

```
[##:##] Command : show <updates> [number]

```

The show command shows characteristics of sectors, units (ships, planes, land units and nukes), bridges (spans and towers), items, news and products, as well as information on updates.

Characteristics are more fully described in separate info pages (Ship-types, Nuke-types, etc.).

For sectors and units, a further parameter is required to indicate whether you wish information about building (b), statistics (s) or capabilities (c) of the selected type.

By default, unit characteristics are shown at 1.25 times your current technology level. You can ask for a lower level with the optional tech parameter. Units beyond that level are not shown; you can only get information on units that you are already or almost capable of building.

So, for example

```
[##:##] Command : show nuke capabilities

```

will give something like

```
Printing for tech level '325'
blst dam lbs tech res $        abilities
10kt  fission    3  70   4  280  93 $  10000
15kt  fission    3  90   5  290  96 $  15000
50kt  fission    3 100   6  300 100 $  25000
100kt fission    4 125   8  310 103 $  30000
5kt   fusion     2  80   1  315 104 $  12500
75kt  fusion     3  90   3  320 106 $  20000

```

## SEE ALSO

Ship-types, Nuke-types, Plane-types, Unit-types, Sector-types, Ships, Planes, LandUnits, Nukes, Bridges, Item-types, Products, newspaper, Updates
Info: census

## SYNTAX

```
[##:##] Command : census <SECTS>

```

The census command displays specific information on some or all of the sectors you occupy.

In the syntax of the census command <SECTS> is the area on which you wish information, (see Info: Syntax).

A typical usage might be:

```
[##:##] Command : census 0:9,0:9 ?des=m

```

which would list data for mines in an area to the south-east of the capital.

A census lists each of your sectors in the specified area headed by:

```
Tue Oct 10 22:24:49 1995
CENSUS                   del dst
sect        eff prd mob uf uf old  civ  mil   uw food work avail ter fall coa

```

These columns represent:

* **sect** the x and y coordinates of the sector
* **eff** the efficiency of the sector (affects all benefits of a designated sector except mobility units)
* **prd** Will this sector be updated? If not, you will see an 'n'. This can be controlled with the "start" and "stop" commands.
* **mob** the number of mobility units, (see "move")
* **uf** Two delivery columns corresponding to: uncompensated workers and food.
* **uf** Two "distribute" columns corresponding to: uncompensated workers and food.
* **old** the old owner of an occupied enemy sector.
* **civ** the number of civilians
* **mil** the number of military troops
* **uw** the number of uncompensated workers
* **food** the amount of food
* **work** the percentage of civilians working in the sector (based on the local sector happiness).
* **avail** the quantity of workforce available for construction or maintenance of land units, planes, ships, or nukes.
* **ter** This is a territory for the sector that you can specify using the "territory" command.
* **fall** radioactive contamination due to nuclear fallout
* **coast** Is this a coastal sector?

For example:

```
[##:##] Command : cens #0

```

```
Tue Jun 20 00:33:43 1989
CENSUS                   del dst
sect        eff prd mob uf uf old  civ  mil   uw food work avail ter fall coa
 2,-2   f  100%       8 .. ..        0  499    0    0   0%   64        0
-1,-1   f  100%      32 .. ..      629    0    0  970  43%   31    3   0
 1,-1   n  100%   n  31 ..         627    0    0  970  51%   30        0
 3,-1   )  100%      32 .. ..        0    0    0    0   0%    0        0
-2,0    h  100%      32 .. ..      629    0    0  970 100%   93   50   0   1
 0,0    *  100%     114 .. ..      906  845    0  729 100%  173   50   0
 2,0    c  100%     127 .. ..      154  100  124   71 100%   49        0
 1,1    -    0%      32 .. ..        1    0    0    0   0%    0        0
8 sectors

```

## SEE ALSO

improve,  sinfrastructure,  commodity,  resource, level, territory, cutoff, map, start, stop, Sectors, Populace, Commodities
Info: bye

## SYNTAX

```
bye

```

The bye command is how you go "bye-bye" to log out of the game.

This command costs zero BTUs. You can use it often.

If, for some obscure reason, you would like to end an Empire session but prefer not to use the "bye" command you may achieve the same result by typing the EOT character, (control-D).
Info: pmap

## SYNTAX

```
pmap <SECTS|PLANE> [<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 ("?").

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, Planes, Maps
Info: Options

## Options

 Server options

* **ALL\_BLEED** You get tech bleed from all countries, not just allies.
* **AUTO\_POWER** Power report is only updated automatically, at the update.
* **BLITZ** Players get infinite BTU's.
* **BRIDGETOWERS** You can build bridge towers, which allow you to build bridges from them.
* **EASY\_BRIDGES** Bridges can be built from any sector.
* **FALLOUT** Sectors are damaged by radiation for a few updates after blast.
* **GODNEWS** The world is told via news when deities are giving or taking things from players.
* **GO\_RENEW** Gold and Oil are renewable resources.
* **GUINEA\_PIGS** Experimental stuff not ready for prime time. Enable at your own risk!
* **HIDDEN** Hides information about countries you haven't contacted.
* **INTERDICT\_ATT** Interdict units & mil as they move in after an attack.
* **LOANS** Allows S&L type interaction between countries.
* **LOSE\_CONTACT** In HIDDEN, lose contact after a few updates.
* **MARKET** Enable time-delay market and trade.
* **MOB\_ACCESS** Allows real-time updating of mobility.
* **NOFOOD** No food is required.
* **NOMOBCOST** Firing a ship's guns costs no mobility.
* **NO\_FORT\_FIRE** Forts cannot fire.
* **NO\_PLAGUE** Plague is disabled.
* **RAILWAYS** Highways double as rail.
* **RES\_POP** Research affects max sector population.
* **SUPER\_BARS** Gold bars aren't destroyed by shelling or bombing.
* **TECH\_POP** Technology costs more to make as your civilian population grows past 50,000 civilians.
Info: plane

## SYNTAX

```
plane <PLANES>

```

The plane report command is a census of your planes and lists.  For example:

```
[##:##] Command : plane *

```

```
#    type                x,y    w   eff  mu def tech ran hard carry special
0 f2  P-51 Mustang       1,-1      100%  90   5  110  11    0
1 f2  P-51 Mustang       1,-1      100%  90   5  110  11    0
3 lb  TBD-1 Devastato    1,-1      100%  90   4  120  11    0
3 planes

```

The report format contains the following fields:

* **#**  the plane number
* **type**  the type of plane; "fighter 1", "jet hvy bomber", etc.,
* **x,y**  the plane's current location,
* **w**  the "air wing" designation letter (set by "wingadd" command),
* **eff**  the plane's efficiency, prefixed by "!" if stopped,
* **mu**  the number of mobility points the plane has,
* **def**  the defense value of the plane (for air-to-air combat)
* **tech**  the tech level at which it was created,
* **range**  and the range (in sectors) it can fly in one sortie,
* **carry**  the ship or land unit the carrying the plane, if any,
* **special**  shows  "orbit"  or  "geosync"  for  satellites  in (geo-synchronous) orbit, else nuclear armament  type  and  programming  ("A"  for  airburst, "G" for ground burst; see Info: arm).

## SEE ALSO

pstat, upgrade, arm, bomb, build, drop, fly, launch, paradrop, recon, satellite, scrap, wingadd, Planes
Info: set

## COMMAND NAME

set - Establish price for a ship, plane, land unit or nuke

## SYNTAX

```
set <TYPE> <SHIPS|PLANES|UNITS|NUKES> <PRICE>

```

The set price command allows you to set the prices on ships, planes, land units or nukes for sale.

<TYPE> is the type of unit you are putting on sale, either ship, plane, or land or nuke. <SHIPS|PLANES|UNITS|NUKES> is(are) the unit #(s), and <PRICE> is the cost per item.

If you don't supply the price on the command line the program will ask the selling price.

Negative prices can't be used (no more Crazy Eddie).

You may withdraw an offer by setting the price to zero.

Note that ships are not "delivered" to the purchaser, but planes, land units and nukes are.
Estrela de Matéria Escura

Predefinição:Anexo

Personagem
**Imagens**
**Aparições**
**Referências**
**Relações**

Estrela de Matéria Escura

Personagem da série...
Universo Simples

Informação Geral

Nascimento
Não se sabe

Origem
Através de matéria escura talvez?!

Espécie
Estrela Escura

Família
Nada

Amigos
Não quer ter amigos

Inimigos
Tudo o que se possa imaginar

Primeira aparição
Universo Simples:Cartas

**Estrela de Matéria Escura** é uma estrela extremamente sombria no qual poucos tem a coragem de se aproximar e conversar,segundo relatos estas estrelas são muito antigas e pouco amigáveis,sempre se considerando muito inteligentes e superioras,pois tem muito,mais muito tempo de vida,e de acordo com relatos essas estrelas são imortais e normalmente não se importando com eventos que acontecem ao seu redor e no universo.
Ela normalmente esta próxima a pequenos agrupamentos de matéria escura para se alimentar,quem ousar interromper,bem ninguém sobreviveu pra contar.

Personalidade
Como já foi dito ela é sombria e poucos tem coragem de chegar perto,mas ~~se você for idiota o suficiente~~ digamos que você consiga conquista-la,você teve sorte até ai,ela provavelmente vai chegar até a conversar com você mantendo cautela,se for além ela se sentirá aberta com você,e ai é só rosas.
Se você ir pelo caminho errado e estressa-la bem,pode considerar estatística.
Essas estrelas chegam a ser muito cruéis e impiedosas pois seu longo tempo de vida e sua baixa temperatura,literalmente transformam ela em um ser frio e que não se importa com as novas gerações ou gerações passadas,normalmente se dão bem com outras estrelas de matéria escura,as poucas localizadas pela SSSBRECPCAC estão longe e não estão abertas ao contato ou muito menos querem.

Aparência
Ela parece uma estrela normal,com massa normal,velocidade normal, ela só tem uma diferença,ela não emite luz o que pode deixa-la invisível(Adultos podem enxerga-la,mas o perigo é evidente para crianças,ou melhor,crianças que não tiveram estudos: Pirralhos)e que é feita de matéria escura.

Astrobiologia
Ela é teoricamente uma estrela imortal,pois produz uma quantidade absurdamente pequena de energia ao mesmo tempo em que é gigante,todos os cientistas enviados para estuda-las não voltaram e só com muito esforço conseguiram pegar os resultados,e não foram bons,elas não parecem omitir qualquer luz o que as torna praticamente invisível,junto a sua personalidade cruel e mal ela pode se aproximar de grandes centros de estrelas e matar todos,absorvendo suas almas,tipo um Slenderman da vida.
Info: harden

## COMMAND NAME

harden - Place missiles into protective silos

## SYNTAX

```
harden <PLANES> <LEVEL>

```

The "harden" command is used to install missiles into protective silos which can prevent their destruction during a nuclear or non-nuclear attack. Each successive "harden" command will add to the current hardness level of the missile in question.

Each point of hardening uses one unit of heavy construction materials, and costs $5.

Once a missile has been placed in a silo (hardened to a level greater than 0) it can no longer be moved.

## SEE ALSO

launch, Nuke-types, Plane-types, Planes, Nukes
Info: spy

## SYNTAX

```
[##:##] Command : spy <SECTS>

```

The spy command allows reconnaissance operations to enforce an oral treaty or as preparation for an attack (or even for a prayer to the Deity).

The spy report will reveal, (in round figures), the numbers of troops, civilians, guns, shells, iron, and planes and the sector designation and efficiency in neighboring sectors.

The sectors denoted by <SECTS> are those from which you are spying, (see Info: Syntax for format). Note: you can only spy from sectors that have military or land units in them.

Note that the number of BTU's consumed is dependent upon the number of sectors into which you spy, e.g., a 5x8 area costs one full BTU.

If you are spying on an unallied country your spy could be apprehended... his/her chances are dependent upon the number of patrolling military in the sector.

However, having a recon unit in the sector the spy is coming from enhances your chances of succeeding even if the spy is caught.

If the other country has declared itself at war with you the spy will be shot and the other country, (and the rest of the world, through the news), will be warned that you tried to spy on him...

If the other country is neutral towards you the spy will be deported.

```
[##:##] Command : spy 29,3

```

```
SPY report
Thu Aug  8 10:48:18 1996
          old sct rd  rl  def
sect   de own own eff eff eff eff  civ  mil  shl gun  pet food bars lnd pln
28,4  bf    2   2 100  90   0  50  100   30   90 100    0   40    0   0   0
29,5  e     2   2   0   0   0   0    0    0    0   0    0    0    0   0   0
Neutral unit in 29,5:  cavalry #6 (efficiency 98, tech 18)
Neutral unit in 29,5:  if1  infantry 1 #7 (efficiency 98, tech 15)

```

Spies will also report all non-owned planes and land units that exist in the sector you are spying from, such as allied land units that have been marched there, allied planes that have been landed there, spy units that have marched there and non-allied units that have been trapped there.

Note that spy units are not always seen. There is a 10-100% chance of a spy unit being seen by the spy command. See Info: Spies for more information.

NOTE: Spies reporting on the tech level of enemy units are pretty inaccurate. They can vary by +/- 20 tech or so...

## SEE ALSO

census, read, declare, Sectors, Combat, Detection
Dominion Wall

Dominion Wall

> *Quick links:* Darius << • Atlantean • >> Griflet | • Spell • << Faction >> • High Elf •
>
>

There are walls to gird a city, and then there are walls to gird an empire.

## Skills

### Skill 1: Resistance 2

Each turn, this unit ignores damage from all attacks after being damaged 2 times.

### Skill 2: Wall

This unit is immune to the status effects of Poisoned, Wounded and Paralyzed, and cannot be healed. While this unit is in play, all allied units are granted +1 life.

### Skill 3: Guard Ally

While this unit is in play, a random ally receives the Guarded status. Guarded units have damage from normal or ranged attacks reduced by 1.

## How to get

This unit can be obtained from:

* Treasures > Epic Tome (randomly).
* Shop > Packs > Reliquary Box: Randomly for 10 Reliquary Tokens.
* Shop > Packs > Reliquary Box: 2 units when you buy whole Box for 1400 Gems.
Info: wipe

## COMMAND NAME

wipe - Remove all distribution thresholds

## SYNTAX

```
wipe <SECTS>

```

The wipe command removes all distribution thresholds from the specified sectors. Note that this will have drastic effects on sectors that rely on distribution in any way, so use with caution. Also note that if you make a mistake, it can cost lots of BTU's to reverse the effects of a wipe.

```
[##:##] Command : level #5

```

```
Wed Aug 16 18:34:43 1995
DISTRIBUTION LEVELS
 sect      dst    civ mil  uw food  sh gun pet iron dust bar oil lcm hcm rad
-5,5   k  -1,5      0   0   0    0   0   0   0  566    1   0   0   0   1   0
-3,5   f  -1,5      0   0   0    0 100  10   0    0    0   0   0 100 250   0
-1,5   w  -1,5      0   0   0    0   0   0   0    0    0   0   0   0   0   0
-6,6   !  -1,5      0   0   0    0 200  50 200    0    0   0   1 200 200   0
   4 sectors
[##:##] Command : wipe #5

```

```
distribution thresholds wiped from -5,5
distribution thresholds wiped from -3,5
distribution thresholds wiped from -1,5
distribution thresholds wiped from -6,6
[##:##] Command : level #5

```

```
Wed Aug 16 18:34:43 1995
DISTRIBUTION LEVELS
 sect      dst    civ mil  uw food  sh gun pet iron dust bar oil lcm hcm rad
-5,5   k  -1,5      0   0   0    0   0   0   0    0    0   0   0   0   0   0
-3,5   f  -1,5      0   0   0    0   0   0   0    0    0   0   0   0   0   0
-1,5   w  -1,5      0   0   0    0   0   0   0    0    0   0   0   0   0   0
-6,6   !  -1,5      0   0   0    0   0   0   0    0    0   0   0   0   0   0
   4 sectors

```

## SEE ALSO

distribute, census, commodity, level, threshold, Distribution
Info: pray

## SYNTAX

```
[##:##] Command : pray

```

There is one country in the game that has no material possessions yet owns everything... That country is country #0 (often called "The Deity"). The power of this ethereal country is unbounded -- it can do anything from creating a civilian (as was the case with the first civilian), to literally moving mountains.

Despite this great power The Deity keeps his hands out of the game and country #0 only gets involved when there is a problem with the source code, or prohibited activity is suspected. The most common form of prayer is the telegram; if you should be in need of aid type:

```
[##:##] Command : pray

```

When the program requests your message for The Deity, state it simply:

```
Enter telegram for your Gracious Deity
undo last line with ~u, print with ~p, abort with ~q, end with .
<512> I can't do anything!!!!
<488> HELP!!
<481> .

```

If this doesn't get helpful results then you should send a second prayer with more specific
details. e.g.

```
<512> Every time I type any command which requires a BTU
<461> I get dumped out of the game.  Can you help me?
<413> .

```

This last message is sure to move the compassionate Deity to provide help.

In general, when you encounter problems, be as specific about them as possible. Include a transcript of the output of the problem, if available. The more information you provide, the easier it is for the deity to give you a quick & fair fix for the problem.

If you prefer e-mail, the "version" command shows the deity's e-mail address.

## SEE ALSO

flash, telegram, version, Communication, Playing