recursal/Fanatic-Fandom huggingface dataset:
Info: reset

## COMMAND NAME

reset - Reset the price of a product on the market

## SYNTAX

```
reset <LOT #> <PRICE>

```

The reset price command allows you to reset the prices of your commodities that are on the market.

<LOT #> is the lot # shown by the 'market' command. <PRICE> is the new asking price. An asking price of 0 will take your goods off the market and return them to your harbor or warehouse.
Info: drop

## COMMAND NAME

drop - Use planes to drop commodities in your own sectors

## SYNTAX

```
dropoff <TRANSPORTS> <ESCORTS> <SECT> <PATH|DESTINATION> <COMMODITY>

```

The "dropoff" command is used to resupply beleaguered friendly troops with food, shells, reinforcements, and other necessities of battle.

<TRANSPORTS> represents a list of planes to transport commodities to the target sector. Only planes with capability cargo and sufficient mobility, based in a sector stocked with petrol and the commodities to transport, 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.

<COMMODITY> is the name of the commodity which is to be dropped.

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.

When getting a path interactively, empire will show you the information you have (from your bmap) concerning the current area, to help you plot your course.

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

Planes which arrive safely at the target sector will drop the goodies off to the waiting people below.

Any plane with the "mine" ability can mine a sector by dropping shells in a sea sector.

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

## SEE ALSO

Plane-types, bomb, fly, paradrop, recon, Mobility, Planes, Commodities
Info: Bridges

## Building and destroying bridges

Normally  bridges  can  only  be  built  from bridge-heads. (See Info: Sector-types). If the EASY\_BRIDGES option is in use, bridges can be built  from  any sector  that  has enough hcm (heavy construction materials) and workforce (see Info: show and the "show" command), providing you have enough money, and your technology level is high enough.

Bridges can only be built over water sectors.

If the EASY\_BRIDGES option is in use, you do not need to use bridgehead sectors (although the sector you build from must still  be  at  least  60% efficient), and the sector the bridge span is to be built in must be adjacent to at least 1 non-sea, non-bridge span sector. Note that you do not have to OWN the sector is will be adjacent to, it just has to exist. This means that you can build, for example, a 2 sector bridge out to an unowned island.

To find out the required amounts of materials, workforce, and  money  use  the show command.

Bridge  spans cannot be re-designated.  A bridge span will collapse when it is below 20% in efficiency, so shelling will destroy one, as will nuclear weapons and bombing.

If  the  EASY\_BRIDGES option is NOT in use, a bridge will also collapse if its bridge-head sector goes below 20% or is re-designated.
Info: shark

## SYNTAX

```
shark <LOAN #>

```

The shark command is used to buy out an overdue loan from another owner. The <LOAN #> is the number of the loan you wish to buy.

The loan must be in arrears. The holder of the note will recieve the value of the loan plus one periods worth of interest from your treasury. The player who owes the money on the loan will be notified of the switch. After the loan is transfered you may collect on it as normal.

## SEE ALSO

offer, consider, collect, financial, Loans
Info: trade

## COMMAND NAME

trade - Buy ships, planes, land units or nukes

## SYNTAX

```
trade

```

The trade report lists all ships, planes, land units and nukes that are being sold and allows you to buy them.

It is based on a bidding system, and after the bidding time has passed, the transactions are executed, and the highest bidder gets the goods (maybe.) If there are no bidders once the time passes, the goods stay on the market and the first bidder will get them.

Your bid must be higher than the currently high bid.

Typical output looks like:

```
[##:##] Command : trade

```

```
    Empire Trade Report
 Wed Mar 13 14:42:45 1996
lot high bid  by time left owner  description
--- --------  -- --------- -----  -------------------------
  0 $   1000   2  0.06 hrs (  2)  tech 0 100% inf1  infantry 1 [f:21 ] #3

Which lot to buy: 0
Destination sector: 4,0
How much do you bid: 1100
Your bid on lot #0 is being considered.

```

The cargo of ships and land units are listed in the square brackets, in this case, 4 guns and 40 shells. The nuclear armament of planes is listed in parentheses.
Info: consider

## COMMAND NAME

consider - Accept, decline or postpone consideration of a loan

## SYNTAX

```
consider loan <loan #> accept|decline|postpone

```

This command allows you to consider accepting a loan offered by another country.

The program will list the various terms of the loan under consideration and ask for your decision as to whether to accept the terms, decline them, or postpone making a decision.

If you accept a loan, the money is immediately credited to your account and the time period of the loan starts. If at the time of your acceptance, the lender does not have sufficient funds the size of the loan will be diminished to fit the lender's cash on hand.

Loan offers are withdrawn if not accepted within a number of days equal to the proposed loan's duration.

Warning: When the terms of a loan are printed out, take note of the due date; if you do not pay by the due date the interest will double and you will be subject to "collection", (see Info: collect).
Info: neweff

## COMMAND NAME

neweff - Find out what the efficiency of a sector will be after the next update

## SYNTAX

```
neweff <SECTS>

```

Neweff predicts how efficient a sector or sectors will be after the next update.

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

A typical usage might be:

```
[##:##] Command : neweff 2,0

```

```
EFFICIENCY SIMULATION
   sect  des    projected eff
   2,0    +     18%
  1 sector

```
Info: newspaper

## SYNTAX

```
newspaper <DAYS>

```

The news command prints a copy of the local newspaper published by The Empire News.

This "morning after" daily recounts financial exploits, the telegram traffic between countries, and political maneuvering in addition to the chronicling of such mundanities as shelling, attacking, and nuclear testing.

It's great breakfast reading!

Normally your edition of the news will only contain events that have occurred since you last read the news. You can specify what time period you'd like it to cover with the optional <DAYS> argument in the command line as in:

```
[##:##] Command : news 2

```

Which will print the news for the last two days.

1. Successful sector attack
2. Unsuccessful attack
3. Spy shot
4. Telegram sent
5. Loan made
6. Loan repaid
7. Goods sold
8. Airspace violated
9. Artillery fire on sectors
10. Artillery fire on ships
11. Attacking unowned land
12. Ship torpedoed
13. Gunners firing in self-defense
14. Breaking sanctuary
15. Planes bombing sectors
16. Planes bombing ships
17. Successful boarding actions
18. Unsuccessful boarding actions
19. Collecting on loans
20. Ships hitting mines
21. Alliance declaration
22. War declarations
23. Alliance dissolving
24. War ending
25. Plague outbreaks
26. Plague deaths
27. Name changes
28. Starvation
29. Air to air combat
30. Nukes going off
31. Terrorists
32. Shooting civs & uw's
33. Satellite launches
34. ASAT attacks
35. Deity giving things
36. Deity aids country
37. Deity hurts country
38. Deity taking things
39. ABM interceptions
40. Missile firing on sectors
41. Missile firing on ships
42. Trade between countries
43. Pirates fence loot
44. Pirates keep loot
45. Ship torpedoes ship
46. Sub bombed by ASW plane
47. Unit bombed
48. Unit hits land mine
49. Fortress artillery supports attack
50. Land unit artillery supports attack
51. Naval artillery supports attack
52. Capital sacking
53. Upgrades relations to friendly
54. Downgrades relations to friendly
55. Upgrades relations to neutral
56. Downgrades relations to friendly
57. Upgrades relations to hostile
58. Downgrades relations to friendly
59. Missile hits sector
60. Missile hits ship
61. Settles on a new island
62. ABM interception
63. Missile hits units
64. Sub-launched missile hits units
65. Successful assault
66. Successful paradrop
67. Paradrop into unoccuppied land
68. Failed assault
69. Failed paradrop
70. Insufficient funds to pay market
71. Failed boarding of a land unit
72. Successful boarding of a land unit
Info: Time

## Time

 ETUs, BTUs and ETL

The Empire clock counts Empire Time Units (ETUs), just like an ordinary clock counts seconds.

There's always the same number of ETUs between updates (the "version" command shows how many). ETUs automatically stretch or contract to maintain that when updates move around for some reason, say a change of schedule, or unplanned downtime.

Because of the unique nature of Empire governments, (i.e. the decision makers spend most of their time on vacation. Hmmm, not so unique actually), and the fact that ideally the Empire "environment" will mirror the "real" world, various heuristics dealing with time have been implemented.

The first is the Bureaucratic Time Unit (BTU) concept which keeps track of the potential for doing "work" possessed by your government.

The second heuristic, (i.e. hack), is the Elapsed Time Limit (ETL) which limits the amount of time that players may be logged on each day. The ETL is not cumulative and is reset to some particular value, (often two hours, check the "version" command to be sure), every night at midnight.

The ETL and BTU counts are displayed with each command prompt as follows:

```
[##:##] Command :

```

The first "##" is the Elapsed Time today, in minutes. This number starts at 0 every midnight. The second "##" is the number of BTU's remaining.
Info: mine

## SYNTAX

```
mine <SHIP> <NUMBER>

```

This command drops mines in the sea and is functional from ships with mine-laying capability (see Info: Ship-types).

See Info: Hitchance for the chance of a ship hitting a mine.

In the command syntax <SHIP> is the number of one of your ships and <NUMBER> is the number of mines you wish to drop. That number of shells, (assuming you've got them), will be dropped in the sector that ship occupies, magically becoming mines as they hit the water.

Mines can only be removed safely by a minesweeper. (Other ships can remove them by hitting them, but...) Planes with the 'sweep' ability can clear mines by flying recon missions through mined sectors, with each passage through the sector possibly removing some mines.

Ships of tech 310 or higher can detect mines with their sonar. See Info: sonar for more information.

Note that the sector is checked for possible mine hits only when a ship moves into it; thus, a ship may safely drop mines in a sector and then move out. On the other hand, the mines know no allegiance, so moving back into a mined sector is foolish at best.

Building a bridge clears all mines there.

You cannot drop sea mines into a harbor, only land mines.
Info: torpedo

## COMMAND NAME

torpedo - Slip a torpedo to some poor sucker (from a sub or ship)

## SYNTAX

```
[##:##] Command : torpedo <submarine-SHIPS> <target-SHIP>

```

The torpedo command is used to shoot other naval vessels in a sneaky manner.

The <target-SHIP> argument is the victim ship number and the <submarine-SHIPS> argument is the number(s) of your submarine or other ship(s) with torpedo ability. The program will ask for these if not provided on the command line.

Your <submarine-SHIPS> must meet the following criteria:

1. It must have torpedo ability. (see Info: show)
2. It must have at least 1 gun (torpedo tube)
3. It must have at least 3 shells (3 shells = 1 torpedo)
4. It must be at least 60% efficient
5. It must have some mobility

Meeting all these criteria, your torpedo will be launched toward the victim ship and a countdown of seconds until the expected detonation will commence.

The range of a torpedo depends on the type of sub, and its tech level. Currently the range formula looks like this:

```
(frng) * (tech+50)/(tech+200)

```

[Note: frng comes from show ship capability]

If the target is out of range, you will be told so, (after your torpedo is in the water). See Info: Hitchance for the chance of a torpedo hitting its target.

If the target ship is not in a direct line of sight but in range, the torpedo will slam into land and you will be notified. Note that the victim ship will still see the torpedo being launched and can return a depth charge attack (see below.)

A hit will be reported to you as "BOOM!", See Info: Damage for the damage that a torpedo does.

In order to simulate the "real-time" situation, your mobility will be decremented by mobility equal to 1/2 the cost the torpedo-ship would pay to move a sector for each torpedo fired; if it goes to zero (or beyond) you will be forced to stick around.

Victims of submarine torpedoes get only told that a submarine attacked, not which one (so you can deny it).

The victim's only automatic protection against sub attacks is that any ship of his/hers that is capable of retaliating with depth charges or torpedoes will do so. This will reveal number and position of your submarine.

Against surface ships launching torpedo attacks, the victim gets to fire all his ships & sectors within range at the attackers BEFORE the attackers get to fire. Damage done by all defending ships is divided evenly over all attacking ships.
Info: realm

## COMMAND NAME

realm - Print out or modify one of your "realms"

## SYNTAX

```
[##:##] Command : realm <NUMBER> <SECTS>

```

The  realm command allows you to manipulate the contents of the "realm"s associated with your country which provide a convenient way  to  save  coordinates that are frequently used (see Info: Syntax for use of realm arguments).

In  the  syntax of the realm command <NUMBER> is the number of the realm to be set.

The <SECTS> argument is optional; if included, the specified realm will be set to <SECTS>; if omitted the coordinates of the specified realm will be printed.

```
[##:##] Command : realm 1

```

```
Realm 1 is -3:3,3:3

```

```
[##:##] Command : realm 1 -3:2,4

```

```
[##:##] Command : realm 1

```

```
Realm 1 is now set to -3:2,4:4

```

If  the  <NUMBER>  argument  is omitted, the coordinates of all realms will be printed.

Also note that the <SECTS> argument may use the "#" form of  realm  specification.

```
[##:##] Command : realm 0 #1

```

```
Now realm 0 is set to -3:2,4:4.

```
Info: test

## COMMAND NAME

test - Check the effect of a proposed move

## SYNTAX

```
[##:##] Command : test <ITEM> <SECT> <NUMBER> <ROUTE|DESTINATION>

```

The test command lets you check the effect of a proposed move. This can be helpful when you're not sure whether you have enough mobility to reach a certain location or you wish to compare two possible routes for a move.

The test command has exactly the same arguments as the move command and acts almost the same. There are two important differences:

Nothing is actually moved and no mobility is used.

The move is tested for <NUMBER> <ITEM> irrespective of how much <ITEM> is actually in the sector. This is useful for testing a sector which will be used as a temporary stopover in a multi-step move to make sure the stuff won't get stranded there.
Info: route

## SYNTAX

```
[##:##] Command : route <ITEM> <SECTS>

```

The route command generates a graphic display of the delivery arrangement for a specific deliverable item in a given sector area.

The <SECTS> argument is as described in "info syntax". <ITEM> is one of the following:

* **c**    civilians
* **m**    military
* **u**    uncompensated workers
* **f**    food
* **s**    shells
* **g**    guns (not gold)
* **p**    planes
* **i**    iron ore
* **d**    dust (gold)
* **b**    bars of gold
* **o**    oil
* **l**    light construction materials
* **h**    heavy construction materials
* **r**    radioactive materials

The delivery routes are indicated with "go-to"s using the following codes, (assuming the sector in question is a mine):

* **m/**     up-right        (u in deliver)
* **m>**     right           (j in deliver)
* **m\**     down-right      (n in deliver)
* **/m**      down-left       (b in deliver)
* **<m**      left            (g in deliver)
* **\m**      up-left         (y in deliver)
* etc.

An example:

```
[##:##] Command : route f #

```

```
- - - 0 0 0 0 0 0 0 0 0 0 1 1 1
3 2 1 0 1 2 3 4 5 6 7 8 9 0 1 2
-5         /a  /a              /a    -5
-4       /k  <o              /g  <a  -4
-3  a>  h> \j  \a           +        -3
-2       \a  \a   a\     /a  /a      -2
-1     /a   a\ /a   b  /+   +        -1
 0    m   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 1
 3 2 1 0 1 2 3 4 5 6 7 8 9 0 1 2

```
Info: help

## COMMAND NAME

help - 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: lmap

## SYNTAX

```
lmap <SECTS|LAND UNIT> [<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 ("?").

You can also get an lmap by typing 'M' at the march 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, specifiy the 'h' flag.

## SEE ALSO

census, commodity, radar, realm, route, march, LandUnits, Maps
Info: Taxes

## Taxes

How taxes are calculated

Civilians exist in Empire to work and provide cash to the government. Simply by existing, they generate revenue to their host country in proportion to the efficiency of the sector in which they work.

The military-industrial complex exists in order to siphon off hard-earned tax dollars. Military cost (in general) about ten times as much as a civilian pays in taxes.

In addition, "final goods and services" cost money to produce. Ships, land units, planes, guns and shells are all examples of the costs inflicted upon a helpless government by the military-industrial complex. Also, "services" such as technology research, medical research, and even happiness (money and lcm's can buy happiness here...) cost something to create. Consumer items such as food, lcm, hcm, and all other "intermediate goods" (or raw materials) cost nothing other than the hard work of the oppressed citizenry.

Note that it takes ten civilians to keep one soldier in the field. Note also that the only way to make money is either to be pacifistic and let your nation accumulate wealth by having a small standing army, or by selling products to other nations. Also, land units can multiply the strength of each mil, making them perhaps more economical, if you already have made the technological investment.

Also note that captured civilians only pay 1/4 the normal taxes. They like to hide money until they are all finally agree to become naturalized citizens of their new government.
Info: Sheep

## Sheep

  Ovis aries

sheep

1: woolly usually horned ruminant mammal related to the goat

2: a timid defenseless simpleton who is readily preyed upon

3: a docile and vulnerable person who would rather follow than make an independent decision; "his students followed him like sheep"

```
                     __  _
                  .-.'  `; `-._  __  _
                 (_,         .-:'  `; `-._
               ,'o"(        (_,           )
              (__,-'      ,'o"(            )>
                 (       (__,-'            )
                  `-'._.--._(             )

```

Sheep are a vital part of Empire. They may not display as actual commodities, but they do exist as part of the game. Introduced to the game circa 1990, they have played a vital role in the conquests of empires. Not only was it not enough to kill all of your enemy's civilians, but the sheep were in danger too.  Spinoffs on the concept occurred, and these variants further added to the dementia induced by playing too much Empire.

Dictionary entry from WordNet 2.0 Copyright 2003 by Princeton University

ASCII art most probably by Bob Allison
Info: transport

## COMMAND NAME

transport - Move planes or nuclear devices around

## SYNTAX

```
[##:##] Command : transport plane <PLANES> <ROUTE|DESTINATION>

```

```
[##:##] Command : transport nuke <NUKES> <ROUTE|DESTINATION>

```

The transport command is used to move planes and nuclear devices from one sector to another, along the ground.

<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 cheapest path (in terms of mobility) from the current sector to the destination sector.

You would move nuke #666 to 8,0 as follows:

```
[##:##] Command : transport nuke 666 8,0

```

You could move all planes in wing d to -6,0 as follows:

```
[##:##] Command : transport plane d -6,0

```

The "map" command will give you a map surrounding the current position. You can also supply additional parameters:

```
[##:##] Command : <32.3: g 6,2> m 3 ls

```

is equivalent to a "pmap" command when transporting planes, like this:

```
[##:##] Command : pmap 3 ls

```

or it is equivalent to a "nmap" command when transporting nukes.

Note that while transporting, you may run into any landmines the enemy has left in your sectors. In that case, the planes being transported will take damage. See Info: lmine for details.

Also, if your enemy has any units on interdiction mission, then the planes you're transporting may get hit by them.

Nuclear warheads are transported in heavily armored vehicles and are immune to land mines and interdiction.

See Info: Mobility for the mobility cost to transport planes and nukes.

## SEE ALSO

arm, move, navigate, nuke, Mobility, Planes, Nukes, Transportation, Moving
Info: board

## SYNTAX

```
[##:##] Command : board [<VICTIM SHIP>] [<FROM SHIP> | <FROM SECT>]

```

The board command enables two ships' crews to engage in hand-to-hand combat. To board ship #16 from ship #93 you might type:

```
[##:##] Command : board 16

```

The program will ask from which ship or sector you wish to board, (you may only board from one ship at a time), how many troops to board with, and which land units (having "assault" capability) to board with.

In order to be able to board a ship from a ship, your ship must be as fast or faster than the defending ship. If you can't catch him, you can't board him!

The attacking ship will use, based upon its speed, an amount of mobility to overtake and board the target ship. If the attacking ship has no mobility, it cannot catch anybody! Ships' speed depends upon the speed of the ship, the technology of the owner, and the current efficiency of the ship. A 50% damaged ship moves one-half the speed it does when undamaged.

In order to board a ship from a sector, the ship must be in the sector, and either the sector must have mobility or it must contain some land units with the "assault" capability.

Some things to note:

The defense strength is multiplied by 1 + def/100 where def is the defense strength of the ship (see show ship stats).

Other ships belonging to the victim will fire on you when you try to board, (if you're within range).

Any land units in the combat will fight as if they were simply mil, i.e. they won't get any offensive of defensive multiplier, except for "marine" units which get their full bonus. Similarly, units on ships don't have to take morale checks, as they are fighting as mil. Mil on the victim ship will still die before units take casualties, however.

Note that you can only board with as many mil and land units that the ship you are trying to board can hold.

See Info: Attacking for the exact procedure.
Info: declare

## COMMAND NAME

declare - Formally declare alliance, friendly, neutrality, hostile or war

## SYNTAX

```
declare <POSITION> <NATS>

```

The declare command allows you to officially declare your diplomatic relations with other countries.

<POSITION> may be "alliance", "friendly", "neutrality", "hostile", or "war";

<NATS> can be the name or number of a country you want to declare relations towards, or it can be \* in which case you will declare <POSITION> towards all nations.

For a complete list of the meanings of all the different types of relations, see Info: relations.

The newspaper is very interested in declarations of war or alliance -- don't expect to keep such declarations secret.

Deities will be prompted for a third parameter, the country to make the declaration for. The default is to make it for the deity's country.
Info: zdone

## COMMAND NAME

zdone - Indicate willingness to have an update

## SYNTAX

```
zdone [yes|no|check]

```

The zdone command allows you to say when you are done and ready for an update.

* **yes** says that you are ready for an update.
* **no** clears any previous "yes" that you did.
* **check** checks to see what your zdone state is.

The command will also show you how many countries want an update. The number of ready countries required for a demand update to happen is configurable, and may be seen in the "show updates" command.

There are three possible update policies which could be set in this game:

1. No demand updates. If so, then this command is useless.
2. Demand updates occur right after the last required country sets zdone.
3. Demand updates occur according to the update schedule. If enough countries have set zdone by the scheduled time, then an update will occur. The update schedule may be seen in the "show updates" command.

Your zdone state is cleared when an update occurs.

The "show updates" command shows update policy and schedule.

For deities, the command takes an additional parameter: the country to impersonate.
Info: Item-types

## Item-types

Description of the different types of items used.

The different kinds of people and materials are called items, or sometimes commodities.

The show command displays the detailed characteristics of items.

```
[##:##] Command : show item

```

```
item value sell lbs    packing     melt  item
mnem                in no wh ur bk deno  name
   c     1   no   1  1 10 10 10 10    4  civilians
   m     0   no   1  1  1  1  1  1   20  military
   s     5  yes   1  1  1 10  1  1   80  shells
   g    60  yes  10  1  1 10  1  1  100  guns
   p     4  yes   1  1  1 10  1  1   50  petrol
   i     2  yes   1  1  1 10  1  1  100  iron ore
   d    20  yes   5  1  1 10  1  1  100  dust (gold)
   b   280  yes  50  1  1  5  1  4  200  bars of gold
   f     0  yes   1  1  1 10  1  1    2  food
   o     8  yes   1  1  1 10  1  1   50  oil
   l     2  yes   1  1  1 10  1  1  100  light products
   h     4  yes   1  1  1 10  1  1  100  heavy products
   u     1  yes   2  1  1  2  1  1    2  uncompensated workers
   r   150  yes   8  1  1 10  1  1 1000  radioactive materials

```

The meaning of the headings are:

* **item mnem**  A one-letter mnemonic abbreviation of the item name.  Commands let you use this to select the item.
* **value**  The value if the item is mortgaged.
* **sell**  Whether you can sell the item on the market.
* **lbs**  The  weight  of  the  item,  which determines how much mobility it takes to move it.
* **packing in**  The packing bonus the item receives in inefficient (<60%) sectors.
* **packing no**  The packing bonus the item receives in normal sectors.
* **packing wh**  The packing bonus the item receives in warehouse sectors.
* **packing ur**  The packing bonus the item receives in urban sectors.
* **packing bk**  The packing bonus the item receives in bank sectors.
* **item name**  The full name of the item.

To find out which sectors are in what packing groups, try the "show sector s" command.

## SEE ALSO

Commodities, Products, show, Sector-types, Producing
Info: echo

## SYNTAX

```
echo [<string>]

```

The echo command echos its first argument. It is designed to help clients synchronize their commands with the server when operating asynchronously. Note that if there are any spaces in your string, then you will need to include the string in quotes.

For example:

```
[##:##] Command : echo SN#123456

```

```
SN#123456

```

```
[##:##] Command : echo hi mom

```

```
hi

```

```
[##:##] Command : echo \&"hi mom"

```

```
hi mom

```
Info: unload

## SYNTAX

```
unload land <SHIPS> <UNITS>

```

The unload command is the opposite of load and follows the exact same syntax ... so why look here for documentation?

The only thing to know is that unload won't unload more of a thing if the sector already has 999. For example, if a ship has 10 food, and the harbor has 994, you can only unload 5 of the 10 food.

Also, you must have Friendly relations with the owner of the harbour in order to unload into it.
Info: anti

## SYNTAX

```
[##:##] Command : anti <SECTS>

```

The anti-guerrilla command is used to remove che from any sector. The command take the following form:

```
[##:##] Command : anti <SECTS>

```

Once issued, the strength of the che is compared to the number of mil in the sector.  The maximum number of mil allowed to fight is equal to the mobility in the sector. Che receive a combat multiplier which may or may not make them tougher to kill. There are only three outcomes for this command.

1. The mil kill all the che.  The sector is cleared (for now).
2. The che kill the mil.  The sector then returns to the old owner with most or all of the che reverting to mil.  The old owner is sent a telegram informing him of the event.
3. The battle is suspended when the mobility in the sector is used up.

          Each mil or che killed uses one mobility point.

Units do not participate in the anti command. A sector can revert to the old owner while your units are stuck in it.

Note that che are finicky. If you manage to lose a sector fighting them, they do unpredictable things.  They may all come out of hiding to join the military. A few may stay in hiding while the majority come out to join the military. Who knows what else they may do.

## SEE ALSO

census, Guerrilla, Sectors, Populace, Occupation
Info: sect

## COMMAND NAME

sect - Show only sectors owned by you in map form

## SYNTAX

```
sect <SECTS>

```

The sect report gives you a graphic representation of all or part of your country, similar to map. Only sectors owned by you show up, however. The rest of the world is simply blank.

Any sectors selected by the "?cond" operator will be highlighted.

Examples:

```
[##:##] Command : sect -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

```

## SEE ALSO

census, commodity, radar, realm, route, map, Maps
Info: nation

## SYNTAX

```
[##:##] Command : nation [as-COUNTRY]

```

The nation report command displays various data about a country. The as-COUNTRY defaults to yourself. Only a deity can request a nation report for another country.

The data displayed by the nation command is formatted as a single page report and should be self explanatory. For example:

```
[##:##] Command : nation

```

```
MGM Nation Report       Sat Nov  4 15:01:52 1986
Nation status is ACTIVE         Bureaucratic Time Units: 250
Capital is 100% efficient and has 87 civilians and 80 military
#0  -10:10,-5:5      #1  -10:0,-64:64   #2  -10:64,-64:64    #3  -10:64,-64:64
#4  -10:20,-10:10    #5  -10:10,-5:5    #6  -10:20,-25:25    #7  -10:30,-20:0
The treasury has $16800.00     Military reserves: 152
Education..........  9.20       Happiness.......  2.01
Technology......... 16.81       Research........  19.82
Technology factor : 30.81%      Max population : 556

  Plague factor :   1.05%
  Max safe population for civs/uws: 427/483
  Happiness needed is 4.385283

```

The max safe population is the highest population in an ordinary sector such as a mine that will NOT forfeit some population growth during an update. In the example above, if you have 427 civs in a sector, you are guaranteed not to have more than 556 after population growth. If you have more than 427, population growth would make you go over 556, and the excess babies would be eliminated when the population was reduced to 556.

If you have at least the happiness mentioned in the last line, your sector's loyalty won't have a chance to go down. Otherwise, each update, the chance isthe number above - your happiness / 5.0. For the country above, the chance would be (4.385283-2.01)/5.0 = .475 = 47% chance that any individual sector's loyalty would go down.
Info: lookout

## COMMAND NAME

lookout - Check from ships for other ships and/or sector types

## SYNTAX

```
lookout <SHIP/FLEET>

```

The lookout command allows ships to report sightings of other ships and land sectors.

The various ranges over which lookout is effective break down into two groups:

## Ship to Ship

This range is dependent on both the visibility of the ship being observed and the visual range of the observing ship. (see Info: Ship-types) Submarines at sea are a special case - they cannot be seen by simply looking out from a ship! In order to detect subs at sea, you need to use sonar. Submarines have a very limited range for what ships they can see using their periscope--they can usually only see ships in the same sector. However, all ships (including subs) which are docked in a harbour are visible to all ships (including subs) in adjacent sectors. (see also Info: sonar)

## Ship to Sector

This range is effectively 1.0.

For example:

```
[##:##] Command : lookout 24

```

```
Groonland (#1) patrol boat #10 @-13,7
Curmudgeon (#4) heavy cruiser #36 @-14,6
Groonland (#1) oil derrick #41 @-14,6
Groonland (#1) tender #53 @-14,6
Groonland (#1) mine 100% eff with approx. 300 civilians @-12,6
Groonland (#1) heavy manufacturing 23% eff with approx. 10 civilians @-11,7

```

## SEE ALSO

coastwatch, Ship-types, Sector-types, radar, sonar, Ships, Detection
Info: wall

## COMMAND NAME

wall - Send a message directly to all allies terminals

## SYNTAX

```
wall [<MESSAGE>]

```

The wall command allows instant communication between allied nations. It may be called in two different ways. You can either send your ally a one line message as in:

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

```

Or you can send a multi-line message:

```
[##:##] Command : wall

```

```
> Everyone ready?
> OK, let's hit the beaches!
> .

```

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

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

## COMMAND NAME

sharebmap - Share parts of your bmap with another country

## SYNTAX

```
[##:##] Command : sharebmap <CNUM/CNAME> <SECTS> [<des>]

```

This command will share all of the information on your bmap with the country <CNUM/CNAME>. In order for it to work, they must be friendly towards you and your bmaps must already overlap to some extent. Note that your 'working' bmaps are not compared for this, but rather your 'true' bmaps. In particular, you can not fool the game into thinking that your bmaps overlap through using the 'bdes' command. See the bottom of Info: bmap for an explanation of the difference between your 'working' and your 'true' bmap.

When sectors owned by you get transferred to your friend's bmap, they will be replaced with the first letter of your country name (capitalized), the only exception being harbors and bridges which will always be transmitted. Also, if you want to send them the location of owned sectors having a certain designation you can specify that using the optional <des> argument. For example if your country name was "TheScum" and you typed:

```
[##:##] Command : sharebmap Fodderland #1 j

```

then all of your bmap would be added to Fodderland's bmap, with sectors owned by you replaced with 'T', except for your '=', 'h', and 'j' sectors which would be sent as is.

Note that the destination bmap will only be changed if in that location there was a '?', a '.', a ' ', or the first letter of your country name (capitalized). Thus, the receiving country will not lose any information in this exchange.

Note that the sharebmap command only changes your 'working' bmap and so you can delete sharebmap information from your bmap by typing:

```
[##:##] Command : bmap <SECTS> revert

```

See Info: bmap for more details.
Info: Clients

## Empire Clients

A Brief (and outdated) Introduction to Empire4 Compatible Clients

What follows is a list of clients which support the new Empire4 protocol. All of these clients may be found on the Wolfpack Empire

 Archives located at: http://www.wolfpackempire.com

empclient-2.8 and later - full support

If you are using one of these clients, then you should type "toggle inform" once you have broken sanctuary. These clients are fully asynchronous, which means that they are able to respond immediately when an unexpected message arrives from the server. So, for example, if someone sends you a "flash" message, then the message will be printed on your screen immediately. Similarly, with "inform" toggled on, you will be informed the moment a telegram arrives. Note, the server remembers your toggle flags when you log out, so you do not have to type "toggle inform" again the next time you connect.

Most other clients should work fine with the Empire4 server, however they may get confused if a flash message comes in. Users of other clients should keep the "inform" flag toggled off, and ask a friend to send them a "flash" message to see how the client handles it (note, you must declare friendly relations towards them in order to receive the flash message). If the flash message confuses your client, then I recommend you type "toggle flash" to turn flash mode off.

In addition, there are a list of commands which have been added to the server to help the development of clients. They are:

* xdump - Dump everything, designed to replace the following
* dump - Dump sector information
* ldump - Dump land unit information
* sdump - Dump ship information
* pdump - Dump plane information
* ndump - Dump nuclear stockpile information
* lost - Report lost items

See the various info pages on these for complete documentation on how they work and how you can use them to help improve your clients.

In addition, there is a "timestamp" field on each object (sectors, ships, land units, planes, nuclear stockpiles, lost items) that you can use to compare against to keep data between clients and the database in sync with each other. These timestamps are kept in systems seconds, so they should be accurate down to 1 second. Every time an object is changed, it's timestamp is updated.

## SEE ALSO

toggle, xdump, dump, ldump, sdump, pdump, ndump, lost, Empire4, Communication, Introduction
Info: bestpath

## COMMAND NAME

bestpath - Show the best path from one sector to another

## SYNTAX

```
bestpath <SECTS> <SECTS>

```

The bestpath command shows you the best path from any sector to any sector. You must own both sectors.

The path shown by bestpath is the cheapest owned existing path in terms of mobility.

Note that if you give these commands areas, they will show you more paths. For example,

```
[##:##] Command : bestpath #1 #2

```

will show the best paths from all sectors in realm 1 to all the sectors in realm 2.
Info: fortify

## SYNTAX

```
[##:##] Command : fortify <UNITS> <MOBILITY>

```

The "fortify" command is used to make units dig in and make themselves harder to damage. The maximum amount of fortification is the same as the maximum amount of mobility a unit can have. (The version command will print this info). Each point of mobility used increases the fortification value by one.

If <MOBILITY> is a positive number, at most that much mobility will be used.

If <MOBILITY> is a negative number, at least -<MOBILITY> will be left in each unit.

A fully fortified unit is twice as hard to hurt as it normally would be, and is twice as strong on the defense.

Units fortifying in a sector containing an engineering unit are better at it: they get 50% more fortification per mobility.

If a unit moves or retreats, it loses all fortification value. A unit that reacts to defend a sector, on the other hand, does NOT lose its fortification unless it is forced to retreat. It receives the fortification bonus in combat, and is still fortified when it returns to its original sector after the battle.

Note that fortification will not help a unit fight Guerrillas in an occupied sector (see info Guerrilla). Also note that fortifying a unit does not affect it's mission status.

Units with maximum mobility automatically use further mobility gains to fortify. For example, when a unit with 120 of 127 mobility gains 60 mobility, its mobility increases to the maximum 127, and it uses 53 mobility to fortify.
Info: lradar

## SYNTAX

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

```

The radar command bears some resemblance to modern high-resolution radar. It has a circular range dependent upon its efficiency.

An example of radar:

```
[##:##] Command : lradar 5

```

```
radar truck #5 efficiency 100%, max range 6
      . a a - ^ ? ?
     T k o ! - ^ ? ?
    a h j a ^ ^ ^ ^ ^
   h . a w a ^ - ? a ?
  . . a m a b f a ^ ^ -
 . . m c * a a - ^ - ^ -
. - . a + . 0 a - - ^ - .
 - ^ ^ a + ) ^ a - - ^ .
  - - a m + a f . . - ^
   ^ a - a + a ^ - - -
    - ^ - - ^ - - - -
     - ^ - - - - - -
      - - - - - - -

```

## SEE ALSO

census, map, nation, Ship-types, Technology, radar, LandUnits, Detection
Info: reject

## COMMAND NAME

reject - Stop/start listening to other countries

## SYNTAX

```
[##:##] Command : reject <reject|accept> <announcements|mail|loans> <NAT>

```

The reject command allows you to either accept or reject announcements, mail, or loans from a country.

```
[##:##] Command : reject

```

```
reject or accept? reject
mail, loans, or announcements? anno
nat(s)? 0
Rejecting annos from The_Scum

```

```
[##:##] Command : reject

```

```
reject or accept? accept
mail, loans, or announcements? anno
nat(s)? 0
Accepting annos from The_Scum

```

The accept command can be used to see the communications status of a country.

## SEE ALSO

telegram, announce, read, wire, **reject**, accept, Communication, Diplomacy
Info: market

## COMMAND NAME

market - Report current selling prices in the world market

## SYNTAX

```
market <ITEM|all>

```

The market report displays the lowest price commodity of each type currently on the market.

If you specify "all" for the item, all commodities on the market are displayed.

If you specify a specific item, all lots of that item are displayed.

```
[##:##] Command : market

```

```
    Empire Market Report
  Sun Dec 27 12:42:59 1998
lot  high bid/unit  by  time left  owner  item  amount  sector
---  -------------  --  ---------  -----  ----  ------  ------
  1  $        0.50   1   1.50 hrs  (  1)   f       100  -1,1
  3  $        0.50   1   1.52 hrs  (  1)   o       100  -1,1

Looks just like Christmas at K-mart, doesn't it!

```

```
[##:##] Command : market oil
    Empire Market Report
  Sun Dec 27 12:43:08 1998
lot  high bid/unit  by  time left  owner  item  amount  sector
---  -------------  --  ---------  -----  ----  ------  ------
  2  $        1.00   1   1.52 hrs  (  1)   o       100  -1,1
  3  $        0.50   1   1.52 hrs  (  1)   o       100  -1,1
  4  $        0.50   1   1.52 hrs  (  1)   o       100  -1,1

Looks just like Christmas at K-mart, doesn't it!

```

```
[##:##] Command : market all

```

```
    Empire Market Report
  Sun Dec 27 12:43:09 1998
lot  high bid/unit  by  time left  owner  item  amount  sector
---  -------------  --  ---------  -----  ----  ------  ------
  0  $        1.00   1   1.50 hrs  (  1)   f       100  -1,1
  1  $        0.50   1   1.50 hrs  (  1)   f       100  -1,1
  2  $        1.00   1   1.52 hrs  (  1)   o       100  -1,1
  3  $        0.50   1   1.52 hrs  (  1)   o       100  -1,1
  4  $        0.50   1   1.52 hrs  (  1)   o       100  -1,1

Looks just like Christmas at K-mart, doesn't it!

```