recursal/Fanatic-Fandom huggingface dataset:
Info: satellite

## COMMAND NAME

satellite - Download data from a reconnaissance satellite

## SYNTAX

```
satellite <PLANE> [<se|sh|l> [?cond&cond&...]]

```

The satellite command is how you get information from your satellites. A satellite must be in orbit (launched) before it will begin transmitting. The type of information you get from a satellite depends on what type of satellite it is.

An ordinary satellite will return data that looks remarkably like "radar" output. If the satellite has "imaging" capabilities you will see the sector designations. If not then you will see a '?' for inhabited sectors.

A satellite with imaging capabilities will also show ships and land units.

Spy satellites provide much more information. Their output is a table that looks remarkably like "spy" output followed by another table listing all the ships in the area with their owner, ship type, and efficiency.

Spy satellites with "imaging" capabilities can also see subs!

After launching, a satellite will take a while to come "on line". During this period, (shown by mobility being < 127), you cannot use the satellite.

If a satellite has been damaged, then it will only transmit partial data. For example, a 75% satellite will only display three out of every four sectors. Note that it will always be the same 75% of sectors which are displayed (i.e. it is not random), so you will gain nothing by repeatedly downloading data from the satellite.

You may also filter the information you receive from the satellite using conditionals. Here are some examples to show you how conditionals work. In all of the following examples, we will assume that we are using satellite #28.

To list all airports:

```
[##:##] Command : "sat 28 se ?des=*"

```

To list all airports owned by country #7:

```
[##:##] Command : "sat 28 se ?des=*&own=7"

```

To list all ships in 12,14:

```
[##:##] Command : "sat 28 sh ?xloc=12&yloc=14"

```

To list all land units:

```
[##:##] Command : "sat 28 l"

```

To list all cavalry units:

```
[##:##] Command : "sat 28 l ?type=cavalry"

```

For a complete list of conditionals you can use, see Info: Syntax. Note that the large radar map is only drawn when the output is not filtered:

```
[##:##] Command : "sat 28"

```

## SEE ALSO

launch, radar, spy, census, map, Syntax, Ship-types, Planes, Detection
Info: apropos

## COMMAND NAME

apropos - Searches info pages for information on a topic

## SYNTAX

```
apropos <searchword> [maxhits]

```

The Empire info pages are organized by subject. It can sometimes be hard to find the exact page with the information in which you are interested. To get a list of subjects containing the word you are looking for, type:

```
[##:##] Command : apropos <word>

```

without the < and > brackets.

You can then type:

```
[##:##] Command : apropos bridge

```

to get a list of Empire commands and info topics which contain the word bridge, as well as the line that mentions it.

Apropos is not case sensitive, thus the above example will find pages with Bridge or bridge (or even bRiDgE).

By default, apropos exits when 100 hits are found. You can change this value with an optional second parameter.
Info: convert

## COMMAND NAME

convert - Change conquered civilians into uncompensated workers

## SYNTAX

```
convert <SECTS> <NUMBER>

```

The convert command converts "enemy" (captured) populace into uncompensated workers. If the sector is not actually conquered, no civilians will be converted. If you convert all the civs in a sector, then the sector is no longer occupied (i.e. you become the "oldowner" of the sector).

After the program has collected any necessary information it will list each sector where civilians are converted.

Note: you must have enough military in the sectors to force the populace to become uncompensated workers -- about 10%. Land units count toward this at a value equal to the number of mil required to build them. Security units are even more efficient, counting for more than their base value, and increase the number converted.

There must also be mobility in the sector to be converted (see Info: Mobility for the exact formula).

```
[##:##] Command : conv -3:3,-1:2 10

```

```
Number to convert : 22
22 conquered populace converted in -1,-1 (30)
13 conquered populace converted in 1,-1 (13)
22 conquered populace converted in 3,-1 (30)
17 conquered populace converted in -2,0 (17)
22 conquered populace converted in 0,0 (36)
22 conquered populace converted in -1,1 (34)
22 conquered populace converted in 1,1 (34)
18 conquered populace converted in 0,2 (18)
22 conquered populace converted in 2,2 (45)
Total new uw : 180

```

Note that there is a cost of 0.01 BTU's per civilian converted in addition to the registration fee of $1.5 per conversion.
Soráia

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

Soráia

Personagem da série...
O Natal de Soráia

Informação Geral

Nascimento
24 de Dezembro de 2016

Origem
Polo Norte

Espécie
Boneco de Neve

Família
Frosty (marido)Papai Noel (pai)

Amigos
Paulo a RenaAndersonElfosMamãe NoelRudolph, A Rena

Inimigos
GeraldoKrampusPapai Noel da Dolly
Info: Citizens

## Citizens

   Work, starvation, and general management of your citizens

## Taxation

Taxation of the civilian populace is one of the main providers of income to an Empire nation (gold bars in banks, trade ships, and taxes from uws being the only other sources of income in the game). Also, only friendly civilians can be enlisted into the army, navy and air force.

## Work

The willingness of the civilian population to work is initially 100% -- that is, all of the people are working. In the event that the sector starves or falls victim to revolutionary subversion, the work of the sector will decrease. This will be shown by the work % decreasing. During the update, the work % is influenced by the loyalty of the sector.

If people starve in a sector, the amount of work they do drops to 0 (because they are too weak to work).

## Loyalty

The loyalty of a sector is a hidden value, which represents how loyal the citizens in the sector are to your country. Initially the disloyalty is set to 0.

When a sector is captured the disloyalty is set to 50. Besides from influencing the work % of a sector, the loyalty influences the chances on revolts, che in general and whether civilians will report to your army when enlisting reserves. Loyalty changes during the update by happiness or lack thereof. When retaking a sector you are the old owner of, the disloyalty in the sector will be 0 again. If the people in the sector had to fight for it themselves in a revolt, some disloyalty will remain. If the occupation force of a sector is too small, or if the sector starves, disloyalty will increase.

If a sector is a conquered sector, the old owner will be shown in the appropriate column on the census report. Friendly sectors allow enlistment of military, as well as the ability to move the civilians freely about.  Occupied civilians will not move, and friendly civilians cannot enter these sectors. In addition, occupied civilians will not serve in the armed forces.

If the thought of not being able to move conquered populace bothers you, then you have the option of converting these conquered people into uncompensated workers, involving the expenditure of BTU's and money (for the paperwork). If all the conquered people in one sector are converted to uw's, then the sector is then marked as yours.

If the people in a sector are unhappy (due to starvation, subversion, or lack of happiness) they can go on strike and cease working. You can get them back to work by heavy-handed military control (placing one military for each 20 striking civilians).

## Happiness

Finally, your populace requires happiness to keep their enthusiasm for work going. As technology and education increase, your work force expects to share in the increased levels by getting more consumer items (VCR's, BMW's, etc) represented by happy strollers. If you don't have at least one happiness point per two units of education, and a point for each forty units of tech, your people will not be happy.

## SEE ALSO

  attack, Happiness, Populace, Occupation
Info: stop

## SYNTAX

```

```

The stop command stops production and repairs for one update.

Stopped  sectors don't gain efficiency, don't produce anything, and don't work on ships, planes or units there, but otherwise function normally:  they  still pay tax, distribute goods and so forth.

Stopping  ships,  planes  and  land units works just the same: they don't gain efficiency, they don't produce anything (if applicable), and they  don't  work on embarked land units or planes.

Stopping nukes doesn't do anything in particular, right now.

Conquering  a  sector,  ship, plane, land unit or nuke stops it automatically. Stop orders expire at the update.  Use the start command to  countermand  them manually.

```
[##:##] Command : stop se 2,0

```

```
Wed Jan 20 21:35:34 1993
PRODUCTION STOPPAGE
sect        eff
2,0    c    100% will not produce or gain efficiency.
1 sector

```

## SEE ALSO

start, census, Producing, Updates, Planes, Ships, LandUnits, Nukes
Info: retreat

## COMMAND NAME

retreat - Set retreat conditions/paths for ships or fleets

## SYNTAX

```
retreat <SHIP/FLEET> q

```

The retreat command allows you to examine or modify the retreat orders of your ships

The first argument selects ships to view or give orders for. If a fleet designation is given when specifying orders, the orders apply to all members of that fleet.

Retreat orders consist of a retreat path and conditions.

A retreat path 'h' orders the ships not to retreat.

With 'q' instead of a retreat path, the current retreat paths and conditions will be listed. The report format contains the following fields:

* **shp#** the ship number
* **ship type** the type of ship; "patrol boat", "submarine", etc,
* **x,y** the ship's current location,
* **flt** the fleet designation letter (set by "fleetadd" command),
* **path** the current retreat path,
* **as flt?** whether these are fleet retreat orders,
* **flags** what conditions will trigger retreat.

For example:

```
[##:##] Command : retreat * q

```

```
shp#     ship type       x,y   fl path       as flt?  flags
   0 bb   battleship     2,0      jjuuj               i
1 ship

```

```

```

A player may give retreat orders for a ship or a fleet. Retreat orders include a set of conditions that determine when the fleet/ship will retreat, and a path that the fleet/ship will follow. When a condition is met for a particular ship, the "as flt?" field is checked. If it is Yes, then every ship in that fleet with fleet retreat orders retreats along the specified path. If it is no, then the retreat orders apply to that ship only, and only that ship retreats.

When a ship is added to a fleet, it is given the retreat orders of the first ship in that fleet that has fleet retreat orders and is in the same sector, if any exist.

Retreat orders are wiped when a ship navigates.

Retreat conditions are:

Condition Meaning

* **i** Retreat when the ship is injured, i.e. whenever the ship is damaged by gun fire, bombs or torpedoes
* **t** Retreat when a sub torpedoes or tries to torpedo the ship
* **b** Retreat when a plane bombs or tries to bomb the ship
* **s** Retreat when the ship detects a sonar ping
* **d** Retreat when the ship is depth-charged
* **h** Retreat when helpless --- a ship is helplesswhen it is fired upon, and no friendly ships/sectors (including the ship itself) are able to fire back at the aggressor
* **u** Retreat upon a failed boarding attempt

For example, if the battleship above was fired at, it would attempt to retreat 2 sectors, jj, using the normal amount of mobility for moving 2 sectors. It would then look like:

```
shp#     ship type       x,y   fl path       as flt?  flags
   0 bb   battleship     2,0      uuj                 i
1 ship

```
Info: break

## COMMAND NAME

break - Break sanctuary and begin to play

## SYNTAX

```
break

```

In Empire your sectors are initially sanctuaries. While in sanctuary your people don't eat, work or reproduce. They also can't be attacked.

Break removes the sanctuary protection from your country and forces your people to work for a living. Sanctuaries become capitals, unless the deity set up a different new designation. You can't do any country development commands until you break out of sanctuary.
Info: BTU

## Bureaucratic Time Units - BTU

What BTUs are and how they are generated.

It  takes  time  for decisions to be made by top level officials, and it takes time for their orders to reach those who execute them.  The potential of  your government  to  process new information is measured in Bureaucratic Time Units (BTU).

Most commands consume BTUs.  The "list" command shows how many.  Some commands consume additional BTUs, depending on what they actually do.

BTUs  are  generated in real-time based on the number of civilians that are in your capital.  Every time you log out and in again, the server calculates  how long  you've  been away, and based on that time awards you a certain number of BTUs.  The same happens at the update.

Here is the procedure for determining how many BTUs you get: If the game is a blitz, then as soon as your BTUs go below zero, then they are automatically set back to the maximum.

## Count the number of civs generating BTUs.

```
civs = maximum(1000, number of civs in your capital sector)

```

  Note that if you don't have a capital, then you will get \_no\_ BTUs.

## Find out how many civs are required to make one BTU in one time unit.

The "version" command will tell you how many civilians are required to produce one BTU in one Empire Time Unit (ETU) in a perfectly efficient capital.

## Calculate how efficiently your capital makes BTUs.

A proper capital's BTU efficiency is sector efficiency times work percentage, but at least 0.5%.  A mountain capital's BTU efficiency is always 0.5%.

## Calculate how many BTUs your capital produces in one time unit.

Divide the number of civs generating BTUs (step 1) by the number of civs required to produce one BTU in one time unit (step 2).  Multiply by efficiency (step 3).

## Find out how many time units have passed since you last got BTUs.

A fixed number of ETUs elapse between updates.  The "version" command shows how many.

## Calculate how many BTUs you get.

Multiply the number of BTUs your cap produces in one ETU (step 4) by the number of ETUs which have passed (step 5).  This is how many BTUs you get.  Note that there is a limit to how many BTUs you can have at any given time. This number is usually 640 but can be changed by the deity.

EXAMPLE: say your capital is in perfect condition (100% efficiency and work), and has 500 civilians.  Suppose that version said:

It takes 25.00 civilians to produce a BTU in one time unit

Then first you would divide 500 by 25 to get 20.  Now since your cap is 100% efficient and 100% working, its BTU efficiency is 100% \* 100% = 100%, i.e. your capital makes 20 BTUs per ETU.  Now suppose that version said:

An update consists of 60 empire time units. And suppose that exactly that many had passed since the last time you got BTUs.  You multiply 20 by 60 and get 1200 BTUs.  But since the maximum is 640, you'd have 640 BTUs.  Note that if your capital were a mountain sector, it would make only 20 \* 0.5% = 0.1 BTUs per time unit.  You'd get only 6 BTUs then.
Info: country

## SYNTAX

```
country <NATS>

```

The country command displays status of the countries you specify.

```
[##:##] Command : country *

```

```
Sat Oct 15 20:54:30 2005
 #   last access                         status     name
 0   Now logged on                       DEITY      POGO
 1   Now logged on                       Active     Khazad'ur
 2   Unknown                             Active     Spectre
 3   Unknown                             Sanctuary  3
 4   Unknown                             Sanctuary  4
 5   Unknown                             Visitor    visitor

```

Deities get more information:

```
[##:##] Command : country *

```

```
Sat Oct 15 20:54:30 2005
 #   last access                         BTU  status     name
 0   Now logged on                       640  DEITY      POGO
 1   Now logged on			  480  Active     Khazad'ur
 2  Sat Oct 15 17:56 - Sat Oct 15 18:11  638  Active     Spectre
 3   Never logged on			  640  Sanctuary  3
 4   Never logged on			  640  Sanctuary  4
 5  Sat Oct 15 20:08 - ?                 640  Visitor    visitor

```
Info: Education

## Education

How Education is calculated at the update.

Education is important for both technology and research production. Your country will not be able to produce technology or research unless your civilians have an education of at least 5. (See Info: Products for more details).

The "nation" command will display, among other things, your current education level.

This is how your new education level is determined every update:

## Graduates are produced in schools

See Info: Products or the "production" command to find out how many

Graduates you are going to produce. Your update telegram will tell you the class of graduates produced in your various schools in a line like this:

```
a class of graduates (135.00) produced in 3,1

```

## Calculate your education production efficiency

The higher your population, the lower your education p.e., as it takes more graduates to maintain the same overall level of education. Note that with low population you education p.e. can be greater than 1.

The version output will contain a line like this:

```
Education p.e. requires 1 class of graduates per 10000 civ.

```

Your education p.e. is now calculated as follows:

```
education p.e. = "civ. per graduate" / "total pre-update civilian population"

```

```
number of graduates produced = class of graduates * education p.e

```

For example, lets say you have a pre-update civilian population of 40,000 and have produced a class of 260 graduates. Your education p.e. would be

10000 / 40000 = .25 and your number of graduates would be 260 \* .25 = 65

## Calculate edu delta from the number of graduates

```
"edu log base" is always 4.0 and "easy edu" is always 5.0.

```

To find out what your edu delta for the update will be, subtract "easy edu" from the number of graduates you are producing and call this number "over easy". Now divide "over easy" by the log of ("over easy" + "edu log base") base "edu log base", and then add "easy edu" back.

Simple eh? ;-)

OK, here's an example:

Say you are producing 65 graduates. Then your "over easy" would be 65 - 5.0 = 60. Now the log of (60 + 4.0) base 4.0 is 3 (since 4 to the power 3 is 64), so our edu delta will be 60/3 + 5 = 25.

## Calculate your new education as a weighted average

The version output will contain a line like this:

```
Education is averaged over 192 time units

```

And the number of etus per update is printed in the version output as:

```
An update consists of 60 empire time units.

```

Your new education is now calculated as follows:

```
"new edu" = ("old edu" * "average etus" + "edu delta" * "etus per update") / ("average etus" + "etus per update")

```

So if, for example, your old education level was 40 and your "edu delta" was 25, then your new edu would be:

"new edu" = (40 \* 192 + 25 \* 60) / (192 + 60) = 36.43

## SEE ALSO

Happiness, nation, Products, Research, Technology, Nations, Producing, Updates
Info: ship

## SYNTAX

```
ship <SHIPS>

```

The ship report command is a census of your ships. For example:

```
[##:##] Command : ship *

```

```
shp#     ship type       x,y   fl   eff civ mil  uw  fd pn he xl ln mob tech
   0 dd  destroyer       1,1       100%   0   0   0   0  0  0  0  0 127  140
   1 bb  battleship      1,1       100%   0   0   0   0  0  0  0  0 120  200
2 ships

```

The report format contains the following fields:

* **shp#** the ship number

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

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

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

* **eff** the ship's efficiency, prefixed by "=" if stopped,

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

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

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

* **fd** the amount of food on board,

* **pn** the number of planes on the ship,

* **he** the number of helicopters on board,

* **xl** the number of extra-light planes on board,

* **ln** the number of land units on board,

* **mob** the mobility of the ship,

* **tech** the tech level of the ship.

## SEE ALSO

sstat, build, cargo, fleetadd, navigate, load, lookout, scrap, sonar, torpedo, upgrade, land, Ships
Info: supply

## SYNTAX

```
[##:##] Command : supply <UNIT/ARMY>

```

The supply command causes a unit to draw enough supplies from its supply sources to make sure that it has its basic load of supplies. Supply tells you which units have enough supplies.

A basic load of supplies for a unit consists of:

1. enough food to eat for one update
2. enough shells to fire once - A unit uses shells equal to its ammo stat to fire once. Use the "show" command to find out how much ammo the unit uses per shot.

If the unit has enough of all these things, it is said to be 'in supply'. A lack of any of these things is enough to make the unit 'out of supply'.

## When supplies are drawn & used

When a unit needs to draw supplies, such as when you use the supply command, or the unit wishes to attack, or is attacked, etc, it must attempt to get them from supply sources. Other things may use the same routines, such as ships/forts/sectors, which will draw shells when they need them to fire defensively.

## Supply Sources

There are four sources of supply. In each case, the unit must be within supply range of the source. Supply range is:

```
10 * ((tech+50)/(tech+200) sectors

```

In addition there must be a valid supply path to the source. A supply path is a path of sectors owned by the owner of the unit that leads to the supply source. (Note that the path may be of any length.. only the supply source itself must be within supply range. (This is to make the coding simpler, and may change in the future.) The best path (in terms of mobility use) will be used.

In each case, mobility is used to move the supplies.

The first source of supply checked is the sector the unit is in.

If the unit's needs can't be satisfied there, it looks for an owned harbor, warehouse or headquarters that is at least 60% efficient. Drawing from these sources uses mobility from the source sector. (A headquarters will NOT supply a unit if it has no distribution path)

If still in need, the unit will look for an owned supply ship (one that has the supply ability) in an owned harbor. The harbor must be at least 2% efficient. This uses mobility from the harbor.

If it still can't find enough supplies, the unit will look for an owned unit with the 'supply' ability. (see Info: show for information on how to find out about abilities of units) In this case, the supply unit uses its mobility to use the supplies.

If after all this the unit can't get enough, it is out of supplies.

Note that no supply source will give up enough food to make it starve. In addition, land units will keep enough shells to fire once.

```
[##:##] Command : supply *

```

```
War band #2 has supplies
4 units

```
Edu o Elefante Azul

Programa
**Imagens**
**Dubladores**
**Personagens**
**Episódios**

Edu o Elefante Azul

Informação Geral

Formato
Série de Tiras

Gênero
Terror Psicológico

Duração
5 linhas

Criador
Fitzgerald a Girafa

País
U.R.S.A.

Idioma
Ursana

Produção

Diretor
Fitzgerald a Girafa

Produtor
Fitzgerald a Girafa

Roteirista
Fitzgerald a Girafa

Exibição

Emissora Original
JooJTV

Datas de Exibição
06/04/2017-presente

Temporadas
1

Episódios
2

Classificação Indicativa
Vermelho

**Edu o Elefante Azul** é uma série de tiras criada por Fitzgerald a Girafa. A série conta a história de Edu, um elefante azul que vive situações situaveis e não aprende nada.

Desenvolvimento
Concepção
Tudo começou em 2015 quando foi criado um episódio piloto sobre o personagem. Como não tinha o que colocar, já que seria uma cópia do Mamute Pequenino ele desistiu.
Porém houve a volta por cima quando o Subway o Pivete sugeriu que voltasse em uma versão remasterizada.

Produção
A série um orçamento de R$2,50 em folha de ofício da Loja Caçula. E arrecadou no máximo 0 dolá, no total.

Dubladores
Personagens* **Edu o Elefante Azul:**
* **Alex a Fita Durex**
* **Iago o Náufrago**
* **Alexandre a Cordilheira dos Andes**
* **Marcella a Tigela**
* **Pierre o R**
* **Adrielly o Casaco de Pele**
* **Guilherme o Germe**
* **Felipe o Clipe**
* **Ana a Banana**
* **João o Pé de Feijão**
Info: change

## COMMAND NAME

change - Change country name or representative's name

## SYNTAX

```
change [country | representative] Newname

```

This simple command enables you to rename your country, or your representative name associated with your country.

## Country Name

```
[##:##] Command : change country Hodedo

```

This will change the name of your country to "Hodedo". In order to change your name you must pay 10% of your cash on hand and 254 btus. These expenses reflect the trouble of changing all the national emblems, stationary, flags, etc.

## Representative Name

```
[##:##] Command : change representative ho

```

Your representative's name will now be "ho". Note that the new name you type WILL print out, (in case of a typing error). As a consequence you won't want to do this while your arch-enemy is watching.
Info: add

## SYNTAX

```
[##:##] Command : add <NAT> <NAME> <REP> <visitor|player|god|delete>

```

```
[##:##] Command : add 1 bunky mypass p

```

This adds a new player country to the game. Use "newcap" to create its sanctuary.

```
[##:##] Command : add 2 visitor visitor v

```

This adds a visitor country to the game.

```
[##:##] Command : add 1 bunky mypass d

```

This removes bunky from the game.
Info: report

## COMMAND NAME

report - List all countries and their status

## SYNTAX

```
report <NATS>

```

The report command displays a list of nations in <NATS>. It shows their status (in-flux, visitor, active, etc), and their estimated tech, education, research and happiness levels.

If <NATS> is a country name or number, it will only display information on that country; if <NATS> is \* then information on all countries will be listed.

An example of a report command for the country "Froom 93" would look something like this:

```
[##:##] Command : report *

```

```
Thu Sep 14 16:10:40 1995
#    name                tech      research   education   happiness  status
2     Artifax           0 - 147    79 - 99      0 - 23      0 - 9    In flux
3     Billy             0 - 137    79 - 99      0 - 23      0 - 9    In flux
4     CCCP            150 - 200   120 - 150    23 - 30     20 - 25   Active
8     Khazad'ur        86 - 108   120 - 150    23 - 30     12 - 17   Active
9     Lorphos          96 - 121   120 - 150     0 - 23     12 - 17   Active

```

This is how the ranges are determined.

1. If your value of the statistic is 0, then n/a (not applicable) will be printed in that column.
2. If the value for both countries is > 100, then shift them down so the lowest one is at 100.
3. Each of the following tests is made in order. As soon as one of them is true, then that will be the range for that statistic:

2.0 \* yours < theirs

1.5 \* yours < theirs < 2.0 \* yours

1.2 \* yours < theirs < 1.5 \* yours

1.1 \* yours < theirs < 1.2 \* yours

yours / 1.1 < theirs < 1.1 \* yours

yours / 1.2 < theirs < yours / 1.1

yours / 1.5 < theirs < yours / 1.2

yours / 2.0 < theirs < yours / 1.5

theirs < yours / 2.0

1. Once the range has been determined, it is shifted back up to where it should be.
2. There is a "minimum range" for the different characteristics:

```
     tech: 20
     res:  10
     edu:   5
     hap:   5

```

If the distance between the high and low end of the range is smaller than the "minimum range", then the range is expanded (equally in both directions but never crossing zero) to be equal to the minimum range. However, it will never be expanded beyond twice your value of that statistic.
Info: lboard

## SYNTAX

```
[##:##] Command : lboard [<VICTIM UNIT>] [<FROM SECT>]

```

The lboard command enables the owner of a sector to engage in hand-to-hand combat with a land unit in that sector. To board unit #5 from sector 1,-1 you might type:

```
[##:##] Command : lboard 5

```

The program will ask from which sector you wish to board and how many troops to board with.

In order to board a land unit from a sector, the land unit must be in the sector, and the sector must have mobility.

Some things to note:

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 land units don't have to take morale checks, as they are fighting as mil. Mil on the victim unit will still die before units take casualties, however.

Note that you can only board with as many mil that the unit you are trying to board can hold.

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

## COMMAND NAME

budget - Look at a national balance sheet

## SYNTAX

```
budget

```

The budget command predicts expenses and income for the next update.

```
[##:##] Command : budget

```

```
Sector Type                     Production 		            Cost
park                            850 happy  		            7650
defense plant                   115 guns   		            3600
shell industry                  679 shells 		            2097
technical center                66 tech    		           27000
research lab                    7 medical  		             900
library/school                  1616 edu   		           14544
refinery                        388 petrol 		             425
enlistment center               930 mil    		            2790
Unit building                   6 units    		             358
Unit maintenance                85 units   		           28992
Ship building                   2 ships    		             480
Ship maintenance                25 ships   		            6327
Plane building                  9 planes   		            2508
Plane maintenance               219 planes 		            8874
Sector building			25 sectors       		    2398
Sector maintenance		5 sectors       		     300
Military payroll                7648 mil, 338 res                  38247
Total expenses....................................................147490
Income from taxes               320709 civs, 100235 uws           +92513
Income from bars                7986 bars                         +95832
Total income.....................................................+188345
Balance forward                                                    41617
Estimated delta                                                   +40855
Estimated new treasury.............................................82472

```

The estimated delta may not be correct, due to events during updates: starvation, plague, sector revolts, etc.

Budget takes into account avail and materials in headquarters, harbors and airports, and will only show you how much you'll pay for work that will actually get done in cases where your headquarters/airports/harbors will not have enough avail or materials to work on all units/planes/ships.

## Going Broke

The first thing you need to know about going broke: don't! Stuff you can't afford will not be made. Lack of maintenance will damage your assets. Worst of all, because many commands are not available while you're broke, you'll be helpless until you become solvent again

There is no easy way to predict what exactly will still be paid for when you go broke during an update. Try Info: Update-sequence.

## Cutting Cost

The orthodox way to balance your budget is to sack a neighbor. In case that isn't possible right now, a few tips:

Stop expensive sectors, ships, planes and land units. See the "start" and "stop" commands for how.

Instead of stopping a sector, you can throttle it by moving out some of the raw materials required for production. The "production" command can help you fine tune.

Trim your military. Consider demobilizing.

## SEE ALSO

Sector-types, Maintenance, Nations, Updates, Update-sequence, demobilize, production, start, stop
Info: improve

## COMMAND NAME

 improve - Improve the infrastructure of a sector

## SYNTAX

```
[##:##] Command : improve <road|rail|defense> <SECT> <NUM>

```

The improve command allows you to improve the efficiency of the infrastructure of your sectors.

The infrastructure of your sectors affects how well they defend, and how easy it is for you to move various commodities/vehicles (land units) thorough them.

To improve a sector, you need (most likely) lcms, hcms, mobility and money. See Info: show for the various costs.

Whenever you tear down a sector, the infrastructure is left in tact. The only way that infrastructure goes down is when the sector takes damage.

## SEE ALSO

sinfrastructure, census, commodity, resource, Sectors, Infrastructure, Mobility, Commodities
Info: stockpile

## COMMAND NAME

stockpile - Designate members of a \\*Qstockpile\\*U

## SYNTAX

```
stockpile <STOCKPILE> <NUKE/STOCKPILE>

```

The stockpile command is used to specify the stockpile groupings of your nukes.

```
[##:##] Command : stockpile <STOCKPILE> <NUKE/STOCKPILE>

```

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

The specification of nukes, <NUKE/STOCKPILE>, can have one of several syntaxes:

```
example     meaning

```

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

```

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

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

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

```
[##:##] Command : stockpile ~ A

```

This command would purge all nukes from stockpile `A'.
Tesla a Lâmpada Fluorecente

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

Tesla

Personagem da série...
Thomas a Lâmpada Incandescente

Informação Geral

Nascimento
08 de Agosto de 1938

Origem
Coisópolis

Espécie
Lâmpada Fluorescente]]

Família
Thomas a Lâmpada Incandescente (irmão)Walker a Lâmpada de Lava (irmã)Rasis o Lampião (pai)Bela a Vela (mãe)

**Tesla** é o irmão de Thomas em Thomas a Lâmpada Incandescente. Ele é uma lâmpada fluorescente é mais popular e inteligente que seu irmão mais velho. Apesar de ser o mais inteligente, é o que mais saí fudido nas aventuras de seu irmão, quando têm a infeliz ideia de participar.
Info: sstat

## COMMAND NAME

sstat - Report statistics of ship, fleet or ships in a given area

## SYNTAX

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

```

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

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

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

The report format contains the following fields:

* **shp#** the ship number
* **ship-type** the type of ship; "patrol boat", "submarine", etc,
* **x,y** the ship's current location (relative to your capital),
* **eff** the ship's efficiency,
* **tech** the tech level of the ship
* **def** the armor value of the ship (i.e. how strong is the hull)
* **spd** the speed of the ship
* **vis** the visibility of the ship (i.e. how easy is it to see)
* **rng** twice the distance the guns can fire, The range formula is (rng/2) \* ((tech + 50) / (tech + 200))
* **fir** the number of guns the ship can fire at once

For example:

```
[##:##] Command : ship *

```

```
shp# ship-type                 x,y    eff  tech def spd vis rng fir
   0 dd  destroyer             1,1    100%  140  51  41  19   9   2
   1 bb  battleship            1,1    100%  200 129  35  34  17   7
2 ships

```

## SEE ALSO

ship, build, cargo, fleetadd, navigate, load, lookout, scrap, sonar, torpedo, upgrade, land, Ships
Info: recon

## SYNTAX

```
[##:##] Command : recon <SPYPLANES> <ESCORTS> <SECT> route|destination

```

The "recon" command is used to gather intelligence about sectors that the spy mission overflies. The planes take off from their respective airports, assemble, and then fly the mission and land in the destination sector.

<SPYPLANES> represents a list of planes which are to perform the intelligence gathering operation. Only planes with sufficient mobility, based in a sector stocked with petrol, 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.

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

Information given by recon is not totally accurate.

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

If the destination sector is not an airport, then all planes in the mission must have V/STOL capability.

Planes with the ASW ability will perform a sonar search on each sector as they fly through it. Each sub contact will be reported only once, giving the sector and number of the sub, from the sector in which it is first detected (which may not be the sector the sub is in, as plane sonar has a range dependent on acc, and a chance of finding a sub of ((100-acc)-(4-sub visib)\*10))+((100-effic)/5) percent. The sub being sonared may detect the sonar ping.

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

## SEE ALSO

Plane-types, bomb, fly, paradrop, drop, sweep, Mobility, Planes, Detection
Info: lstat

## COMMAND NAME

lstat - Report statistics of unit, army or units in a given area

## SYNTAX

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

```

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

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

Lstat expects an argument. To see every unit you own, give it the argument '\*', i.e. type "lstat \*".

The report format contains the following fields:

* **lnd#** the unit number

* **unit-type** the type of unit

* **x,y** the unit's current location (relative to your origin),

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

* **tech** the tech level of the unit

* **att** the attack multiplier of the unit

* **d**ef the defense multiplier of the unit

* **vul** the vulnerablilty of the unit (see Info: Damage)

* **spd** the speed of the unit (see Info: Mobility)

* **vis** the visibility of the unit

* **spy** the distance a unit can see

* **rad** the maximum reaction radius of the unit

* **rng** twice the distance the guns can fire, The range formula is (rng/2) \* ((tech + 50) / (tech + 200))

* **acc** the firing accuracy of the unit

* **fir** the number of guns that fire when the unit fires

* **amm** the amount of ammunition the unit uses per shot fired

* **aaf** the amount of anti-aircraft fire the unit produces

For example:

```
[##:##] Command : lstat *

```

```
                                                      s  v  s  r  r  a  f  a  a
                                                      p  i  p  a  n  c  i  m  a
lnd# unit-type           x,y    eff tech att def vul  d  s  y  d  g  c  r  m  f
   0 cav   cavalry       1,-1   100% 992 3.4 1.6  54 52 18  4  3  0  0  0  0  0
   1 cav   cavalry       0,0    100% 968 3.4 1.6  55 51 18  4  3  0  0  0  0  0
   2 cav   cavalry       0,0    100%  40 1.9 0.9  74 36 18  4  3  0  0  0  0  0
3 units

```

## SEE ALSO

land, upgrade, build, cargo, army, march, attack, assault, lload, llookout, scrap, lmine, LandUnits
Info: dump

## SYNTAX

```
dump <SECTS> [<fields>]

```

The dump command displays all information on some or all of the sectors you occupy. dump is a combination of census, commodity, cutoff and level. Each sector's information is printed on one very long line. Fields are separated by a single space. If no fields are specified, all fields are printed.

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

In the syntax of the dump command <SECTS> is the area 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).

A dump command lists all selected sectors headed by:

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

```

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

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

* **des**
* **sdes**
* **eff**
* **mob**
* **\***
* **off**
* **min**
* **gold**
* **fert**
* **ocontent**
* **uran**
* **work**
* **avail**
* **terr**
* **civ**
* **mil**
* **uw**
* **food**
* **shell**
* **gun**
* **pet**
* **iron**
* **dust**
* **bar**
* **oil**
* **lcm**
* **hcm**
* **rad**
* **u\_del**
* **f\_del**
* **s\_del**
* **g\_del**
* **p\_del**
* **i\_del**
* **b\_del**
* **o\_del**
* **l\_del**
* **h\_del**
* **r\_del**
* **u\_cut**
* **f\_cut**
* **s\_cut**
* **g\_cut**
* **p\_cut**
* **i\_cut**
* **d\_cut**
* **b\_cut**
* **o\_cut**
* **l\_cut**
* **h\_cut**
* **r\_cut**
* **dist\_x**
* **dist\_y**
* **c\_dist**
* **m\_dist**
* **u\_dist**
* **f\_dist**
* **s\_dist**
* **g\_dist**
* **p\_dist**
* **i\_dist**
* **d\_dist**
* **b\_dist**
* **o\_dist**
* **l\_dist**
* **h\_dist**
* **r\_dist**
* **road**
* **rail**
* **defense**
* **fallout**
* **coast**
* **c\_del**
* **m\_del**
* **c\_cut**
* **m\_cut**
* **terr1**
* **terr2**
* **terr3**

A typical usage might be:

```
[##:##] Command : dump #5

```

which would list data for all sectors in realm #5.

A dump lists each of your sectors in the specified area. The header line is a list of fields that correspond to the order that dump prints the sector info.

## SEE ALSO

census, commodity, cutoff, level, xdump, Clients, Sectors
Info: sdump

## SYNTAX

```
[##:##] Command : sdump <SHIPS> [<fields>]

```

The sdump command displays all information on some or all of your ships. sdump is a combination of ship, cargo, and sstat. 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 sdump command <SHIPS> are the ships 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 sdump command lists all selected ships headed by:

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

```

The first line is the date. The second line is the "DUMP SHIPS <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 ship
* **x**       x location
* **y**       y location
* **flt**     fleet
* **eff**     efficiency
* **civ**     # of civilians on board
* **mil**     # of mil on board
* **uw**      # of uw on board
* **food**    # of food on board
* **pln**     # of planes on board
* **he**      # of helicopters on board
* **xl**      # of x-light planes on board
* **land**    # of land units on board
* **mob**     mobility
* **fuel**    obsolete, retained for backwards compatibility, always zero
* **tech**    technology of ship
* **shell**   # of shells on board
* **gun**     # of guns on board
* **petrol**  # of petrol on board
* **iron**    # of iron on board
* **dust**    # of dust on board
* **bar**     # of bars on board
* **oil**     # of oil on board
* **lcm**     # of lcms on board
* **hcm**     # of hcms on board
* **rad**     # or rads on board
* **def**     defense of ship
* **spd**     speed of ship
* **vis**     visibility of ship
* **rng**     firing range of ship
* **fir**     max # of guns fired by each volley
* **name**    ship name
* **origx**   x origin where trade ship was built
* **origy**   y origin where trade ship was built

A typical usage might be:

```
[##:##] Command : sdump #5

```

which would list data for all ships in realm #5.

A sdump lists each of your ships in the specified area. The header line is a list of fields that correspond to the order that sdump prints the ship info.

SEE ALSO

ship, cargo, sstat, xdump, Clients, Ships
Info: list

## COMMAND NAME

list - List commands which are currently legal

## SYNTAX

```
list

```

The list command gets you a list of currently legal commands with their associated BTU costs, (see Info: time for description of BTU's). This should not be confused with "info {commands}" which generates a brief summary of each command.

```
[##:##] Command : list

```

```

Current EMPIRE Command List
------- ------ ------- ----
Initial number is cost in B.T.U. units.
Next 2 chars (if present) are:
$ - must be non-broke	c -- must have capital
Args in [brackets] are optional.
All-caps args in <angle brackets> have the following meanings:
 <NUM> :: a number in unspecified units
 <COMM> :: a commodity such as `food', `guns', etc
 <TYPE> :: an item type such as `ship', `plane', etc
0    accept  [as-COUNTRY]
0    add <NAT> <NAME> <REP> <STATUS>
0    announce
3 $c anti <SECTS>

```

etc.
Info: swapsector

## SYNTAX

```
swapsector <SECT> <SECT>

```

This command allows the deity to pick up two sectors and then put them back down in each-other's location. It is particularly handy for changing the shape of start islands when setting up a game. For example, a piece of an island may be cut off by a mountain, and so to fix it you could just swap the mountain over to some other part of the island. All aspects of the sector (e.g. resources, commodities) get transferred to the new location. The only change that is made is that dist paths are wiped.
Astaroth

Astaroth

> *Quick links:* Apep << • Nameless Horde • >> Belcher Imp | • Spider People • << Faction >> • Spell •
>
>

Astaroth is known to demons as the Scion of Hate. He is an unrelenting and merciless foe.

## Skills

### Skill 1: Bombard

Each turn, this unit deals 1-2 fire damage and inflicts the Burning status on a random enemy unit and adjacent units. Can target enemy hero.

### Skill 2: Unstoppable

This unit is immune to the status effects of Paralyzed and Stunned and paralysis-based and stun-based attacks.

## How to get

This unit can be obtained from:

* Treasures > Epic Tome (randomly).
* Crew > Rewards: for 9 Honor Tokens + 45 Gems