                    Concept : Differences from Old Empire

          UCB Empire Version 0.9.24 - Update for Version 1.2 Players

So you want to try the New Empire Huh?

Okay,  I  have written this document with YOU in mind!  Welcome to the Univer-
sity of California at Berkeley's Empire!  (From now  on  called  UCB  Empire).
There are a whole bunch of changes in the game since we last played, so I need
to bring you up to date.

Our OLD EMPIRE game was Version 1.2 - written way back in the  70's  by  Peter
Langston, when he was going to College like we are!  But Empire has come along
way since then - and what many have considered the REAL EMPIRE was released in
1985 - containing the final version of Peter Langston's Empire game.  It still
is considered the Standard.  But in  1986  the  computer  brains  at  Berkeley
decided to play around with the Source Code and create their own enhanced ver-
sion of the game.  Hence Berkeley Empire was created....

                    Concept : Differences from Old Empire

                           Changes from Version 1.2

(Please keep in mind that these are only a FEW on the changes -  you're  going
to have to read the Manual and use the INFO command to get a REAL good idea on
what you should read up on - DON'T depend on this list to tell you  everything
you need to know)

There  is  an  announce command - this command sends a Telegram to EVERYONE in
the game - and you can make an announcement to the World.

In the OLD game - you simply dug up ORE and sent it  to  the  Shell,  Defense,
etc.   factory  to  have  it processed into something else (make guns, shells,
etc).

But in the NEW game - sectors are a lot more complex.  For one  thing  curtain
sectors  CAN'T even PRODUCE until your country has reached a given TECH level.
These sectors are currently:

                    Concept : Differences from Old Empire

Shell Factories  (need at least 20 TECH) Gun  Factories   (need  at  least  20
TECH)  Petroleum  Plants [ for Airplane Fuel ] (need at least 20 TECH) Uranium
Mines   (need at least 40 TECH)

Other sectors can produce normally, even though your TECH level  is  still  0.
Keep in mind that you CAN DESIGNATE the ABOVE sectors - but they won't produce
until you reach the desired TECH LEVEL.

Also, it takes more Materials to make 1 Unit of a finished product.  By this I
mean  that  to make approximately 1 SHELL at your shell factory, you'd have to
have: 3 Dollars (in the treasury), 2 LCM, 1 HCM, and at least 20 TECH Level.

LCM is Light Construction Materials, HCM is Heavy Construction Materials,  and
I  discussed the TECH Level problem (above).  To fully understand this concept
- please see info products and info sector-types.

FORTS - have been improved.  It used to be in OLD Empire that you had  to  use
the  DEFEND  command  to  say which sectors you wanted to DEFEND with the guns
from your fort.  But in the NEW Empire - your forts will  fire  on  ANY  enemy
attacker as long as the attacker is within the guns' range when the attack was

                    Concept : Differences from Old Empire

made.  Hence - no more DEFEND command.

FOOD - In the OLD Empire you didn't have to worry about it -  the  people  fed
themselves.   But in the NEW Empire - there is a new sector designation called
a for agribusiness.  These are farms that make food and you have to  transport
that  food to other sectors that don't grow food or those sectors will starve.
**NOTE** that in the FERTILITY rating in the CENSUS report - only  those  with
HIGH Fertility ratings can successfully grow food.  If the FERTILITY rating is
in the 10-30% - BE CAREFUL - they may not be able to grow enough food to  sus-
tain even themselves!  Food is also a great Commodity to SELL (hint,hint!)

WEATHER  - There ISN'T ANY!  (no more rainy days :-) Although judging from the
way Berkeley has been improving the game - it won't be long til  they  do  fix
it.   Can you imagine what weather will be like if they update it like the did
the planes!  Thunderstorms,  tornadoes,  hurricanes,  earthquakes,  volcanoes,
etc.   BUT  FOR  NOW  - THERE IS NO WEATHER - Atmosphere is stuck at 0 - clear
days!

                    Concept : Differences from Old Empire

NEXT UPDATE (how will I know when it is supposed to  Happen?)  -  EMPIRE  will
always  tell  you  when the NEXT UPDATE is scheduled by using the VERSION com-
mand.  VERSION will also tell you how much food will grow per-update and  also
things like - how much food you people eat per update - etc.

MAP  CHANGES - in the OLD Empire you could move u)p, l)eft, r)ight, d)own, etc
- but now you have to move in DIAGONALS - you'll get used to it - the world is
set  up  like  this  so the game can handle more SECTORS per world.  Basically
means that the MAP display is more condensed - and you'll be able to see  more
sectors on a MAP display than ever before.

                    Concept : Differences from Old Empire

   A few new SECTOR-DESIGNATIONS have been added:

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

PLEASE!  Fully READ the info sector-types

                    Concept : Differences from Old Empire

I  haven't  got time to go through all of them - but I will point out a few of
them that might be unfamiliar to you.

PARKS - these are special because they convince your people that  they  should
ENLIST and go out and fight for you!  Lots of fun - gotta have one of these to
keep the ENLISTMENT rate high.

URANIUM MINE - I forgot to add this above with the other  Commodities  -  with
the  Commodities  FERTILITY, OIL, GOLD, MINE - there is also URANIUM.  Uranium
is the most UNCOMMON natural resource and hence those that have a  deposit  of
it  should  be  careful  to  guard it well.  When URANIUM is dug up it becomes
radioactive Matter - you then deliver the Radioactive Matter  to  the  Nuclear
Plant and have it converted into - you guessed it - NUKES!  Be aware, however,
that you must have a HIGH Tech level to make nukes - and it is going  to  take
you a LONG TIME to get to this point.

REFINERY SECTORS: These are where the OIL you make is turned into PETROL(-eum)
for your various AIRPLANE needs.  Planes run on PETROL and the  refinery  sec-
tors make PETROL out of OIL.  You then have to deliver the PETROL to your Air-
ports for use...

                    Concept : Differences from Old Empire

LIBRARY/SCHOOL:  Obviously your people aren't very smart :-)  As  it  is  your
going  to need to educated them.  Education will increase CROP yields and also
help with TECHNOLOGY.  see info education.

                                World Updates

In the OLD EMPIRE - updates weren't handled in a FAIR way.  If you  created  a
0%  FORT before you logged out of Empire - it would REMAIN a 0% FORT until you
logged back into Empire - and if your on a LONG weekend that could have  meant
that you would be WIPED OUT!!!!

In  the  NEW EMPIRE - updates are handled by an independent program called the
Transaction Manager.  This program runs independently of EMPIRE and runs at  4
hours  intervals,  updating  the game constantly.  That means that you enemies
will be updated just as often as you ARE - and may make them  think  a  little
more carefully about attacking you.  The CURRENT update times are:

2am, 6am, 10am, 2pm, 6pm, 10pm (In the local time zone)

                    Concept : Differences from Old Empire

NO OTHER UPDATES ARE POSSIBLE - except at these times.  What is updated is all
Mobility, Food Production, Shell & Factory Production, Ship Plane  and  Sector
Efficiency,  and EVERYTHING that update used to do.  (hence there is NO Update
Command).  Everyone is updated at the SAME TIME!

                    Other Things That Might be of Interest

Terrorists!  - (real trouble makers, but great for setting on your  enemies  -
they blow up things and convert followers!)

SHOOT  -  it  is now possible to SHOOT your civilians (captured enemy ones) or
your own :-) God knows why you would but...  sometimes  the  conquered  people
are REAL radical and it DOES become necessary

SELL  - you can sell your goods on the OPEN Market - and set PRICE MULTIPLIERS
so that your enemies HAVE to buy at a BIG mark up - but your friends can still
buy your good cheap!

                    Concept : Differences from Old Empire

Okay  -  you've  been  waiting for it - so here it is!  The new line of Ships,
Planes and Nukes for Empire:
                                  The Ships

                    Concept : Differences from Old Empire

       $$$  lcm hcm tec def spd vis spy rng fir
       350   20  10  40  30  50  10   4   1   1 patrol boat
       200   25  15   0  10  20  15   2   0   0 fishing boat
       550   25  25  20  60  30  20   3   1   1 minesweep
      1100   25  35  20  80  35  20   4   3   2 destroyer
      2200   40  30  70  30  25   2   3   2   2 submarine
      4000   40  40  50  40  25  60   3   0   0 tanker
      3000   40  50  40 100  30  30   5   6   3 heavy cruiser
       600   60  40   0  50  25  35   3   0   0 cargo ship
      2000   50  50 120  20  10  80   4   0   0 oil derrick
      4400   70  65  60  80  30  35   8   2   2 aircraft carrier
      4000   55  65  50 127  30  35   6   8   4 battleship
      1500   60  30 120  15  40  15   5   0   0 fishing trawler
      4000   90  60 320  30  40   1   3   0   8 nuclear sub
      1200   40  40  70  30  30  30   2   0   0 landing ship
      2500   40  40 220  20  70  17   5   0   0 hydrofoil
      6000   80  30 280  20  30  20  10   0   0 radar center

                    Concept : Differences from Old Empire

      food civ mil  sh gun pln dst pet oil
        30   0  10  10   2   0   0   0   0 patrol boat
       100  30   5   0   0   0   0   0   0 fishing boat
        25   0  25  60   2   0   0   0   0 minesweep
        80   0  80  40   4   0   0   0   0 destroyer
        25   0  25  25   4   0   0   0   0 submarine
       200  30   5   0   0   0   0 990 990 tanker
       100   0 120  60   6   0   0   0   0 heavy cruiser
       900  50  50 300  50   0 900   0   0 cargo ship
       300  80  80   0   0   0   0   0 200 oil derrick
       180   0 350 350   4   8   0 500   0 aircraft carrier
       300   0 200 100   8   0   0   0   0 battleship
       120  25   5   0   0   0 100  25   0 fishing trawler
       500  30  30  25   4   8   0  60   0 nuclear sub
       300   0 400   0   0   0   0   0   0 landing ship
        20  60  30   0   0   0   0   0   0 hydrofoil
        60   0  20   0   0   0   0   0   0 radar center

                    Concept : Differences from Old Empire

The column headings have the following meanings:
 $$$  money required to build it
 lcm  light construction materials required to build it
 hcm  heavy construction materials required to build it
 tec  technology required to build it
 def  defensive armament of the ship
 spd  the distance/mu for moving (in relative units)
 vis  how visible the ship is, (relative units)
 spy  how far the ship can see, (i.e. how  good  the  communication  equipment
      is), again in relative units
 rng  twice  the  distance  the  guns can fire, (assuming  a  high  technology
      level)
 fir  the number of guns the ship can fire at once
food  the amount of food the ship can carry
 civ  the number of civilians the ship can carry
 mil  the number of military the ship can carry
  sh  the number of shells the ship can carry
 gun  the number of guns the ship can carry
 pln  the number of planes the ship can carry
 dst  the amount of gold dust the ship can carry

                    Concept : Differences from Old Empire

 pet  the amount of petrol the ship can carry
 oil  the amount of oil the ship can carry
 aml  the amount of lcms the ship can carry
 amh  the amount of hcms the ship can carry

Note that some ship differences are not listed in these tables.

Only fishing boats and fishing trawlers accumulate food by fishing.

Only oil derricks accumulate oil at sea.

Only destroyers will drop depth charges, and only destroyers can see and  fire
at submarines.

Only submarines can fire torpedos.

Only destroyers and heavy cruisers can lay mines.

Only minesweeps can reclaim mines from the sea.

                    Concept : Differences from Old Empire

Only nuclear submarines can carry nuclear missiles.

Only aircraft carriers can launch and retrieve air strikes.

Only cargo ships can carry lcms (1400) and hcms (900).

See also : coastwatch, fire, load, lookout, mine, navigate, tend, torpedo, fly

                                  The Planes

                    Concept : Differences from Old Empire

        name         lcm hcm $$$ tech acc load att def ran mil gas flags
       fighter 1       8  2  400  40  30   0   3   2   4   1   1  P_T|P_F|P_L
       lt bomber 1    10  3  550  40  30   1   1   2   5   2   1  P_T|P_B|P_L
       transport 1    12  5  800  45   0   9   0   1   8   2   2  P_C
       hvy bomber 1   20  6 1100  50  90   5   2   3   9   3   2  P_B
       long bomber 1  20  6 1100  60  90   2   1   2  30   4   4  P_B
       fighter 2      10  6  800  70  25   1   6   4   8   1   1  P_T|P_F|P_L
       lt bomber 2    12  8  900  70  25   2   2   3  10   2   1  P_T|P_B|P_L
       escort 2       12  5  850  75  25   0   5   4  12   1   2  P_T|P_F|P_L
       chopper 1      10  4  900  75   0   3   0   2   6   1   1  P_C|P_V|P_L
       transport 2    14 10 1200  80   0   9   0   3  20   3   3  P_C
       long transport 14 10 1200  80   0   3   0   1  35   5   7  P_C
       hvy bomber 2   20 15 2000  90  75   9   4   5  20   5   3  P_B
       long bomber 2  20 15 2000 100  75   4   2   2  40   8   8  P_B
       jet fighter    16  5 2000 140  40   2  12   7   8   1   3  P_T|P_F|P_L
       jet lt bomber  14  7 1200 140  20   5   5   8  14   2   3  P_T|P_B|P_L
       jet hvy bomber 35 20 5500 140  60  16   5  12  44   5   5  P_B
       jet transport  30 20 1700 140   0  16   0   6  40   3   5  P_C
       chopper 2      15  8 1000 180   5   2   4   3   8   1   2  P_T|P_B|P_V|P_L

                    Concept : Differences from Old Empire

       chopper 3      15 12 1100 180   0   5   2   3  12   2   2  P_C|P_V|P_L
       jet fighter 2  16  5 2000 200  30   2  10   6   8   1   3  P_T|P_F|P_V|P_L
       jet escort     12  5 4850 1000 25   0  20  20  50   7   5  P_T|P_F
       jet fighter 3  16  5 3000 1100 30   2  30  20  20   1   4  P_T|P_F|P_V|P_L
       jet fighter 4  16  5 3000 1200 30   2  35  25  25   1   4  P_T|P_F
       tac missile 1  10  5  500 160  80   4   0   5   8   0   0  P_M|P_L
       tac missile 2  12  8  600 180  70   6   0   6  10   0   0  P_M|P_L
       irbm 1         15 15 1000 250  60   5   0   3  15   0   6  P_M|P_L
       irbm 2         18 18 2000 270  50   7   0   3  18   0   6  P_M|P_L
       icbm 1         30 30 3000 280  70   7   0   3  40   0   6  P_M|P_L
       icbm 2         45 45 4000 320  50  10   0   6  50   0   6  P_M
       icbm 3         60 60 5000 400  20  15   0  10  60   0   6  P_M
       trident        25 25 1200 290  45   6   0   3  19   0   6  P_M|P_L
       cruise missile 20 10  700 300  30   5   0  20  15   0   7  P_M|P_F
       sam 1          45 45 1200 380  10   2  30   1  15   0   5  P_M
       sam 2          55 55 1500 440   5   4  70   1  35   0   6  P_M|P_F

                    Concept : Differences from Old Empire

The column headings have the following meanings:
 lcm  the amount of lcm to build the unit,
 hcm  the amount of hcm to build the unit,
 $$$  cost of the unit in dollars,
tech  minimum tech level to build this unit,
 acc  bomb accuracy, low is best; a 0 accuracy implies no ability.
load  bomb load/cargo capacity.
 att  air-to-air combat attack rating.
 def  air-to-air combat defense rating.
 ran  base range (in sectors).
 mil  military needed for crew.
 gas  amount of fuel used each trip.

      The flags field use the following abbreviations:
P_T  pinpoint bombing ability
P_F  intercept/escort ability
P_C  cargo-carrying ability
P_B  load used for bombing ability
P_V  vertical take-off ability -- no need to use airports
P_M  missile -- one shot.

                    Concept : Differences from Old Empire

P_L  light, can land on carriers or be carried on a sub

                                     The Nukes

                     name         lcm  hcm  oil  rad  cost  tech lbs
                   10kt fission    50   50   25   50  7500   200   4
                   50kt fission    60   60   30   75  9000   225   6
                   100kt fission   75   75   40  100 12000   250   8
                   250kt fusion    50   50   25   50  7500   280   4
                   500kt fusion    60   60   30   75  9000   295   6
                   1mt fusion      75   75   50  100 12000   310   8
                   3mt fusion     100  100   75  127 19000   325  10

      lbs -- the weight of the warhead, limiting  missile  and  plane  nuclear
      device carrying capacity.

                    Concept : Differences from Old Empire

      BUGS  -  Yes there are many - and there is VERY little user support from
      the authors.  All of my MAILINGS to them have not been replied to.   But
      I  think  it might mean that they are taking the summer off - we'll see,
      but for now it remains an as-is package!  What you see is what you get -
      and  so  far  I  haven't found anything wrong with this version.  PLEASE
      report all bugs that you find - if I can't fix them - we can work  some-
      thing out with the folks at UCB.

