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Empires at War
EMPIRES at WAR
The date is May 16, 1803. The place is Europe. Britain has declared war on
France after breaking off talks on their retention of Malta. The storm clouds
of war have thus burst forth. Each player assumes the role as ruler of his
country. Each is intrusted by his people to increase the strength of their
empire. This they must do by conquest and diplomacy.
Empires at War is a multiplayer game set in the Napoleonic Era. To win a
player must TRIPLE his initial economic strength. Each empire has many cities
which comprise its basis of strength. Every city and province is worth points.
When they are captured they become the property of the conquering empire.
Players build armies and navies to make war on their enemies. Players may also
make treaties with other players and may give aid (in the form of money) to
help allies.
Each city is worth 20 points; minor capitals are 45 points, while major
capitals vary from 70 to 100 points. Five points are given for owning 2/3 or
more of the land area of a small province; 10 for a large and 15 for a very
large country. The sum total of all points is the strength of an Empire.
Major powers are France, England and Russia. Other powers are Prussia,
Austria, and Turkey.
To Begin : Select an available empire. If the country you want is not
available you may have to wait for the next game to start. The sysop will
schedule the turns once all 6 players have built their forces. If the game is
currently in progress but is run by a dummy player you may ask the sysop to get
you into this game.
Option 1:
This shows a geographical map of Europe. The capitals and major cities show
up as grey diamonds and triangles. Your armies will show up as colored boxes
with an ID number 1-9. Your navies will show up as colored boxes with an ID
letter A-I. Your own garrison troops will show up as colored boxes with the
letters r-z. With the use of the movement option you may maneuver armies and
navies, (but not garrisons) from point to point.
"P" Shows the political map.
"N","C","S","1","2","3" - shows regions of the map from north to south.
"H" Help menu.
"I" Gives a listing of the cities.
"O" Gives a listing of the countries.
"G" Returns from political map to geographical map.
"Q" Quit
Option 2: Empire Status
This will show the strengths of all selected empires. Note troop strengths
are in 1,000 of men. Exit this option and select the Army Maintenance or the
Navy Maintenance option (they are very much alike).
Option 3: Army Maintenance
Select list. This lists all the armies that the player has along with the
leader. Building an army or navy simply uses the available military strength
and assigns it to an army. In order to move military forces from one point
to another troops must be in the form of a navy or army. New armies will be
created at one of 3 cities, the capital being the primary place.
Movement: Selection 7 of both Army and Navy Options.
The movement selection is used to give movement orders to each of a nation's
units that are moving. Each Army or Navy can be given separate orders.
Movement is shown on a map as arrows.
Movement actually takes place during the turn process. Here you are only
giving the troops orders for that movement.
7 8 9
Movement Commands: 4 6
1 2 3
Option 4: Navy Maintenance
Select list. This will list all the navies that the player has along with
the leader. Building a navy simply uses the available naval strength and
assigns it to a fleet. New fleets will be created in specific ports as
indicated in the help screen for that option.
Option 5: Buy New Units:
If you have extra money left over after paying for the maintenance of your
troops you may purchase additional military units. New Units can not be
assigned to armies or navies until the following turn.
Maintenance:
Note that each turn you must pay your troops. They have a set rate of cost.
If you cannot afford to pay them, you must cashier them or they will randomly
leave your armies and/or fleets. Troops not assigned to field armies will
leave first. Then, those in the armies will leave. Generally, the poorest
grade troops will desert first. Fleets are the last to be scrapped because
of the time and money it takes to rebuild them.
Option 6: Diplomacy
As the game starts France and England are at war, and Turkey is at war with
both Austria and Russia. To change the alignment of your country select one
of W,N,A for each selection presented in this option. If one or more
countries select 'W' the countries are at war. If both select 'A' both are
allied, otherwise countries are neutral.
Option 7: Mail
If you want to communicate with a foreign leader you may do so through the
mail system. Type in 'R' for read mail or 'S' to send mail. When entering
mail type escape to end the entry process.
Option 8: Battle Report (London Times, Paris Gazette, Berlin Post etc.)
After each turn the results of battles can be found using this option. A
player will be able to see the reports of all battles they were involved in.
After two turns all other battles can be viewed (there is a lag time of news
from the other capitals).
Option 9: Point Values
The point values for territories are listed here. The territory will be
colored to match that of its owning empire.
Points for conquered territory are added to a players income. Capturing
cities is the way to win the game. Enemy capitals are worth the most. When
these are captured you not only receive the income from them but you pillage
that players bank too. Unfortunately, your troops and generals make off with
some of the booty and much of it never reaches your coffers. The other
player's bank is, none the less, reduced to ZERO.
Each Menu Option has its own help file. When you enter an option for the
first time or you need help press "H","h" or "?".
The sysop must schedule the Turn. This is a program which, when run, will
process your move orders and purchase orders and fight all the battles. It
will then update all files and maps. Also, on each turn an event will take
place. If this effects a players country it will be shown on the bottom of
the menu.
The first line at the bottom of the main menu will list your event. This is
public knowledge. The second line at the bottom of the main menu will list
your special news. This is news concerning your empire which is not public
knowledge.
To Quit out of most menus type 'Q'. To Abort a selection process press the
ESCape key.
End of Help
G - Geographical Map
This shows a geographical map of Europe and the Near East. Major
cities and capitals show up as triangles and diamonds respectively.
Armies will show up as colored boxes with an ID number 1-9. Navies
will show up as colored boxes with an ID letter A-I. Your garrisons
will only be able to be seen by you and show up as colored boxes with
letters r-z.
P - Political Map
This shows a political map of Europe. Conquered areas will turn to
the color of their owner.
I - cIty
This shows a listing of all cities used in the game. If one is
selected it will flash its location on the Geographical Map.
O - cOuntry .
This shows a listing of all countries used in the game. If one is .
selected it will flash on the Political Map. .
.
N - Northern Europe .
This option shows the northern regions of the map. .
.
C - Central Europe .
This option shows the central regions of the map. .
.
S - Southern Europe .
This option shows the southern regions of the map. .
.
.
End of Help
[ 1] France [16] Egypt [31] Norway
[ 2] England [17] Estonia [32] Oldenburg
[ 3] Prussia [18] Finland [33] Papal States
[ 4] Austria [19] Galicia [34] Portugal
[ 5] Russia [20] Gibraltar [35] Rhineland
[ 6] Turkey [21] Hanover [36] Sardinia
[ 7] Spain [22] Ireland [37] Saxony
[ 8] Armenia [23] Kingdom of Italy [38] Sicily
[ 9] Baden [24] Latvia [39] Silesia
[10] Batavian Republic [25] Lithuania [40] Sweden
[11] Bavaria [26] Malta [41] Switzerland
[12] Bessarabia [27] Mauretania [42] Tripolitania
[13] Dalmatia [28] Mecklenburg [43] Wallachia
[14] Denmark [29] Moldavia [44] Westphalia
[15] Duchy of Warsaw [30] Kingdom of Naples [45] Wrttenberg
[ 1] Alexandria [16] Breslau [31] Hamburg
[ 2] Algiers [17] Brest [32] Helsinki
[ 3] Amsterdam [18] Brussels [33] Istanbul
[ 4] Ankara [19] Bucharest [34] Kiev
[ 5] Antwerp [20] Budapest [35] Kningsberg
[ 6] Athens [21] Cairo [36] Krakw
[ 7] Badajoz [22] Cologne [37] Kustrin
[ 8] Barcelona [23] Copenhagen [38] L'vov
[ 9] Batum [24] Corunna [39] Le Mans
[10] Beirut [25] Danzig [40] Leipzig
[11] Belgrade [26] Dresden [41] Lille
[12] Berlin [27] Dublin [42] Lisbon
[13] Birmingham [28] Gibraltar [43] Liverpool
[14] Bordeaux [29] Glasgow [44] Ldz
[15] Bratislava [30] Gteborg [45] London
[46] Lyon [61] Prague [76] Trieste
[47] Madrid [62] Riga [77] Tunis
[48] Manchester [63] Rome [78] Turin
[49] Mannheim [64] Rostov [79] Venice
[50] Marseille [65] Sevastapol [80] Vienna
[51] Milan [66] Seville-Cdiz [81] Warsaw
[52] Minsk [67] Sivas [82] Zagora
[53] Moscow [68] Smolensk [83] Zrich
[54] Munich [69] Sofia
[55] Nancy [70] Southampton
[56] Naples [71] St. Petersburg
[57] Odessa [72] Stockholm
[58] Oslo [73] Stuttgart
[59] Palermo [74] Tirane
[60] Paris [75] Trabzon
STATUS
The Status records of all countries in your game is available for viewing.
These records shows the following:
Bank:
The money you start out with other than your income. Money left over from
last turn is deposited in your bank.
Income:
The money you will receive each turn from the territories you own. You
receive this amount at the beginning of each turn. The Basic Goal of the
game is to increase your income to TRIPLE this number.
Other:
This is income that you receive each turn independent of any territories
that you own. This is special income, usually a bonus for having treaties.
Military forces:
At the start these are forces that are waiting in a general pool to be
mobilized at a moments notice into armies or navies. These units are in an
abstract 'garrison' army whose forces act as a garrison to each of your prod.
cities. Each turn you must pay to upkeep these forces whether or not they
are in an army, navy or garrison.
Prod. Cities:
These are production centers and recruitment centers. The number of these
production cities usually will not increase, but loss of these will affect
your production. All capital cities are production cities.
Available Manpower:
Men within service age who are not in the army.
Casualties:
Dead, disabled or missing in action.
Under Construction:
Ships being built but have not yet been commissioned. No maintenance is
paid for these hulls.
Storage:
Ships that have been transfered from fleets to the docks are stored here
for the remainder of the current turn.
End of Help
ARMY MAINTENANCE
Add Army:
This will build an army in either your capital or other significant city.
For each type of troop you are asked the number (in 1000s).
Troop Morale:
This number determines the loss in percentages at which these troops will
break off combat. Since battle is done in rounds casualties mount after a
few rounds of battle. Troops with high morale will continue to fight while
those with low morale will break off combat. If a unit is victorious in
battle its morale will go up 2-5% while if it is defeated the morale of
each unit will go down. Also, units in garrisons will tend to lose morale
after a few months.
If any troops with a morale less than 20% suffer defeat the majority of
those troops will lay down their arms and surrender.
Split:
When you split one army into two, the original army will retain its old
morale and leader. A new leader may be selected for the new army. Also
your morale of the original army is unchanged.
Join:
When joining two armies only one leader of the two may be selected. The
other leader goes into transit and is unavailable for the remainder of the
turn. The morale of each type of troop will be averaged together and
prorated as per the number of troops.
In order to extricate a good leader out of a bad situation and send him
home do the following: Split his army. Join his army with the one just
split. Choose a new leader or no leader, but not him. Your leader will now
be available next turn for a new assignment.
New armies will appear in the capital city. If it, or any build city, is
occupied by enemy troops no army can be built in that space.
Armies:
Armies can be modified when in the capital city. If there are available
troops these can be added into the army. Also troops can be taken from the
army and put back into the general pool/garrison. Troop morale will be reset
to their initial values with the addition of any new troops.
Garrisons:
Troops split from other armies into garrison forces cannot move. They can
defend the city that they are assigned, but if a garrison force is driven away
from its city it is disbanded and the troops return to the owner's reserve
pool.
The fighting value of troops relative to each other is as follows:
Guard : 40 Grenadiers : 35 Cavalry : 35
Regular: 30 Dragoons/Cossacks : 15
Militia: 15 Cannons : 25
In addition, only cannons can be used to fight naval forces effectively.
(Guard's ability vs naval forces is 8, where a man o'war's is 40.).
Terrain will modify this value per the following:
A: D: A: D:
Woods : 3/4 6/5 Mountains : 2/3 4/3 + 10
Cities : 3/4 6/5 Fortress : 1/3 5/3 + 20
Capitals : 2/3 6/5
Also note that cavalry and cossacks fighting value is reduced by 10 when in
any of the above close terrain.
Leaders influence battle by adding to the fighting ability of troops with
their Tactical skill and add to the morale with their Leadership. Each
Tactical factor adds about 3% to the fighting ability of troops. Leadership
also is an indication of the number of troops the leader can lead into battle.
This number is 35,000 plus 5,000 for each leadership factor. More troops than
this may be in the army led by the leader but they do not partake in the
battle. As not all possible leaders appear on the available list a player must
choose only from those available. Leaders always benefit an army, even a poor
one. Leaders relieved of command will be 'in transit' for the remainder of the
turn. Only with a leader may your army move at full speed or force march.
Additional movement help is available inside the Movement Option.
New Armies are formed in the following locations:
Nation Army 1-7 Army 8 Army 9
France Paris Lyon Brest
England London Manchester Southampton
Prussia Berlin Kustrin Koningsberg
Austria Vienna Budapest Trieste
Russia Moscow Kiev St.Petersberg
Turkey Istanbul Ankara Istanbul
End of Help
NAVY MAINTENANCE
Add Navy:
This will build a Navy in at least one of your ports. Navy letters 'A'
through 'F' will always be at your main port. The starting positions are:
France A - F : Brest G - I : Marseilles
England A - F : Portsmouth G - I : Liverpool
Prussia A - F : Koiningberg G - I : Danzig
Austria A - I : Treste
Russia A - F : St. Petersburg G - I : Sevastapol
Turkey A - F : Istanbul G - I : Athens
On turn one, four English men o' war and four transports are stationed at
Malta. A Spanish fleet is in one Iberian port.
Leaders influence battle by adding to the fighting ability of ships with their
Skill and add to the morale with their Leadership. Leader also increases the
maximum distance a fleet moves by about 7%.
Men o' wars are the main fighting ship unit. These have a 36% chance of
sinking another sea unit. Transports have a 12% chance and boats and barges
have a 1% chance. The tactical ability of an admiral will add to this in
battle.
All ship units can carry troops. A man o' war or barge can carry 1,000
men, and six can carry 1,000 cavalry troops. A transport can carry 2,000
men, and three can carry 1,000 cavalry. A ship's morale value can be affected
by the leader's leadership factor.
When you split one Navy into two, the original Navy will retain its old
morale and leader. A new leader may be selected for the new Navy. You MAY NOT
have an army on board when you split it.
You may only increase the strength of your fleet at a select few ports. You
may never reduce the strength of a fleet.
When joining two navies only one leader of the two may be selected. The
other leader goes into transit and is unavailable for the remainder of the
turn. When joining a fleet with one that is transporting an army the army
is kept on board. When joining two fleets each carrying an army the armies
are both joined. They become one, just like joining an army on land. You will
thus send an extra leader into transit for one turn.
England, France, Russia, and Turkey have the possibility of a naval leader.
Movement help is available inside the Movement Option.
End of Help
REQUISITION EQUIPMENT
Each turn you receive an income from the territories that you own (this is
under income), as well as from other sources (this is other income). The
money that you already have, or that is left over from last turn, goes into
your bank.
Enter the quantity of new troops or ships you want to purchase. Certain
troop types are not permitted to be purchased by some countries. The limits
of the purchase is listed to the right of the entry field. In unregistered
games no guards or grenadiers may be purchased.
Usually troops will arrive the following turn. But, it takes three turns to
build a man o'war. Two turns for a transport. Cavalry troops arrive after a
months delay.
Every turn you must pay a maintenance fee for every unit you have. This is
reflected in your current expenses. Money left over after these expenses can
be used to buy new units. The new units that you buy will not be available
until the next turn, except as garrison troops. Army units then can be formed
into new armies at your capital. Naval units can be formed into navies at
your main port.
If you think that the maintenance of your troops is too high you can cashier
extra troops by typing in negative amounts for them. You can cashier twice
the quantity you can purchase. If you have too many troops to pay maintenance
for the game will cashier extra troops for you. Troops not assigned any army
will be eliminated first, then troops from random armies will go next, and
finally, naval forces will be eliminated.
End of Help
DIPLOMACY
Empires can be in one of three possible diplomatic states with each other.
1) They can be allied. In which case their armies can move into the same space
with one another.
2) They can be neutral. In which case their armies block other neutral from
entering the same space. At the start most countries are neutral with one
another.
3) They can be at war. A state of war means their armies and/or navies will
attack each other if they move into the same space OR to the right of an
active unit.
When both players answer 'A' to a treaty between each other they become
allied. If one of the two answers 'W' to the treaty the countries are
considered to be at war. In other cases they are neutral. The treaty matrix
will show country pairs that are at war in red, those neutral as yellow, allied
as green. Everyone is at war with all unaligned neutrals including Spain.
When moving normally an army will capture territory. When you are neutral or
allied with another country you cannot capture this country's territory. In
fact, if you're not at war with a country and you move into a space originally
owned by that country you liberate it for that player, even if you were the
one who once conquered it!
The treaty will not go into effect until turn processing begins. The treaty
matrix will be updated before any movement or combat occurs.
The Send Funds option allows a country to send funds to another neutral or
allied country. Select which country you want to receive the funds. Then
enter what amount you want to send. You can send up to the limit of your bank.
Only one fund transfer per country is allowed per turn. Also, the funds do
not arrive at the destination until the turn processing.
Also, note that middlemen will take a flat 5 plus 5%-9% of the funds sent.
End of Help
Enter 'W','N','A' for treaty type.
W - DECLARE WAR.
N - Neutral - Peace but no co-occupation of territory.
A - Allied - Peace with co-occupation of territory.
BATTLES
Players may view the results of any battles that they are involved in.
If you select the previous turn you may only view battles which your armies
or navies were involved in. You may view all player's battles two or more
turns old. Battles that you are the attacker are shown first, and those
that you are not the attacker are shown second.
On the map a flashing red cross indicates where the battle took place. All
units shown are where they currently are, not where they where during the
battle.
The amounts on the left are the number of troops starting the battle. The
numbers on the right are the numbers lost in the battle. Cannons lost by one
side may be captured to replace losses by the other. These are shown as
negative cannons.
Leaders lost in battle do no affect movement until the following turn.
The following diagram illustrates the way open field battles are set up.
The forces are divided into three groups. Each wing will have about 1/3 of
the regular and militia units. Most of the Guard will be grouped in the
center. Two-fifths of the cavalry and cossacks will be on each wing, with
1/5 in the center. Artillery will be divided as evenly as possible, except
when the force is small it will all be in the center.
ATTACKER: Right Flank Center Left Flank
Guard ->
* Regular & [
* Militia -> [
* [
* Cavalry -> [
DEFENDER:
* Cavalry -> ]
* Regular & ]
* Militia -> ]
* ]
Guard
+
When a wing is defeated the victorious flank will fall upon the center in
order to break it. Once the center falls the battle is over. If neither side
is able to win the battle goes to the defender.
ATTACKER: Right Flank Center Left Flank
* Guard -> [
* [
* [
* [ ]
* [ ]
* Victorious Flank [
* [
* [
* ] ~ Defenders left flank routs
.
.
End of Help
MOVEMENT
Orders are F,B,D,R,1,2,3,4,5,6,7,8,9.
Select either an army or navy (option 1 or 2). When entering movement, a
string of numbers 1, 2, 3, 4, 6, 7, 8, and 9 will give the unit orders to move
in that direction based on the number key pad. A string of numbers '44414'
will tell the unit to move three units to the left, then one space diagonally
down and left, then one more left. The actual movement that this will perform
is shown by arrows on a small map and the final position is given by an
'*'. Orders of 5 cause a pause. Units will not move for part of a turn. This
lets the army or navy pause one movement period in place before moving on,
reducing the remaining movement by 40 km.
7 8 9
Movement Directional Diagram---> 4 5 6
1 2 3
Each space is assumed to be 40 km. wide, 80 km. high, and 90 km diagonal.
Units have movement abilities. The rates are as follows:
Infantry : 210 km Men o' War : 675 km
Cavalry : 280 km Transport : 560 km
Militia : 166 km Boats/Barges : 225 km
A fleet or an army will travel at the speed of its slowest member. An army
without a leader will travel at only 60% of normal. A battle fleet without a
leader will travel at only 90% of normal. All units will be permitted to move
at least one space no matter what the cost. French infantry move about 12%
faster than other countries infantry.
In addition units have restrictions placed on the movement. Land units may
not enter a whole sea space unless as passengers on a fleet. Sea units may
only enter whole land units at a port city or port capital. Barges may only
move in coastal spaces. Movement while in sea spaces will be at the rate of 1
per turn.
Land units are restricted by terrain as follows:
Mountains : Cost + 100km Woods : Cost + 50km
Straights : Cost + 100km
Forced March - Put a 'F', 'f' in front of an orders string to force march.
This adds up to 100km more on your march but you will lose troops to attrition.
Force marching troops also go one impulse before all other movement. Thus to
get a jump on other armies you can force march. You cannot force march across
straights or in boarding and debarking. Troops attrited from force marching
are returned to your garrison (except cannons) and are not killed.
Board - Put a 'B' at the end of your string to board a fleet in port. The
presence of a fleet is not checked until the turn is done (because enemy fleets
could intercept your fleet before it gets to port). The movement of an unit
ends when it boards. If more than one fleet is found in port then the first
fleet (alphabetical order) that can transport the army will be used.
Debark - Put a 'D' on an army to debark a fleet in port. No orders are
accepted for an army on board a fleet until the 'D' order is found. This
takes the equivalent of 120km of movement to debark.
Resupply - Put a 'R' in the orders window to try to resupply your army.
Some troops in the reserve pool may be assigned to this army. Also if the
morale has been reduced it can be raised. No militia or cossacks are ever
assigned for resupply. Resupply is best in cities, especially capitals.
Note - This is a registered game option only. If playing BBS to BBS then
all BBSes other than the host BBS needs to be registered.
Snow - Snow, storm, or ice will reduce all movement by 1/2. In addition
there is attrition in every space that a unit moves into or ends in except for
towns and cities. One half of these lost troops die and the other half return
to your general pool of available manpower. They have in effect lost all of
their equipment.
When entering a string of orders the game will calculate permitted movement.
If not all the orders are echoed on the screen then the remainder are not
allowed.
If your army enters the space occupied by an enemy army or an enemy army is
immediately to the right of the space entered a battle will ensue. You must
give your army an aggressiveness order to instruct it on how to react in that
battle.
You must enter an aggressiveness factor from one to five--one being less
aggressive and five being highly aggressive. Your army or fleet will react as
follows:
1 : Scouting attack then retreat. One round of combat and your unit will
retreat. In doing so it may leave cannons and low quality troops behind.
This is treated as a retreat for this unit and if the attacker does
pursue you may be attacked again if you are not faster than they are.
2 : Probing advance/defense. Two rounds of combat are done and then a
retreat. This is done in order to beat scouts, but not enough to take
heavy casualties.
3 : Standard. Army will attack units in its path and if the battle takes
more than three rounds of combat it will halt for the remainder of the
turn.
4 : As per the standard except the army will continue to fight even though
its position is hopeless.
5 : Very aggressive. It will not stop until the enemy units have all been
defeated, the troops in this unit have been killed, or they have broken
morale. If you out-cavalry the enemy troops you will change their
scouting attack to a standard attack.
Note - Everytime you retreat from battle the morale for those units will go
down. Everytime you defeat an enemy in battle your morale goes up.
Answer 'Y'es if you want to keep these orders, or answer 'N'o if you want to
re-enter the orders. You are given the opportunity to change the movement
orders.
Movement is done in impulses. The first unit to move is country #1, army #1.
The first movement impulse of this unit is processed. This means if the
orders for this unit is '478' the '4' is processed. Then the move for the
next unit of country #1, army #2, is processed. After the armies, navies A-J
are processed. Next, player #2 has the first move of his army #1 processed.
Similarly all his other armies and then his fleets have their first movement
impulses. This continues for each player 1 to 6. After all this the second
movement impulse of player #1, army #1 is dealt with. Thus his movement of
'7' comes immediately after player #6, fleet I's first impulse.
Move orders of 1, 2, 3, 7, 8, and 9 take two impulses, thus any unit with this
command must skip the next impulse after processing it.
End of Help