Empire Deluxe Enhanced Edition
Game Setup Interface
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Game Setup Overview
Setting up game of Empire Deluxe can be as simple or as complex as you want it. In
the simplest of games, you only need to press "Begin Play" to start. In more complex games, you have a variety of
options that you can save as configurations for future reference.
Limits in the Game
The philosophy behind some of the setup design is to try to avoid setting
hard coded limits on values when possible. What this means is you can set up a
game with 1000 AI opponents if you wish, or one million buy points, or a map
measuring 20,000 by 35,000 squares. (They are limited to 65K sides until the 64
bit operating system and machines come out).
All of this means that you are quite capable of crashing the program at
anytime, and possibly 'wedging' your machine if you set parameters well beyond
your computer's capacity memory-wise. It has been left up to you to determine
what these limits are.
It is also possible to set up a game where the AI is unable to function
properly, or performance becomes poor. Again, since there is a wide array of
current machine types in existence, and who knows what the future will
bring, that it is up to you to decide what your computer can handle.
And as a disclaimer, Killer Bee Software is not responsible for situations
you cause by not taking care that the parameters you set are within your
machines capabilities.
Configuration Name
This holds the name of the current loaded
configuration. You may also enter the name of a configuration if you are going to
want to save it for future use.
Begin Play Button
Press this to start a game.
The information contained within the Game Setup Display is a combination of
Menus and Tabs.
Game Setup Menus
- Maps/Scenarios Options - For choosing or loading
maps and scenarios.
- Use a Random Map - Select this option and the game you are setting up will use
a random map. Check out the "Random Map Info" Tab for configuring the map.
- Load a Map File - This option will load a previously created map file
(extension *.emp). You can still configure the cities for the map. Check the
"Map File Info" tab for more details.
- Use a Scenario File - This option will load a previously created scenario file
for the game. The "Map/Scenario Info" tab will have some details on the
scenario.
- Opponent Options - Here you can select network, email or solitaire play for your game.
- Game Configurations -
Under these options you can save the current configuration, load a previously
saved one, and set the default configuration for future setups.
- Load Configuration - Loads a previously saved configuration file. (extension
*.ecf).
- Save Configuration - Save this configuration for future reference/use.
- Choose Default Configuration - Select a configuration file that will be
loaded by default on game setup.
Game Setup Tabs
Many game setup options are displayed as tabs to help you sort through the
choices you have. Some of the tabs, such as the Map and
Players tabs, are
dynamic depending on the options you have selected from the
menu.
The Tabs Available are:
General Info Tab
Game Summary Display
This shows all the options configured for this game.
Rules Options Tab
Rules Tree
This contains various rules and options for playing the game. Brief
explanations of the rules are provided below. Further information may be
provided in the game concepts section.
- Exploration Mode (Details)
- Nothing Visible - The map starts out blank. You must explore it.
- Terrain Visible - You can see the terrain on the map, but have no idea where
cities and other units are. (Note: the Standard AI
is currently not able to play games of this type).
- Terrain and City-types Visible (As Neutrals) - The terrain can be seen, and
any city units will be initially displayed as neutrals.
- Terrain and All units visible - You will see everything, terrain and all
units.
- Sighting Information (Details)
- No Names In Sightings - No units will have a name when spotted.
- Only City Type Names In Sightings - Cities will be named, but not other
sighted units.
- All Unit Names In Sightings - Every sighting will have its true unit name.
- Initial City Selection (Details)
- Totally Random - Your city locations will be determined randomly.
- Spiral Selection - Your first city location will be determined randomly. The
subsequent locations will be the closest available city to the first locations.
- Select On Map - You will chose your city's location.
- Initial Buy Points (Details)
- No Buy Points Allowed - Even if setup in the
"Player" tab, players will not
get to use buy points in this game.
- Placed in Cities - Units purchased with buy points must be placed in a city.
- Placed anywhere on Map - Units purchased with buy points can be placed
anywhere on the map.
- Production Rules (Details)
- Allow Continuing Production - Producers get a bonus for producing the second
and subsequent unit of a type.
- Allow Production Specialties - Producers may have
production specialties,
allowing them to build a certain unit type faster, and other types slower.
- Allow Production Efficiencies - Producers will have a
production efficiency
rating which will indicate how quickly they can produce units.
- Allow Resource Drain - Players will
suffer a production time penalty if they
start production with too many units already in their force.
- Allow Production Supply - Players can take
advantage of special units
that
can help offset production drain or speed up an individual unit's production
time.
- Mines and Roads
- Allow Roads - Roads can be built and used in the game to assist the movement
of ground units.
- Allow Mines - Players may place
mines to try and thwart enemy maneuvers.
- Resources - Specifies how
resources will be used in the game.
- No Resources Allowed -
Resources will not play a part in the game.
- Limited Resources - Special units can be built at
resource locations to reduce
the production drain, but each resource location can only be exploited for a
limited number of turns.
- Unlimited Resources - Special units can be built at
resource locations to
reduce the
production drain and they can always be exploited.
- Nuclear Weapons - Specifies if nuclear weapons can have terrain-altering effects.
- Change Nuked Terrain To Wasteland - The location at which a
nuclear attack occurred will change into
wasteland for the remainder for the game.
- Movement Rules
- Allow Crippled Effects - Units that are "Crippled" will suffer movement
penalties.
- Combat
- Allow Digging In - Ground units may
dig in and receive a defensive advantage
when attacked.
- Allow Unit Efficiencies - Units will tire with each combat and must rest to
regain effectiveness.
- Allow Unit Experience - Units may gain higher maximum
efficiency levels
after
successful combat.
- Allow Defensive Fire - Range units may
fire defensively during an opponent's
turn.
- Allow Repairs - Damaged units can be
repaired.
- Allow Crippled Effects - "Crippled" units will suffer a penalty when
attacking.
- Player Gifts
- Alliances (Details)
- Explore Treaties - Players may agree to share visible terrain information.
- Spotting Treaties - Players may agree to share sighting information.
- Shared Supply Treaties - Players may agree to link their supply capabilities.
- Stacking Treaties - Players may agree to allow their units to pass through
each other without combat.
- Reveal Treaties - Players may agree to show their unit positions to each
other.
- Team Treaties - Players can work as teams and share a combined score.
- Treaties can be broken - Players can dissolve treaties if desired.
Recording
Record Game -
Games may be recorded and played back after a game has been finished. It is
recommended that this option not be used in Play-By-Email Games.
Game Clocks
A game clock can be used to place time pressure on players in the game. If the
clock expires, that person's turn has ended.
- Use Clocks - Check this to use timing clocks with the game
- Secs Per Player Option - Specified number of seconds player will be
allotted each turn.
- Secs Per Units Option - Specified number of seconds per unit owned
that will be
allotted each turn.
- Turn 1 - Extra number of seconds available on turn 1.
- Notify - This is the value in seconds that the clock will tick down by.
- Carry Over Unused Time - Time not used will be saved for the next turn.
Weather Rules
Weather can be added to the game to
affect movement and spotting. There are
three weather settings:
- None - No weather will be in the game. Always sunny.
- Global - Weather will have a global effect on the map.
- Systems - There will be weather systems roaming the map.
For "Systems", the following data can be specified:
- Frequency - The influence on how often the weather changes.
- Max System Sizes - Maximum diameter in map squares of a weather system.
Victory Conditions Tab
Player Victory and Defeat
is separated into three different areas. These are:
Friendly Victory Options
These are condition under which you can win a game.
- Annihilation Victory -Win if all enemy units are destroyed.
- Controlled Cities - Win if a specified percentage of the total cites on the
map are captured and controlled for the specified number of turns.
- Average Production Efficiency - Win if player maintains an average production
efficiency value for a specified number of turns.
- Total Production Efficiency - Win if player has at least the specified
cumulative value of production efficiency for the specified number of turns.
- Important Cities - Win if player controls a specified percentage of cities
marked as "important" for the specified number of turns.
- Unit Damage Strength - Win if the player maintains a cumulative damage
strength of units for the specified number of turns.
- Number Of Units - Win if a player maintains a specified number of units for
the specified number of turns.
Enemy Defeat Options
These are conditions under which you can lose a game.
- Annihilation Loss - Lose if a player has no more units.
- No City Kill Capability - Lose if a player controls no cities and cannot take
a city unit.
- Capital Killed - Lose if a player loses his capital.
- Capital Bombing - Lose if a player's capital has a production efficiency at or
below the specified value for the specified number of turns.
- Regicide Defeat - Lose if a player does not have any units of the specified
regicide type.
- Initial Number of units - Number of units of the specified regicide type that
are awarded to a player at the beginning of the game.
- Reduced Average Production Efficiency - Lose if a player's average production
efficiency is at or below the specified value for the specified number of turns.
Other Victory Options
These are special options for playing Empire in a
different way.
- Capture The Flag - Capture-The-Flag rules are used.
- # Spawn Points - Number of pawn points to be used in the game.
- Points Per Capture - Number of points awarded to a player for a capture.
- King of The Hill - Use the King of the Hill Rules.
- Points/Turn - Number of points per turn awarded for controlling "the hill".
- Region Size - Number of squares that make up "the hill".
Locations are not required to be
contiguous.
- End Game By Turns - The game will end after the specified turn.
- Victory By Scoring - A player or team will win if the specified score is
reached.
Map Tab (Random Map Info, Map
File Info, or Map/Scenario Info)
The map style chosen from the Maps/Scenario menu option will determine how much
data can be changed in regards to the map. (For example, you cannot change the
map size on a predefined map, but you can redo the cities if desired).
Basic Mapping
Basic Map Settings
- Width - Specified width in squares length of a map.
- Random (Width) - Check this to make the width random, and enter the low and high range
of the width.
- Wrap East-West - Map will wrap around the East and West (no East or West
edge).
- Height - The specified height in squares of the map.
- Random (Height) - Check this to make the height random, and enter the low and high
range of the height.
- Wrap North-South - Map will wrap around the North and South (no North or South
edge).
Basic City Type Settings
- Cities: Specify the number of cities.
- % Special - The percentage of cities that should have production
specializations.
- Base Efficiency - The median production efficiency for the cities.
- %Var - The variance from the base.
- Random - Check this to randomize the number of cities, and enter the low and
high range.
- Keep City Ratio - Convenient for maintaining the specified number of cites per the
number of squares specified on the map. Use this when you want to change the map
size, but keep the same ratio of cities. For example, a value of 50 means one
city per 50 map squares. So a 80 x 80 map would have 128 cities.
World Settings
The
World Settings are settings used to define the world to be created. They are also
passed to the World Building DLL if applicable. All of these can be randomized
by selecting the checkbox with the "?" in the middle of the slider.
- Land to Water: Ratio of land to water on the map.
- Dry To Wet: Ratio of barren terrain versus wet and foliaged terrain.
- Flat to Mountainous: Ratio of lowlands to hills, mountains and peaks.
- Continents to Islands: Ratio of a few large land masses to many small ones.
- Cold To Hot - Ratio of size of temperate and cold areas on the map.
- Poor to Rich - Ratio of low to high value resource locations.
Advanced Settings
These are used to load external world building DLLs and set
the terrain databases. This is not recommended for first time users. See topics
regarding World Building and the Terrain database for more details.
Units Tab
Here a player may set the unit set database, as well as cherry pick the units he
desires to be used in the game.
To the left is a listing of all of the available units for the game. A checked
box indicates that unit will be useable in the game.
To change the database, select the "Change DB" button, and find the appropriate
Unit Database File to load.
Players Tab
The Players Tab lists the players currently configured to play the game. Here
players can be changed and swapped.
- Add Player - Add a new player, calls the
Player Editor.
- Edit Player - Edit selected player, calls the
Player Editor.
- Delete Player - Remove selected player.
Player Editor
The player editor allows you to add or edit player information.
- Position - player position for this player.
- Type - type of player. Could be one of the following:
- Human Local - player will play on this computer.
- Human via Network - player will play remotely.
- Human via Email - player is a PBEM opponents.
- No Player - this is an empty position.
- StandardAI - player will be the Standard AI compute player.
- ScriptedAI - player will be the Scripted AI computer player.
- Other additional AI players may be displayed here as well if you
have loaded them. For more
information, check the AI Registry Topic.
- File Required - Click on the button when selecting this player to choose a
script. This button will only be displayed if a script is required.
- Player Name - Edit the name if it is for the local player.
- Password - Enter the password if it is for the local player.
- Primary Color - Primary color for the player. Click on the color to set it
with the color chooser.
- Secondary Color - Secondary color for the player. Click on the color to set it
with the color chooser.
- Handicaps -
handicaps help even the playing field between players. The base
handicap value is 100. Values higher than this make it harder for the player.
Values less than this to 1 make it easier. Available Handicaps are:
- Production Handicap - player's production handicap, determines how fast he can build and
what the effects of the resource drain will be.
- Combat Handicap - player's combat handicap, will contribute to the odds
calculation of a battle.
- Neutral Handicap - player's combat handicap versus neutral units.
- Buy Points -
Buy points allotted to this player.
In order for this to be used, a buy points condition
must have been selected from the Rules Tree
in the Rules Tab.
- Starting Cities - Number of
starting cities allotted to the player.
- Allowable Builds - Check the unit types this player will be able to construct
or produce in the game.
Connections Tab (Network
Games Only)
Server Connections
In this area the server's connection information will be
specified, as well as the list of players that have connected. More information
may be available in the Network Games topic.
- Server Port - Port that the server will listen to for accepting
connection.
- GPwd - Game Password others use to connect to this server.
- # To Allow - The total number of simultaneous connections this server will
allow.
- Start Accepting Button - Click on this to allow others to connect to your game.
Connection Table
This table on the right lists the player name and assigned position of the player.
Selecting a connection here will enable you to invoke actions on it from the
"Player Assignments" section.
Player Assignments
In this area the server controller can set up the positions
for players.
- Set Position - Select the game position you wish to set.
- Assign - Assign selected player to the selected position.
- Kick - Kick the selected player from the server.
Advertise Tab (Network Games
Only)
This tab will enable you to
advertise your game on a
connection
service. See the network notes for further details.
- Title - The title of the game.
- Description - Your description of the game.
- Server List - This is the list of available servers to advertise your game
with. If there are more than one listed, you must choose one an only one to
advertise on.
- Start Advertising - Pressing this button will begin advertising your game
at 30-second intervals. You must press it again to stop the advertising.
Game Setup Errors:
After you press "Begin Play",
there may be some configurations are conditions in the setup that must be met
before play can begin (setting up a player, for example). If all of the
conditions to start a game have not been met, one or more errors will be
displayed. These must be adjusted before the game can begin.
A brief description of each error follows:
- "File Not Found" - A file cannot be found.
- "Data Directory Not in Registry" - The game most likely has not be installed
properly.
- "A Game Is Active" - A game is already going. How did you do that?
- "No Players In Game" - No players in the game. Need one at least.
- "One Local Player Only" - Only one local player can be used.
- "No Victory Conditions" - No victory conditions set.
- "Not Enough Map Space" - Not enough memory.
- "Scenario does not have capitals" - No
capitals in scenario.
- "Scenario does not have CTF Spawn Locs" - No spawn locations in scenario.
- "Scenario does not have Important Cities" - No important cities in scenario.
- "Scenario does not have KOTH Region" - No
KOTH regions in scenario.
- "This DLL does not support capitals" - DLL will not place capital units.
- "This DLL does not support CTF" - DLL will not set
CTF spawn locations.
- "This DLL does not support Important Cities" - DLL will not set important
cities.
- "This DLL does not support KOTH" - DLL will not set
KOTH regions.
- "Map load error" - Error loading the map.
- "Scenario load error" - Error loading the scenario
- "Cannot stack Regicide unit in capitals" - Regicide units do not stack in the
capital city.
- "AI DLL not validated" - An AI DLL does not have the required interfaces.
- "Cannot initialize World Build DLL" - DLL for world building is having trouble
starting.
- "Cannot initialize unit placement DLL" - DLL for placing units is having
trouble starting.
- "No active players set in game" - Need at least one active player.
- "Cannot setup AI player" - Trouble setting AI player.
- "PBEM needs a password" - As it says.
- "City Selection Requires Full Visibility" - This selection style requires the
map to be fully visible.
- "Buy Points Placement Requires Full Visibility" -
This placement style
(anywhere) requires the map to be fully visible.
- "Not enough cities to play" - Not enough cities to start game.
- "Low City value not enough to play" - Not enough cities to start game.
- "Too many cities for this size map" - Not enough room on the map.
- "Switch players to computer first." - Cannot do this unless extra human
players are changed to computer.
- "City random values incorrect" - Fix it.
- "Map random height range incorrect" - Fix it.
- "Map random width range incorrect" - Fix it.
- "Map height too low" - Height is too low for a map.
- "Map width too low" - Width is too low for a map.
- "No city types available" - There are no city types available in the database.
- "Socket Error" - Networking error.
- "Bind Error" - Networking error.
- "Listen Error" - Networking error.
- "Send Error" - Networking error.
- "No Networked Players" - There are no network players configured.
- "Need to assign a player" - A player has not been assigned.
- "Too many/few players connected to begin" - everyone must be connected to
start a new game.
- "No Connections" - No one is connected. Everyone must be connected to start a
new game.
- "Game has email opponents" - This game still has players configured for email
play. If you want to go to solitaire, switch them first.
- "Players are still connected" - Someone unassigned is still connected.
- "Game has network opponents" - This game still has players configured for
network play. If you want to go to solitaire, switch them first.
- "Database does not have a flag unit" - The flag unit cannot be found in the
database.
- World Builder does not Support Terrain DB - the Terrain
Database specified cannot be used by the selected World Builder DLL (or the
internal one)
- World Builder does not Support Unit DB - The Unit Database
specified cannot be used by the selected World Builder DLL (or the internal
one)
- World Builder does not Support Either DB - The Terrain and
Unit Databases specified cannot be used by the selected World Builder DLL (or
the internal one)
Restarting Games
Restarting a game is very similar to setting up a game, except that you have
fewer options to deal with. The only changes you may possibly make are in regard
to configuring the player types, and facilitating the
reconnection of players for
network play.
When restarting a game, players cannot have their types changed to Local
Player unless you know the password for that player. In solitaire games,
computer players should have an empty password.
Play By Mail Games
Play by mail games are setup as regular games, but the following procedure is
followed to start a game:
- The game is set up with PBEM players. It should be set up by the person
who will play the lowest numbered human player position.
- When Begin Play is pressed, the first
human player position will be prompted to enter a user name and password,
which will be used for the game.
- After entering this information, the game will be saved and the player
prompted to send the game file to the next player.
- If MAPI is enabled and functioning,
a mail client should appear with the game attached and ready to be sent.
- When the next player receives the game, he will set his player name and
password, and pass the game along.
- Eventually the game will make its way back to the originating player. The
game will then be started as a normal game.
- The first player may be able to play several turns, but eventually, he
will be prompted to save the game and pass it along.
In the early stages of PBM, players will play several turns at once. This is
called rapid turn sequencing. During this period of time,
Treaties are not allowed to be made
or broken, and Gifts are not
allowed.