Empire Deluxe Enhanced Edition
Unit Orders and The Command Queue
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Orders are very important in a game of Empire Deluxe Enhanced Edition, for they allow your units to move, fight and win the game.
Previous versions of Empire Deluxe allowed a unit to only take one order at a time. Empire Deluxe Enhanced allows for a unit to have a "Command Queue", giving it an ordered list of Orders to follow. With this additional capability, comes additional complexity in the interface. Setting up a series of commands for a unit is not simple, and setting up such as series of orders takes more time that just one click or button press. Actions help mitigate this complexity a great deal. Also, the user has the ability to save Command Queues for use in other games.
The Unit's Command Queue, And The Current Order
A Unit's Command Queue can be visualized as an ordered list of Unit Orders, as in shown in the following image:

These are apparently orders for a convoy type mission. The unit as been instructed to move to a location (4, 36), then unload all of its units, then move to another location, (12, 31), a load units till it is full. Finally, the unit is instructed to repeat these orders.
The Unit's Command Queue also has the concept of the Current Order, which is the order the unit is going to work on when it is processed again. In the image above, the current unit order is represented in red.
Manipulating the Command Queue of a unit is not recommended for every unit and for every turn. Rather, it should be used only in those situations where it is necessary to instruct a unit to do a little extra and a little more.
When giving orders to a unit orders, you must be aware that the unit will execute these orders in the order that they are listed. It is up to you to make sure the orders make sense and will be executed according to your intentions.
Some orders take several turns to be completed. A unit will continue to execute an order until that order is completed, or until it is apparent that the order will be impossible to execute. The Unit's Command queue is then "Advanced", meaning it looks for the next order in the queue to make the current order. If there are no more units in the queue (and there is not Repeat Orders in the queue), the Unit's Command Queue will be cleared of all orders.
Some orders can only be executed when a unit is under certain conditions, or of a certain type. The former cannot be controlled by the Unit' Command Queue, and so it is possible to set up order combinations that will fail upon execution.
Lists of orders can easily be saved and reloaded through the button options supplied in the Orders Tab of the Information Window, or the Order Point Editing Dialog. Obviously, when reusing a list such as the one shown above, in a new game under different conditions, some data in the list will need to be adjusted, (such as the specifics to the location in this particular example).
The following is the list of orders that are available. Some orders are only possible for certain unit types and under certain conditions. Orders that refer to the "Current Location" refer to the location the unit is at when it comes time for the order to be executed.
| Order | Description |
| Move To | This order will instruct the unit to move to a specified location. |
| Mv To Unit Pos - | This order will instruct the unit to move to a specified friendly unit. |
| Move - (Directional) | This order will instruct the unit to move one square in the specified direction. |
| Explore | This will order the unit to continually seek out new life and new civilizations, and boldly go where no unit has gone before. |
| Go Home | This will order a unit to move to and board the nearest possible unit. |
| Producing | This is the order to produce a unit. A type and quantity must be specified. |
| Building | This is the order to construct a unit. A type must be specified. |
| Prod. Eff To - | This order will wait until the producer's production efficiency reaches the specified amount. |
| Load All (Instant) | This order will instruct the unit to load all available units that it can marked as Default Load. This order advances after execution. |
| Load All (Instant, No Default) | This order will instruct the unit to load all available units that it can that are not Default Load. This order advances after execution. |
| Load Till Full | This order will instruct the unit to load all available units that it can Default Load. This order advances only after the unit has completely filled up with units. |
| Load Till Full (No Default) | This order will instruct the unit to load all available units that are not marked as Default Load. This order advances only after the unit has completely filled up with units. |
| Load - (Details) | This order will instruct the unit to load specified unit types of specified quantities, waiting a specified number of turns. |
| Unload All (Instant) | This order will instruct the unit to unload all of its contents if hosted, or wake all of the contents if not hosted. See Loading and Unloading. This order advances after execution. |
| Unload Till Empty | This order will instruct the unit to unload all of its contents if hosted, or wake all of the contents if not hosted. See Loading and Unloading. This order advances only after all child units have left. |
| Unload - (Details) | This order instructs the unit to unload a specified number of a specified unit type within a specified number of turns. |
| Drop | If the unit is hosted, it will instruct the unit to drop from the host. If the unit is transporting units, it will instruct the unit to drop a child unit. See Drop. |
| Pick up | If this unit is a ground unit, and is able to transport a unit underneath it, that unit will be picked up. See Pick up. |
| Rest/Repair(Full) | The unit will do nothing else while it can gain back combat effectiveness and/or hit points. |
| Rest/Repair | The unit will do nothing that turn only if it can gain back combat effectiveness and/or hit points. The order is advanced after execution. |
| Sentry | The unit will do nothing. |
| Sleep | The unit will do nothing, and refuse to prompt the owner for instructions when it sees an enemy unit. |
| Skipping to turn - | The unit will do nothing until the specified turn. |
| Skip turns - | The unit will do nothing for the specified number of turns. |
| Range Fire | The unit will conduct range fire at the specified locations. |
| Build A Road | Build A Road in the Current Location. |
| Build Road Path | The unit will build a road section at each endpoint along a specified path. |
| Destroy A Road | Destroy the road in the current location. |
| Dive | The unit will attempt to enter the sub-ground level. See also Dive Action. |
| Rise | The unit will attempt to move from sub level to ground level. See also Rise Action. |
| Launch Unit | The unit will launch into the orbital level. |
| Re-Enter | The unit will re-enter from the orbital level. |
| Take Off | The unit will take off from its host, or from the ground level. |
| Land | The unit will enter a host on the ground level, or land on the ground. |
| Exploit Resources | The unit will exploit resources in the current location for supply purposes. |
| Supply Producer | The unit will aid the production of its host. |
| Supply Resource Drain | The unit will increase the number of units available before drain. |
| Patrol - | The unit will move along a specified path, based off a specified unit. |
| Patrol Location | The unit will 'hang out' around a specified location. |
| Maintain Pos With Unit - | The unit will try to maintain relative position with a specified unit. |
| Escort Unit - | The unit will move around a specified unit. |
| Repair Host | The unit will repair its host unit. |
| Place/Clear a Mine | If there is no mine in the current location, the unit will begin to place a mine. If a mine exists, it will attempt to remove it. |
| Sweep Mines on Path | The unit will move along a path, and if it ever discovers a mine in the current location, the unit will remove it. |
| Lay Mines At Locations | The unit will place mines at the endpoints of a specified path. |
| Detonate | The unit will perform a denotation attack in its current square. |
| Change | The unit will change or morph if able. (Example - Infantry to Airbase). |
| Repeat Orders | The current Order in the unit's processing queue will be set at the first order. |