#! /bin/sh
# This is a shell archive, meaning:
# 1. Remove everything above the #! /bin/sh line.
# 2. Save the resulting text in a file.
# 3. Execute the file with /bin/sh (not csh) to create:
#	chidocs
# This archive created: Mon Aug 29 02:39:04 1994
export PATH; PATH=/bin:/usr/bin:$PATH
if test ! -d 'chidocs'
then
	mkdir 'chidocs'
fi
cd 'chidocs'
if test -f 'planes'
then
	echo shar: "will not over-write existing file 'planes'"
else
cat << \SHAR_EOF > 'planes'
Do you find planes confusing?  I certainly do!  I especially find
missiles confusing.  So tonight, I went through all the "show plane"
stuff and organized it into an understandable format.  So here, for
your reading pleasure, is the "show plane" stuff in a hopefully
more readable format:


(Note: "ld" means load, and "sth" means stealth)

        --- INTERCEPTORS ---

fighter planes (tactical intercept):
                        acc  ld def ran sth            tech
f1  fighter 1            90   1   4   7     VTOL         90
nf1 naval fighter 1      80   1   3   7          light  100
f2  fighter 2            60   1   7   9                 150
nf2 naval fighter 2      60   1   6   9          light  150
f3  fighter 3            45   1  10  11          light  200
jf1 jet fighter 1        45   1  13   7                 220
jf2 jet fighter 2        45   2  13  11          light  250
jf3 jet fighter 3        45   2  18  16          light  280
jf4 jet fighter 4        45   3  23  20     VTOL light  310
sf  stealth fighter      45   3  19  20  80      light  390

anti-plane missiles (intercept VTOL missile):
                        def ran       tech
sm1 sam 1                18  11 light  280
sm2 sam 2                23  17 light  310
sm3 sam 3                26  19        390


        --- PINPOINT BOMBERS ---

planes (tactical bomber):
                        acc  ld def ran sth            tech
lb1 lt bomber 1          50   2   3   7     VTOL        100
lb2 lt bomber 2          35   2   4   9          light  150
mb1 medium bomber 1      45   4   5  14                 150
mb2 medium bomber 2      40   5   6  17                 200
jl1 jet lt bomber 1      25   3   9  11          light  250
jl2 jet lt bomber 2      20   4  11  13          light  280
jmb jet med bomber       30   8  11  25                 280
jl3 jet lt bomber 3      20   5  13  17          light  310
sb  stealth bomber       15   8  15  17  80             390

launch-at-ship missiles (light tactical missile):
                        acc  ld ran tech
mi1 missile 1            60   6   7  270
mi2 missile 2            50   8  11  310
mi3 missile 3            40  10  17  390


        --- STRATEGIC BOMBERS ---

strategic bombers (bomber):
                        acc  ld def ran tech
hb1 hvy bomber 1         90   5   4  15  110
hb2 hvy bomber 2         90   6   7  17  180
hb3 hvy bomber 3         90   8   7  21  220
hb4 hvy bomber 4         80  10  11  25  250
jhb jet hvy bomber       80  12  11  31  280

launch-at-sector missiles (missile):
                        acc  ld def ran       tech
srbm                     60   6   7   9        240
irbm                     60   8   7  15        270
sl1 slbm 1               60   8   7  23 light  280
icbm                     60  10   7  41        350
sl2 slbm 2               60   8   7  41 light  350


        --- TRANSPORT PLANES ---

(cargo):
                         ld def ran sth                 tech
tr1 transport 1           4   2  15                para  150
tr2 transport 2           6   3  17                para  200
tr3 transport 3           8   5  21                para  250
tc1 transport chopper 1   4   3  11  40 VTOL light para  280
jt  jet transport        12   9  25                      280
tc2 transport chopper 2   8   5  13  50 VTOL       para  310


        --- ANTI SUBMARINE PLANES ---

low-tech anti-sub planes (tactical ASW):
                        acc  ld def ran tech
as1 anti-sub plane 1     85   2   3  15  110
as2 anti-sub plane 2     75   2   4  17  150

high-tech anti-sub planes (tactical ASW cargo mine):
                        acc  ld def ran       tech
np1 naval plane 1        65   2   4  25        250
np2 naval plane 2        55   2   4  25 light  280
np3 naval plane 3        45   2   4  31 light  310
np4 naval plane 4        35   2   4  31 light  390

anti-sub choppers (tactical ASW VTOL sweep):
                        acc  ld def ran sth tech
nc1 naval chopper 1      55   2   3  11      250
nc2 naval chopper 2      45   2   4  13   5  280
nc3 naval chopper 3      35   2   5  13  10  310
nc4 naval chopper 4      15   2   5  15  10  390


        --- OTHER STUFF ---

anti-satellite missile (satellite missile):
                        acc  ld def ran tech
a-sat 1                  60   6   7  13  350
a-sat 2                  30   8   7  21  410

anti-ballistic missile (SDI missile):
                        def ran tech
ab1 abm 1                31  17  310
ab2 abm 2                42  17  390
ab3 abm 3                51  19  410
ab4 abm 4                61  21  430

escort plane (tactical escort):
                        acc  ld att def ran tech
es  escort               60   1   5   5  15  150

attack choppers (tactical):
                        acc  ld def ran            tech
ac1 attack chopper 1      5   1   9  11 VTOL        280
ac2 attack chopper 2      5   2  11  13 VTOL light  310

spy stuff (spy):
                        acc  ld def ran sth      tech capabilities
Zeppelin                 60   2  -3  15     VTOL   70 tactical cargo VTOL
sp1 spyplane 1            0   0  11  23  50       290 
landsat                   0   0   3  41           290 satellite
sp2 spyplane 2            0   0  15  31  70       310 
ss1 spysat 1              0   0   3  61           330 satellite
ss2 spysat 2              0   0   3  81           390 image satellite

Ken Stevens a.k.a. Buster, ruler of children.
SHAR_EOF
fi
if test -f 'README'
then
	echo shar: "will not over-write existing file 'README'"
else
cat << \SHAR_EOF > 'README'
Here are 5 documents that I have written on the subject of Empire:

first_moves - What are the first moves that an experienced Empire player makes?
planes      - A list of plane statistics organized by plane type.
landcost    - A table calculating cost/attack and cost/defence for land units.
shiptech    - A table showing the mobility a ship will use to move one sector.
howto       - How does one go about running an Empire game?
SHAR_EOF
fi
if test -f 'shiptech'
then
	echo shar: "will not over-write existing file 'shiptech'"
else
cat << \SHAR_EOF > 'shiptech'
Ever wondered whether that frigate of yours has enough mob to nav up
to fodderland's undefended bank?  Well, wonder no more!  Just use this
handy chart to calculate exactly how much mob per sector it will cost
you to nav your frigate.

For example, say you had a tech 10 frigate.  From "show ship stat" you
see that a frigate has a speed of 25.  Now in row 10 (tech) and column
25 (speed) of the chart is the number 14.93.  Thus, if your frigate
had 127 mob, it would be able to nav exactly 127/14.93 = 9 sectors
(always round up).

Note that these figures are for 100% ships.  If your ship is less than
100% efficient then divide the cost to move one sector by its
efficiency.  For example, the mobility cost to move a 100% tech 140 frigate
is 12.32 mob/sector and so the mob/sector cost to move a 50% tech 140 frigate
would be: 12.32/0.5 = 24.64.


Table of mobility cost/sector for a 100% efficient ship based on the
speed and tech of the ship:

     tech                   Ship Speed
tech factor   10     15     20  |   25     30     35  |  40    45    50
------------------------------------------------------------------------
  0  25%    38.40  25.60  19.20 | 15.36  12.80  10.97 | 9.60  8.53  7.68
  5  27%    37.85  25.23  18.92 | 15.14  12.62  10.81 | 9.46  8.41  7.57
 10  29%    37.33  24.89  18.67 | 14.93  12.44  10.67 | 9.33  8.30  7.47
 15  30%    36.86  24.57  18.43 | 14.74  12.29  10.53 | 9.21  8.19  7.37
 20  32%    36.41  24.28  18.21 | 14.57  12.14  10.40 | 9.10  8.09  7.28
------------------------------------------------------------------------
 25  33%    36.00  24.00  18.00 | 14.40  12.00  10.29 | 9.00  8.00  7.20
 30  35%    35.61  23.74  17.81 | 14.25  11.87  10.18 | 8.90  7.91  7.12
 35  36%    35.25  23.50  17.63 | 14.10  11.75  10.07 | 8.81  7.83  7.05
 40  38%    34.91  23.27  17.45 | 13.96  11.64   9.97 | 8.73  7.76  6.98
 45  39%    34.59  23.06  17.29 | 13.84  11.53   9.88 | 8.65  7.69  6.92
------------------------------------------------------------------------
 50  40%    34.29  22.86  17.14 | 13.71  11.43   9.80 | 8.57  7.62  6.86
 55  41%    34.00  22.67  17.00 | 13.60  11.33   9.71 | 8.50  7.56  6.80
 60  42%    33.73  22.49  16.86 | 13.49  11.24   9.64 | 8.43  7.50  6.75
 65  43%    33.47  22.32  16.74 | 13.39  11.16   9.56 | 8.37  7.44  6.69
 70  44%    33.23  22.15  16.62 | 13.29  11.08   9.49 | 8.31  7.38  6.65
------------------------------------------------------------------------
 75  45%    33.00  22.00  16.50 | 13.20  11.00   9.43 | 8.25  7.33  6.60
 80  46%    32.78  21.85  16.39 | 13.11  10.93   9.37 | 8.20  7.28  6.56
 85  47%    32.57  21.71  16.29 | 13.03  10.86   9.31 | 8.14  7.24  6.51
 90  48%    32.37  21.58  16.19 | 12.95  10.79   9.25 | 8.09  7.19  6.47
 95  49%    32.18  21.45  16.09 | 12.87  10.73   9.19 | 8.05  7.15  6.44
------------------------------------------------------------------------
100  50%    32.00  21.33  16.00 | 12.80  10.67   9.14 | 8.00  7.11  6.40
105  51%    31.83  21.22  15.91 | 12.73  10.61   9.09 | 7.96  7.07  6.37
110  52%    31.66  21.11  15.83 | 12.66  10.55   9.05 | 7.91  7.04  6.33
115  52%    31.50  21.00  15.75 | 12.60  10.50   9.00 | 7.88  7.00  6.30
120  53%    31.35  20.90  15.67 | 12.54  10.45   8.96 | 7.84  6.97  6.27
------------------------------------------------------------------------
125  54%    31.20  20.80  15.60 | 12.48  10.40   8.91 | 7.80  6.93  6.24
130  55%    31.06  20.71  15.53 | 12.42  10.35   8.87 | 7.76  6.90  6.21
135  55%    30.92  20.62  15.46 | 12.37  10.31   8.84 | 7.73  6.87  6.18
140  56%    30.79  20.53  15.40 | 12.32  10.26   8.80 | 7.70  6.84  6.16
145  57%    30.67  20.44  15.33 | 12.27  10.22   8.76 | 7.67  6.81  6.13
------------------------------------------------------------------------
150  57%    30.55  20.36  15.27 | 12.22  10.18   8.73 | 7.64  6.79  6.11
155  58%    30.43  20.29  15.21 | 12.17  10.14   8.69 | 7.61  6.76  6.09
160  58%    30.32  20.21  15.16 | 12.13  10.11   8.66 | 7.58  6.74  6.06
165  59%    30.21  20.14  15.10 | 12.08  10.07   8.63 | 7.55  6.71  6.04
170  59%    30.10  20.07  15.05 | 12.04  10.03   8.60 | 7.53  6.69  6.02
------------------------------------------------------------------------
175  60%    30.00  20.00  15.00 | 12.00  10.00   8.57 | 7.50  6.67  6.00
180  61%    29.90  19.93  14.95 | 11.96   9.97   8.54 | 7.48  6.64  5.98
185  61%    29.81  19.87  14.90 | 11.92   9.94   8.52 | 7.45  6.62  5.96
190  62%    29.71  19.81  14.86 | 11.89   9.90   8.49 | 7.43  6.60  5.94
195  62%    29.63  19.75  14.81 | 11.85   9.88   8.46 | 7.41  6.58  5.93
200  63%    29.54  19.69  14.77 | 11.82   9.85   8.44 | 7.38  6.56  5.91

Ken Stevens a.k.a. Buster, ruler of children.
SHAR_EOF
fi
if test -f 'howto'
then
	echo shar: "will not over-write existing file 'howto'"
else
cat << \SHAR_EOF > 'howto'
If you have successfully compiled the Empire source code on your
machine and are interested in hosting an Empire game, then you will
want to know:

        === How to Run an Empire Game ===

        --- Step I ---

Announce to r.g.e. the following:

Code version:
Options:
World size:
Land:
ETU per update:
Tech log base:

Update times:
Playing restrictions:
Date and time game will open:
Date and time unbroken countries will be replaced:
Date and time updates will be enabled:
Number of countries hoped for:
Email address of Deity:
Info the Deity wants to know about the player:

Comments:
  To get the first six items, just post the output of the "version" command.
  Options that people will want to know about are: SLOW_WAR, NO_NUKES, HIDDEN
  Things people like to know about land are:
    - size of start islands
    - number of countries per start island
    - if resources are unusually high or low
    - percent of land that is mountain
    - minimum number of sea sectors between start islands (i.e. bridgeable?)
  Restrictions may include hours the game is closed, or total number
of connection time permitted each day.
  Common info that Deities ask for on an application is:
Real Name:
Country name:
Password:
Email Address:
Userid and Machine usually played from:
Experience level (number of games played):

Sometimes Deities do not choose all the specifications for the game
ahead of time, but ask applicants to say what their preferences are.
For example, it is nice when the Deity has the flexibility to ask the
players what their preferred update time is.

The following are recommended:
  - The total number of land sectors divided by the number of players
should not exceed 100 (people don't like to play empire on Jupiter).
  - If players will be sharing start islands, then 1 deity mil should
be placed in each wilderness sector.  (This it to ensure that people
who are able to connect at open time don't have an unfair advantage).
  - The game should open at least one week after the game announcement.
  - The time between game opening and the time unbroken countries are replaced
should be at least three days.
  - Unbroken countries should be sent email urging them to break at
least one day before they are replaced.
  - IMPORTANT:  For a well balanced game, unbroken countries should be
replaced before the first update; i.e. Updates should only be enabled
once all of the countries in the game have broken.
  - set up a visitor account so that people not in the game can
connect and have a look around.


        --- Step II ---

Once you've got enough players and a few replacements, announce to r.g.e.:

The names of the countries in the game.
The names of the replacement countries.
Host name and port.
Date and time game will open:
Date and time unbroken countries will be replaced:
Date and time updates will be enabled:


        --- Step III ---

Open the game and let the countries break sanctuary, wait a few days
and then replace unbroken countries.  Once all of the countries have
broken, enable the Updates!

Ken Stevens a.k.a. Buster, ruler of children.
SHAR_EOF
fi
if test -f 'first_moves'
then
	echo shar: "will not over-write existing file 'first_moves'"
else
cat << \SHAR_EOF > 'first_moves'
Many players have asked me what are the first moves of an experienced
Empire player.  So I watched myself play a few blitzes, and this is
what I came up with:

First I decide if I'm going to go for tech production or expansion.
If I go for tech production, these are my first moves:

        === TECH ===

---Update 1---
change country name and password.
explore island.
des * ?des=- +
scrap la *
demob * 999 y
des 0,0 g
th d 0,0 1
des 2,0 m
th i 2,0 1
move c 0,0 127 1,1
des 1,1 w
dist * 1,1
move c 2,0 127 4,0
des 4,0 j
th l 4,0 1
dist 2,0 4,0
put extra civs in gold mines.
---Update 2---
put 127 civs in a "l" sector and set the lcm thresh to 999.
put extra civs in gold mines.
---Update 3---
put 200 civs in a "o" sector and set oil thresh to 1.
set lcm thresh in "l" to 105.
put 127 civs in a "t" sector, and set thresholds: 100 dust, 100 oil, 60 lcm.
put extra civs in gold mines.
---Update 4---
You should be making tech now.

Once a non-coastal gold mine runs out of dust, change it to a "b", and set the
dust threshold of it to 400.  I usually keep my lcm thresh in the "t"
at 60 until I get a positive delta in my budget, and then I start
increasing it by about 10 lcm every 3 updates.

        === EXPANSION ===

If I decide to go for expansion instead of tech production, then I
do the following:
---Update 1---
change country name and password.
explore island.
des * ?des=- +
des 0,0 m
th i 0,0 1
des 2,0 m
th i 2,0 1
move c 0,0 127 1,1
des 1,1 w
dist * 1,1
move c 2,0 127 4,0
des 4,0 j
dist 2,0 4,0
th l 4,0 1
move c 0,0 127 -2,0
des -2,0 k
dist 0,0 -2,0
th h -2,0 1
move extra civs to gold mines.
---Update 2---
make a harbour, move 200 civs there, and set hcm and lcm thresholds to 60.
move extra civs to gold mines.
---Update 3---
build two frigates.
move extra civs to gold mines.
---Update 4---
load mil onto the ship, and nav it to an island and assault the island.
make an enlistment centre, put 300 civs and 40 mil in it.  set the mil
threshold to 40 and dist it to the harbour.
build another couple of frigates.
move extra civs to gold mines.

Once a non-coastal gold mine runs out of dust, change it to a "b", and set the
dust threshold of it to 400.  Once the budget delta is positive, start
designating enlistment centres ("e"), and take over the world.

Ken Stevens a.k.a. Buster, ruler of children.
SHAR_EOF
fi
if test -f 'landcost'
then
	echo shar: "will not over-write existing file 'landcost'"
else
cat << \SHAR_EOF > 'landcost'
Ever wondered which land units give you the biggest bang for your
buck?  Well, I did some math tonight and discovered that you get the
most defence per dollar from the motor inf unit, and you get the most
offence per dollar from the hvy armor 2 unit.  Interesting eh?  My
calculations also revealed that mech inf 2, lt armor 2, and armor 2
units are pretty expensive for what you get out of them; and "cavalry"
units are by far the biggest waste of cash in existance!

Here are the complete tabulated results:

bld = The total cost to build the unit (including enlisting mil, and
      building guns and shells)
mnt = The cost each update to maintain the unit
at  = How many mil the unit attacks as
df  = How many mil the unit defends as

Type		bld	mnt  |	 at	bld/at	mnt/at  |  df	bld/df	mnt/df
--------------------------------------------------------+--------------------
inf 1		 650	280  |	 50	13.00	5.60    |  75	8.67	3.73
inf 2		 836	530  |	100	 8.36	5.30	| 200	4.18	2.65
inf 3		 872	530  |	120	 7.27	4.42	| 220	3.96	2.41
motor inf	 772	524  |	120	 6.43	4.37	| 220	3.51	2.38
mech inf 1	1172	548  |	150	 7.81	3.65	| 250	4.69	2.19
mech inf 2	1205	548  |	150	 8.03	3.65	| 290	4.16	1.89
mech inf 3	1205	548  |	160	 7.53	3.43	| 320	3.77	1.71
mech inf 4	1405	560  |	180	 7.81	3.11	| 350	4.01	1.60
-----------------------------+--------------------------+---------------------
cavalry		 575	155  |	 45	12.78	3.44	|  20	28.75	7.75
hvy armor 1	 980	530  |	200	 4.90	2.65	|  80	12.25	6.63
hvy armor 2	1180	542  |	250	 4.72	2.17	| 100	11.80	5.42
lt armor 1	 855	286  |	100	 8.55	2.86	|  50	17.10	5.72
armor 1		1255	310  |	150	 8.37	2.07	|  75	16.73	4.13
lt armor 2	1255	310  |	125	10.04	2.48	|  75	16.73	4.13
armor 2		1855	346  |	200	 9.28	1.73	| 100	18.55	3.46
lt armor 3	1255	310  |	150	 8.37	2.07	|  90	13.94	3.44
armor 3		1855	346  |	240	 7.73	1.44	| 110	16.86	3.15
armor 4		2255	370  |	275	 8.20	1.35	| 150	15.03	2.47

Ken Stevens, a.k.a. Buster, ruler of children.

SHAR_EOF
fi
cd ..
exit 0
#	End of shell archive
