.TH Command ATTACK
.SY "attack <SECT> <move in?>"
The `\*Qattack\*U' command is used to conquer sectors owned by other
countries.
It should not be used to take over unoccupied
sectors (\*Qmove\*U does that more efficiently).
Also, attack will not let you attack your own sectors.
.s1
To attack sector 12,-6 you would type:
.EX attack 12,-6
This will initiate the attack sequence against sector
12,-6 (note: you may only attack one sector at a time).
Empire will then ask you if you would like to move into the sector
in the event you win.
You should reply with a \*Qy\*U or \*Qn\*U.
.s3
Then you will be informed of the sector's status, e.g.
.ti 3
.NF
Sector 12,-6 is a 15% fortress with 40 military or so.
.FI
At this point you will be asked how many military you
wish to dedicate from each sector of yours that adjoins the
victim's sector.
.s1
Troops from each type of sector normally fight with equal stamina,
however troops in fortresses fight especially hard, as do troops
defending a capital.
Troops defending forts at 100% efficiency
have a 4-to-1 advantage over ordinary troops
and troops defending 100% efficient capitals have a 2-to-1 advantage
over ordinary attacking troops.
Troops attacking from forts have up to a 2-to-1 advantage
over other types.
Of course these effects are degraded by lower efficiency;
for instance the figures for defending forts, defending capitals and
attacking forts at 50% efficiency are 2.5-to-1, 1.5-to-1 and 1.5-to-1
respectively.
.s1
Before considering an attack on a sector
one should weigh the possibilities
of that sector being defended by one or more guns!
The sector in question need not be a fort to be defended
since any forts within range will join the fray
at the least provocation;
however attacking forts can be doubly deadly, for if the fort has a
gun and is within the defense range of another fort, both will fire
at your troops with devastating effect.
.s1
The next big question - cost??

Attacking costs you in three ways:

.br
.ne 2
1) BTU cost -- the cost of \*Qflying desks\*U
and \*Qtelling the next of kin\*U.
.br
Each attack costs a number of BTU's equal to
the total # of troops killed * 0.15

.br
.ne 2
2) Mobility cost -- gasoline, K-rations, etc
.br
The cost in mobility to the attacking sector(s) depends on the terrain:
.s1
.ne 8
.NF
\&              Mobility Cost (Per Military) in Attacks
\&
\&                      sector type being attacked
\&
\&                      |  (+) |  (-) |  (^) |  (?) |
\&                  ----+------+------+------+------+
\&          Highway (+) | .125 | .291 | 21.3 | .208 |
\&   F              ----+------+------+------+------+
\&   R   Wilderness (-) | .208 | .375 | 21.4 | .291 |
\&   O              ----+------+------+------+------+
\&   M     Mountain (^) | 10.7 | 10.9 | 31.9 | 10.8 |
\&                  ----+------+------+------+------+
\&           others (?) | .167 | .333 | 21.3 | .250 |
\&                  ----+------+------+------+------+
.FI
.s3
The cost in mobility to the defending sector
is the same as for the attacking
sector if the attack is unsuccessful.
If the attack is successful
the mobility in the conquered sector goes to 0,
(the populace destroys the goodies before being captured).
.s3
.ne 2
3) Ill-will cost -- distrust from conscientious objectors
and bleeding hearts
.br
This is a cost that you can only learn from experience ...
.s1
The battle will rage until someone is wiped out,
(the victim fights with all of his troops).
Each time a soldier is killed a character is typed;
\*Q!\*U if a defending soldier got it,
\*Q@\*U if an attacking soldier went down and
\*Q*\*U if the last attacking soldier from a specific sector was nailed.
.s3
If you lose, tough!
However, if you win,
and you have specified you wish to move in after your victory,
some of your surviving attacking forces
will move into the victim's sector.
For example, if three sectors were attacking one quarter
of the attack forces will occupy the conquered sector.
.s3
When planning an attack remember that
overwhelming forces greatly increases your odds;
i.e., attacking 10 men with 40 will result in your losing
fewer troops than if you had attacked with 20.
.s1
A few notes:
.s3
The deity (country 0) is believed to be pacifistic and unlikely to
help attackers,
(except in response to a large offering on the Religious Holidays).
.s3
If you successfully take the sector over,
then the civilians will be turned into \*Qconquered populace\*U
(see \*Qinfo populace\*U for details),
unless the sector was previously yours.
.s3
Finally, before initiating an attack you should consider whether
the real answer to your problem might lie in diplomacy
(you heavy-handed clod!)
.s3
See also : assault, fire, move, prayers, telegram
