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   EEEE M   M P    III R  R EEEE      DDD  EEEE LLLL  UUU  X   X EEEE


                         Version 3.1


          Copyright (c) 1993 by White Wolf Productions, Inc.
                    All Rights Reserved

  This software is copyrighted.  Unauthorized reproduction and/or sale is
illegal.  Failure to observe the Copyright Law will result in legal
penalties and may cause irreparable damage to your conscience.  Remember,
piracy is just a fancy word for stealing.


        Published by
               New World Computing, Inc.
               P.O. Box 4302
               Hollywood, CA 90078

        Customer Service:        (818) 999-0607
        Direct Sales Orders:     (800) 325-8898
        Administration:          (818) 999-0606


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INSTALLING AND RUNNING THE EMPIRE DELUXE:

    If the game has not been installed, run the program 'INSTALL'
and follow the instructions given.  This will allow you to configure
the game to your system.

    You may also reconfigure the game once installed by executing the
program `ECONFIG`.

    Once installed, to play the game, execute the program 'EMPIRE'.

    Note, that there is an active help system.  If confused, select
the HELP command to bring up the current help.


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REMOTE PLAY:

    If you are having trouble with setting up a remote game, the text 
file 'remote.txt' goes into detail on how to do so and discusses some 
of the problems that may occur.

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GAME SCENARIOS:

    Included with Empire Deluxe are several different scenarios to get
you started and challenge you into the future. Here is a listing of their
file names and a brief description of each:

TUTORIAL.SCN -  This is the tutorial scenario used in conjunction with
this game manual. It provides an introduction to the basic game and
some instructions on using key features of the game's interface.

CGWTOURN.SCN -  This is the official Computer Gaming World / New World
Computing tournament scenario designed by Alan Emrich. It is a tight
little three-sided contest fought between two human and one expert
computer player. The tournament rules are as follows:  Before beginning
the game, the two human players should decide which player number
(i.e., color) they will be and which position will be computer
controlled.  Play using the Advanced Game Rules. When you reach the
Player Setup screen, give the computer player Moderate handicaps for
both combat and production. Each human player must then be assigned
three levels of handicaps. These can either be taken as one level of
handicap (Slight) in one category and two levels (Moderate) in the
other or as no handicap in one category and three levels (Average) in
the other -- it is up to each player individually.  The scenario ends
immediately when one of the two human players controls all three
"capitals" (player starting cities), with the controlling player
immediately declared the winner. Alternately, if one human player
remains after the other has resigned, the sole remaining human player
wins. If neither of these victory criteria have been met by the end of
turn 200, the game ends and points are counted with the high score
determining the winner. Each human player scores 1 point per point of
production efficiency in every city he or she controls. No points are
scored for units on the map at the end of the game. Ties are awarded to
the lowest player number (i.e., red is player 1 and would win in a tie
score situation).  Even when not playing in a tournament situation,
this scenario is an excellent 2-3 human player game to play-by-modem.
It's quick, intense and decisive play balance dynamics were carefully
designed and tested with this in mind. We hope you and your friends
will enjoy your own tournaments featuring this scenario.

WWII-2.SCN, WWII-3.SCN and WWII-4.SCN - These epic jewels were designed
by Mark Carroll (map) and Alan Emrich (cities and starting units).
Together, these two have demonstrated just how powerful the Scenario
Editor can be. Although these scenarios were not designed to be as
exacting in historical accuracy as many so-called computer "wargames"
are, they do give the exciting essence of the grand campaigns that made
up World War II from December of 1941 onward.  Each scenario begins
with the Japanese attack on Pearl Harbor and the Germans having
penetrated deep into Russia and North Africa. With America in the war,
the economic might of the Allies should, ultimately, overwhelm the Axis
powers provided the Axis are checked on battlefield.  These scenarios
must be played with the Advanced Game rules and any computer players
must be set to the Expert player level.  Because the designers
recognize the need to play balance these scenarios (they favor the
Allies, as history did), they suggest giving the Allied powers (The US,
Britain, Russia and China) a Slight-to-Average combat handicap and the
Axis powers (Germany and Japan) a possible Slight production handicap.

SEALION.SCN -  If all of World War II is a bit much, here is a campaign
that is one of history's greatest "might have beens." This Alan Emrich
scenario recreates Hitler's proposed invasion of England. After France
fell to the German army in June of 1940, the French economy lay in
ruins and the Germans tried to negotiate a peace with England. Prime
Minister Churchill refused and defied Hitler to invade the British
homelands. A great air offensive was launched by the Germans as a
prelude to invasion. This, "The Battle of Britain," raged for many
weeks as the Germans tried to clear the skies over southwestern
England. Had they succeeded, they would have been able to protect their
transports crossing the channel with their airpower and the landing of
German soldiers in England may have occurred.  The designer recommends
giving the British player (Player 3) a slight or moderate combat
handicap. An artificial time limit, such as 200 turns, should be
imposed on the German player (Player 1) to defeat the British. As a
variant, Ireland can declare war on the British. This can be simulated
by modifying this scenario in the editor and making all of the white
(neutral Irish) cities red. No additional troops need be placed.

BOOKTUT1.SCN, BOOKTUT2.SCN and BOOKTUT3.SCN - These three scenarios are
included for use with the Prima Publications book, EMPIRE DELUXE: THE
OFFICIAL STRATEGY GUIDE by Alan Emrich with Mark Carroll. Working
closely with Mark Baldwin and Bob Rakosky of White Wolf Productions,
and in coordination with New World Computing, the authors have written
an incisive supplemental tome to this game.  This book is packed with
facts, figures, game hints, strategic advice, an extensive set of
tutorial lessons, a cut-out player aid card, an analysis of how the
computer builds worlds and a study of how the computer players play and
think. Beyond the intense information presented in the book are
insertions of the game designer's philosophy explaining why the game
works the way it does. As the only official, authorized book on Empire
Deluxe, we recommend it highly.

XEEN.SCN - This is a four player battle to conquer the land of Xeen.  It
seems to have been designed by the quality control team at New World
Computing, confused as whether they were testing Empire Deluxe or The
Darkside of Xeen.  Unfortunately, magic doesn't seem to work in this
scenario.

    Of course, you can always create your own scenarios (or modify these
existing ones) by using the Scenario Editor. Look for future Empire Deluxe
Scenario Disk releases to be sold separately.


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MANUAL CORRECTIONS AND CHANGES:

Game Start Up

    Empire Deluxe may be started with a command line parameter indicating
a saved game.  The format at the command prompt is:

    empire {path}savegame

    If no path is given, Empire Deluxe will look for the save game in
the 'svgame' directory, otherwise it will look in the path indicated.
It will then immediately load the save game and continue play.  Note that
the .svg extension is not required in the save game file name.

Cursor Movement

    When using the keyboard to move the cursor or from-to line, arrow
keys and/or number pad may be used.  If the shift key is held down at the
same time, the cursor will move in steps of five.

Network Support

    Empire Deluxe will work in Play-by-Network mode with Windows for
Workgroups.  However, a problem may occur if you are running the game
in a DOS window from within WFWG, unless a change is made to your
AUTOEXEC.BAT file.  There is a line placed in this file by the Windows for
Workgroups installation - "<path>NET START".  This should be changed to
"<path>NET START NETBEUI".  By making this change, you will accomplish
two things:  First, the network support will work properly in Empire Deluxe
while running in a Windows DOS shell.  Secondly, you will not need to
have Windows running to have the Network driver available for Empire
Deluxe to use.

Page 42 and Page 121 - Airbase

    Note that airbases may only be built on clear terrain.

Page 44 - Advance Game Combat

    The act of attacking a neutral city with land units and losing wears
the neutral city down.  As a result, each succeeding attack has a better
chance of victory.

Page 56 - Handicap

    In addition to handicapping an individual player, a player may be
given an advantage.  These are indicated in the handicap list as 'Advntg
1', 'Advntg 2' and 'Advntg 3' where 3 gives the player the greatest
advantage.  Players with an advantage will have their units produced
faster (for production advantages) and will have greater luck in combat
(for combat advantages).  In addition, a player with a combat advantage 3
will always win against neutral cities.

Page 75 - Unload Ship

    When a ship is given an unload command and it is the active unit, it
will remain so until it finishes it's move.  This will allow you to give
the unload command and then still move the ship before units onboard
request their orders.

Page 79 - Activate

    Units with Sentry orders will now have their orders cleared if they
are activated.

Page 79 - End Turn (new menu item)

    "End Turn" is a new menu item is available in the Commands Menu.
This command automatically issues a 'Skip Move' order for all remaining
units and ends the current turn.  There is no hot key equivalent.

    Note that the 'End Turn' command checks aircraft for possible out of
fuel conditions.  If there are any aircraft that would crash if not moved
during the turn, a dialog will appear requesting that you move the
aircraft.  After which, the turn will end.

Page 79 - Zoom Mode

    The computer now remembers that zoom level last used for each player.
Once that player's turn starts, it changes to the appropriate zoom level.

Page 82 - User Prefs

    There is a new button in the user prefs screen as follows:

    Water Motion [N] - Many of the screens in 256 color modes animate
the oceans.  Some people find this animation annoying.  Selecting this
button will turn off the animations.

Page 110 - Cruiser

    Production Time for Cruiser is 36, not 42.

Page 116 - Cruiser

    Production Time for Cruisers is 36/30, not 42/35.

Page 121 - Airbase

    The text says that airbases are limited to 8 air units.  This is
incorrect.  There is no limit on air units.

Page 127 - Cruiser

    Production Time for Cruisers is 36/30, not 42/35.

Page 174 - Notes (omitted in original printing)

(a) - Attack is 1 when attacking Armor and Infantry in Mountains, Forest and
      Rivers.
(b) - Attack is 1 when attacking Armor and Infantry in Mountains and Forest.
(c) - May Bombard Infantry, Armor and Air Bases, Attack is 4 except if unit is in
      Forest or Mountains when it is 2.
(d) - May Bombard all ships except Submarines
(e) - Attack is 1 when attacking air units.
(f) - Attack is 4 when attacking Bombers
(g) - Attack is 1 when attacking Fighters
(h) - May bomb cities.
(i) - May carry up to 6 Infantry or 3 Armor.
(j) - May carry up to 8 fighters.
(k) - May carry up to 8 aircraft.
(l) - Attack is half of normal and movement is 1 when damage is 1/2 or greater
      than Max Damage.


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    Should you have any problems you can reach technical support
between the hours of 9 am and noon PST and 2:00 pm and 5:00 pm PST at
(818) 999-0607.

    You can reach the authors by mail through New World Computing
or directly through Compuserve, GEnie, or Bix.  Their E-mail addresses
are:

    Mark Baldwin
        GEnie*      - mb
        Compuserve  - 73637,3032
        Usenet      - 73637.3032@compuserve.com

    Bob Rakosky
        Compuserve* - 76703,4254
        GEnie       - b.rakosky
        Bix         - brakosky
        Usenet      - 76703.4254@compuserve.com

    * - Preferred

    That's it for now - ENJOY!



