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Buffer Toggle
When buffering is on ,most commands will not be fed directly into empire.
(Assumed that your are disconnected)
When it is off all commands are directly fed into empire.
Both modes come in handy for example when you only have 10 minutes connect 
time left you set the buffering on and so save connection time.
On the other hand when you have enough time you don't have to wait so 
long to connect to the server if buffering is off.
SEE ALSO: Disconnect.
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Buffer Move
Toggles between buffering move and not buffering move commands.
The move commands can be treated special from most normal commands like 
designate etc. This is done because move could have some unexpectancies
which you might want to see happening.
Warning: It can be dangerous thus to buffer the move commands especially in 
wartime when sectors might be overtaken and you have move commands to/from
such a sector.
SEE ALSO: Disconnect, Buffer Toggle.
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Buffer Show
Shows the commands that you have buffered.
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Buffer Feed
Force Xemp to feed the buffered to the empire server.(implies reconnecting
to the server) Note that after this is done Xemp does not automatically
disconnect (That can be arranged by type ahead).
SEE ALSO: Disconnect.
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Distribute utility
The Distribute utility will allow you to set distribute paths of several 
sectors (easy when setting many distribution paths to the same warehouse).
First you must select a sector as a warehouse (this will be the
sector that you have selected right now) then you will be asked if Xemp
must assume that all sectors have an efficiency of 100% and new
designation or that Xemp must assume the current efficiency and 
current designation. 
Note that this will effect the cheapest distribution path and that you
normally should choose the 100% and new designation.
Secondly when you have chosen one of the two (by clicking the left mouse 
button) you receive a cursor in the map window and you are then able to 
select sectors (by clicking the right mouse button).
When you have selected a sector as described Xemp will look for the 
cheapest (qua mobility) path to the warehouse and a distribution path 
is then set from the selected sector to the warehouse.
You then can repeat step two as long as you wish.
Note that every type of sector can serve as a warehouse.
SEE ALSO: Threshold, Designation Warehouse, Distribute.
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Explore Utility
With the explore utility you can explore new territory quite easily.
When selected you are prompted for a sector from where to explore
give a return for the current sector or type in the coordinates.
Then enter the maximum mobility you want to spend from the sector 
(return for all mobility) and the number of civilians or military you 
want to explore with.
Xemp will then take in the nearest wilderness automatically.
Note that you need not be in a sector that is near the originating 
sector.
SEE ALSO: Designation Wilderness.
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Ferry Utility
The ferry utility is still worked on.
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Check Utility
The check utility is a very important one as it lets you check your 
country for sectors and ships where there is either a shortage of food 
or a plague chance and gives you a list of empty and enemy ships.
All the output is put in a real window which can be moved or iconized.
Note that you as you stand on a line in the World Check window where there is
mention of a sector you can jump to that specific sector by clicking your 
left mouse button.
SEE ALSO: General Information.
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Country Utility
This wil gather some information about the selected country, using
the following commands: power, report & relations.
One sided relations are not shown, neither are the Neutral relations.
This utility also provides information about the maximum and minimum
values for their education, technology and research factors.
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Normal Mode
If in normal mode Xemp will display in its census window only the 
information of the current sector.
SEE ALSO: Census Mode.
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Ship Mode
If in ship mode Xemp will display in its census window info on ships
in the current sector if you click at the left mouse button (assuming 
that you didn't move the cursor out of the sector). Now if you click 
further on the left mouse button Xemp will loop through the list of 
ships (and the current sector).
SEE ALSO: Census Mode.
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Plane Mode
If in plane mode Xemp will display in its census window info on planes
in the current sector if you click at the left mouse button (assuming 
that you didn't move the cursor out of the sector). Now if you click 
further on the left mouse button Xemp will loop through the list of 
planes (and the current sector).
SEE ALSO: Census Mode.
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Nuke Mode
If in nuke mode Xemp will display in its census window info on nukes
in the current sector if you click at the left mouse button (assuming 
that you didn't move the cursor out of the sector). Now if you click 
further on the left mouse button Xemp will loop through the list of 
nukes (and the current sector).
SEE ALSO: Census Mode.
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Fleet Mode
If in fleet mode Xemp will display in its census window info on fleets
in the current sector if you click at the left mouse button (assuming 
that you didn't move the cursor out of the sector). Now if you click 
further on the left mouse button Xemp will loop through the list of 
fleets (and the current sector).
SEE ALSO: Census Mode.
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Wing Mode
If in wing mode Xemp will display in its census window info on wings
in the current sector if you click at the left mouse button (assuming 
that you didn't move the cursor out of the sector). Now if you click 
further on the left mouse button Xemp will loop through the list of 
wings (and the current sector).
SEE ALSO: Census Mode.
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Update Utility
This will simulate an update.

WARNING: After this you won't be able to feed commands to empire.
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SEA - Sea sectors form natural barriers that can only  be  crossed  by  ships,
(made  in  harbors,  below), or spanned by bridges, (also below).  You can not
designate anything else to be sea nor can sea be  designated  to  be  anything
else.
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MOUNTAIN - Mountain sectors  form  another  natural  barrier  that  cannot  be
redesignated; however, they can be moved through (at great expense in terms of
mobility units).
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SANCTUARY - Sanctuary sectors are created when a new nation is created.   They
are inviolate in that no one can fire at them or attack them.  This protection
ends when the new country first moves out of the  sanctuary  (called  breaking
sanctuary);  the  sector then becomes a capital.  NOTE: in games with multiple
sanctuaries per country ALL sanctuaries become capitals when any one does!
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WASTELAND - This is the result of the explosion of a nuclear  device.   Waste-
lands are uninhabitable forever.
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WILDERNESS - Most of the world is wilderness at the  beginning  of  the  game.
Wilderness  has  no particular attributes; you can move into it if unoccupied,
thereby making it your territory, but will probably want to  designate  it  as
something else once you own it.
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CAPITAL - Capitals are the source of bureaucracy  time  units  (BTU's).   They
accrue  in proportion to the efficiency of the capital and the number of civi-
lians at work in it.  If a country has a 100% efficient capital with 100 civi-
lians  in  it BTU's will accrue at the rate of 4 per hour, (assuming half-hour
time units).  Most commands use up BTU's, (see list of commands for numbers of
BTU's  used per command).  A nation may only have one active capital at a time
(although many sectors may be designated as capitals).  If an  active  capital
is  captured  by an attack a new one must be designated by the victim in order
to be able to collect BTU's.  The capture of a capital will result in the loss
of  money from the victim nation (loss of tax records, federal reserves, etc).
Capitals are twice as efficient at defending against attack as  other  sectors
(except  fortresses).   Use  the  capital command to make a capital the active
one.
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PARK - Parks are provided solely for the convenience  of  the  people.   Parks
require  construction  materials  to provide maintenance services and add to a
nation's happiness  level.   The  conversion  of  raw  materials  takes  place
automatically  at  a rate dependent on the efficiency of the sector, the pres-
ence of the required materials, and the number of workers in the sector.
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HIGHWAY - Whenever you move civilians, ore, gold, etc, mobility units (mob  on
the  census) are consumed dependent on how far and how much you move.  However
if the movement is through 100% efficient highway it costs nothing to move.
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RADAR - Radar stations can scan the surrounding area (up to 6 units  away  for
100%  efficiency)  and  generate a radar plot identifying sector types at dis-
tances up to 1/3 their range and ships up to their full range.
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BRIDGE HEAD - Bridge heads are the land based ends  of  bridges.   They,  like
harbors, turn construction materials into bridge spans; see info build for the
details of this process.
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BRIDGE SPAN - A bridge span is the suspended part of  a  bridge  that  crosses
water sectors.  They are built and supported by bridge heads and are much like
highways except for three things:
(1) Bridge spans provide food through fishing, (the fertility can  be  thought
of as fish-count).
(2) Bridge spans must maintain at least 20% efficiency or else they collapse.
(3) If the only bridge head supporting a particular bridge  span  is  redesig-
nated as something else the bridge span will collapse.
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BANK - Banks are used for smelting and  storing  gold  bars.  They  include  a
smelter  to refine gold dust into gold bars.  While the bars are stored in the
bank the busy little bankers invest them and return a  profit  on  their  use.
Banks  are of the Fort Knox variety; they are more impervious to shelling than
any other sector and military in them fight twice as hard  against  attack  as
those  in  industries.   Banks are also particularly adept at moving gold bars
around; bars are moved and stored in groups of four thus fewer mobility  units
are required to move a gold bar from a bank than anywhere else.
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DEFENSE - In defense plants construction materials are turned into guns.   The
conversion  of  raw  materials  into  guns takes place automatically at a rate
dependent on the efficiency of  the  sector,  the  presence  of  the  required
materials,  the  technology level of the country, and the number of workers in
the sector.  See info products for information on the  materials  required  to
produce guns.
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SHELL INDUSTRY - These sectors are similar to  defense  plant  sectors  except
they turn construction materials into shells.  The conversion of raw materials
takes place automatically at a rate dependent on the efficiency of the sector,
the  presence  of the required materials, the technology level of the country,
and the number of workers in the sector.  See info products for information on
the  materials  required.   One  shell is used each time you fire, (except for
submarines which use three shells to make one torpedo).
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MINE - Mines produce iron ore by digging it out of the ground.   The  rate  at
which  it  is  produced  is  dependent on three factors; the efficiency of the
mine, the number of civilians working in the mine, and the mineral sample  for
the  sector  (min  on  the census report).  Iron is a renewable resource; i.e.
digging up iron does not deplete the mineral content of the sector.
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GOLD MINE - Gold mines are similar to ordinary  mines,  (above),  except  that
they  produce  gold  dust.   The rate at which it is extracted is dependent on
three factors; the efficiency of the sector, the size of the  labor  force  in
the  sector,  and  the gold sample for the sector (gmin on the census report).
The raw gold dust can be transported to any sector but if it is left in a bank
sector  it  will be refined into bars automatically .  Gold is a non-renewable
resource; i.e. extracting the gold depletes the gold content of the sector.
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URANIUM MINE - Uranium mines are very similar to gold mines,  (above),  except
that they produce radioactive materials.  The rate at which it is extracted is
dependent on three factors; the efficiency of the  sector,  the  size  of  the
labor  force in the sector, and the uranium content of the sector (uran on the
census report).  Uranium is  a  non-renewable  resource;  i.e.  extracting  it
depletes the content of the sector.
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HARBOR - Harbors combine shipyard facilities and docks.  Construction  materi-
als  are  converted into ships and the ships can be loaded and unloaded in the
harbor, (see info load).  No ships are constructed until the build command  is
given, (see info build).
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WAREHOUSE - Warehouses are used to store shells, guns, iron, gold dust,  food,
oil,  light  construction materials, and heavy construction materials.  Moving
the above out of a warehouse only takes one tenth the mobility  cost  it  nor-
mally would.  Note: warehouses are often used as distribution centers.
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AIRFIELD - Airplanes can only be built in airports and most can only take  off
and land at airports.  (though some can take off and land in other sectors and
some can take of and land on aircraft carriers see ship-types for details)
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AGRIBUSINESS - These sectors are large farms and provide  food.   Agribusiness
sectors produce as much as five times as much food as other sectors.  The har-
vesting takes place automatically at a rate dependent on the efficiency of the
sector,  the fertility of the sector (fert in the census), the education level
of the country, and the number of workers in the sector.   See  info  products
for details.
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OIL - Oil fields produce oil by sucking it out of the ground.  The  extraction
of  oil takes place automatically at a rate dependent on the efficiency of the
sector, the oil content of the sector (oil on the census report), the technol-
ogy  level  of the country, and the number of workers in the sector.  Oil is a
non-renewable resource; i.e. extracting oil depletes the oil  content  of  the
sector.
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REFINERY - Refineries produce petroleum by  processing  oil.  This  production
takes place automatically at a rate dependent on the efficiency of the sector,
the number of workers in the sector, and  the technology level of the country.
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LIGHT - Light manufacturing plants produce light construction  materials  from
iron.   This  production  takes place automatically at a rate dependent on the
efficiency of the sector, the iron in the sector, the technology level of  the
country, and the number of workers in the sector.
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HEAVY - Heavy manufacturing plants produce heavy construction  materials  from
iron.   This  production  takes place automatically at a rate dependent on the
efficiency of the sector, the iron in the sector, the technology level of  the
country, and the number of workers in the sector.
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FORTRESS - Fortress sectors have many special characteristics;  you  can  fire
guns  from fortresses, whenever an attack is launched from a fort or on a fort
the military in the fort are stronger than military in any other type of  sec-
tor by an amount proportional to the efficiency of the fort. e.g. 100 military
in a wilderness attacking a 100% efficient fort that  has  25  military  gives
even odds; see info attack for details.
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TECHNOLOGY - Technical centers are bastions of pure technology research, which
is to say universities with massive defense department grants.  They turn con-
struction materials into technological advances thereby raising the technology
level of the country (which affects gun ranges, pollution, etc.).  The conver-
sion of raw materials takes place automatically at a  rate  dependent  on  the
efficiency  of  the sector, the presence of the required materials, the educa-
tion level of the country, and the number of workers in the sector.
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RESEARCH - The research lab is a bastion of pure medical research, which is to
say  it  is  a  large  university  with  massive  March-of-Dimes funding.  The
research lab turns construction materials into medical discoveries which raise
the research level of the country and help retard the spread of disease, (usu-
ally caused by the pollution from technical centers).  The conversion  of  raw
materials  takes  place automatically at a rate dependent on the efficiency of
the sector, the presence of the required materials, the education level of the
country, and the number of workers in the sector.
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NUCLEAR - The nuclear lab is a bastion of applied technology, which is to  say
it is an immense underground building filled with evil geniuses playing Adven-
ture on huge computers.  The nuclear lab  turns  construction  materials  into
nuclear weapons.  No devices are constructed until the build command is given,
(see info build).
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LIBRARY/SCHOOL - The library/school sector is the foundation  of  a  country's
educational structure.  They use up construction materials to produce units of
education which raise the educational level of the country (which affects  the
efficiency of research and technology sectors).  The conversion of raw materi-
als takes place automatically at a rate dependent on  the  efficiency  of  the
sector,  the  presence of the required materials, and the number of workers in
the sector.
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ENLISTMENT - The enlistment sector is the boot camp of  Empire.   It  converts
civilians  into  military,  once  the efficiency level has been raised to 60%.
Unlike the other production sectors, it uses only military as a workforce, and
converts civilians in the sector into military.
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