
			Creating a World


	Now that you've compiled all the code, you're now ready to
	create a world.  This is accomplished in several stages.

	Before creating a world, make sure that the emp_tm and emp_player
	processes have been killed off.  A running tm or player during
	a world creation will cause confusion later on when you try
	and examine the world, and note that the files haven't changed.


	Run the "file" program.  This will create the nation file to
	size of MAXNOC, and trash all of the other game-related data
	files that happen to be lying around.  If you've got an existing
	world, you will destroy it when you run "file".

	Note: The game expects to drop the binaries it makes in the bin/
	subdirectory, and the data files that are going to be
	created will be put in the data/ subdirectory.  If your
	configuration of the game places the data separate from the
	sources, you'll have to create the path up to and including
	the EMP directory.
	
	For example, you have sources in ~mr-frog/EMP/, and you want
	the game data dir to be /usr/games/lib/EMP.  You will
	need to end up with /usr/games/lib/EMP/{data,bin,info.nr}
	for the game to function properly.  (you'll also have to
	move the appropriate executables and info pages to their
	proper destinations in /usr/games/lib/EMP/*)


	Run the "land" program.  There are five arguments to land,
	which allow you to change some of the more interesting world
	configuration parameters.  (you must supply all parameters
	if you supply any of them).  The default configuration tends
	to produce half a dozen very large (1000-2000 sector) continents,
	a few dozen smaller continents, and a few hundred islands
	(1-10 sectors in size).  The run-time settable constants
	are described below, with default values given in parenthesis:

	sectrange(3) is the area over which the program attempts to
	average the altitude of a given sector.  Basically, the larger
	the number, the smoother (flatter) the world will be.  High
	values of sectrange will completely rid the world of one-sector
	islands.

	mincontdist(2) is the minimum distance that continents will
	be from each other.  Probably.  Set this large, and your
	continents will be far apart.  Other events during world
	creation may join nearby continents.

	chunksize(2) describes the basic element size created when
	a continent is formed, and the basic unit of land subsequently
	added to a continent later on.  A chunk is rougly a circle of
	land of about chunksize radius.

	numchunks(70) is used to determine the number of "continents"
	to form; it is roughly 32768 * 0.38 / numchunks (for a 256x256
	world, at 38% land content).

	World size #defines are located in misc.h, called WORLD_X and
	WORLD_Y.  The default world size is 256x256.  This is large,
	so you might want to shrink this down.  Changing the WORLD_X
	and WORLD_Y will require recompilation before it takes effect.
	Make sure you make from the top level, or else you might miss
	recompiling something important.  I have never tested  worlds
	larger than 256x256, although theoretically they should work.

	World sizes must be a multiple of 2.

	Since the emp_update process loads the entire empire sector
	file into memory to speed up the update process, you might
	want to keep worldsize down if your machine has a small
	amount of memory.

	If you want to look at the world you created, use empchk; it will
	show the number of continents, and the size of each continent.
	If you want to actually view the world, you'll have to start the
	game running.  You do this by running emp_tm, and emp_login.
	Make sure that there are no emp_tm or emp_login programs already
	running -- kill them off if they are.  Then execute emp_client,
	country POGO your name "peter", and you're set.  Now you can
	examine the world.

	Feel free to re-execute "land" until you like it.  You will
	need to log out of empire every time you recrease the world,
	although you can leave the emp_tm and the emp_login processes
	running, since they don't need to look at the sector file.


	Run the "ore" program.  Ore distributes the natural resources
	around the world.  You can log in as deity and run the "resource"
	and/or "sect" command to view the particular natural resource
	distribution; if you don't like the current one, re-run "ore".

	Now that you have a world that you like, you can start
	adding countries to it.  To do this, login to empire as
	POGO, and start adding countries.  Use "add" to create
	the instance of a country, and "newcap" to place the capitol
	of the newly added country.


	As mentioned above, the game is started by executing
	emp_login and emp_tm.  Errors will appear in the data
	subdirectory under the program name, e.g., tm.log, login.log,
	player.log, etc.  If something isn't working right, check the
	log files.  You should periodically remove these log files as
	they'll get larger over time.


	NB: If you want to experiment with writing little programs to
	maipulate sector files, look at "randpop" -- it distributes
	population and commodities around the world, although it
	must have some nations added to the game for this to work
	correctly.
