                           Server : Empire4 Changes

NAME
   Empire4 - Changes from the Empire3 server to the Empire4 Server

Level: Expert

There have been several changes/fixes made to the  Empire3  code  in  the  new
Empire4  Server.   This  outlines the various changes and how they will affect
you, the player.  These were coded as the Wolfpack  project,  and  bug-reports
should be sent to <wolfpack@empire.net>.

General
   -  There are new dump commands, "sdump", "ldump", "pdump" and "ndump"  that
      allow you to dump out ships, land units, planes and nukes.
   -  There is a new "timestamp" field which allows you  to  check  on  things
      based on a timestamp.
   -  Put in the "help" command that does the same thing as "info".
   -  There is a new "nmap" command that displays a map based  on  new  sector
      types,  so you can see what the country will look like after new sectors
      have been built.
   -  Added the "pstat", "lstat" and "sstat" commands to display  the  statis-
      tics of planes, land units and ships.
   -  Upgrade now works for ships, planes and land units.
   -  C_SYNC is no longer supported.
   -  There is no mobility cost for assigning missions.  But, there is also no
      longer any mobility benefit for being on a mission either.
   -  Damage is the same for all commodities (people too.)  This means you can
      deity shell/bomb sectors again.
   -  There is a new toggle, "techlists", which allows you to see what you can
      build/stats/capabilities sorted by tech instead of groupings.
   -  Che can now be lessened by making happiness.  If you have more happiness
      than  your  conquered  populace,  they don't fight as hard or recruit as
      much.  If you have less than them, they fight harder and  recruit  more.
      It's  not  much  though  -  it ranges from 2.0 in your favor to only 0.8
      against you (whereas it was  always  1.0  before.)   So,  it  definitely
      favors the attackers to make lots of happy now.
   -  Players command was fixed so you only see allies, and don't  get  approx
      #'s of players anymore.
   -  POSIX threads support has been added.
   -  BTUs regenerate 3 times faster now.
   -  Big nuclear bombs are back, and FALLOUT has been fixed and enabled as  a
      default (you couldn't make wasteland before with FALLOUT, now you can.)
   -  Changed "spy" and the satellite recon stuff (which  shows  sector  stuff
      for  spyplanes  too)  to  show  the new infrastructure stuff, rounded of
      course.
Sectors
   -  The delivery and distribution stuff was reintroduced to  the  output  of
      "commodity".
   -  You can now deliver military and civilians.   Bridgeheads  can  only  be
      built on coasts.
   -  Added infrastructure to sectors.  What this means is that a  sector  can
      now have it's mobility improved by building both roads and railways.  It
      also means that a sectors defense is now based on the defensive  infras-
      tructure  you  build  into the sector (no more intrinsic better defenses
      based on the sector, you determine which sectors are  defended  heavily,
      and which aren't.)
   -  Infrastructure is not torn down when a sector is redesignated.
   -  The defensive value of a sector no longer relies on  the  efficiency  of
      the  sector.  Instead, it relies on the defensive efficiency of the sec-
      tor.  Thus, the "production" and "defensive"  aspects  of  sectors  have
      been separated.
   -  "show sect stats" now shows the maximum defensive value for sectors.
   -  Changed sector structure to take floats for off/def values so we can use
      a base of 1 instead of 2.
   -  Added "improve" and  "sinfrastructure"  to  support  the  infrastructure
      concepts.
   -  Fixed census (shortened up "fallout" and "coast" to "fall" and "coa".)
   -  Forts only cost $500 to build and 100 hcms now (since they don't get any
      better defenses automagically.)
   -  Modified "show sect build" to show the costs for building up the infras-
      tructure of a sector.
Planes
   -  Real plane names have been reintroduced.  The  Sopwith  Camel  has  been
      reintroduced at tech 60 as well.
   -  Planes are now based on tech.  As  their  tech  goes  up,  so  do  their
      statistics.   Extra  plane  types  have been eliminated (for most cases)
      while keeping all the same functionality as tech increases.
   -  Planes may now be based out  of  allied  airports.   Landing  planes  on
      ships/sectors  you  do  not  own no longer changes thier owner.  You can
      only  land   on   owned/allied   sectors/ships,   and   you   may   only
      fly/bomb/para/recon/drop  from  owned/allied  sectors.  So, if a country
      you are allied with goes hostile at  you,  your  planes  are  now  stuck
      there.   Note that if you are using an allied airport, their commodities
      get sucked up, not yours (obviously.)
Land Units
   -  Units are now dependant on tech.  What this means is that their  statis-
      tics  now increase with tech.  In addition, there is only 1 type of each
      basic unit now (i.e. just "cavalry" instead of "cavalry 1", "cavalry 2",
      etc.)  This  reflects  the idea that as you learn more, you learn how to
      not only build better units, but you learn to  build  units  better.  :)
      This  also  opens the door for a "lupgrade" command along the same lines
      as the "upgrade" command for ships.
   -  Units now have a minimum mob cost for attacking a sector.  Marching  mob
      costs have not changed.
   -  Starting units have been removed.  This means  that  at  the  beginning,
      people may live a little longer since their neighbor can't come visiting
      quite as quick.
   -  Shells are no longer required to build units.
   -  Mil are no longer required to build units.
   -  Mil are no longer an intrinsic part of a unit.  They are now a  loadable
      commodity.  The way a unit's defense/att bonuses work now are
              attack = (att * mil * eff)
              defense = (def * mil * eff) In addition, when a unit takes  dam-
      age,  both  the  eff  and  the mil go down.  You can quickly toss in new
      hacks, but you need to wait to repair the unit at the update.  Thus, you
      can now look at unit's efficiency as their training.
   -  You need at least 1 mil on a unit to march it (spies are the exception.)
   -  Units always react if in range and they have  the  mobility,  no  matter
      what their efficency.
   -  Units may now march anywhere - in your own sectors, deity owned  sectors
      or  allied  sectors,  with 1 exception, spies.  Also, your units can get
      trapped if your ally declares non-alliance with you while your units are
      still in his country.)
   -  Units always march at their speed, efficiency doesn't matter.
   -  LANDSPIES was added - This creates land unit  based  spies.   Spies  may
      march anywhere, with a chance of getting caught (except in allied terri-
      tory.) See "info Spies" for more info on them.
   -  Added L_TRAIN units which can only travel along railways.  Very fast  on
      efficient railways, slow on non-efficient ones.
   -  Added the ability for units to carry other units.
Ships
   -  Ships are now based on tech.  As tech increases, so do the statistics of
      the  ships.   Extraneous  ships have been removed, while keeping all the
      same functionality as tech increases.
Bugs
   -  The attack bmap bug has been fixed.
   -  The reverting owner bug has been fixed in territory,  thresh,  dist  and
      deliver.  There are probably more, and when found, will be fixed.
   -  The "sectors don't starve when stopped or broke" bug has been fixed.
   -  The "people never get truncated" bug has been fixed.

      SEE ALSO
         Clients, Server, Infrastructure, Sectors, LandUnits, Planes, Ships

