Empires
Encyclopedia : E : EM : EMP : Empires
- For alternative meanings, see Empire (disambiguation)
- Gather and spend resources
- Place buildings for construction
- Research upgrades to strengthen the team
- Give orders to units
- Combat enemy soldiers
- Drive vehicles
- Destroy enemy buildings and vehicles
- Construct buildings placed by the commander
- 1 History of the Empires Mod
- 2 Factions
- 3 Classes & Skills
- 4 Buildings
- 4.1 Refinery
- 4.2 Barracks
- 4.3 Armory
- 4.4 Vehicle Factory
- 4.5 Aircraft Factory
- 4.6 Repair Pad
- 4.7 Radar
- 4.8 Wall
- 4.9 Machine Gun Turret
- 4.10 Missile Launcher Turret
- 5 Vehicles
- 5.1 Imperial Jeep/Northern Faction Jeep
- 5.2 Imperial APC/Northern Faction APC
- 5.3 Imperial AFV/Northern Faction Light Tank
- 5.4 Imperial Medium Tank/Northern Faction Medium Tank
- 5.5 Imperial Heavy Tank/Northern Faction Heavy Tank
- 5.6 Imperial Artillery Tank/Northern Faction Artillery Tank
- 5.7 Command Vehicle
- 6 Research & Upgrades
- 7 Tips 'n Tactics
- 8 External Links
History of the Empires Mod
The mod started for Battlefield 1942. It had two releases, a .1 version, and later a .2 version. Both version featured the commander mode, where the comm could place buildings and vehicles. However, both versions were too unstable for it to become popular. Often games would crash every match. The mod then moved to Farcry for a period, in hopes it would be easier to develop for. However, a promised development kit took too long to come and development was finally moved to HL2 (source engine). Some screenshots were released for the Farcry version however. The HL2 releases saw a rise in popularity, and the mod was also much more stable than the BF 1942 releases.
Factions
Brenodi Empire
The Brenodi Empire is a highly organized governmental body geared towards the submission and destruction of the terroristic Northern Faction rebels. Brenodi soldiers are strictly trained, well equipped, and implanted with the latest in nano-technological machinery, making them incredibly fierce rivals of the Northern Faction super soldiers. The Empire is, in every sense, the biggest roadblock in the Northern Faction's insurgency.Northern Faction
The Northern Faction soldiers are aggressive rebels formed mainly from the remnants of the Jeoktian Military, geared towards ovethrowing the monarchistic rule of the Brenodi Empire. Northern Faction soldiers are victims of genetic manipulation gone awry and are thus, in all respects, super human. Though their weaponry and equipment is dramatically more sparse and outdated than that of the Brenodi Empire, their determination and genetic mutations make them the chief concern of the Brenodi Empire.Classes & Skills
By repairing or healing allied units or destroying enemy vehicles, infantry, and buildings, a player is granted rank points. Upon gaining 10 rank points, the player is then upgraded to the next highest rank and may choose from the pool of skills available to his class, along with the pool of generic skills. Aside from the commander, there are four distinct classes in Empires.Commander
- The only player on the team playing Empires as an RTS. He cannot be part of a squad, but does gain rank points slowly. A soldier can become the commander by entering his team's COMM vehicle and pressing F2.
- Camera Control
- Zoom RTS view in/out: Hold Z and move mouse up/down
- Rotate RTS view: Hold X and move mouse
Scout
- The Scout class is built around speed, stealth and cunning more so than any of the other three classes. The Scout relies heavily on his ability to run, hide and silently neutralize the enemy.
- Weapons & Gear
- Brenodi Empire
- Scoped Rifle - Utilizing a scope and high-powered rounds to literally reach out and touch someone, the Scoped Rifle has one drawback in that it cannot fire as fast as other guns.
- SMG 1 - As average as a sub-machinegun can be, this weapon has decent accuracy and damage with good speed.
- SMG 2 - This sub-machinegun trades accuracy for more stopping power with no other changes.
- Pistol - An unspectacular weapon at most, the Pistol is the most average weapon in accuracy, damage, and firing rate.
- Smoke Grenade - Blanketing a small area in smoke can provide all the cover a soldier needs to slip through an area.
- Concussion Grenade - Concussing enemy soldiers deafens them for a few seconds.
- Binoculars - Using a pair of binoculars, a Scout can see much farther than other classes and can mark artillery targets. As of the initial release of Empires, artillery targeting does not appear to show for anyone but the marking Scout.
- Weapons & Gear
- Northern Faction
- Ranged Rifle - Designed for use over large distances, the Ranged Rifle is slow to fire, but packs a bigger punch in each round.
- SMG 1 - As average as a sub-machinegun can be, this weapon has decent damage with good firing rate and accuracy.
- SMG 2 - Revised from SMG 1, this sub-machinegun is very balanced in regards to accuracy, firing rate, and damage.
- SMG 3 - A new model intended for close quarters, SMG 3 trades accuracy for higher damage and firing rate.
- 9 mm - As unspectacular as Brenodi's pistol, the 9 mm is the most average weapon in accuracy, damage, and firing rate.
- Smoke Grenade - Blanketing a small area in smoke can provide all the cover a soldier needs to slip through an area.
- Concussion Grenade - Concussing enemy soldiers deafens them for a few seconds.
- Binoculars - Using a pair of binoculars, a Scout can see much farther than other classes and can mark artillery targets. As of the initial release of Empires, artillery targeting does not appear to show for anyone but the marking Scout.
- Scout Skills
- Hide - By crouching and leaning against an object, the Scout can remain invisible to the naked eye.
- Enhanced Senses - Nearby enemy units are displayed on the Scout's minimap.
- Radar Stealth - Vehicles driven by the Scout will be more difficult to spot on enemy radar.
- Weapon Silencer - In addition to reducing weapon noise by 50%, the Scout's kills and deaths will not be shown to other players.
- Vehicle Speed - Vehicles driven by the Scout will enjoy a 20% speed boost.
Rifleman
- The Rifleman is the most basic soldier in Empires. Outfitted with both a high powered assault rifle and armor, the Rifleman is easily the best frontline fighter, able to both dish out and take more ballistic damage.
- Weapons & Gear
- Brenodi Empire
- Assault Rifle - An average rifle, its damage, accuracy, and range are sufficient for most engagements.
- Heavy Rifle - Sporting a larger clip with larger rounds, the Heavy Rifle deals more damage in exchange for less accuracy.
- Heavy Machine Gun - The soldier firing this weapon in any but the prone position will quickly find his weapon staring at the sky, but for this great loss in accuracy, the Heavy Machine Gun is unrivaled in firing speed and damage.
- Pistol - An unspectacular weapon at most, the Pistol is the most average weapon in accuracy, damage, and firing rate.
- Heavy Pistol - Higher caliber than its counterpart, the Heavy Pistol deals more damage at the cost of a smaller clip.
- Explosive Grenade - Upon detonation, this fragmentation grenade hurls fire and shrapnel in all directions, potentially shredding any nearby infantry and damaging vehicles and structures.
- Armor - The Rifleman's body armor works to reduce any ballistic damage the Rifleman may take.
- Weapons & Gear
- Northern Faction
- 9 mm - As unspectacular as Brenodi's pistol, the 9 mm is the most average weapon in accuracy, damage, and firing rate.
- Dual Barrel - This double-barreled pistol fires shotgun shells, giving it a wider firing cone and increased damage at the cost of range.
- Explosive Grenade - Upon detonation, this fragmentation grenade hurls fire and shrapnel in all directions, potentially shredding any nearby infantry and damaging vehicles and structures.
- Armor - The Rifleman's body armor works to reduce any ballistic damage the Rifleman may take.
- Rifleman Skills
- Dig In - By crouching, the Rifleman can reduce explosive damage by 40 to 70%. Useful against cannon-armed vehicles.
- Damage Increase - The Rifleman's pistol and rifle will deal 10% extra damage.
- Vehicle Damage - Vehicles driven by the Rifleman will deal 10% more damage.
Grenadier
- The Grenadier is a different kind of soldier, built for focus on the explosive aspect of war. The Grenadier possesses not only deployable landmines, but a mine detector, making them invaluable when any allied armored vehicles are present. This class uses an RPG as its primary weapon, a powerful anti-vehicular tool.
- Weapons & Gear
- Brenodia
- RPG Launcher - Best used against vehicles, the rocket-propelled grenades will tear through armor. The launcher can be used to guide its payload after firing.
- Pistol - An unspectacular weapon at most, the Pistol is the most average weapon in accuracy, damage, and firing rate.
- Heavy Pistol - Higher caliber than its counterpart, the Heavy Pistol deals more damage at the cost of a smaller clip.
- Mortar - Portable artillery, the Grenadier must be crouched to fire this weapon. Its grenades are able to arc over obstacles to deliver the payload, ensuring the Grenadier stays out of harm's way.
- Mines - The landmines planted by Grenadiers create small danger zones that threaten to explode and heavily damage any enemy vehicles or infantry that pass over them. Enemy Grenadiers with the Defusal skill are immune to mines and can remove them completely.
- Mine Detector - The Mine Detector is an invaluable tool used to locate mines placed by the enemy. It cannot be selected and is always active.
- Weapons & Gear
- Northern Faction
- RPG Launcher - Best used against vehicles, the rocket-propelled grenades will tear through armor. The launcher can be used to guide its payload after firing.
- 9 mm - As unspectacular as Brenodi's pistol, the 9 mm is the most average weapon in accuracy, damage, and firing rate.
- Dual Barrel - This double-barreled pistol fires shotgun shells, giving it a wider firing cone and increased damage at the cost of range.
- Mortar - Portable artillery, the Grenadier must be crouched to fire this weapon. Its shells are able to arc over obstacles to deliver the payload, ensuring the Grenadier stays out of harm's way.
- Mines - The landmines planted by Grenadiers create small danger zones that threaten to explode and heavily damage any enemy vehicles or infantry that pass over them. Enemy Grenadiers with the Defusal skill are immune to mines and can remove them completely.
- Mine Detector - The Mine Detector is an invaluable tool used to locate mines placed by the enemy. It cannot be selected and is always active.
- Grenadier Skills
- Defusal - Grenadiers with Defusal are immune to detection by enemy mines and can defuse a mine by crouching and 'using' it.
- Armor Detection - Grenadiers can detect the amount of armor present on enemy vehicles in a percentage of 0 to 100.
- Artillery Feedback - Shots fired by the Grenadier's grenade launcher or Grenadier-piloted artillery tanks will show their hit on the minimap. Useful for long-range solo artillery.
- Increased Armor - Vehicles driven by the Grenadier will take 10% less damage.
Engineer
- The Engineer is both the medic and the mechanic of war. The Engineer prefers to play outside of the realm of direct combat and firepower, relying instead on repairing, healing, building, and defending. The Engineer is truly the backbone of any militaristic effort as only the Engineer is capable of swiftly erecting structures and repairing them.
- Weapons & Gear
- Brenodi Empire
- SMG 1 - As average as a sub-machinegun can be, this weapon has decent accuracy and damage with good speed.
- SMG 2 - This sub-machinegun trades accuracy for more stopping power with no other changes.
- Pistol - An unspectacular weapon at most, the Pistol is the most average weapon in accuracy, damage, and firing rate.
- Seismic Grenade - The Seismic Grenade creates a small earthquake if it explodes on the ground. Aside from minor explosion damage, this grenade does nothing to harm soldiers, but the resulting quake tears structures apart.
- Repair Kit - The Engineer's kit can build and repair structures, heal allies, and deconstruct enemy structures and vehicles (for double the 'ammo' cost of repairing. Not only is this tool crucial to the swift construction of a base, it's a silent alternative to destroying the enemy's own base. The kit contains 100 'shots' that slowly regenerate over time while the Engineer is not in a vehicle. In addition to repairs, the kit allows the Engineer to build one offensive turret (gun or missile), one surveillance turret (camera or radar), and up to ten walls. The kit also allows the Engineer to drop a temporary ammunition crate with a two-minute lifespan every three minutes.
- Weapons & Gear
- Northern Faction
- SMG 1 - As average as a sub-machinegun can be, this weapon has decent damage with good firing rate and accuracy.
- SMG 2 - Revised from SMG 1, this sub-machinegun is very balanced in regards to accuracy, firing rate, and damage.
- SMG 3 - A new model intended for close quarters, SMG 3 trades accuracy for higher damage and firing rate.
- 9 mm - As unspectacular as Brenodi's pistol, the 9 mm is the most average weapon in accuracy, damage, and firing rate.
- Seismic Grenade - The Seismic Grenade creates a small earthquake if it explodes on the ground. Aside from minor explosion damage, this grenade does nothing to harm soldiers, but the resulting quake tears structures apart.
- Repair Kit - The Engineer's kit can build and repair structures, heal allies, and deconstruct enemy structures and vehicles (for double the 'ammo' cost of repairing. Not only is this tool crucial to the swift construction of a base, it's a silent alternative to destroying the enemy's own base. The kit contains 100 'shots' that slowly regenerate over time while the Engineer is not in a vehicle. In addition to repairs, the kit allows the Engineer to build one offensive turret (gun or missile), one surveillance turret (camera or radar), and up to ten walls. The kit also allows the Engineer to drop a temporary ammunition crate with a two-minute lifespan every three minutes.
Generic Skills
- The following skills are available to all classes and may be purchased as any other skills might with a rank point.
- Health Upgrade - Increases the soldier's total health pool.
- Health Regeneration - The soldier's health will slowly regenerate.
- Ammo Increase - Increases the total ammunition a soldier may carry.
- Stamina Increase - Increases the soldier's total stamina pool.
- Speed Upgrade - The soldier's natural speed is faster, but slowly drains stamina while in motion.
- Accuracy Upgrade - Improves the soldier's accuracy while stopped and reduces negative effects on accuracy from moving.
- Melee Upgrade - Melee attacks do more damage over a greater area and range.
Buildings
A team's commander is capable of constructing an assortment of useful buildings. These buildings cost resources to construct and can only be placed near the command vehicle or a friendly soldier. Resources are obtained from completed refineries constructed on various resource nodes across the map.
Refinery
- Cost: 100 resources
Barracks
- Cost: 200 resources
Armory
- Cost: 75 resources
Vehicle Factory
- Cost: 400
Aircraft Factory
- Cost: 700
Repair Pad
- Cost: 250
Radar
- Cost: 600 resources
Wall
- Cost: 25
Machine Gun Turret
- Cost: 50 resources
Missile Launcher Turret
- Cost: 75 resources
Vehicles
By interfacing with the menu inside of an allied vehicle factory, players (and commanders) may both customize and construct armored vehicles for the team's use. The player has access to all technologies that have been researched by the commander.
Imperial Jeep/Northern Faction Jeep
The Jeep relies on agility, speed and a low price. Sporting the least armor of any vehicle and the inability to mount weaponry, it is maintained as a scouting or light transportation vehicle.Imperial APC/Northern Faction APC
The Armored Personnel Carrier is a heavily armored vehicle designed to safely transport a large number of allied infantry across a long distance. The APC can't compare to the firepower of any tank, but is, at least, lightly armed. Since version 1.04 APCs can be used as a respawn spot.Imperial AFV/Northern Faction Light Tank
The Armored Fighting Vehicle/Light Tank finds its primary use in the early stages of a match, where resources are considerably low. The light tank's primary function is in early game rushes against opponents that aren't yet equipped to deal with armored vehicles.Imperial Medium Tank/Northern Faction Medium Tank
The medium tank is, essentially, a larger, bulkier version of the light tank. Designed to carry both more armor and more weaponry, the medium tank fills a team's need for a mid-game vehicular rush.Imperial Heavy Tank/Northern Faction Heavy Tank
The heavy tank is the epitome of armored warfare, toting greater amounts of weaponry and armor than its two lesser brothers, the med. and light tank. The heavy tank is a very common sight in any long-term battle.Imperial Artillery Tank/Northern Faction Artillery Tank
The artillery tank is designed to accomplish a single task - long ranged warfare. The artillery cannon's range is unmatched, making up for the tank's complete lack of close-quarters defense. The use of a spotter can dramatically improve an artillery tank's accuracy.Command Vehicle
Each team begins the match with a command vehicle which is used to shelter the team's commander. The command vehicle grants the commander both the status and the powers associated with the seat of authority, such as issuing orders, placing buildings and researching technologies. The ultimate goal of any Empires match is to destroy the opposing team's command vehicle. Failing that, elimination of the enemy's Barracks and entire team will secure victory.Research & Upgrades
-->A team's commander is capable of using a fully constructed radar station to research various upgrades, which in turn give access to better weapons, armor, vehicles, and equipment. All technologies have varying research times and resource costs, ranging from 30 seconds to two minutes. Upgrades are essential to a team's victory.
Physics
Physics research provides plasma-based weapons and armor, and a powerful nuclear missile.
- Superheated Material Physics
- *Plasma Bullet Projectile (Vehicle Machine Gun)
- *Plasma Cannon Projectile (Vehicle Cannon)
- The primary use of Plasma Weapons is to increase an enemy vehicle's heat to prevent it from firing
Chemistry
Chemistry research provides improved versions of standard equipment.
- Improved Flagration Compounds
- *Explosive Tipped Bullets (Vehicle Machine Gun)
Mechanical Engineering
Mechanical Engineering allows better vehicles and equipment to be manufactured.
- Upgraded Chassis
- *Artillery Tank Chassis (Vehicle Chassis)
- *Medium Tank Chassis (Vehicle Chassis)
- :*Heavy Tank Chassis (Vehicle Chassis)
Electrical Engineering
Electrical Engineering provides increased tracking and remote control for vehicle weapons and ground turrets.
- Advanced Magnet Research
- *Rail Gun (Vehicle Cannon)
- *3 Phase Electric Motor (Vehicle Engine)
Biology
Biology produces corrosive vehicle weaponry and an engine that continues to function under high temperatures.- Regenerative Armor (Vehicle Armor)
- Bio Diesel Engine (Vehicle Engine)
- Biological Weaponry
- *Biological Warhead (Vehicle Missile Launcher)
- *Biological Projectile (Vehicle Cannon)
Tips 'n Tactics
- Double height jump
- Elevator
- If the enemy walls in their COMM
- Plant Radars
- Use Artillery for the Buildings.
- Use a grenadier instead of artillery (& even tanks) for enemy deployables.
- An Engineer can supply a teammate with more ammo when away from an armory.
- Destroy the enemy Resources, but leave their defense.
- Commander helps build the first few structures
- Move COMM to high ground.
- Nuclear Warheads
- Know Your Tech.
External Links
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