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		<id>https://wiki.empiresmod.com/index.php?title=Weapons&amp;diff=8492</id>
		<title>Weapons</title>
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		<updated>2016-10-09T18:38:21Z</updated>

		<summary type="html">&lt;p&gt;Complete lamer: engineer tool tip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Weapons}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page lists infantry weapons.  For lists of vehicle weapons, check the [[Vehicle Weapon Appendix]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons Appendix&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Pistols&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Pistols are semi-automatic weapons designed for close quarter combat, although they can sometimes prove quite useful over longer ranges.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:BE_PISTOL1_1.png|thumb|left|Brenodi Empire Standard Issue Pistol]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Brenodi 9mm Pistol (Pistol 1)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Standard issue Brenodi pistol. The NF pistol and the BE pistol 1 share the same values.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 30 (Minimum 17)&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: || 12&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 36&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: || High&lt;br /&gt;
|-&lt;br /&gt;
|Rate Of Fire: || 0.15&lt;br /&gt;
|-&lt;br /&gt;
|Falloff/Base: || 1000&lt;br /&gt;
|-&lt;br /&gt;
|Melee/cycle: || 50/.5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Class || [[Engineer]], [[Scout]], [[Grenadier]], [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:BE_PISTOL2_1.png|thumb|left|Brenodi Empire High Caliber Pistol]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Brenodi Heavy Pistol (Pistol 2)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Heavy version of the standard issue Brenodi pistol.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 60 (Minimum 25)&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: || 7&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 21 for Grenadier/14 for Rifleman&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: || Medium&lt;br /&gt;
|-&lt;br /&gt;
|Rate Of Fire: || 0.2&lt;br /&gt;
|-&lt;br /&gt;
|Falloff/Base: || 1000&lt;br /&gt;
|-&lt;br /&gt;
|Melee/cycle: || 50/.5&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Grenadier]], [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Brenodi Automatic Pistol (Pistol 3)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | The Brenodi Machine pistol offers short range superiority with a large clip and high rate of fire&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 22 (Minimum 10)&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: || 18&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 36&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: || Low&lt;br /&gt;
|-&lt;br /&gt;
|Rate Of Fire: || 0.075&lt;br /&gt;
|-&lt;br /&gt;
|Falloff/Base: || 1000&lt;br /&gt;
|-&lt;br /&gt;
|Melee/cycle: || 50/.5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Class || [[Engineer]], [[Scout]], [[Grenadier]], [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:Ravenarms9mm.jpg|thumb|left|NF 9mm Pistol]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Northern Faction 9mm Pistol (Pistol 1)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Standard sidearm for the Northern Faction.  The NF Pistol and the BE Pistol share the same values.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 30 (Minimum 17)&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: || 12&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 36&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: || High&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: || .15&lt;br /&gt;
|-&lt;br /&gt;
|Falloff/Base: || 1000&lt;br /&gt;
|-&lt;br /&gt;
|Melee/cycle: || 50/.5&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]], [[Scout]], [[Grenadier]], [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:NF_PISTOL2_1.png|thumb|left|Northern Faction Shot Pistol]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Northern Faction Shot Pistol (Pistol 2)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Armed with dual shotgun shells for close range action.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 16 pellets x 12 damage each (Minimum 9 damage each)&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: || 2&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 18&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: || Low&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: || .5&lt;br /&gt;
|-&lt;br /&gt;
|Falloff/Base: || 350&lt;br /&gt;
|-&lt;br /&gt;
|Melee/cycle: || 50/.5&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Grenadier]], [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Submachine Guns&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Submachine Guns are automatic weapons designed for close to medium quarter combat. They have a high Rate of Fire, but a low damage potential.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:BE_SMG1_2.png|thumb|left|Brenodi Empire Ranged SMG]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Brenodi Empire SMG 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Standard issue SMG. Accurate but weak.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 25 (Minimum 15)&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: || 30&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 90&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: || High&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: || 0.09&lt;br /&gt;
|-&lt;br /&gt;
|Falloff/Base: || 1500&lt;br /&gt;
|-&lt;br /&gt;
|Melee/cycle: || 50/.5&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]], [[Scout]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:BE_SMG2_2.png|thumb|left|Brenodi Empire Close Quarters SMG]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Brenodi Empire SMG 2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Close Quarters SMG with great firerate.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 35 (Minimum 15)&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: || 35&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 105&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: || Medium&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: || 0.085&lt;br /&gt;
|-&lt;br /&gt;
|Falloff/Base: || 1000&lt;br /&gt;
|-&lt;br /&gt;
|Melee/cycle: || 50/.5&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]], [[Scout]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:NF_SMG1_2.png|thumb|left|Northern Faction Ranged SMG]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Northern Faction SMG 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Standard issue SMG. Accurate but weak. &lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 25 (Minimum 15)&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: || 30&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 90&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: || High&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: || 0.09&lt;br /&gt;
|-&lt;br /&gt;
|Falloff/Base: || 1500&lt;br /&gt;
|-&lt;br /&gt;
|Melee/cycle: || 50/.5&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]], [[Scout]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:NF_SMG2_2.png|thumb|left|Northern Faction Close Quarters SMG]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Northern Faction SMG 2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Close Quarters SMG with great firerate.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 35 (Minimum 15)&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: || 35&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 105&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: || Medium&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: || 0.085&lt;br /&gt;
|-&lt;br /&gt;
|Falloff/Base: || 1000/.9&lt;br /&gt;
|-&lt;br /&gt;
|Melee/cycle: || 50/.5&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]], [[Scout]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Rifles&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Rifles are (semi-)automatic weapons that are designed for all-range combat. They have a high rate of fire and a high damage potential. The standard and heavy rifles are equipped with ironsights which reduce spread by 25%, while the scout rifles are equipped with scopes imparting near perfect accuracy when used.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:BE_RIFLE1_2.png|thumb|left|Brenodi Empire Heavy Rifle]]  ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Brenodi Heavy Rifle&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | The standard issue ranged rifle.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 35 (Minimum 20)&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: || 40&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 140&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: || Medium-High&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: || 0.08&lt;br /&gt;
|-&lt;br /&gt;
|Falloff/Base: || 2000/.8&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:BE_RIFLE2_2.png|thumb|left|Brenodi Empire Assault Rifle]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Brenodi Assault Rifle&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | The assault rifle is designed especially for long range combat.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 30 (Minimum 20)&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: || 20&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 80&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: || High&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: || 0.075&lt;br /&gt;
|-&lt;br /&gt;
|Falloff/Base: || 2500/.9&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:BE_RR_2.png|thumb|left|Brenodi Empire Ranged Rifle]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Brenodi Scout (Ranged) Rifle&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Ranged rifle equipped with a good zoom but a small clip.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 45 (Minimum 30)&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: || 10&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 20&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: || Extreme high&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: || 1.275&lt;br /&gt;
|-&lt;br /&gt;
|Falloff/Base: || 6000/.85&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Scout]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:NF_AR_2.png|thumb|left|Northern Faction Standard Issue Assault Rifle]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Northern Faction Assault Rifle&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | The standard issue assault rifle with ironsights for improved aim.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 35 (Minimum 15)&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: || 30&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 90&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: || Medium-High&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: || 0.07&lt;br /&gt;
|-&lt;br /&gt;
|Falloff/Base: || 1500/.85&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:NF_50CAL_2.png|thumb|left|Northern Faction .50 Cal Rifle]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Northern Faction .50cal Rifle&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Very heavy semi-automatic rifle with a small clip.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 35 (Minimum 30)&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: || 15&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 45&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: || High-Extreme High&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: || 0.18&lt;br /&gt;
|-&lt;br /&gt;
|Falloff/Base: || 2500/.9&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:NF_RR_2.png|thumb|left|Northern Faction Ranged Rifle]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Northern Faction Scout (Ranged) Rifle&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Ranged rifle equipped with a good zoom but a small clip.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 45 (Minimum 30)&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: || 10&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 20&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: || Extreme High&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: || 1.275&lt;br /&gt;
|-&lt;br /&gt;
|Falloff/Base: || 6000/.85&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Scout]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Heavy Machine Guns&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Heavy Machine Guns contain large ammo clips and can lay down hundreds of round per minute. As such, they are best used to suppress enemy movement and advances.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:BE_HMG_2.png|thumb|left|Brenodi Empire Heavy Machine Gun]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Brenodi Heavy Machine Gun&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Equipped with a very large clip, this machine gun is ideal for suppression fire.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 30 (Minimum 20)&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: || 200&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 200&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: || Medium&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: || 0.09&lt;br /&gt;
|-&lt;br /&gt;
|Falloff/Base: || 1500/.75&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:NF_HMG_2.png|thumb|left|Northern Faction Heavy Machine Gun]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Northern Faction Heavy Machine Gun&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Equipped with a very large clip, this machine gun is ideal for suppression fire.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 30 (Minimum 20)&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: || 200&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 200&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: || Medium&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: || 0.09&lt;br /&gt;
|-&lt;br /&gt;
|Falloff/Base: || 1500/.75&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Rifleman]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Heavy Weapons&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Heavy weapons designed for anti-vehicle/anti-inplacement. These are the only weapons besides grenades that can damage vehicles.&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:BE_MORTAR_2.png|thumb|left|Brenodi Empire Rocket Launcher]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Brenodi Rocket Launcher&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Guided missile launcher, well suited to the anti-armor role.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 130&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: || 1&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 12 Rockets&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: || Guided or Dumb-Fire&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: || 3&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Grenadier]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:NF_RPG_2.png|thumb|left|Nothern Faction Rocket Launcher]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Northern Faction Rocket Launcher&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Guided missile launcher, well suited to the anti-armor role.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 130&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: || 1&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 12 Rockets&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: || Guided or Dumb-Fire&lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: || 3&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Grenadier]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:BE_MORTAR.png|thumb|left|Brenodi Empire Mortar]]  ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Brenodi Mortar&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Long range mortar that must be propped in a crouch before firing. Its range makes it ideal for destroying structures as well as indirect fire.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 130&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: || 1&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 12 Rounds&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: || &lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: || 2&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Grenadier]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:NF_MORTAR.png|thumb|left|Northern Faction Mortar]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Northern Faction Mortar&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Long range mortar that must be propped in a crouch before firing. Its range makes it ideal for destroying structures as well as indirect fire.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 130&lt;br /&gt;
|-&lt;br /&gt;
|Clip Size: || 1&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 12 Rounds&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy: || &lt;br /&gt;
|-&lt;br /&gt;
|Rate of Fire: || 2&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Grenadier]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Equipment&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Equipment are all hand-held objects that may prove useful to the playing class. They range from binoculars to anti-personnel/anti-tank mines.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:NF_BINOC.jpg|thumb|left|Northern Faction Binoculars]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Binoculars&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Used to observe enemy activity and call in strikes.&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Scout]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:BE_MINE_2.png|thumb|left|Brenodi Empire Mine (Top)]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Brenodi Mine&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Defensive landmine that is effective against infantry and armor.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 160&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 5 Mines&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Grenadier]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:NF_MINE_2.png|thumb|left|Northern Faction Mine]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Northern Faction Mine&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Defensive landmine that is effective against infantry and armor.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 160&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 5 Mines&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Grenadier]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:BE_GREN.png|thumb|left|Brenodi Empire Standard Issue Grenade]][[Image:NF_GREN.png|thumb|left|Northern Faction Standard Issue Grenade]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Concussion Grenade&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | A blinding flash grenade that affects turrets and infantry.&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 2 Grenades&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Scout]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Explosive Grenade&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | A frag grenade that damages armor, buildings and infantry (damage dealt to buildings is reduced by 10).&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 5 Grenades&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Rifleman]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Seismic Grenade&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Extremely effective at destroying buildings and defensive structures but ineffective against infentry and vehicles.&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Limit: || 5 Grenades&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Sticky Bomb&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; | Light anti-vehicular bomb with an adhesive surface. The user needs to be near the target for it to be effectively thrown and attached.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; |Ammo Limit: || 2 Bombs&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Rifleman]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Sticky Stun Bomb&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; | Light anti-vehicular bomb with an adhesive surface that causes an immense heat increase. The user needs to be near the target for it to be effectively thrown and attached.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;100px&amp;quot; |Ammo Limit: || 2 Bombs&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Scout]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;300px&amp;quot; | [[Image:BE_TOOL_3.gif|thumb|left|Brenodi Empire Engineer Tool]][[Image:NF_TOOL_3.gif|thumb|left|Northern Faction Engineer Tool]] ||&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Engineer Tool&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Used to build structures, heal units or deconstruct enemy structures / vehicles. Also used to place [[turrets]], [[walls]], [[Surveillance | surveillance gear]] and [[Ammo_Crates | ammo crates]]. This is done with the secondary fire function.&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; |Damage: || 1&lt;br /&gt;
|-&lt;br /&gt;
| Class || [[Engineer]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Tips&#039;&#039;&#039; ==&lt;br /&gt;
* Various [[Skills|skills]] can modify these default values.  For example, the general &#039;&#039;&amp;quot;Ammo Increase&amp;quot;&#039;&#039; skill will double the ammo carrying capacity of all weapons and grenades, and the [[Rifleman|Rifleman&#039;s]] class specific skill &#039;&#039;&amp;quot;Damage Increase&amp;quot;&#039;&#039; will increase damage dealt by your pistols and rifles by 10%.&lt;br /&gt;
&lt;br /&gt;
*You can prime grenades. Sticky and sticky stun grenades have a fuse of 6s, seismic grenades of 5s, explosive and concussion nades of 4s (Smoke Grenades 0.5s). Just hold the grenade as long as you deem necessary. When released, the fuse will keep running, and the grenade will explode prematurely. Use this to your advantage to give the enemy no chance to escape. A grenade will always retain a minimum fuse of 2 seconds (beside smoke grenades). You cannot blow yourself up when priming a grenade&lt;br /&gt;
&lt;br /&gt;
*It is best not to let your engineer tool reach 0 charge when utilizing it. Doing so will take double the time to finish your task as the tool needs to reboot to once again reach 1 charge. Always remember to stop using the tool once it reaches 1 charge and let it recharge.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay|Weapons]] [[Category:Weapons|Weapons]]&lt;/div&gt;</summary>
		<author><name>Complete lamer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Tips&amp;diff=8472</id>
		<title>Tips</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Tips&amp;diff=8472"/>
		<updated>2016-09-15T00:31:18Z</updated>

		<summary type="html">&lt;p&gt;Complete lamer: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Tips}}&lt;br /&gt;
Below is a list of misc. tips. Feel free to add any you may have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quick Start Guide ==&lt;br /&gt;
&lt;br /&gt;
[[Quick Start Guide]]&lt;br /&gt;
&lt;br /&gt;
== Infantry Tips ==&lt;br /&gt;
* The pop-up menu can be accessed by pressing &#039;&#039;&#039;F&#039;&#039;&#039; (by default).&lt;br /&gt;
* Join or create a squad to get more rank points. The squad menu is accessed by pressing &#039;&#039;&#039;C&#039;&#039;&#039; (by default). you can also create or join a squad through the [[Squads|squad]] section of the pop-up menu.&lt;br /&gt;
* If you&#039;ve unlocked a skill slot, you may set your skills in your spawn menu (&#039;&#039;&#039;B&#039;&#039;&#039; by default), then return to a [[barracks]] or [[armory]] or friendly flag to activate it.&lt;br /&gt;
* Much like changing your class, setting or changing a skill &amp;quot;on the fly&amp;quot; does not immediately activate it.  You must return to the [[barracks]] or [[armory]] or friendly flag.  Once inside, bring up the spawn menu and click Accept.  Be advised that your ammo will reset and you will need to stop by the crates and fill up again.&lt;br /&gt;
* You can change your class near a captured flag just like you would inside the [[barracks]] or [[armory]]: bring up your spawn menu, make any changes and click &amp;quot;Accept&amp;quot;.&lt;br /&gt;
* Any class can help build buildings with their USE key, [[Engineer|Engineers]] are just much more efficient.&lt;br /&gt;
* See the full-size map by pressing &#039;&#039;&#039;M&#039;&#039;&#039; (by default).&lt;br /&gt;
* To set your spawn location, hit &#039;&#039;&#039;Enter&#039;&#039;&#039; and click on one of your Barracks or APCs, represented by a small circle.&lt;br /&gt;
* [[Engineer|Engineers]] are the backbone of a team, but they can be particularly vulnerable while building things. If you see the sparks that signify construction, now is a good time for an ambush.&lt;br /&gt;
* Listen for the &#039;click&#039; of an ammunition crate being opened. When someone is loading up on supplies, chances are good that they aren&#039;t paying attention to you. Take advantage of this and catch them off-guard.&lt;br /&gt;
* Crouching is a useful movement during infantry combat, it makes you smaller, and it gives you a boost to accuracy. However, you&#039;d lose some mobility.&lt;br /&gt;
&lt;br /&gt;
== Class-Specific Tips ==&lt;br /&gt;
See the class page for each of the following for class tips.&lt;br /&gt;
* [[Engineer]]&lt;br /&gt;
* [[Grenadier]]&lt;br /&gt;
* [[Rifleman]]&lt;br /&gt;
* [[Scout]]&lt;br /&gt;
 &lt;br /&gt;
== Commander Tips ==&lt;br /&gt;
* Use &#039;&#039;&#039;Mouse Wheel&#039;&#039;&#039; to zoom the camera.&lt;br /&gt;
* Hold down &#039;&#039;&#039;ALT&#039;&#039;&#039; and move the mouse to rotate the camera view.&lt;br /&gt;
* Press &#039;&#039;&#039;E&#039;&#039;&#039; to exit commander mode.&lt;br /&gt;
* When placing a structure, hold the left mouse button to rotate the building.&lt;br /&gt;
* Do not use the Comm Vehicle (CV) as personal transport or your team will get very angry. Only move the CV when absolutely neccessary and always inform your team so they know where they need to defend.&lt;br /&gt;
* If you do need to move the CV for any reason then be very careful around cliffs and water. Many a game has been ended by merely a flipped or waterlogged CV and it really isn&#039;t much fun when they do.&lt;br /&gt;
* Don&#039;t be afraid to lock the Vehicle Factory if you need to conserve resources. But make sure your team is capable of defending without vehicles if you do so. &lt;br /&gt;
* Units can be given orders by highlighting them (left click on them) and then right clicking on the unit you would like to see destroyed or guarded. Send someone to guard an unfinished building and most people will finish the construction as well as guard the structure.&lt;br /&gt;
* Your minions are extremely grateful when you help them out. For example, your god-like eye in the sky view allows you to keep an eye on your units, but more importantly you can keep an eye on the enemy. Of course you can only see the enemy when a friendly unit is near or surveillance equipment has been placed, but this can still be very useful. If you see an enemy approaching your friendly unit, target the enemy for your unit as described above, they will find it much easier to destroy the enemy, because the red targeting symbol will let them know where that enemy unit is before he can even see him. Your unit might have been totally unaware of the approaching danger, but he is now in a much better position to defend himself. &lt;br /&gt;
* Make sure you are always researching something or your technology will quickly fall behind the enemy team and that will usually spell disaster.&lt;br /&gt;
&lt;br /&gt;
== Advanced Commander Tips and Tactics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Commander Strategy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Frontlining:&#039;&#039; Spread out onto the map, gaining forward bases to hold that area, fortify these, and push from there. This is great for boxing your enemies in, but it really does require a responsive team.&lt;br /&gt;
&lt;br /&gt;
Strong points: Good for boxing in enemies, tends to be good at keeping tickets up, and very good when mixed with arty.&lt;br /&gt;
&lt;br /&gt;
Weak points: Needs a better team than usual. Can be weak against ninjaneers as having concentrated front lines often leaves CV undefended with no players near.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Turtle-ing:&#039;&#039; Fortify your base in the starting area, and don&#039;t push out much. It does work better with players that sit around in base being unresponsive, but unless you get the jump on your enemies early with fast vehicles, you are dead.&lt;br /&gt;
&lt;br /&gt;
Strong points: Well defended against enemies as it&#039;s concentrated, and often in a balanced position to send out vehicles from. Good vs. ninjas as everyone is at your base ready to defend the CV.  Can employ ninjas because the enemies don&#039;t tend to dig in as much.&lt;br /&gt;
&lt;br /&gt;
Weak points: Difficult to defend refineries. You&#039;ll die if the enemy gets arty: concentrated mid-range defenses against long-range arty will almost always mean the defenses lose. It&#039;s harder to destroy the enemy from a long way away from their CV.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Relocating:&#039;&#039; Relocate at the very start of the match. Run to another place to try and get the element of surprise, and disrupt the enemy comm&#039;s plans. It doesn&#039;t tend to work very well against a flexible enemy comm who can roll with the blows and adapt to what you are doing quickly, and can be very bad if you let yourself get boxed in. Don&#039;t even try this unless you know exactly what you are doing.&lt;br /&gt;
&lt;br /&gt;
Strong points: Can confuse the enemies, they aren&#039;t used to the enemy main base being somewhere else. Works well with a light tank rush if you relocate properly.&lt;br /&gt;
&lt;br /&gt;
Weak points: If you do it wrong you&#039;ve lost your team the game. If you waste too much time you&#039;ve lost your team the game as the enemies will be able to take much more of the map much faster and get the jump on you in research, refs and vehicles, and then box you in until you die.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Consider where you place your turrets.&#039;&#039;&#039; &#039;&#039;Don&#039;t place turrets in extremely high or low elevations,&#039;&#039; such as on the top slopes of [[map:emp_duststorm|Duststorm]], as infantry can sneak below them easily without triggering them and then disarm the turrets. &#039;&#039;Don&#039;t place turrets too close to buildings,&#039;&#039; such as refineries. If you do, you risk letting enemies assault the building while staying easily outside of the turret range. &#039;&#039;When in large spaces, place turrets in ambush positions.&#039;&#039; Otherwise, the enemy will be able to destroy the turret before getting in range. Consider placing turrets behind walls. &#039;&#039;When in small spaces, maximize the turret firing arc.&#039;&#039; Place the turret in the most central position, where it can fire everywhere in the area. In best case scenarios, an enemy unit should not be able to fire at the turret without entering it&#039;s range.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Identify a map&#039;s chokepoints,&#039;&#039;&#039; and try to force the enemy to assault those. For a detailed analysis of each map and it&#039;s critical points, see the &amp;quot;Maps&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
== General Vehicle Tips ==&lt;br /&gt;
* Always try to travel in teams, two tanks are much more likely to win a battle than one and are also more likely to spot the enemy before he gets too close. Another benefit of this system is the ability to occupy the enemy whilst your partner repairs and rearms both of you.&lt;br /&gt;
* Try to be considerate with your use of resources when you build a vehicle. Just one tricked out tank can severely hurt a teams resources, so remember you will lose as well in the end.&lt;br /&gt;
* If you need to hop out to do something in enemy territory, turn your vehicle to face your escape route and give you cover &#039;&#039;&#039;before&#039;&#039;&#039; you jump out. Then, when that artillery tank rolls around the corner, you will be able to escape much more quickly. &lt;br /&gt;
* Don&#039;t fire as quickly as you can or you will overheat. Always try to allow yourself some space on the heat bar in case the battle suddenly swings towards the enemies favour and you have to make a quick escape. There is nothing more frustrating than an overheating vehicle when all you want to do is drive away. &lt;br /&gt;
* Don&#039;t be afraid to retreat, often it can draw the enemy into friendly turret space or allow time for a friendly unit to assist you. &lt;br /&gt;
* Check that the vehicle you are about to drive away is not somebody elses ride or you won&#039;t make very many friends on a server.&lt;br /&gt;
* If you plan to use vehicles a lot in a game, try to select complementary skills when you are promoted or you might as well not have them. &lt;br /&gt;
* A well upgraded light tank will beat a normal heavy tank, so choose your vehicle and upgrades carefully.&lt;br /&gt;
&lt;br /&gt;
== Advanced Vehicle Tips and Tactics ==&lt;br /&gt;
&lt;br /&gt;
* [[Vehicle customization |Vehicle customization guide]]&lt;br /&gt;
&lt;br /&gt;
== Advanced Tips ==&lt;br /&gt;
=== Binding Items from the Pop-Up Menu ===&lt;br /&gt;
&lt;br /&gt;
Commands from the pop-up menu (default &#039;f&#039;) can also be accessed via console commands (as of 1.08, RC18). This allows them to be bound to keys, for more speedy usage. The console command to use is &amp;quot;emp_menu_quickcmd &amp;lt;menu #&amp;gt; &amp;lt;command #&amp;gt;&amp;quot;. Use the number of the menu, and the number of the command within that menu. An index of available menu and command numbers is given below:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1 PLAYER_SPECIFIC_FRIENDLY (if a friendly is under your crosshairs)&lt;br /&gt;
	0 &amp;quot;Guard this unit&amp;quot;&lt;br /&gt;
	1 Resupply (Guard diamond, no sound)&lt;br /&gt;
	3 Repair/heal (Guard diamond, no sound)&lt;br /&gt;
2 PLAYER_SPECIFIC_ENEMY (if an enemy is under your crosshairs)&lt;br /&gt;
	0 &amp;quot;Spotted ...&amp;quot;&lt;br /&gt;
	1 &amp;quot;Requesting anti-emplacement/armor support&amp;quot;&lt;br /&gt;
	3 &amp;quot;Attack this target&amp;quot; (was Grenade attack)&lt;br /&gt;
	4 &amp;quot;Attack this target&amp;quot;&lt;br /&gt;
3 PLAYER_SPECIFIC_GROUND (if something neutral is under your crosshairs)&lt;br /&gt;
	0 Does nothing (was Move)&lt;br /&gt;
	1 &amp;quot;Move to this location&amp;quot; (was Build)&lt;br /&gt;
	2 &amp;quot;Move to this location&amp;quot;&lt;br /&gt;
	3 &amp;quot;Attack this location&amp;quot; (was Grenade/mine)&lt;br /&gt;
	4 &amp;quot;Move to this location&amp;quot; (was Dig-in)&lt;br /&gt;
4 PLAYER_GLOBAL&lt;br /&gt;
	0 &amp;quot;Area secure&amp;quot;&lt;br /&gt;
	4 &amp;quot;Area is not secure&amp;quot;&lt;br /&gt;
5 PLAYER_LOCAL&lt;br /&gt;
	0 &amp;quot;Move up&amp;quot;&lt;br /&gt;
	1 &amp;quot;Take cover&amp;quot;&lt;br /&gt;
	2 Taunt&lt;br /&gt;
	3 &amp;quot;Cover fire&amp;quot;&lt;br /&gt;
	4 &amp;quot;Pull back&amp;quot;&lt;br /&gt;
6 PLAYER_SQUAD&lt;br /&gt;
	0 invite to squad command (must have clicked on player, local player must be in squad)&lt;br /&gt;
	0 request to join squad command (if local player is not in squad and clicked on player is in a squad)&lt;br /&gt;
	1 do squad leader power #1 (if you are a squad leader)&lt;br /&gt;
	2 vote the commander out&lt;br /&gt;
	3 do squad leader power #2 (if you are a squad leader)&lt;br /&gt;
	4 force leave squad command (if squad leader and clicked player are in same squad)&lt;br /&gt;
	4 leave squad (if no one clicked on and local player is in a squad)&lt;br /&gt;
7 PLAYER_GLOBAL_SUPPORT&lt;br /&gt;
	0 Request air support&lt;br /&gt;
	1 Request artillery support&lt;br /&gt;
	2 Request armor support&lt;br /&gt;
	3 Request infantry support&lt;br /&gt;
	4 Request transport&lt;br /&gt;
8 PLAYER_GLOBAL_SUPPLIES&lt;br /&gt;
	1 Request ammo&lt;br /&gt;
	3 Request healing/repairs&lt;br /&gt;
	4 Request an engineer&lt;br /&gt;
9 PLAYER_ACK&lt;br /&gt;
	0 Confirm order&lt;br /&gt;
	1 &amp;quot;Negative&amp;quot;&lt;br /&gt;
	3 &amp;quot;Roger&amp;quot;&lt;br /&gt;
	4 Deny/Cancel order&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Note|Some commands are context-sensitive, changing in function depending on what is under your crosshairs at the time.}}&lt;br /&gt;
&lt;br /&gt;
For example, in order to bind the &#039;x&#039; key to call for a medic, the following line should be added to &#039;&#039;&#039;autoexec.cfg&#039;&#039;&#039; or &#039;&#039;&#039;infantry.cfg&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;pre&amp;gt;bind &amp;quot;x&amp;quot; &amp;quot;emp_menu_quickcmd 8 3&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Binding Items from the Engineer&#039;s Tool===&lt;br /&gt;
&lt;br /&gt;
Commands from the Engineer&#039;s Tool (Calculator) can also be accessed via console commands. This allows them to be bound to keys, for more speedy usage. An index of available commands is given below:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;engselect 0-7&amp;quot; : Works only with calculator in hand and readies an item to be built (must still be placed)&lt;br /&gt;
	0 : Nothing Selected&lt;br /&gt;
	1 : MG Turret&lt;br /&gt;
	2 : ML Turret&lt;br /&gt;
	3 : Undroppable ML Turret, possibly anti-aircraft turret&lt;br /&gt;
	4 : Engineer Camera&lt;br /&gt;
	5 : Engineer Radar&lt;br /&gt;
	6 : Walls&lt;br /&gt;
	7 : Ammo Box&lt;br /&gt;
&amp;quot;emp_eng_upgrade&amp;quot; : Upgrades own turret in crosshairs (with turret upgrade)&lt;br /&gt;
&amp;quot;emp_eng_recycle_1&amp;quot; : Remote recycles primary turret&lt;br /&gt;
&amp;quot;emp_eng_recycle_2&amp;quot; : Remote recycles secondary turret (with turret mastery)&lt;br /&gt;
&amp;quot;emp_eng_recycle_3&amp;quot; : Remote recycles engineer camera&lt;br /&gt;
&amp;quot;emp_eng_recycle_4&amp;quot; : Remote recycles engineer radar&lt;br /&gt;
&amp;quot;emp_eng_recycle_walls&amp;quot; : Recycles all walls placed by the individual across the map&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, in order to bind the &#039;F2&#039; key to recycle the primary turret (if any) and place a ML turret, the following line should be added to &#039;&#039;&#039;engineer.cfg&#039;&#039;&#039; or &#039;&#039;&#039;infantry.cfg&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;pre&amp;gt;bind &amp;quot;F2&amp;quot; &amp;quot;emp_eng_recycle_1;engselect 2&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How Not to Play Empires ==&lt;br /&gt;
&lt;br /&gt;
The [[Noob&#039;s Guide to Empires]] outlines many of the strategies to take in playing Empires when one wishes to play as poorly as possible.  It is a satirical look at the way new players interact with various facets of the game.  They often do so in ways which outline how poor at the game they are.  If you wish to avoid some of the main mistakes new players make while playing Empires, please read this Guide.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay|Tips]]&lt;/div&gt;</summary>
		<author><name>Complete lamer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=8427</id>
		<title>Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=8427"/>
		<updated>2016-08-02T21:55:41Z</updated>

		<summary type="html">&lt;p&gt;Complete lamer: diminishing returns cvars added. dont know what they do&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Server Cvars}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a complete list of all the server variables used by Empires.&lt;br /&gt;
&lt;br /&gt;
== Clear Cvars ==&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_vehicles&#039;&#039;&#039;: &lt;br /&gt;
|Number of vehicles each team can have at any given time.&lt;br /&gt;
|(Default = 32)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_selfdestruct_time&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds until an empty vehicle starts to self-destruct.&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_buildings&#039;&#039;&#039;:&lt;br /&gt;
|Number of buildings (not counting walls or turrets) each team can have at any given time.&lt;br /&gt;
|(Default = 32)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_turret_search_interval&#039;&#039;&#039;:&lt;br /&gt;
|Amount of time (in seconds) each turret must wait before searching for a new target.&lt;br /&gt;
|(Default = 0.5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_turrets&#039;&#039;&#039;:&lt;br /&gt;
|Number of turrets that a team can place. (does not include engineer-placed turrets)&lt;br /&gt;
|(Default = 10)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_walls&#039;&#039;&#039;:&lt;br /&gt;
|Number of walls a team can place. (does not include engineer-placed walls)&lt;br /&gt;
|(Default = 24)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_interval&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds between refinery resource generation.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_multiplier&#039;&#039;&#039;: &lt;br /&gt;
|Refinery output is multiplied by this (both teams).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_refinery_multiplier&#039;&#039;&#039;:&lt;br /&gt;
|Number of players that cause an increase in resources produced via refineries.&lt;br /&gt;
|(Default = 12)&lt;br /&gt;
|}&lt;br /&gt;
For example: 12 means at 12 to 23 players, 1 is added to refinery output, 24 to 35, 2 is added to refinery output.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|Number of players that cause an increase in resources produced via refineries.&lt;br /&gt;
|(Default = 12)&lt;br /&gt;
|}&lt;br /&gt;
For example: 12 means at 12 to 23 players, 1 is added to refinery output, 24 to 35, 2 is added to refinery output.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_resource_multiplier_nf&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources at map start is multiplied by this (Northern Faction).&lt;br /&gt;
|(Default = 5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_resource_multiplier_be&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources at map start is multiplied by this (Brenodi Empire).&lt;br /&gt;
|(Default = 5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_diminishing_returns_basevalue&#039;&#039;&#039;:&lt;br /&gt;
|Unknown currently. Related to diminishing returns in refineries.&lt;br /&gt;
|(Default = ?)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_diminishing_returns_valueperrefinery&#039;&#039;&#039;:&lt;br /&gt;
|Unknown currently. Related to diminishing returns in refineries.&lt;br /&gt;
|(Default = ?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_item&#039;&#039;&#039;: &lt;br /&gt;
|Researches the specified research for both teams. Takes the name of the research as a argument.&lt;br /&gt;
Example: &#039;&#039;&#039;emp_sv_research_item Nuclear Warhead&#039;&#039;&#039; will research Nukes for both teams.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_unresearch_item&#039;&#039;&#039;: &lt;br /&gt;
|Removes the specified research for both Teams. Takes the name of the research as a argument. Equipped Weapons in Tanks will get unavailable after they are unresearched. &lt;br /&gt;
Example: &#039;&#039;&#039;emp_sv_unresearch_item Nuclear Warhead&#039;&#039;&#039; will unresearch  Nukes for both teams.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_wait_phase_time&#039;&#039;&#039;:&lt;br /&gt;
|Number of seconds until wait phase ends.&lt;br /&gt;
|(Default = 60)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_respawn_penalty&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds to make players wait to respawn.&lt;br /&gt;
|(Default = 10)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_spawn_protection&#039;&#039;&#039;:&lt;br /&gt;
|Amount of time (in seconds) that player is invulnerable after spawning.&lt;br /&gt;
|(Default = 3)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_multiplier&#039;&#039;&#039;: &lt;br /&gt;
|Affects research speed, less than 1 is slower, greater than 1 is faster.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_complete&#039;&#039;&#039;: &lt;br /&gt;
|Set to 1 to have all research tree items unlocked.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_reinforcement_multiplier_nf&#039;&#039;&#039;: &lt;br /&gt;
|Number of reinforcements at map start is multiplied by this (Northern Faction).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_reinforcement_multiplier_be&#039;&#039;&#039;: &lt;br /&gt;
|Number of reinforcements at map start is multiplied by this (Brenodi Empire).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_percentage&#039;&#039;&#039;: &lt;br /&gt;
|Percentage of players on a team that must vote yes to kick the commander.&lt;br /&gt;
|(Default = 0.6)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_time&#039;&#039;&#039;: &lt;br /&gt;
|Time commander kick vote lasts (In seconds).&lt;br /&gt;
|(Default = 120)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_penalty&#039;&#039;&#039;: &lt;br /&gt;
|Time before a kicked commander can re-enter the command vehicle (In seconds).&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_nf&#039;&#039;&#039;: &lt;br /&gt;
|Instantly kicks the Northern Faction commander.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_be&#039;&#039;&#039;: &lt;br /&gt;
|Instantly kicks the Brenodi Empire commander.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_stalemate_countdown&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_suddendeath_countdown&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimap ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_minimap_interval&#039;&#039;&#039;:&lt;br /&gt;
|Number in seconds between the position of players on the minimap gets updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_minimap_interval&#039;&#039;&#039;:&lt;br /&gt;
|Number in seconds between the position of vehicles on the minimap gets updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unclear Cvars ==&lt;br /&gt;
Their actual function is more of an educated guess than a fact.&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;emp_sv_netvisdist_player&#039;&#039;&#039;: &lt;br /&gt;
|How far the player can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;emp_sv_netvisdist_building&#039;&#039;&#039;: &lt;br /&gt;
|How far buildings can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_vehicle&#039;&#039;&#039;: &lt;br /&gt;
|How far vehicles can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_commander&#039;&#039;&#039;: &lt;br /&gt;
|How far the commander can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratedistmax&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratedistmin&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 2000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingmul&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 20)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingonly&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratemax&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0.5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratemin&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_commander_visiblity_interval&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicrate&#039;&#039;&#039;: &lt;br /&gt;
|Possibly an unused cvar that was meant to indicate how long it took to build a vehicle.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_fadeout_time&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds until a destroyed vehicle model is removed.&lt;br /&gt;
|(Default = 20)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_buildrate&#039;&#039;&#039;: &lt;br /&gt;
|Possibly an unused cvar that was meant to indicate how long it took to build a building. &lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_box&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_physics&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_none&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_commander_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0.3)&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;emp_give_resources&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources that is added to the resource total for the specified team.&lt;br /&gt;
|}&lt;br /&gt;
For example: &#039;&#039;&#039;emp_give_resources be 1000&#039;&#039;&#039; will add 1000 res to Brenodi&#039;s resources while &#039;&#039;&#039;emp_give_resources nf 1000&#039;&#039;&#039; will do the same for Northern Faction.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_instant_build&#039;&#039;&#039;: &lt;br /&gt;
||All buildings will be built nearly instantly. Also own tanks will be repaired nearly instantly.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_increase_squadpoints&#039;&#039;&#039;: &lt;br /&gt;
||Increase squadpoints by 5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_increase_rank&#039;&#039;&#039;: &lt;br /&gt;
||Increase rank by 10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_auth_movement&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_vehic_auth_movement&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_vehic_auth_movement_2&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_flag_update&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0.3)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_scale&#039;&#039;&#039;: &lt;br /&gt;
||Possibly about scale.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Complete lamer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Client_Optimization&amp;diff=8383</id>
		<title>Client Optimization</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Client_Optimization&amp;diff=8383"/>
		<updated>2016-07-02T22:07:34Z</updated>

		<summary type="html">&lt;p&gt;Complete lamer: snd_restart fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Client Optimization}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Launchoptions.gif|right|Launch Options Window]]&lt;br /&gt;
&lt;br /&gt;
Low FPS can seriously hamper any game from being as fun as possible. And if your computer has problems meeting the minimum requirements, you might be forced to run around getting shot at without any chance to return fire.&lt;br /&gt;
&lt;br /&gt;
But this is where client optimization comes in. Client optimization can increase your FPS and enjoyment of Empires greatly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Configuration Choices =&lt;br /&gt;
== Launch Options ==&lt;br /&gt;
Many of the client optimization commands have to be inserted into the Launch Options window, which can be reached by following these steps:&lt;br /&gt;
&lt;br /&gt;
Left-click on the Steam tray icon.&lt;br /&gt;
&lt;br /&gt;
Select &amp;quot;Games&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Click on the &amp;quot;My Games&amp;quot; tab.&lt;br /&gt;
&lt;br /&gt;
Right-click on &amp;quot;Empires&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Select &amp;quot;Properties&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Click on the &amp;quot;General&amp;quot; tab.&lt;br /&gt;
&lt;br /&gt;
Click on the &amp;quot;Set Launch Options&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
Put in the window box: COMMAND&lt;br /&gt;
&lt;br /&gt;
Click &amp;quot;OK&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Click &amp;quot;Close&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Setting up Autoexec.cfg ==&lt;br /&gt;
Most of the optimization commands can also be put into a special configuration file called &amp;quot;autoexec.cfg&amp;quot; which should reside in your &#039;&#039;Steam\SteamApps\SourceMods\Empires\cfg\&#039;&#039; folder (you can create this file via Notepad if it does not yet exist.)  As its name suggests, the commands in this file are executed every time you start up Empires, so that you don&#039;t have to type them in the console every time or put them in the Launch Options.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the syntax for the commands changes slightly in Autoexec.cfg as opposed to the Launch Options window.  You should not use the -/+ prefix in front of the commands, and the values do not need to be contained in double-quotes:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;sv_forcepreload 1&#039;&#039; in Autoexec.cfg&lt;br /&gt;
&lt;br /&gt;
as opposed to:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;+sv_forcepreload &amp;quot;1&amp;quot;&#039;&#039; in Launch Options.&lt;br /&gt;
&lt;br /&gt;
= Troubleshooting =&lt;br /&gt;
&lt;br /&gt;
Following is a list of various problems you may get when playing Empires:&lt;br /&gt;
&lt;br /&gt;
== Empires does not start! ==&lt;br /&gt;
&lt;br /&gt;
Empires requires a minimum of DirectX9 and the SSE2 architecture. Pentium 4&#039;s, Athlon64&#039;s, and newer have this.&lt;br /&gt;
&lt;br /&gt;
== I&#039;m playing on a resolution under 1024x768, and some parts of the HUD are wrong/broken! ==&lt;br /&gt;
&lt;br /&gt;
Empires has a minimum supported resolution of 1024x768. The only way to fix this problem is to increase your resolution.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that whenever you change a source game&#039;s resolution, you will need to restart the game. Otherwise you will encounter HUD abnormalities such as stretched out menus; missing or misplaced buttons; under/over-sized text, etc.&lt;br /&gt;
&lt;br /&gt;
== The game takes incredibly long to load! ==&lt;br /&gt;
&lt;br /&gt;
A good idea is to make the heapsize bigger. The heapsize is like virtual RAM, used only by the game. This means that your computer can keep textures and other game information handy without having to search for it on your hard drive. This often results in faster loading times. The first time the game loads it will still be quite slow, but when changing maps, you&#039;ll surely notice the difference. The default heapsize is 64 MB (65536 bytes).&lt;br /&gt;
&lt;br /&gt;
You can specify your heapsize by typing this: heapsize NUMBER&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s a good idea to make your heapsize half the size of your actual RAM. To find out how much RAM you have, follow these steps:&lt;br /&gt;
Press the Start button and select &#039;Execute&#039;. Now type &#039;dxdiag&#039; (without the quotes) into the window that has just appeared.&lt;br /&gt;
&lt;br /&gt;
After a while a window will pop up. (If it doesn&#039;t, fire up Google and look for &#039;DirectX 9.0c Download&#039;.)&lt;br /&gt;
&lt;br /&gt;
Your amount of RAM can be found under the &#039;System Tab&#039; (Called &amp;quot;Memory&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You must type the heapsize in kilobytes. An example:&lt;br /&gt;
&lt;br /&gt;
256 MB RAM would be 262144 kilobytes. Which means that your heapsize should be 128 MB or 131072 kilobytes, so the final text would be &amp;quot;-heapsize 131072&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
More examples:&lt;br /&gt;
&lt;br /&gt;
512 MB RAM: 524288 kilobytes (Heapsize = 262144 kilobytes)&lt;br /&gt;
&lt;br /&gt;
1024 MB RAM: 1048576 kilobytes (Heapsize = 524288 kilobytes)&lt;br /&gt;
&lt;br /&gt;
2048 MB RAM: 2097152 kilobytes (Heapsize = 1048576 kilobytes)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s also best to add:&lt;br /&gt;
&lt;br /&gt;
+sv_forcepreload &amp;quot;1&amp;quot; (Preloads game assets at start of level)&lt;br /&gt;
&lt;br /&gt;
+cl_forcepreload &amp;quot;1&amp;quot; (Preloads game assets at start of level too)&lt;br /&gt;
&lt;br /&gt;
You can combine the commands, separating them by a space: &#039;&#039;-heapsize NUMBER +sv_forcepreload &amp;quot;1&amp;quot; +cl_forcepreload &amp;quot;1&amp;quot; -novideo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== I&#039;m getting very low FPS! ==&lt;br /&gt;
&lt;br /&gt;
First, try lowering the model detail and resolution. Don&#039;t go below &amp;quot;Medium&amp;quot; for model detail and 1024X786 for resolution, though!&lt;br /&gt;
&lt;br /&gt;
You can also remove bumpmapping and specularity, which will make the game less beautiful, but give it incredible FPS boosts (sometimes up to more than 40 FPS). You can remove them by adding the following commands in the windows box:&lt;br /&gt;
&lt;br /&gt;
+mat_bumpmap &amp;quot;0&amp;quot; +mat_specular &amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You may also increase fps by disabling paralax shading. Type the following into the windowed box or autoexec:&lt;br /&gt;
&lt;br /&gt;
+mat_paralax &amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If all else fails you can edit the particles_manifest.txt file in \Empires\particles or you could simply delete several particle files such as vehicle dust.&lt;br /&gt;
&lt;br /&gt;
== The same sound won&#039;t stop playing! ==&lt;br /&gt;
Use the console command(~ key by default) &#039;&#039;&#039;snd_restart&#039;&#039;&#039; to fix this.&lt;br /&gt;
&lt;br /&gt;
== I fell under the map! ==&lt;br /&gt;
Open up the console (~ key by default) and use the &#039;&#039;&#039;emp_unstuck&#039;&#039;&#039; command.&lt;br /&gt;
&lt;br /&gt;
If this does not work, attempt to suicide (using grenades) in the game when that happens, as it is considered &amp;quot;exploiting&amp;quot;. Do not kill any enemies or enemy buildings while underground, because you may be (permanently) banned from the server if you do that. Another possibility is to go to spectator mode (default button is &amp;quot;n&amp;quot;), which will suicide you, and then to your faction again. If you enabled the console in the game options, you can also suicide by opening it (tilda ~ key by default,) typing &#039;&#039;&#039;kill&#039;&#039;&#039; (without quotes) and pressing Enter key.&lt;br /&gt;
&lt;br /&gt;
= Other commands =&lt;br /&gt;
&lt;br /&gt;
Other commands are -console, which adds the developer console, which is handy if you want to learn more about how the Source engine works. Another fun command is +cl_ragdoll_collide &amp;quot;1&amp;quot;, which will keep ragdolls from clipping into each other (Makes for some really cool body piles!)&lt;br /&gt;
&lt;br /&gt;
Here are some more helpful commands to use either in the console or in the autoexec.cfg file to optimize the client:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-windowed -noborder - &#039;&#039;Allows for easier alt-tabbing of game when playing in full screen resolutions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
cl_smooth 0 - &#039;&#039;Disables client-side smoothing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
cl_updaterate 60 - &#039;&#039;Increases the amount of updates you send to the server. (You use up more bandwidth)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
cl_cmdrate 60 - &#039;&#039;Increases the amount of updates you download from the server. (You use up more bandwidth)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
rate 25000 - &#039;&#039;How fast your computer updates the packets that will be sent to the server.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
mat_bumpmap 0 - &#039;&#039;Removes more advanced textures from the game. Can give a large FPS increase.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
mat_fastbump 1 - &#039;&#039;Removes more advanced textures from the game. Can give a large FPS increase.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
mat_specular 0 - &#039;&#039;Removes more advanced shading techniques from the game. Can give a large FPS increase.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
mat_fastspecular 1 - &#039;&#039;Removes more advanced shading techniques from the game. Can give a large FPS increase.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
mat_paralax 0 - &#039;&#039;Removes paralax shading from the game.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Complete lamer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=8382</id>
		<title>Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=8382"/>
		<updated>2016-07-02T21:58:53Z</updated>

		<summary type="html">&lt;p&gt;Complete lamer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Server Cvars}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a complete list of all the server variables used by Empires.&lt;br /&gt;
&lt;br /&gt;
== Clear Cvars ==&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_vehicles&#039;&#039;&#039;: &lt;br /&gt;
|Number of vehicles each team can have at any given time.&lt;br /&gt;
|(Default = 32)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_selfdestruct_time&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds until an empty vehicle starts to self-destruct.&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_buildings&#039;&#039;&#039;:&lt;br /&gt;
|Number of buildings (not counting walls or turrets) each team can have at any given time.&lt;br /&gt;
|(Default = 32)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_turret_search_interval&#039;&#039;&#039;:&lt;br /&gt;
|Amount of time (in seconds) each turret must wait before searching for a new target.&lt;br /&gt;
|(Default = 0.5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_turrets&#039;&#039;&#039;:&lt;br /&gt;
|Number of turrets that a team can place. (does not include engineer-placed turrets)&lt;br /&gt;
|(Default = 10)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_walls&#039;&#039;&#039;:&lt;br /&gt;
|Number of walls a team can place. (does not include engineer-placed walls)&lt;br /&gt;
|(Default = 24)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_interval&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds between refinery resource generation.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_multiplier&#039;&#039;&#039;: &lt;br /&gt;
|Refinery output is multiplied by this (both teams).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_refinery_multiplier&#039;&#039;&#039;:&lt;br /&gt;
|Number of players that cause an increase in resources produced via refineries.&lt;br /&gt;
|(Default = 12)&lt;br /&gt;
|}&lt;br /&gt;
For example: 12 means at 12 to 23 players, 1 is added to refinery output, 24 to 35, 2 is added to refinery output.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|Number of players that cause an increase in resources produced via refineries.&lt;br /&gt;
|(Default = 12)&lt;br /&gt;
|}&lt;br /&gt;
For example: 12 means at 12 to 23 players, 1 is added to refinery output, 24 to 35, 2 is added to refinery output.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_resource_multiplier_nf&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources at map start is multiplied by this (Northern Faction).&lt;br /&gt;
|(Default = 5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_resource_multiplier_be&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources at map start is multiplied by this (Brenodi Empire).&lt;br /&gt;
|(Default = 5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_item&#039;&#039;&#039;: &lt;br /&gt;
|Researches the specified research for both teams. Takes the name of the research as a argument.&lt;br /&gt;
Example: &#039;&#039;&#039;emp_sv_research_item Nuclear Warhead&#039;&#039;&#039; will research Nukes for both teams.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_unresearch_item&#039;&#039;&#039;: &lt;br /&gt;
|Removes the specified research for both Teams. Takes the name of the research as a argument. Equipped Weapons in Tanks will get unavailable after they are unresearched. &lt;br /&gt;
Example: &#039;&#039;&#039;emp_sv_unresearch_item Nuclear Warhead&#039;&#039;&#039; will unresearch  Nukes for both teams.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_wait_phase_time&#039;&#039;&#039;:&lt;br /&gt;
|Number of seconds until wait phase ends.&lt;br /&gt;
|(Default = 60)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_respawn_penalty&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds to make players wait to respawn.&lt;br /&gt;
|(Default = 10)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_spawn_protection&#039;&#039;&#039;:&lt;br /&gt;
|Amount of time (in seconds) that player is invulnerable after spawning.&lt;br /&gt;
|(Default = 3)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_multiplier&#039;&#039;&#039;: &lt;br /&gt;
|Affects research speed, less than 1 is slower, greater than 1 is faster.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_complete&#039;&#039;&#039;: &lt;br /&gt;
|Set to 1 to have all research tree items unlocked.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_reinforcement_multiplier_nf&#039;&#039;&#039;: &lt;br /&gt;
|Number of reinforcements at map start is multiplied by this (Northern Faction).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_reinforcement_multiplier_be&#039;&#039;&#039;: &lt;br /&gt;
|Number of reinforcements at map start is multiplied by this (Brenodi Empire).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_percentage&#039;&#039;&#039;: &lt;br /&gt;
|Percentage of players on a team that must vote yes to kick the commander.&lt;br /&gt;
|(Default = 0.6)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_time&#039;&#039;&#039;: &lt;br /&gt;
|Time commander kick vote lasts (In seconds).&lt;br /&gt;
|(Default = 120)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_penalty&#039;&#039;&#039;: &lt;br /&gt;
|Time before a kicked commander can re-enter the command vehicle (In seconds).&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_nf&#039;&#039;&#039;: &lt;br /&gt;
|Instantly kicks the Northern Faction commander.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_be&#039;&#039;&#039;: &lt;br /&gt;
|Instantly kicks the Brenodi Empire commander.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_stalemate_countdown&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_suddendeath_countdown&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimap ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_minimap_interval&#039;&#039;&#039;:&lt;br /&gt;
|Number in seconds between the position of players on the minimap gets updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_minimap_interval&#039;&#039;&#039;:&lt;br /&gt;
|Number in seconds between the position of vehicles on the minimap gets updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unclear Cvars ==&lt;br /&gt;
Their actual function is more of an educated guess than a fact.&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;emp_sv_netvisdist_player&#039;&#039;&#039;: &lt;br /&gt;
|How far the player can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;emp_sv_netvisdist_building&#039;&#039;&#039;: &lt;br /&gt;
|How far buildings can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_vehicle&#039;&#039;&#039;: &lt;br /&gt;
|How far vehicles can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_commander&#039;&#039;&#039;: &lt;br /&gt;
|How far the commander can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratedistmax&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratedistmin&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 2000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingmul&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 20)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingonly&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratemax&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0.5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratemin&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_commander_visiblity_interval&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicrate&#039;&#039;&#039;: &lt;br /&gt;
|Possibly an unused cvar that was meant to indicate how long it took to build a vehicle.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_fadeout_time&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds until a destroyed vehicle model is removed.&lt;br /&gt;
|(Default = 20)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_buildrate&#039;&#039;&#039;: &lt;br /&gt;
|Possibly an unused cvar that was meant to indicate how long it took to build a building. &lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_box&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_physics&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_none&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_commander_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0.3)&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;emp_give_resources&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources that is added to the resource total for the specified team.&lt;br /&gt;
|}&lt;br /&gt;
For example: &#039;&#039;&#039;emp_give_resources be 1000&#039;&#039;&#039; will add 1000 res to Brenodi&#039;s resources while &#039;&#039;&#039;emp_give_resources nf 1000&#039;&#039;&#039; will do the same for Northern Faction.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_instant_build&#039;&#039;&#039;: &lt;br /&gt;
||All buildings will be built nearly instantly. Also own tanks will be repaired nearly instantly.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_increase_squadpoints&#039;&#039;&#039;: &lt;br /&gt;
||Increase squadpoints by 5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_increase_rank&#039;&#039;&#039;: &lt;br /&gt;
||Increase rank by 10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_auth_movement&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_vehic_auth_movement&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_vehic_auth_movement_2&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_flag_update&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0.3)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_scale&#039;&#039;&#039;: &lt;br /&gt;
||Possibly about scale.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Complete lamer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=8381</id>
		<title>Server Cvars</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Server_Cvars&amp;diff=8381"/>
		<updated>2016-07-02T21:56:21Z</updated>

		<summary type="html">&lt;p&gt;Complete lamer: add emp_give_resource&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Server Cvars}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a complete list of all the server variables used by Empires.&lt;br /&gt;
&lt;br /&gt;
== Clear Cvars ==&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_vehicles&#039;&#039;&#039;: &lt;br /&gt;
|Number of vehicles each team can have at any given time.&lt;br /&gt;
|(Default = 32)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_selfdestruct_time&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds until an empty vehicle starts to self-destruct.&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_buildings&#039;&#039;&#039;:&lt;br /&gt;
|Number of buildings (not counting walls or turrets) each team can have at any given time.&lt;br /&gt;
|(Default = 32)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_turret_search_interval&#039;&#039;&#039;:&lt;br /&gt;
|Amount of time (in seconds) each turret must wait before searching for a new target.&lt;br /&gt;
|(Default = 0.5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_turrets&#039;&#039;&#039;:&lt;br /&gt;
|Number of turrets that a team can place. (does not include engineer-placed turrets)&lt;br /&gt;
|(Default = 10)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_max_walls&#039;&#039;&#039;:&lt;br /&gt;
|Number of walls a team can place. (does not include engineer-placed walls)&lt;br /&gt;
|(Default = 24)&lt;br /&gt;
|}&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_interval&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds between refinery resource generation.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_refinery_multiplier&#039;&#039;&#039;: &lt;br /&gt;
|Refinery output is multiplied by this (both teams).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_refinery_multiplier&#039;&#039;&#039;:&lt;br /&gt;
|Number of players that cause an increase in resources produced via refineries.&lt;br /&gt;
|(Default = 12)&lt;br /&gt;
|}&lt;br /&gt;
For example: 12 means at 12 to 23 players, 1 is added to refinery output, 24 to 35, 2 is added to refinery output.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|Number of players that cause an increase in resources produced via refineries.&lt;br /&gt;
|(Default = 12)&lt;br /&gt;
|}&lt;br /&gt;
For example: 12 means at 12 to 23 players, 1 is added to refinery output, 24 to 35, 2 is added to refinery output.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_resource_multiplier_nf&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources at map start is multiplied by this (Northern Faction).&lt;br /&gt;
|(Default = 5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_resource_multiplier_be&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources at map start is multiplied by this (Brenodi Empire).&lt;br /&gt;
|(Default = 5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_item&#039;&#039;&#039;: &lt;br /&gt;
|Researches the specified research for both teams. Takes the name of the research as a argument.&lt;br /&gt;
Example: &#039;&#039;&#039;emp_sv_research_item Nuclear Warhead&#039;&#039;&#039; will research Nukes for both teams.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_unresearch_item&#039;&#039;&#039;: &lt;br /&gt;
|Removes the specified research for both Teams. Takes the name of the research as a argument. Equipped Weapons in Tanks will get unavailable after they are unresearched. &lt;br /&gt;
Example: &#039;&#039;&#039;emp_sv_unresearch_item Nuclear Warhead&#039;&#039;&#039; will unresearch  Nukes for both teams.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_wait_phase_time&#039;&#039;&#039;:&lt;br /&gt;
|Number of seconds until wait phase ends.&lt;br /&gt;
|(Default = 60)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_respawn_penalty&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds to make players wait to respawn.&lt;br /&gt;
|(Default = 10)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_spawn_protection&#039;&#039;&#039;:&lt;br /&gt;
|Amount of time (in seconds) that player is invulnerable after spawning.&lt;br /&gt;
|(Default = 3)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_multiplier&#039;&#039;&#039;: &lt;br /&gt;
|Affects research speed, less than 1 is slower, greater than 1 is faster.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_research_complete&#039;&#039;&#039;: &lt;br /&gt;
|Set to 1 to have all research tree items unlocked.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_reinforcement_multiplier_nf&#039;&#039;&#039;: &lt;br /&gt;
|Number of reinforcements at map start is multiplied by this (Northern Faction).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_reinforcement_multiplier_be&#039;&#039;&#039;: &lt;br /&gt;
|Number of reinforcements at map start is multiplied by this (Brenodi Empire).&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_percentage&#039;&#039;&#039;: &lt;br /&gt;
|Percentage of players on a team that must vote yes to kick the commander.&lt;br /&gt;
|(Default = 0.6)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_time&#039;&#039;&#039;: &lt;br /&gt;
|Time commander kick vote lasts (In seconds).&lt;br /&gt;
|(Default = 120)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_penalty&#039;&#039;&#039;: &lt;br /&gt;
|Time before a kicked commander can re-enter the command vehicle (In seconds).&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_nf&#039;&#039;&#039;: &lt;br /&gt;
|Instantly kicks the Northern Faction commander.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_kick_commander_be&#039;&#039;&#039;: &lt;br /&gt;
|Instantly kicks the Brenodi Empire commander.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_stalemate_countdown&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 300)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_suddendeath_countdown&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimap ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_minimap_interval&#039;&#039;&#039;:&lt;br /&gt;
|Number in seconds between the position of players on the minimap gets updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_minimap_interval&#039;&#039;&#039;:&lt;br /&gt;
|Number in seconds between the position of vehicles on the minimap gets updated.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unclear Cvars ==&lt;br /&gt;
Their actual function is more of an educated guess than a fact.&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;emp_sv_netvisdist_player&#039;&#039;&#039;: &lt;br /&gt;
|How far the player can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;emp_sv_netvisdist_building&#039;&#039;&#039;: &lt;br /&gt;
|How far buildings can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_vehicle&#039;&#039;&#039;: &lt;br /&gt;
|How far vehicles can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_commander&#039;&#039;&#039;: &lt;br /&gt;
|How far the commander can see other players, vehicle and buildings.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratedistmax&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 10000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratedistmin&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 2000)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingmul&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 20)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratefacingonly&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratemax&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0.5)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_netvisdist_ratemin&#039;&#039;&#039;:&lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_commander_visiblity_interval&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicrate&#039;&#039;&#039;: &lt;br /&gt;
|Possibly an unused cvar that was meant to indicate how long it took to build a vehicle.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_vehicle_fadeout_time&#039;&#039;&#039;: &lt;br /&gt;
|Number of seconds until a destroyed vehicle model is removed.&lt;br /&gt;
|(Default = 20)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_buildrate&#039;&#039;&#039;: &lt;br /&gt;
|Possibly an unused cvar that was meant to indicate how long it took to build a building. &lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_box&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_physics&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_building_none&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_commander_resource_interval&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0.3)&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;emp_give_resources&#039;&#039;&#039;:&lt;br /&gt;
|Number of resources that is added to the resource total for the specified team.&lt;br /&gt;
|}&lt;br /&gt;
For example: &#039;&#039;&#039;emp_give_resources be 1000&#039;&#039;&#039; will add 1000 res to Brenodi&#039;s resources while &#039;&#039;&#039;emp_give_resources nf 1000&#039;&#039;&#039; will do the same for Northern Faction.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_instant_build&#039;&#039;&#039;: &lt;br /&gt;
||All buildings will be built nearly instantly. Also own tanks will be repaired nearly instantly.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_increase_squadpoints&#039;&#039;&#039;: &lt;br /&gt;
||Increase squadpoints by 5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_increase_rank&#039;&#039;&#039;: &lt;br /&gt;
||Increase rank by 10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_auth_movement&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_vehic_auth_movement&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_client_vehic_auth_movement_2&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_player_flag_update&#039;&#039;&#039;: &lt;br /&gt;
|No description.&lt;br /&gt;
|(Default = 0.3)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;emp_sv_scale&#039;&#039;&#039;: &lt;br /&gt;
||Possibly about scale.&lt;br /&gt;
|(Default = 1)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Complete lamer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Tips&amp;diff=8376</id>
		<title>Tips</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Tips&amp;diff=8376"/>
		<updated>2016-06-30T18:52:58Z</updated>

		<summary type="html">&lt;p&gt;Complete lamer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Tips}}&lt;br /&gt;
Below is a list of misc. tips. Feel free to add any you may have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quick Start Guide ==&lt;br /&gt;
&lt;br /&gt;
[[Quick Start Guide]]&lt;br /&gt;
&lt;br /&gt;
== Infantry Tips ==&lt;br /&gt;
* The pop-up menu can be accessed by pressing &#039;&#039;&#039;F&#039;&#039;&#039; (by default).&lt;br /&gt;
* Join or create a squad to get more rank points. The squad menu is accessed by pressing &#039;&#039;&#039;C&#039;&#039;&#039; (by default). you can also create or join a squad through the [[Squads|squad]] section of the pop-up menu.&lt;br /&gt;
* If you&#039;ve unlocked a skill slot, you may set your skills in your spawn menu (&#039;&#039;&#039;B&#039;&#039;&#039; by default), then return to a [[barracks]] or [[armory]] or friendly flag to activate it.&lt;br /&gt;
* Much like changing your class, setting or changing a skill &amp;quot;on the fly&amp;quot; does not immediately activate it.  You must return to the [[barracks]] or [[armory]] or friendly flag.  Once inside, bring up the spawn menu and click Accept.  Be advised that your ammo will reset and you will need to stop by the crates and fill up again.&lt;br /&gt;
* You can change your class near a captured flag just like you would inside the [[barracks]] or [[armory]]: bring up your spawn menu, make any changes and click &amp;quot;Accept&amp;quot;.&lt;br /&gt;
* Any class can help build buildings with their USE key, [[Engineer|Engineers]] are just much more efficient.&lt;br /&gt;
* See the full-size map by pressing &#039;&#039;&#039;M&#039;&#039;&#039; (by default).&lt;br /&gt;
* To set your spawn location, hit &#039;&#039;&#039;Enter&#039;&#039;&#039; and click on one of your Barracks or APCs, represented by a small circle.&lt;br /&gt;
* [[Engineer|Engineers]] are the backbone of a team, but they can be particularly vulnerable while building things. If you see the sparks that signify construction, now is a good time for an ambush.&lt;br /&gt;
* Listen for the &#039;click&#039; of an ammunition crate being opened. When someone is loading up on supplies, chances are good that they aren&#039;t paying attention to you. Take advantage of this and catch them off-guard.&lt;br /&gt;
* Crouching is a useful movement during infantry combat, it makes you smaller, and it gives you a boost to accuracy. However, you&#039;d lose some mobility.&lt;br /&gt;
&lt;br /&gt;
== Class-Specific Tips ==&lt;br /&gt;
See the class page for each of the following for class tips.&lt;br /&gt;
* [[Engineer]]&lt;br /&gt;
* [[Grenadier]]&lt;br /&gt;
* [[Rifleman]]&lt;br /&gt;
* [[Scout]]&lt;br /&gt;
 &lt;br /&gt;
== Commander Tips ==&lt;br /&gt;
* Use &#039;&#039;&#039;Mouse Wheel&#039;&#039;&#039; to zoom the camera.&lt;br /&gt;
* Hold down &#039;&#039;&#039;ALT&#039;&#039;&#039; and move the mouse to rotate the camera view.&lt;br /&gt;
* Press &#039;&#039;&#039;E&#039;&#039;&#039; to exit commander mode.&lt;br /&gt;
* When placing a structure, hold the left mouse button to rotate the building.&lt;br /&gt;
* Do not use the Comm Vehicle (CV) as personal transport or your team will get very angry. Only move the CV when absolutely neccessary and always inform your team so they know where they need to defend.&lt;br /&gt;
* If you do need to move the CV for any reason then be very careful around cliffs and water. Many a game has been ended by merely a flipped or waterlogged CV and it really isn&#039;t much fun when they do.&lt;br /&gt;
* Don&#039;t be afraid to lock the Vehicle Factory if you need to conserve resources. But make sure your team is capable of defending without vehicles if you do so. &lt;br /&gt;
* Units can be given orders by highlighting them (left click on them) and then right clicking on the unit you would like to see destroyed or guarded. Send someone to guard an unfinished building and most people will finish the construction as well as guard the structure.&lt;br /&gt;
* Your minions are extremely grateful when you help them out. For example, your god-like eye in the sky view allows you to keep an eye on your units, but more importantly you can keep an eye on the enemy. Of course you can only see the enemy when a friendly unit is near or surveillance equipment has been placed, but this can still be very useful. If you see an enemy approaching your friendly unit, target the enemy for your unit as described above, they will find it much easier to destroy the enemy, because the red targeting symbol will let them know where that enemy unit is before he can even see him. Your unit might have been totally unaware of the approaching danger, but he is now in a much better position to defend himself. &lt;br /&gt;
* Make sure you are always researching something or your technology will quickly fall behind the enemy team and that will usually spell disaster.&lt;br /&gt;
&lt;br /&gt;
== Advanced Commander Tips and Tactics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Commander Strategy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Frontlining:&#039;&#039; Spread out onto the map, gaining forward bases to hold that area, fortify these, and push from there. This is great for boxing your enemies in, but it really does require a responsive team.&lt;br /&gt;
&lt;br /&gt;
Strong points: Good for boxing in enemies, tends to be good at keeping tickets up, and very good when mixed with arty.&lt;br /&gt;
&lt;br /&gt;
Weak points: Needs a better team than usual. Can be weak against ninjaneers as having concentrated front lines often leaves CV undefended with no players near.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Turtle-ing:&#039;&#039; Fortify your base in the starting area, and don&#039;t push out much. It does work better with players that sit around in base being unresponsive, but unless you get the jump on your enemies early with fast vehicles, you are dead.&lt;br /&gt;
&lt;br /&gt;
Strong points: Well defended against enemies as it&#039;s concentrated, and often in a balanced position to send out vehicles from. Good vs. ninjas as everyone is at your base ready to defend the CV.  Can employ ninjas because the enemies don&#039;t tend to dig in as much.&lt;br /&gt;
&lt;br /&gt;
Weak points: Difficult to defend refineries. You&#039;ll die if the enemy gets arty: concentrated mid-range defenses against long-range arty will almost always mean the defenses lose. It&#039;s harder to destroy the enemy from a long way away from their CV.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Relocating:&#039;&#039; Relocate at the very start of the match. Run to another place to try and get the element of surprise, and disrupt the enemy comm&#039;s plans. It doesn&#039;t tend to work very well against a flexible enemy comm who can roll with the blows and adapt to what you are doing quickly, and can be very bad if you let yourself get boxed in. Don&#039;t even try this unless you know exactly what you are doing.&lt;br /&gt;
&lt;br /&gt;
Strong points: Can confuse the enemies, they aren&#039;t used to the enemy main base being somewhere else. Works well with a light tank rush if you relocate properly.&lt;br /&gt;
&lt;br /&gt;
Weak points: If you do it wrong you&#039;ve lost your team the game. If you waste too much time you&#039;ve lost your team the game as the enemies will be able to take much more of the map much faster and get the jump on you in research, refs and vehicles, and then box you in until you die.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Consider where you place your turrets.&#039;&#039;&#039; &#039;&#039;Don&#039;t place turrets in extremely high or low elevations,&#039;&#039; such as on the top slopes of [[map:emp_duststorm|Duststorm]], as infantry can sneak below them easily without triggering them and then disarm the turrets. &#039;&#039;Don&#039;t place turrets too close to buildings,&#039;&#039; such as refineries. If you do, you risk letting enemies assault the building while staying easily outside of the turret range. &#039;&#039;When in large spaces, place turrets in ambush positions.&#039;&#039; Otherwise, the enemy will be able to destroy the turret before getting in range. Consider placing turrets behind walls. &#039;&#039;When in small spaces, maximize the turret firing arc.&#039;&#039; Place the turret in the most central position, where it can fire everywhere in the area. In best case scenarios, an enemy unit should not be able to fire at the turret without entering it&#039;s range.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Identify a map&#039;s chokepoints,&#039;&#039;&#039; and try to force the enemy to assault those. For a detailed analysis of each map and it&#039;s critical points, see the &amp;quot;Maps&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
== General Vehicle Tips ==&lt;br /&gt;
* Always try to travel in teams, two tanks are much more likely to win a battle than one and are also more likely to spot the enemy before he gets too close. Another benefit of this system is the ability to occupy the enemy whilst your partner repairs and rearms both of you.&lt;br /&gt;
* Try to be considerate with your use of resources when you build a vehicle. Just one tricked out tank can severely hurt a teams resources, so remember you will lose as well in the end.&lt;br /&gt;
* If you need to hop out to do something in enemy territory, turn your vehicle to face your escape route and give you cover &#039;&#039;&#039;before&#039;&#039;&#039; you jump out. Then, when that artillery tank rolls around the corner, you will be able to escape much more quickly. &lt;br /&gt;
* Don&#039;t fire as quickly as you can or you will overheat. Always try to allow yourself some space on the heat bar in case the battle suddenly swings towards the enemies favour and you have to make a quick escape. There is nothing more frustrating than an overheating vehicle when all you want to do is drive away. &lt;br /&gt;
* Don&#039;t be afraid to retreat, often it can draw the enemy into friendly turret space or allow time for a friendly unit to assist you. &lt;br /&gt;
* Check that the vehicle you are about to drive away is not somebody elses ride or you won&#039;t make very many friends on a server.&lt;br /&gt;
* If you plan to use vehicles a lot in a game, try to select complementary skills when you are promoted or you might as well not have them. &lt;br /&gt;
* A well upgraded light tank will beat a normal heavy tank, so choose your vehicle and upgrades carefully.&lt;br /&gt;
&lt;br /&gt;
== Advanced Vehicle Tips and Tactics ==&lt;br /&gt;
&lt;br /&gt;
* [[Vehicle customization |Vehicle customization guide]]&lt;br /&gt;
&lt;br /&gt;
== Advanced Tips ==&lt;br /&gt;
=== Binding Items from the Pop-Up Menu ===&lt;br /&gt;
&lt;br /&gt;
Commands from the pop-up menu (default &#039;f&#039;) can also be accessed via console commands (as of 1.08, RC18). This allows them to be bound to keys, for more speedy usage. The console command to use is &amp;quot;emp_menu_quickcmd &amp;lt;menu #&amp;gt; &amp;lt;command #&amp;gt;&amp;quot;. Use the number of the menu, and the number of the command within that menu. An index of available menu and command numbers is given below:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1 PLAYER_SPECIFIC_FRIENDLY (if a friendly is under your crosshairs)&lt;br /&gt;
	0 &amp;quot;Guard this unit&amp;quot;&lt;br /&gt;
	1 Resupply&lt;br /&gt;
	3 Repair/heal&lt;br /&gt;
2 PLAYER_SPECIFIC_ENEMY (if an enemy is under your crosshairs)&lt;br /&gt;
	0 Spotted&lt;br /&gt;
	3 Grenade attack&lt;br /&gt;
	4 Attack&lt;br /&gt;
3 PLAYER_SPECIFIC_GROUND (if something neutral is under your crosshairs)&lt;br /&gt;
	0 &amp;quot;Move to this location&amp;quot;&lt;br /&gt;
	1 Build&lt;br /&gt;
	3 Grenade/mine&lt;br /&gt;
	4 Dig-in&lt;br /&gt;
4 PLAYER_GLOBAL&lt;br /&gt;
	0 &amp;quot;Area secure&amp;quot;&lt;br /&gt;
	4 &amp;quot;Area is not secure&amp;quot;&lt;br /&gt;
5 PLAYER_LOCAL&lt;br /&gt;
	0 &amp;quot;Move up&amp;quot;&lt;br /&gt;
	1 &amp;quot;Take cover&amp;quot;&lt;br /&gt;
	2 Taunt&lt;br /&gt;
	3 &amp;quot;Cover fire&amp;quot;&lt;br /&gt;
	4 &amp;quot;Pull back&amp;quot;&lt;br /&gt;
6 PLAYER_SQUAD&lt;br /&gt;
	0 invite to squad command (must have clicked on player, local player must be in squad)&lt;br /&gt;
	0 request to join squad command (if local player is not in squad and clicked on player is in a squad)&lt;br /&gt;
	1 do squad leader power #1 (if you are a squad leader)&lt;br /&gt;
	2 vote the commander out&lt;br /&gt;
	3 do squad leader power #2 (if you are a squad leader)&lt;br /&gt;
	4 force leave squad command (if squad leader and clicked player are in same squad)&lt;br /&gt;
	4 leave squad (if no one clicked on and local player is in a squad)&lt;br /&gt;
7 PLAYER_GLOBAL_SUPPORT&lt;br /&gt;
	0 Request air support&lt;br /&gt;
	1 Request artillery support&lt;br /&gt;
	2 Request armor support&lt;br /&gt;
	3 Request infantry support&lt;br /&gt;
	4 Request transport&lt;br /&gt;
8 PLAYER_GLOBAL_SUPPLIES&lt;br /&gt;
	1 Request ammo&lt;br /&gt;
	3 Request healing/repairs&lt;br /&gt;
	4 Request an engineer&lt;br /&gt;
9 PLAYER_ACK&lt;br /&gt;
	0 Confirm order&lt;br /&gt;
	1 &amp;quot;Negative&amp;quot;&lt;br /&gt;
	3 &amp;quot;Roger&amp;quot;&lt;br /&gt;
	4 Deny/Cancel order&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Note|Some commands are context-sensitive, changing in function depending on what is under your crosshairs at the time.}}&lt;br /&gt;
&lt;br /&gt;
For example, in order to bind the &#039;x&#039; key to call for a medic, the following line should be added to &#039;&#039;&#039;autoexec.cfg&#039;&#039;&#039; or &#039;&#039;&#039;infantry.cfg&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;pre&amp;gt;bind &amp;quot;x&amp;quot; &amp;quot;emp_menu_quickcmd 8 3&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Binding Items from the Engineer&#039;s Tool===&lt;br /&gt;
&lt;br /&gt;
Commands from the Engineer&#039;s Tool (Calculator) can also be accessed via console commands. This allows them to be bound to keys, for more speedy usage. An index of available commands is given below:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;engselect 0-7&amp;quot; : Works only with calculator in hand and readies an item to be built (must still be placed)&lt;br /&gt;
	0 : Nothing Selected&lt;br /&gt;
	1 : MG Turret&lt;br /&gt;
	2 : ML Turret&lt;br /&gt;
	3 : Undroppable ML Turret, possibly anti-aircraft turret&lt;br /&gt;
	4 : Engineer Camera&lt;br /&gt;
	5 : Engineer Radar&lt;br /&gt;
	6 : Walls&lt;br /&gt;
	7 : Ammo Box&lt;br /&gt;
&amp;quot;emp_eng_upgrade&amp;quot; : Upgrades own turret in crosshairs (with turret upgrade)&lt;br /&gt;
&amp;quot;emp_eng_recycle_1&amp;quot; : Remote recycles primary turret&lt;br /&gt;
&amp;quot;emp_eng_recycle_2&amp;quot; : Remote recycles secondary turret (with turret mastery)&lt;br /&gt;
&amp;quot;emp_eng_recycle_3&amp;quot; : Remote recycles engineer camera&lt;br /&gt;
&amp;quot;emp_eng_recycle_4&amp;quot; : Remote recycles engineer radar&lt;br /&gt;
&amp;quot;emp_eng_recycle_walls&amp;quot; : Recycles all walls placed by the individual across the map&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, in order to bind the &#039;F2&#039; key to recycle the primary turret (if any) and place a ML turret, the following line should be added to &#039;&#039;&#039;engineer.cfg&#039;&#039;&#039; or &#039;&#039;&#039;infantry.cfg&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;pre&amp;gt;bind &amp;quot;F2&amp;quot; &amp;quot;emp_eng_recycle_1;engselect 2&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How Not to Play Empires ==&lt;br /&gt;
&lt;br /&gt;
The [[Noob&#039;s Guide to Empires]] outlines many of the strategies to take in playing Empires when one wishes to play as poorly as possible.  It is a satirical look at the way new players interact with various facets of the game.  They often do so in ways which outline how poor at the game they are.  If you wish to avoid some of the main mistakes new players make while playing Empires, please read this Guide.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay|Tips]]&lt;/div&gt;</summary>
		<author><name>Complete lamer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User:Complete_lamer&amp;diff=8368</id>
		<title>User:Complete lamer</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User:Complete_lamer&amp;diff=8368"/>
		<updated>2016-06-30T03:50:50Z</updated>

		<summary type="html">&lt;p&gt;Complete lamer: my user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hekko i made my userpage\&lt;br /&gt;
{{Tip|Im cool}}&lt;/div&gt;</summary>
		<author><name>Complete lamer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Commanding&amp;diff=8367</id>
		<title>Commanding</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Commanding&amp;diff=8367"/>
		<updated>2016-06-30T03:48:48Z</updated>

		<summary type="html">&lt;p&gt;Complete lamer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Commanding}}&lt;br /&gt;
&lt;br /&gt;
One of the most important people within a [[Factions|Faction]] is its Commander. Charged with directing the team and building structures, entire battles may be decided based on the skill of the Commander.&lt;br /&gt;
[[Image:Commanderinterface.jpg|thumb|right|The Command Interface]]&lt;br /&gt;
[[Image:Commandervoting.gif|thumb|right|The Commander Voting Menu]]&lt;br /&gt;
== Becoming the Commander ==&lt;br /&gt;
At the beginning of each round, teams are allocated 120 seconds to decide upon a commander and corresponding tactics. To avoid having random people or people who do not want to command being voted in, you have to click on the &#039;&#039;&#039;Opt In&#039;&#039;&#039; button to join the pool of people willing to be commander. Whomever is voted commander will automatically spawn in the command vehicle as opposed to the Barracks.&lt;br /&gt;
&lt;br /&gt;
Otherwise, becoming commander is as easy as entering your faction&#039;s [[Command Vehicle]] before anyone else does. Whoever is inside the CV is commander. If someone leaves it and you hop in, you become the commander.&lt;br /&gt;
{{Note|Commanders may leave the CV temporarily to build a building. It is a bad idea to take this opportunity to take over.}}&lt;br /&gt;
{{Note|Commanders are not all-powerful, however. They can be forcibly removed from their position via a kick vote from enough members , usually 60%, of their own team. This is done via the F menu using the command F S space. If the current commander is, for some reason, not doing their job, they should be removed as fast as possible to avoid an almost certain loss.}}&lt;br /&gt;
&lt;br /&gt;
== The Command Interface ==&lt;br /&gt;
[[Image:Comm_gui.jpg|thumb|right|The Command Interface]]&lt;br /&gt;
Once you&#039;re inside the [[Command Vehicle]], you may press &#039;&#039;&#039;F2&#039;&#039;&#039; to switch to the command interface. This will show you an overhead view of the current map. &lt;br /&gt;
* To move around within the map, run your mouse to one of the sides of the screen, or use the arrow keys. Alternatively, you can jump around by clicking on the mini map.&lt;br /&gt;
* To zoom in and out, scroll with the mouse wheel.&lt;br /&gt;
* To rotate the display, hold down the &#039;&#039;&#039;ALT&#039;&#039;&#039; key and move your mouse.&lt;br /&gt;
The Command Interface pretty much behaves just like a typical [[RTS]]. There are three menus at the lower right that allow you access to your current units/players, [[Structures|Building]], [[Vehicles|Vehicle Production]], and [[Research]].&lt;br /&gt;
&lt;br /&gt;
You may select your own buildings and units by clicking on them. This will show you their health and any relevant stats.&lt;br /&gt;
&lt;br /&gt;
To leave the command interface press the &#039;&#039;&#039;log out&#039;&#039;&#039; button on the command interface or hit your &#039;&#039;&#039;E&#039;&#039;&#039; key. This is NOT your &amp;quot;USE&amp;quot; key while in the command interface, it is instead bound to &amp;quot;emp_comm_exit&amp;quot; by the Commander.CFG file in your \Empires\Cfg directory.&lt;br /&gt;
Once you have exited the command interface, you may then hit your &amp;quot;USE&amp;quot; key (default: &#039;&#039;&#039;E&#039;&#039;&#039;) to leave the [[Command Vehicle]].&lt;br /&gt;
&lt;br /&gt;
== Giving Orders ==&lt;br /&gt;
Giving orders is again, just like an RTS. Left click on a unit or player, right click where you&#039;d like them to go or on another unit/structure to attack/defend. The player can then acknowledge your command via the player menu (defaults to the &#039;&#039;&#039;F&#039;&#039;&#039; key), or ignore you and run around on his own. Only one order can be given at a time. A new order replaces the previous order.&lt;br /&gt;
{{Tip|A good technique to check an area for enemies (when your team is around) is to hold the &amp;quot;Attack Order&amp;quot; key (defaults to the &#039;&#039;&#039;A&#039;&#039;&#039; key) and drag a box over the battlefield. Enemies will be highlighted in the box and this will allow you to relay information to your team.}}&lt;br /&gt;
&lt;br /&gt;
== Creating Groups ==&lt;br /&gt;
Groups of players can be created and bound to a number in a similar fashion to other [[RTS]] games. To create a group, first select all players you want to be in that group. Then, press either &amp;quot;Shift&amp;quot; or &amp;quot;Ctrl&amp;quot; and the number you wish to assign to that group. To recall that group later, simply press the assigned number on its own. This process works independently of the [[squads]] established by players on the ground.&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
To begin building, use the &#039;&#039;Build&#039;&#039; menu. The buildable structures and their costs are visible in a list to the right. Click on the one you&#039;d like and find a place on the map where the building turns green to place it. If it turns yellow, you either need to get a friendly player or unit closer to the spot you&#039;d like to build, or chase off any nearby enemies. If it&#039;s red, the location isn&#039;t suitable for construction.&lt;br /&gt;
{{Tip|You can change the facing of a unit by holding your left mouse button down and dragging. This is often a good idea to make your bases easier to navigate through with vehicles.}}&lt;br /&gt;
Once the building is on the map, it starts with a small percentage of health. An [[Engineer]] must go to the building and construct it with his engineering tool. It&#039;s often a good idea to select one of your engineers and right click on the building needing construction. Other classes can also help build structures by pressing the use key (default &amp;quot;E&amp;quot;) when targeting the unbuilt building, but this is considerably slower then the [[Engineer]] with his engineering tool.&lt;br /&gt;
&lt;br /&gt;
Some structures like the [[Refinery]] must be placed in certain locations. See the [[Structures]] page for more details on each one.&lt;br /&gt;
&lt;br /&gt;
=== Recycling ===&lt;br /&gt;
If you&#039;d like to recycle a building for a portion of the resources you spent on it, select it and hit the &#039;&#039;Recycle&#039;&#039; button. After about 30 seconds, the building will destroy itself.&lt;br /&gt;
&lt;br /&gt;
== Managing Resources ==&lt;br /&gt;
Make sure you check out the [[Resources]] page for more details on how to earn resources to spend on [[Structures]], [[Vehicles]], and [[Research]].&lt;br /&gt;
&lt;br /&gt;
== Researching ==&lt;br /&gt;
Researching is done via the &#039;&#039;Research&#039;&#039; menu and requires a [[Radar]] facility first. Simply look under the &#039;&#039;Research&#039;&#039; menu and hit the &#039;&#039;View Tree&#039;&#039; link to choose your next research target. See the [[Research]] page for more specifics.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
Depending on the [[Maps|map]] and [[Gameplay_Types|game type]] you&#039;re playing, your objectives will vary. Make sure you&#039;re aware of what you&#039;re working towards.&lt;br /&gt;
&lt;br /&gt;
==Hotkeys==&lt;br /&gt;
These are the default hotkeys for the Command Interface:&lt;br /&gt;
* Zoom - &#039;Mouse Wheel&#039;&lt;br /&gt;
* Rotate - &#039;ALT&#039;&lt;br /&gt;
* Set group &#039;CTRL + 1-6&#039;&lt;br /&gt;
* Select group &#039;1-6&#039;&lt;br /&gt;
* Attack order - &#039;a&#039;&lt;br /&gt;
* Move order - &#039;d&#039;&lt;br /&gt;
* Stop current order - &#039;s&#039;&lt;br /&gt;
* Units menu - &#039;7&#039;&lt;br /&gt;
* Build menu - &#039;8&#039;&lt;br /&gt;
* Factory menu - &#039;9&#039;&lt;br /&gt;
* Research menu - &#039;0&#039;&lt;br /&gt;
* Jump to alert - &#039;Spacebar&#039;&lt;br /&gt;
* Exit Command Interface - &#039;e&#039;&lt;br /&gt;
Hotkeys can also be assigned to ready buildings to be placed.&lt;br /&gt;
&lt;br /&gt;
The hotkeys can be re-assigned via the in-game Options menu.&lt;br /&gt;
&lt;br /&gt;
==Guide to successful commanding==&lt;br /&gt;
The guide was made by the community member John Shandy. It gives a good introduction on how to get a successful commander in Empires. &lt;br /&gt;
* [http://www.martinpace.com/guide_succ_comm.pdf Guide]&lt;/div&gt;</summary>
		<author><name>Complete lamer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Commanding&amp;diff=8366</id>
		<title>Commanding</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Commanding&amp;diff=8366"/>
		<updated>2016-06-30T03:47:48Z</updated>

		<summary type="html">&lt;p&gt;Complete lamer: Giving Orders edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Commanding}}&lt;br /&gt;
&lt;br /&gt;
One of the most important people within a [[Factions|Faction]] is its Commander. Charged with directing the team and building structures, entire battles may be decided based on the skill of the Commander.&lt;br /&gt;
[[Image:Commanderinterface.jpg|thumb|right|The Command Interface]]&lt;br /&gt;
[[Image:Commandervoting.gif|thumb|right|The Commander Voting Menu]]&lt;br /&gt;
== Becoming the Commander ==&lt;br /&gt;
At the beginning of each round, teams are allocated 120 seconds to decide upon a commander and corresponding tactics. To avoid having random people or people who do not want to command being voted in, you have to click on the &#039;&#039;&#039;Opt In&#039;&#039;&#039; button to join the pool of people willing to be commander. Whomever is voted commander will automatically spawn in the command vehicle as opposed to the Barracks.&lt;br /&gt;
&lt;br /&gt;
Otherwise, becoming commander is as easy as entering your faction&#039;s [[Command Vehicle]] before anyone else does. Whoever is inside the CV is commander. If someone leaves it and you hop in, you become the commander.&lt;br /&gt;
{{Note|Commanders may leave the CV temporarily to build a building. It is a bad idea to take this opportunity to take over.}}&lt;br /&gt;
{{Note|Commanders are not all-powerful, however. They can be forcibly removed from their position via a kick vote from enough members , usually 60%, of their own team. This is done via the F menu using the command F S space. If the current commander is, for some reason, not doing their job, they should be removed as fast as possible to avoid an almost certain loss.}}&lt;br /&gt;
&lt;br /&gt;
== The Command Interface ==&lt;br /&gt;
[[Image:Comm_gui.jpg|thumb|right|The Command Interface]]&lt;br /&gt;
Once you&#039;re inside the [[Command Vehicle]], you may press &#039;&#039;&#039;F2&#039;&#039;&#039; to switch to the command interface. This will show you an overhead view of the current map. &lt;br /&gt;
* To move around within the map, run your mouse to one of the sides of the screen, or use the arrow keys. Alternatively, you can jump around by clicking on the mini map.&lt;br /&gt;
* To zoom in and out, scroll with the mouse wheel.&lt;br /&gt;
* To rotate the display, hold down the &#039;&#039;&#039;ALT&#039;&#039;&#039; key and move your mouse.&lt;br /&gt;
The Command Interface pretty much behaves just like a typical [[RTS]]. There are three menus at the lower right that allow you access to your current units/players, [[Structures|Building]], [[Vehicles|Vehicle Production]], and [[Research]].&lt;br /&gt;
&lt;br /&gt;
You may select your own buildings and units by clicking on them. This will show you their health and any relevant stats.&lt;br /&gt;
&lt;br /&gt;
To leave the command interface press the &#039;&#039;&#039;log out&#039;&#039;&#039; button on the command interface or hit your &#039;&#039;&#039;E&#039;&#039;&#039; key. This is NOT your &amp;quot;USE&amp;quot; key while in the command interface, it is instead bound to &amp;quot;emp_comm_exit&amp;quot; by the Commander.CFG file in your \Empires\Cfg directory.&lt;br /&gt;
Once you have exited the command interface, you may then hit your &amp;quot;USE&amp;quot; key (default: &#039;&#039;&#039;E&#039;&#039;&#039;) to leave the [[Command Vehicle]].&lt;br /&gt;
&lt;br /&gt;
== Giving Orders ==&lt;br /&gt;
Giving orders is again, just like an RTS. Left click on a unit or player, right click where you&#039;d like them to go or on another unit/structure to attack/defend. The player can then acknowledge your command via the player menu (defaults to the &#039;&#039;&#039;F&#039;&#039;&#039; key), or ignore you and run around on his own. Only one order can be given at a time. A new order replaces the previous order.&lt;br /&gt;
{{Note|A good technique to check an area for enemies (when your team is around) is to hold the attack order key (defaults to the &#039;&#039;&#039;A&#039;&#039;&#039; key) and drag a box over the battlefield. Enemies will be highlighted in the box and this will allow you to relay information to your team.}}&lt;br /&gt;
&lt;br /&gt;
== Creating Groups ==&lt;br /&gt;
Groups of players can be created and bound to a number in a similar fashion to other [[RTS]] games. To create a group, first select all players you want to be in that group. Then, press either &amp;quot;Shift&amp;quot; or &amp;quot;Ctrl&amp;quot; and the number you wish to assign to that group. To recall that group later, simply press the assigned number on its own. This process works independently of the [[squads]] established by players on the ground.&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
To begin building, use the &#039;&#039;Build&#039;&#039; menu. The buildable structures and their costs are visible in a list to the right. Click on the one you&#039;d like and find a place on the map where the building turns green to place it. If it turns yellow, you either need to get a friendly player or unit closer to the spot you&#039;d like to build, or chase off any nearby enemies. If it&#039;s red, the location isn&#039;t suitable for construction.&lt;br /&gt;
{{Tip|You can change the facing of a unit by holding your left mouse button down and dragging. This is often a good idea to make your bases easier to navigate through with vehicles.}}&lt;br /&gt;
Once the building is on the map, it starts with a small percentage of health. An [[Engineer]] must go to the building and construct it with his engineering tool. It&#039;s often a good idea to select one of your engineers and right click on the building needing construction. Other classes can also help build structures by pressing the use key (default &amp;quot;E&amp;quot;) when targeting the unbuilt building, but this is considerably slower then the [[Engineer]] with his engineering tool.&lt;br /&gt;
&lt;br /&gt;
Some structures like the [[Refinery]] must be placed in certain locations. See the [[Structures]] page for more details on each one.&lt;br /&gt;
&lt;br /&gt;
=== Recycling ===&lt;br /&gt;
If you&#039;d like to recycle a building for a portion of the resources you spent on it, select it and hit the &#039;&#039;Recycle&#039;&#039; button. After about 30 seconds, the building will destroy itself.&lt;br /&gt;
&lt;br /&gt;
== Managing Resources ==&lt;br /&gt;
Make sure you check out the [[Resources]] page for more details on how to earn resources to spend on [[Structures]], [[Vehicles]], and [[Research]].&lt;br /&gt;
&lt;br /&gt;
== Researching ==&lt;br /&gt;
Researching is done via the &#039;&#039;Research&#039;&#039; menu and requires a [[Radar]] facility first. Simply look under the &#039;&#039;Research&#039;&#039; menu and hit the &#039;&#039;View Tree&#039;&#039; link to choose your next research target. See the [[Research]] page for more specifics.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
Depending on the [[Maps|map]] and [[Gameplay_Types|game type]] you&#039;re playing, your objectives will vary. Make sure you&#039;re aware of what you&#039;re working towards.&lt;br /&gt;
&lt;br /&gt;
==Hotkeys==&lt;br /&gt;
These are the default hotkeys for the Command Interface:&lt;br /&gt;
* Zoom - &#039;Mouse Wheel&#039;&lt;br /&gt;
* Rotate - &#039;ALT&#039;&lt;br /&gt;
* Set group &#039;CTRL + 1-6&#039;&lt;br /&gt;
* Select group &#039;1-6&#039;&lt;br /&gt;
* Attack order - &#039;a&#039;&lt;br /&gt;
* Move order - &#039;d&#039;&lt;br /&gt;
* Stop current order - &#039;s&#039;&lt;br /&gt;
* Units menu - &#039;7&#039;&lt;br /&gt;
* Build menu - &#039;8&#039;&lt;br /&gt;
* Factory menu - &#039;9&#039;&lt;br /&gt;
* Research menu - &#039;0&#039;&lt;br /&gt;
* Jump to alert - &#039;Spacebar&#039;&lt;br /&gt;
* Exit Command Interface - &#039;e&#039;&lt;br /&gt;
Hotkeys can also be assigned to ready buildings to be placed.&lt;br /&gt;
&lt;br /&gt;
The hotkeys can be re-assigned via the in-game Options menu.&lt;br /&gt;
&lt;br /&gt;
==Guide to successful commanding==&lt;br /&gt;
The guide was made by the community member John Shandy. It gives a good introduction on how to get a successful commander in Empires. &lt;br /&gt;
* [http://www.martinpace.com/guide_succ_comm.pdf Guide]&lt;/div&gt;</summary>
		<author><name>Complete lamer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Tips&amp;diff=8365</id>
		<title>Tips</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Tips&amp;diff=8365"/>
		<updated>2016-06-30T03:33:40Z</updated>

		<summary type="html">&lt;p&gt;Complete lamer: added engineer binds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Tips}}&lt;br /&gt;
Below is a list of misc. tips. Feel free to add any you may have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quick Start Guide ==&lt;br /&gt;
&lt;br /&gt;
[[Quick Start Guide]]&lt;br /&gt;
&lt;br /&gt;
== Infantry Tips ==&lt;br /&gt;
* The pop-up menu can be accessed by pressing &#039;&#039;&#039;F&#039;&#039;&#039; (by default).&lt;br /&gt;
* Join or create a squad to get more rank points. The squad menu is accessed by pressing &#039;&#039;&#039;C&#039;&#039;&#039; (by default). you can also create or join a squad through the [[Squads|squad]] section of the pop-up menu.&lt;br /&gt;
* If you&#039;ve unlocked a skill slot, you may set your skills in your spawn menu (&#039;&#039;&#039;B&#039;&#039;&#039; by default), then return to a [[barracks]] or [[armory]] or friendly flag to activate it.&lt;br /&gt;
* Much like changing your class, setting or changing a skill &amp;quot;on the fly&amp;quot; does not immediately activate it.  You must return to the [[barracks]] or [[armory]] or friendly flag.  Once inside, bring up the spawn menu and click Accept.  Be advised that your ammo will reset and you will need to stop by the crates and fill up again.&lt;br /&gt;
* You can change your class near a captured flag just like you would inside the [[barracks]] or [[armory]]: bring up your spawn menu, make any changes and click &amp;quot;Accept&amp;quot;.&lt;br /&gt;
* Any class can help build buildings with their USE key, [[Engineer|Engineers]] are just much more efficient.&lt;br /&gt;
* See the full-size map by pressing &#039;&#039;&#039;M&#039;&#039;&#039; (by default).&lt;br /&gt;
* To set your spawn location, hit &#039;&#039;&#039;Enter&#039;&#039;&#039; and click on one of your Barracks or APCs, represented by a small circle.&lt;br /&gt;
* [[Engineer|Engineers]] are the backbone of a team, but they can be particularly vulnerable while building things. If you see the sparks that signify construction, now is a good time for an ambush.&lt;br /&gt;
* Listen for the &#039;click&#039; of an ammunition crate being opened. When someone is loading up on supplies, chances are good that they aren&#039;t paying attention to you. Take advantage of this and catch them off-guard.&lt;br /&gt;
* Crouching is a useful movement during infantry combat, it makes you smaller, and it gives you a boost to accuracy. However, you&#039;d lose some mobility.&lt;br /&gt;
&lt;br /&gt;
== Class-Specific Tips ==&lt;br /&gt;
See the class page for each of the following for class tips.&lt;br /&gt;
* [[Engineer]]&lt;br /&gt;
* [[Grenadier]]&lt;br /&gt;
* [[Rifleman]]&lt;br /&gt;
* [[Scout]]&lt;br /&gt;
 &lt;br /&gt;
== Commander Tips ==&lt;br /&gt;
* Use &#039;&#039;&#039;Mouse Wheel&#039;&#039;&#039; to zoom the camera.&lt;br /&gt;
* Hold down &#039;&#039;&#039;ALT&#039;&#039;&#039; and move the mouse to rotate the camera view.&lt;br /&gt;
* Press &#039;&#039;&#039;E&#039;&#039;&#039; to exit commander mode.&lt;br /&gt;
* When placing a structure, hold the left mouse button to rotate the building.&lt;br /&gt;
* Do not use the Comm Vehicle (CV) as personal transport or your team will get very angry. Only move the CV when absolutely neccessary and always inform your team so they know where they need to defend.&lt;br /&gt;
* If you do need to move the CV for any reason then be very careful around cliffs and water. Many a game has been ended by merely a flipped or waterlogged CV and it really isn&#039;t much fun when they do.&lt;br /&gt;
* Don&#039;t be afraid to lock the Vehicle Factory if you need to conserve resources. But make sure your team is capable of defending without vehicles if you do so. &lt;br /&gt;
* Units can be given orders by highlighting them (left click on them) and then right clicking on the unit you would like to see destroyed or guarded. Send someone to guard an unfinished building and most people will finish the construction as well as guard the structure.&lt;br /&gt;
* Your minions are extremely grateful when you help them out. For example, your god-like eye in the sky view allows you to keep an eye on your units, but more importantly you can keep an eye on the enemy. Of course you can only see the enemy when a friendly unit is near or surveillance equipment has been placed, but this can still be very useful. If you see an enemy approaching your friendly unit, target the enemy for your unit as described above, they will find it much easier to destroy the enemy, because the red targeting symbol will let them know where that enemy unit is before he can even see him. Your unit might have been totally unaware of the approaching danger, but he is now in a much better position to defend himself. &lt;br /&gt;
* Make sure you are always researching something or your technology will quickly fall behind the enemy team and that will usually spell disaster.&lt;br /&gt;
&lt;br /&gt;
== Advanced Commander Tips and Tactics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Commander Strategy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Frontlining:&#039;&#039; Spread out onto the map, gaining forward bases to hold that area, fortify these, and push from there. This is great for boxing your enemies in, but it really does require a responsive team.&lt;br /&gt;
&lt;br /&gt;
Strong points: Good for boxing in enemies, tends to be good at keeping tickets up, and very good when mixed with arty.&lt;br /&gt;
&lt;br /&gt;
Weak points: Needs a better team than usual. Can be weak against ninjaneers as having concentrated front lines often leaves CV undefended with no players near.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Turtle-ing:&#039;&#039; Fortify your base in the starting area, and don&#039;t push out much. It does work better with players that sit around in base being unresponsive, but unless you get the jump on your enemies early with fast vehicles, you are dead.&lt;br /&gt;
&lt;br /&gt;
Strong points: Well defended against enemies as it&#039;s concentrated, and often in a balanced position to send out vehicles from. Good vs. ninjas as everyone is at your base ready to defend the CV.  Can employ ninjas because the enemies don&#039;t tend to dig in as much.&lt;br /&gt;
&lt;br /&gt;
Weak points: Difficult to defend refineries. You&#039;ll die if the enemy gets arty: concentrated mid-range defenses against long-range arty will almost always mean the defenses lose. It&#039;s harder to destroy the enemy from a long way away from their CV.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Relocating:&#039;&#039; Relocate at the very start of the match. Run to another place to try and get the element of surprise, and disrupt the enemy comm&#039;s plans. It doesn&#039;t tend to work very well against a flexible enemy comm who can roll with the blows and adapt to what you are doing quickly, and can be very bad if you let yourself get boxed in. Don&#039;t even try this unless you know exactly what you are doing.&lt;br /&gt;
&lt;br /&gt;
Strong points: Can confuse the enemies, they aren&#039;t used to the enemy main base being somewhere else. Works well with a light tank rush if you relocate properly.&lt;br /&gt;
&lt;br /&gt;
Weak points: If you do it wrong you&#039;ve lost your team the game. If you waste too much time you&#039;ve lost your team the game as the enemies will be able to take much more of the map much faster and get the jump on you in research, refs and vehicles, and then box you in until you die.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Consider where you place your turrets.&#039;&#039;&#039; &#039;&#039;Don&#039;t place turrets in extremely high or low elevations,&#039;&#039; such as on the top slopes of [[map:emp_duststorm|Duststorm]], as infantry can sneak below them easily without triggering them and then disarm the turrets. &#039;&#039;Don&#039;t place turrets too close to buildings,&#039;&#039; such as refineries. If you do, you risk letting enemies assault the building while staying easily outside of the turret range. &#039;&#039;When in large spaces, place turrets in ambush positions.&#039;&#039; Otherwise, the enemy will be able to destroy the turret before getting in range. Consider placing turrets behind walls. &#039;&#039;When in small spaces, maximize the turret firing arc.&#039;&#039; Place the turret in the most central position, where it can fire everywhere in the area. In best case scenarios, an enemy unit should not be able to fire at the turret without entering it&#039;s range.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Identify a map&#039;s chokepoints,&#039;&#039;&#039; and try to force the enemy to assault those. For a detailed analysis of each map and it&#039;s critical points, see the &amp;quot;Maps&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
== General Vehicle Tips ==&lt;br /&gt;
* Always try to travel in teams, two tanks are much more likely to win a battle than one and are also more likely to spot the enemy before he gets too close. Another benefit of this system is the ability to occupy the enemy whilst your partner repairs and rearms both of you.&lt;br /&gt;
* Try to be considerate with your use of resources when you build a vehicle. Just one tricked out tank can severely hurt a teams resources, so remember you will lose as well in the end.&lt;br /&gt;
* If you need to hop out to do something in enemy territory, turn your vehicle to face your escape route and give you cover &#039;&#039;&#039;before&#039;&#039;&#039; you jump out. Then, when that artillery tank rolls around the corner, you will be able to escape much more quickly. &lt;br /&gt;
* Don&#039;t fire as quickly as you can or you will overheat. Always try to allow yourself some space on the heat bar in case the battle suddenly swings towards the enemies favour and you have to make a quick escape. There is nothing more frustrating than an overheating vehicle when all you want to do is drive away. &lt;br /&gt;
* Don&#039;t be afraid to retreat, often it can draw the enemy into friendly turret space or allow time for a friendly unit to assist you. &lt;br /&gt;
* Check that the vehicle you are about to drive away is not somebody elses ride or you won&#039;t make very many friends on a server.&lt;br /&gt;
* If you plan to use vehicles a lot in a game, try to select complementary skills when you are promoted or you might as well not have them. &lt;br /&gt;
* A well upgraded light tank will beat a normal heavy tank, so choose your vehicle and upgrades carefully.&lt;br /&gt;
&lt;br /&gt;
== Advanced Vehicle Tips and Tactics ==&lt;br /&gt;
&lt;br /&gt;
* [[Vehicle customization |Vehicle customization guide]]&lt;br /&gt;
&lt;br /&gt;
== Advanced Tips ==&lt;br /&gt;
=== Binding Items from the Pop-Up Menu ===&lt;br /&gt;
&lt;br /&gt;
Commands from the pop-up menu (default &#039;f&#039;) can also be accessed via console commands (as of 1.08, RC18). This allows them to be bound to keys, for more speedy usage. The console command to use is &amp;quot;emp_menu_quickcmd &amp;lt;menu #&amp;gt; &amp;lt;command #&amp;gt;&amp;quot;. Use the number of the menu, and the number of the command within that menu. An index of available menu and command numbers is given below:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1 PLAYER_SPECIFIC_FRIENDLY (if a friendly is under your crosshairs)&lt;br /&gt;
	0 &amp;quot;Guard this unit&amp;quot;&lt;br /&gt;
	1 Resupply&lt;br /&gt;
	3 Repair/heal&lt;br /&gt;
2 PLAYER_SPECIFIC_ENEMY (if an enemy is under your crosshairs)&lt;br /&gt;
	0 Spotted&lt;br /&gt;
	3 Grenade attack&lt;br /&gt;
	4 Attack&lt;br /&gt;
3 PLAYER_SPECIFIC_GROUND (if something neutral is under your crosshairs)&lt;br /&gt;
	0 &amp;quot;Move to this location&amp;quot;&lt;br /&gt;
	1 Build&lt;br /&gt;
	3 Grenade/mine&lt;br /&gt;
	4 Dig-in&lt;br /&gt;
4 PLAYER_GLOBAL&lt;br /&gt;
	0 &amp;quot;Area secure&amp;quot;&lt;br /&gt;
	4 &amp;quot;Area is not secure&amp;quot;&lt;br /&gt;
5 PLAYER_LOCAL&lt;br /&gt;
	0 &amp;quot;Move up&amp;quot;&lt;br /&gt;
	1 &amp;quot;Take cover&amp;quot;&lt;br /&gt;
	2 Taunt&lt;br /&gt;
	3 &amp;quot;Cover fire&amp;quot;&lt;br /&gt;
	4 &amp;quot;Pull back&amp;quot;&lt;br /&gt;
6 PLAYER_SQUAD&lt;br /&gt;
	0 invite to squad command (must have clicked on player, local player must be in squad)&lt;br /&gt;
	0 request to join squad command (if local player is not in squad and clicked on player is in a squad)&lt;br /&gt;
	1 do squad leader power #1 (if you are a squad leader)&lt;br /&gt;
	2 vote the commander out&lt;br /&gt;
	3 do squad leader power #2 (if you are a squad leader)&lt;br /&gt;
	4 force leave squad command (if squad leader and clicked player are in same squad)&lt;br /&gt;
	4 leave squad (if no one clicked on and local player is in a squad)&lt;br /&gt;
7 PLAYER_GLOBAL_SUPPORT&lt;br /&gt;
	0 Request air support&lt;br /&gt;
	1 Request artillery support&lt;br /&gt;
	2 Request armor support&lt;br /&gt;
	3 Request infantry support&lt;br /&gt;
	4 Request transport&lt;br /&gt;
8 PLAYER_GLOBAL_SUPPLIES&lt;br /&gt;
	1 Request ammo&lt;br /&gt;
	3 Request healing/repairs&lt;br /&gt;
	4 Request an engineer&lt;br /&gt;
9 PLAYER_ACK&lt;br /&gt;
	0 Confirm order&lt;br /&gt;
	1 &amp;quot;Negative&amp;quot;&lt;br /&gt;
	3 &amp;quot;Roger&amp;quot;&lt;br /&gt;
	4 Deny/Cancel order&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Note|Some commands are context-sensitive, changing in function depending on what is under your crosshairs at the time.}}&lt;br /&gt;
&lt;br /&gt;
For example, in order to bind the &#039;x&#039; key to call for a medic, the following line should be added to &#039;&#039;&#039;autoexec.cfg&#039;&#039;&#039; or &#039;&#039;&#039;infantry.cfg&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;pre&amp;gt;bind &amp;quot;x&amp;quot; &amp;quot;emp_menu_quickcmd 8 3&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Binding Items from the Engineer&#039;s Tool===&lt;br /&gt;
&lt;br /&gt;
Commands from the Engineer&#039;s Tool (Calculator) can also be accessed via console commands. This allows them to be bound to keys, for more speedy usage. An index of available commands is given below:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;engselect 0-7&amp;quot; : Works only with calculator in hand and readies an item to be built (must still be placed)&lt;br /&gt;
	0 : Nothing Selected&lt;br /&gt;
	1 : MG Turret&lt;br /&gt;
	2 : ML Turret&lt;br /&gt;
	3 : Undroppable ML Turret, possibly anti-aircraft turret&lt;br /&gt;
	4 : Engineer Camera&lt;br /&gt;
	5 : Engineer Radar&lt;br /&gt;
	6 : Walls&lt;br /&gt;
	7 : Ammo Box&lt;br /&gt;
&amp;quot;emp_eng_upgrade&amp;quot; : Upgrades turret in crosshairs&lt;br /&gt;
&amp;quot;emp_eng_recycle_1&amp;quot; : Remote recycles primary turret&lt;br /&gt;
&amp;quot;emp_eng_recycle_2&amp;quot; : Remote recycles secondary turret (when ranked)&lt;br /&gt;
&amp;quot;emp_eng_recycle_3&amp;quot; : Remote recycles engineer camera&lt;br /&gt;
&amp;quot;emp_eng_recycle_4&amp;quot; : Remote recycles engineer radar&lt;br /&gt;
&amp;quot;emp_eng_recycle_walls&amp;quot; : Recycles all walls placed by the individual across the map&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, in order to bind the &#039;F2&#039; key to recycle a the primary turret (if any) and place a ML turret, the following line should be added to &#039;&#039;&#039;engineer.cfg&#039;&#039;&#039; or &#039;&#039;&#039;infantry.cfg&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;pre&amp;gt;bind &amp;quot;F2&amp;quot; &amp;quot;emp_eng_recycle_1;engselect 2&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How Not to Play Empires ==&lt;br /&gt;
&lt;br /&gt;
The [[Noob&#039;s Guide to Empires]] outlines many of the strategies to take in playing Empires when one wishes to play as poorly as possible.  It is a satirical look at the way new players interact with various facets of the game.  They often do so in ways which outline how poor at the game they are.  If you wish to avoid some of the main mistakes new players make while playing Empires, please read this Guide.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay|Tips]]&lt;/div&gt;</summary>
		<author><name>Complete lamer</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=1531</id>
		<title>Clan Listing</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=1531"/>
		<updated>2006-03-11T21:09:42Z</updated>

		<summary type="html">&lt;p&gt;Complete lamer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Clan Listing}}&lt;br /&gt;
&lt;br /&gt;
Below is an alphabetical list of clans and their associated webpages. Please feel free to add yours here, keeping the order.&lt;br /&gt;
== A ==&lt;br /&gt;
* [http://www.aka-clan.com Ass Kickers Annonymous]&lt;br /&gt;
&lt;br /&gt;
== B ==&lt;br /&gt;
== C ==&lt;br /&gt;
== D ==&lt;br /&gt;
== E ==&lt;br /&gt;
== F ==&lt;br /&gt;
== G ==&lt;br /&gt;
== H ==&lt;br /&gt;
== I ==&lt;br /&gt;
== J ==&lt;br /&gt;
== K ==&lt;br /&gt;
== L ==&lt;br /&gt;
== M ==&lt;br /&gt;
== N ==&lt;br /&gt;
== O ==&lt;br /&gt;
== P ==&lt;br /&gt;
* [http://www.cod-clan.nl/partyhatforum/phpBB2/index.php PartyHat]&lt;br /&gt;
* [http://1.myfreebulletinboard.com/psyzone/psyzone.html PsYzone Clan]&lt;br /&gt;
&lt;br /&gt;
== Q ==&lt;br /&gt;
== R ==&lt;br /&gt;
== S ==&lt;br /&gt;
== T ==&lt;br /&gt;
== U ==&lt;br /&gt;
== V ==&lt;br /&gt;
== W ==&lt;br /&gt;
== X ==&lt;br /&gt;
== Y ==&lt;br /&gt;
== Z ==&lt;/div&gt;</summary>
		<author><name>Complete lamer</name></author>
	</entry>
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