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	<title>Empires Wiki - User contributions [en]</title>
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	<updated>2026-09-27T03:59:46Z</updated>
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		<id>https://wiki.empiresmod.com/index.php?title=Version/2.11.x&amp;diff=8864</id>
		<title>Version/2.11.x</title>
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		<updated>2017-04-22T01:53:19Z</updated>

		<summary type="html">&lt;p&gt;Tama: /* Version 2.11.1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Script version: Devastation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Version 2.11.1 ==&lt;br /&gt;
&#039;&#039;Released: 25 December 2016&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Voice pop-ups now display avatar and map coordinates.&lt;br /&gt;
* Players can now execute specific binds for leading squads through editing squadleader.cfg&lt;br /&gt;
* New mass unit selection feature for commanders. Holding the ctrl key (default bind) and clicking a unit will select all on-screen units of the same type. This can be used in conjunction with shift to add units to your current selection.&lt;br /&gt;
* De-selection improvement for commander selection. Holding the ctrl key (default bind) and dragging a box over selected units will deselect them.&lt;br /&gt;
* Commander recycle now sets the whole selection to one unified recycle state rather than reversing their current state.&lt;br /&gt;
* Increased the speed of the animations used in the research menu, this should allow navigation of research trees to be twice as fast.&lt;br /&gt;
* The squad menu now has a compass-like feature, the arrow directs you to your squad leader.&lt;br /&gt;
* Added translation support to empires. Translation has started on the following languages:&lt;br /&gt;
** Chinese (Traditional)&lt;br /&gt;
** German&lt;br /&gt;
** Polish&lt;br /&gt;
** Russian&lt;br /&gt;
* Added new sounds:&lt;br /&gt;
** New Extended Range cannon sound with impact&lt;br /&gt;
** New Bio Cannon sound with impact&lt;br /&gt;
** New Building ambiance sounds for&lt;br /&gt;
*** Barracks&lt;br /&gt;
*** Vehicle Factory&lt;br /&gt;
*** Radar&lt;br /&gt;
** New Reloading sounds for different types of missiles&lt;br /&gt;
** New firing sound for missiles&lt;br /&gt;
** Unique sound for impact of different missiles&lt;br /&gt;
* Updated Sounds:&lt;br /&gt;
** Updated all BE infantry weaponry&lt;br /&gt;
** Updated all NF infantry weaponry&lt;br /&gt;
** Updated all Grenade sounds&lt;br /&gt;
** Updated HE cannon with impacts&lt;br /&gt;
** Updated Artillery sound effects&lt;br /&gt;
*** 203mm and HE artillery&lt;br /&gt;
** Updated Plasma cannon with impacts&lt;br /&gt;
** Updated Railgun with impacts&lt;br /&gt;
** Updated Tank engine sounds&lt;br /&gt;
** Updated AFV/APC engine sounds&lt;br /&gt;
** Updated Grenade Firing sounds from APC&lt;br /&gt;
** Updated Chain Guns&lt;br /&gt;
** Updated .50 cal MG&lt;br /&gt;
** Updated Standard MG&lt;br /&gt;
** Updated Bio MG&lt;br /&gt;
** Updated HEMG&lt;br /&gt;
** Updated Plasma MG&lt;br /&gt;
** Updated Bullet impact sounds&lt;br /&gt;
*** On Metal&lt;br /&gt;
*** On Dirt&lt;br /&gt;
*** On Flesh&lt;br /&gt;
*** On Wood&lt;br /&gt;
*** On Concrete&lt;br /&gt;
*** On Glass&lt;br /&gt;
** Re-added the old Main Menu theme&lt;br /&gt;
** Updated Tutorial voice over&lt;br /&gt;
* &amp;quot;Requesting air support&amp;quot; in F-menu replaced by &amp;quot;Requesting commander attention&amp;quot;&lt;br /&gt;
* Added 8 achievements:&lt;br /&gt;
** Back from the Dead&lt;br /&gt;
** Drive Me Closer&lt;br /&gt;
** Free Market&lt;br /&gt;
** Just in Time&lt;br /&gt;
** Never Give up, Never Surrender&lt;br /&gt;
** Pacifist&lt;br /&gt;
** Partybus&lt;br /&gt;
** Quid Pro Quo Pro&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fixed a bug where recycle was returning more resources than intended. Recycle percentages/times adjusted accordingly.&lt;br /&gt;
* Fixed a bug where halted missiles weren&#039;t exploding. Causing instability with higher player counts and eventually causing the server to crash.&lt;br /&gt;
* Fixed a crash with explosions occurring near emp_eng_map_brush entities.&lt;br /&gt;
* Fixed an exploit related to crouching and stuck viewports.&lt;br /&gt;
* Removed exploit using emp_gren_followProjectileView.&lt;br /&gt;
* Fixed load order of hammer definition files.&lt;br /&gt;
* Fixed warnings about unused EmpCloakProxy material.&lt;br /&gt;
* Fixed some palm tree models missing collisions.&lt;br /&gt;
* Commander under attack notification no longer plays when full damage is resisted.&lt;br /&gt;
* Fixed crash on quit&lt;br /&gt;
* Fixed crash on resize&lt;br /&gt;
* Fixes for emp_isle by D.D.D. Destroyer: &lt;br /&gt;
** Standardised health of bridges - 300 initial, 500 max [That&#039;s 3/5 RPGs to destroy]&lt;br /&gt;
** Bridges now need to be built after they respawn [Each requires 100 charge with Repair Upgrade]&lt;br /&gt;
** Southern bridge is now harmable only by Grenadiers, like the rest of them&lt;br /&gt;
** Lowered some hovering trees back into the ground&lt;br /&gt;
** Fix for palm trees missing their collision boxes&lt;br /&gt;
&lt;br /&gt;
=== Non-code changes ===&lt;br /&gt;
* Fixed the crate models missing from NF vehicle factory LOD models.&lt;br /&gt;
* Fixed floating particles on NF radar model.&lt;br /&gt;
* Added static versions of the imp_dropship models for use by mappers.&lt;br /&gt;
* New particles for bio cannon and 2-slot plasma cannon.&lt;br /&gt;
* New weapon and skill icons for the class selection/loadout menu.&lt;br /&gt;
* Disabled default quit bind&lt;br /&gt;
* New arrow/scrollbar textures added&lt;br /&gt;
* Updated the HUD icons - repairing, recycling, calls for assistance, etc&lt;br /&gt;
* New Commander HUD textures and buttons&lt;br /&gt;
&lt;br /&gt;
=== Script changes ===&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;Script version name: &amp;quot;Devastation&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;*Updated weapons/armors/researches description.&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;*Updated sound script.&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;New Researches:&amp;lt;/big&amp;gt;&lt;br /&gt;
*&amp;quot;Enhanced Homing Missile AI&amp;quot;&lt;br /&gt;
&amp;quot;Parent&amp;quot; &amp;quot;Homing Missiles&amp;quot;&lt;br /&gt;
&amp;quot;Time&amp;quot; &amp;quot;90&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Enhanced Grenadier Missiles&amp;quot;&lt;br /&gt;
&amp;quot;Parent&amp;quot; &amp;quot;Upgraded Chassis&amp;quot;&lt;br /&gt;
&amp;quot;Time&amp;quot; &amp;quot;45&amp;quot;&lt;br /&gt;
Extra damage for Gren RPG : 30&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;APCR Grenadier Missiles&amp;quot;&lt;br /&gt;
&amp;quot;Parent&amp;quot; &amp;quot;Advanced Chassis&amp;quot;&lt;br /&gt;
&amp;quot;Time&amp;quot; &amp;quot;45&amp;quot;&lt;br /&gt;
Extra damage for Gren RPG : 30&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Heavy-duty Missile Warhead&amp;quot;&lt;br /&gt;
&amp;quot;Parent&amp;quot; &amp;quot;Upgraded Missile Warhead&amp;quot;&lt;br /&gt;
&amp;quot;Time&amp;quot; &amp;quot;120&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Aerodynamic Shells&amp;quot;&lt;br /&gt;
&amp;quot;Parent&amp;quot; &amp;quot;Extended Range Cannon&amp;quot;&lt;br /&gt;
&amp;quot;Time&amp;quot; &amp;quot;105&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;TOW Guided Missiles&amp;quot;&lt;br /&gt;
&amp;quot;Parent&amp;quot; &amp;quot;Guided Missiles&amp;quot;&lt;br /&gt;
&amp;quot;Time&amp;quot; &amp;quot;120&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Experimental Railgun&amp;quot;&lt;br /&gt;
&amp;quot;Parent&amp;quot; &amp;quot;Advanced Magnet Research&amp;quot;&lt;br /&gt;
&amp;quot;Time&amp;quot; &amp;quot;90&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Enlarged Explosive Shells&amp;quot;&lt;br /&gt;
&amp;quot;Parent&amp;quot; &amp;quot;Explosive Shells&amp;quot;&lt;br /&gt;
&amp;quot;Time&amp;quot; &amp;quot;105&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Virulent Shells&amp;quot;&lt;br /&gt;
&amp;quot;Parent&amp;quot; &amp;quot;Biological Cannon&amp;quot;		&lt;br /&gt;
&amp;quot;Time&amp;quot;	&amp;quot;90&amp;quot;		&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Virulent Warhead&amp;quot;&lt;br /&gt;
&amp;quot;Parent&amp;quot; &amp;quot;Biological Warhead&amp;quot;			&lt;br /&gt;
&amp;quot;Time&amp;quot;	 &amp;quot;75&amp;quot;		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Changes of existing researches:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Rail gun&amp;quot; &lt;br /&gt;
&amp;quot;Name&amp;quot; &amp;quot;Rail gun&amp;quot; --&amp;gt; &amp;quot;Overcharged Railgun&amp;quot;&lt;br /&gt;
&amp;quot;Parent&amp;quot; &amp;quot;Experimental Railgun&amp;quot;&lt;br /&gt;
&amp;quot;Time&amp;quot; &amp;quot;90&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Upgraded Chassis&amp;quot;&lt;br /&gt;
Time 60==&amp;gt;120&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Advanced Chassis&amp;quot;&lt;br /&gt;
Time 180==&amp;gt;200&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Heavy Tank Chassis&amp;quot;&lt;br /&gt;
Time 180==&amp;gt;240&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;New vehicle weapons:&amp;lt;/big&amp;gt;&lt;br /&gt;
*Improved Homing ML -- IH/ML&lt;br /&gt;
&amp;quot;Size&amp;quot; &amp;quot;3&amp;quot;&lt;br /&gt;
&amp;quot;Cost&amp;quot; &amp;quot;140&amp;quot;&lt;br /&gt;
&amp;quot;Damage&amp;quot; &amp;quot;55&amp;quot;&lt;br /&gt;
&amp;quot;Speed&amp;quot; &amp;quot;2500&amp;quot;&lt;br /&gt;
&amp;quot;Heat&amp;quot; &amp;quot;10&amp;quot;&lt;br /&gt;
&amp;quot;Weight&amp;quot; &amp;quot;80&amp;quot;&lt;br /&gt;
&amp;quot;Cycle Time&amp;quot; &amp;quot;1.0&amp;quot;&lt;br /&gt;
&amp;quot;Clip Size&amp;quot; &amp;quot;7&amp;quot;&lt;br /&gt;
&amp;quot;Total Ammo Clips&amp;quot; &amp;quot;6&amp;quot;&lt;br /&gt;
&amp;quot;Reload Time&amp;quot; &amp;quot;5.0&amp;quot;&lt;br /&gt;
&amp;quot;Explosion Radius&amp;quot; &amp;quot;100&amp;quot;&lt;br /&gt;
&amp;quot;Missile Range&amp;quot; &amp;quot;6000&amp;quot;&lt;br /&gt;
&amp;quot;Lock On Time&amp;quot; &amp;quot;0.3&amp;quot;&lt;br /&gt;
&amp;quot;Lock On Radius&amp;quot; &amp;quot;0.42&amp;quot;&lt;br /&gt;
&amp;quot;Lock Range Modifier&amp;quot; &amp;quot;0.000290&amp;quot;&lt;br /&gt;
&amp;quot;Turning Ability&amp;quot; &amp;quot;3.15&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*TOW Guided ML -- TOW-G/ML&lt;br /&gt;
&amp;quot;Size&amp;quot; &amp;quot;3&amp;quot;&lt;br /&gt;
&amp;quot;Cost&amp;quot; &amp;quot;135&amp;quot;&lt;br /&gt;
&amp;quot;Damage Type&amp;quot; &amp;quot;Missile&amp;quot;&lt;br /&gt;
&amp;quot;Damage&amp;quot; &amp;quot;75&amp;quot;&lt;br /&gt;
&amp;quot;Speed&amp;quot; &amp;quot;1550&amp;quot;&lt;br /&gt;
&amp;quot;Heat&amp;quot; &amp;quot;8.5&amp;quot;&lt;br /&gt;
&amp;quot;Weight&amp;quot; &amp;quot;80&amp;quot;&lt;br /&gt;
&amp;quot;Cycle Time&amp;quot; &amp;quot;1.3&amp;quot;&lt;br /&gt;
&amp;quot;Clip Size&amp;quot; &amp;quot;5&amp;quot;&lt;br /&gt;
&amp;quot;Total Ammo Clips&amp;quot; &amp;quot;6&amp;quot;&lt;br /&gt;
&amp;quot;Reload Time&amp;quot; &amp;quot;5.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Explosion Radius&amp;quot; &amp;quot;115&amp;quot;&lt;br /&gt;
&amp;quot;Missile Range&amp;quot; &amp;quot;6500&amp;quot;&lt;br /&gt;
&amp;quot;Turning Ability&amp;quot; &amp;quot;1.85&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Heavy-duty ML&amp;quot;&lt;br /&gt;
&amp;quot;Size&amp;quot; &amp;quot;3&amp;quot; //number of slots required when selecting weapons&lt;br /&gt;
&amp;quot;Cost&amp;quot; &amp;quot;110&amp;quot;&lt;br /&gt;
&amp;quot;Damage Type&amp;quot; &amp;quot;Missile&amp;quot;&lt;br /&gt;
&amp;quot;Damage&amp;quot; &amp;quot;66&amp;quot;&lt;br /&gt;
&amp;quot;Speed&amp;quot; &amp;quot;2650&amp;quot;&lt;br /&gt;
&amp;quot;Heat&amp;quot; &amp;quot;8.5&amp;quot;&lt;br /&gt;
&amp;quot;Weight&amp;quot; &amp;quot;80&amp;quot;&lt;br /&gt;
&amp;quot;Cycle Time&amp;quot; &amp;quot;1.05&amp;quot;&lt;br /&gt;
&amp;quot;Clip Size&amp;quot; &amp;quot;7&amp;quot;&lt;br /&gt;
&amp;quot;Total Ammo Clips&amp;quot; &amp;quot;7&amp;quot;&lt;br /&gt;
&amp;quot;Reload Time&amp;quot; &amp;quot;4&amp;quot;&lt;br /&gt;
&amp;quot;Explosion Radius&amp;quot; &amp;quot;125&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Advanced Salvo ML -- A-S/ML&lt;br /&gt;
&amp;quot;Size&amp;quot; &amp;quot;3&amp;quot; //number of slots required when selecting weapons&lt;br /&gt;
&amp;quot;Cost&amp;quot; &amp;quot;135&amp;quot;&lt;br /&gt;
&amp;quot;Damage Type&amp;quot; &amp;quot;Missile&amp;quot;&lt;br /&gt;
&amp;quot;Damage&amp;quot; &amp;quot;34&amp;quot;&lt;br /&gt;
&amp;quot;Speed&amp;quot; &amp;quot;1800&amp;quot;&lt;br /&gt;
&amp;quot;Heat&amp;quot; &amp;quot;3.75&amp;quot;&lt;br /&gt;
&amp;quot;Weight&amp;quot; &amp;quot;80&amp;quot;&lt;br /&gt;
&amp;quot;Clip Size&amp;quot; &amp;quot;6&amp;quot;&lt;br /&gt;
&amp;quot;Total Ammo Clips&amp;quot; &amp;quot;10&amp;quot;&lt;br /&gt;
&amp;quot;Reload Time&amp;quot; &amp;quot;2.85&amp;quot;&lt;br /&gt;
&amp;quot;Projectile Spread&amp;quot; &amp;quot;1.75&amp;quot;&lt;br /&gt;
&amp;quot;Explosion Radius&amp;quot; &amp;quot;100&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*High Energy Plasma MG -- H-E Plasma MG&lt;br /&gt;
&amp;quot;Size&amp;quot; &amp;quot;3&amp;quot;&lt;br /&gt;
&amp;quot;Cost&amp;quot; &amp;quot;100&amp;quot;&lt;br /&gt;
&amp;quot;Damage Type&amp;quot; &amp;quot;GeneralPhysics&amp;quot;&lt;br /&gt;
&amp;quot;Damage&amp;quot; &amp;quot;6&amp;quot;&lt;br /&gt;
&amp;quot;Speed&amp;quot; &amp;quot;1000&amp;quot;&lt;br /&gt;
&amp;quot;Heat&amp;quot; &amp;quot;1.1&amp;quot;&lt;br /&gt;
&amp;quot;Weight&amp;quot; &amp;quot;55&amp;quot;&lt;br /&gt;
&amp;quot;Cycle Time&amp;quot; &amp;quot;0.28&amp;quot;&lt;br /&gt;
&amp;quot;Clip Size&amp;quot; &amp;quot;30&amp;quot;&lt;br /&gt;
&amp;quot;Total Ammo Clips&amp;quot; &amp;quot;7&amp;quot;&lt;br /&gt;
&amp;quot;Reload Time&amp;quot; &amp;quot;3.5&amp;quot;&lt;br /&gt;
&amp;quot;Projectile Spread&amp;quot; &amp;quot;0.02&amp;quot;&lt;br /&gt;
&amp;quot;Heat to Target&amp;quot; &amp;quot;1.9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Thermobaric Cannon -- Thermo. CN&lt;br /&gt;
&amp;quot;Size&amp;quot; &amp;quot;3&amp;quot; //number of slots required when selecting weapons&lt;br /&gt;
&amp;quot;Cost&amp;quot; &amp;quot;130&amp;quot;&lt;br /&gt;
&amp;quot;Damage Type&amp;quot; &amp;quot;Explosive&amp;quot;&lt;br /&gt;
&amp;quot;Damage&amp;quot; &amp;quot;77&amp;quot;&lt;br /&gt;
&amp;quot;Speed&amp;quot; &amp;quot;3000&amp;quot;&lt;br /&gt;
&amp;quot;Gravity&amp;quot; &amp;quot;0.4&amp;quot;&lt;br /&gt;
&amp;quot;Heat&amp;quot; &amp;quot;13&amp;quot;&lt;br /&gt;
&amp;quot;Weight&amp;quot; &amp;quot;70&amp;quot;&lt;br /&gt;
&amp;quot;Cycle Time&amp;quot; &amp;quot;2.0&amp;quot;&lt;br /&gt;
&amp;quot;Clip Size&amp;quot; &amp;quot;30&amp;quot;&lt;br /&gt;
&amp;quot;Inertia&amp;quot; &amp;quot;2.75&amp;quot;&lt;br /&gt;
&amp;quot;Explosion Radius&amp;quot; &amp;quot;425&amp;quot;&lt;br /&gt;
&amp;quot;Explosion Force&amp;quot; &amp;quot;600&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Heavy-duty Ranged Cannon -- H/Ranged CN&lt;br /&gt;
&amp;quot;Size&amp;quot; &amp;quot;3&amp;quot; //number of slots required when selecting weapons&lt;br /&gt;
&amp;quot;Cost&amp;quot; &amp;quot;135&amp;quot;&lt;br /&gt;
&amp;quot;Damage Type&amp;quot; &amp;quot;Kinetic&amp;quot;&lt;br /&gt;
&amp;quot;Damage&amp;quot; &amp;quot;67&amp;quot;&lt;br /&gt;
&amp;quot;Speed&amp;quot; &amp;quot;3650&amp;quot;&lt;br /&gt;
&amp;quot;Gravity&amp;quot; &amp;quot;0.08&amp;quot;&lt;br /&gt;
&amp;quot;Heat&amp;quot; &amp;quot;8.5&amp;quot;&lt;br /&gt;
&amp;quot;Weight&amp;quot; &amp;quot;75&amp;quot;&lt;br /&gt;
&amp;quot;Cycle Time&amp;quot; &amp;quot;1.5&amp;quot;&lt;br /&gt;
&amp;quot;Clip Size&amp;quot; &amp;quot;40&amp;quot;&lt;br /&gt;
&amp;quot;Inertia&amp;quot; &amp;quot;0.5&amp;quot;&lt;br /&gt;
&amp;quot;Explosion Radius&amp;quot; &amp;quot;150&amp;quot;&lt;br /&gt;
&amp;quot;Explosion Force&amp;quot; &amp;quot;100&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Railgun (2-slot)&lt;br /&gt;
&amp;quot;Size&amp;quot; &amp;quot;2&amp;quot; //number of slots required when selecting weapons&lt;br /&gt;
&amp;quot;Cost&amp;quot; &amp;quot;80&amp;quot;&lt;br /&gt;
&amp;quot;Damage Type&amp;quot; &amp;quot;Kinetic&amp;quot;&lt;br /&gt;
&amp;quot;Damage&amp;quot; &amp;quot;45&amp;quot;&lt;br /&gt;
&amp;quot;Speed&amp;quot; &amp;quot;3700&amp;quot;&lt;br /&gt;
&amp;quot;Gravity&amp;quot; &amp;quot;0.32&amp;quot;&lt;br /&gt;
&amp;quot;Heat&amp;quot; &amp;quot;6&amp;quot;&lt;br /&gt;
&amp;quot;Weight&amp;quot; &amp;quot;60&amp;quot;&lt;br /&gt;
&amp;quot;Cycle Time&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;quot;Clip Size&amp;quot; &amp;quot;35&amp;quot;&lt;br /&gt;
&amp;quot;Inertia&amp;quot; &amp;quot;0&amp;quot;&lt;br /&gt;
&amp;quot;Explosion Radius&amp;quot; &amp;quot;100&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Virulent Cannon (3-slot Bio cannon)&lt;br /&gt;
&amp;quot;Cost&amp;quot;			&amp;quot;130&amp;quot;&lt;br /&gt;
&amp;quot;Damage Type&amp;quot;		&amp;quot;BioArt&amp;quot;&lt;br /&gt;
&amp;quot;Damage&amp;quot;		&amp;quot;70&amp;quot;		&lt;br /&gt;
&amp;quot;Speed&amp;quot;			&amp;quot;3000&amp;quot;		&lt;br /&gt;
&amp;quot;Gravity&amp;quot;		&amp;quot;0.37&amp;quot;		&lt;br /&gt;
&amp;quot;Heat&amp;quot;			&amp;quot;15&amp;quot;		&lt;br /&gt;
&amp;quot;Weight&amp;quot;		&amp;quot;80&amp;quot;		&lt;br /&gt;
&amp;quot;Cycle Time&amp;quot;		&amp;quot;2.25&amp;quot;		&lt;br /&gt;
&amp;quot;Clip Size&amp;quot;		&amp;quot;30&amp;quot;		&lt;br /&gt;
&amp;quot;Heat to Target&amp;quot;	&amp;quot;0&amp;quot;		&lt;br /&gt;
&amp;quot;Inertia&amp;quot;		&amp;quot;0.8&amp;quot;		&lt;br /&gt;
&amp;quot;Explosion Radius&amp;quot;	&amp;quot;250&amp;quot;		&lt;br /&gt;
&amp;quot;Explosion Force&amp;quot;	&amp;quot;170&amp;quot;		&lt;br /&gt;
&amp;quot;Player Bio Damage&amp;quot;	&amp;quot;3&amp;quot;	&lt;br /&gt;
&amp;quot;Player Bio Time&amp;quot;	&amp;quot;7&amp;quot;	&lt;br /&gt;
&amp;quot;Player Bio Interval&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&amp;quot;Vehicle Bio Damage&amp;quot;	&amp;quot;7&amp;quot;	&lt;br /&gt;
&amp;quot;Vehicle Bio Time&amp;quot;	&amp;quot;4&amp;quot;	&lt;br /&gt;
&amp;quot;Vehicle Bio Interval&amp;quot;	&amp;quot;0.4&amp;quot;	&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Virulent Warhead&amp;quot; (3-slot bio ML)&lt;br /&gt;
&amp;quot;Size&amp;quot;			&amp;quot;3&amp;quot;		&lt;br /&gt;
&amp;quot;Cost&amp;quot;			&amp;quot;125&amp;quot;&lt;br /&gt;
&amp;quot;Damage Type&amp;quot;		&amp;quot;Missile&amp;quot;&lt;br /&gt;
&amp;quot;Damage&amp;quot;		&amp;quot;53&amp;quot;		&lt;br /&gt;
&amp;quot;Speed&amp;quot;			&amp;quot;1850&amp;quot;		&lt;br /&gt;
&amp;quot;Heat&amp;quot;			&amp;quot;8&amp;quot;		&lt;br /&gt;
&amp;quot;Weight&amp;quot;		&amp;quot;80&amp;quot;		&lt;br /&gt;
&amp;quot;Cycle Time&amp;quot;		&amp;quot;3.0&amp;quot;		&lt;br /&gt;
&amp;quot;Clip Size&amp;quot;		&amp;quot;4&amp;quot;		&lt;br /&gt;
&amp;quot;Total Ammo Clips&amp;quot;	&amp;quot;4&amp;quot;		&lt;br /&gt;
&amp;quot;Reload Time&amp;quot;		&amp;quot;6.0&amp;quot;	&lt;br /&gt;
&amp;quot;Projectile Spread&amp;quot;	&amp;quot;0.5&amp;quot;		&lt;br /&gt;
&amp;quot;Heat to Target&amp;quot;	&amp;quot;0&amp;quot;		&lt;br /&gt;
&amp;quot;Explosion Radius&amp;quot;	&amp;quot;300&amp;quot;		&lt;br /&gt;
&amp;quot;Player Bio Damage&amp;quot;	&amp;quot;5&amp;quot;	&lt;br /&gt;
&amp;quot;Player Bio Time&amp;quot;	&amp;quot;10&amp;quot;	&lt;br /&gt;
&amp;quot;Player Bio Interval&amp;quot;	&amp;quot;1&amp;quot;	&lt;br /&gt;
&amp;quot;Vehicle Bio Damage&amp;quot;	&amp;quot;8&amp;quot;	&lt;br /&gt;
&amp;quot;Vehicle Bio Time&amp;quot;	&amp;quot;10&amp;quot;	&lt;br /&gt;
&amp;quot;Vehicle Bio Interval&amp;quot;	&amp;quot;0.5&amp;quot;	&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;HE HMG&amp;quot;&lt;br /&gt;
&amp;quot;Size&amp;quot;			&amp;quot;3&amp;quot;		&lt;br /&gt;
&amp;quot;Cost&amp;quot;			&amp;quot;125&amp;quot;		&lt;br /&gt;
&amp;quot;Damage Type&amp;quot;		&amp;quot;BulletExplosive&amp;quot;&lt;br /&gt;
&amp;quot;Damage&amp;quot;		&amp;quot;13&amp;quot;		&lt;br /&gt;
&amp;quot;Heat&amp;quot;			&amp;quot;3&amp;quot;		&lt;br /&gt;
&amp;quot;Weight&amp;quot;		&amp;quot;55&amp;quot;		&lt;br /&gt;
&amp;quot;Cycle Time&amp;quot;		&amp;quot;0.4&amp;quot;		&lt;br /&gt;
&amp;quot;Clip Size&amp;quot;		&amp;quot;25&amp;quot;		&lt;br /&gt;
&amp;quot;Total Ammo Clips&amp;quot;	&amp;quot;6&amp;quot;		&lt;br /&gt;
&amp;quot;Reload Time&amp;quot;		&amp;quot;4&amp;quot;		&lt;br /&gt;
&amp;quot;Projectile Spread&amp;quot;	&amp;quot;0.025&amp;quot;		&lt;br /&gt;
&amp;quot;Heat to Target&amp;quot;	&amp;quot;0&amp;quot;		&lt;br /&gt;
&amp;quot;Explosion Radius&amp;quot;	&amp;quot;200&amp;quot;		&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Changes of existing vehicle weapons:&amp;lt;/big&amp;gt;&lt;br /&gt;
*DUMG  &lt;br /&gt;
Clips  8 ==&amp;gt; 6&lt;br /&gt;
&lt;br /&gt;
*DUHMG&lt;br /&gt;
Clips  8 ==&amp;gt; 6&lt;br /&gt;
Weight 65 ==&amp;gt; 60&lt;br /&gt;
&lt;br /&gt;
*.50 cal HMG &lt;br /&gt;
Weight 65-&amp;gt;60 &lt;br /&gt;
&lt;br /&gt;
*3-slot railgun&lt;br /&gt;
Name : Railgun ==&amp;gt; Overcharged Railgun&lt;br /&gt;
Damage 50 ==&amp;gt; 53&lt;br /&gt;
Projectile speed 3600=&amp;gt;3800&lt;br /&gt;
Clip Size 30 ==&amp;gt; 35&lt;br /&gt;
&lt;br /&gt;
*Plasma Cannon  &lt;br /&gt;
Damage 82 ==&amp;gt; 84&lt;br /&gt;
&lt;br /&gt;
*HE Cannon (2-slot)  &lt;br /&gt;
Explosive Radius 425 ==&amp;gt; 400&lt;br /&gt;
&lt;br /&gt;
*Homing ML  &lt;br /&gt;
Lock On Time 0.3 ==&amp;gt; 0.55&lt;br /&gt;
&lt;br /&gt;
*Guided ML (2-slot)&lt;br /&gt;
Cycle Time 1.2 ==&amp;gt; 1.25&lt;br /&gt;
Clip Size 5 ==&amp;gt; 4&lt;br /&gt;
Total Ammo Clips 4==&amp;gt; 6&lt;br /&gt;
Reload Time 5.5 ==&amp;gt; 5&lt;br /&gt;
Explosion Radius 110=&amp;gt;100&lt;br /&gt;
Missile Range 6000 ==&amp;gt; 5500&lt;br /&gt;
&lt;br /&gt;
*180 mm Artillery Cannon&lt;br /&gt;
Explosion Force 500 ==&amp;gt; 3750&lt;br /&gt;
&lt;br /&gt;
*203 mm Artillery Cannon&lt;br /&gt;
Explosion Force 500 ==&amp;gt; 4500&lt;br /&gt;
&lt;br /&gt;
*Ranged Artillery Cannon&lt;br /&gt;
Explosion Force 500 ==&amp;gt; 2500&lt;br /&gt;
&lt;br /&gt;
*HE Artillery Cannon&lt;br /&gt;
Explosion Force 500 ==&amp;gt; 3000&lt;br /&gt;
&lt;br /&gt;
*Bio cannon&lt;br /&gt;
Heat 11 ==&amp;gt; 13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Changes of existing infantry weapons:&amp;lt;/big&amp;gt;&lt;br /&gt;
*BE Heavy Rifle&lt;br /&gt;
Max ammo 140==&amp;gt;120&lt;br /&gt;
&lt;br /&gt;
*Scout Rifle&lt;br /&gt;
Max ammo 80==&amp;gt;60&lt;br /&gt;
&lt;br /&gt;
*NF Heavy Rifle&lt;br /&gt;
Falloff 2000==&amp;gt;2200&lt;br /&gt;
Minimal Damage 40 ==&amp;gt; 42&lt;br /&gt;
StandingSpread 0.0050 ==&amp;gt; 0.0048&lt;br /&gt;
StandingSpreadIncrement 0.0060==&amp;gt;0.0055&lt;br /&gt;
&lt;br /&gt;
*Scout Rifle&lt;br /&gt;
Headshot Modifier 2 -&amp;gt; 2.5&lt;br /&gt;
&lt;br /&gt;
*BE Assault Rifle&lt;br /&gt;
IronsightJumpSpread	0.8 -&amp;gt;	0.83&lt;br /&gt;
IronsightStandSpread	0.8 -&amp;gt;	0.83&lt;br /&gt;
IronsightDuckSpread	0.8 -&amp;gt;	0.83&lt;br /&gt;
IronsightProneSpread 	0.8 -&amp;gt;	0.83&lt;br /&gt;
&lt;br /&gt;
*HMG&lt;br /&gt;
Clip Size 75 ==&amp;gt; 125&lt;br /&gt;
Max Ammo 225==&amp;gt; 250&lt;br /&gt;
Falloff 1500==&amp;gt;2000&lt;br /&gt;
Minimal Damage 15==&amp;gt;18&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Changes of existing vehicles:&amp;lt;/big&amp;gt;&lt;br /&gt;
*NF Commander Vehicle&lt;br /&gt;
Health 1500==&amp;gt;1750&lt;br /&gt;
Engineer Heal 3==&amp;gt; 3.5&lt;br /&gt;
Max Front Armor 6==&amp;gt;7&lt;br /&gt;
Max Rear Armor 4==&amp;gt;5&lt;br /&gt;
Max Left Armor 5==&amp;gt;6&lt;br /&gt;
Max Right Armor 5==&amp;gt;6&lt;br /&gt;
&lt;br /&gt;
*NF Heavy Tank&lt;br /&gt;
Base Cost 760==&amp;gt;820&lt;br /&gt;
recycle percentage - 40% -&amp;gt; 50%&lt;br /&gt;
Time to recycle (with repair upgrade) 75s -&amp;gt; 60s&lt;br /&gt;
&lt;br /&gt;
*BE Heavy Tank&lt;br /&gt;
Base Cost 800==&amp;gt;850&lt;br /&gt;
recycle percentage - 40% -&amp;gt; 50%&lt;br /&gt;
Time to recycle (with repair upgrade) 75s -&amp;gt; 60s&lt;br /&gt;
&lt;br /&gt;
*NF Medium Tank&lt;br /&gt;
Max Weight 1077==&amp;gt;1067&lt;br /&gt;
recycle percentage - 40% -&amp;gt; 50%&lt;br /&gt;
&lt;br /&gt;
*BE Medium Tank&lt;br /&gt;
axleratio 0.6==&amp;gt;0.7 (More reverse power)&lt;br /&gt;
recycle percentage - 40% -&amp;gt; 50%&lt;br /&gt;
Time to recycle (with repair upgrade) 50s -&amp;gt; 45s&lt;br /&gt;
&lt;br /&gt;
*BE&amp;amp;NF Jeep &lt;br /&gt;
recycle percentage - 100% -&amp;gt; 50%&lt;br /&gt;
Time to recycle (with repair upgrade) 15 -&amp;gt; 10s&lt;br /&gt;
&lt;br /&gt;
*NF Light Tank&lt;br /&gt;
recycle percentage - 40% -&amp;gt; 50%&lt;br /&gt;
Time to recycle (with repair upgrade) 37.5s -&amp;gt; 30s&lt;br /&gt;
&lt;br /&gt;
*BE&amp;amp;NF APC &lt;br /&gt;
recycle percentage - 40% -&amp;gt; 50%&lt;br /&gt;
Time to recycle (with repair upgrade) 37.5s -&amp;gt; 25s&lt;br /&gt;
&lt;br /&gt;
*BE&amp;amp;NF Artillery tank &lt;br /&gt;
recycle percentage - 40% -&amp;gt; 50%&lt;br /&gt;
Time to recycle (with repair upgrade) 75s -&amp;gt; 60s&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Changes of existing armors:&amp;lt;/big&amp;gt;&lt;br /&gt;
*Composite Armor&lt;br /&gt;
Regeneration 0.02 ==&amp;gt; 0.019&lt;br /&gt;
&lt;br /&gt;
*Capacitive Armor&lt;br /&gt;
Damage to Heat 0.04 ==&amp;gt; 0.02&lt;br /&gt;
&lt;br /&gt;
Research moved to main branch of Electrical Engineering&lt;br /&gt;
&lt;br /&gt;
Research time 60 ==&amp;gt; 90&lt;br /&gt;
&lt;br /&gt;
*Absorbant Armor&lt;br /&gt;
Bio damage modifier 0.45=&amp;gt;0.5&lt;br /&gt;
&lt;br /&gt;
*Deflective Armor&lt;br /&gt;
Bio damage modifier 1=&amp;gt;0.85&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Changes of existing engines:&amp;lt;/big&amp;gt;&lt;br /&gt;
*Artillery Fission Reactor&lt;br /&gt;
Heat Output at Idle 5==&amp;gt;2&lt;br /&gt;
&lt;br /&gt;
*All engines, except for standard/bio will be able to output 5% power when overheated.&lt;br /&gt;
Fission 10% ==&amp;gt; 15%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Changes of infantry classes:&amp;lt;/big&amp;gt;&lt;br /&gt;
*Scout&lt;br /&gt;
Explosive Resist 0 ==&amp;gt; 0.1&lt;br /&gt;
Infantry Mine Resist 0.1 ==&amp;gt; 0.3&lt;br /&gt;
&lt;br /&gt;
*Rifleman&lt;br /&gt;
Infantry Mine Resist 0 ==&amp;gt; 0.25&lt;br /&gt;
Infantry Bullet Resist 30% ==&amp;gt; 26%&lt;br /&gt;
&lt;br /&gt;
*Grenadier&lt;br /&gt;
Explosive Resist 0.3 ==&amp;gt; 0.4&lt;br /&gt;
Infantry Mine Resist 0 ==&amp;gt; 0.3&lt;br /&gt;
&lt;br /&gt;
*Engineer&lt;br /&gt;
Explosive Resist 0 ==&amp;gt; 0.1&lt;br /&gt;
Infantry Mine Resist 0 ==&amp;gt; 0.2&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Version/2.12.x&amp;diff=8863</id>
		<title>Version/2.12.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Version/2.12.x&amp;diff=8863"/>
		<updated>2017-04-22T01:52:59Z</updated>

		<summary type="html">&lt;p&gt;Tama: /* Version 2.12.1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Script version: Devastation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Version 2.12.1 ==&lt;br /&gt;
&#039;&#039;Release: 25 February 2017&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Class selection now remembers your previous equipment choices for that class.&lt;br /&gt;
* Class defaults to Engineer now instead of Scout.&lt;br /&gt;
&lt;br /&gt;
=== Bugfixes ===&lt;br /&gt;
* Fix for infinite pumping on shotguns when at 0 ammo.&lt;br /&gt;
* Fixed SDK bot spawning&lt;br /&gt;
* Fixed shotgun using wrong sounds when firing&lt;br /&gt;
* Reverted problematic sounds&lt;br /&gt;
* Fixed more blurry textures on low settings&lt;br /&gt;
&lt;br /&gt;
=== Non-code changes ===&lt;br /&gt;
* emp_money:&lt;br /&gt;
** Refinery resource income increased from 3 -&amp;gt; 5 each&lt;br /&gt;
** Vehicle clips added above platforms&lt;br /&gt;
* emp_coast:&lt;br /&gt;
** Fixed hole (https://forums.empiresmod.com/index.php?threads/2-6-emp_coast-has-a-hole-in-the-map.19123/)&lt;br /&gt;
** Fixed texture behind ladder near BE spawn&lt;br /&gt;
** Set all level 4 displacements to level 2&lt;br /&gt;
** BE and NF main bases now start with a pre-built refinery to prevent Commanders building anything BUT a refinery first&lt;br /&gt;
** Viscluster brush added to ceiling to improve performance. Visible clusters reduced from ~8 million to ~4 million. More optimization can be done, but this is a huge increase for now.&lt;br /&gt;
&lt;br /&gt;
=== Script changes ===&lt;br /&gt;
* Shorten Heavy-duty ML&#039;s GUI name to fit.&lt;br /&gt;
* Fixed ordering of tanks to prevent new players from accidentally building artillery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Plasma Cannon Prototype&lt;br /&gt;
Heat to Target 5 -&amp;gt; 7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Plasma Cannon &lt;br /&gt;
Heat to Target 7 -&amp;gt; 8&lt;br /&gt;
&lt;br /&gt;
Explosion Radius 300 -&amp;gt; 270&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Plasma Machine Gun&lt;br /&gt;
Projectile Spread 0.03 -&amp;gt; 0.02 &lt;br /&gt;
&lt;br /&gt;
Heat to Target 1.8 -&amp;gt; 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* High Energy Plasma Machine Gun&lt;br /&gt;
Heat 1.1 -&amp;gt; 1.4&lt;br /&gt;
&lt;br /&gt;
Projectile Spread 0.02 -&amp;gt; 0.015&lt;br /&gt;
&lt;br /&gt;
Heat to Target 1.9 -&amp;gt; 2.3 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* BE Medium Tank&lt;br /&gt;
Axleratio 0.7 -&amp;gt; 0.85&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Jargon&amp;diff=8495</id>
		<title>Jargon</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Jargon&amp;diff=8495"/>
		<updated>2016-10-11T11:22:02Z</updated>

		<summary type="html">&lt;p&gt;Tama: /* S */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Sitenav|Jargon}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:1px solid #BBB; padding: 0 5px;&amp;quot;&lt;br /&gt;
| [[#.23|#]] [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you are playing Empires, you may come across some jargon you don&#039;t understand.  Here is a list of the most commonly used bits of Empires jargon.&lt;br /&gt;
==#==&lt;br /&gt;
&#039;&#039;&#039;3 Phase&#039;&#039;&#039; - Refers to the (3 Phase Electric) engine upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8 mine&#039;&#039;&#039; - Refers to 8 mines being used to a similar effect as a 9mine, but being counterable by defusal, while 9 mine had no defense other than preventing grenadiers placing the 9th mine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9 mine&#039;&#039;&#039; - Refers to the 9th Mine Trick and anything associated with this ability, was removed in 2.2 and re-added in 2.25&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#slot&#039;&#039;&#039; - Refers to how many slots a vehicle has for a certain weapon type, or how many slots a weapon uses. &amp;quot;HE is a 2slot cannon&amp;quot; &amp;quot;Brenodi APCs have 3slot MGs&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#-#&#039;&#039;&#039; - used to describe teams, for example in an 11 versus 8 stacked game, someone might say &amp;quot;Fix the teams, it&#039;s stacked 11-8&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
&#039;&#039;&#039;AIDS&#039;&#039;&#039; - The effects of Bioweapons due to there slow(unless you were hit with Bio ML then its fast and hard) degradation of player HP over time. &amp;quot;They are giving us AIDS!11&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammoz&#039;&#039;&#039; - Running joke referring to a frequently asked question by new players, usage: &amp;quot;How to get ammoz?!&amp;quot; the subject may be changed, or a specific ammunition type may be referenced: &amp;quot;How to get aircraft?!&amp;quot;, &amp;quot;How to get fist ammoz?!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APC rush&#039;&#039;&#039; - Building a Vehicle Factory at the beginning of the game, constructing a cheap (armourless, weaponless) APC from it, getting all players inside it, and then driving off to the enemy base to quickly destroy their barracks and CV before they have defense. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arty&#039;&#039;&#039; - Artillery Vehicle. Plural: &#039;Arties&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arty Whore&#039;&#039;&#039; - used to refer to those that use artillery in Escort and occasionally other maps, in specific locations artillery tanks can be angled such to ignore the turret minimum angle thus becoming highly deadly cannons. Uncommonly used, as artillery has been removed from Escort.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aura&#039;&#039;&#039; - Refers to the Squad Leader&#039;s power-up aura that gives nearby units improved abilities. Uncommonly used.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
&#039;&#039;&#039;BE&#039;&#039;&#039; - Refers to the &amp;quot;Brenodi Empire&amp;quot; Team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BEAR&#039;&#039;&#039; - The standard assault rifle of the Brenodi Empire&#039;s [[Rifleman]]. Not the carnivorous mammal, BEAR no longer exists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BECAR&#039;&#039;&#039; - The Brenodi [[Rifleman]]&#039;s long range burst fire rifle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BEHR&#039;&#039;&#039; - The heavier variety of the assault rifle available for the Brenodi Empire&#039;s [[Rifleman]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bio&#039;&#039;&#039; - Short for Biological, can be used to refer to either Biological Machine Guns or Biological Missile Launchers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BioMG&#039;&#039;&#039; - Biological Machine Guns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BioML&#039;&#039;&#039; - Biological Missile Launcher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bio Engine(s)&#039;&#039;&#039; - BioDiesel Engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blimp&#039;&#039;&#039; - Running joke in Empires. To date Aircraft have had a protracted development history over a number of years and the Blimp was casually spec-chatted about as a fast-track of getting some aerial thing in Empires. It would be later much later that the community map &amp;quot;emp_tropicvendetta&amp;quot; would include two airbourne but stationary Blimps housing the CVs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boomtank&#039;&#039;&#039; - The [[Command Vehicle]]. Originates from before the Commander voting system was implemented, when new players would rush to the Command Vehicle and proceed to drive it around the map as if it were some kind of uber-tank, oblivious to its true purpose. It is ironic that some skilled players do use the Command Vehicle to destroy weak tanks or stop/slow bigger tanks allowing others to get a shot in without worrying about the target running. (For further satire, see: [[Noob&#039;s Guide to Empires]]). Rarely used nowadays.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
&#039;&#039;&#039;Calculator/Calc&#039;&#039;&#039; - Engineers tool which can be used to heal/repair/build structures or units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CDR&#039;&#039;&#039; - A prefix to the name of a map, taken to mean &#039;&amp;lt;u&amp;gt;c&amp;lt;/u&amp;gt;omman&amp;lt;u&amp;gt;d&amp;lt;/u&amp;gt;e&amp;lt;u&amp;gt;r&amp;lt;/u&amp;gt;less&#039;. The only current usage of this term is in [[map:emp_cdr_canyon|emp_cdr_canyon]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chem&#039;&#039;&#039; - The &#039;Chemistry&#039; research tree.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chokepoint&#039;&#039;&#039; - Any point on a map that forces a team into a small geographic area--for example, a bridge, a narrow canyon, an elevator, or a gate. It is these spots in a map that are most often camped, and where battles most often take place, because both teams know that the other team must pass this particular area. These also are the routes that are most easily defendable against assault, as the assaulter is vulnerable when forced into tight quarters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comm&#039;&#039;&#039; – [[Commander]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comvee&#039;&#039;&#039; - [[Command Vehicle]]. Rarely used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comm Suicide&#039;&#039;&#039; - A usually malicious act of intentionally destroying one&#039;s own Command Vehicle by driving it into an unrecoverable situation (e.g. off a high cliff or into deep water). More commonly referred to as griefing, or something along the lines of: &amp;quot;The ****ing comm just sank himself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coolant&#039;&#039;&#039; - Refers to the (Advanced Coolant) engine upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crash Dumps&#039;&#039;&#039; - Files generated by the game whenever it crashes. These files contain debugging information used by developers to track down bugs responsible for the crash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CV&#039;&#039;&#039; - [[Command Vehicle]].&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&#039;&#039;&#039;Decon&#039;&#039;&#039; - Short for &amp;quot;Deconstruct&amp;quot;; an Engineer&#039;s ability to un-build and destroy enemy structures with the engineer tool.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
&#039;&#039;&#039;E&#039;&#039;&#039; - East side of map / Right side of map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;E-Build&#039;&#039;&#039; - Whilst an Engineer with a calculator can rapidly build various un-built items, other classes can simply press the &#039;E&#039; key (by default) in front of the structure. Just like multiple Engineers building one item, multiple E-builder&#039;s efforts will stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engy&#039;&#039;&#039; - The [[Engineer]] class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engy Tool&#039;&#039;&#039; - Engineers tool which can be used to heal/repair/build/deconstruct structures or units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ER&#039;&#039;&#039; - The Extended Range cannon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ETA&#039;&#039;&#039; - Estimated Time of Arrival (e.g. &amp;quot;ETA armor?!&amp;quot; = When will armor be done)&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
&#039;&#039;&#039;Flip&#039;&#039;&#039; - (Verb) In reference to when a vehicle is somehow turned upside down by any number of means; poor driving, collision, explosion, etc. Usually in reference to the command vehicle, when a grenadier uses the [[Grenadier#Tips|ninth mine trick]]. Flipped vehicles self-destruct over a short period of time to simplify game mechanics and prevent the server from being bogged down with vehicles. As in &amp;quot;to Flip,&amp;quot; or &amp;quot;has been Flipped.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Freeball It&#039;&#039;&#039; - Empires In-Joke. Something Headshotmaster said when he was Com and his entire team abandoned him. He mean to say &amp;quot;... you guys are no help anymore, i&#039;m just gonna Free*style* it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
&#039;&#039;&#039;GG&#039;&#039;&#039; - Abbreviation of Good Game, not genera. Generally NOT used for a good game but, to signify that the end of the round is near, here, or completely fucked(new guy or hobbs as the commander).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gren&#039;&#039;&#039; - The [[Grenadier]] class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Griefer&#039;&#039;&#039; - Someone who intends to ruin the game. See &#039;Comm Suicide&#039;.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
&#039;&#039;&#039;HE&#039;&#039;&#039; - The High Explosive cannon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEMG&#039;&#039;&#039; - The High Explosive Machine Gun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavies&#039;&#039;&#039; - Heavy tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HMG&#039;&#039;&#039; - The Heavy Machine Gun, a weapon of the [[Rifleman]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hobbed&#039;&#039;&#039; - As in &amp;quot;we got hobbed!&amp;quot; Happens when Hobbs is the commander and gets stuck on the map environment or caught by the enemy due to his constant boomtanking(happens 50% of the times he commands but, its still entertaining).&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killspawn&#039;&#039;&#039; - Suicide by typically typing &amp;quot;kill&amp;quot; in the console (or binding to a button) so that you can re-spawn at another spawn point elsewhere on the map. Useful emergency measure if immediate reinforcements are required.&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
&#039;&#039;&#039;Lights&#039;&#039;&#039; - The Northern Faction Light tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LT&#039;&#039;&#039; - The Northern Faction Light Tank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lvl/Level&#039;&#039;&#039; - In reference to turrets. Usually described in-game as a &amp;quot;lvl3&amp;quot;, this being the third and most powerful variety of turret.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
&#039;&#039;&#039;Main&#039;&#039;&#039; - The main base, usually where the VF radar and main barracks are placed. Can be the starting base, but that sometimes changes. If the original base is not the main base, it is referred to as &amp;quot;Old Main&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meds&#039;&#039;&#039; - Medium tanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MG&#039;&#039;&#039; - Machine Gun Turret.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ML&#039;&#039;&#039; - Missile Launcher Turret.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mowtar&#039;&#039;&#039; - Alternate spelling of the [[Grenadier|Grenadier&#039;s]] Mortar weapon.&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
&#039;&#039;&#039;N&#039;&#039;&#039; - North part of map / Top of map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nade&#039;&#039;&#039; - Grenade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nader&#039;&#039;&#039; - Another term for a person spamming grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nadespam&#039;&#039;&#039; - The act of constantly throwing grenades into some vital area, while simultaneously restocking from an ammo box, often used by engineers with seismic grenades to take down structures and Scouts with Smoke grenades to visibly obscure a large area. Also seen on district402.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NE&#039;&#039;&#039; - Northeast corner of map / Upper-right corner of map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NF&#039;&#039;&#039; - Refers to the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NFAR&#039;&#039;&#039; - The standard assault rifle of the Northern Faction&#039;s [[Rifleman]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NFHR&#039;&#039;&#039; - The heavy rifle of the Northern Faction&#039;s [[Rifleman]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ninja&#039;&#039;&#039; - The attempt of a player (especially Scout w/Hide upgrade) to sneak into the enemy base and destroy key structures or the CV without the enemy noticing before it is too late(Update: potential for destroying via scout sabotage has been drastically reduced to unlikely odds). Another way to ninja is to sneak past enemy lines and place a barracks next to enemy main without them knowing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nukes&#039;&#039;&#039; - HIT Missiles, veterans call it a Nuke as that was the original term and the missile is still effectively a nuke, as it is researched under the Fission item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NW&#039;&#039;&#039; - Northwest corner of map / Upper-right corner of map, most commonly used on Cyclopean, since that corner of the map has no distinct landmark to name it.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
&#039;&#039;&#039;OP&#039;&#039;&#039; - Overpowered, unfair in that it suits one side or another.&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
&#039;&#039;&#039;Paper Tank/Arty/Armor&#039;&#039;&#039; - A vehicle armored with the basic (weak) armor. Also applies to tanks that have one plate of armor on all sides, regardless of armor type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Partybus&#039;&#039;&#039; - An APC with spawns, usually refers to an APC loaded with infantry heading to the enemy base in a rush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Permakill&#039;&#039;&#039; - binding a key to &#039;force_kill&#039;. When used, team players can no longer revive your body, interrupting your probable attempt to save a base or the commander(who is probably hobbs stuck in the enemy main).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pixerduduh&#039;&#039;&#039; - Vocalisation of PXR-DDH (&#039;&#039;&#039;P&#039;&#039;&#039;ortable &#039;&#039;&#039;X&#039;&#039;&#039;-&#039;&#039;&#039;R&#039;&#039;&#039;ay &#039;&#039;&#039;D&#039;&#039;&#039;etection &#039;&#039;&#039;D&#039;&#039;&#039;evice for &#039;&#039;&#039;H&#039;&#039;&#039;umanoids), a.k.a. an engineer-placed camera. Rarely used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PUG&#039;&#039;&#039; - Acronym of &#039;&#039;&#039;&#039;P&#039;&#039;&#039;ick-&#039;&#039;&#039;U&#039;&#039;&#039;p &#039;&#039;&#039;G&#039;&#039;&#039;ame&#039;, a community organized match frequented by veterans of Empires. A good place to show off your skills to the best of the rest in the Empires community, or, at the very least, meet some of the regulars.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
&#039;&#039;&#039;Rax&#039;&#039;&#039; - Abbreviation for [[Barracks]]. Rarely but asking the Comm &#039;I need a Barracks, Obama&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ref&#039;&#039;&#039; - [[Refinery]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regen&#039;&#039;&#039; - Usually in reference to Regenerative Vehicle Armor. Sometimes refers to the Regenerate skill upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Res&#039;&#039;&#039; - Resources, the &amp;quot;money&amp;quot; for Empires and therefore required to build anything.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rev&#039;&#039;&#039; - The act of reviving a dead player by use of the Engineer skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rez&#039;&#039;&#039; - Derived from &amp;quot;resurrect&amp;quot;. See &#039;Rev&#039;. Not often used due to it&#039;s ambiguity. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RTFM&#039;&#039;&#039; - &#039;&#039;&#039;&#039;R&#039;&#039;&#039;ead &#039;&#039;&#039;T&#039;&#039;&#039;he &#039;&#039;&#039;F&#039;&#039;&#039;*cking &#039;&#039;&#039;M&#039;&#039;&#039;anual&#039;. Rarely used acronym, uttered when a new player asks an obvious question.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Running&#039;&#039;&#039; - Used to indicate that the enemy command vehicle is attempting to flee from his base while being attacked, usually a last ditch effort to relocate and set up a new base elsewhere. As in, &amp;quot;Heads up, the comm&#039;s running!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rush&#039;&#039;&#039; - Usually meaning to get nearly the whole team to attack one place on the map, usually the command vehicle or enemy main base, either as infantry or in vehicles.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
&#039;&#039;&#039;S&#039;&#039;&#039; - South part of map / Bottom of map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sab&#039;&#039;&#039; - Sabotage. When a Scout used their &#039;E&#039; key (default) on an enemy&#039;s structure (Buildings &amp;amp; Turrets, not Vehicles). The primary benefit of sabotaging a structure varies from type to type. Vehicle Factory - all vehicles spawned will have half hull HP and armor. Barracks - All soldiers who spawn will have half HP. Turrets - Will be disabled. Refineries - Will have half resource flow rate(still true?). The Secondary benefit to sabotaging, the structures HP is immediately halved and will steadily decline over time by 1hp. Purple smoke emanates from a sabotaged building&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scunt&#039;&#039;&#039; - Insulting term for Scouts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scunting&#039;&#039;&#039; - Someone who could be playing another class effectively but is currently playing scout (generally poorly or with a scout rifle) for their own enjoyment, at the expense of others, a soft-core form of griefing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SE&#039;&#039;&#039; - Southeast corner of map / Bottom-right corner of map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seeding&#039;&#039;&#039; - To seed is to play when few players are on the server, with the intent to ensure that new players arriving are able to play and therefore stick around. It is also used for messaging people asking them to play when there are none or few online.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotty&#039;&#039;&#039; - The Northern Faction Shotgun pistol.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;sHIT Missile&#039;&#039;&#039; - A pejorative term given to the &#039;HIT Missile&#039;. Due to original Nuke being comparatively very powerful the sHIT missle is seen a massively nerfed version of the Nuke.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Stack&#039;&#039;&#039; - Also &#039;Stacked&#039;, When one team has an advantage of more players with high skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SL&#039;&#039;&#039; - Squad Leader, the first person to join/create a squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sploit&#039;&#039;&#039; - From &amp;quot;exploit&amp;quot;: abusing a bug to gain an unfair advantage over the enemy. Examples include clipping into geometry, falling under the world, getting to places inaccessible by design, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spawn Kill&#039;&#039;&#039; - Getting killed the moment you spawn before you can do anything. Happens often when you are revived during a battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spotting&#039;&#039;&#039; - Use of radio command or scout binoculars to mark enemy units/buildings for the sight of infantry, tanks, and artillery vehicles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Rev&#039;&#039;&#039; - Referring to the use of the squad leader Squad Revive ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stack/Stacked&#039;&#039;&#039; - Referring to when the teams are uneven and there are more players on one team than the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stalingrad&#039;&#039;&#039; - When one team has almost defeated the other team, but ends up losing because they run out of tickets before the other team, and soon get outnumbered. It rarely occurs and is rarely referred to as Stalingrad. More commonly known as &amp;quot;FUCKING BULLSHIT&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sticky&#039;&#039;&#039; - Also, &#039;to have been stickied,&#039; and &#039;to stick,&#039; this refers to the various sticky grenades used by riflemen and scouts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Straight Tech&#039;&#039;&#039; - (Verb) The action of researching a higher tier upgrade, such as heavy tanks or nuclear missiles, before completing any other research in the match. As in: &amp;quot;the commander straight teched heavies before getting us armor or engines.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun&#039;&#039;&#039; - (Verb) Being overheated due to a scouts Stun Sticky, usually used in the context of &amp;quot;That little faggot stunned me&amp;quot; or &amp;quot;Hit the Heavy tank, he&#039;s stunned!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suicide&#039;&#039;&#039; - Often the last resort to getting &amp;quot;unstuck,&amp;quot; or used to get somewhere else in a hurry; pulling down the console with the tilde (~) key, typing &amp;quot;kill&amp;quot; (without quotes) and pressing enter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SW&#039;&#039;&#039; - Southwest corner of map / Bottom-left corner of map&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
&#039;&#039;&#039;Teams&#039;&#039;&#039; - Abbreviation of &amp;quot;The teams are imbalanced&amp;quot; or &amp;quot;Even the teams&amp;quot;. Ingame usage &amp;quot;Teams!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tickets&#039;&#039;&#039; - How many more &amp;quot;lives&amp;quot; the team has to spare.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turret Climbing&#039;&#039;&#039; - Rapidly building and trashing turrets as an engineer in means to build a &amp;quot;ladder&amp;quot; in order to get on top of high places. Often considered exploiting. Walls are also used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turret Farming&#039;&#039;&#039; - Act of creating multiple turrets in a localized area. HE or artillery is usually the reply to such a farm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turrent&#039;&#039;&#039; - Common misspelling of &amp;quot;turret&amp;quot;. Also an In-joke due the in-game voice clearly announcing &amp;quot;Our Turrents under attack&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turtling&#039;&#039;&#039; - Variant of &#039;Turret Farming&#039;, where a team relies on walls, turrets and other defensive measures to protect a small area, instead of advancing across the map. Also used as a final resort when a team is pushed back to their final barracks. Very hard to break out of, since the other team usually has all refineries.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
&#039;&#039;&#039;Unstuck&#039;&#039;&#039; - As in the command &amp;quot;emp_unstuck&amp;quot; used to remove your avatar if it is clipped into part of the map and can&#039;t move.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
&#039;&#039;&#039;VF&#039;&#039;&#039; - A [[Vehicle Factory]].&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
&#039;&#039;&#039;W&#039;&#039;&#039; - West side of map / Left side of map&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wall&#039;&#039;&#039; - (Verb) To rush an enemy vehicle, usually the [[Command Vehicle]], and build walls around it, thereby trapping it.  As in &amp;quot;to wall the tank&amp;quot;, or &amp;quot;I got walled in, there was nothing I could do!&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WallClimb&#039;&#039;&#039; - Using walls to gain height by utilizing their &amp;quot;growing&amp;quot; behavior as they are constructed.&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_canyon&amp;diff=8491</id>
		<title>Map:emp canyon</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_canyon&amp;diff=8491"/>
		<updated>2016-10-08T10:19:14Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Maps]] &amp;gt; emp_canyon }}&lt;br /&gt;
[[Image:Emp canyon.jpg|thumb|right|250px|Minimap of Emp_Canyon]]&lt;br /&gt;
&lt;br /&gt;
Canyon has an unscalable mountain area in the center. There are four chokepoints where the center mountain reaches close to the outer walls of the map, dividing the arena into four quadrants. The Northern Faction starts in the Northwest, and the Brenodi Empire in the Southeast.&lt;br /&gt;
&lt;br /&gt;
== Commander Strategies ==&lt;br /&gt;
&#039;&#039;&#039;Chokepoints:&#039;&#039;&#039; The canyon chokepoints are critical defensive boundaries on this map. The first infantry rush towards the north and south chokepoints usually dictate who will dominate the first half of the match. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NF Forward Bases:&#039;&#039;&#039; It&#039;s a common NF strategy to establish a forward base on the hill in the far Southwest corner of the Southwest quadrant: (A1/A2). This gives the NF team easy access to the south pass, and grants their infantry tree cover on the approach. A daring commander can comm-rush this position and set up a barracks quickly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BE Forward Bases:&#039;&#039;&#039; Brenodi commanders usually establish a forward base near (B2/C2), sealing the chokepoint with walls and turrets. Alternatively, one could comm-rush North from the start, establishing a base near the center of the Northwest quadrant, north of the east pass at (D4/D5). This is a less defensible position than the NF base at (A1/A2).&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forests at C1: NF&#039;&#039;&#039; A good NF scout can use hide and the tree cover granted in the forest at (C1) to hinder all Bren expansion into the south pass early on. Just be ready to retreat when the first tanks are produced. From these woods, one can see the far wall of the canyon before the Steam engine has rendered the Bren buildings; be sure to hold your fire until you&#039;re sure the enemy is in range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forests at C4: Bren&#039;&#039;&#039; Likewise, a good Bren infantryman can use the forest along the southern edge of the north pass to hold back the NF forces while using the trees for cover at (C4). Be warned, however, that the first clashes usually occur just north of the east pass. By the time the Bren forces manage to get to these forests, the first tank rush could be happening soon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beware the fields at C1/C2.&#039;&#039;&#039; Without artillery support, the field west of the Bren base can become a tank deathtrap. If the bren forces have secured themselves well, resist the urge to charge into this area. Instead, focus on containing the enemy until artillery units have been provided.&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_canyon]]&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_canyon&amp;diff=8490</id>
		<title>Map:emp canyon</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_canyon&amp;diff=8490"/>
		<updated>2016-10-08T10:14:50Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Maps]] &amp;gt; emp_canyon }}&lt;br /&gt;
[[Image:Emp canyon.jpg|thumb|right|250px|Minimap of Emp_Canyon]]&lt;br /&gt;
&lt;br /&gt;
Canyon has an unscalable mountain area in the center. There are four chokepoints where the center mountain reaches close to the outer walls of the map, dividing the arena into four quadrants. The Northern Faction starts in the Northwest, and the Brenodi Empire in the Southeast.&lt;br /&gt;
&lt;br /&gt;
== Commander Strategies ==&lt;br /&gt;
&#039;&#039;&#039;Chokepoints:&#039;&#039;&#039; The canyon chokepoints are critical defensive boundaries on this map. The first infantry rush towards the north and south chokepoints usually dictate who will dominate the first half of the match. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NF Forward Bases:&#039;&#039;&#039; It&#039;s a common NF strategy to establish a forward base on the hill in the far Southwest corner of the Southwest quadrant: (A1/A2). This gives the NF team easy access to the south pass, and grants their infantry tree cover on the approach. A daring commander can comm-rush this position and set up a barracks quickly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BE Forward Bases:&#039;&#039;&#039; Bren commanders usually establish a forward base near (B2/C2), sealing the chokepoint with walls and turrets. Alternatively, one could comm-rush North from the start, establishing a base near the center of the Northwest quadrant, north of the east pass at (D4/D5). This is a less defensible position than the NF base at (A1/A2).&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forests at C1: NF&#039;&#039;&#039; A good NF scout can use hide and the tree cover granted in the forest at (C1) to hinder all Bren expansion into the south pass early on. Just be ready to retreat when the first tanks are produced. From these woods, one can see the far wall of the canyon before the Steam engine has rendered the Bren buildings; be sure to hold your fire until you&#039;re sure the enemy is in range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forests at C4: Bren&#039;&#039;&#039; Likewise, a good Bren infantryman can use the forest along the southern edge of the north pass to hold back the NF forces while using the trees for cover at (C4). Be warned, however, that the first clashes usually occur just north of the east pass. By the time the Bren forces manage to get to these forests, the first tank rush could be happening soon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beware the fields at C1/C2.&#039;&#039;&#039; Without artillery support, the field west of the Bren base can become a tank deathtrap. If the bren forces have secured themselves well, resist the urge to charge into this area. Instead, focus on containing the enemy until artillery units have been provided.&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_canyon]]&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_canyon&amp;diff=8489</id>
		<title>Map:emp canyon</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_canyon&amp;diff=8489"/>
		<updated>2016-10-08T10:12:14Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Maps]] &amp;gt; emp_canyon }}&lt;br /&gt;
[[Image:Emp canyon.jpg|thumb|right|250px|Minimap of Emp_Canyon]]&lt;br /&gt;
&lt;br /&gt;
Canyon has an unscalable mountain area in the center. There are four chokepoints where the center mountain reaches close to the outer walls of the map, dividing the arena into four quadrants. The Northern Faction starts in the Northwest, and the Brenodi Empire in the Southeast.&lt;br /&gt;
&lt;br /&gt;
== Commander Strategies ==&lt;br /&gt;
&#039;&#039;&#039;Chokepoints:&#039;&#039;&#039; The canyon chokepoints are critical defensive boundaries on this map. The first infantry rush towards the north and south chokepoints usually dictate who will dominate the first half of the match. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NF Forward Bases:&#039;&#039;&#039; It&#039;s a common NF strategy to establish a forward base on the hill in the far Southwest corner of the Southwest quadrant: (A1/A2). This gives the NF team easy access to the south pass, and grants their infantry tree cover on the approach. A daring commander can comm-rush this position and set up a barracks quickly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bren Forward Bases:&#039;&#039;&#039; Bren commanders usually establish a forward base near (B2/C2), sealing the chokepoint with walls and turrets. Alternatively, one could comm-rush North from the start, establishing a base near the center of the Northwest quadrant, north of the east pass at (D4/D5). This is a less defensible position than the NF base at (A1/A2).&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forests at C1: NF&#039;&#039;&#039; A good NF scout can use hide and the tree cover granted in the forest at (C1) to hinder all Bren expansion into the south pass early on. Just be ready to retreat when the first tanks are produced. From these woods, one can see the far wall of the canyon before the Steam engine has rendered the Bren buildings; be sure to hold your fire until you&#039;re sure the enemy is in range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forests at C4: Bren&#039;&#039;&#039; Likewise, a good Bren infantryman can use the forest along the southern edge of the north pass to hold back the NF forces while using the trees for cover at (C4). Be warned, however, that the first clashes usually occur just north of the east pass. By the time the Bren forces manage to get to these forests, the first tank rush could be happening soon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beware the fields at C1/C2.&#039;&#039;&#039; Without artillery support, the field west of the Bren base can become a tank deathtrap. If the bren forces have secured themselves well, resist the urge to charge into this area. Instead, focus on containing the enemy until artillery units have been provided.&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_canyon]]&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:emp_canyon&amp;diff=8488</id>
		<title>Map:emp canyon</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:emp_canyon&amp;diff=8488"/>
		<updated>2016-10-08T10:11:05Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Maps]] &amp;gt; emp_canyon }}&lt;br /&gt;
[[Image:Emp canyon.jpg|thumb|right|250px|Minimap of Emp_Canyon]]&lt;br /&gt;
&lt;br /&gt;
Canyon has an unscalable mountain area in the center. There are four chokepoints where the center mountain reaches close to the outer walls of the map, dividing the arena into four quadrants. The NF starts in the Northwest, and the Bren in the Southeast.&lt;br /&gt;
&lt;br /&gt;
== Commander Strategies ==&lt;br /&gt;
&#039;&#039;&#039;Chokepoints:&#039;&#039;&#039; The canyon chokepoints are critical defensive boundaries on this map. The first infantry rush towards the north and south chokepoints usually dictate who will dominate the first half of the match. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NF Forward Bases:&#039;&#039;&#039; It&#039;s a common NF strategy to establish a forward base on the hill in the far Southwest corner of the Southwest quadrant: (A1/A2). This gives the NF team easy access to the south pass, and grants their infantry tree cover on the approach. A daring commander can comm-rush this position and set up a barracks quickly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bren Forward Bases:&#039;&#039;&#039; Bren commanders usually establish a forward base near (B2/C2), sealing the chokepoint with walls and turrets. Alternatively, one could comm-rush North from the start, establishing a base near the center of the Northwest quadrant, north of the east pass at (D4/D5). This is a less defensible position than the NF base at (A1/A2).&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forests at C1: NF&#039;&#039;&#039; A good NF scout can use hide and the tree cover granted in the forest at (C1) to hinder all Bren expansion into the south pass early on. Just be ready to retreat when the first tanks are produced. From these woods, one can see the far wall of the canyon before the Steam engine has rendered the Bren buildings; be sure to hold your fire until you&#039;re sure the enemy is in range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forests at C4: Bren&#039;&#039;&#039; Likewise, a good Bren infantryman can use the forest along the southern edge of the north pass to hold back the NF forces while using the trees for cover at (C4). Be warned, however, that the first clashes usually occur just north of the east pass. By the time the Bren forces manage to get to these forests, the first tank rush could be happening soon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beware the fields at C1/C2.&#039;&#039;&#039; Without artillery support, the field west of the Bren base can become a tank deathtrap. If the bren forces have secured themselves well, resist the urge to charge into this area. Instead, focus on containing the enemy until artillery units have been provided.&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps|emp_canyon]]&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User_talk:Solokiller&amp;diff=1901</id>
		<title>User talk:Solokiller</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User_talk:Solokiller&amp;diff=1901"/>
		<updated>2006-03-19T21:01:08Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Solokiller|Solokiller]] 09:52, 19 March 2006 (EST)&amp;lt;br&amp;gt;&lt;br /&gt;
Writing my profile page and talk page.&lt;br /&gt;
&lt;br /&gt;
Neat map idea --[[User:Logohere|Logohere]] 16:01, 19 March 2006 (EST)&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User:Rick&amp;diff=1893</id>
		<title>User:Rick</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User:Rick&amp;diff=1893"/>
		<updated>2006-03-19T10:56:14Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Linux dude&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User:Krenzo&amp;diff=1892</id>
		<title>User:Krenzo</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User:Krenzo&amp;diff=1892"/>
		<updated>2006-03-19T10:55:52Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THE MAN&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User:Logohere&amp;diff=1849</id>
		<title>User:Logohere</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User:Logohere&amp;diff=1849"/>
		<updated>2006-03-14T05:25:50Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Currently Working on: Adding media content to Empires wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Submit your screenshots ==&lt;br /&gt;
&lt;br /&gt;
logohere@gmail.com&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User:Malawar&amp;diff=1835</id>
		<title>User:Malawar</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User:Malawar&amp;diff=1835"/>
		<updated>2006-03-14T03:02:37Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; :)&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=1833</id>
		<title>Clan Listing</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Clan_Listing&amp;diff=1833"/>
		<updated>2006-03-14T02:53:07Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|Clan Listing}}&lt;br /&gt;
{{compactTOC}}&lt;br /&gt;
Below is an alphabetical list of clans and their associated webpages. Please feel free to add yours here, keeping the order and format.&lt;br /&gt;
{{Note|Please do not include descriptions more than 50 or so characters, this is supposed to be a quick-reference list.}}&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;
* Lords Of Chaos {LOC}&lt;br /&gt;
&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>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User:Kylegar&amp;diff=1821</id>
		<title>User:Kylegar</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User:Kylegar&amp;diff=1821"/>
		<updated>2006-03-14T00:34:18Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kylegar: The Mapping nub ==&lt;br /&gt;
&lt;br /&gt;
Meh, im a tester for Empires, and a custom mapper&lt;br /&gt;
&lt;br /&gt;
current projects: [[emp_cityscape]], [[Entity Index]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Messages ==&lt;br /&gt;
Got Messages to Kylegar? Leave them here!&lt;br /&gt;
make sure you sign them so i can respond&lt;br /&gt;
&lt;br /&gt;
why not just use the talk feature?-logohere&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User:Kylegar&amp;diff=1820</id>
		<title>User:Kylegar</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User:Kylegar&amp;diff=1820"/>
		<updated>2006-03-14T00:34:04Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kylegar: The Mapping nub ==&lt;br /&gt;
&lt;br /&gt;
Meh, im a tester for Empires, and a custom mapper&lt;br /&gt;
&lt;br /&gt;
current projects: [[emp_cityscape]], [[Entity Index]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Messages ==&lt;br /&gt;
Got Messages to Kylegar? Leave them here!&lt;br /&gt;
make sure you sign them so i can respond&lt;br /&gt;
&lt;br /&gt;
why not just use the talk feature?-[[Logohere]]&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User:Kylegar&amp;diff=1819</id>
		<title>User:Kylegar</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User:Kylegar&amp;diff=1819"/>
		<updated>2006-03-14T00:33:50Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kylegar: The Mapping nub ==&lt;br /&gt;
&lt;br /&gt;
Meh, im a tester for Empires, and a custom mapper&lt;br /&gt;
&lt;br /&gt;
current projects: [[emp_cityscape]], [[Entity Index]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Messages ==&lt;br /&gt;
Got Messages to Kylegar? Leave them here!&lt;br /&gt;
make sure you sign them so i can respond&lt;br /&gt;
&lt;br /&gt;
why not just use the talk feature?&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Vehicle_Factory&amp;diff=1817</id>
		<title>Vehicle Factory</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Vehicle_Factory&amp;diff=1817"/>
		<updated>2006-03-13T23:16:31Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Structures]] &amp;gt; Vehicle Factory}}&lt;br /&gt;
[[Image:IMPVehiclefactory.jpg|thumb|right|Vehicle Factory]]&lt;br /&gt;
[[Image:NFVehiclefactory.jpg|thumb|right|Northern Faction Vehicle Factory]]&lt;br /&gt;
The vehicle factory produces all the land [[vehicles]] for a team. Inside is a console which can be used by players to customize and order the production of [[vehicles]], usable via the &#039;&#039;Use&#039;&#039; key (defaults to &#039;&#039;&#039;e&#039;&#039;&#039;). After building a vehicle you are immediately transported into its driver seat.&lt;br /&gt;
[[Category:Structures|Vehicle Factory]]&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Vehicle_Factory&amp;diff=1816</id>
		<title>Vehicle Factory</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Vehicle_Factory&amp;diff=1816"/>
		<updated>2006-03-13T23:16:27Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Structures]] &amp;gt; Vehicle Factory}}.&lt;br /&gt;
[[Image:IMPVehiclefactory.jpg|thumb|right|Vehicle Factory]]&lt;br /&gt;
[[Image:NFVehiclefactory.jpg|thumb|right|Northern Faction Vehicle Factory]]&lt;br /&gt;
The vehicle factory produces all the land [[vehicles]] for a team. Inside is a console which can be used by players to customize and order the production of [[vehicles]], usable via the &#039;&#039;Use&#039;&#039; key (defaults to &#039;&#039;&#039;e&#039;&#039;&#039;). After building a vehicle you are immediately transported into its driver seat.&lt;br /&gt;
[[Category:Structures|Vehicle Factory]]&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Turrets&amp;diff=1815</id>
		<title>Turrets</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Turrets&amp;diff=1815"/>
		<updated>2006-03-13T23:16:19Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Structures]] &amp;gt; Turrets}}&lt;br /&gt;
[[Image:IMPMGTurret.jpg|thumb|right|Northern Faction Machine Gun Turret]]&lt;br /&gt;
[[Image:IMPMTurret.jpg|thumb|right|Northern Faction Missile Turret]]&lt;br /&gt;
There are two types of deployable turrets, machine gun and missile. Machine gun turrets shoot at infantry and missile turrets target [[vehicles]] and [[structures]]. Both types of turret can be upgraded through [[research]].&lt;br /&gt;
[[Category:Structures|Turrets]]&lt;br /&gt;
{{Note|[[Engineer|Engineers]] can build one turret of their own, be it Machine Gun or Missile. The [[Commander]] must place the rest.}}&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Turrets&amp;diff=1814</id>
		<title>Turrets</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Turrets&amp;diff=1814"/>
		<updated>2006-03-13T23:16:15Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Structures]] &amp;gt; Turrets}}.&lt;br /&gt;
[[Image:IMPMGTurret.jpg|thumb|right|Northern Faction Machine Gun Turret]]&lt;br /&gt;
[[Image:IMPMTurret.jpg|thumb|right|Northern Faction Missile Turret]]&lt;br /&gt;
There are two types of deployable turrets, machine gun and missile. Machine gun turrets shoot at infantry and missile turrets target [[vehicles]] and [[structures]]. Both types of turret can be upgraded through [[research]].&lt;br /&gt;
[[Category:Structures|Turrets]]&lt;br /&gt;
{{Note|[[Engineer|Engineers]] can build one turret of their own, be it Machine Gun or Missile. The [[Commander]] must place the rest.}}&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Repair_Station&amp;diff=1813</id>
		<title>Repair Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Repair_Station&amp;diff=1813"/>
		<updated>2006-03-13T23:14:45Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Structures]] &amp;gt; Repair Station}}&lt;br /&gt;
[[Image:Repair.jpg|thumb|right|Repair Station]]&lt;br /&gt;
[[Image:NFRepairstation.jpg|thumb|right|Northern Faction Repair Station]]&lt;br /&gt;
The repair station is a structure which repairs any [[vehicles]] that drive onto it.&lt;br /&gt;
[[Category:Structures|Repair Station]]&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Repair_Station&amp;diff=1812</id>
		<title>Repair Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Repair_Station&amp;diff=1812"/>
		<updated>2006-03-13T23:14:41Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Structures]] &amp;gt; Repair Station}}.&lt;br /&gt;
[[Image:Repair.jpg|thumb|right|Repair Station]]&lt;br /&gt;
[[Image:NFRepairstation.jpg|thumb|right|Northern Faction Repair Station]]&lt;br /&gt;
The repair station is a structure which repairs any [[vehicles]] that drive onto it.&lt;br /&gt;
[[Category:Structures|Repair Station]]&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Radar&amp;diff=1811</id>
		<title>Radar</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Radar&amp;diff=1811"/>
		<updated>2006-03-13T23:14:33Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Structures]] &amp;gt; Radar}}&lt;br /&gt;
[[Image:Imp_radar.jpg|thumb|right|Imperial Radar]]&lt;br /&gt;
[[Image:NFRadar.jpg|thumb|right|Northern Faction Radar]]&lt;br /&gt;
The radar structure gives the [[commander]] the advantage of seeing nearby enemy [[vehicles]], which will appear on the minimap every few seconds. The radar station must be constructed in order to [[research]] new technologies, such as [[vehicles|vehicle]] chassis and [[vehicles|vehicle]] elements.&lt;br /&gt;
[[Category:Structures|Radar]]&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Radar&amp;diff=1810</id>
		<title>Radar</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Radar&amp;diff=1810"/>
		<updated>2006-03-13T23:14:29Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Structures]] &amp;gt; Radar}}.&lt;br /&gt;
[[Image:Imp_radar.jpg|thumb|right|Imperial Radar]]&lt;br /&gt;
[[Image:NFRadar.jpg|thumb|right|Northern Faction Radar]]&lt;br /&gt;
The radar structure gives the [[commander]] the advantage of seeing nearby enemy [[vehicles]], which will appear on the minimap every few seconds. The radar station must be constructed in order to [[research]] new technologies, such as [[vehicles|vehicle]] chassis and [[vehicles|vehicle]] elements.&lt;br /&gt;
[[Category:Structures|Radar]]&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Refinery&amp;diff=1809</id>
		<title>Refinery</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Refinery&amp;diff=1809"/>
		<updated>2006-03-13T23:14:19Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Structures]] &amp;gt; Refinery}}&lt;br /&gt;
[[Image:IMPRefinery.jpg|thumb|right|Imperial Refinery]]&lt;br /&gt;
[[Image:NFRefinery.jpg|thumb|right|Northern Faction Refinery]]&lt;br /&gt;
All armies require [[resources]] to function, and the refinery provides them. By building refineries on [[Resource Node|Resource Nodes]], your faction gains resources periodically for each operational refinery.&lt;br /&gt;
{{Tip|Having multiple refineries on multiple [[Resource Node|resource nodes]] can be very important to win a match.}}&lt;br /&gt;
{{Tip|It is generally a good idea to build turrets near refineries to prevent their destruction by enemies.}}&lt;br /&gt;
{{Note|Depending on the [[Maps|map]] or the [[Gameplay_Types|play mode]], refineries may be the only way of generating resources for your faction.}}&lt;br /&gt;
[[Category:Structures|Refinery]]&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Refinery&amp;diff=1808</id>
		<title>Refinery</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Refinery&amp;diff=1808"/>
		<updated>2006-03-13T23:14:14Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Structures]] &amp;gt; Refinery}}.&lt;br /&gt;
[[Image:IMPRefinery.jpg|thumb|right|Imperial Refinery]]&lt;br /&gt;
[[Image:NFRefinery.jpg|thumb|right|Northern Faction Refinery]]&lt;br /&gt;
All armies require [[resources]] to function, and the refinery provides them. By building refineries on [[Resource Node|Resource Nodes]], your faction gains resources periodically for each operational refinery.&lt;br /&gt;
{{Tip|Having multiple refineries on multiple [[Resource Node|resource nodes]] can be very important to win a match.}}&lt;br /&gt;
{{Tip|It is generally a good idea to build turrets near refineries to prevent their destruction by enemies.}}&lt;br /&gt;
{{Note|Depending on the [[Maps|map]] or the [[Gameplay_Types|play mode]], refineries may be the only way of generating resources for your faction.}}&lt;br /&gt;
[[Category:Structures|Refinery]]&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Northern_Faction&amp;diff=1807</id>
		<title>Northern Faction</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Northern_Faction&amp;diff=1807"/>
		<updated>2006-03-13T23:13:21Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Factions]] &amp;gt; Northern Faction}}&lt;br /&gt;
&lt;br /&gt;
The Northern Faction is less equipped and trained than the forces of the [[Brenodi Empire]], but its forces make up for it with genetic manipulation and determination. All members are ex-citizens of [[Jekotia]] whose disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter to [[Brenodi Empire|Brenodi]] technology. This gives them the advantage of more versatility in ability enhancement and unmatchable level of cohesiveness and coordination. They&#039;ve managed to find support in ex-Jekotians hidden within the [[Brenodi Empire]] and among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of [[Jekotia]].&lt;br /&gt;
&lt;br /&gt;
{{See|[[Brenodi Empire]], [[Jekotia]]}}&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Northern_Faction&amp;diff=1806</id>
		<title>Northern Faction</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Northern_Faction&amp;diff=1806"/>
		<updated>2006-03-13T23:13:16Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Factions]] &amp;gt; Northern Faction}}.&lt;br /&gt;
&lt;br /&gt;
The Northern Faction is less equipped and trained than the forces of the [[Brenodi Empire]], but its forces make up for it with genetic manipulation and determination. All members are ex-citizens of [[Jekotia]] whose disbanded military&#039;s past exploits into genetic manipulation were phased into the general population and provided a counter to [[Brenodi Empire|Brenodi]] technology. This gives them the advantage of more versatility in ability enhancement and unmatchable level of cohesiveness and coordination. They&#039;ve managed to find support in ex-Jekotians hidden within the [[Brenodi Empire]] and among remnants of bunkers and weapon caches left over from the great battle which dissolved the nation of [[Jekotia]].&lt;br /&gt;
&lt;br /&gt;
{{See|[[Brenodi Empire]], [[Jekotia]]}}&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=1805</id>
		<title>Basic Mapping</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=1805"/>
		<updated>2006-03-13T23:12:46Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Basic Mapping}} &lt;br /&gt;
&lt;br /&gt;
After you&#039;ve [[Configuring Hammer for Empires|configured Hammer to run with Empires]], you&#039;re ready to start making maps.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Build a large room ==&lt;br /&gt;
Build a huge room that will represent your level. If you&#039;re doing an outdoors map with vehicles, make sure to allow lots of room.&lt;br /&gt;
If you want to have a sky insted of a solid roof, then use the ToolsSkyBox texture on those walls that will be the boundery to the sky&lt;br /&gt;
&lt;br /&gt;
== Step 2: Add Entities ==&lt;br /&gt;
You&#039;re going to need one of each of these:&lt;br /&gt;
* [[Emp_info_params]] (Required)&lt;br /&gt;
* [[Emp_info_map_overview]] (Required)&lt;br /&gt;
* [[Emp_building_imp_barracks]]&lt;br /&gt;
* [[Emp_building_nf_barracks]]&lt;br /&gt;
* [[Emp_nf_commander]]  Norhern Faction command vihicle (Optional)&lt;br /&gt;
* [[Emp_imp_commander]] Imperial command vihicle (Optional)&lt;br /&gt;
&lt;br /&gt;
== Step 3: Create your map&#039;s resource file ==&lt;br /&gt;
The best way to do this is to go to your empires directory and look under the &#039;&#039;resources/maps&#039;&#039; directory. Copy one of the existing map&#039;s files there and rename the copy to match the name of your map (plus the .txt extension). Edit it and make adjustments as needed.&lt;br /&gt;
This will let players select spawns when ingame&lt;br /&gt;
&lt;br /&gt;
== Step 4: Set up your map&#039;s materials directory ==&lt;br /&gt;
Go to your &#039;&#039;Empires\materials\maps&#039;&#039; directory and create a folder that matches the name of your map. Then either create or copy one of the existing .vtf files to serve as a placeholder until you can get around to making one for yourself. These hold images to be overlayed on the mini-map and spawn menu.&lt;br /&gt;
&lt;br /&gt;
== Step 5: Flesh it out ==&lt;br /&gt;
=== Deciding Gameplay ===&lt;br /&gt;
Empires suports a few quite intresting gameplays with more to be added later.&lt;br /&gt;
==== Classic ====&lt;br /&gt;
The standard (Classic) [[Gameplay_Types|gameplay type]] involves capturing [[Resource Node|resource nodes]] and building bases is used on maps sutch as [[Map:emp_duststorm|emp_duststorm]] and [[Map:emp_crossroads|emp_crossroads]]. The objective is for the players to destroy the opposing faction&#039;s [[Command Vehicle]].&lt;br /&gt;
&lt;br /&gt;
For it to work you need a [[barracks]] ([[emp_building_imp_barracks]], [[emp_building_nf_barracks]]) for each team, a [[Command Vehicle]] per faction ([[emp_imp_commander]], [[emp_nf_commander]]) and also at least two [[Resource Node|resource nodes]] ([[emp_resource_point]], preferebly marked by a [[emp_resource_point_prop]] so that one can actually see the point) to be able to play properly.&lt;br /&gt;
&lt;br /&gt;
None of above entities are absolutely required, the game will work aslong as there are a way for people from both teams have ways to spawn.&lt;br /&gt;
&lt;br /&gt;
==== Conquest ====&lt;br /&gt;
The second one is as seen in Battlefield and other games, involving capturing and holding flags. While it is possible to have a [[Commander]] and a [[Command Vehicle|Command Vehicle]], it is not required. This gameplay is slightly featured on [[Map:emp_escort|emp_escort]], on which it has been converted into a push type of gameplay by not having the flags to be recaptureble by the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
To be able to spawn at a flag you need to place spawn points. These are called [[emp_info_player_Imp]] for the [[Brenodi Empire|Imperials]] and [[emp_info_player_NF]] for the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
=== Adding Buildings ===&lt;br /&gt;
Buildings are in the form of entities. See the [[Entity Index]] for a complete list. Buildings are the entities with &#039;&#039;building&#039;&#039; in their names.&lt;br /&gt;
&lt;br /&gt;
== Step 6: Compile/Run ==&lt;br /&gt;
Hit F9 and run with the default options. Check your developer console by pressing tilde in-game and look for obvious problems.&lt;br /&gt;
&lt;br /&gt;
{{See|[[Gameplay_Types|Gameplay Types]], [[Entity Index]]}}&lt;br /&gt;
[[Category:Mapping|Basic Mapping]]&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=1804</id>
		<title>Basic Mapping</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Basic_Mapping&amp;diff=1804"/>
		<updated>2006-03-13T23:12:40Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Mapping]] &amp;gt; Basic Mapping}} .&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve [[Configuring Hammer for Empires|configured Hammer to run with Empires]], you&#039;re ready to start making maps.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Build a large room ==&lt;br /&gt;
Build a huge room that will represent your level. If you&#039;re doing an outdoors map with vehicles, make sure to allow lots of room.&lt;br /&gt;
If you want to have a sky insted of a solid roof, then use the ToolsSkyBox texture on those walls that will be the boundery to the sky&lt;br /&gt;
&lt;br /&gt;
== Step 2: Add Entities ==&lt;br /&gt;
You&#039;re going to need one of each of these:&lt;br /&gt;
* [[Emp_info_params]] (Required)&lt;br /&gt;
* [[Emp_info_map_overview]] (Required)&lt;br /&gt;
* [[Emp_building_imp_barracks]]&lt;br /&gt;
* [[Emp_building_nf_barracks]]&lt;br /&gt;
* [[Emp_nf_commander]]  Norhern Faction command vihicle (Optional)&lt;br /&gt;
* [[Emp_imp_commander]] Imperial command vihicle (Optional)&lt;br /&gt;
&lt;br /&gt;
== Step 3: Create your map&#039;s resource file ==&lt;br /&gt;
The best way to do this is to go to your empires directory and look under the &#039;&#039;resources/maps&#039;&#039; directory. Copy one of the existing map&#039;s files there and rename the copy to match the name of your map (plus the .txt extension). Edit it and make adjustments as needed.&lt;br /&gt;
This will let players select spawns when ingame&lt;br /&gt;
&lt;br /&gt;
== Step 4: Set up your map&#039;s materials directory ==&lt;br /&gt;
Go to your &#039;&#039;Empires\materials\maps&#039;&#039; directory and create a folder that matches the name of your map. Then either create or copy one of the existing .vtf files to serve as a placeholder until you can get around to making one for yourself. These hold images to be overlayed on the mini-map and spawn menu.&lt;br /&gt;
&lt;br /&gt;
== Step 5: Flesh it out ==&lt;br /&gt;
=== Deciding Gameplay ===&lt;br /&gt;
Empires suports a few quite intresting gameplays with more to be added later.&lt;br /&gt;
==== Classic ====&lt;br /&gt;
The standard (Classic) [[Gameplay_Types|gameplay type]] involves capturing [[Resource Node|resource nodes]] and building bases is used on maps sutch as [[Map:emp_duststorm|emp_duststorm]] and [[Map:emp_crossroads|emp_crossroads]]. The objective is for the players to destroy the opposing faction&#039;s [[Command Vehicle]].&lt;br /&gt;
&lt;br /&gt;
For it to work you need a [[barracks]] ([[emp_building_imp_barracks]], [[emp_building_nf_barracks]]) for each team, a [[Command Vehicle]] per faction ([[emp_imp_commander]], [[emp_nf_commander]]) and also at least two [[Resource Node|resource nodes]] ([[emp_resource_point]], preferebly marked by a [[emp_resource_point_prop]] so that one can actually see the point) to be able to play properly.&lt;br /&gt;
&lt;br /&gt;
None of above entities are absolutely required, the game will work aslong as there are a way for people from both teams have ways to spawn.&lt;br /&gt;
&lt;br /&gt;
==== Conquest ====&lt;br /&gt;
The second one is as seen in Battlefield and other games, involving capturing and holding flags. While it is possible to have a [[Commander]] and a [[Command Vehicle|Command Vehicle]], it is not required. This gameplay is slightly featured on [[Map:emp_escort|emp_escort]], on which it has been converted into a push type of gameplay by not having the flags to be recaptureble by the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
To be able to spawn at a flag you need to place spawn points. These are called [[emp_info_player_Imp]] for the [[Brenodi Empire|Imperials]] and [[emp_info_player_NF]] for the [[Northern Faction]].&lt;br /&gt;
&lt;br /&gt;
=== Adding Buildings ===&lt;br /&gt;
Buildings are in the form of entities. See the [[Entity Index]] for a complete list. Buildings are the entities with &#039;&#039;building&#039;&#039; in their names.&lt;br /&gt;
&lt;br /&gt;
== Step 6: Compile/Run ==&lt;br /&gt;
Hit F9 and run with the default options. Check your developer console by pressing tilde in-game and look for obvious problems.&lt;br /&gt;
&lt;br /&gt;
{{See|[[Gameplay_Types|Gameplay Types]], [[Entity Index]]}}&lt;br /&gt;
[[Category:Mapping|Basic Mapping]]&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Einfo.png&amp;diff=1803</id>
		<title>File:Einfo.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Einfo.png&amp;diff=1803"/>
		<updated>2006-03-13T22:36:50Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Barracks&amp;diff=1800</id>
		<title>Barracks</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Barracks&amp;diff=1800"/>
		<updated>2006-03-13T22:23:30Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Structures]] &amp;gt; Barracks}}&lt;br /&gt;
[[Image:NFBarracks.jpg|thumb|right|Northern Faction Barracks]]&lt;br /&gt;
[[Image:NFbarracks.jpg|thumb|right|Northern Faction Barracks]]&lt;br /&gt;
[[Image:IMPBarracks2.jpg|thumb|right|Imperial Barracks]]&lt;br /&gt;
[[Image:IMPBarracks.jpg|thumb|right|Imperial Barracks]]&lt;br /&gt;
Players can spawn and can change classes at their barracks. The importance of this structure is second only to that of the refinery, and it is sure to be a prime target in any assault. Depending on the [[Maps|map]] and [[Gameplay_Types|gameplay type]], the match may end if a faction&#039;s barracks are destroyed, similar to the destruction of a [[Command Vehicle]] (when applicable).&lt;br /&gt;
[[Category:Structures|Barracks]]&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Barracks&amp;diff=1799</id>
		<title>Barracks</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Barracks&amp;diff=1799"/>
		<updated>2006-03-13T22:23:25Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Structures]] &amp;gt; Barracks}}&lt;br /&gt;
[[Image:NFBarracks.jpg|thumb|right|Northern Faction Barracks]]&lt;br /&gt;
[[Image:NFbarracks.jpg|thumb|right|Northern Faction Barracks]]&lt;br /&gt;
[[Image:IMPBarracks2.jpg|thumb|right|Imperial Barracks]]&lt;br /&gt;
[[Image:IMPBarracks.jpg|thumb|right|Imperial Barracks]]&lt;br /&gt;
Players can spawn and can change classes at their barracks. The importance of this structure is second only to that of the refinery, and it is sure to be a prime target in any assault. Depending on the [[Maps|map]] and [[Gameplay_Types|gameplay type]], the match may end if a faction&#039;s barracks are destroyed, similar to the destruction of a [[Command Vehicle]] (when applicable).&lt;br /&gt;
[[Category:Structures|Barracks]]&lt;br /&gt;
f&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=User:Grizzly&amp;diff=1747</id>
		<title>User:Grizzly</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=User:Grizzly&amp;diff=1747"/>
		<updated>2006-03-13T19:25:13Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Official Empires Mapper. Creator of [[emp_urbanchaos]]&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Jeep&amp;diff=1742</id>
		<title>Jeep</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Jeep&amp;diff=1742"/>
		<updated>2006-03-13T19:20:06Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Vehicles]] &amp;gt; Jeep}}&lt;br /&gt;
[[Image:NFJeep.jpg|thumb|right|Northern Faction Jeep]]&lt;br /&gt;
The jeep&#039;s main role is that of transportation. It can be customized for speed to quickly get into enemy controlled territory and then get out, or it can be lightly armored for a light combat role. Jeeps are the cheapest vehicle, and therefore, are the least resistant to damage.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
* Seats: 2/4&lt;br /&gt;
* Non-Equipped Cost: 60&lt;br /&gt;
* Non-Equipped Weight: 300/500&lt;br /&gt;
* Heat Capacity: 100&lt;br /&gt;
* Availability: [[Northern]] and [[Imperial]]&lt;br /&gt;
&lt;br /&gt;
== Armor Plates ==&lt;br /&gt;
* Front: 1&lt;br /&gt;
* Sides: 1&lt;br /&gt;
* Back: 1&lt;br /&gt;
&lt;br /&gt;
== Weapon Slots ==&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles|Jeep]]&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Jeep&amp;diff=1741</id>
		<title>Jeep</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Jeep&amp;diff=1741"/>
		<updated>2006-03-13T19:19:58Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Vehicles]] &amp;gt; Jeep}}&lt;br /&gt;
[[Image:NFJeep.jpg|thumb|right|Northern Faction Artillery]]&lt;br /&gt;
The jeep&#039;s main role is that of transportation. It can be customized for speed to quickly get into enemy controlled territory and then get out, or it can be lightly armored for a light combat role. Jeeps are the cheapest vehicle, and therefore, are the least resistant to damage.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
* Seats: 2/4&lt;br /&gt;
* Non-Equipped Cost: 60&lt;br /&gt;
* Non-Equipped Weight: 300/500&lt;br /&gt;
* Heat Capacity: 100&lt;br /&gt;
* Availability: [[Northern]] and [[Imperial]]&lt;br /&gt;
&lt;br /&gt;
== Armor Plates ==&lt;br /&gt;
* Front: 1&lt;br /&gt;
* Sides: 1&lt;br /&gt;
* Back: 1&lt;br /&gt;
&lt;br /&gt;
== Weapon Slots ==&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles|Jeep]]&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:NFJeep.jpg&amp;diff=1740</id>
		<title>File:NFJeep.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:NFJeep.jpg&amp;diff=1740"/>
		<updated>2006-03-13T19:19:37Z</updated>

		<summary type="html">&lt;p&gt;Tama: Northern Faction Jeep&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Northern Faction Jeep&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:NFAPC.jpg&amp;diff=1737</id>
		<title>File:NFAPC.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:NFAPC.jpg&amp;diff=1737"/>
		<updated>2006-03-13T19:14:27Z</updated>

		<summary type="html">&lt;p&gt;Tama: Northern Faction APC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Northern Faction APC&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=APC&amp;diff=1736</id>
		<title>APC</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=APC&amp;diff=1736"/>
		<updated>2006-03-13T19:12:38Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Vehicles]] &amp;gt; APC}}&lt;br /&gt;
[[Image:NFAPC.jpg|thumb|right|Northern Faction APC]]&lt;br /&gt;
The APC&#039;s role is for the safe carriage of infantry through hostile territory. It is lightly armored but more resiliant to attack than the [[Jeep]], while generally sacrificing speed. However, it can be customized for greater speed by stripping any defensive weaponary and installing a better engine. It can also possess the special ability of allowing units within a squad to respawn from their designated APC so long as their are remaining unused units in the APC and the squad has not been wiped out.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
* Seats: 8&lt;br /&gt;
* Non-Equipped Cost: 60&lt;br /&gt;
* Non-Equipped Weight: 300/600&lt;br /&gt;
* Heat Capacity: 100&lt;br /&gt;
* Availability: [[Northern]] and [[Imperial]]&lt;br /&gt;
&lt;br /&gt;
== Armor Plates ==&lt;br /&gt;
* Front: 2&lt;br /&gt;
* Sides: 3&lt;br /&gt;
* Back: 2&lt;br /&gt;
&lt;br /&gt;
== Weapon Slots ==&lt;br /&gt;
* Weapon Slots:&lt;br /&gt;
* Machine Guns: 3&lt;br /&gt;
* Grenade Launchers: 3&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles|APC]]&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Surveillance&amp;diff=1735</id>
		<title>Surveillance</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Surveillance&amp;diff=1735"/>
		<updated>2006-03-13T19:07:30Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sitenav|[[Structures]] &amp;gt; Surveillance}}&lt;br /&gt;
[[Image:Camera.jpg|thumb|right|Northern Faction Surveillance Camera]]&lt;br /&gt;
[[Image:IMPRadarDish2.jpg|thumb|right|Northern Faction Radar Dish]]&lt;br /&gt;
[[Engineer|Engineers]] can construct a single camera or radar dish. The camera will reveal enemy infantry on the minimap and the radar dish will reveal enemy [[vehicles]] and [[structures]].&lt;br /&gt;
{{Note|Individual [[Engineer|Engineers]] may only have one active surveillance structure at any given time.}}&lt;br /&gt;
[[Category:Structures|Surveillance]]&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:as_escort&amp;diff=1733</id>
		<title>Map:as escort</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:as_escort&amp;diff=1733"/>
		<updated>2006-03-13T19:03:45Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:emp_escortmap.jpg|thumb|right|Emp_Escort]]&lt;br /&gt;
[[Image:EscortBridge.jpg|thumb|right|Bridge]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Escort is a conquest map. The objective is to capture every flag. There is no [[Command Vehicle]] on this map. Each [[factions|faction]] has pre-built bases. There are also obstacles on this map such as bridges that can only be constructed by an [[engineer]] and wooden blockades that can be destroyed to allow vehicles to pass.&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:EscortNoBridge.jpg&amp;diff=1732</id>
		<title>File:EscortNoBridge.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:EscortNoBridge.jpg&amp;diff=1732"/>
		<updated>2006-03-13T19:02:59Z</updated>

		<summary type="html">&lt;p&gt;Tama: No Bridge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;No Bridge&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:as_escort&amp;diff=1731</id>
		<title>Map:as escort</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:as_escort&amp;diff=1731"/>
		<updated>2006-03-13T19:02:34Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:emp_escortmap.jpg|thumb|right|Emp_Escort]]&lt;br /&gt;
[[Image:EscortBridge.jpg|thumb|right|Bridge]]&lt;br /&gt;
[[Image:EscortNoBridge.jpg|thumb|right|No Bridge]]&lt;br /&gt;
&lt;br /&gt;
Escort is a conquest map. The objective is to capture every flag. There is no [[Command Vehicle]] on this map. Each [[factions|faction]] has pre-built bases. There are also obstacles on this map such as bridges that can only be constructed by an [[engineer]] and wooden blockades that can be destroyed to allow vehicles to pass.&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:as_escort&amp;diff=1728</id>
		<title>Map:as escort</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:as_escort&amp;diff=1728"/>
		<updated>2006-03-13T18:43:20Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:emp_escortmap.jpg|thumb|right|Emp_Escort]]&lt;br /&gt;
[[Image:EscortBridge.jpg|thumb|right|Bridge]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Escort is a conquest map. The objective is to capture every flag. There is no [[Command Vehicle]] on this map. Each [[factions|faction]] has pre-built bases. There are also obstacles on this map such as bridges that can only be constructed by an [[engineer]] and wooden blockades that can be destroyed to allow vehicles to pass.&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:as_escort&amp;diff=1727</id>
		<title>Map:as escort</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:as_escort&amp;diff=1727"/>
		<updated>2006-03-13T18:43:10Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:emp_escortmap.jpg|thumb|right|Emp_Escort]]&lt;br /&gt;
[[Image:EscortBridge.jpg|thumb|right|Escort Bridge]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Escort is a conquest map. The objective is to capture every flag. There is no [[Command Vehicle]] on this map. Each [[factions|faction]] has pre-built bases. There are also obstacles on this map such as bridges that can only be constructed by an [[engineer]] and wooden blockades that can be destroyed to allow vehicles to pass.&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:EscortBridge.jpg&amp;diff=1724</id>
		<title>File:EscortBridge.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:EscortBridge.jpg&amp;diff=1724"/>
		<updated>2006-03-13T18:42:29Z</updated>

		<summary type="html">&lt;p&gt;Tama: Escort Bridge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Escort Bridge&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:as_escort&amp;diff=1719</id>
		<title>Map:as escort</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:as_escort&amp;diff=1719"/>
		<updated>2006-03-13T18:34:53Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:emp_escortmap.jpg|thumb|right|Emp_Escort]]&lt;br /&gt;
&lt;br /&gt;
Escort is a conquest map. The objective is to capture every flag. There is no [[Command Vehicle]] on this map. Each [[factions|faction]] has pre-built bases. There are also obstacles on this map such as bridges that can only be constructed by an [[engineer]] and wooden blockades that can be destroyed to allow vehicles to pass.&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:as_escort&amp;diff=1718</id>
		<title>Map:as escort</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:as_escort&amp;diff=1718"/>
		<updated>2006-03-13T18:34:32Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:emp_escortmap.jpg|thumb|right|Emp_Escort]]&lt;br /&gt;
&lt;br /&gt;
Escort is a conquest map. The objective is to capture every flag. There is no [[Command Vehicle]] on this map. Each [[factions|faction]] has pre-built bases. There are also obstacles on this map such as bridges that can only be constructed by [[engineers]] and wooden blockades that can be destroyed to allow vehicles to pass.&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=File:Con_escort_minimap.jpg&amp;diff=1716</id>
		<title>File:Con escort minimap.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=File:Con_escort_minimap.jpg&amp;diff=1716"/>
		<updated>2006-03-13T18:29:13Z</updated>

		<summary type="html">&lt;p&gt;Tama: Escort&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Escort&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
	<entry>
		<id>https://wiki.empiresmod.com/index.php?title=Map:as_escort&amp;diff=1715</id>
		<title>Map:as escort</title>
		<link rel="alternate" type="text/html" href="https://wiki.empiresmod.com/index.php?title=Map:as_escort&amp;diff=1715"/>
		<updated>2006-03-13T18:28:45Z</updated>

		<summary type="html">&lt;p&gt;Tama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Image:emp_escortmap.jpg|thumb|right|Emp_Escort]]&lt;/div&gt;</summary>
		<author><name>Tama</name></author>
	</entry>
</feed>