Amiga Empire is a fairly large program. Unfortunately, this means that it cannot be built on a system with only 512K of memory. The compilation can be done with no problem, but the linking phase runs out of memory, even if you are using a non-interlaced screen, no addbuffers, and nothing else running (the linked output was going to another drive at the time, not to RAM: like the current setup). Also, two disk drives are almost certainly required. It may be possible to trim down Empire (e.g. by removing the 'edit' and 'examine' commands in source file "cmd_edit.d"), so that it can be built on a 512K system, but I have not persued this. My guess is that most people will want to ADD things to Empire, not remove them. Also, because of the size of Empire, the source files, the unlinked object files, and the linked object file will not all fit on one disk. Thus, the linking phase normally leaves the linked object file on RAM: (BLink seems to have trouble writing to VD0:, so it isn't used). Since Amiga Empire is written in Draco, you will need a bootable Draco system disk to compile it with. The Draco compiler system is freely available on Fred Fish disks 76 and 77. Follow the instructions there to set up a bootable "Draco SYS" disk. I will here assume that you have booted from such a disk, or from a variant of it. To build Amiga Empire from scratch, copy the 'src' directory to another disk, cd to it, and enter: ex compileall (note: 'ex' is just 'Execute' renamed) That will create a full set of unlinked object files (.r files) in the same directory. Now enter: blink with empire.w This will link the Empire program and leave it on RAM:. To rebuild EmpCre, enter: draco EmpCre ex dr1 EmpCre The linked object will be left in the current directory. I usually test out new versions of Empire by running them on VD0: - a fair amount of disk I/O is done during play of Empire. In fact, it is probably best to always run it from a RAM disk, and to back it up to a real disk periodically.