Registrations are open for the long term game.
We will accept registrations until Friday, April 25th 24:00 EDT,
with the option to extend if the country count is under what we
feel is needed to play this setup. Late registrations may be
accepted or put on the list of replacement players.
Please send your:
a)Country Name
b)Representative
c)Your Skill (1-10) where
0 = clueless fodder who dies just prior to breaking
1 = fodder who dies just after breaking
10 = Your victory is a logical conclusion, the game
is merely a required exercise of the code.
d)Contact email
e)(Optional) Former country names
to emp...@wophr.carnage.stdio.com
You should receive a confirmation back in
48 hours or less.
Significant changes:
This game has the hvy_metal modifications in place.
They make it a somewhat different world from stock
empire. Please see info hvy_metal in game or the game
website for more details.
New sector type, freeway # (think elevated highway).
You can redesignate swamps ~ into them and get
road-like behavior from them at a cost.
This will be a large-land mass game. You should
expect rivers, not oceans.
Bot countries may or may not be present to slow down
initial expansion.
Game should start at the end of April or early May
depending on size of game world.
Updates will be announced via email/RGE/MOTD/game website
Tentative Schedule:
Speedy start: extra start sectors. You'll just have to wait
until break to see what they are. 5 updates per week at
14:00 EDT until first contact, weekdays only.
No holiday updates. Further the game will be offline
from 18:00EDT the day before to 18:00EDT the day after
each holiday.
Regular updates will be Mon-Wed-Fri 14:00 EDT.
Game website:
http://www.stdio.com/~rhyatt/empire/hvy_metalII/
Registrations have been extended due to deity laziness until April
30th.
Game starts the weekend of May 3/4th.
Game should start accepting connections on the 4th.
First update Tuesday May 6th at 14:00 EDT
Countries not broken before the first update will be dealt with as the
deities see fit.
long-term game details:
host: alien.stdio.com
port: TBA
If you can get into the test blitz, you are most likely OK.
testbliz is running now
host: alien.stdio.com
port: 6667
country: 1-16
rep: 1-16
new sector type: q biofuel plant. Turns food into oil. Food is
artificially high in the blitz to permit extra testing of the concept.
Plunderbot is active in the test blitz some days. It is about as
sharp as a sack of wet mice. Loves to fight though.
blitz version details: Some things will obviously change for
the long term game.
===============================================
Wolfpack Empire 4.3.14
The following parameters have been set for this game:
World size is 100 by 50.
There can be up to 99 countries.
By default, countries use their own coordinate system.
Use the 'show' command to find out the time of the next update.
The current time is Fri Apr 25 11:08:20.
An update consists of 60 empire time units.
Each country is allowed to be logged in 1440 minutes a day.
It takes 8.33 civilians to produce a BTU in one time unit.
A non-aggi, 100 fertility sector can grow 0.12 food per etu.
1000 civilians will harvest 1.3 food per etu.
1000 civilians will give birth to 5.0 babies per etu.
1000 uncompensated workers will give birth to 2.5 babies.
In one time unit, 1000 people eat 0.5 units of food.
1000 babies eat 6.0 units of food becoming adults.
No food is needed!
Banks pay $200.00 in interest per 1000 gold bars per etu.
1000 civilians generate $6.67, uncompensated workers $1.67 each time
unit.
1000 active military cost $83.33, reserves cost $6.67.
Up to 100 avail can roll over an update.
Happiness p.e. requires 1 happy stroller per 10000 civ.
Education p.e. requires 1 class of graduates per 10000 civ.
Happiness is averaged over 48 time units.
Education is averaged over 192 time units.
The technology/research boost you get from the world is 50.00%.
Nation levels (tech etc.) decline 1% every 96 time units.
Tech Buildup is limited to logarithmic growth (base 2.00) after 1.00.
Sectors Ships Planes Units
Maximum mobility 127 120 127 80
Max mob gain per update 60 90 60 60
Mission mobility cost -- 0 0 0
Max eff gain per update -- 100 100 100
Maintenance cost per update -- 6.0% 6.0% 6.0%
Max interdiction range 8 8 -- 8
The maximum amount of mobility used for land unit combat is 5.00.
Ships on autonavigation may use 6 cargo holds per ship.
Fire ranges are scaled by 1.00.
Flak damage is scaled by 1.75.
Torpedo damage is 2d40+38.
The attack factor for para & assault troops is 0.50.
12% of fallout leaks into each surrounding sector.
Fallout decays by 28% per update
Damage to Spills to
Sector People Mater. Ships Planes LandU.
Sector -- 100% 100% 0% 4% 30%
People 10% -- -- -- -- --
Materials 10% -- -- -- -- --
Efficiency 10% -- -- -- -- --
Ships 10% 100% 100% -- 0% 0%
Planes 10% 0% 0% -- -- --
Land units 10% 0% 100% -- 0% 0%
You can have at most 640 BTUs.
You are disconnected after 15 minutes of idle time.
Options enabled in this game:
ALL_BLEED, AUTO_POWER, BLITZ, FALLOUT, GODNEWS, INTERDICT_ATT,
LANDSPIES, LIMBER, NOFOOD, NOMOBCOST, NO_FORT_FIRE, NO_PLAGUE,
PINPOINTMISSILE, RAILWAYS, SHOWPLANE, TECH_POP, TREATIES
Options disabled in this game:
BRIDGETOWERS, EASY_BRIDGES, FUEL, GO_RENEW, GUINEA_PIGS,
HIDDEN, LOANS,
LOSE_CONTACT, MARKET, MOB_ACCESS, RES_POP, SAIL, SLOW_WAR,
SUPER_BARS,
TRADESHIPS
See "info Options" for a detailed list of options and descriptions.
Customized in this game:
item, product, sect-chr, ship-chr, plane-chr, land-chr, nuke-
chr,
infrastructure
Check "show" for details.
The person to annoy if something goes wrong is:
Ray Hyatt aka Plundaria & Markus Armbruster aka Hanuman
(emp...@wophr.carnage.stdio.com).
You can get your own copy of the source from http://www.wolfpackempire.com/
Copyright (C) 1986-2008, Dave Pare, Jeff Bailey, Thomas Ruschak,
Ken Stevens, Steve McClure
This is free software; see the source for copying conditions. There
is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE.
Please send your:
a)Country Name
b)Representative
c)Your Skill (1-10) where
0 = clueless fodder who dies just prior to breaking
1 = fodder who dies just after breaking
10 = Your victory is a logical conclusion, the game
is merely a required exercise of the code.
d)Contact email
e)(Optional) Former country names
to emp...@wophr.carnage.stdio.com
You should receive a confirmation back in
48 hours or less.
Country count has reached the number we feel is required to play this
setup.