Keep posted for developments -- someone will get nuked tomorrow...
-Mike
genrad!mit-eddie!zzz (UUCP) ZZZ%MIT-OZ@MIT-MC (ARPA)
One player relieved his boredom by obliterating his entire country
when it reached 350 sectors.
Perhaps we haven't got the hang of this game yet, but it seems the big
challenge is to set it up so that:
- countries have a real need to cooperate
- countries also have a real need to enter into conflict
We have restarted using a 64*64 world in which only about 30% is
useable land. There are many continents, and an island chain.
No one will be able to acquire more than about 35 to 50 sectors unless
he wants a poorly connected, difficult-to-defend country.
Most sectors have very poor census assays (below 30 in everything),
so trade will be important. Exchange sectors will not be used,
so boat trade will be very important.
We hope that the tension between the desire to expand and the need
for trade will produce a good game.
What is the point of eXchange sectors? they seem to make cargo trade
by boats almost useless.
-- Keremath
Also, be careful to get a deity (if the person's playing, too) that is not
overcome by the same temptation to cheat. I did in the first game, and the last
two games were scrod by cheating, too. Sure, it's fun making all your ships and
sectors 100% efficient with 127 mobility -- but it really sucks when you
stop and realize that you didn't really play the game. I saw this after I
made liberal use of empfix in the first and second games, and now I request
to never be allowed to be the deity anymore, since such behaviour just
spoils it for the other players. And it's ultimately more fun to look at a
successfully-planned country and know it was legit. Oh well.
Just thought I'd toss it out for consideration of new empirers.
-Mike
ps: and now we have a deity that *never* cheats -- not even while being
nuked to glowing blue.
genrad!mit-eddie!zzz (UUCP) ZZZ%MIT-OZ@MIT-MC (ARPA)
The deity should never, NEVER, play an active country at the same
time. That way, the deity doesn't have any reason to cheat,
unless he/she/it wants to do some Machiavalian manuvering.
Trantor forever!
--
O o From the pyrolagnic keyboard of
~ rabbit!jj
-v-v-
\^_^/ (pyrolagnic- from pyro<=>fire and lagnic<=>eating.)
On the other hand, you should make sure that the deity cheats "within
the rules of the game". This works best if you can find a
disinterested third-party to be the deity. We did this in one of our
games and it worked quite well, up until the deity granted a favor that
was deemed by one of the combatants to be against the spirit of the
game (in this case it was divine intervention to support further
aggression rather than defense). This prompted a "takeover" of the
deity (Yes! God is dead! Long live God!) by the disgruntled party.
I don't remember if this was done using super-user privileges (which
virtually all the participants had anyway), or a more classic password
cracking approach.
In any case, the new deity did *not* cheat, but controlled more than
half the world anyway, so why bother?
--
Tom Teixeira, Massachusetts Computer Corporation. Littleton MA
...!{harpo,decvax,ucbcad,tektronix}!masscomp!tjt (617) 486-9581
Erik E. Fair {ucbvax,amd70,zehntel,unisoft}!dual!fair
Dual Systems Corporation
--
eric
...!seismo!umcp-cs!aplvax!eric
shell plant gun plant harbor warehouse urban area
requisite mines requisite agribusinesses
library radar station weather station (food supply)
several forts
The urban area was supplied with iron, and all other industries were
well stocked. The object of the experiment was not to have goods pile
up from lack of mobility. I found that this is possible with the single
exception of food. This is okay, because when the delivery route maxes
out, you contract the agribusiness, and since it delivers all the food
it can before it sells the rest to the deity, this system wins. The
guns and shells were sent to a warehouse, where I later hand distributed
them to the harbor for arming the ships, and to the forts for defense.
The only other thing I moved around was civilians from the urban area,
to other lands to develop. Eventually, because of the food deliver
route, almost all the sectors maxed out on civilians, and the regeon
really cranked out the goods. Occasionally I had to tweak the
thresholds to get everything moving smoothly. I am now working on
developing a country from the ground up with this philosophy in mind.
If anyone is interested, I can reply or post some of the tricks that I
have learned.
--
J. Scott Hamilton
!genrad!mit-eddie!hammy
I agree, and this strategy is also fundamental to my development. I
found that with strategically placed roads, I could set up well
developed delivery routes that saved on the mobility of my industries.
The classic is to deliver raw materials into a sector via a road, and
then deliver finished goods out onto the road, and then down the road to
a warehouse. Thus, industries aren't wasting mobility by pushing around
what they produce (or what their neighbors produce). Usually, the
industries push around food to each other. Also, for sectors that max
out on people because they are part of a food delivery route, I have
them deliver civilians onto the road with a threshold of about 900. The
road is responsible for delivering execess civilians to an urban area,
where I can later move them to somewhere useful.
Also, as far as delivery routes were concerned, I found that my logging
in once a day was not smooth enough for the delivery routes. Therefore,
I set up a self queueing batch system (using 'at') to log in about four
times a day to do an update. This is especially useful for sectors with
999 civilians, since they max out on work in less than seven hours.
--
Gordon Strong
genrad!mit-eddie!gs
GS%MIT-EECS@MIT-MC
I would disagree that knowing the world map in advance stifles
creativity. You can do a lot of short and
long range planning right from the begining of the game, and you have
lots and lots of alternatives to consider. We are having some uneasy
alliances and skirmishes right at the beginning of the game, and most
of the players can foresee the need to jockey quickly for position
in an upcoming struggle for naval dominance in key parts of the world.
At the moment, I'm wondering about publishing the entire world census
in advance. Knowing where all of the world's good natural resources
are would further sharpen the struggle for territory,
right from the beginning.
- Keremath, care of:
Robison
decvax!ittvax!eosp1
or: allegra!eosp1
I have found that going into debt is very easy to do, but with a little
work, you can avoid it. Mainly, my starting strategy is the following:
o Designate 2,0 as an urban area, and after my capital has become
efficient, move as many civilians as I can into it.
o Start up an agribusiness with some food, all my military, and
some civilians. When it becomes efficient, contract if for
whatever price is offered, and place a deliver route on it to
move some food out.
After that, I carefully balance how much food is produced to how much is
sold. You can do that by moving the food back into the agribusiness,
and doing something to kill the mobility in those sectors so that it
isn't delivered out again. On the next update, the food gets sold. It
seems best to have the food delivered to some type of intermediate
storage sector, like your capitol. The following system works pretty
well:
a > c > +
All sectors are assumed to be 100% efficient. A threshold of 9xx is set
on the capitol, so that not too much food is produced. If it looks like
more food could be used, you move what is in the capitol onto the road,
at no mobility cost. If you need more money, you move the food from the
capitol (leaving enough to feed the masses) back into the agribusiness,
where the next update will sell it.
These types of schemes have worked well for me in the past three games,
and only in the earlier games did I go broke once or twice, mostly
because of neglect. I found that it helps to get about 4 or 5
agribusinesses going as soon as possible, to make enough bucks. Also,
my education level is the first thing to work on, since with a high
education you start making more food (and thus more money) than you know
what to do with. Most of the players here have their first million in
about 4 to 6 weeks.
I'm looking forward to seeing more tips.
One interesting idea stemming from the thought that the best part of the game
is discovering the world would be to remove the country listings and the
power reports, leaving that for intrepid explorers and probing newsmen to find
out. You could introduce one or two new country characteristics: covertness
and nosiness. With a highly organized propaganda system, you could foil the
other countries' reporters. And you could have news-gathering sectors whose
work goes to probing other countries and sending you recent developments in
the countries that the reporters can "find". Very rough idea, I'll admit. But
I think you could come up with something equally interesting (and it would
add a new challenge to the game.) I know I'll make it a point to make that
a part of mine when (if) I finish it.
Enough flaming for now. If anybody wants to send me their ideas for extensions
to the current game style, I'm looking for neat things to put into the version
I've started to write for PDP-10s. (including things like neglected areas of
a country seceding and requiring invasion to retrieve, and tank warfare, and
other stuff like that.) Speak up, I'm listening.
--
eric
...!seismo!umcp-cs!aplvax!eric
While we are on the subject of highways, I would like Empire to
give me some roguelike assitance while moving along a highway.
For example, in addition to typing "ea"yugjbnhv to move, I'd like to
type "YUGJBN", meaning:
Start moving in that direction on a highway square, and
continue on highway squares until the road forks.
I'd also like to type "+", meaning move to
The one adjacent highway sector,
not including any highway sector that I have been on during this Move
command. Empire would respond by moving if there is only one highway
sector next to the current sector which this move has not already
covered.