tsf@druxn.UUCP (FisherTS) (06/25/85)
Is it a bug or a feature ? There is a neat little characteristic of the Old Empire update algorithm that allows one to use the same civilians twice in one update. It is very useful in the early stages of a game when you need civilians. Here is your map: - - - - - - - c g m u - - - - - - - 1) Day 1: move 1 military from the capital to 2,0 and 3,0 and designate 2,0 a mine, and 3,0 an urban area. You get the map shown above. Also set a delivery route of ore from the 'm' to the 'u'. At this point the only thing in 2,0 and 3,0 is one military. 2) Time Passes - the timestamp in the 'm' and 'u' does not get updated because the workforce is too small. 3) Day 4: Assuming that there were 127 civilians in the gold mine busily mining the ore since Day 1, set a delivery of civilians, zero threshold from the 'g' to the 'm'. Set a delivery of civilians with a threshold of 80 from the 'm' to the 'u'. Now everything is set up. Do a mov c 1,0 0 . This pumps the civilians that were toiling away in the 'g' over to the 'm'. Now do a census or two on the 'm'. The civilians there do 4 days of work, and multiply as if they had been there 4 days. The overflow over 80 gets sent into the 'u'. The ore gets pumped into the 'u'. Now set a delivery of civilians with zero threshold from the 'm' to the 'u'. Do a mov c 2,0 0 and a mov o 2,0 0 to pump all the remaining civilians and ore into the 'u'. Now the civilians that have already done about 8 days worth are sitting in the 'u' to be exploited again. Do a census on the 'u' and watch your population grow ! This is a 'simple' example of how one can use those civilians many times. I know of one case where someone had some very old sectors (timestamp was weeks older than the current date), and managed to build a harbor and several battleships all in a few minutes when his undeveloped coastline was threatened by an approaching raiding party. We have a proposed fix for this, but before implementing it, I would like to know if the current empire has the same characteristic, and if people consider this a bug or a feature. So far the comments locally have been running slightly in favor of calling it a bug. Tom Fisher ihnp4!druxn!tsf
mazina@ee.UUCP (06/28/85)
> Might I suggest that you shar it up and post it to net.sources.games?
Yes, Yes, YES!!! Please post the thing to net.sources.games, especially
if it is only 11K long!!!! I want to try bringing it up on our Gould PN9080!
Thomas Ruschak
"No, there is no message here."