[net.games.emp] VMS Empire

carlton@genrad.UUCP (Carl Hommel) (09/18/84)

I have been playing the VMS version of empire, and have some general comments
to make about it.

1.  The difficulty level it mentions at startup is computed on the basis
    of how many citys are on your starting island, versus the number on the
    computer's island.

2.  One of the first port cities you capture should be set to producing troop
    transports.  Once you capture all the cities on your home, you need to go
    adventuring elsewhere, to build up your production base.

3.  One city close to your troop transport city should make armies solely for
    the troop transport.  When one TT is built, there will be 5 armies hanging
    around, waiting to get on board.

4.  Another port city should be set to making destroyers.  They should search
    out unowned coastal cities for your TTs to assault, and to go looking
    for the enemy.

5.  Your first military priority is to SINK THE ENEMY'S TRANSPORTS.  If the
    computer determines that your production is overwhelmingly superior to his,
    it throws in the towel.  If you sink his transports, he cannot expand.

6.  The first few units any city produces should be armies.  This way, when
    you are invaded, there will be a home guard to kill off the mauraders
    armies before they take over cities.

7.  The above points revolve about one signifigant rule:  armys are the only
    units that can take cities.  Thus, I think that fighters are much less
    important than someone else's (sorry, I have my listing at home) article
    would make them appear.

Is this the appropriate newsgroup?  Maybe we need a net.games.emp.vms :-)

		Carl Hommel
Wife:  Are you playing empire again?
Husband: This is a different empire!  Really!

wade@nmtvax.UUCP (09/20/84)

Now I have a few comments about your comments:

>   The difficulty level it mentions at startup is computed on the basis
>   of how many citys are on your starting island, versus the number on the
>   computer's island.

The IBM PC version of the game has no such thing mentioned at startup,
probably because all countries can be run by players (if you hook up
more terminals).  But the standard version on the DEC-20 here at tech
doesn't have it either.

>   Another port city should be set to making destroyers.  They should search
>   out unowned coastal cities for your TTs to assault, and to go looking
>   for the enemy.

It works much better to produce submarines rather than destroyers.  Sure it
takes a little longer to make them and they have one less hit, but they do
THREE TIMES THE DAMAGE when they hit.  A submarine can sink a transport or
destroyer with one hit where it takes a destroyer three hits to do the 
same.  A wolfpack of three or four submarines can handle just about
anything, even a battleship, because even battleships do only one point
of damage when they hit whereas a submarine does three.

>   Your first military priority is to SINK THE ENEMY'S TRANSPORTS.  If the
>   computer determines that your production is overwhelmingly superior to his,
>   it throws in the towel.  If you sink his transports, he cannot expand.

I agree fully, sea power is the key to the whole game.  If you have one
coastal city cranking out transports, one making cruisers, and all other
coastal cities producing submarines, you should do well.  As soon as
possible you should through a blockade of submarines around enemy territory.
Sit a couple submarines outside every coastal city to catch enemy shipping
as it is produced, place submarines to watch openings into bay type areas
that have coastal cities in them, and pretty soon he'll be out of a navy.
Your transports can move in at will, but should be escorted by a submarine
or two in case a few enemy ships are still loose.

>   The first few units any city produces should be armies.  This way, when
>   you are invaded, there will be a home guard to kill off the mauraders
>   armies before they take over cities.

Whenever I invade a new island, I have every city crank armies until I have
the island fully explored and the enemy fully rooted out.  I then change
the coastal cities over to submarines and leave the inland cities producing
armies to create a strong defensive force and to have a loading area for
transports hitting nieghboring islands.

>   The above points revolve about one signifigant rule:  armys are the only
>   units that can take cities.  Thus, I think that fighters are much less
>   important than someone else's (sorry, I have my listing at home) article
>   would make them appear.

I find it is good to have one backwater city producing fighters so they will
be there when you need them.  You can set up flight paths from city to
city so they will automatically be delivered to the front.  Fighters are
very good at destroying armies, so I use up all the fighters I currently
have in the area to hit an enemy defensive force real hard just before
my transports hit dirt.

Using this strategy, I have no problem cleaning up in the 'one player vs
the computer' game.  But the 'one player vs two computer run countries'
game gets tough, anyone out there have any strategical hints for the
three way war?


                                         Richard Wade
                                         nmtvax!wade