[net.games.emp] Strategy & logistics

fair@dual.UUCP (Erik E. Fair) (10/27/83)

Has anyone noticed that at some point, a country gets too large to manage
efficiently? I find that when my countries get above 50-100 sectors, it
takes a phenomenal effort to maintain the various necessary levels of food
for u, iron for k & l, light & heavy for h, g, i, etc. I think you get
the idea. Now, does anyone have a workable solution (automated country
manager?)? I would rather play the game from a strategic level, than a
logistical one. Moving stuff around all day is *boring*.

	Erik E. Fair	{ucbvax,amd70,zehntel,unisoft}!dual!fair
			Dual Systems Corporation

hammy@mit-eddie.UUCP (J. Scott Hamilton) (10/27/83)

I too, found logistics to be rather boring, and because of this, you
might say I started to "research" the delivery system.  A system of
deliver routes to shuttle your goods around, plus careful forethought as
to the placement of your sectors, can be a godsend.  At one time I had
the following completely automated:

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

dudek@utcsrgv.UUCP (Gregory Dudek) (10/28/83)

   I've also found that managing a large country can be a bit tedious.
My approach has been to rely on a conbination of deliveries, and
one or two execute files.  What the deliveries don't handle, the 
command files can take care of.  Of course, setting the whole mess
up is tricky, and manual tweaking is still necessary.  To top it
off, if your country is that big, a little inefficiency of starvation
if "backwoods" area doesn't seem to matter too much.
  Greg Dudek.

hammy@mit-eddie.UUCP (J. Scott Hamilton) (10/31/83)

>One thing that becomes absolutely ESSENTIAL on any good sized
>country (note:  I am used to playing 300 sector countries and
>up) is a highway, completely encircling the country.  

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.
-- 
						J. Scott Hamilton
						!genrad!mit-eddie!hammy

zzz@mit-eddie.UUCP (Mike Konopik) (11/01/83)

For those as confused as I am about this, a question to those saying that
it's okay to go into early-game debt. Surely you don't mean EVERY country
can go into debt? Somebody has to stick around to bail out the others, eh?
I went into debt in the first game and looked to see if there was any method
of self-help -- I couldn't get the contracted sectors to do the work to sell
the goods. So unless the diety is going to give you money, I wouldn't condone
debt at all. There are enough painless ways to avoid it.

				-Mike

genrad!mit-eddie!zzz  (UUCP)    ZZZ%MIT-OZ@MIT-MC  (ARPA)

eric@aplvax.UUCP (11/01/83)

	I also find well developed highways essential. But they do
lead to one problem, and maybe a suggestion for the next version.
How about letting delivery routes for a given commodity and given
sector include percentages. Thus, on a highway sector, 10% of the
{food,people,etc} could leave the road, and the rest advance on down.
The alternative are some very fragile delivery routes that are very
inefficient.

-- 
					eric
					...!seismo!umcp-cs!aplvax!eric

robison@eosp1.UUCP (11/02/83)

Allow me to add my plea for the ability to deliver PART of a load from
a sector, so tha delivery routes can be more rational.

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.
				- Keremath,  care of:
				  Robison
			          decvax!ittvax!eosp1
				  or:   allegra!eosp1

hamilton@uiucuxc.UUCP (11/09/83)

#R:dual:-13200:uiucuxc:16400009:000:927
uiucuxc!hamilton    Nov  8 03:57:00 1983

ditto the remarks from hammy (no relation?) and alb regarding roads and
deliveries.  we are running a 128x128(64 really) world, and my country
is 1100+ sectors, of which 200+ are roads/bridges/bridgeheads.  that's
roughly 1 road sector for every 4 other sectors (including the unproductive
mountains i'm populating).  i haven't actually calculated it, but i suspect
my mean-distance-to-road is about 3.  i have one large ring road roughly
parallel to my shoreline (a pear shape), with several cross connections
to feed outward produce from the interior.  the ring circulates c/f/d/o/l/h
around&around, with thresholded taps into 10 warehouses.  feeding into the
ring from outside are 2 spurs that jump the 1- and 2- sector straits that
seperate my mainland from nearby islands (i'm working on an around-the-world
highway right now -- just a couple more bridges to go!).
	wayne ({decvax,ucbvax}!pur-ee!uiucdcs!uiucuxc!)hamilton

robison@eosp1.UUCP (Tobias D. Robison) (11/10/83)

If you have 200+ road sectors in a 1100+ sector countyr, with a mean
distance-to-road of 3 sectors, your road is not well planned.
For 20 to 25% roadway, the mean distance should be about 1.2 sectors.

				- Keremath,  care of:
				  Robison
			          decvax!ittvax!eosp1
				  or:   allegra!eosp1

hamilton@uiucuxc.UUCP (11/12/83)

#R:dual:-13200:uiucuxc:16400012:000:1376
uiucuxc!hamilton    Nov 11 22:53:00 1983

yeah, that makes sense.  i was just guessing.  a LOT of sectors are
adjacent to a road, but many are as far as 7 or 8, so i just split
the difference.  my heartland is better-developed than the territory
i have inherited from discouraged neighbors; in those cases i have
only a single road bisecting a 2-300 sector landmass.  latest stats:
    #:  30  ):   6  *:   3  +: 249  -:   1  =:  37  ^: 177  a: 684
    c:   4  d:   5  f: 117  g:  24  h:  33  i:   5  j:  25  k:  23
    m:  22  n:   4  o:  75  r:  14  t:  10  u:  14  w:  11
    total: 1573
the above doesn't count the many wasteland sectors i got from a
neighbor who fought a nuclear war.  i've been playing a very pacifist
game here, and the other players have pretty much left me alone, or
even helped.  that means most of my BTUs have been spent adjusting
deliveries, etc.  i couldn't have managed so much land nearly as well
if i had to spend a significant amount of time in combat.  i propose
that BTU accumulation should be at least partially a function of the
number of sectors one owns; perhaps one should be allowed a BTU-producing
capital for every 2-300 sectors, on the assumption that a large country
would delegate administrative functions to provincial capitals.
btw, i finished my round-the-world road, tho i haven't had much use
for it (yet?).
	wayne ({decvax,ucbvax}!pur-ee!uiucdcs!uiucuxc!)hamilton