[net.games.emp] survey of worlds

dudek@utcsrgv.UUCP (Gregory Dudek) (10/17/83)

   
   We are just starting a new empire world here, after
a long hiatus.  
   I was just curious as to what sorts of games were currently
in progress out there.  I would be interested in seeing
information of world sizes, number of countries, and total world
populations.
   Around here, one of the first couple of big countries always
ends up nuking the rest of the world.
   Gregory Dudek
   ..decvax!utzoo!utcsrgv!dudek

zzz@mit-eddie.UUCP (Mike Konopik) (10/18/83)

We've run 3 games since the start of the summer. They're almost always marked
by somebody getting bored and blowing up the world or somebody manifesting
a held-over grudge from a past game and nuking the other country at the first
opportunity. There's also always one country that grabs about 1000 sectors
to map them out and then never develops them. And usually some real lame wimp
that has, say, 30 sectors, 8K civilians (as opposed to the 80K of the 1st
place one), is only about 25% efficient, and is proclaiming how "well" he
is doing. Ah, humour. Such a country is usually the first one to be invaded,
since he tends to leave his capital on the water. Annexation -- what a deal!

Keep posted for developments -- someone will get nuked tomorrow...

				-Mike

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

robison@eosp1.UUCP (10/24/83)

Our Empire players are a peaceful crew.  We started out with about 7
people on a 64*64 world, 2000 sectors with more than half of it
wilderness.  Eventually boredom threatened as each of us increased
his company to an unmanageably large size.  There never seemed to
be anything to do other than GROW...

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

gs@mit-eddie.UUCP (Gordon Strong) (10/31/83)

There e is NO need to go into debt at the beginning of the game!  That
only happens when you try to expand too quickly without adequate 
preparation.  The plan I normally use is (at the very start) to move 
all my iron and all but 20-30 civilians into one sector and designate
it an urban area.  You don't need BTU's in the beginning of the game,
so don't worry about them.  Expand out from your capitol putting one
civilian in each sector to define a country (in case you're placed next
to someone else).  Let the civilians build up in the urban area.  Resist
the temptation to move them out until there is more than 2000 of them.
Pick a minimum level and keep to it (only move out the excess civilians).
Designate all the sectors with one civilian in them to be ROADS.  This
is just temporary and cuts mobility costs by 60% over plain wilderness
(this is for 0% efficient road).  Doing all this shouldn't cost you
much money at all and should take about 3-5 days.  When you have sufficient
civilians in your urban area, move what the fertility will support into a
sector and designate it an agribusiness.  By exploring beforehand, you can 
choose a suitable sector (actually get about 10 good ones).  Keep trying
to contract the food from those sectors until you get the max of $3.72.
One the sectors are above 60% they will produce food like crazy.  Stuff them
full of people and watch the bucks roll in.  When you have reached financial
stability (another 3 days or so), then you can expand out into other sector
types.  This also gives you about a week to looook over your map and census
reports and plan out how you want to set up your country.  The most
important thing is to set up a winning road network so that you can move
stuff all over the country easily.  You should get an education level (since
it helps you produce food faster => more $$).  A three sector loop of a
m, j, and l will do it.  Deliver iron from m to j, light products from 
j to l, and voila, education.  Wait until your education is above 800 or so
before you start on technology (education helps produce tech more efficiently).
Why tech?  To get nukes of course!  It is also very important to set up
a LOT of manufacturing centers.  LCM and HCM are extremely important.
A wise idea is to not make gold bars, but to deliver the dust out.  Dust is
the scarcest commodity (and making nukes uses it up very fast).  Make a few
PT boats to go scout for choice places to nuke (use them as spotters).
It is important to get nukes first.  If anyone tries to take you out,
you have the best retaliation.  Well, sorry this is so long.  It developed
from  rason why you don't need to go into debt into a method for winning
the game.  Use the information wisely.  Oh, by the way, people don't usually
like the buildup associated with this method and tend to gang up on you
(another reason to get nukes first).  Good luck with your countries.


-- 
Gordon Strong
genrad!mit-eddie!gs
GS%MIT-EECS@MIT-MC

robison@eosp1.UUCP (11/01/83)

Thanks for pointing out that it can be okay to go into debt at the
begining of the game.  Other than military runing amok, maybe it's
not so bad.  Actually, you can stay solvent right from the begining by
developing agribiusiness first and selling a lot of food, but this
approach does slow down your expansion.

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

hammy@mit-eddie.UUCP (J. Scott Hamilton) (11/01/83)

>Another thing, you can't tell people not to go into debt in
>the beginning.  There is almost no way around it.  In every
>game I've played, I've been $10000 in debt for the first two
>weeks before picking up.  It doesn't bother me, it's normal.

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.

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

alb@alice.UUCP (11/01/83)

Jes, you're taking all of the fun out of the game!  Who
wants to know where everything is beforehand?!?!  The
excitement is FINDING it out for yourself!  Hell, you may
as well just GIVE all the stuff to everyone.

sm@ariel.UUCP (11/01/83)

I agree with alice!alb.
Empire would lose a good portion of its dynamics if the world
were known in advance . Let's face it. We live our own lives
through bump and discover. If we had a map of our own lives, we
could write a program to run it for us.
					Steve "The Mess" Messina

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

I've been getting mild flames for releasing a map of the Empire
world at the start of the game.  I'm listening carefully, because
we are all inexperienced Empire players here, and the voice of
experience is criticizing us.  It may be because of our lack of
experience that the world map has helped us get off to an exciting
start.  Therefore, thanks for the critical responses. BUT:

Steve and Alb both seem to think that publishing a map means
disclosing EVERYTHING.  Steve referred to "a map of our lives"
as an appropriate simile.  Now look:  having a map at the beginning
of the game is like driving in New Jersey while using, not even a road
map, but a map of the forest 300 years before.  And the map doesn't
tell you what all the PLAYERS are going to do; it only whets your
curiosity.  We're still playing a game of "bump and discover".
We just have a leg up on trying to plan where to bump.

 A little history: One of us knew about Empire from having played
 it as a board game in College.  (By the way, the board game may have
 been superior to the computer game.  It certainly contained
 much more variety in every way.)  We got our idea of disclosing the
 map from the board game, which starts with a beautiful map of the
 world, including census information, available to all players.
 The board game is a totally open information game; it's still a
 "bump and discover" game, full of uncertainty and surprises.

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

gs@mit-eddie.UUCP (Gordon Strong) (11/04/83)

I would like to ask those of you who have set up worlds if you have
changed any of the parameters of the game and world.  In previous
games (ones in which I just played) about 50% of the world was land and
50% water, with about 11% of the land being taken up by mountains.
The size of the world was 128 x 128 and there were usually about 5 or
6 people playing.  The basic time unit was 30 minutes.  I didn't really
like the resulting topology of the world, as it led people to grab huge
countries and not know what to do with them.  I just started up a new
game with the following parameters: a 10 minute time unit, 6 countries,
64 x 64 world, 75% water, 23% land, 2% mountains.  I also doubled the
amount of time one could play from 1.5 to 3 hours.  I wanted to get a
game where people could develop quickly and be more aggressive (since
there is much less land).  Some interesting island groups resulted and
the average country can't get more than 50 or so sectors without
running out of land.  This (hopefully) will lead people to go to sea
to find some of the island groups.  Most of the players are used to 
200 to 300 sector countries.  I think it should be interesting.  One
country is on a 6 sector island.  The gold content of the world seems
to be mostly at sea.  Of the 23 sectors with a gold content above 80,
17 of them are under water.  Maybe we should have reclaiming of minerals
from the sea included in some future game (listening psl?).  So I'd like
to hear from all you Deities out there about what you have done and what
has resulted.  I'd like to fine tune it so that we can have an intense
one month game over the holiday season (so I'm trying it out now to see).
Reply to me personally and I'll post results to the net if there is 
sufficient interest.  As they say, "thanks in advance"...


-- 
Gordon Strong
genrad!mit-eddie!gs
GS%MIT-EECS@MIT-MC

alb@alice.UUCP (11/04/83)

The most important variable, I think, is the time unit, for
it decides how fast the game goes.  I have played at 30 and
20 minutes time units.  While I liked the pace of the 20 minute
game, it simply took too much time, because I had to spend
more and more time making sure things kept working and moving.
I wouldn't suggest anything less than a 20 minute ETU.

sda@pyuxnn.UUCP (11/04/83)

I feel the need to post the idea that not all computer ads are showing men
and boys in them. I'm sure most everyone has scanned an ad in a popular
computing magazine showing women in very suggestive poses to draw attention
to the add.

ber@gummo.UUCP (11/07/83)

#R:utcsrgv:-251200:gummo:45200002:000:150
gummo!ber    Nov  6 17:59:00 1983

The board game?  To the best of my knowledge there never was
a board game based on psl's empire.  Are we talking about the
same empire?

		marvin!ber

robison@eosp1.UUCP (11/08/83)

The board game existed and was played at Reed College in the 70's.
I have a copy of the rather long and dense manual, and also a sample
map.  The board game was quite different! I wish the computer version
were closer to it.  It had a fantastic variety of raw materials,
constructed materials, types of sectors, and types of military
personnel and materiel.  One of us at this site as one of the
participants.
				- Keremath,  care of:
				  Robison
			          decvax!ittvax!eosp1
				  or:   allegra!eosp1

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

#R:utcsrgv:-251200:uiucuxc:16400008:000:324
uiucuxc!hamilton    Nov  8 03:20:00 1983

we've been running with 5 (count 'em!) minute ETUs.
we're gonna change that pretty quick... it's just TOO hectic.
but it has its advantages: in the time it takes me to write this,
my BTUs will recoup from 0 to at least 20 or so.  it takes about
half a clock-day for an agribusiness with 999 civ to become,
say, a 100% mine.

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

By the way, for those interested in these sort of statistics -- we discovered
that it will take approximately 1 hour and 40 minutes to transform a 999 civ
sector into a 100% effcient whatever (except for urban areas, understandably).
This is for the 10-minute game we're running now. It's real neat the way that
you can deplete the mobility in a sector and have it all back in less than a
day...

-- 

				-Mike

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