G
Guest
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Archived from groups: rec.games.empire (More info?)
I sent (or tried to send) an update this morning, but don't see it posted.
Hopefully there's not too much repeated info if they both show up.
Of the eight players who expressed an interest, three of them did not
break. That put a lot of unplanned 'extra' territory out there, but
luckily I don't think it will upset the game balance too much. As it is,
not all of the players have fully explored their start islands.
Right now the power chart visible from visitor looks like this:
- = [ Empire Power Report ] = -
as of Mon May 17 22:11:53 2004
sects eff civ mil shell gun pet iron dust oil pln ship unit money
beep 85 11% 4.0K 0 0 0 0 500 350 49 0 1 0 25K
Saltmine 85 9% 3.9K 0 0 0 0 650 150 0 0 0 0 25K
Octagon 80 8% 3.5K 50 0 0 0 1.5K 550 200 0 0 0 25K
Zero 80 10% 3.8K 0 0 0 0 550 0 0 0 1 0 25K
GNUb 40 36% 3.4K 0 0 0 0 150 100 0 0 0 0 25K
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
worldwide 370 12% 19K 50 0 0 0 3.4K 1.1K 250 0 2 0 120K
After the 3rd update, not one but two ships getting ready to head to sea.
SEAWOLF I is a very slow game. Not only is the update on a 24 hour clock,
but the update is only 48 ETUs instead of the normal 60. This has caused
some griping early on (hey, it only takes so many keystrokes to kick a
mine into production), but it also gives the players some time to plan
things out - hence the ships being built as soon as possible. (Don't think
you can build them any earlier than 3rd update, can you?) When push comes
to shove and troops start making opposed landings, the newer players will
probably appreciate the slower pace of things a bit more.
Cheers,
voor
I sent (or tried to send) an update this morning, but don't see it posted.
Hopefully there's not too much repeated info if they both show up.
Of the eight players who expressed an interest, three of them did not
break. That put a lot of unplanned 'extra' territory out there, but
luckily I don't think it will upset the game balance too much. As it is,
not all of the players have fully explored their start islands.
Right now the power chart visible from visitor looks like this:
- = [ Empire Power Report ] = -
as of Mon May 17 22:11:53 2004
sects eff civ mil shell gun pet iron dust oil pln ship unit money
beep 85 11% 4.0K 0 0 0 0 500 350 49 0 1 0 25K
Saltmine 85 9% 3.9K 0 0 0 0 650 150 0 0 0 0 25K
Octagon 80 8% 3.5K 50 0 0 0 1.5K 550 200 0 0 0 25K
Zero 80 10% 3.8K 0 0 0 0 550 0 0 0 1 0 25K
GNUb 40 36% 3.4K 0 0 0 0 150 100 0 0 0 0 25K
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
worldwide 370 12% 19K 50 0 0 0 3.4K 1.1K 250 0 2 0 120K
After the 3rd update, not one but two ships getting ready to head to sea.
SEAWOLF I is a very slow game. Not only is the update on a 24 hour clock,
but the update is only 48 ETUs instead of the normal 60. This has caused
some griping early on (hey, it only takes so many keystrokes to kick a
mine into production), but it also gives the players some time to plan
things out - hence the ships being built as soon as possible. (Don't think
you can build them any earlier than 3rd update, can you?) When push comes
to shove and troops start making opposed landings, the newer players will
probably appreciate the slower pace of things a bit more.
Cheers,
voor