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Empire News for July/August 2004

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Anonymous
August 13, 2004 7:34:10 PM

Archived from groups: rec.games.empire (More info?)

-=-=-=-=-=-=-=-=-=-=-= EMPIRE NEWS =-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-= A Wolfpack Empire Publication =-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-= "All the news that fits, we print." =-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-= July/August, 2004 =-=-=-=-=-=-=-=-=-=-=-=



:-: In this edition :-: -----------------------------------------


What's New?
Links/Resources/Getting Started
Games --
Upcoming
Current
Recently ended
The Dig -
Empire News 1 Year Ago
Empire News 10 Years Ago
Clients and Player Tools
Server and Deity Info
From the Editor
Econ Hint(s) of the Month
Anno of the Month



:-: What's New? :-: --------------------------------------------- :*:
Retro Empire has ended, Petting Zoo II has started, SW Empire II has
started, details inside.


:*: Wolfpack released Empire 4.2.16 Fixing a critical bugs that caused
incorrect production for sectors with eff < 100%


:*: Ron Koenderink announced the release of a minor upgrade of the
WinACE client. WinACE is a MS Windows GUI interface client for
Empire. Version 2.4.12 is mostly a bug-fix release, with a few new
features like a chat window (enhances flash) and a visual plague
marker tool (similar to the existing che marker). More details are
available at


http://groups.google.com/groups?selm=ae2bf018.040617190...


The latest version of WinACE can be downloaded from


www.sourceforge.net/projects/winace


Ron also announced that he is working on a Win version of Drake
Diedrich's EmpireHub that will be designed to integrate with WinACE
capabilities. If you don't already know, EmpireHub allows multiple
players to play a single country at the same time. Ron was developing
the WinEmpireHub during Retro Empire, and Thistle, Ron and myself got
to see a pretty good preview of it's capabilities. Besides allowing
co-rulers to play at the same time, it has a HubChat window feature
that allows co-rulers to communicate much more easily than by email. I
really think this has some potential to enhance the game
play...well...at least for co-rulers, anyway.



:-: Links/Resources/Getting Started :-: -------------------------


Home of Wolfpack Empire: http://www.wolfpackempire.com/
FAQ : http://www.wolfpackempire.com/faq.html
Usenet : news:rec.games.empire
More : http://www.wolfpackempire.com/links.html



:-: New Games :-: -----------------------------------------------
:*: Deities, advertise your games here. Email
empnews04@wolfpackempire.com with the details.


There are no new games to the knowledge of the Empire Newsletter.



:-: Current Games :-: -------------------------------------------
:*: Petting Zoo II ---
Deity: Bungholio
Start Date: Thursday AM, June 24th, 2004
Website: http://www.angelfire.com/empire2/bungholio/PettingZooTw...


Petting Zoo Two is hosted by Bungholio at
sheepfarm.game-host.org:6665. The most recent game report posted by
Bungy can be found at


http://groups.google.com/groups?selm=ELWRc.9847%24BO.91...


:*: Seawolf I
Deities: voor
Start Date: May 15th, first update Monday, March 29th, 2004
Host/Port: seawolf.juneau-lug.org / 8652
Website: none


Seawolf I has entered the final stages of game play with Saltmine
dominating the power report, and the news report.


Seawolf I Power Report as of Sun Jul 11 06:22:04 2004


sects eff civ mil shell gun pet iron dust oil pln ship unit
money
Saltmine 820 92% 678K 26K 25K 2.3K 82K 102K 11K 24K 690 170 140
180K
beep 395 98% 345K 22K 16K 2.7K 68K 44K 6.0K 8.2K 530 150 120
65K
Zero 315 98% 297K 31K 13K 2.2K 28K 39K 7.0K 7.3K 100 80 50
175K
Mordor 175 79% 125K 4.8K 12K 1.7K 19K 45K 1.1K 10K 20 60 10
105K
GNUb 0 0% 0 0 0 0 0 0 0 0 0 0 0
20K
Octagon 0 0% 0 0 0 0 0 0 0 0 0 0 0
20K
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
worldwide 1.7K 93% 1.4M 85K 66K 8.9K 197K 230K 25K 50K 1.3K 450 320
565K


:*: Star Wars Empire II --- New Byss Campaign
Deities: Jeff Cotter, Ron Koenderink, Markus Armbruster
Start Date: Second week of August
Website: http://www.pv.unsw.edu.au/jcotter/SWE/Endor.htm


The second in this series of experimental Empire games kicked off
recently. The game features trademark twisted surprises and treats,
including an unruly 'flora and fauna'. The traditional deity mil
concept has replaced with a non-player-country (NPC) called NewByss
that comprises both mil and units.


All factions quickly occupied the small areas cleared out by their
Capital Exploration ships. Invisible, silent birdlike beasts
harrassed the poor colonists from the start. Once a relatively safe
perimeter was established, scouting parties ventured into the
wilderness. They found it infested with militaristic indigenous life
forms (mil), which turned out to be mostly harmless. Unlucky scouting
parties were decimated by ravenous Slashrats appearing out of nowhere.
An even deadlier species was found in swamps and mountains, often
enough the hard and painful way: Assassin Vines. Hundreds of imperial
and rebel military perished. And did I mention *something* has been
slinging acid-filled seed pods? On the bright side, explorers found
treasure in some lairs.


SoroSuub claimed to have tamed native life forms to their own sinister
purposes. Whether that's true or the usual propaganda remains to be
seen.


The first factions succeeded in making contact with each other. There
have been reports of skirmishes.


- = [ Empire Power Report ] = -
as of Fri Aug 13 14:39:58 2004

sects eff civ mil shell gun pet iron dust oil pln ship unit
money
TrojHorse 125 29% 7.0K 250 400 0 0 750 250 100 6 0 0
15K
Yinchorr 120 24% 7.2K 150 150 0 0 1.3K 250 150 2 0 0
15K
R56 120 18% 7.0K 300 225 0 0 1.0K 150 200 2 0 0
15K
The_Base 110 20% 7.2K 150 400 0 0 1.4K 250 100 5 0 0
20K
SoroSuub 105 25% 6.1K 200 225 0 200 900 200 100 5 0 0
20K
Saiph 90 23% 7.2K 200 50 0 0 2.8K 200 43 0 0 0
25K
4th-Assau 110 20% 5.7K 650 150 0 0 800 100 50 3 0 0
15K
Gemini 35 30% 4.5K 150 0 0 0 150 37 0 0 0 0
25K
NewByss 115 2% 0 650 775 80 0 0 0 0 10 0 20
10K
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
worldwide 925 20% 52K 2.8K 2.4K 80 200 9.0K 1.4K 750 30 0 20
160K



:*: Kelly's Empire Blitz Server --- Flak Barrage I
Start Date: June, 2004
Updates: 60 ETUs every 10 minutes
Host/Port: 68.41.110.228 / 6665
Website: http://68.41.110.228/


:*: The Changeling Blitz
Restart Cycle: Every day at 7:00 pm US/Eastern (currently 23:00 UTC)
Updates: Enabled at 7:30 pm, 60 ETUs every 10 minutes
Host/Port: blitz.wolfpackempire.com / 6789
Website: http://www.wolfpackempire.com/default.htm


Note that world size and some options change daily. It is up to
players to figure that out each day, but typing `version' helps.
Further surprises are possible, as Changeling runs snapshots from the
latest Wolfpack server development.


:*: The Zebra Blitz
Restart Cycle: Every Sunday at 6:00 pm US/Eastern (currently 22:00 UTC)
Updates: Enabled at 6:30 pm, 48 ETUs every 60 minutes
Host/Port: blitz.wolfpackempire.com / 5678
Website: http://www.wolfpackempire.com/default.htm



:-: Recently Ended Games :-: ------------------------------------


:*: Retro Empire
Deities: Mark Ballinger (Uesugi) and Geoff Cashman (Mithrilien)
Start Date: Friday March 26th, first update Monday, March 29th, 2004
Host/Port: retro.wolfpackempire.com / 6665
Blitz Host/Port: blitz.wolfpackempire.com / 6665
Website: http://retro.wolfpackempire.com/


Retro Empire has ended.


Retro Empire attempted to emulate what could be called the classical
age of Empire: the early '90s. No infrastructure. No missions. 24 ETUs
per update. Fewer ship and plane types, and no land units. Completing
a ship or plane takes several updates. Start islands were large, but
resources were scarce.


beep ushered Retro into the nuclear age by dropping a device on
UTOPIA. Their war went on, though.


One day later, Draenor followed suit and nuked Azwhepay, who then
proved unable to resist Draenor's invasion.


The third nuke was used by BlackBox on U.S.Madison, whom they had been
fighting for some time. BlackBox and Manetherin then proceeded to
grind down U.S.Madison.


KingJohan was the first in space, followed by beep. Apparently,
KingJohan didn't appreciate company there, and promptly nuked beep a
few times.


At this time, an early bid for victory by BlackBox, with KingJohan,
Pern and Kamoria was opposed by Draenor, with TZIA, Uruk and beep, and
later Zapotek and UTOPIA . The uranium began to fall freely shortly
thereafter, with DiudeLand (from beep), U.S.Madison (from BlackBox),
Draenor (from KingJohan), beep (also from KingJohan), TZIA (from
BlackBox and Pern), Savioa and Pern (from TZIA) receiving early
nuclear-tipped birthday gifts.


After that, everyone who was anyone joined the nuclear A-list,
scraping whatever rads, oil and cash together to build (and missile
frigates, missiles and heavy bombers to deliver) ever increasing
tonnages of nuclear devices for special delivery. Few escaped
suffering from the ill effects of fallout.


Retro Armageddon lasted no less than three weeks, with some creative
cooperation between allies to continue the fight. Nukes often took
circuitous routes to reach their destination. Cash flowed in one
direction via loans, materials were shipped and airlifted, and nukes
were traded back via jet heavy bombers. Missiles armed with the nukes
were transported overland, then ferried by guided missile cruisers,
then launched to their final destination.


By the end, only KingJohan was left standing unscarred among the
faintly glowing rubble. His allied win declaration went
uncontested. Retro was won by KingJohan, Kamoria, Pern and BlackBox.


Here's the final deity power report:


- = [ Empire Power Report ] = -
as of Wed Jun 30 11:21:57 2004


sects eff civ mil shell gun pet iron dust oil food pln ship
money
KingJohan 455 79% 268K 11K 10K 400 1.8K 55K 4.1K 1.8K 88K 270 110
255K
61705.68
Kamoria 285 76% 161K 5.7K 4.9K 330 2.8K 14K 2.7K 1.5K 86K 210 130
15K
35539.79
UTOPIA 210 91% 149K 3.5K 4.0K 470 2.0K 15K 1.1K 1.9K 72K 110 210
35K
32582.91
Manetheri 310 76% 135K 4.0K 2.5K 490 3.1K 14K 850 650 25K 180 60
1.8K
31193.59
Draenor 240 81% 98K 3.6K 4.2K 560 3.2K 5.3K 250 1.2K 30K 140 120
10K
27305.02
BlackBox 220 83% 113K 3.0K 4.0K 600 3.2K 10K 250 2.4K 46K 200 120
10K
27236.24
Indetermi 220 80% 121K 4.7K 5.5K 745 4.5K 5.0K 1.9K 1.4K 22K 150 140
15K
26851.42
Pern 275 75% 84K 4.0K 4.7K 420 11K 8.3K 2.7K 2.3K 37K 160 110
640
26831.23
Savoia 105 91% 67K 1.7K 2.4K 495 1.5K 2.1K 500 300 6.5K 260 30
15K
15850.80
DiudeLand 145 76% 62K 2.6K 1.5K 270 750 6.6K 250 500 8.9K 50 60
1.0K
14731.96
Uruk 125 51% 29K 1.9K 1.9K 205 1.2K 2.8K 250 200 5.1K 150 100
15K
9766.33
beep 60 70% 24K 1.3K 1.2K 70 150 6.3K 20 1.6K 8.2K 10 40
476
6494.48
Zapotek 55 46% 22K 300 400 155 350 5.5K 50 8 2.6K 120 50
1.2K
5346.97
TZIA 15 36% 1.6K 350 250 80 2 150 0 200 2.1K 0 40
1.8K
969.68
Aridon 0 0% 100 100 150 60 0 0 0 0 1.1K 0
20 -6.3K
213.42
Land_Of_F 0 0% 0 0 0 0 0 0 0 0 0 0 0
20K
206.78
Golgoth 0 0% 30 50 50 10 0 0 0 0 250 0 3
3.6K
80.07
U.S.Madis 0 0% 0 50 100 15 0 0 0 0 150 0
4 -1.4K
50.52
Tormalin 0 0% 0 0 0 0 0 0 0 0 0 0 0
765
7.65
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
worldwide 2.7K 78% 1.3M 48K 48K 5.4K 35K 150K 15K 16K 441K 2.0K 1.3K
375K


And here's the final deity report:


Wed Jun 30 11:22:45 2004
# name tech research education happiness capital
0 Uesugi 0.00 0.00 0.00 0.00 0,0
1 Uruk 279.62 34.09 12.92 3.53 75,27
2 Kamoria 335.46 55.79 19.63 10.11 84,60
3 Zapotek 308.60 23.61 13.66 2.16 54,28
4 UTOPIA 202.15 20.05 1.37 7.00 89,37
5 KingJohan 329.27 19.92 11.11 2.46 15,43
6 pandatrax 73.69 21.29 0.56 0.00 -55,59
7 BlackBox 343.02 60.02 19.11 5.80 50,0
8 Pern 326.50 91.00 16.95 2.83 41,-25
9 DiudeLand 273.14 32.27 11.11 7.65 -22,28
10 Azwhepay 173.64 22.06 3.34 0.01 -35,7
11 beep 286.69 68.81 8.74 10.37 -65,7
12 Manetherin 320.70 47.31 15.11 10.71 11,17
13 Savoia 208.03 42.21 7.29 15.28 27,-51
14 Draenor 318.57 108.28 14.79 10.58 -71,-25
15 Wonderland 156.69 20.46 1.37 0.00 38,-24
16 Land_Of_Faa 157.76 20.46 0.92 0.00 -41,-21
17 Tormalin 104.24 18.29 0.76 0.00 89,59
18 Indeterminist 263.77 35.71 18.43 12.77 76,-38
19 Golgoth 102.91 17.40 0.39 0.00 -14,-50
20 Aridon 164.91 19.39 3.40 0.02 -55,-41
21 TZIA 264.06 19.42 15.62 4.40 -3,-25
22 U.S.Madison 256.32 20.65 3.51 0.02 -5,-13
23 Sinergy 0.00 0.00 0.00 0.00 0,0
24 Suboceana 0.00 0.00 0.00 0.00 0,0
25 Dorsai 0.00 0.00 0.00 0.00 0,0
26 Tahuantinsuyo 0.00 0.00 0.00 0.00 0,0
27 Revelstone 0.00 0.00 0.00 0.00 0,0
28 DreamLands 0.00 0.00 0.00 0.00 0,0
29 JustUs 0.00 0.00 0.00 0.00 0,0
30 Redline 0.00 0.00 0.00 0.00 0,0
31 Batak 0.00 0.00 0.00 0.00 0,0
32 AfrikaKorps 0.00 0.00 0.00 0.00 0,0
33 Mithrilien 0.00 0.00 0.00 0.00 0,0
34 Diary 0.00 0.00 0.00 0.00 0,0
35 visitor 0.00 0.00 0.00 0.00 0,0



:-: The Dig :-: ---------------------------------------------


Thanks to Mark Stokje who posted a link to an excellent historical
database that lists number of messages posted per month back to
1987. Clicking on any a month leads you to a nice split window with
complete list of posts on the left panel and a viewer on the right
side. Very interesting reading for those days when there are no new
posts to r.g.e. Bookmark it!


http://groups-beta.google.com/group/rec.games.empire/ab...


:*: Empire News 1 Year Ago


With a Subject Line like `SOMEBODY FIX THIS LOUSY GAME', you can
bet the following debate will be lively. This thread dominated
r.g.e. during July and August. The central argument: air units too
superior.


One year ago this month, Pangea, with the massive 10K sector expansion
island was underway. Midshipman's Empire I ended, won by DexterPV,
Thistle, Pax and Armengar. A follow-up Midship II was proposed.


In July, 2003, a call went out for contributions to The Empire
Acadamy. I reprint and repeat the call here:


Empire Academy is a forthcoming resource for players of all experience
levels. There will be a large number of articles on every conceivable
topic regarding this wonderful game, from beginning concepts to the
most detailed tactics and strategies.


We need help! We can't write all the articles alone.


How can you contribute? Easy. Pick a topic...any topic!... about
Empire and write an article on it. A given article doesn't need to be
an expert dissertation on every detail you can possibly imagine
regarding the topic at hand. Just write! If several people
contribute articles on the same subject, we'll post them all. We
won't be taking only "the best" article on a given topic. We'll be
taking them all. An example article may be found here:


http://www.wolfpackempire.com/academy/demo.html


So, pick a topic, write a few paragraphs (or more if you like...length
is not an issue!) and send it to the Empire Academy at:


academy@wolfpackempire.com


You will be given credit for the article on the Academy web site.
We'll even help you write the article if you like. Write as much as
you can, and we'll help you finish it.


Markus Armbruster's Hint of the Month was on controlling che. If che
was your headache in Retro, dig this one up and read it.


:*: Empire News 10 Years Ago


July, 1994 saw the `biggest news ever in Empire history' and was
proclaimed `the end of an era.' Mirkwood won the Riverworld game
solo, and retired from the game.


In the eulogies that followed, Mirkwood was called `the Michael
Jordan' of Empire and `the undisputed best of the best', and
he renowned for `Murk-o-Vision' posts to r.g.e. I give you but a
taste (from Doug Pitters' Empire Hall of Fame):


> Announcement from Mirkwood, (#10) dated Sat Feb 10 16:35:39 1990


In an action of unparalleled insanity, the Elven-King
today ordered the continent of Fleer to withdraw from
Elven territorial waters immediately.


After waiting the customary forty-two seconds and seeing
that the continent had defied the High King's decree,
naval action was of course ordered.


The continent, of very solid construction, withstood
multiple torpedoings and bombings. Reportedly, marines
are having better success at boarding. Marine officers
expect to scuttle the continent later tonight.



> Announcement from Fleer, (#49) dated Sat Feb 10 17:37:50 1990
Oh, *come on*, Mirkwood.


You can't scuttle an island. Unless you get help from our
handy, dandy Deity, that is... [blah, blah, blah]


> Announcement from Mirkwood, (#10) dated Sat Feb 10 18:35:39 1990


The Elven-King, royal purple bunny-slippered feet
propped up on a dwarf, peruses the morning announcements.
A tear trickles down his cheek as Suboceana's
storytelling brings back memories of his younger,
naive days.


The King cringes self-consciously at his memories
of tiny Fleer, a small and heroic country, buried
under waves of pillaging Elven paratroops.


"Never again!" swears the shamed King.


"Never again will I let a country hang on long
enough to send all those damned announcements..."


Mirkwood dominated Empire for a five-year period spanning two
mileposts in Empire history: Harvard Fall '89 and Riverworld
'94. Mirkwood was co-ruled by Sean Eddy occasionally with Tom
Jones.



:-: Clients and Player Tools :-: --------------------------------


The basic Empire client can be found at
http://www.wolfpackempire.com/clients.html and
http://sourceforge.net/project/showfiles.php?group_id=2...
source as well as binaries for many platforms.


The latest version of WinACE is 2.4.12. Read the announcement at
http://groups.google.com/groups?selm=ae2bf018.040617190...
and download from http://sourceforge.net/projects/winace/


The latest version of PTkEI is 1.18.1. See the PTkEI home page at
http://www.lfmm.org/ptkei/


The latest version of eif is 1.3.4. See the eif home page at
http://www.stack.nl/~marcolz/empire/


The latest version of LAFE is 1.0. Get it from
http://ftp.us.debian.org/debian/pool/main/e/empire-lafe...
or any other Debian mirror.


The latest version of pei is 3.0.1. See the pei home page at
http://empire.tau.ac.il/~romm/emp/



:-: Server and Deity Information :-: ----------------------------


The current Empire server is 4.2.16. Download it from
http://www.wolfpackempire.com/server.html or
http://sourceforge.net/project/showfiles.php?group_id=2...



:-: From the Editor :-: -----------------------------------------


Sincere apologies for missing the July edition. Travels and setting up
Star Wars Empire II have kept me otherwise busy. Thanks to Doug and
Markus for politely reminding me about it :-)


The Newsletter's postbox, empnews04@wolfpackempire.com, was jammed
with spam again this month. Well, this got me thinking about the good
old days when mum used to cook up fried spam, with sides of baked
potatoes and green beans, for dinner. That was usually when my
siblings and I (and some times my dad) were in some kind of trouble
and deserving of prison-like rations.


Yes, that's right, for those of you who don't already know, spam is
actually a food product. (Note the careful distinction between 'food'
and 'food product' -- most supermarket cheeses require a similar
distinction.) Spam (which comes in a steel can) sits on the lowest
rung of the culinary ladder, just above deviled ham (which also comes
in a can) and just below vegemite (which comes in a jar -- its only
saving grace). Tripe and liver are in the vicinity, by my reckoning,
as they have all been used to torture me on at least one social
occasion.


Thinking back, I realize that my brother, sister and I (and maybe dad,
too) may have invented the very first spam filter. You see, what you
do is eat the potato out of its skin, but don't eat the skin. Turn the
skins upside down, then, cut your fried spam up into little pieces and
quietly hide it under the potato skins when mum's not looking. Voila,
no more spam! Alas, like any good spam filter, it only worked for a
while...


....which brings me to the whole point of this digression. Empire needs
spam. Spam telexes, spam annos and spam flash messages, yep. We could
embed viruses too, the kind that sleep until right before the update,
when they wipe and redes all your sectors. Or maybe one of those
Trojan Horse programs that secretly steal your country and
registration or sends your bmap to your enemies. Or, maybe one of
those polite requests for confidential business transactions:


"Dear kind sir,


Please allow me to introduce myself. I am the grandson of the late
URLIN ULOPPPIKETEIN, the president and ruler of Bwian until the evil
country of beep invaded our peaceful country. I require a CONFIDENTAIL
business partner to assist with the transaction of $1 BILLION DOLLARS,
which has been secretly hidden by my father, the son of the late URLIN
ULOPPPIKETEIN. Please send me the location of your banks and airfields
so that I can enact the transaction to transfer the monies to you.


Kindest regards,


WELIOPKRF ULOPPPIKETEIN"


And best of all... it shouldn't be hard to code, either!


Jeff, a.k.a. Dexter



:-: Hint of the Month :-: ---------------------------------------
:*: The Art of Cost-effective Tech Production


Deciding how much cash to spend on tech production is one of the
important strategic decisions for an Empire game. Tech and edu
production are significantly expensive, both in terms of cash and oil,
that players hoping to be competitive must not take the decision
lightly. Further, a wide range of factors have to be considered in
this strategic decision, from the game setup and available resources,
to the units incorporated by the deity, to your own style (or
objectives) of play. Spend too much on tech/edu and you won't be able
to afford the forces needed for expansion. Spend too little on tech
and you suffer from inefficient production and less-capable fighting
forces.


The topic here, however, is not about that strategic decision. It's
rather how to get the most tech for your dollar. Toward that aim, I
have tried to boil the art of cost-effective tech production down to a
few general rules.


1. The optimum tech production schedule (ie. how much tech and edu you
produce each update) is roughly constant over time.


Most of the tech production schedules I have looked at can be
characterized as roughly constant over time, that is, production
doesn't vary much over time and certainly doesn't vary wildly.


There is a good reason for this, and the reason has been noted on
r.g.e. by a number of people over the years. It is because of the
non-linear relationship between the cash you spend and the tech delta
you get - you get diminishing returns on your investment.


Because of this, the optimum schedules tend to be constant with
time. For example, you will gain much more tech from $5K spent over
two updates if you spend $2.5K each update, compared to spending $5.0K
at the first update, then $0.0K at the second update.


So, try to avoid switching your tech/edu production on and off over
time.


2. Given a reasonable scenario like `spend the least amount of
money and reach tech=X in Z updates', there is an optimum schedule
for tech and edu production.


It's bloody complicated to work it out, but it can be done. The
tech and edu equations are non-linear, discontinuous and require a
large number of constants and values (like etu per update and number
of civs), but they are solvable.


One tech production scenarios we (BlackBox) used in the recent Retro
game was `make the most tech by update=Z given a certain tech
budget.' The tech budget was determined by our short-term
objectives, and from there we were able to d etermine the optimum tech
production schedule by repeatedly solving the tech/edu equations for
every value update.


With pencil and paper, this would have taken a really long time (as
if), but fortunately, there are some software tools that can do it
automatically. We used Microsoft Excel with its Solver plug in. Each
row in our spreadsheet represented one update, into which we
programmed in the tech and edu equations. They are ugly, but once
entered, the Solver plug-in tool can be used to quickly find the
optimum production schedule (typically less than 1 minute) for every
update under various budgetary scenarios. When our short-term
objectives changed, we reran the Solver to calculate a new tech/edu
production schedule.


(The Solver plug-in tool is very powerful, I would recommend learning
it to any one who uses Microsoft Excel to any extent.)


3. If you can't be bothered to work it all out, and if you're planning
to spend a reasonable amounts on tech, then a pretty good schedule is
a consistent 3/1 ratio of tech expenditure to edu expenditure. In
typical situations, this will keep you within about 1-2% of the
optimum solution described in 2 above.


This is not to say that a 3/1 ratio will keep you within 1-2% of the
tech leaders, however, because they might be spending more than you on
tech/edu overall. However, it will, hopefully, result in more tech for
the dollar you do decide to spend on tech and edu.


:*: Last Month Quiz Question: You're desperate to get shells to the
front line. How is it possible to fit 650 shells on a stock-standard
cargo ship?


Answer: load up two supply lands with shells AND the cargo ship. Load
the supply units on the cargo ship. Tending is not possible with the
shells on the supply lands, however.


:*: Quiz Question: Heavy artillery is handy on the front on your
neighbor's island, but lacks the 'light' capability and won't fit on
assault ships. How can you get them there?



:-: Anno of the Month :-: ---------------------------------------


Deities, send nominations for Anno of the Month to
empnews04@wolfpackempire.com


:*: This anno is contributed by Geoff Cashmann and comes from the
recent Retro game


> Announcement from Savoia, (#13) dated Wed May 5 14:12:10 2004
OFFER OF THE MONTH
Do you happen to have an old carrier you want
to get rid of?
Then this offer is for you!!!!!
We have the most modern and efficient
facilities to sink your carrier quickly
and TOTALLY FREE OF CHARGE!


And we have something that nobody else can
provide you: EXPERTISE!
Savoia gunners have practiced a lot and have
obtained the official "CARRIER SINKER CERTIFICATE"
issued by the Savoian Royal Naval Association.


P.S. You know, the Savoian Royal Naval Association
didn't have many chances to actually navigate, as
the Savoian Navy has only a bunch of fishing boats.
So they focused on ship sinking rather than ship
building


> Announcement from KingJohan, (#5) dated Wed May 5 14:16:29 2004
Actually, Mad Erik feels that
the
Certificate of Carrier Kills
should be proudly put on any wall.
C.O.C.K
Savioa 3


> Announcement from beep, (#11) dated Wed May 5 14:22:51 2004
you want him to nail his c.o.c.k. to the wall?


:*: Finally, last but not least, check out Doug Bungholio's
revolutionary new Empire Client. Forget PtKei, forget WinACE, forget
emp_client, now there's...


http://www.angelfire.com/empire2/bungholio/emp_phone.ht...



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
= The Empire News is a publication of Wolfpack Empire, bringing =
= you the best in Empire since 1996. If you would like to add =
= content (new games, games ending, new web sites, hints, =
= Anno of the Month submissions, etc.) to the next edition of =
= the Empire News, please contact the editor at =
= empnews04@wolfpackempire.com =
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Anonymous
August 13, 2004 7:34:11 PM

Archived from groups: rec.games.empire (More info?)

"Dexter" wrote:
> :-: Current Games :-: -------------------------------------------
> :*: Petting Zoo II ---
> Deity: Bungholio
> Start Date: Thursday AM, June 24th, 2004
> Website: http://www.angelfire.com/empire2/bungholio/PettingZooTw...
>
>
> Petting Zoo Two is hosted by Bungholio at
> sheepfarm.game-host.org:6665. The most recent game report posted by
> Bungy can be found at
>
>
>
http://groups.google.com/groups?selm=ELWRc.9847%24BO.91...


here is the official update-32 report that was submitted to the EmpireNews:
---
Petting Zoo Two is hosted by Bungholio at sheepfarm.game-host.org:6665

Petting Zoo Two is well under way. We're thirty-two updates into it, and a
global-scale world war has just begun. Half of the initial players have
been
eliminated, and 2 others (Perdition and Cincinnati) are clenching on for
dear
life. The tech leaders are now able to build a variety of missile types.

The official game website is located at:
http://www.angelfire.com/empire2/bungholio/PettingZooTw...


- = [ Empire Power Report ] = -
as of Mon Aug 02 22:33:44 2004

sects eff civ mil shell gun pet iron dust oil pln ship unit
money
Ricin 310 100% 253K 14K 17K 1.5K 33K 73K 2.0K 13K 260 140 80
10K
beep 215 93% 163K 11K 8.4K 1.1K 25K 79K 1.3K 20K 200 90 80
5.0K
Euforia 145 98% 117K 6.0K 5.3K 995 21K 49K 700 14K 80 50 20
5.0K
Rook 150 97% 118K 8.5K 10K 815 40K 28K 1.0K 12K 70 70
50 -682
Wicked 190 100% 153K 8.9K 9.9K 1.1K 17K 37K 1.1K 8.8K 120 60 60
10K
Shakespea 205 97% 164K 15K 16K 1.8K 20K 25K 1.4K 6.7K 90 160 150
5.0K
Aquitaine 150 99% 125K 6.5K 6.5K 565 8.9K 30K 1.9K 9.3K 160 30 20
3.8K
Limbo 90 99% 78K 3.8K 2.7K 585 4.8K 24K 750 3.7K 50 20 20
2.1K
Dorsai 55 94% 39K 1.7K 2.4K 415 3.0K 3.5K 400 3.5K 60 10 20
3.5K
Cincinnat 45 64% 23K 1.1K 1.6K 45 350 6.3K 50 300 0 10 10
150
Perdition 10 100% 8.6K 500 575 55 0 300 0 100 0 5 10
813
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
worldwide 1.6K 97% 1.2M 77K 80K 9.1K 173K 355K 10K 91K 1.1K 660 520
150K
---


>
> :*: Star Wars Empire II --- New Byss Campaign
> Deities: Jeff Cotter, Ron Koenderink, Markus Armbruster
> Start Date: Second week of August
> Website: http://www.pv.unsw.edu.au/jcotter/SWE/Endor.htm
>
>
> The second in this series of experimental Empire games kicked off
> recently. The game features trademark twisted surprises and treats,
> including an unruly 'flora and fauna'. The traditional deity mil
> concept has replaced with a non-player-country (NPC) called NewByss
> that comprises both mil and units.
>
>
> All factions quickly occupied the small areas cleared out by their
> Capital Exploration ships. Invisible, silent birdlike beasts
> harrassed the poor colonists from the start. Once a relatively safe
> perimeter was established, scouting parties ventured into the
> wilderness. They found it infested with militaristic indigenous life
> forms (mil), which turned out to be mostly harmless. Unlucky scouting
> parties were decimated by ravenous Slashrats appearing out of nowhere.
> An even deadlier species was found in swamps and mountains, often
> enough the hard and painful way: Assassin Vines. Hundreds of imperial
> and rebel military perished. And did I mention *something* has been
> slinging acid-filled seed pods? On the bright side, explorers found
> treasure in some lairs.
>
>
> SoroSuub claimed to have tamed native life forms to their own sinister
> purposes. Whether that's true or the usual propaganda remains to be
> seen.
>
>
> The first factions succeeded in making contact with each other. There
> have been reports of skirmishes.
>
>
> - = [ Empire Power Report ] = -
> as of Fri Aug 13 14:39:58 2004
>
> sects eff civ mil shell gun pet iron dust oil pln ship unit
> money
> TrojHorse 125 29% 7.0K 250 400 0 0 750 250 100 6 0 0
> 15K
> Yinchorr 120 24% 7.2K 150 150 0 0 1.3K 250 150 2 0 0
> 15K
> R56 120 18% 7.0K 300 225 0 0 1.0K 150 200 2 0 0
> 15K
> The_Base 110 20% 7.2K 150 400 0 0 1.4K 250 100 5 0 0
> 20K
> SoroSuub 105 25% 6.1K 200 225 0 200 900 200 100 5 0 0
> 20K
> Saiph 90 23% 7.2K 200 50 0 0 2.8K 200 43 0 0 0
> 25K
> 4th-Assau 110 20% 5.7K 650 150 0 0 800 100 50 3 0 0
> 15K
> Gemini 35 30% 4.5K 150 0 0 0 150 37 0 0 0 0
> 25K
> NewByss 115 2% 0 650 775 80 0 0 0 0 10 0 20
> 10K
> ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
> worldwide 925 20% 52K 2.8K 2.4K 80 200 9.0K 1.4K 750 30 0 20
> 160K
>


wow! quite a lot of detail, considering the game has only been up for 5
days... we don't think this is unbiased news reporting, do we?



> Retro Empire has ended.

thank god! I really missed units, missions, 60 etus, and ships that could
carry more civs than the cast of the brady bunch.




> The Newsletter's postbox, empnews04@wolfpackempire.com, was jammed
> with spam again this month. Well, this got me thinking about the good
> old days when mum used to cook up fried spam, with sides of baked
> potatoes and green beans, for dinner. That was usually when my
> siblings and I (and some times my dad) were in some kind of trouble
> and deserving of prison-like rations.

sounds like we need to start a "recipe of the month" section of the
newsletter.



-Bungy
Anonymous
August 15, 2004 9:53:53 AM

Archived from groups: rec.games.empire (More info?)

[Editor's Notes: In an attempt to find a better publishing method
for the Newsletter (namely to avoid short line breaks inserted by
Google Groups' composition tool), I found a worse way. This
months' edition did not propagate very well at all. Apologies if
you're seeing this for the second time.

Also, a humble and public apology to Doug, who kindly provided TWO
reports on Petting Zoo II, both of which became obsolete because
I was so slow putting this issue together. Thanks and sorry about
that, Doug.]

-=-=-=-=-=-=-=-=-=-=-= EMPIRE NEWS =-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-= A Wolfpack Empire Publication =-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-= "All the news that fits, we print." =-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-= July/August, 2004 =-=-=-=-=-=-=-=-=-=-=-=


:-: In this edition :-: -----------------------------------------

What's New?
Links/Resources/Getting Started
Games --
Upcoming
Current
Recently ended
The Dig -
Empire News 1 Year Ago
Empire News 10 Years Ago
Clients and Player Tools
Server and Deity Info
From the Editor
Econ Hint(s) of the Month
Anno of the Month


:-: What's New? :-: --------------------------------------------- :*:
Retro Empire has ended, Petting Zoo II has started, SW Empire II has
started, details inside.

:*: Wolfpack released Empire 4.2.16 Fixing a critical bugs that caused
incorrect production for sectors with eff < 100%

:*: Ron Koenderink announced the release of a minor upgrade of the
WinACE client. WinACE is a MS Windows GUI interface client for
Empire. Version 2.4.12 is mostly a bug-fix release, with a few new
features like a chat window (enhances flash) and a visual plague
marker tool (similar to the existing che marker). More details are
available at

http://groups.google.com/groups?selm=ae2bf018.040617190...

The latest version of WinACE can be downloaded from

www.sourceforge.net/projects/winace

Ron also announced that he is working on a Win version of Drake
Diedrich's EmpireHub that will be designed to integrate with WinACE
capabilities. If you don't already know, EmpireHub allows multiple
players to play a single country at the same time. Ron was developing
the WinEmpireHub during Retro Empire, and Thistle, Ron and myself got
to see a pretty good preview of it's capabilities. Besides allowing
co-rulers to play at the same time, it has a HubChat window feature
that allows co-rulers to communicate much more easily than by email. I
really think this has some potential to enhance the game
play...well...at least for co-rulers, anyway.


:-: Links/Resources/Getting Started :-: -------------------------

Home of Wolfpack Empire: http://www.wolfpackempire.com/
FAQ : http://www.wolfpackempire.com/faq.html
Usenet : news:rec.games.empire
More : http://www.wolfpackempire.com/links.html


:-: New Games :-: -----------------------------------------------
:*: Deities, advertise your games here. Email
empnews04@wolfpackempire.com with the details.

There are no new games to the knowledge of the Empire Newsletter.


:-: Current Games :-: -------------------------------------------
:*: Petting Zoo II ---
Deity: Bungholio
Start Date: Thursday AM, June 24th, 2004
Website: http://www.angelfire.com/empire2/bungholio/PettingZooTw...

Petting Zoo Two is hosted by Bungholio at
sheepfarm.game-host.org:6665. The most recent game report posted by
Bungy can be found at

http://groups.google.com/groups?selm=ELWRc.9847%24BO.91...

:*: Seawolf I
Deities: voor
Start Date: May 15th, first update Monday, March 29th, 2004
Host/Port: seawolf.juneau-lug.org / 8652
Website: none

Seawolf I has entered the final stages of game play with Saltmine
dominating the power report, and the news report.

Seawolf I Power Report as of Sun Jul 11 06:22:04 2004

sects eff civ mil shell gun pet iron dust oil pln ship
unit money
Saltmine 820 92% 678K 26K 25K 2.3K 82K 102K 11K 24K 690 170
140 180K
beep 395 98% 345K 22K 16K 2.7K 68K 44K 6.0K 8.2K 530 150
120 65K
Zero 315 98% 297K 31K 13K 2.2K 28K 39K 7.0K 7.3K 100 80
50 175K
Mordor 175 79% 125K 4.8K 12K 1.7K 19K 45K 1.1K 10K 20 60
10 105K
GNUb 0 0% 0 0 0 0 0 0 0 0 0 0
0 20K
Octagon 0 0% 0 0 0 0 0 0 0 0 0 0
0 20K
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
----
worldwide 1.7K 93% 1.4M 85K 66K 8.9K 197K 230K 25K 50K 1.3K 450
320 565K

:*: Star Wars Empire II --- New Byss Campaign
Deities: Jeff Cotter, Ron Koenderink, Markus Armbruster
Start Date: Second week of August
Website: http://www.pv.unsw.edu.au/jcotter/SWE/Endor.htm

The second in this series of experimental Empire games kicked off
recently. The game features trademark twisted surprises and treats,
including an unruly 'flora and fauna'. The traditional deity mil
concept has replaced with a non-player-country (NPC) called NewByss
that comprises both mil and units.

All factions quickly occupied the small areas cleared out by their
Capital Exploration ships. Invisible, silent birdlike beasts
harrassed the poor colonists from the start. Once a relatively safe
perimeter was established, scouting parties ventured into the
wilderness. They found it infested with militaristic indigenous life
forms (mil), which turned out to be mostly harmless. Unlucky scouting
parties were decimated by ravenous Slashrats appearing out of nowhere.
An even deadlier species was found in swamps and mountains, often
enough the hard and painful way: Assassin Vines. Hundreds of imperial
and rebel military perished. And did I mention *something* has been
slinging acid-filled seed pods? On the bright side, explorers found
treasure in some lairs.

SoroSuub claimed to have tamed native life forms to their own sinister
purposes. Whether that's true or the usual propaganda remains to be
seen.

The first factions succeeded in making contact with each other. There
have been reports of skirmishes.

- = [ Empire Power Report ] = -
as of Thu Aug 12 23:15:04 2004

sects eff civ mil shell gun pet iron dust oil pln ship
unit money
TrojHorse 109 25% 5.6K 206 356 0 0 854 150 54 5 0
0 20K
236.34
Yinchorr 100 19% 5.9K 113 80 0 0 1.9K 108 64 1 0
0 21K
231.18
The_Base 89 19% 5.8K 67 0 0 0 1.4K 76 58 0 0
0 23K
228.39
R56 97 18% 5.7K 247 156 0 0 1.1K 170 99 1 0
0 20K
227.19
Saiph 97 15% 5.8K 83 84 0 0 1.8K 94 31 0 0
0 25K
215.60
SoroSuub 93 21% 5.1K 220 184 0 0 946 88 75 5 0
0 21K
212.17
4th-Assau 78 23% 5.0K 274 80 0 0 824 99 47 1 0
0 22K
206.63
Gemini 34 29% 4.2K 151 0 0 0 199 37 0 0 0
0 26K
162.68
NewByss 229 1% 0 1.0K 1.5K 104 0 0 0 0 26 0
34 3.1K
86.74
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
----
worldwide 925 16% 43K 2.4K 2.4K 105 0 9.0K 800 450 40 0
30 180K

:*: Kelly's Empire Blitz Server --- Flak Barrage I
Start Date: June, 2004
Updates: 60 ETUs every 10 minutes
Host/Port: 68.41.110.228 / 6665
Website: http://68.41.110.228/

:*: The Changeling Blitz
Restart Cycle: Every day at 7:00 pm US/Eastern (currently 23:00 UTC)
Updates: Enabled at 7:30 pm, 60 ETUs every 10 minutes
Host/Port: blitz.wolfpackempire.com / 6789
Website: http://www.wolfpackempire.com/default.htm

Note that world size and some options change daily. It is up to
players to figure that out each day, but typing `version' helps.
Further surprises are possible, as Changeling runs snapshots from the
latest Wolfpack server development.

:*: The Zebra Blitz
Restart Cycle: Every Sunday at 6:00 pm US/Eastern (currently 22:00
UTC)
Updates: Enabled at 6:30 pm, 48 ETUs every 60 minutes
Host/Port: blitz.wolfpackempire.com / 5678
Website: http://www.wolfpackempire.com/default.htm


:-: Recently Ended Games :-: ------------------------------------

:*: Retro Empire
Deities: Mark Ballinger (Uesugi) and Geoff Cashman (Mithrilien)
Start Date: Friday March 26th, first update Monday, March 29th, 2004
Host/Port: retro.wolfpackempire.com / 6665
Blitz Host/Port: blitz.wolfpackempire.com / 6665
Website: http://retro.wolfpackempire.com/

Retro Empire has ended.

Retro Empire attempted to emulate what could be called the classical
age of Empire: the early '90s. No infrastructure. No missions. 24 ETUs
per update. Fewer ship and plane types, and no land units. Completing
a ship or plane takes several updates. Start islands were large, but
resources were scarce.

beep ushered Retro into the nuclear age by dropping a device on
UTOPIA. Their war went on, though.

One day later, Draenor followed suit and nuked Azwhepay, who then
proved unable to resist Draenor's invasion.

The third nuke was used by BlackBox on U.S.Madison, whom they had been
fighting for some time. BlackBox and Manetherin then proceeded to
grind down U.S.Madison.

KingJohan was the first in space, followed by beep. Apparently,
KingJohan didn't appreciate company there, and promptly nuked beep a
few times.

At this time, an early bid for victory by BlackBox, with KingJohan,
Pern and Kamoria was opposed by Draenor, with TZIA, Uruk and beep, and
later Zapotek and UTOPIA . The uranium began to fall freely shortly
thereafter, with DiudeLand (from beep), U.S.Madison (from BlackBox),
Draenor (from KingJohan), beep (also from KingJohan), TZIA (from
BlackBox and Pern), Savioa and Pern (from TZIA) receiving early
nuclear-tipped birthday gifts.

After that, everyone who was anyone joined the nuclear A-list,
scraping whatever rads, oil and cash together to build (and missile
frigates, missiles and heavy bombers to deliver) ever increasing
tonnages of nuclear devices for special delivery. Few escaped
suffering from the ill effects of fallout.

Retro Armageddon lasted no less than three weeks, with some creative
cooperation between allies to continue the fight. Nukes often took
circuitous routes to reach their destination. Cash flowed in one
direction via loans, materials were shipped and airlifted, and nukes
were traded back via jet heavy bombers. Missiles armed with the nukes
were transported overland, then ferried by guided missile cruisers,
then launched to their final destination.

By the end, only KingJohan was left standing unscarred among the
faintly glowing rubble. His allied win declaration went
uncontested. Retro was won by KingJohan, Kamoria, Pern and BlackBox.

Here's the final deity power report:

- = [ Empire Power Report ] = -
as of Wed Jun 30 11:21:57 2004

sects eff civ mil shell gun pet iron dust oil food pln
ship money
KingJohan 455 79% 268K 11K 10K 400 1.8K 55K 4.1K 1.8K 88K 270
110 255K
61705.68
Kamoria 285 76% 161K 5.7K 4.9K 330 2.8K 14K 2.7K 1.5K 86K 210
130 15K
35539.79
UTOPIA 210 91% 149K 3.5K 4.0K 470 2.0K 15K 1.1K 1.9K 72K 110
210 35K
32582.91
Manetheri 310 76% 135K 4.0K 2.5K 490 3.1K 14K 850 650 25K 180
60 1.8K
31193.59
Draenor 240 81% 98K 3.6K 4.2K 560 3.2K 5.3K 250 1.2K 30K 140
120 10K
27305.02
BlackBox 220 83% 113K 3.0K 4.0K 600 3.2K 10K 250 2.4K 46K 200
120 10K
27236.24
Indetermi 220 80% 121K 4.7K 5.5K 745 4.5K 5.0K 1.9K 1.4K 22K 150
140 15K
26851.42
Pern 275 75% 84K 4.0K 4.7K 420 11K 8.3K 2.7K 2.3K 37K 160
110 640
26831.23
Savoia 105 91% 67K 1.7K 2.4K 495 1.5K 2.1K 500 300 6.5K 260
30 15K
15850.80
DiudeLand 145 76% 62K 2.6K 1.5K 270 750 6.6K 250 500 8.9K 50
60 1.0K
14731.96
Uruk 125 51% 29K 1.9K 1.9K 205 1.2K 2.8K 250 200 5.1K 150
100 15K
9766.33
beep 60 70% 24K 1.3K 1.2K 70 150 6.3K 20 1.6K 8.2K 10
40 476
6494.48
Zapotek 55 46% 22K 300 400 155 350 5.5K 50 8 2.6K 120
50 1.2K
5346.97
TZIA 15 36% 1.6K 350 250 80 2 150 0 200 2.1K 0
40 1.8K
969.68
Aridon 0 0% 100 100 150 60 0 0 0 0 1.1K 0
20 -6.3K
213.42
Land_Of_F 0 0% 0 0 0 0 0 0 0 0 0 0
0 20K
206.78
Golgoth 0 0% 30 50 50 10 0 0 0 0 250 0
3 3.6K
80.07
U.S.Madis 0 0% 0 50 100 15 0 0 0 0 150 0
4 -1.4K
50.52
Tormalin 0 0% 0 0 0 0 0 0 0 0 0 0
0 765
7.65
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
----
worldwide 2.7K 78% 1.3M 48K 48K 5.4K 35K 150K 15K 16K 441K 2.0K
1.3K 375K

And here's the final deity report:

Wed Jun 30 11:22:45 2004
# name tech research education happiness
capital
0 Uesugi 0.00 0.00 0.00 0.00
0,0
1 Uruk 279.62 34.09 12.92 3.53
75,27
2 Kamoria 335.46 55.79 19.63 10.11
84,60
3 Zapotek 308.60 23.61 13.66 2.16
54,28
4 UTOPIA 202.15 20.05 1.37 7.00
89,37
5 KingJohan 329.27 19.92 11.11 2.46
15,43
6 pandatrax 73.69 21.29 0.56 0.00
-55,59
7 BlackBox 343.02 60.02 19.11 5.80
50,0
8 Pern 326.50 91.00 16.95 2.83
41,-25
9 DiudeLand 273.14 32.27 11.11 7.65
-22,28
10 Azwhepay 173.64 22.06 3.34 0.01
-35,7
11 beep 286.69 68.81 8.74 10.37
-65,7
12 Manetherin 320.70 47.31 15.11 10.71
11,17
13 Savoia 208.03 42.21 7.29 15.28
27,-51
14 Draenor 318.57 108.28 14.79 10.58
-71,-25
15 Wonderland 156.69 20.46 1.37 0.00
38,-24
16 Land_Of_Faa 157.76 20.46 0.92 0.00
-41,-21
17 Tormalin 104.24 18.29 0.76 0.00
89,59
18 Indeterminist 263.77 35.71 18.43 12.77
76,-38
19 Golgoth 102.91 17.40 0.39 0.00
-14,-50
20 Aridon 164.91 19.39 3.40 0.02
-55,-41
21 TZIA 264.06 19.42 15.62 4.40
-3,-25
22 U.S.Madison 256.32 20.65 3.51 0.02
-5,-13
23 Sinergy 0.00 0.00 0.00 0.00
0,0
24 Suboceana 0.00 0.00 0.00 0.00
0,0
25 Dorsai 0.00 0.00 0.00 0.00
0,0
26 Tahuantinsuyo 0.00 0.00 0.00 0.00
0,0
27 Revelstone 0.00 0.00 0.00 0.00
0,0
28 DreamLands 0.00 0.00 0.00 0.00
0,0
29 JustUs 0.00 0.00 0.00 0.00
0,0
30 Redline 0.00 0.00 0.00 0.00
0,0
31 Batak 0.00 0.00 0.00 0.00
0,0
32 AfrikaKorps 0.00 0.00 0.00 0.00
0,0
33 Mithrilien 0.00 0.00 0.00 0.00
0,0
34 Diary 0.00 0.00 0.00 0.00
0,0
35 visitor 0.00 0.00 0.00 0.00
0,0

:-: The Dig :-: ---------------------------------------------

Thanks to Mark Stokje who posted a link to an excellent historical
database that lists number of messages posted per month back to
1987. Clicking on any a month leads you to a nice split window with
complete list of posts on the left panel and a viewer on the right
side. Very interesting reading for those days when there are no new
posts to r.g.e. Bookmark it!

http://groups-beta.google.com/group/rec.games.empire/ab...

:*: Empire News 1 Year Ago

With a Subject Line like `SOMEBODY FIX THIS LOUSY GAME', you can
bet the following debate will be lively. This thread dominated
r.g.e. during July and August. The central argument: air units too
superior.

One year ago this month, Pangea, with the massive 10K sector expansion
island was underway. Midshipman's Empire I ended, won by DexterPV,
Thistle, Pax and Armengar. A follow-up Midship II was proposed.

In July, 2003, a call went out for contributions to The Empire
Acadamy. I reprint and repeat the call here:

Empire Academy is a forthcoming resource for players of all
experience
levels. There will be a large number of articles on every
conceivable
topic regarding this wonderful game, from beginning concepts to the
most detailed tactics and strategies.

We need help! We can't write all the articles alone.

How can you contribute? Easy. Pick a topic...any topic!... about
Empire and write an article on it. A given article doesn't need to
be
an expert dissertation on every detail you can possibly imagine
regarding the topic at hand. Just write! If several people
contribute articles on the same subject, we'll post them all. We
won't be taking only "the best" article on a given topic. We'll be
taking them all. An example article may be found here:

http://www.wolfpackempire.com/academy/demo.html

So, pick a topic, write a few paragraphs (or more if you
like...length
is not an issue!) and send it to the Empire Academy at:

academy@wolfpackempire.com

You will be given credit for the article on the Academy web site.
We'll even help you write the article if you like. Write as much as
you can, and we'll help you finish it.

Markus Armbruster's Hint of the Month was on controlling che. If che
was your headache in Retro, dig this one up and read it.

:*: Empire News 10 Years Ago

July, 1994 saw the `biggest news ever in Empire history' and was
proclaimed `the end of an era.' Mirkwood won the Riverworld game
solo, and retired from the game.

In the eulogies that followed, Mirkwood was called `the Michael
Jordan' of Empire and `the undisputed best of the best', and
he renowned for `Murk-o-Vision' posts to r.g.e. I give you but a
taste (from Doug Pitters' Empire Hall of Fame):

> Announcement from Mirkwood, (#10) dated Sat Feb 10 16:35:39 1990

In an action of unparalleled insanity, the Elven-King
today ordered the continent of Fleer to withdraw from
Elven territorial waters immediately.

After waiting the customary forty-two seconds and seeing
that the continent had defied the High King's decree,
naval action was of course ordered.

The continent, of very solid construction, withstood
multiple torpedoings and bombings. Reportedly, marines
are having better success at boarding. Marine officers
expect to scuttle the continent later tonight.


> Announcement from Fleer, (#49) dated Sat Feb 10 17:37:50 1990
Oh, *come on*, Mirkwood.

You can't scuttle an island. Unless you get help from our
handy, dandy Deity, that is... [blah, blah, blah]

> Announcement from Mirkwood, (#10) dated Sat Feb 10 18:35:39 1990

The Elven-King, royal purple bunny-slippered feet
propped up on a dwarf, peruses the morning announcements.
A tear trickles down his cheek as Suboceana's
storytelling brings back memories of his younger,
naive days.

The King cringes self-consciously at his memories
of tiny Fleer, a small and heroic country, buried
under waves of pillaging Elven paratroops.

"Never again!" swears the shamed King.

"Never again will I let a country hang on long
enough to send all those damned announcements..."

Mirkwood dominated Empire for a five-year period spanning two
mileposts in Empire history: Harvard Fall '89 and Riverworld
'94. Mirkwood was co-ruled by Sean Eddy occasionally with Tom
Jones.


:-: Clients and Player Tools :-: --------------------------------

The basic Empire client can be found at
http://www.wolfpackempire.com/clients.html and
http://sourceforge.net/project/showfiles.php?group_id=2...
source as well as binaries for many platforms.

The latest version of WinACE is 2.4.12. Read the announcement at
http://groups.google.com/groups?selm=ae2bf018.040617190...
and download from http://sourceforge.net/projects/winace/

The latest version of PTkEI is 1.18.1. See the PTkEI home page at
http://www.lfmm.org/ptkei/

The latest version of eif is 1.3.4. See the eif home page at
http://www.stack.nl/~marcolz/empire/

The latest version of LAFE is 1.0. Get it from
http://ftp.us.debian.org/debian/pool/main/e/empire-lafe...
or any other Debian mirror.

The latest version of pei is 3.0.1. See the pei home page at
http://empire.tau.ac.il/~romm/emp/


:-: Server and Deity Information :-: ----------------------------

The current Empire server is 4.2.16. Download it from
http://www.wolfpackempire.com/server.html or
http://sourceforge.net/project/showfiles.php?group_id=2...


:-: From the Editor :-: -----------------------------------------

Sincere apologies for missing the July edition. Travels and setting up
Star Wars Empire II have kept me otherwise busy. Thanks to Doug and
Markus for politely reminding me about it :-)

The Newsletter's postbox, empnews04@wolfpackempire.com, was jammed
with spam again this month. Well, this got me thinking about the good
old days when mum used to cook up fried spam, with sides of baked
potatoes and green beans, for dinner. That was usually when my
siblings and I (and some times my dad) were in some kind of trouble
and deserving of prison-like rations.

Yes, that's right, for those of you who don't already know, spam is
actually a food product. (Note the careful distinction between 'food'
and 'food product' -- most supermarket cheeses require a similar
distinction.) Spam (which comes in a steel can) sits on the lowest
rung of the culinary ladder, just above deviled ham (which also comes
in a can) and just below vegemite (which comes in a jar -- its only
saving grace). Tripe and liver are in the vicinity, by my reckoning,
as they have all been used to torture me on at least one social
occasion.

Thinking back, I realize that my brother, sister and I (and maybe dad,
too) may have invented the very first spam filter. You see, what you
do is eat the potato out of its skin, but don't eat the skin. Turn the
skins upside down, then, cut your fried spam up into little pieces and
quietly hide it under the potato skins when mum's not looking. Voila,
no more spam! Alas, like any good spam filter, it only worked for a
while...

....which brings me to the whole point of this digression. Empire needs
spam. Spam telexes, spam annos and spam flash messages, yep. We could
embed viruses too, the kind that sleep until right before the update,
when they wipe and redes all your sectors. Or maybe one of those
Trojan Horse programs that secretly steal your country and
registration or sends your bmap to your enemies. Or, maybe one of
those polite requests for confidential business transactions:

"Dear kind sir,

Please allow me to introduce myself. I am the grandson of the late
URLIN ULOPPPIKETEIN, the president and ruler of Bwian until the evil
country of beep invaded our peaceful country. I require a CONFIDENTAIL
business partner to assist with the transaction of $1 BILLION DOLLARS,
which has been secretly hidden by my father, the son of the late URLIN
ULOPPPIKETEIN. Please send me the location of your banks and airfields
so that I can enact the transaction to transfer the monies to you.

Kindest regards,

WELIOPKRF ULOPPPIKETEIN"

And best of all... it shouldn't be hard to code, either!

Jeff, a.k.a. Dexter


:-: Hint of the Month :-: ---------------------------------------
:*: The Art of Cost-effective Tech Production

Deciding how much cash to spend on tech production is one of the
important strategic decisions for an Empire game. Tech and edu
production are significantly expensive, both in terms of cash and oil,
that players hoping to be competitive must not take the decision
lightly. Further, a wide range of factors have to be considered in
this strategic decision, from the game setup and available resources,
to the units incorporated by the deity, to your own style (or
objectives) of play. Spend too much on tech/edu and you won't be able
to afford the forces needed for expansion. Spend too little on tech
and you suffer from inefficient production and less-capable fighting
forces.

The topic here, however, is not about that strategic decision. It's
rather how to get the most tech for your dollar. Toward that aim, I
have tried to boil the art of cost-effective tech production down to a
few general rules.

1. The optimum tech production schedule (ie. how much tech and edu you
produce each update) is roughly constant over time.

Most of the tech production schedules I have looked at can be
characterized as roughly constant over time, that is, production
doesn't vary much over time and certainly doesn't vary wildly.

There is a good reason for this, and the reason has been noted on
r.g.e. by a number of people over the years. It is because of the
non-linear relationship between the cash you spend and the tech delta
you get - you get diminishing returns on your investment.

Because of this, the optimum schedules tend to be constant with
time. For example, you will gain much more tech from $5K spent over
two updates if you spend $2.5K each update, compared to spending $5.0K
at the first update, then $0.0K at the second update.

So, try to avoid switching your tech/edu production on and off over
time.

2. Given a reasonable scenario like `spend the least amount of
money and reach tech=X in Z updates', there is an optimum schedule
for tech and edu production.

It's bloody complicated to work it out, but it can be done. The
tech and edu equations are non-linear, discontinuous and require a
large number of constants and values (like etu per update and number
of civs), but they are solvable.

One tech production scenarios we (BlackBox) used in the recent Retro
game was `make the most tech by update=Z given a certain tech
budget.' The tech budget was determined by our short-term
objectives, and from there we were able to d etermine the optimum tech
production schedule by repeatedly solving the tech/edu equations for
every value update.

With pencil and paper, this would have taken a really long time (as
if), but fortunately, there are some software tools that can do it
automatically. We used Microsoft Excel with its Solver plug in. Each
row in our spreadsheet represented one update, into which we
programmed in the tech and edu equations. They are ugly, but once
entered, the Solver plug-in tool can be used to quickly find the
optimum production schedule (typically less than 1 minute) for every
update under various budgetary scenarios. When our short-term
objectives changed, we reran the Solver to calculate a new tech/edu
production schedule.

(The Solver plug-in tool is very powerful, I would recommend learning
it to any one who uses Microsoft Excel to any extent.)

3. If you can't be bothered to work it all out, and if you're planning
to spend a reasonable amounts on tech, then a pretty good schedule is
a consistent 3/1 ratio of tech expenditure to edu expenditure. In
typical situations, this will keep you within about 1-2% of the
optimum solution described in 2 above.

This is not to say that a 3/1 ratio will keep you within 1-2% of the
tech leaders, however, because they might be spending more than you on
tech/edu overall. However, it will, hopefully, result in more tech for
the dollar you do decide to spend on tech and edu.

:*: Last Month Quiz Question: You're desperate to get shells to the
front line. How is it possible to fit 650 shells on a stock-standard
cargo ship?

Answer: load up two supply lands with shells AND the cargo ship. Load
the supply units on the cargo ship. Tending is not possible with the
shells on the supply lands, however.

:*: Quiz Question: Heavy artillery is handy on the front on your
neighbor's island, but lacks the 'light' capability and won't fit on
assault ships. How can you get them there?


:-: Anno of the Month :-: ---------------------------------------

Deities, send nominations for Anno of the Month to
empnews04@wolfpackempire.com

:*: This anno is contributed by Geoff Cashmann and comes from the
recent Retro game

> Announcement from Savoia, (#13) dated Wed May 5 14:12:10 2004
OFFER OF THE MONTH
Do you happen to have an old carrier you want
to get rid of?
Then this offer is for you!!!!!
We have the most modern and efficient
facilities to sink your carrier quickly
and TOTALLY FREE OF CHARGE!

And we have something that nobody else can
provide you: EXPERTISE!
Savoia gunners have practiced a lot and have
obtained the official "CARRIER SINKER CERTIFICATE"
issued by the Savoian Royal Naval Association.

P.S. You know, the Savoian Royal Naval Association
didn't have many chances to actually navigate, as
the Savoian Navy has only a bunch of fishing boats.
So they focused on ship sinking rather than ship
building

> Announcement from KingJohan, (#5) dated Wed May 5 14:16:29 2004
Actually, Mad Erik feels that
the
Certificate of Carrier Kills
should be proudly put on any wall.
C.O.C.K
Savioa 3

> Announcement from beep, (#11) dated Wed May 5 14:22:51 2004
you want him to nail his c.o.c.k. to the wall?

:*: Finally, last but not least, check out Doug Bungholio's
revolutionary new Empire Client. Forget PtKei, forget WinACE, forget
emp_client, now there's...

http://www.angelfire.com/empire2/bungholio/emp_phone.ht...


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
= The Empire News is a publication of Wolfpack Empire, bringing =
= you the best in Empire since 1996. If you would like to add =
= content (new games, games ending, new web sites, hints, =
= Anno of the Month submissions, etc.) to the next edition of =
= the Empire News, please contact the editor at =
= empnews04@wolfpackempire.com =
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Related resources
Anonymous
September 7, 2004 8:45:12 PM

Archived from groups: rec.games.empire (More info?)

-=-=-=-=-=-=-=-=-=-=-= EMPIRE NEWS =-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-= A Wolfpack Empire Publication =-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-= "All the news that fits, we print." =-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-= September, 2004 =-=-=-=-=-=-=-=-=-=-=


:-: In this edition :-: -----------------------------------------

What's New?
Links/Resources/Getting Started
Games --
Upcoming
Current
Recently ended
The Dig -
Empire News 1 Year Ago
Empire News 10 Years Ago
Clients and Player Tools
Server and Deity Info
From the Editor
Econ Hint(s) of the Month
Anno of the Month


:-: What's New? :-: ---------------------------------------------
:*: This Month's Headlines

Petting Zoo II has ended
Star Wars Empire II continues
Wolfpack released version 4.2.17
WinACE version 2.4.16 released

:-: Links/Resources/Getting Started :-: -------------------------

Home of Wolfpack Empire: http://www.wolfpackempire.com/
FAQ : http://www.wolfpackempire.com/faq.html
Usenet : news:rec.games.empire
More : http://www.wolfpackempire.com/links.html


:-: New Games :-: -----------------------------------------------
:*: Deities, advertise your games here. Email
empnews04@wolfpackempire.com with the details.

No new games have been announced; keep your eyes peeled on r.g.e.
for possible PZ3 or 2K4 announcements in the near future.

:-: Current Games :-: -------------------------------------------
:*: Star Wars Empire II --- New Byss Campaign
Deities: Jeff Cotter, Ron Koenderink, Markus Armbruster
Start Date: Second week of August
Website: http://www.pv.unsw.edu.au/jcotter/SWE/Endor.htm

Star Wars Empire - The Battle for New Byss is in the fourth week
of play. Sixteen updates have passed and six of the eight
starting countries remain, 2 Light and 4 Dark. The Light side
made the initial attacks, though the forces of the Dark Side are
beginning to prevail.

TrojHorse is valiantly losing ground to three Dark Side enemies.
Meanwhile Yinchorr appears to be tipping the balance toward the
Dark Side in the conflict between The_Base and 4th-Assault.

- = [ Empire Power Report ] = -
as of Sat Sep 04 11:33:33 2004

sects eff civ mil shell gun dust oil pln ship unit money
Yinchorr 240 96% 169K 2.0K 800 165 2.0K 2.6K 80 8 60 5.0K
R56 230 97% 139K 2.6K 750 135 1.5K 4.5K 60 8 50 5.0K
4th-Assau 130 89% 86K 1.6K 325 5 600 4.6K 20 3 20 3.3K
SoroSuub 135 96% 73K 950 300 60 1.0K 3.6K 40 20 40 5.0K
The_Base 100 95% 59K 800 525 30 1.3K 2.8K 20 1 20 1.8K
TrojHorse 65 99% 49K 850 750 60 550 3.0K 20 1 8 5.0K
Saiph 1 99% 27 18 0 0 0 1 0 0 0 -958
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
worldwide 900 95% 573K 8.9K 3.5K 455 6.9K 21K 240 40 200 25K

The most recent game report is available here

http://groups.google.com/groups?selm=2466b99a.040831003...

:*: Seawolf I
Deities: voor
Start Date: May 15th, first update Monday, March 29th, 2004
Host/Port: seawolf.juneau-lug.org / 8652
Website: none
Official Deity Reports:

Saltmine continues the fight, taking it to Mordor, beep and Zero,
who do not appear to be fighting back.

- = [ Empire Power Report ] = -
as of Fri Aug 27 02:11:47 2004

sects eff civ mil shell gun dust oil pln ship unit money
Saltmine 1.1K 95% 1.0M 69K 94K 8.2K 10K 41K 930 240 160 320K
beep 360 100% 352K 19K 53K 6.5K 2.5K 13K 590 150 110 555K
Zero 250 100% 240K 34K 20K 2.2K 6.5K 5.6K 40 70 40 -2.0K
Mordor 0 0% 0 49 125 20 0 0 0 7 0 160K
GNUb 0 0% 0 0 0 0 0 0 0 0 0 20K
Octagon 0 0% 0 0 0 0 0 0 0 0 0 20K
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
worldwide 1.7K 97% 1.6M 122K 167K 17K 19K 59K 1.6K 460 310 1.1M

=== The Bottom Line ==
Saltmine seized forty-six sectors from Mordor
Saltmine seized thirty sectors from beep
Saltmine seized twenty-nine sectors from Zero


:*: Kelly's Empire Blitz Server
Start Date: June, 2004
Updates: Demand updates with 1 player required to force update
Host/Port: 68.41.110.228 / 6665
Website: http://68.41.110.228/

:*: The Changeling Blitz
Restart Cycle: Every day at 7:00 pm US/Eastern (currently 23:00 UTC)
Updates: Enabled at 7:30 pm, 60 ETUs every 10 minutes
Host/Port: blitz.wolfpackempire.com / 6789
Website: http://www.wolfpackempire.com/default.htm

Note that world size and some options change daily. It is up to

players to figure that out each day, but typing `version' helps.

Further surprises are possible, as Changeling runs snapshots from
the

latest Wolfpack server development.

:*: The Zebra Blitz
Restart Cycle: Every Sunday at 6:00 pm US/Eastern (currently 22:00 UTC)
Updates: Enabled at 6:30 pm, 48 ETUs every 60 minutes
Host/Port: blitz.wolfpackempire.com / 5678
Website: http://www.wolfpackempire.com/default.htm


:-: Recently Ended Games :-: ------------------------------------

:*: Petting Zoo II ---
Deity: Bungholio with Ski
Start and Finish Date: June 24th through 20th August, 2004
Website: http://www.angelfire.com/empire2/bungholio/PettingZooTw...

PettingZooTwo was won solo by Ricin (Resvon A.K.A. Mr Ed). The
game lasted 43 updates, running from 24 June 2004 through 20
August 2004.

Petting Zoo Two had 20 players and featured Neapolitan-flavored
starting islands, basically a choice of three different starting
islands:

VANILLA:
. . . . . . . . . . .
. . ^ ~ ~ ~ ~ ^ . . .
. - - - - - - - - - .
. - - - - - - - - . .
. ~ - s s f s s - ~ .
. - - - - - - - - . .
. - - - - ^ - - - - .
. . ^ ~ ~ ~ ~ ^ . . .
. . . . . . . . . . .

CHOCOLATE:
. . . . . . . . . . . .
. . . . . . ^ . . . . .
. . . . . - - . . . . .
. . . . . - - - . . . .
. . . . ~ - - ~ . . . .
. . . . - - ^ - - . . .
. . . - - s s - - . . .
. . . ~ - - f - - ~ . .
. . - - - s s - - - . .
. . - - - - ^ - - - - .
. ^ - ~ ~ ~ ~ ~ ~ - ^ .
. . . . . . . . . . . .

STRAWBERRY
. . . . . . . . . . . . .
. . . . ^ . . . . ^ . . .
. . . . - - . - - . . . .
. . . . - - - - - - . . .
. . . . - - . - - . . . .
. . . - - . ~ ~ . - - . .
. ~ - s s ~ f ~ s s - ~ .
. . . - - . ~ ~ . - - . .
. . . . - ^ . - - . . . .
. . . . - - - - - - . . .
. . . . - - . - - . . . .
. . . . ^ . . . . ^ . . .
. . . . . . . . . . . . .

The final power chart:
- = [ Empire PettingZooTwo Final Power Report ] = -
as of Fri Aug 20 18:00:00 2004

sects eff civ mil shell gun dust oil pln ship unit $$$
Resvon 577 91% 384K 20K 34K 5.1K 3.2K 32K 750 165 135 1.1K
Euforia 164 97% 131K 7.7K 11K 1.7K 886 23K 161 78 27 2.2K
Shakespea 298 95% 230K 16K 21K 2.4K 2.1K 34K 550 209 143 1.7K
Wicked 261 97% 201K 11K 12K 2.6K 1.4K 17K 255 67 81 23K
Aquitaine 160 100% 133K 7.3K 11K 530 1.6K 11K 186 31 19 33K
Limbo 83 91% 61K 3.5K 4.0K 867 1.4K 5.0K 54 17 12 6.9K
Dorsai 57 91% 39K 2.2K 5.2K 468 75 2.0K 97 13 29 7.3K
Cincinnat 13 90% 2.7K 275 831 42 120 47 0 1 0 3.0K
beep 0 0% 1 58 128 20 0 0 23 6 0 -2.9K
nuke_em 0 0% 0 85 52 24 0 0 0 13 0 8.2K
Trantor 0 0% 0 0 0 0 0 0 0 0 0 28K
Anguiron 0 0% 0 0 0 0 0 0 0 0 0 17K
twistle 0 0% 0 0 0 0 0 0 0 0 0 16K
Darkness 0 0% 0 0 0 0 0 0 0 0 0 14K
Eight 0 0% 0 0 0 0 0 0 0 0 0 12K
Gemini 0 0% 0 0 0 0 0 0 0 0 0 8.0K
Rook 0 0% 0 0 0 0 0 0 0 0 0 -9.4K
Perdition 0 0% 0 0 0 0 0 0 0 0 0 -3.0K
Howard 0 0% 0 0 0 0 0 0 0 0 0 -10K
Fodderton 0 0% 0 0 0 0 0 0 0 0 0 -6.3K
---- ---- ---- ---- ---- --- --- ---- --- ---- ----
worldwide 1.6K 94% 1.2M 69K 99K 14K 11K 125K 2.1K 600 450 150K


Bungy's game summary can be read here:
http://groups.google.com/groups?selm=HRyWc.682%242F.245...

:-: The Dig :-: ---------------------------------------------
:*: Empire News 1 Year Ago

PANGAEA, deitied by Ed Rimkus, was won, solo, by cochise.

Mid-Shipman's Empire 2 - The Ugly Mug, deitied by Mark Ballinger,

was jointly won by wahbit and Aberdeen.

Newbie III was won by Pern and Savoia after the contested victory
was settled by a nice nukefest.

The big news of September, 2003 was the start of Lord of the
Rings II. LOTR started in early September and by the end of the
month nations were going to war against each other with abandon.
Travellers, gollums, winged beasts...a fantastic game to say the
least.

Markus' hint of the month was about spreading interdiction damage
among attacking land units. Newbs and Middies, seek this
knowledge.


:*: Empire News 10 Years Ago

Ten years ago this month, there were 5 games either being
announced or ending.

Hidden Empire was just getting underway. Hidden Empire was the
first, or one of the first, series of games to use the hidden
scheme/option where countries must make contact in order to
communicate news or telegrams or to declare alliances and share
tech. The game was fully subscribed at 50 countries.

UAlberta Nukefest was also announced. This game was purposefully
set up for MADness. All players started at tlev=190 and the first
of thirteen different nuke types was available at tlev=235. In
addition, it was a big-start game was $100K in the bank from the
start. It also featured some novel code (called the MAD system)
whereby countries could automatically retaliate to nuclear
strikes, much like modern day missions allow return fire.
Twenty-three countries signed on.

For balance, Dwarven Chowder II was also announced. This game
featured the NO_NUKES option and was limited to 20 players in a
small island based setup. The list of options is interesting:

ALLYHARBOR, SHOWPLANE, DROPANY, REJECTS, BMAP, AUTONAV, SCUTTLE,
CONVASAT, ORBIT, ABM, GRIND, PINPOINTMISSILE, SAIL,
NUKEFAILDETONATE, MISSINGMISSILES, SHIPNAMES, NONUKESUB,
BETTERABM, RANGEEDIT, MISSDEF, SHIPSAM, BIND, DEMANDUPDATE,
UPDATESCHEDULING, MERC, TACARGO, NOGODS, EASY_BRIDGES,
SUPER_BARS, BETTERARMOR, ALL_BLEED, DRNUKE, GODNAMES, NOMOBCOST,
REALM_IN_NAT, SHIPTORP, TRADESHIPS, SWEEP_PLANES, MINE_PLANES,
ASW_PLANES, HARBOR_POLICE, WING_LOAD, ALLYUPGRADE,
ALLYHARBORWORK, RETREAT, STEALTHV, DAVYJONES, SEMILAND,
SHIPCHOPPERS, XLIGHT, FUEL, WIRE, OWNASSAULT, NEW_STARVE,
NEW_WORK, CARRIER_WORK, NEWFISH, STOP, RES_POP, NONUKES

[NEWFISH??? HARBOR_POLICE???]

ARCTIC BLAST was also underway, a relatively stock that drew 30
players/countries.

Finally, Pat Loney announced the unfortunate end of Euro IV after
problems following an upgrade to the server OS caused an
unexpected and irreversible update, spoiling the game in the
ending stages. The game was declared a draw, with Archangle and
Paris the top survivors.

Jason S. Duelge, the ever popular antagonist on r.g.e., replied
to Pat's post with

"Regardless of the ending, i enjoyed the game mightily. It
will probably end up being the last daily update game i'm
able to play (unless internet and empire are around, in a
similar form, in about 10 years), and it was mostly a pleasant
experience."

[Hmmm... Ten years, would be right about now. *whispering* Jason,
you out there?]

:-: Clients and Player Tools :-: --------------------------------

The basic Empire client can be found at
http://www.wolfpackempire.com/clients.html and
http://sourceforge.net/project/showfiles.php?group_id=2...
source as well as binaries for many platforms.

The latest version of WinACE is 2.4.16. Read the announcement at
http://groups.google.com/groups?selm=ae2bf018.040820174...
and download from http://sourceforge.net/projects/winace/

The latest version of PTkEI is 1.18.1. See the PTkEI home page at
http://www.lfmm.org/ptkei/

The latest version of eif is 1.3.4. See the eif home page at
http://www.stack.nl/~marcolz/empire/

The latest version of LAFE is 1.0. Get it from
http://ftp.us.debian.org/debian/pool/main/e/empire-lafe...
or any other Debian mirror.

The latest version of pei is 3.0.1. See the pei home page at
http://empire.tau.ac.il/~romm/emp/


:-: Server and Deity Information :-: ----------------------------

The current Empire server is 4.2.17. Download it from
http://www.wolfpackempire.com/server.html or
http://sourceforge.net/projects/empserver/ (navigate to empserver)


:-: From the Editor :-: -----------------------------------------

I was amazed when I came across a post to r.g.e. in Sept. 1993
that showed the initial power report from Chainsaw V (1993/1994).
The list was fully 63 countries long - I had to restart counting
it twice because my (failing) eyes lost track mid count. "How
awesome would it be to play in a game with 63 countries?" I
thought to myself. "What's wrong that LOTR II - what I consider
to be the flagship Empire theme game - is undersubscribed in
spite of strong promotion. Why are contemporary games so
weenie??!" I asked myself.

After some time, however, I started thinking "Forget big games.
If done right, smaller games are better!" Now, obviously anything
less than two countries is senseless, but I would argue that the
other extreme, a very, very large number of countries, is just as
senseless. Deities and players alike suffer the additional burden
of keeping track of so many countries that they are very unlikely
to have any significant dealings with. Also, as you conquer and
expand, the effort of managing many hundreds of sectors and,
especially, units becomes a huge burden. Basically, beyond a
certain number, players get a diminishing return for every
additional country in the game.

In LOTR II (which was HIDDEN), for example, the influence of the
The_Shire on our (Balchoth) play was imperceptible to us. From
our point of view, north western Middle Earth could have been
running on a different server altogether. We did get to read many
a colourful contri to the wire, but after a while, their effect
wore off. Much of the LOTR II game was outside of our 'observable
Empire universe', to borrow a term from cosmology, and therefore
largely irrelevant to us.

So, from an individual player's point of view, the game needs to
be no bigger than that player's observable universe. Events and
countries much further than that have a largely imperceptible
influence on that player's game. This suggests:

Dexter's Empire Axiom #9: The optimum number of countries in an
Empire game is as small as possible while completely filling the
observable Empire universe.

How big is the observable Empire universe? Well, it depends on
how fine you like your sugar, but by my reckoning, the radius of
the observable Empire universe is two nearest-neighbours away. In
other words, if you start with 6 nearest neighbours and you
conquer one, the three new countries on the far side of your
victim are two nearest-neighbours away. If you're really good or
the game is long and fast, maaaybe your observable Empire
universe is three nearest-neighbours away.

So how many countries is this? Well it depends on how tightly
packed the world is. In a tight world, a country has 5 or 6 or
more first nearest neighbours (eg. LOTR), in a loose world, it's
more like 3 or 4. If N represents the tightness (as the number of
nearest neighbours that a player has when starting) and R is the
radius of your observable Empire universe (as described above)
then this leads to:

Dexter's Empire Corollary #10: The optimum number of countries,
C_opt, in an Empire game is equal to

C_opt = N * R * (R + 1) / 2

For a medium tight world, N=4, and if you're affected by players
up to two nearest neighbours away, R=2, then, according to
Dexter's Empire Corollary #10 the optimum number of countries in
the game is 12.

Now, I started this argument with "If done right...", and by that
I mean all the usual things a good deity knows to do and not do.
However, I hasten to add another important consideration that
applies especially to small games (but also in general). It is
most beneficial to game play and fairness to have players within
your observable Empire universe that are equivalent to (1) your
skill and knowledge of the game and (2) your level of commitment
to playing the game. The keen newbie and the slack expert alike
tend to unbalance games by allowing one or two of their lucky
neighbours to have a second country's worth of civs, sects, bars,
etc. (I might even venture the assertion that the final power
chart is somewhat a reflection of the number of newbie or slacker
nearest-neighbours a player starts with.) Thus, I add:

Dexter's Empire Axiom #11: The best small Empire games are
populated with players of roughly equal ability and commitment.

Strong or weak, keen or slack no matter, but better games will
tend have less distribution (everything else being equal) in
these two player attributes. I suspect that Lanny Andelin and
Mark Ballinger understood this (among many other things) when
they ran the Newbie and Midshipman series. I, as deity of the SW
Empire series, it seems, have only just figured it out.

Further, the above equation for C_opt is a result of a fair
dinkum attempt to count up nth-nearest-neighbours. I suggest it
might be more useful to us if rearranged thusly,

N = 2 * C_reg * / (R * (1 + R))

so that, if C_reg is the number of players who have actually
signed up to play and R is the desired radius for the observable
Empire universe, then deities can use N to help decide how
tightly to pack countries together when building the world. For
example, if C_reg=9 players sign up to play and R=2 radius for
the observable Empire universe, then consider setting up the
world so players have about 3 nearest neighbours. This would look
like a hexagonally packed universe with every other
first-nearest-neighbour plucked out.

So maybe the shrinking size of Empire games is not such a bad
thing. If done right, small games have as much potential for fun
and exciting play as the large games of earlier days.

Dexter

ps. The proof of Dexter's Empire Corollary #10 is left as an
exercise for the reader :-)

pss. The "smaller is better" topic reminds me of a "near-death"
incident I had at work once. A proud new mum brought her 6-weeks
old baby to work one day. All the ladies gathered round
(including one of the lady vice presidents and two ladies who
were part of a delegation of potential investors), and, of course
the gathering of ladies attracted my attention! While poking and
oogling the sleeping infant, one of the ladies said "Look at his
toes, they're so TINY. So TINY and so KEYYUUUuuUUUuuUuuUUUuuTE!"
and precisely one millisecond layer these words escaped my lips
before I could insert my foot: "Why is that ladies find tiny
things to be so absolutely cute and irresistibly cuddly...except
for *one* thing?"

Suddenly I felt about as popular as ObL at the RNC in NYC.
Luckily, however, I had my quick-thinking cap on and I countered
the ten Female Stare of Death curses hurled at me with a Male
Comic Relief spell and said "What? ... Diamonds!!"


:-: Hint of the Month :-: ---------------------------------------
:*: An idle economy does your enemy's bidding

In Empire, your economy is your country's engine. If you want to
win the race, it has to fire on all cylinders. This is especially
true in the opening phase of the game, when your country is
limited by the productivity of your economy.

In general, a productive economy avoids three things:

1. Inefficiently made stuff
2. Lost stuff
3. Idle stuff

Here are some econ tips for a strong and productive economy.

1. Inefficiently made stuff

Many products and commodities have a "production efficiency" that
factors into how many of a thing are produced for a given number
of raw materials, usually depending on tlev (tech) but also on
edu (education). Keep the following in mind when tuning your
economy:

- Make tech, research and edu efficiently (see last month's
Empire News Econ Tip)
- If oil and rads are scarce, produce only the minimum
needed, especially, at low tlev
- Avoid the temptation to produce too many guns and shells
immediately after reaching tlev=20
- Avoiding inefficient lcm and hcm production is not as important,
but in General only make what you need for one update (see
#3 below).
- Avoid building gold mines, oil wells, uranium mines up to
60%-99%. They will produce at lower efficiency, wasting
precious dust, oil or rads.

2. Lost stuff

It is possible for your economy to lose stuff. When it comes to
civs and uws, this has a far worse effect on your economy than #1
above. Keep the following in mind when tending your economy:

- Never starve civs or uw. Besides killing them (you will need
them to make stuff), it zeros the work in that sector (then
nobody there does much work for a couple of updates).
- Never starve civs or uw. This is so important, I said it
twice.
- Be sure to maximise your civ and uw growth by providing enough
food for babies to grow up at the update. Good clients can
alert you to problems here.
- Make sure that your civs do not grow larger than the maximum
allowed population (usually 999) at the update. The server
will discard any overpopulation.

3. Idle stuff

Perhaps one of the most common newbie econ mistakes that is
allowing civs to sit idle. Many new players don't realise that
idle iron is worse, and idle lcms/hcms are worse again. Anything
you build that is not serving some purpose, means wasted economic
power.

- Avoid idle civs, especially during the opening phase of the
game.
- Keep civs in your capital between updates to make btu, move
them somewhere productive for the update, then back to the
capital after the update.
- Avoid building more avail than needed for unit builds in
harbors, airports and headquarters
- Avoid building any avail in highways, radars, capitals,
bridge spans, bridge heads, warehouses and other
non-productive sectors.
- Keep your civs and uw busy at all times!
- Avoid making any more iron than you can process into lcm/hcm
in one update. Same for dust, oil and rads.
- Avoid making any more lcms/hcms than you need for one update.
- Do make more guns and shells than you need immediately - use
them for flak
- Most importantly, put your cash to use!

Nothing says "Come and get me!" louder than a power report that
shows excessive dust, oil, iron and cash all being put to no
military use.

Only in the latter stages of a game should you have too much of
any commodities, products or cash, in which case, don't let them
pile up in one place. Big stockpiles of stuff, especially bars,
attract bombers.

:*: Last Month's Question: Heavy artillery is handy on the front
on your neighbor's island, but lacks the 'light' capability and
won't fit on assault ships. How can you get them there?

Answer: Doug Bungholio sent the best answer this month.

"Assuming your neighbor's island is a friendly neighbor that you
are trying to help out, you can sell it to your neighbor on the
TRADE. Have him make a 60+% headquarters. Lload up the HAT with
guns/shells/mils, and bounce it into his headquarters, ready to
shoot. Then after it is depleted, he can then bounce it back out of
the hotzone via the trade again, and you can reload it back up and
continue.

Otherwise, use cargo ships [or any ship that has the "supply"
capability]."

:*: This Month's Question:

You sail up next to a newly discovered country with two
destroyers, each with a full load of 80 mil on board. You do a
quick lookout and Whoa! the fool has put his forward airfield
right on his coast. The lookout report says there are 30 mil in
the sector. You are determined to sack the airfield and kill any
planes in there, plus use the petrol and shells there (if any)
for your own wing of raiders.

Using only the mil on board the two destroyers, is it possible to
assault and take the airfield? (Assume no reserves, interdiction
or support fire.) If so, how?


:-: Anno of the Month :-: ---------------------------------------

Deities, send nominations for Anno of the Month to
empnews04@wolfpackempire.com

> Announcement from Yinchorr, (#6) dated Thu Aug 26 02:12:11 2004
-=[ New Byss News ]=-
::::::::::::::::::::::::::::::::::::::::::::::::::
! "All the news that fits, we print." !
::::::::::::::::::::::::::::::::::::::::::::::::::
Thu Aug 26 01:41:46 2004

In a suprising twist of fate, the Rebel Base and
4th Assault front had temporarily stalled. Insiders
From both fronts report that neither commander was
able to afford bus fare to the front line. Both
sides have assured us that this was the only snafu
in what would have otherwise been a complete victory
for their countries. Latest reports state that both
sides have obtained corporate sponsers and the
hostilities have begun once again.

Taco Bell is financing the 4th Assualt in what appears
to be a very successful attempt to revitalize their
"Make a run for the border campain" This comes after
yesterdays debacle involving a talking Chihuahua and
an AT-AT Walker (Memorial Service is on Thursday).
While software giant Microsoft has cast their lot
with the Rebels. Unfortunately it seems that what
ever they paint their logo on crashes. We will
keep you updated as this story unfolds.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
= The Empire News is a publication of Wolfpack Empire, bringing =
= you the best in Empire since 1996. If you would like to add =
= content (new games, games ending, new web sites, hints, =
= Anno of the Month submissions, etc.) to the next edition of =
= the Empire News, please contact the editor at =
= empnews04@wolfpackempire.com =
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Anonymous
October 21, 2004 1:07:15 PM

Archived from groups: rec.games.empire (More info?)

-=-=-=-=-=-=-=-=-=-=-= EMPIRE NEWS =-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-= A Wolfpack Empire Publication =-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-= "All the news that fits, we print." =-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-= October, 2004 =-=-=-=-=-=-=-=-=-=-=-=


:-: In this edition :-: -----------------------------------------

What's New?
Links/Resources/Getting Started
Games --
Upcoming
Current
Recently ended
The Dig -
Empire News 1 Year Ago
Empire News 10 Years Ago
Clients and Player Tools
Server and Deity Info
From the Editor
Econ Hint(s) of the Month
Anno of the Month


:-: What's New? :-: ---------------------------------------------

:*: Wolfpack released Empire 4.2.18 Server, fixing several abusable
loopholes.

Player visible changes include changes to fishing and offshore oil
drilling, and new and fixed selectors. Deity visible changes include
configurable announcement and news expiry.

More information is posted on rec.games.empire, including links to
server downloads, at

http://groups.google.com.au/groups?selm=87zn3t9pv1.fsf%...

:*: Ron Koenderink announced the release WinACE 2.4.18, including a
few bug fixes and minor enhancements.

Besides several bug fixes and minor enhancements, WinACE now saves all
telegrams when reading them in quick mode, which helps co-rulers to
get all telegrams.

Ron is working closely with Wolfpack to support the new xdump server
command. Ron also continues to provide client support experimental
servers and games, notably Twisted Minds 2K4 - Blind Date Empire and
Star Wars Empire - Battle for New Byss.

More information is posted on rec.games.empire, including links to
client downloads, at

http://groups.google.com.au/groups?selm=ae2bf018.040929...

:*: Star Wars Empire - Battle for New Byss was won by the dark side -
Yinchorr and R56.

:*: Twisted Minds 2K4 - Blind Date Empire has started.

:*: Petting Zoo III - Rock, Paper, Scissors has been announced.

:-: Links/Resources/Getting Started :-: -------------------------

Home of Wolfpack Empire: http://www.wolfpackempire.com/
FAQ : http://www.wolfpackempire.com/faq.html
Usenet : news:rec.games.empire
More : http://www.wolfpackempire.com/links.html


:-: New Games :-: -----------------------------------------------

:*: Deities, advertise your games here. Email
empnews04@wolfpackempire.com with the details.

:*: Announcing Petting Zoo III - Rock, Paper, Scissors
Deity: Bungholio
Registration Begins: 20:00 (EST) FRI 15 OCT 2004
Registration Ends:?? 23:59 (EST) SUN 31 OCT 2004
Website: http://www.angelfire.com/empire2/bungholio/PettingZooTh...

True to the spirit and theme, "56-flavours" Bungholio is offering
another three interesting flavours in the upcoming Petting Zoo III -
Rock, Paper, Scissors.

Of course there will be the standard set of units included in the
game, but wouldn't it be cool if Rock units had a tactical advantage
over Scissors units, etc.?

PZII was well subscribed, with around 20 players, and Doug did a great
job as deity. Sign up now:

HOW TO REGISTER:
Send email to: empire_bungholio @ verizon.net with:

Subject: Empire PZ3

Country Name: (limited to 15 characters and must start with an alpha
character a-z/A-Z)
Password: (limited to 15 characters)
Map Selection: (choose from Rock/Paper/Scissors/Random-deity-selection)
Email Address: (preferred email addresses)
Co-Ruler Info: (if you would like to have a co-ruler be informed of
any game info via email)

:-: Current Games :-: -------------------------------------------

:*: Twisted Minds 2K4 - Blind Date Empire
Deity: Pat Loney (a.k.a Overlord)
Start Date: October 1, 2004
Host/Port: multi.usr.ch / 6665
Website: http://retro.wolfpackempire.com/
Official Deity Report:
http://groups.google.com.au/groups?selm=ckojfg%24olj%24...

Twisted Minds 2K4, deitied by long-time player Pat Loney is
underway. Twisted Minds offers a number of cool source modifications,
both major and minor.

Minor:
- Easy Resources - no dust, oil, iron, food. GO_RENEW enabled.
- All forts and units with guns fire one or zero sectors.
- Radar is now an infrastructure just like road and rail. Coastwatch
uses this new property.
- Tech PE is 100%.
- All infantry units have the security flag.

Major:

- Civs as a commodity don't exist.
- "Regular" sectors will always have 5000 civs. Mountains will always
have 99. Plains sectors will always have 25 civ's.
- No uw's.
- Che made as if the sector had 5000 real civvies.
- Country/nation attributes: Warrior, Tech Monger, Engineer,
Informant, Producer, Financier, and Distributor.
- Players choose one attribute when they break sanctuary and are stuck
with it for the game.

The country/nation attributes are Warrior, Tech Monger, Engineer,
Informant, Producer, Financier, and Distributor.

Log into the TM 2K4 visitor account and type 'info 2k4' for more
information.

:*: The Changeling Blitz
Restart Cycle: Every day at 7:00 pm US/Eastern (currently 23:00 UTC)
Updates: Enabled at 7:30 pm, 60 ETUs every 10 minutes
Host/Port: blitz.wolfpackempire.com / 6789
Website: http://www.wolfpackempire.com/default.htm

Note that world size and some options change daily. It is up to
players to figure that out each day, but typing `version' helps.
Further surprises are possible, as Changeling runs snapshots from the
latest Wolfpack server development.

:*: The Zebra Blitz
Restart Cycle: Every Sunday at 6:00 pm US/Eastern (currently 22:00 UTC)
Updates: Enabled at 6:30 pm, 48 ETUs every 60 minutes
Host/Port: blitz.wolfpackempire.com / 5678
Website: http://www.wolfpackempire.com/default.htm

:-: Recently Ended Games :-: ------------------------------------

:*: Star Wars Empire II --- The Battle for New Byss
Deities: Jeff Cotter, Ron Koenderink, Markus Armbruster
Start Date: Second week of August
Website: http://202.172.121.119/SWEmpire/Endor.htm
Deity's Game Summary:

The second game in the Star Wars Empire series ended with a dark side
victory declaration by Yinchorr and R56. By the end, the victors
occupied more than 90% of the world.

Yinchorr gained an early edge when light side player Gemini was
removed from the game due to computer woes. Yinchorr absorbed the
better part of Gemini and then Saiph, who was the first country to
fall.

R56 played a balanced game, laying low until mid game, then absorbing
parts of TrojanHorse, SoroSuub and The_Base.

TrojanHorse had a most interesting game, being the first country on
the offensive, against SoroSuub. SoroSuub absorbed Troj's attack,
stiffened then pushed Troj back past their original border. Troj
should have been one of the early countries to go, but some clever
diplomacy saved him and he lasted until the very end.

Everyone else was properly munched by Yinchorr and R65, in character
with the evil dark side of the force.

The game featured a host of code modifications that, for the most
part, worked out pretty well. The deities gratefully thank the players
who responded to the player survey, which will be posted to the (newly
relocated) website soon along with a survey of the game by the
deities.

The final power report:

Command: power new
- = [ Empire Power Report ] = -
as of Mon Oct 18 23:01:10 2004

sects eff civ mil shell gun pet iron dust oil pln ship unit money
Yinchorr 433 98% 351K 8.4K 4.7K 394 14K 21K 3.4K 16K 222 19 79 85K
21136.29
R56 398 98% 295K 11K 3.7K 651 6.4K 24K 3.3K 12K 207 14 112 17K
18613.37
TrojHorse 71 97% 56K 2.0K 262 77 928 3.4K 467 3.7K 16 2 22 7.5K
2525.27
SoroSuub 0 0% 0 0 0 0 0 0 0 0 0 0 0 14K
45.87
4th-Assau 0 0% 0 0 0 0 0 0 0 0 0 0 0 6.5K
22.29
The_Base 0 0% 0 0 0 0 0 0 0 0 0 0 0 1.3K
3.74
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
worldwide 900 98% 703K 21K 8.6K 1.1K 21K 48K 7.3K 32K 450 40 210 125K

Jeff is probably going to offer the Battle for New Byss game a second
time, exact same setup, but with attention paid to the player
feedback. More on that later.

:-: The Dig :-: ---------------------------------------------

:*: Empire News 1 Year Ago

One year ago around this time, LOTR II was down due to some problems
with the server. Players, restless while waiting for the repairs, told
parts of the story of two Empire's most "creative" players - Barsoom
and Lothlorien. By creative, I really mean the (ab)use of
"undocumented features", like creating hundreds of thousands of
dollars every update using tradeship features even the deities didn't
know about. Drake Diedrich described what was not really a bug, but
what Markus calls unintended information - the torp news selector bug.

The MOB_ACCESS feature was a hot topic of discussion.

Ron Koenderink was cruising on WinACE, releasing two versions during
October.

Robert Marchese announced Havok I.

Thomas Johnson asked the question "How were games played before land
units? ?How did an attacking country advance on a defender? ?If all
attacking is with standing mil and sector mob, it appears to be a
stalemate?" Was this the seed of Retro 2004?

:*: Empire News 10 Years Ago

Ten years ago around this time, Arctic Blast, Dwarven Chowder II,
Hidden Empire III and UAlberta Nukefest were up and running. UAlberta
Open was won by Redline.

Topics of discussion during October, 1994 spanned a wide range. Andy
Frakes et al. discussed the time requirements of playing a game;
Andrew Norris et al. debated which was better, the Chainsaw III code
or the KSU code; Thomas Ruschak lamented forts firing and compared
battleships against forts; Walter Smith et al. compared notes about
using wings of transports to take entire islands; William Kaster
lamented the growing appeal of MUDs over empire; Drake Diedrich et
al. described tools and cron jobs to calculate and automate food
production; and Jim Ortlieb explained the reasoning behind civs on
ships not paying taxes.

:-: Clients and Player Tools :-: --------------------------------

The basic Empire client can be found at
http://www.wolfpackempire.com/clients.html and
http://sourceforge.net/project/showfiles.php?group_id=2...
source as well as binaries for many platforms.

The latest version of WinACE is 2.4.18. Read the announcement at
http://groups.google.com.au/groups?selm=ae2bf018.040929...
and download from http://sourceforge.net/projects/winace/

The latest version of PTkEI is 1.18.1. See the PTkEI home page at
http://www.lfmm.org/ptkei/

The latest version of eif is 1.3.4. See the eif home page at
http://www.stack.nl/~marcolz/empire/

The latest version of LAFE is 1.0. Get it from
http://ftp.us.debian.org/debian/pool/main/e/empire-lafe...
or any other Debian mirror.

The latest version of pei is 3.0.1. See the pei home page at
http://empire.tau.ac.il/~romm/emp/

:-: Server and Deity Information :-: ----------------------------

The current Empire server is 4.2.18. Download it from
http://www.wolfpackempire.com/server.html or
http://sourceforge.net/project/showfiles.php?group_id=2...


:-: From the Editor :-: -----------------------------------------

In case anyone is wondering, it generally doesn't matter to the
missus, spouse, better-half or girlfriend that you're *deitying
empire*, not actually *playing empire*. Yep, I've tried it out on the
gf, and she wasn't at all convinced.

"No, hon, really, I'm not *actually* playing. I'm just looking after
everyone else who's playing a game that I'm hosting." I tried.

"Well, you're staring at your computer and ignoring everything I say,
just like when you're playing." she challenged.

"What, hon? Ignoring the computer and staring at everything you're
saying?" I said, after an epileptic moment.

Busted.

Ok. I've got a few fallback positions for this kind of situation, and
you probably do, too. I'm gonna share one of them with you. He's my
long time empire ally and "tech bleed" partner, the Naked Chef, Jamie
Oliver.

If you don't know, Jamie Oliver is a UK chef with a contemporary
cooking television show. As far as the missus goes, he's hip, funny,
charming, handsome and has a sexy British accent. He also has a band
of metropolitan friends who pop in for wine and dinner and have a
smashing time. Most importantly, he has that one ability that ladies
really appreciate and that most of us men can only pretend to
understand...he can cook food.

Now, I've noticed that I can get much of the Jamie Oliver mystique and
aura just by cooking something from his cookbook. (That's the "tech
bleed" part of it.) Most recipes are easy enough and they actually
taste really good.

(You can get much more of that Jamie Oliver mystique by faking a
British accent while describing what you are cooking. That's always a
laugh, unless your missus is actually from the UK and you're not.)

In times of need, after focusing way too much for way too long on a
game of empire, a little Jamie Oliver cooking and fun works wonders to
get back into the good graces of the missus. Gentlemen, I recommend
keeping a few good recipes handy for a rainy day!

This one always saves me: Fantastic Roasted Chicken - Serves two with
leftovers

1.8 kg chicken
1 large lemon
8 slices prosciutto ham (from the deli or deli section)
1-2 cloves garlic, peeled and finely chopped
1 handful of fresh thyme leaves, finely chopped (stems removed)
Salt and pepper
115 gm softened butter
1 kg peeled potatoes, cut into halves
3 large onions, skins removed and cut in half
5 or more large carrots, skinned and cut into 5 cm lengths

Preheat oven and roasting tray to 220oC or 425oF

Wash the chicken inside and out and dry with paper towel. Using your
fingers, carefully part the breast skin from the breast meat. It's
important to try to push your hand gently down the breast, taking care
not to rip the skin.

With a potato peeler, peel and chop the fragrant yellow skin of the
lemon, keeping the peeled lemon for later. Tear up the prosciutto into
small pieces and add to a bowl with the lemon skin, garlic and
thyme. Season with salt and pepper and scrunch it all into the butter
with a pinch of salt and pepper. Push this into the space between skin
and breast meat - spread some of the remainder around the outside of
the bird, especially on the breast skin. It will cook off the outside
of the bird, leaving the seasonings baked on for a beautiful
appearance.

Slash the thigh meat with a knife two or three times so it cooks
through faster.

Cut the peeled lemon in half and push the halves into the chest
cavity. The lemon keeps the breast meat from drying out too quickly.

Roast for 25 minutes.

While the chicken is cooking, parboil the potatoes in salted water for
10 minutes. After 25 minutes, remove the chicken from the oven - the
butter will have melted and absorbed the seasoning and collected in
the roasting tray. Carefully lift out the chicken temporarily and put
all the veggies in the bottom of the tray, coating generously with the
melted butter. Put the chicken back right on top of the veggies and
cook for another 45 minutes.

Remove the chicken and let stand for 10 minutes. Make a gravy from the
drippings (I never do this part). Carve and serve with veggies and a
nice white wine.

Very Important note: DO NOT attempt to play empire and cook at the
same time. There is no recovering from a fouled meal caused by trying
to play empire while cooking! Trust me, on this one, please!

Tip: If you get bored waiting around, open the oven every 5-10 minutes
and waft the wonderful smells of the cooking bird around the house (I
use a cookie baking sheet). Also, it's a good time to pour out the
wine (or scotch) to get everyone in the mood for a good meal. Maybe
feed and bathe the kids, and put them to bed early :-)

Enjoy.

Jeff, a.k.a. Dexter

:-: Hint of the Month :-: ---------------------------------------

:*: Managing your Budget Part I - The spend-down phase

One common newbie pitfall is overspending cash reserves. Send your
balance sheet into the red, and production stops and your units lose
efficiency, among other bad things. Worse, the power chart shows a
negative number under your country and the wolves circle in for an
easy kill.

The game checks your budget when you spend on new units, make loans or
use the market/trading block, so you're generally protected from
deficit spending by your own hand. The danger comes during the update,
when spending happens automatically.

A more subtle danger can occur during the budget spend-down phase of
the game whereby you quickly deplete your cash reserves (by
overspending on tech production, for a common example), reaching a
point where you cannot operate your empire because of cash
limitations.

Here are some econ tips for new players pertaining to budget
management during the spend-down phase of the game.

:*: Get to Know Budget Tools

1. Get to know the basic budget command. The budget command is
invaluable for managing your empire's finances, so all new players
should learn to use it effectively. For example, I use the budget
command more than two dozen times each update. The most useful
feature of the budget command is the balance sheet it produces for
the upcoming update. It's fairly complete and accurate, even
accounting for the effect of starvation on income and expenses.

2. Get to know the more advanced budget feature - budget priority
settings. With these settings, you can stipulate the priority of
expenditure by types (i.e. unit maintenance, production of
happiness, etc.). Specifying a priority of zero will stop
production of a given type of expenditure.

3. Be sure you know how to use the stop command. In a budget pinch,
you can stop one or more sectors from producing, thereby saving on
the costs associated with that sector's production.

4. I sometimes use a spreadsheet for budget planning, especially
during the budget spend-down phase. Each expense fills one column
and each update fills one row. With a good estimate of future
expenses, it's possible to plan out your budget a few updates in
advance.

:*: Maximise Income

5. Bars, bars, bars. Devote as much effort to mining dust and making
bars as possible. Bars pay for themselves in almost no time - 40
ETUs, which is typically less than one update.

6. Did I mention make bars? This is very important for generating
income - bars typically account for half of an empire's
income. And, make sure you keep the bars in a 100% efficient bank.

7. Keep your civs in 100% sectors and be wary of moving civs into 0%
efficient sectors. Building efficiency costs money, however,
putting civs into a 0% efficient sector costs even more. 1000 civs
in a 100% efficient sector will earn $500 (for a typical game
setup). Putting the same 1000 civs in a 0% efficient sector will
earn $0 plus cost $100 to improve efficiency - a $600 difference.

Overall it's cheaper to tear down a sector you have already improved
to 100% sector and build it up back up to 100% compared to building up
a sector from 0%. (Unless you tear down the sector to 0% and finish
building it back up during the following update.)

8. Your civilians pay taxes. Avoid starving them (or keeping more than
Max_Safe_Civs in a sector) so you can grow as many as
possible. Captured populace pay reduced taxes (1/4 of the
rate. Capture as many as you can. Uws also pay taxes. Look after
them, too.

9. Get an early capital sack. A few thousand dollars is a lot of money
when everyone else is cash strapped during the budget spend-down
phase.

:*: Minimise Expenses

10. Make stuff efficiently. See previous two Empire Econ
Hint-of-the-Month columns.

11. Don't make stuff you don't need. Some players wait until the last
minute before making happiness, for example.

:*: Spend Everything

12. In general, your well run economy will spend down its initial cash
reserves nearly to zero without large or sudden changes in
expenses. If you spend down too quickly, you will be cash
strapped. If you don't spend down all the way to nearly zero,
you're probably not making enough of something.

13. Leave a reserve of about $1K to $2K as working cash each
update. Avoid pushing your econ to the point where you have too
little cash on hand after an update. You'll need some cash to
build units (10% upfront cost for land and plane units and 20% for
ships).

Finally, check out
http://www.wahoo.indiana.edu/empire/academy-03/econincr...

for some more discussion on the matter of managing your empire finances.

:*: Quiz question:

:*: Last Month's Question: You sail up next to a newly discovered
country with two destroyers, each with a full load of 80 mil on
board. You do a quick lookout and Whoa! the fool has put his forward
airfield right on his coast. The lookout report says there are 30 mil
in the sector. You are determined to sack the airfield and kill any
planes in there, plus use the petrol and shells there (if any) for
your own wing of raiders.

Using only the mil on board the two destroyers, is it possible to assault and take the airfield? (Assume no reserves, interdiction or support fire.) If so, how?

Answer: You can only assault with 10% of your mil from a destroyer. So, that's 8 mil in the first wave, 7 in the second wave, then 6, then 5, 5, 4, 4, 4, etc. Problem is that your attack rate falls off with each successive wave of assaults, making successive attempts less effective. A better way is to use the second destroyer to tend mil over to the assaulting ship to keep it topped up with mil. Then you can assault with 8 mil in the first and nine following assaults, greatly enhancing your chances of success.

:*: This Month's Question: Uw's grow so slowly. Name some schemes to
get more of them.

:-: Anno of the Month :-: ---------------------------------------

Deities, send nominations for Anno of the Month to
empnews04@wolfpackempire.com

:*: This month's award goes to FodderLLC, playing in Twisted Mind 2K4
- Blind Date

> Announcement from FodderLLC, (#7) dated Fri Oct 15 17:31:39 2004
"Hey, is this thing on?"
Bhwoooooooooooooo

[snip]

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