Re: GameIdea
- From: "Bungholio" <empire_bungholioNOSAPM@xxxxxxxxxxx>
- Date: Thu, 22 Sep 2005 23:10:29 GMT
> Yep. Here is the standard script below. Doing this will put you in the
> top half of the pack, and make you potential ally material.
>
> a) *FEED YOUR PEOPLE*. Every update. (exceptions if you're Evil_Empire or
> reducing captured populations).
> b) Keep no more than max_civs in every sector, maximizing pop growth. Put
> in extra food to be sure to get growth (not just verifying that there's
> no starvation with starv *).
> c) Build iron on the first update.
> d) Build lcm, hcm, and a harbor on the second update.
> e) Build ship(s), edu, oil and dust on the third update. Build enough edu
> to make tech the following update. Cost is proportional to population,
> so build all the edu you can the first couple updates.
> f) Build tech on the fourth update, and every update thereafter. Try not to
> build it in bursts - a steady maintainable rate is more efficient. Using
> all your available resources on tech is a dangerous strategy. Once your
> treasury bottoms out (from building tech), you should generally spend the
> new surpluses on expansion, not increased tech production.
> g) Try to bring productive sectors straight to 100% efficiency in one update
> (harbors excluded). Extract all dust in one update (ie. 600 work in a 0%
> sector usually takes 768 civs and a couple of uws to extract all dust.
> Trading uw's for civs is possible if you've been careful with your
> mobility, and gives you better tax revenues).
> h) All excess work should be spent extracting dust and making bars. Use
> dist direct to the bank(s) to move the dust (it's heavy).
>
> Practice getting this script down in the blitzes, particularly the one-hour
> with-food blitz (Zebra?)
The above is a good menu plan, but it is lacking the
required recipies for each course. I have found in my
Training Zoo 1 game, that players aren't seeing *how*
to make that happen. Conservation of mobility, using
0,0 and 2,0 for production and distibution, and focussing
on keeping it simple the first update are not obvious
to the new players.
IE: getting from step c) to d) is not obvious, for how to
get the iron and civs to the new J and K sectors. Use of
distribution and utilization of the mobility in 0,0 and
2,0 is key on the first update.
With my intense Training Zoo 1 session, I think some
are getting it and seeing how to make it happen. I've
put a lot of time into the TZ1 game, and I hope the
students there are learning and can provide feedback
from how well the course material was received.
The bottom line that should be learned from all of this,
is if you do not make tech on the 4th update (in a
standard game setup), then you will already be
pegged as an easy target. It is obvious on the
power chart that you are unable to manage your
resources effectively. The data in the power chart
indicates quite a lot. Learn how to read the power
chart for who is doing what, you should be archiving
snapshots every update of the power and report *.
If you can show that you can manage your resources
effectively, then other experienced players will respect
that.
-Bungy
.
- References:
- GameIdea
- From: Thistle
- Re: GameIdea
- From: Dwarf Electrician
- Re: GameIdea
- From: Gary Bone
- Re: GameIdea
- From: Tom Johnson
- Re: GameIdea
- From: Bungholio
- Re: GameIdea
- From: Thistle
- Re: GameIdea
- From: Bungholio
- Re: GameIdea
- From: Drake Diedrich
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