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- Amiga Empire by Chris Gray - Using EmpCre
-
-
- EmpCre is the program which creates new worlds for use with Empire. It
- gives some flexibility in the general characteristics of the world
- generated, but it does not allow for the modification of the many
- parameters that are used during Empire play. Those parameters can be
- modified by a deity using Empire itself.
-
- When EmpCre is run, it checks to see if it's standard input is interactive
- or not. If it is not, it is assumed to be a script file containing correct
- values, one per line, for the parameters it requires. Invalid or illegal
- values will illicit an error message and EmpCre will abort. If it is
- running interactively, EmpCre prompts for each required value and will loop,
- requesting new values, until a valid one is entered. The prompt for the
- values will contain a brief description, the maximum and minimum values,
- and the default value, which will be used if you just hit RETURN.
-
- The algorithm used by EmpCre to create the terrain is a variant of my
- terrain generator, which appeared on Fish Disk #61. As a result, the size
- of the world must be a power of two and the world must be square. The
- various 'Range' values are set to produce interesting worlds, but they can
- be modified in the source if desired. Once the terrain has been created,
- the next step is to add gold and iron deposits to the world. This is done
- by using yet another variant of the same algorithm, this time tuned to
- produce very small clusters of deposits, with half of the allocated
- deposits spread randomly, just for good measure. The parameters associated
- with these activities are:
-
- Power of two size of world - this must be one of 4, 5, 6, 7 or 8 to
- specify a world size of 16 x 16, 32 x 32, 64 x 64, 128 x 128 or 256
- x 256. A. 16 x 16 world is generally big enough for two players,
- and is a quick way for two beginners to get into the game. A 32 x
- 32 world is the most likely to be appropriate. It can be used for 3
- to 6 players (you are unlikely to be able to place 7 sanctuaries on
- a 32 x 32 world, but if you change some of the later parameters, it
- may be possible). A 64 x 64 world is good for at least 15 players
- and possibly for up to 17 or more, depending on how persistent you
- are in running EmpCre. 128 x 128 and 256 x 256 worlds are big
- enough for the maximum number of player countries, which is 44. The
- default world size is 32 x 32 (a value of 5 for this parameter).
-
- Percent mountain - this is the percent of the sectors in the world that
- should be mountain sectors. Allowed values are from 0 to 75, with a
- default of 5 percent. Smaller values can result in dull worlds,
- larger values could prevent successful sanctuary placement, unless
- you have a small number of countries in a large world.
-
- Percent wilderness - this is the percent of the sectors in the world
- that should be wilderness sectors. All sectors that aren't mountain
- or wilderness will be water. Using a larger value here would result
- in a smaller proportion of water, perhaps allowing more sanctuaries
- to be placed in a smaller world. A smaller value in a small world
- could be used to make the game more naval. Allowed values are from
- 5 to 99 - [percent mountain] with a default of 38 percent.
-
- Percent x 10 good iron - this tells EmpCre what proportion of rich iron
- deposits you want. It is scaled by 10 to provide more accuracy.
- Values range from 0 to 100 with a default of 5. Note that the amount
- of iron ore available in the world has a significant affect on the
- play of the game. An iron-poor world will have little production,
- poor technology and few ships. Wars can be fought over a few good
- iron mines. Over-abundant iron deposits can result in explosive
- growth (provided the funds are available), hundreds of ships and a
- very high technology level. This parameter interacts closely with
- the levels chosen for iron ore deposits.
-
- Percent x 10 good gold - this parameter is completely analagous to the
- previous one, except that it controls the proportion of gold ore
- deposits instead of iron ore deposits. In a gold poor world, banks
- will be critical targets, and growth can be curtailed. In a gold
- rich world, money soon becomes irrelevant (which may be precisely
- what you want).
-
- After the terrain is created, EmpCre attempts to place the required number
- of sanctuaries. There are several heuristics used in trying to come up with
- a good sanctuary placement. The overall goal is to avoid situations in
- which one country is at a disadvantage due to starting up later than some
- neighbor, or simply due to which sanctuary he/she gets. Also, since the
- person who runs EmpCre may want to play in the game, it should not be
- necessary for anyone to check over the world for reasonableness. The
- parameters requested are:
-
- Maximum number of countries (including deity) - this is the number of
- countries that are allowed in the game. Country #0 is always
- reserved as a deity. All countries except the first will be given
- sanctuaries placed on the world according to the heuristics
- described here. The default value presented will depend on the size
- of the world being built.
-
- Minimum sanctuary spacing - this is the minimum distance that must
- separate any pair of sanctuaries if the placement is to be valid.
- It is allowed to be from 3 to 100, but the default of 10 is
- probably close to optimal.
-
- Minimum wilderness adjacent to sanctuary - this value specifies how
- many wildernesses must be directly adjacent (orthogonally or
- diagonally) to either of the two sanctuaries before the placement
- will be accepted. The intent here is that sanctuaries that are
- stuck out on a peninsula are at somewhat of a disadvantage. The
- range is from 0 to 10 with a default of 4. A value of 10 would
- force all sanctuaries to be inland and not beside any mountains,
- but might take a number of EmpCre runs to satisfy.
-
- Minimum unclaimed reachable sectors - as part of the world generation
- process, EmpCre "allocates" wildernesses to each of the sanctuaries
- that it is trying to place. There must be at least this many
- available to each sanctuary in order for the placement to be
- accepted. The range is from the chosen value for the previous
- parameter up to 200, with a default of 40.
-
- Maximum distance for those sectors - this is the maximum range that the
- above count of wildernesses can be from the sanctuaries. Allowing
- too large a value can result in sanctuaries whose accessible
- sectors are a long way away, often connected only by a thin, very
- vulnerable strip. Specifying too small a value can result in an
- impossible placement (i.e. if a circle that size doesn't have
- enough sectors to satisfy the previous requirement), or can result
- in placements that are uninteresting (everybody is in the middle of
- large open regions). Allowed values are from 4 to 100, with a
- default value of 15.
-
- Maximum spread of rich iron counts - when EmpCre is counting the number
- of unclaimed wildernesses "associated" with each sanctuary, it also
- counts the number of rich iron and gold deposits in those sets.
- This parameter controls the maximum difference in those counts that
- is allowed between different sanctuaries. Again, this is an attempt
- at "fairness". If you allow this count to be large, you can produce
- a world in which some countries MUST attack their neighbors in
- order to find adequate resources. This is not recommended for
- beginning players. Values can range from 0 to 1000 (infinity) with
- a default of 4.
-
- Maximum spread of rich gold counts - this is entirely analagous to the
- previous parameter, but controls the range of gold deposit counts
- instead of iron deposit counts.
-
- Once the physical arrangement of the world is determined, EmpCre must chose
- gold and mineral deposits for each of the wilderness sectors. Each sector
- can be either rich or poor in terms of iron ore deposits and either rich or
- poor in terms of gold ore deposits. Each classification uses a two-part
- calculation to determine the deposit. First, a random value in a
- parameterized range is generated, and then a fixed value is added to it. If
- the random range is 1, then all deposits will be the same, as determined by
- the fixed value. If the fixed value is 0, then the deposits will be
- completely random within the random range specified. Some middle ground is
- probably more reasonable. The values required are:
-
- Base level for good iron - this is the fixed part for iron ore deposits
- in sectors which are intended to be rich in iron. It can be from 0
- to 127 and defaults to 32.
-
- Maximum random addition for good iron - this is the range of the random
- value which is added to the above base value. It can be from 1 to
- 128 and defaults to 96. Note that it is possible to have deposits
- over 127, even though that is "nonstandard".
-
- Base level for normal iron - this is the fixed part for iron ore
- deposits which are not intended to be rich in iron. It can be from
- 0 to 127 and defaults to 0.
-
- Maximum random addition for normal iron - this is the range of the
- random value which is added to the above base value. It can be from
- 1 to 128 and defaults to 96. With all default values, good iron
- will range from 32 to 127 and normal iron will range from 0 to 95.
- If you want to have a more significant difference between good
- deposits and normal deposits, it is advisable to also have a
- smaller value for "Maximum spread for rich iron counts" so as to
- keep the game reasonably fair.
-
- Base level for good gold
- Maximum random addition for good gold
- Base level for normal gold
- Maximum random addition for normal gold
- these values are for gold deposits as the previous four are for
- iron deposits.
-
- Once the above data is entered, there remain only six values that must be
- entered:
-
- Maximum connect time per day in minutes - this is the maximum time
- that each country will be allowed to play Empire each day. It is
- displayed in the Empire prompt. Accepted values are from 1 upto
- 1440 (24 hours) with a default of 60 (one hour). If you only have
- one serial port for external connections, you will want to keep
- this value low, so that all of the players have a chance to use up
- their time. If you are playing a "quick" game, you may want to use
- 1440. Each country will be initialized to have this much connect
- time.
-
- Seconds per ETU - this value effects how fast things happen in Empire.
- The default value of 1800 means that an Empire Time Unit is a half
- hour. A game run at this rate will normally last 2 - 4 months.
- {at least -d.w.} Each player will normally use 10 - 60 minutes a
- day. Using a larger value is of dubious value. Smaller values make
- the game go much faster, but also require more timer per day from
- the players.
- During testing, we have found that a value of 20 seconds makes for
- a very interesting game that can be over in less than 24 hours of
- play. This turns Empire from a few month game to a weekend game.
- To do this, all players need to be connected at once, so unless you
- are playing only two players, you will need additional serial ports
- and modems connected to your Amiga. If you set this value too
- small, the players will not be able to type commands fast enough to
- keep up with demand, and a straight 68000 may not be able to
- compute fast enough to keep things updated.
-
- Initial amount of money per country - this is the amount of money that
- each country will have in the bank at the start of the game. Making
- this value too small will simply frustrate the players. Making it
- too large will delay the point where money becomes important (if it
- ever does - see the above discussion of gold deposits).
-
- Winner of the last game - This is the person, alliance, etc. who won
- the previous game.
-
- Allow public messages - This boolean value determines whether regular
- countries can send public messages. Depending on your disk space,
- you may not want to allow general public messages. The deity can
- still send telegrams to *, but no other countries can.
-
- Allow changing countries - Setting this to false will not allow people
- to use the "change country" option. You may want to prevent this
- changing as it can tie up the line for quite a while without giving
- other countries a chance to call in.
-
- After the initial terrain and deposit setup has been created, EmpCre will
- ask if you want to have the resulting terrain displayed. If you answer yes,
- then a map will be shown. On this map, water, wilderness, mountain and
- sanctuary sectors are shown as normal. Sectors shown as 'I' have good iron
- deposits; sectors shown as 'G' have good gold deposits; and sectors shown
- as 'X' have both good iron and good gold deposits.
-
- After a successful world build, EmpCre will ask if you want to write the
- world data files. Be careful not to answer incorrectly here. If you answer
- yes, then the various Empire data files are destroyed, then recreated with
- the new world in them. If you answer no, the just-created world is
- discarded and EmpCre exits. If the world files are to be written, EmpCre
- will ask for two needed passwords:
-
- Enter god password - this password is the initial password for the
- Deity - try not to forget it. The script files specify a god
- password of 'godpassword'.
-
- Enter creation password - this password will be needed once by each
- player in order that they be allowed to create a new country. After
- all countries have started up, you can safely forget it. The script
- files specify a creation password of 'creationpassword'.
-
- When EmpCre is run from a shell, it can be given the parameter '-a', which
- tells it not to try to blank the passwords when they are asked for. This is
- useful if EmpCre is being run from other than a standard console window,
- and the control sequences used for the blanking do not work.
-
- When run from WorkBench, the Tool Type 'PATH=' can be given. This tells
- EmpCre where to create the data files. It should be a path name ending in a
- ':' or a '/'. If the specified directory contains a file called
- 'empire.files', then the various files can be created in multiple
- directories and on multiple drives. See the 'Hosting' document for
- more details on this.
-
- NOTE: If you are creating a world in the same directory as a previous
- world, you MUST delete the old news and propaganda files yourself. The best
- way to do this is to type:
- delete news.#?
- delete prop.#?
- If you fail to do this you may get news articles that are nonsensical, or
- that cause great confusion.
-
-