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- From: ts@chainsaw.ecn.purdue.edu (Thomas Ruschak)
- Subject: Re: Start islands (was Re: Starting Theories and Empire Flaws)
- Message-ID: <1992Dec30.091740.21223@noose.ecn.purdue.edu>
- Sender: news@noose.ecn.purdue.edu (USENET news)
- Organization: Purdue University Engineering Computer Network
- References: <C00qxv.J4z@news.cso.uiuc.edu> <1hqbf4INNfte@life.ai.mit.edu> <1hrlu6INNi05@agate.berkeley.edu>
- Date: Wed, 30 Dec 1992 09:17:40 GMT
- Lines: 18
-
- In article <1hrlu6INNi05@agate.berkeley.edu> griffith@xcf.Berkeley.EDU (Jim "The Big Dweeb" Griffith) writes:
- >
- >I played in the last Sweden Slow Update game, which had 30-sector start
- >islands, and I had a lot of fun. Certainly, there's still a factor of
- >luck when being placed, since you can be surrounded by inactive start
- >islands or active ones. But you pretty much have to commit to expanding
- >in a certain direction before you discover which islands are inhabited
- >by idiots, so the luck factor is largely eliminated.
-
- I think that one of the things the deity or deities of a game really
- need to do is have an active replacement policy. In the games I've co-deitied,
- we had the first update 1 day after the game start, and anyone who hadn't
- broken by 18 hours after game start time was replaced. Result: 100% active
- countries, no 'empty' start islands. Also during the game, countries going
- inactive were replaced quickly, if viable. This helps keep more skill in the
- game, imho. It's kind of a pain to do, but the results are worth it.
-
- Tom
-