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- Newsgroups: rec.games.empire
- Path: sparky!uunet!psinntp!sunic!dkuug!daimi!ctjmrr
- From: ctjmrr@daimi.aau.dk (Claus Torp Jensen)
- Subject: Re: Starting Theories and Empire Flaws
- Message-ID: <1993Jan2.135435.5591@daimi.aau.dk>
- Sender: ctjmrr@daimi.aau.dk (Claus Torp Jensen)
- Organization: DAIMI: Computer Science Department, Aarhus University, Denmark
- References: <28DEC199217435154@jane.uh.edu> <C00qxv.J4z@news.cso.uiuc.edu> <1hqbf4INNfte@life.ai.mit.edu>
- Date: Sat, 2 Jan 93 13:54:35 GMT
- Lines: 32
-
- I agree with several posters. The game has reached a level where playing well
- just takes more time than you've really got to spend.
-
- A catalogue for reducing complexity without affecting the game too much (in
- my own humble opinion anyway):
-
- Remove plauge (and thereby research).
-
- Remove mob cost for distribution and maybe even delivery (I dislike the use
- of tools...:-) ). Consider removing mob cost for move's, although that
- would alter the game balance.
-
- Remove happiness (including any kind of civil disturbance other than by
- ENEMY guerilla). Maybe consider removing guerilla too, although that would
- alter the game balance.
-
- Remove food (yes, I know that it gets harder to take out opponents, but
- fighting is the fun part anyway).
-
- To be drastical maybe even remove iron. Just let the factories produce
- cm's out of nothing. It even makes smaller worlds possible, reducing
- the maintenance part.
-
-
-
- Unfortately I'm not even sure that this will be enough to allow me to play
- again......
- Anybody want to start a game with one update every 14 days??????
-
-
- Claus/Graahoeje
-
-