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- Path: sparky!uunet!gatech!udel!darwin.sura.net!jvnc.net!princeton!idacrd!desj@ccr-p.ida.org
- From: desj@ccr-p.ida.org (David desJardins)
- Newsgroups: rec.games.pbm
- Subject: Re: Galaxy Results Format
- Message-ID: <1822@idacrd.UUCP>
- Date: 24 Dec 92 16:10:04 GMT
- References: <1h781gINNil8@fbi-news.Informatik.Uni-Dortmund.DE> <DMWVB3LM@cc.swarthmore.edu> <28949@oasys.dt.navy.mil>
- Sender: desj@idacrd.UUCP
- Organization: IDA Center for Communications Research, Princeton
- Lines: 42
-
- Curt Welch <curt@oasys.dt.navy.mil> writes:
- > I think building industry is fine, but having to grow population just
- > makes the game more tedious and time consuming. The tedium of
- > planning the logistics of the transportation of colonist and capitol
- > are exactly the type of thing that you could automate.
-
- I think this quote just goes to show how differently different players
- see the game. I strongly suspect that the parts of the game I find
- interesting are exactly the parts you find uninteresting, and vice
- versa. What I like about Galaxy is the challenge of maximizing growth
- by optimizing the schedule for producing ships, capital, and research,
- and for delivering resources to colonized worlds. (This was a very big
- part of the version 2.X game. It is less significant in 3.X simply
- because maximizing growth is so much easier.)
-
- Of course I have also played and enjoyed PBM games which are much more
- complicated than Galaxy. Games which are 10 on the 1-to-10 scale, where
- Galaxy is about a 3. (Eventually I did decide that the 10 was too much,
- and that I prefer no more than 8 or so.)
-
- > But once you decide which planets to develop, and how many turns you
- > are going to spend building industry, then the rest - i.e. making
- > sure you have your transports in the right place and making sure you
- > have more colonist than industry, and making sure you have all the
- > correct routes set up, and generating all the B,L,S, and R commands is
- > booring and time consuming. I find I can usually make the initial
- > decisions in about 5 minutes, then I quite often spend another 60
- > minutes checking and double checking all the logistics issues.
-
- To be perfectly frank, if you are making these basic decisions in 5
- minutes, you are doing a pretty lousy job. How do you decide exactly
- how much of each resource you need in each place? And exactly what ship
- designs will be most valuable in the long run? And when to buy research
- vs. when to build ships?
-
- There's a reason that I have the largest industry in each of two games I
- am in (Clarke and Alpha). It's because I take care with these
- decisions. You just can't make these long-term decisions in even
- approximately the best way without making some detailed calculations of
- their consequences.
-
- David desJardins
-