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Article #341Old Empire - update algorithm
From: FisherTS
Date: Mon, 24 Jun 1985 23:16
Date: Mon, 24 Jun 1985 23:16
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2860 bytes
Is it a bug or a feature ?
There is a neat little characteristic of the Old Empire update algorithm
that allows one to use the same civilians twice in one update. It is
very useful in the early stages of a game when you need civilians.
Here is your map: - - - - - -
- c g m u -
- - - - - -
1) Day 1: move 1 military from the capital to 2,0 and 3,0 and designate
2,0 a mine, and 3,0 an urban area. You get the map shown above.
Also set a delivery route of ore from the 'm' to the 'u'.
At this point the only thing in 2,0 and 3,0 is one military.
2) Time Passes - the timestamp in the 'm' and 'u' does not get updated
because the workforce is too small.
3) Day 4: Assuming that there were 127 civilians in the gold mine busily
mining the ore since Day 1, set a delivery of civilians, zero
threshold from the 'g' to the 'm'. Set a delivery of civilians
with a threshold of 80 from the 'm' to the 'u'. Now everything
is set up. Do a mov c 1,0 0 . This pumps the civilians that
were toiling away in the 'g' over to the 'm'. Now do a census or
two on the 'm'. The civilians there do 4 days of work, and multiply
as if they had been there 4 days. The overflow over 80 gets
sent into the 'u'. The ore gets pumped into the 'u'.
Now set a delivery of civilians with zero threshold from the
'm' to the 'u'. Do a mov c 2,0 0 and a mov o 2,0 0 to
pump all the remaining civilians and ore into the 'u'.
Now the civilians that have already done about 8 days worth are
sitting in the 'u' to be exploited again. Do a census on
the 'u' and watch your population grow !
This is a 'simple' example of how one can use those civilians many times.
I know of one case where someone had some very old sectors (timestamp was
weeks older than the current date), and managed to build a harbor and
several battleships all in a few minutes when his undeveloped coastline
was threatened by an approaching raiding party.
We have a proposed fix for this, but before implementing it, I would
like to know if the current empire has the same characteristic, and if
people consider this a bug or a feature. So far the comments locally have
been running slightly in favor of calling it a bug.
Tom Fisher ihnp4!druxn!tsf
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Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site druxn.UUCP Path: arc1-ca.pugleaf.net!utzoo!watmath!clyde!cbosgd!ihnp4!drutx!druxn!tsf From: tsf@druxn.UUCP (FisherTS) Newsgroups: net.games.emp Subject: Old Empire - update algorithm Message-ID: <1222@druxn.UUCP> Date: Mon, 24-Jun-85 19:16:32 EDT Article-I.D.: druxn.1222 Posted: Mon Jun 24 19:16:32 1985 Date-Received: Tue, 25-Jun-85 03:45:32 EDT Organization: AT&T Information Systems Laboratories, Denver Lines: 43