-=O EMPIRE WACKY IDEAS LIST O=- This file contains the more bizarre and outlandish proposals for changing the game of Empire. See the EMPIRE WISH LIST for an explanation of the indexing system. _________________________________________________________________ --- TABLE OF CONTENTS --- Attack, Assault and Board.................a Missions..................................m Ships.....................................s Planes....................................p Land Units................................l Commodities and Sectors...................c Information Commands......................i Telegrams, Announcements, News............t Updates...................................u Deity.....................................d Miscellanious and Documentation...........x Error Messages............................e --- ATTACK, ASSAULT AND BOARD --- a4 frontline When a unit is created, it is automatically put on the frontline (except for artillery and supply units). This means that when you attack an adjacent sector, you will be asked if you want to include this unit in the attack. backline When a unit is put on a mission, it is automatically put on the backline. This means that when you attack, you won't be asked about attacking with this unit. Also, supply units and artillery are born on the backline. When attacking with units, allow the user to type Y, rather than typing y for all the units you want to attack with. Y would mean "attack with all units on the frontline". At the attack prompt, you will be asked: Attack with infantry #3 (y/n/Y/N/b)? and the "b" will mean "backline". This would be particularly handy when attacking with a bunch of units and you want to leave some of them behind to hold the beach-head. And you want to stop being prompted for them. --- SHIPS --- s9 swap [s|p|l] Swap the id numbers of units so you can control the order in which they are built. In order to swap the numbers, the units must be in the same sector, and the sector must be either a h/*/! as appropriate. WARNING: this could be seriously abused! s11 nuclear subs consume rads as fuel? need rads to build nuc sub? s17 in fuel command, one petrol should be worth 20 oil. right now it is more efficient to fuel ships and units with oil rather than with petrol. ( in this one, it would probably be better IMHO to get rid of fueling with oil altogether - Ken H.) s20 Make assaulting cost ship mobility. This would help stop the ability to assault with a small amount of mil over and over until reacting units run out of mobility. --- PLANES --- p3 Allow transport planes to paradrop land units. (This would be realistic.) Would use the following analogy: Units on Planes Units on Ships x-light assault para marine cargo light So, "cargo" units could be transported, "x-light" units could paradrop but at a serious disadvantage and would lose all mob, and "para" units could paradrop like marines could assault (with full attack and reduced mob loss). p8 planes should mobility when loaded and unloaded from a ship. p12 Have an aquatic plane type. This would be a medium to small cargo plane, that must be built in an airport but can only take off froma harbor, or sea sector. While on the water, it could tend, however, not be able to nav. It might, or might not be able to lay/sweep mines. And fuel is another issue that would need to be looked into. p14 perhaps the range a plane can fly should be limited by its efficiency. --- LAND UNITS --- l2 trans l to use sector mobility to transport a land unit from one sector to another. l3 Make a new kind of land unit (transport trucks) which can carry land units in a similar way that ships can carry units. This would allow you to transport heavy artillery and unmechanized infantry around faster. (This would be a realistic change). l5 Have very expensive land units called a spies: lcm hcm mil guns shells avail tech $ spy 1 10 0 1 0 0 2 0 $2000 spy 2 10 0 1 0 0 2 0 $5000 spy 3 10 0 1 0 0 2 0 $8000 Spies can march through enemy territory and llook in there. Every update, there will be a chance the spy is caught. Also there is a chance it will be caught every time it moves in enemy territory and every time it does an "lloo". It will be completely unaffected by combat. The chance of detection should be something like: spy 1 10%, spy 2 5%, spy 3 2%. l6 land units should lose mob when loaded/unloaded from a ship. l10 mobile headquarters unit type - capable of repairing land units by using mobility, supplies, and mil. How about just letting engineers work on units also? --- COMMODITIES AND SECTORS --- c9 Limit the amount of commodities (by weight) allowed to be kept on a bridge, and have a stacking limit for units on a bridge. (Bridges can only support so much weight eh?) c10 build tu At a price, build a tunnel through a mountain sector. This would turn a ^ into a + at some great cost. c12 autodemob 11,11 35 y "autodemob" is to "demob" what "autonav" is to "nav". The principle is simple: "autodemob 11,11 35 y" means every update, demob all the mil in 11,11 except for 35. ( note - makes budget more complex - Oliver Ricou ) c14 We need some Empire command which lets you do a lot of moving at once with minimal BTU cost. Here would be one possible syntax: multimove This is just like distribute at the update. It would distribute commodities between and depending on (which applies to the ), and only doing moves provided that the mobility doesn't fall below in any of the sectors involved: empire [124,512]% multimove f * ?civ>20 40 1,1 40 An alternate symtax could be: multimove where existing distribution thresholds are used. --- MISCELLANIOUS AND DOCUMENTATION --- x25 national happiness should be affected by your victories/losses, and if you drown your mil (by scuttle/scrap) or starv your populace.