177 lines
6.1 KiB
Perl
177 lines
6.1 KiB
Perl
.TH Introduction Hints
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.NA Hints "Hints to help you play Empire better"
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.LV Expert
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.s1
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Military and the Demobilization of Same
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.in +0.3i
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.s1
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It's generally a good idea to put
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demobilized military on active reserve.
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You should also consider whether you need an enlistment center
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to generate more military.
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You can't enlist more military than you have military reserves.
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The \*Qnation\*U command will tell you how many military you have.
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Be careful, as many players have lost their countries
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through carelessness with their military
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at the start of the game.
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.s1
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Actually, the enlist command cannot activate more military than
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you have on reserve.
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Even then they have to be in sectors
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with an efficiency of 60% or greater.
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Enlistment sectors can produce as many military as they are capable of,
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but will never produce more than one-half
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of the civilian populace there.
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So you need to keep moving them out, or demobilizing them, etc.
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Also, the more military you have in an enlistment center,
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the more military get trained per update.
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.s1
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Any civilian may be enlisted
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(no restriction on the efficiency of the sector).
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No more may be enlisted than the number of reserves.
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Enlistment costs mobility whereas
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while demobilization costs cash.
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Military can only be demobilized in sectors
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with a 60% efficiency or greater.
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No more than one-half the number of civilians in a sector
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may be enlisted in one \*Qenlist\*U command,
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but if it is issued many times,
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virtually all civilians in a sector may be enlisted.
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.s1
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One thousand reserves is enough for now,
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although I figure I always put them on reserve when I demobilize,
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at least up to 10,000.
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.s1
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So you don't need to push for more reserves now,
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but might as well put all demobilized military on reserve.
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.s1
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You make back the cost of demobilizing military in just
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two or three days I think,
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so I generally demobilize the military I don't have any use for,
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and put them on reserve.
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.s1
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Depends on how you want to use them, I guess.
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I figure with 200 jet transports at 127 mobility,
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I can land 20,000 military in an enemy country in one night,
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so I'd say 20,000 is a safe upper limit for reserves.
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I've never needed more than that.
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.in
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.s1
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Distribution Hints
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.in +0.3i
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.s1
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When distributing stuff to a warehouse,
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set the thresholds in the sector that is sending to or receiving
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from the warehouse to the amount that you want left in that sector.
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Don't set thresholds for the warehouse itself
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(unless its also distributing to another warehouse)
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.s1
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The minimum threshold for distribution is one.
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A threshold of 0 means no distribution of that commodity
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will take place.
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.in
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.s1
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Something to Remember about Technology
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.in +0.3i
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.s1
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An education level of five is required to build technology.
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After "easy tech", the tech you build is put through a
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logorithm with "tech log base" (see version).
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.in
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.s1
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War Zones
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.in +0.3i
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.s1
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It makes it much easier if the player doesn't
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have to do anything to keep his country running,
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but can instead do the things that are of interest.
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There's also the problem of what to do in an invasion.
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I guess if invaded I just accept the damage,
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and don't try to fix it until the war ends.
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.s1
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In a war zone I generally follow one of two basic plans.
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If I'm the invader, I either leave the sectors as they are
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and let the country being invaded fall apart,
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or if I can do something to make it worse for the enemy,
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I sometimes do that.
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I sometimes designate conquered sectors to agribusinesses
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if they need food, banks to reduce shelling damage,
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enlistment centers for military,
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forts for firing and attacking, harbors to get ships in,
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warehouses to collect, move, and distribute supplies,
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airbases for planes and bridge heads for easy movement.
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.s1
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When being invaded, I also generally postpone any
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long term development and just concentrate on the
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basic sectors types for combat (a,b,c,e,f,h,w,#,*)
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.s1
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I've found it's a mistake to worry about long term
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development in a war zone, until the battle is over.
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I will let a war zone be completely wrecked in order to achieve victory.
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So you need to keep your home area away from any war zones.
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.s1
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So far the method of treating war zones and
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peaceful zones differently and keeping them separated
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has worked pretty well.
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The mistake I made in the past was to try to develop a war zone
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before the fight was over.
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Now I'm willing to completely wreck the area to win,
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and in fact you pretty much have to.
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The guerrillas take several days to get rid of even when
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the war is over.
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.s1
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I mostly turn the sectors in the front lines into forts, enlistment
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centers, banks, and bridgeheads.
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Then maybe some warehouses, airports, and harbors
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within range of the front lines.
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And maybe some radar stations.
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.in
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.s1
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Work Percentages are Important!
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.in +0.3i
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.s1
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I've found it good policy to produce a large surplus
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of food and aim to have at least 100 food in each sector,
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when I have enough. Actually I now put 990 food in each
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sector, except for aggies (100) and warehouses (9990).
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.s1
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Before moving civilians,
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check the work in the sector the civilians are in.
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If it's less than 100%, DON'T move any of them out.
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The reason: work in the destination sector will drop to
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the same level as the starting sector.
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.s1
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It's a good idea to check after every update,
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to see if any sectors have work less than 100%.
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\*Qcen\ #0\ ?work<100\*U is what I use.
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If work is less than 100%, workers won't work at full efficiency,
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and if it gets very low,
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the civilians may revolt and you'll lose the sector.
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Build lots of happiness, and keep extra mil in sectors with
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work less than 100%.
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That seems to help.
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.in
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.s1
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Definitions and a Good Thing to Remember
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.in +0.3i
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.s1
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\*QWorld tech\*U and \*Qworld research\*U refers
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to the technology and research made by other countries
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which will automatically leak to the less developed countries.
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.s1
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If you let education get higher than happiness,
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then find work going to 0% in your sectors,
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don't say you weren't warned....
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.in
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.s1
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On Nuclear Devices
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.in +0.3i
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.s1
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Just a note on nukes: in this version, there is
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a nice balance between nukes and economics.
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A player can do a lot of damage with nukes, but it costs a LOT.
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So it's rare that a country is completely annihilated
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by a nuclear attack,
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as used to be the case in PSL Empire.
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.in
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.SA "Overview, Introduction"
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