578 lines
22 KiB
Perl
578 lines
22 KiB
Perl
.TH Introduction "Advice for Novices"
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.NA Novice "Advice for Novices"
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.LV Basic
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.ce 3
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.s1
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\*(iFA Preface\*(pF
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by Ken Stevens
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.s1
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While most of this document applies to the game of Empire in its
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current form, it is important to keep in mind that the sections which
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follow this preface were written long before missions or land units
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were introduced into the game. The main impact that missions and land
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units have had on the game is that they greatly strengthened the
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defense. Here are "ten easy steps" for setting up a strong defense in
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the new server:
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.NF
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(1) Build 100% forts and put 10 guns and at least 100 shells in them.
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(2) Put at least 5 mil in all of your coastal sectors.
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(3) Build infantry units, put them in the forts, "fortify" them,
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and put them on "reserve" mission (info mission).
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(4) Build battleships and artillery and put them on "interdiction"
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mission. Put the artillery in forts and fortify them.
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(5) Put infantry units in your banks and capitals and fortify them.
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---later in the game---
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(6) Put lots of land mines in your ground (info lmine).
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(7) Build fighter planes.
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(8) Always guard your ships with destroyers (or other kinds of ASW ships).
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(9) Build some ASW planes and put them on interdiction mission.
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(10) Build lots of SAMs and ABMs.
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.FI
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.s1
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\*(iFA Treatise of Advice on War and Peace
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for Budding Empire Players\*(pF
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by Dave Pare
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.s1
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This article contains advice for beginning players.
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It deals mainly with staying alive and not economic development,
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because staying alive is tougher for beginners
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than is playing with the various Sector-types.
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.s1
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The most important thing I can say is that beginners should remember
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that Empire is not realistic.
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There are dozens of \*Qtricks\*U to learn;
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until you master them, you will lose because of small oversights
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Beware of patterning your Empire actions after real-world strategies;
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they may not work as expected.
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.s1
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When you start, grab as much land as possible.
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Locate and identify other players,
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and get an idea of the size of your land mass.
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Send them all telegrams.
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Everybody likes to get telegrams;
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the telegram facility gives you the chance to make friends,
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influence people, and have fun role-playing your country.
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If you get to know somebody,
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you may not be attacked because you come across as a nice guy.
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Of course, if you sound like a bozo, you may get stepped on.
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.s1
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Establish a definite border with your neighbors by inhabiting
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sectors with one civilian.
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This establishes your claim
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to the land behind these outposts,
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even though you don't actually occupy it yet.
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It also prevents your neighbor from discovering where YOUR capital is.
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In Empire, it's very important to protect the location of your capital;
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likewise, it's quite nice to know the location
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of the neighboring capitals \*Qjust in case\*U!
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.s1
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If any of your neighbors attacks your outposts,
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that gives you a valuable clue to their intentions,
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while not costing you much in the way of resources.
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Also, an attack on a remote outpost may give you enough time
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to prepare your country for the possible invasion to follow.
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You may not want to claim too much land though,
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or the outposts will get overrun by people
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who are fed up with your obvious land-grabbing.
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.s1
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Basically, try and be fair about land distribution,
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but make sure you get a good deal for yourself.
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.s1
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Empire players go to war for many reasons.
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One is lack of resources;
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you have land, and they want it.
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Another is safety;
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your troops or ships are perceived as menacing,
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so they are destroyed by your adversary.
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Another is because the attacking player
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really enjoys attacking people!
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Still another is boredom and/or curiosity --
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\*QJust how do nukes work anyway?
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Hey, I know, I'll try them out on Freedonia!\*U
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.s1
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In Empire, wars are generally won by people who attack first.
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Because mobility can be saved up
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your attacks can proceed while the hapless enemy is asleep.
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Many Empire attacks have happened over the weekend,
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or at 2:00 in the morning.
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It is quite difficult to defend your country when you're not logged in.
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The auto-defense features of the game are minimal at best.
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.s1
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The whole philosophy of \*QFirst Strike\*U holds true from early land
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warfare, to naval warfare, to the philosophy of Mutual Assured
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Destruction.
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If you strike first and your attack is well-planned,
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any retributive strike of the enemy's will be ragged at best.
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If it's a land war,
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all of the fighting will be on the enemy's territory,
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not on yours.
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Your industries will be fine, and the battleground will be the enemy's.
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.s1
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Having mentioned the advantages of pre-emptive strikes,
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I must caution against spur-of-the-moment attacks.
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I've noticed that many wars tend to occur because
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some country sinks your battleship;
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you get mad and decide to attack.
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I'm just as guilty of this as anyone.
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Spending a few days marshaling your forces
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can mean the difference between a long, drawn-out slugfest,
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and an overwhelming 2:00 blitzkrieg
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that blows away half the enemy's army and navy
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within the first few hours.
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While it's nice to have instant gratification
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(seeing enemy troops die right after you read the telegram
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describing the destruction of your poor, defenseless battleship
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feels SO good),
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a hasty counterattack will alert your enemy
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who will mobilize forces and retaliate accordingly.
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Things will escalate, and you'll be in a full-scale shooting war
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before you can say \*QGulf of Tonkin Resolution!\*U
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And you will have lost the advantage.
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.s1
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Going first only counts if you have marshaled your forces.
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A scattered, ill-planned attack will net you nothing
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but a little instant gratification,
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at the cost of a long drawn-out war in which
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your neighbors who aren't fighting are the only winners.
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Once two countries are at war,
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it's much harder to win \*Qovernight\*U.
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Vietnam is a good example of what you shouldn't do.
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Gradual escalation just gives the enemy time to prepare.
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A sudden, overwhelming attack is far better
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and will achieve your goals much more cheaply.
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.s1
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Knowing where the enemy is located is absolutely critical
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to the planning of a successful attack.
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.s1
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War takes up a lot of resources;
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your personal time is the most precious resource of all.
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In a war, your time, energy, and creativity will be devoted
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towards destroying your adversary.
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This leaves little time for economic development.
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In war, the home front stagnates, or goes to seed.
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Only the bare necessities are produced for the civilians at home,
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technological innovation and new land development ceases,
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and your country will generally fall behind in the global race
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for technology.
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.s1
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Therefore, if you decide to go to war,
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you'd better win quickly
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or else it will take a lot of time,
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and your country will go downhill fast.
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If you're just punishing someone for doing something \*Qnasty\*U,
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offer \*Qnice\*U peace terms after you've meted out
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appropriate punishment.
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If you aren't attacking because you're bored,
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other players are likely to agree to peace
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because losing a war is unpleasant.
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I've turned enemies into allies often enough;
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they are happy to survive,
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and if your attack was relatively justified,
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they are happy to have you as a friend.
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.s1
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You'll notice I didn't give any advice to responding to an attack.
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I think being attacked is generally a losing proposition
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because in Empire the attacker generally has the advantage
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unless fighting with greatly lower tech equipment.
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.s1
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As soon as ships start appearing on the power chart,
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make sure each sector bordering water
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has at least five to ten military.
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When more ships come around, beef up the coastline defenses even more.
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Put tons of military in your capital.
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.s1
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To summarize,
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if you go to war, strike the first blow -- preferably at 0200.
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.s1
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Remember the cost in your own personal time investment.
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Once the ball starts rolling,
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you won't be able to call it all off and go for a vacation.
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Your enemy will want to kill you,
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so you'd better be prepared to spend plenty of time in solid play.
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.s1
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.ce 3
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\*(iFHumble Additions to the
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Treatise of Advice\*(pF
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by Tom Tedrick
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.s1
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In addition, keep mobility in mind.
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In many of my low-tech wars, superior mobility was decisive.
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.s1
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Combining these ideas gives you my basic opening strategy:
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take as many sectors as is possible, as quickly as possible
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(I will take 300 sectors the first day if I can),
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and designate them highways, leaving one civilian in each sector.
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(You may need to leave one food in sectors with zero fertility.)
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.s1
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When my country first reaches 100% efficiency,
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roughly two-thirds of my sectors will be 100% efficient highways.
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This allows me to shift my forces all the way
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from one border to another in a single move.
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I once had great fun smashing three countries
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that attacked me simultaneously from three sides
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by shifting all my forces from border to border to border,
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achieving local superiority in each case,
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and annihilating the enemy forces in turn at updates
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(this is related to the theory of the
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advantages of interior lines worked out by the Germans).
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.s1
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If the enemy runs out of mobility you can sometimes catch
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the main invasion force helplessly immobilized on the front lines
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and annihilate it.
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.s1
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.ce 2
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\*(iFHints to the Wise\*(pF
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by Shelley Louie
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.s1
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Since this is an advice note,
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I'll refrain from being too specific about tactics.
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You'll just have to learn them yourself.
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.s1
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Building the Perfect Beast: (Country Construction)
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.in +0.3i
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.s1
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The first thing you want is land.
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Lots of land.
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A whole hell of a lot of land.
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You should try to expand your country from the very beginning.
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From there, you'll meet your neighbors who are doubtlessly
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doing the same thing you're doing.
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Expanding wildly.
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Now comes the first of a series of decisions you have to make.
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Do you want to become a raging power-mad warmonger?
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If you do, be sure to have built your army beyond the basic 100 troops.
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The earlier in the game you find someone,
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the easier it is to crush them into oblivion.
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If you feel peaceful, see the diplomatic section of the text.
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.s1
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Another difficult decision is designating your sectors.
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A good beginning mix is two mines per light construction and
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heavy construction factory,
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about 20% agribusinesses
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(later dropping to 10%, 5%, or even none at all!),
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and a few schools, research, parks, etc.
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to fill up some of the other space.
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The most important thing to have is a good transportation system
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in the form of your highways.
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Anywhere from 20-40% of your country should be highways.
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You'll find them infinitely useful
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in moving food to a starving sector,
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taking people to a new settlement,
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or transporting troops to a local revolution, highways are vital!
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.s1
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Another important consideration is \*Qdo you want really want to win?\*U
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This implies the idea of competing
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in terms of building technology and research,
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and being able to get supplies to continue to produce
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both of these vital products plus happiness,
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a high (greater than 10) education, maintaining a military force, etc.
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Winning means succeeding on all fronts.
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I play to win, but find that I can't devote the time or effort
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to winning, so I usually end up playing for the pure enjoyment
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of the game.
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Ask Tom [Tedrick] how many hours he puts into playing,
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and you can figure that is what you're going to have to do to win.
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A final warning, if you play seriously, your grades will drop.
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No if's, and's, or but's about this.
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You can't just throw three to five hours a day away
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and not have your schoolwork suffer.
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.in
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.s1
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Happiness is a Warm Gun: (The Art of Diplomacy)
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.in +0.3i
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.s1
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No one trusts anybody in this game unless you know them personally
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outside of the limited scope of Empire.
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Of course, this limits you a lot,
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so you break the rules and make alliances
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with people who you have no relation to.
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And they in turn backstab you and devastate the country
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you so meticulously built for the last few weeks.
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Oh well, that's what you deserve...
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.s1
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Just kidding.
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Most of the people you will play with are rather trustworthy souls.
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At least they are until it becomes burdensome to them.
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A good relationship (as all those sex manuals will tell you)
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is based on trust and respect for the other person.
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What does this mean to you?
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Build enough military to be a pain to invade.
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Military power insures respect.
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Trust is up to the two people involved.
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.in
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.s1
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Night Moves: (The Art of Empire)
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.in +0.3i
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.s1
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Empire is a skill.
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Never forget that.
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You will learn as you play that you may have to stay up
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for that 3:00 AM update to completely surprise your unknowing victim
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or even just to maximize your country's potential.
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Also never forget that someone may be up at that time
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waiting to pounce all over you too.
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Pleasant dreams.
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.in
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.s1
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Running on Empty: (Losing and still having fun)
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.in +0.3i
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.s1
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Okay, you've tried to keep up with Tom [Tedrick], Chris [Guthrie],
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and all those other experienced people,
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but it just isn't going to happen.
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You are not going to win the big win (i.e., become world dictator).
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What do you do?
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Give up and watch your country go to pot?
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Give all your stuff away to another country and resign?
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.s1
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No!
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You can have fun even after you can't win.
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Make small wars with other small countries.
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Try to get a hold of nukes to devastate them.
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Form a cartel with other small nations
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and try to run over a big country.
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As in real life, the possibilities are endless!
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Look at the Middle East, they're having fun, right?
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.s1
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This is just a game, and from this point on,
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you don't have to worry about watching over your nation too closely.
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Play for the enjoyment of playing.
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.s1
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Which, of course, is the intention of Empire in the first place.
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.in
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.s1
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.ce 2
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\*(iFOn the Distribution of All Things\*(pF
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by David Bleckmann
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.s1
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The reader here is assumed to have read the information pages
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on distribute, threshold, and level.
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.s1
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To use distribute, it is a good idea to have a warehouse.
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You don't have to, but this is how the command usually works.
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If for some odd reason you don't use a warehouse,
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you will have to use some other sector as your
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\*Qdestination sector\*U, as mentioned in \*Qinfo level\*U.
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For novices, just build a warehouse.
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I will refer to warehouse instead of distribution sector
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for the rest of this text.
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.s1
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You should place your warehouse in a spot
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that can be reached by all your sectors via a low mobility path.
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That is, for each sector you own,
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there should be a path along which you could move goods
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at very little mobility cost.
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Since 100% efficient highways don't cost any mobility to move across,
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roads that come close to each of your sectors
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and lead to your warehouse are a good idea.
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.s1
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Now for each of your sectors you must set up a distribution path.
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Use the distribute command.
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This is a path from each of your sectors to your warehouse,
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along a low mobility path as described above.
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For example, if you have a nation that looks like this:
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.NF
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j j m + c
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m + g * +
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h + w + k
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m + + g
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.FI
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And you wanted to set up a path from your capital,
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you would give the command
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.EX dist 0,0 bbg
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.s1
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Note: the path can only be so long,
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and as your country gets larger you will
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need more than one warehouse.
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.s1
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Once you have done this for all of your sectors,
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you are ready to start distributing.
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.s1
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Now you will probably want to have food on all your sectors,
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and if one sector has a lot of people on it,
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you may want to have a bit more on it.
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You will not want to have to monitor the food levels
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for all of your sectors.
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This is the process that is automated by distribute.
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.s1
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Using food as an example,
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you can go through all of your sectors and issue a threshold command,
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such as:
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.EX thresh f 0,0 40
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.s1
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This will set the threshold for food at your capital at 40.
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You can do this for all of your sectors using a command like
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.EX thresh f #
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.s1
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And give a threshold for each of your sectors as prompted.
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.s1
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Now at each update,
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Empire will move food to and from your warehouse
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in an attempt to satisfy all your threshold requirements.
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If for example a certain sector
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has more than its allotted threshold of a certain product
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(e.g., an agribusiness producing food),
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food will be moved off it to the warehouse.
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If a sector has less than its threshold,
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and the warehouse has any of that commodity,
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the product will be moved from the warehouse
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to the needy sector in an attempt to satisfy its threshold.
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If a certain sector has a threshold of 0 for a certain product,
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no distribution takes place.
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.s1
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Therefore if you wished to move as much iron as possible
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from an iron mine every update,
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you would set its threshold for iron to one.
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If somewhere else you had a lcm factory that can use 45 iron a turn
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(found out through the prod command)
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you would set its threshold for iron to 45 (or greater)
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and its threshold for lcm's to one.
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Then, on each update,
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Empire would move all iron off your iron mine (except for one unit),
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try to put 45 iron on your lcm factory and take all lcm's
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(except for one)
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off your lcm plant
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(possibly to be used somewhere else).
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.s1
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Note: the order in which this happens is predictable,
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but not always desirable.
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Thus, if you have no iron on your warehouse to start with
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and your lcm factory gets updated first,
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it won't get any iron even though there will be some in the warehouse
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in a few seconds.
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It is always a good idea to keep surplus goods in your warehouse.
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.s1
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The end result is that you can set up your country to move your products
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around without you logging in.
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It also doesn't cost as many mobility points
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to move things as distribute, and it costs no BTU's!
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.s1
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.ce 3
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\*(iFSome Further Clarifications
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on Distribution versus Delivery\*(pF
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by David Muir Sharnoff
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.s1
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.in +0.3i
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\*(iFSecondly, I am still a little confused
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about distribution and delivery.
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When I designate a distribution route,
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does that mean that things will be delivered
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from the point of distribution to the warehouse?
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Or do I also have add the delivery route
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on top of the distribution route in order to get things moving?
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And how do I get the visual route of the distribution route?
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I can get delivery routes by doing the route command.
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Thanks.\*(pF
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.in
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.s1
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The two methods of moving commodities
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(distribute/threshold/level and deliver/cutoff/route)
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are completely independent.
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.s1
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Delivery is most useful for short, one-sector, movement of commodities.
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Distribute can be used in conjunction with highways and distribution
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sectors to provide low-cost, long-range movement of commodities.
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There is no analog to the route command in the distribute paradigm.
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.s1
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Here are some examples of commands:
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.s1
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.EX distribute -2,0 jjjh
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This command sets up a distribution path from the distribution sector
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in -2,0 to sector 4,0.
|
|
.s1
|
|
.EX thresh food 4,0 400
|
|
This command sets the threshold on sector 4,0.
|
|
Sector -2,0 (the distribution sector for 4,0)
|
|
will attempt to keep 400 units of food in 4,0
|
|
by importing or exporting as necessary.
|
|
.s1
|
|
.EX thresh oil 4,0 100
|
|
This command is the same as above,
|
|
but will instead attempt to keep 100 units of oil.
|
|
.s1
|
|
.EX level -2,0
|
|
This command will report the distribution routes
|
|
and thresholds for sector -2,0.
|
|
.s1
|
|
.EX deliver food -2,0 (384) y
|
|
This command will deliver all food from -2,0
|
|
in excess of 384 units to -3,-1.
|
|
.s1
|
|
.EX deliver lcm -2,0 b
|
|
This command will deliver all lcm's from -2,0 to -3,1.
|
|
.s1
|
|
.EX deliver lcm -2,0 +30
|
|
This command will deliver lcm's in excess of 24
|
|
(deliver uses multiples of eight).
|
|
.s1
|
|
.EX cutoff -2,0
|
|
This command will report what commodities are being delivered
|
|
from -2,0 and what their cutoffs are.
|
|
.s1
|
|
.EX route food -20:20,-10:10
|
|
This command will graphically report the food delivery paths
|
|
in the sectors from -20:20 to -10:10.
|
|
.s1
|
|
.ce 2
|
|
\*(iFSome More Hints for the Novice\*(pF
|
|
by Jeff Trim
|
|
.s1
|
|
Tech levels are very important in this game.
|
|
You cannot produce uranium, guns or shells
|
|
until you achieve a tech level of 40.
|
|
.s1
|
|
Choose your friends carefully.
|
|
I was talking to Lewis from Cornell College
|
|
and his comment was the best I'd heard in a while:
|
|
\*QNever ally with someone that doesn't have a definite
|
|
interest in seeing you survive.\*U
|
|
.s1
|
|
Nuclear attacks can cause a lot of damage,
|
|
but no one has ever been taken out of the game by a nuclear attack.
|
|
The damage from a purely nuclear attack is recoverable.
|
|
It takes conventional forces combined with nukes to really do damage.
|
|
(Of course I won't fool you either;
|
|
it doesn't hurt to have a few nukes either.)
|
|
.s1
|
|
Beware of running low on BTU's.
|
|
I will recount one story of a player on this site
|
|
that was running low on BTU's.
|
|
His enemies launched a nuclear attack and hit his capital!
|
|
Unfortunately, he didn't have enough BTU's
|
|
to redesignate a new capital.
|
|
The moral of the story is that you should
|
|
plan an alternate capital at some point in the game.
|
|
These are generally not needed at the beginning of the game,
|
|
because you need to effectively deploy your sectors in the early going.
|
|
But later, it wouldn't hurt to have one or more alternate capitals.
|
|
.s1
|
|
Empire is a game of perception.
|
|
If your adversaries think you're tough,
|
|
they're probably going to pass you and head for easier prey.
|
|
But the reverse is also true;
|
|
if you look weak they might try a few tactics on you --
|
|
and depending upon your response,
|
|
they'll either back down or fight it out.
|
|
Bargain from a position of strength.
|
|
You could be the weakest country on the planet but still look
|
|
so tough that no one would bother you.
|
|
It's all perception.
|
|
.s1
|
|
Weak countries have an added advantage: gun running!
|
|
If a country is heading out with his fleet
|
|
to attack another country and you happen to be along the way,
|
|
you could cut a deal with him and
|
|
you could make a deal and allow that country to attack a coastal
|
|
sector and turn it into a harbor.
|
|
You've now placed an obligation on that country,
|
|
who will be very careful to keep you happy so you won't
|
|
grant similar privileges to that country's enemy.
|
|
Weak nations can be quite powerful if you handle the diplomacy right.
|
|
The tough players like blowing away their tough adversaries
|
|
and as long as you stand idly by
|
|
and watch those two countries blow each other to little pieces,
|
|
you'll be left intact and growing richer off their little war.
|
|
.s1
|
|
.SA "Overview, Hints, Expert, Introduction"
|