171 lines
6.1 KiB
Text
171 lines
6.1 KiB
Text
-=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 <UNITS>
|
|
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 <UNITS>
|
|
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] <UNIT1> <UNIT2>
|
|
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 <FROMSECT> <TOSECT>
|
|
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
|
|
<ITEM> <SECTS> <THRESHOLD> <DISTSECT> <MINMOB> This is just like
|
|
distribute at the update. It would distribute commodities between
|
|
<SECTS> and <DISTSECT> depending on <THRESHOLD> (which applies to the
|
|
<SECTS>), and only doing moves provided that the mobility doesn't fall
|
|
below <MINMOB> in any of the sectors involved: empire [124,512]%
|
|
multimove f * ?civ>20 40 1,1 40 An alternate symtax could be:
|
|
multimove <ITEM>
|
|
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.
|