Wolfpack Empire - mirror of https://git.pond.sub.org/empserver
http://wolfpackempire.com/
Items, ships, planes and land units all contribute to the power factor, which determines position on the power chart. Items are worth amount * item value * (0.5 + nation tech level / 1000.0) The item values aren't quite right: producing stuff can *hurt* your position on the power chart. Food, uw and rads are worth nothng. Reduce the value of oil, and give rads the same value as oil. Tweak value of iron and oil products so that production's power change is roughly zero around p.e. 0.9 (tech 110), except for construction materials, where it's zero at p.e. 0.5 (tech 0). Construction materials become less valuable, shells, guns and petrol become more valuable. Increase value of bars to roughly match the other changes. It may still be too low. Halve the value of civilians, and give the other half to uw. Results: old new change civ 100 50 / 2 mil 100 100 shell 80 125 * 1.5625 gun 400 950 * 2.375 pet 2 7 * 3.5 iron 10 10 dust 200 200 bar 1000 2500 * 2.5 food 0 0 oil 100 50 / 2 lcm 100 20 / 5 hcm 200 40 / 5 uw 0 50 new rad 0 50 new Ships, planes and land units are worth base value * effic/100.0 * (0.5 + unit tech level / 1000.0) For ships and land units, the base value is lcm/5.0 + hcm/5.0 Build cost is ignored, but lcms are valued twice as much "loose" ones (before this commit). Therefore, building stuff can change your position on the power chart in both directions, depending on the type of build. For planes, the base value is 20 * (0.5 + nation tech level / 1000.0) Build cost and materials are ignored, and tech is squared. This is plainly absurd. Unify to (power value of money and materials to build) * effic/100.0 This formula is chosen so that building stuff doesn't change your power factor. Bonus: it doesn't assume anything about possible build materials. For ships and land units, factoring in build cost overcompensates the discounted value of construction materials more often than not. Noteworthy changes for the stock game: ship type old new change ss slave ship 20 5.8 * 0.29 largest decrease cs cargo ship 20 7.8 * 0.39 ts trade ship 60 25.5 * 0.42 frg frigate 12 7.8 * 0.65 bb battleship 24 21.8 * 0.91 cal light carrier 22 30.4 * 1.38 can nuc carrier 30 84.6 * 2.82 largest increase land unit type old new change hat hvy artillery 12 9.6 * 0.8 largest decrease linf light infantry 2.4 3.32 * 1.38 cav cavalry 3 5.4 * 1.8 inf infantry 3 5.4 * 1.8 lar lt armor 3 6.4 * 2.13 com commando 3 15.4 * 5.13 eng engineer 3 30.4 * 10.13 meng mech engineer 3 45.4 * 15.13 largest increase For planes, the power value change depends on the type. Below a certain nation tech level, planes of this type become more valuable, above less. For the stock game, planes costing at most $1000 become less valuable at any nation tech level that can build them, and planes costing at least $1800 become more valuable at any practical tech level, i.e. under 400. Noteworthy planes: plane type new sam Sea Sparrow 2.1 least valuable f2 P-51 Mustang 4.34 lb TBD-1 Devastator 5.92 jf1 F-4 Phantom 10.6 tr C-56 Lodestar 10.78 jt C-141 Starlifter 15.86 jhb B-52 Strato-Fortress 33.54 ss KH-7 spysat 41.2 most valuable The old value is a flat 12 at nation tech level 100, 15 at tech level 250, and 18 at tech level 400. Signed-off-by: Markus Armbruster <armbru@pond.sub.org> |
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build-aux | ||
doc | ||
include | ||
info | ||
m4 | ||
man | ||
scripts | ||
src | ||
tests | ||
.gitignore | ||
.travis.yml | ||
bootstrap | ||
configure.ac | ||
COPYING | ||
CREDITS | ||
GNUmakefile.in | ||
INSTALL | ||
Make.mk | ||
README |
Welcome to Empire 4, code-named Wolfpack. Empire is a multi-player, client/server Internet based war game. Copyright (C) 1986-2016, Dave Pare, Jeff Bailey, Thomas Ruschak, Ken Stevens, Steve McClure, Markus Armbruster This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License (in file `COPYING'), or (at your option) any later version. See file `CREDITS' for a list of contributors. Directory `doc' has additional information. File `doc/README' describes the files there and what they talk about. To build the server and set up a game, follow the steps below. (1) Unpacking the source tree If you downloaded a tarball, unpack it. If you cloned a git repository, run bootstrap. This requires recent versions of Autoconf and Automake to be installed. See also doc/contributing. (2) Building a server Prerequisites: IEEE Std 1003.1-2001 (POSIX.1-2001), GNU make, a curses library, Perl, and either nroff or GNU troff (`groff'). See file `INSTALL' for detailed compilation and installation instructions. Quick guide for the impatient: run configure; make; make install. The last step is optional; everything runs fine right from the build tree. If configure reports "terminfo: no" in its configuration summary, highlighting doesn't work in the client. Commonly caused by not having development libraries installed. On Linux, try installing ncurses-devel. If make fails without doing anything, you're probably not using GNU make. Some systems have it installed as `gmake'. Solaris supports POSIX.1-2001, but you need to set up your environment for that. Try passing SHELL=/usr/xpg4/bin/sh PATH=/usr/xpg6/bin:/usr/xpg4/bin:$PATH to make. See standards(5) for details. (3) Creating a game * Create a configuration for your game. make install installs one in $prefix/etc/empire/econfig ($prefix is /usr/local unless you chose something else with configure). You can use pconfig to create another one. * Edit your configuration file. See doc/econfig for more information. Unless you put your configuration file in the default location (where make install installs it), you have to use -e with all programs to make them use your configuration. * Run files to set up your data directory. * Run fairland to create a world. For a sample world, try `fairland 10 30'. This creates file ./newcap_script, which will be used below. You can edit it to change country names and passwords. Check out fairland's manual page for more information. * Start the server. For development, you want to run it with -d in a debugger, see doc/debugging. Do not use -d for a real game! * Log in as deity POGO with password peter. This guide assumes you use the included client `empire', but other clients should work as well. For help, try `info'. To change the deity password, use `change re <password>'. * Create countries with `exec newcap_script'. Your game is now up! Naturally, there's more to running a real game than that, but that's beyond the scope of this file. Please report bugs to <wolfpack@wolfpackempire.com> or via SourceForge <http://sourceforge.net/projects/empserver/> (registration required). For more information or help, try rec.games.empire on Usenet, or send e-mail to <wolfpack@wolfpackempire.com> and we'll try to answer if we can. Also check out our web site at <http://www.wolfpackempire.com/>. Have fun! Wolfpack!