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#3976 From: "jbuu12" <jbuu127@...>
Date: Mon Oct 3, 2011 9:52 am
Subject: Re: Strategy Tips
jbuu12
Send Email Send Email
 
I know this is an ancient thread, but I thought I would share a tip that I use
to good effect. My apologies in advance if it's been mentioned before or is
overtly obvious.

Don't use the auto-explore function. The computer doesn't explore land as
efficiently as a human would. Sometimes it will bunch up units together and it
doesn't explore as much squares as a human would. Since the
exploration/exploitation phase is so critical, it's important that you explore
as efficiently so you can grab cities as quickly as possible. The additional
micromanagement can be a bit of a chore at times, but I find it's well worth it.

Related to this, try to avoid moving in a N, S, E, or W direction when exploring
or searching for the enemy. The reason for this is because the game is built on
a grid interface where more area is carved out on the diagonal direction.

For instance, if you have a cruiser and move 24 squares due north, you'll
explore 72 squares. However, if you move diagonally, you'll carve out 120
squares.

If you do need to move in a N, S, E, W direction, make sure to zigzag. In the
above example, for example, if the cruiser zigzagged every 6 squares instead,
e.g., NE 6 squares, then NW 6 squares, etc, it would be in nearly the same
position as going straight north but with 117 squares explored (there is a bit
of inefficiency depending on when you break your line). The principle obviously
works for all units. However, some units probably want to keep a low profile, so
don't use it when trying to sneak transports past your enemies :)

--- In empire-deluxe@yahoogroups.com, "jonseagull2112" <jonseagull2112@...>
wrote:
>
> All,  I have been playing Empire, and now EDIE for many years but I
> never seem to get all that great at it.  Can you offer me any general
> (or specific) strategy tips for improving my play?  Thanx.
>

#3977 From: David C <weatherman19@...>
Date: Mon Oct 3, 2011 5:11 pm
Subject: Re: Re: Strategy Tips
weatherman19@...
Send Email Send Email
 
All of what Jbuu12 said is true.  Here are another few suggestions:

Expanding rapidly at the start is the single most important key to winning.  Build one fighter for exploring at the very start of the game, then build ONLY armor and transports, and send them out (diagonaly) to the largest black areas.

Navy's are almost worthless, especially for the first 100-150 moves.

Build lots of fighters (they work well against transports) and bombers (they work well against armor), and send out lots of air patrols along your front lines.

Keep your production at 100%, even if you have to have a lot of behind-the-lines cities  producing nothing.

Hope this helps Jbuu12 get started in ED again.

Weatherman









On Mon, Oct 3, 2011 at 2:20 AM, jbuu12 <jbuu127@...> wrote:
 



I know this is an ancient thread, but I thought I would share a tip that I use to good effect. My apologies in advance if it's been mentioned before or is overtly obvious.

Don't use the auto-explore function. The computer doesn't explore land as efficiently as a human would. Sometimes it will bunch up units together and it doesn't explore as much squares as a human would. Since the exploration/exploitation phase is so critical, it's important that you explore as efficiently as possible so you can grab cities as quickly as possible. The additional micromanagement can be a bit of a chore at times, but I find it's well worth it.

Related to this, try to avoid moving in a N, S, E, or W direction when exploring or searching for the enemy. The reason for this is because the game is built on a grid interface where more area is carved out on the diagonal direction.

For instance, if you have a cruiser and move 24 squares due north, you'll carve out 78 squares. However, if you move diagonally, you'll carve out 124 squares, which is nearly a 60% improvement.

If you do need to move in a N, S, E, W direction, make sure to zigzag. In the above example, for example, if the cruiser zigzagged every 6 squares instead , e.g., NE 6 squares, then NW 6 squares, etc, it would be in nearly the same position as going straight north but with 120 squares carved out (there is a bit of inefficiency depending on when you break your line). The principle obviously works for all units. However, some units probably want to keep a low profile, so don't use it when trying to sneak transports past your enemies :)

--- In empire-deluxe@yahoogroups.com, "jonseagull2112" <jonseagull2112@...> wrote:
>
> All, I have been playing Empire, and now EDIE for many years but I
> never seem to get all that great at it. Can you offer me any general
> (or specific) strategy tips for improving my play? Thanx.
>



#3978 From: "timsartoris" <timsartoris@...>
Date: Tue Oct 4, 2011 2:28 am
Subject: Tooltip / Alt Text Disappears
timsartoris
Send Email Send Email
 
Hi,
Does anyone else have their tooltips disappear? (i.e. the info that pops up on
mouseover of a city, unit, transport, etc).  I seem to have this happen fairly
frequently and have to re-load the saved game from main menu to get it back.

Is there some other way to get that back if it gets lost?  Windows XP.

Thanks for any info.

#3979 From: "gguyerc" <gguyerc@...>
Date: Tue Oct 4, 2011 2:51 pm
Subject: Re: Strategy Tips
gguyerc
Send Email Send Email
 
Some additional starting stratagies:  To avoid negative drain early in your
construction phase assign two cities to the production of SB.  Produce subs and
destroyers as soon as possible to run in advance of transporters during your
initial expansion.  It is much cheaper to lose a sub or destroyer than a fully
loaded transport. Whenever possible position a fighter of bomber over a
transport as air cover. During negative drain situations shut down tired cities
first...also continue to monitor SB and EN, it is often neccessary and more
productive to disband these units and recreate them closer to the target.

--- In empire-deluxe@yahoogroups.com, David C <weatherman19@...> wrote:
>
> All of what Jbuu12 said is true.  Here are another few suggestions:
>
> Expanding rapidly at the start is the single most important key to winning.
> Build one fighter for exploring at the very start of the game, then build
> ONLY armor and transports, and send them out (diagonaly) to the largest
> black areas.
>
> Navy's are almost worthless, especially for the first 100-150 moves.
>
> Build lots of fighters (they work well against transports) and bombers (they
> work well against armor), and send out lots of air patrols along your front
> lines.
>
> Keep your production at 100%, even if you have to have a lot of
> behind-the-lines cities  producing nothing.
>
> Hope this helps Jbuu12 get started in ED again.
>
> Weatherman
>
>
>
>
>
>
>
>
>
> On Mon, Oct 3, 2011 at 2:20 AM, jbuu12 <jbuu127@...> wrote:
>
> > **
> >
> >
> >
> >
> > I know this is an ancient thread, but I thought I would share a tip that I
> > use to good effect. My apologies in advance if it's been mentioned before or
> > is overtly obvious.
> >
> > Don't use the auto-explore function. The computer doesn't explore land as
> > efficiently as a human would. Sometimes it will bunch up units together and
> > it doesn't explore as much squares as a human would. Since the
> > exploration/exploitation phase is so critical, it's important that you
> > explore as efficiently as possible so you can grab cities as quickly as
> > possible. The additional micromanagement can be a bit of a chore at times,
> > but I find it's well worth it.
> >
> > Related to this, try to avoid moving in a N, S, E, or W direction when
> > exploring or searching for the enemy. The reason for this is because the
> > game is built on a grid interface where more area is carved out on the
> > diagonal direction.
> >
> > For instance, if you have a cruiser and move 24 squares due north, you'll
> > carve out 78 squares. However, if you move diagonally, you'll carve out 124
> > squares, which is nearly a 60% improvement.
> >
> > If you do need to move in a N, S, E, W direction, make sure to zigzag. In
> > the above example, for example, if the cruiser zigzagged every 6 squares
> > instead , e.g., NE 6 squares, then NW 6 squares, etc, it would be in nearly
> > the same position as going straight north but with 120 squares carved out
> > (there is a bit of inefficiency depending on when you break your line). The
> > principle obviously works for all units. However, some units probably want
> > to keep a low profile, so don't use it when trying to sneak transports past
> > your enemies :)
> >
> > --- In empire-deluxe@yahoogroups.com, "jonseagull2112" <jonseagull2112@>
> > wrote:
> > >
> > > All, I have been playing Empire, and now EDIE for many years but I
> > > never seem to get all that great at it. Can you offer me any general
> > > (or specific) strategy tips for improving my play? Thanx.
> > >
> >
> >
> >
>

#3980 From: "Mark Kinkead @ Killer Bee Software" <mok@...>
Date: Wed Oct 5, 2011 7:15 pm
Subject: Re: Tooltip / Alt Text Disappears
mok_at_kille...
Send Email Send Email
 
This should not be happening. If you have tool tips in other programs you _should_ see them in the game. One thing I can think of if the mouse may be getting older or you might be getting some subtle feedback from it giving the program the illusion of movement.
 
 
Sent: Monday, October 03, 2011 9:28 PM
Subject: [empire-deluxe] Tooltip / Alt Text Disappears
 
 

Hi,
Does anyone else have their tooltips disappear? (i.e. the info that pops up on mouseover of a city, unit, transport, etc). I seem to have this happen fairly frequently and have to re-load the saved game from main menu to get it back.

Is there some other way to get that back if it gets lost? Windows XP.

Thanks for any info.


#3981 From: John Spirko <john.spirko@...>
Date: Wed Oct 5, 2011 7:32 pm
Subject: Re: Tooltip / Alt Text Disappears
john.spirko@...
Send Email Send Email
 
Mark

I can confirm I've had this with EDEE both on my XP and Win 7 machine. It's not consistent for me as Tim reports and restarting EDEE fixes it. It's only annoying in well developed games with lots of units on large maps, when you realize it's not working and you're too far into the turn that you don't want to start over.

regards
John

On Wed, Oct 5, 2011 at 3:15 PM, Mark Kinkead @ Killer Bee Software <mok@...> wrote:
 
This should not be happening. If you have tool tips in other programs you _should_ see them in the game. One thing I can think of if the mouse may be getting older or you might be getting some subtle feedback from it giving the program the illusion of movement.
 
 
Sent: Monday, October 03, 2011 9:28 PM
Subject: [empire-deluxe] Tooltip / Alt Text Disappears
 Hi,

Does anyone else have their tooltips disappear? (i.e. the info that pops up on mouseover of a city, unit, transport, etc). I seem to have this happen fairly frequently and have to re-load the saved game from main menu to get it back.

Is there some other way to get that back if it gets lost? Windows XP.

Thanks for any info.




#3982 From: "Steve Patterson" <spatterson691@...>
Date: Thu Oct 6, 2011 4:03 am
Subject: RE: Re: Strategy Tips
stevep94040
Send Email Send Email
 

I have similar strategies, including the movement methods below.  When exploring, I avoid sending fighters at a 45 or 90 degree angles since they return on the same path and don't cover any additional territory. 

 

I've set 83 as the EDIE default City wake-up number since 83 will build a armor/fighter/bomber in 14 turns (with normal production multiplier).  I've arbitrarily deemed this as an acceptable production level (vs. waiting for a City to get to 100).  If the City has a specialty, then I let it sit until 91 to get the same build capacity for non-specialty units.  99 gives you the same capacity as 100, so I would stop there if I wanted 100-level production.  I'm sure there are other "magic" production numbers, but I haven't bothered to find them.

 

Early in a game after I get the following city production is going:  1 transport, a few fighters, and many armors, I usually take a high-production city and start a battleship.  By the time it pops out I usually need it.  I find Cruisers tend to be too fragile, but I build them if I find a city specialty of cruisers. 

 

I play a small map with 5 computer opponents, so that colors my strategies some.

 

                - SteveP

 

From: empire-deluxe@yahoogroups.com [mailto:empire-deluxe@yahoogroups.com] On Behalf Of David C
Sent: Monday, October 03, 2011 10:12 AM
To: empire-deluxe@yahoogroups.com
Subject: Re: [empire-deluxe] Re: Strategy Tips

 

 All of what Jbuu12 said is true.  Here are another few suggestions:

Expanding rapidly at the start is the single most important key to winning.  Build one fighter for exploring at the very start of the game, then build ONLY armor and transports, and send them out (diagonaly) to the largest black areas.

Navy's are almost worthless, especially for the first 100-150 moves.

Build lots of fighters (they work well against transports) and bombers (they work well against armor), and send out lots of air patrols along your front lines.

Keep your production at 100%, even if you have to have a lot of behind-the-lines cities  producing nothing.

Hope this helps Jbuu12 get started in ED again.

Weatherman

On Mon, Oct 3, 2011 at 2:20 AM, jbuu12 <jbuu127@...> wrote:

I know this is an ancient thread, but I thought I would share a tip that I use to good effect. My apologies in advance if it's been mentioned before or is overtly obvious.

Don't use the auto-explore function. The computer doesn't explore land as efficiently as a human would. Sometimes it will bunch up units together and it doesn't explore as much squares as a human would. Since the exploration/exploitation phase is so critical, it's important that you explore as efficiently as possible so you can grab cities as quickly as possible. The additional micromanagement can be a bit of a chore at times, but I find it's well worth it.

Related to this, try to avoid moving in a N, S, E, or W direction when exploring or searching for the enemy. The reason for this is because the game is built on a grid interface where more area is carved out on the diagonal direction.

For instance, if you have a cruiser and move 24 squares due north, you'll carve out 78 squares. However, if you move diagonally, you'll carve out 124 squares, which is nearly a 60% improvement.

If you do need to move in a N, S, E, W direction, make sure to zigzag. In the above example, for example, if the cruiser zigzagged every 6 squares instead , e.g., NE 6 squares, then NW 6 squares, etc, it would be in nearly the same position as going straight north but with 120 squares carved out (there is a bit of inefficiency depending on when you break your line). The principle obviously works for all units. However, some units probably want to keep a low profile, so don't use it when trying to sneak transports past your enemies :)

--- In empire-deluxe@yahoogroups.com, "jonseagull2112" <jonseagull2112@...> wrote:
>
> All, I have been playing Empire, and now EDIE for many years but I
> never seem to get all that great at it. Can you offer me any general
> (or specific) strategy tips for improving my play? Thanx.
>

 


#3983 From: "jbuu12" <jbuu127@...>
Date: Thu Oct 6, 2011 7:38 am
Subject: Re: Strategy Tips
jbuu12
Send Email Send Email
 
With continuing production, i.e., the efficiency you get after you make the
first unit, an 83% city will make a fighter unit in 12 turns. You might want to
experiment using 87% instead of 83% for an efficient fighter city since you'll
pump it out in 11 turns.

I personally prefer 106% for most of my offensive cities, which creates a
fighter in 9 turns. I pay a slight penalty since it takes 2 turns to go up 1%
past 104%, but if I'm having supply issues, I'm going to need to take some
cities out of production anyway, so I might as well use an efficient number so
I'm ready to unleash maximum hell on my enemy when the time comes.

If I'm still running into supply issues even after going to 106% (which happens
quite a bit), I'll bump up fighter cities to the next tier at 118%, and then
again at 134% (although games usually don't make it that far).

There are different magic numbers depending on what units you want to create,
although they really shine for high attrition, easy to produce units where
reducing the production duration by a single turn makes a big difference.

Here is a spreadsheet that might be helpful (the U is for specialized cities):

EF IN AR U-IN U-AR
67% 7 15 8 16
68% 7 15 8 16
69% 7 14 8 16
70% 7 14 8 16
71% 7 14 8 15
72% 7 14 8 15
73% 7 14 8 15
74% 7 14 7 15
75% 7 13 7 15
76% 7 13 7 14
77% 6 13 7 14
78% 6 13 7 14
79% 6 13 7 14
80% 6 13 7 14
81% 6 12 7 14
82% 6 12 7 13
83% 6 12 7 13
84% 6 12 7 13
85% 6 12 6 13
86% 6 12 6 13
87% 6 11 6 13
88% 6 11 6 13
89% 6 11 6 12
90% 6 11 6 12
91% 5 11 6 12
92% 5 11 6 12
93% 5 11 6 12
94% 5 11 6 12
95% 5 11 6 12
96% 5 10 6 11
97% 5 10 6 11
98% 5 10 6 11
99% 5 10 6 11
100% 5 10 6 11
101% 5 10 5 11
102% 5 10 5 11
103% 5 10 5 11
104% 5 10 5 11
105% 5 10 5 10
106% 5 9 5 10
107% 5 9 5 10
108% 5 9 5 10
109% 5 9 5 10
110% 5 9 5 10
111% 5 9 5 10
112% 4 9 5 10
113% 4 9 5 10
114% 4 9 5 10
115% 4 9 5 10
116% 4 9 5 9
117% 4 9 5 9
118% 4 8 5 9
119% 4 8 5 9
120% 4 8 5 9
121% 4 8 5 9
122% 4 8 5 9
123% 4 8 4 9
124% 4 8 4 9
125% 4 8 4 9
126% 4 8 4 9
127% 4 8 4 9
128% 4 8 4 9
129% 4 8 4 9
130% 4 8 4 8
131% 4 8 4 8
132% 4 8 4 8
133% 4 8 4 8
134% 4 7 4 8
144% 3 7 4 8
154% 3 6 4 7
182% 3 5 3 6
202% 2 5 3 5
223% 2 4 2 5



--- In empire-deluxe@yahoogroups.com, "Steve Patterson" <spatterson691@...>
wrote:
>
> I have similar strategies, including the movement methods below.  When
> exploring, I avoid sending fighters at a 45 or 90 degree angles since they
> return on the same path and don't cover any additional territory.
>
>
>
> I've set 83 as the EDIE default City wake-up number since 83 will build a
> armor/fighter/bomber in 14 turns (with normal production multiplier).  I've
> arbitrarily deemed this as an acceptable production level (vs. waiting for a
> City to get to 100).  If the City has a specialty, then I let it sit until
> 91 to get the same build capacity for non-specialty units.  99 gives you the
> same capacity as 100, so I would stop there if I wanted 100-level
> production.  I'm sure there are other "magic" production numbers, but I
> haven't bothered to find them.
>
>
>
> Early in a game after I get the following city production is going:  1
> transport, a few fighters, and many armors, I usually take a high-production
> city and start a battleship.  By the time it pops out I usually need it.  I
> find Cruisers tend to be too fragile, but I build them if I find a city
> specialty of cruisers.
>
>
>
> I play a small map with 5 computer opponents, so that colors my strategies
> some.
>
>
>
>                 - SteveP
>
>
>
> From: empire-deluxe@yahoogroups.com [mailto:empire-deluxe@yahoogroups.com]
> On Behalf Of David C
> Sent: Monday, October 03, 2011 10:12 AM
> To: empire-deluxe@yahoogroups.com
> Subject: Re: [empire-deluxe] Re: Strategy Tips
>
>
>
>  All of what Jbuu12 said is true.  Here are another few suggestions:
>
> Expanding rapidly at the start is the single most important key to winning.
> Build one fighter for exploring at the very start of the game, then build
> ONLY armor and transports, and send them out (diagonaly) to the largest
> black areas.
>
> Navy's are almost worthless, especially for the first 100-150 moves.
>
> Build lots of fighters (they work well against transports) and bombers (they
> work well against armor), and send out lots of air patrols along your front
> lines.
>
> Keep your production at 100%, even if you have to have a lot of
> behind-the-lines cities  producing nothing.
>
> Hope this helps Jbuu12 get started in ED again.
>
> Weatherman
>
>
>
> On Mon, Oct 3, 2011 at 2:20 AM, jbuu12 <jbuu127@...> wrote:
>
> I know this is an ancient thread, but I thought I would share a tip that I
> use to good effect. My apologies in advance if it's been mentioned before or
> is overtly obvious.
>
> Don't use the auto-explore function. The computer doesn't explore land as
> efficiently as a human would. Sometimes it will bunch up units together and
> it doesn't explore as much squares as a human would. Since the
> exploration/exploitation phase is so critical, it's important that you
> explore as efficiently as possible so you can grab cities as quickly as
> possible. The additional micromanagement can be a bit of a chore at times,
> but I find it's well worth it.
>
> Related to this, try to avoid moving in a N, S, E, or W direction when
> exploring or searching for the enemy. The reason for this is because the
> game is built on a grid interface where more area is carved out on the
> diagonal direction.
>
> For instance, if you have a cruiser and move 24 squares due north, you'll
> carve out 78 squares. However, if you move diagonally, you'll carve out 124
> squares, which is nearly a 60% improvement.
>
> If you do need to move in a N, S, E, W direction, make sure to zigzag. In
> the above example, for example, if the cruiser zigzagged every 6 squares
> instead , e.g., NE 6 squares, then NW 6 squares, etc, it would be in nearly
> the same position as going straight north but with 120 squares carved out
> (there is a bit of inefficiency depending on when you break your line). The
> principle obviously works for all units. However, some units probably want
> to keep a low profile, so don't use it when trying to sneak transports past
> your enemies :)
>
> --- In empire-deluxe@yahoogroups.com
> <mailto:empire-deluxe%40yahoogroups.com> , "jonseagull2112"
> <jonseagull2112@> wrote:
> >
> > All, I have been playing Empire, and now EDIE for many years but I
> > never seem to get all that great at it. Can you offer me any general
> > (or specific) strategy tips for improving my play? Thanx.
> >
>

#3984 From: "timsartoris" <timsartoris@...>
Date: Fri Oct 7, 2011 1:03 am
Subject: Re: Tooltip / Alt Text Disappears
timsartoris
Send Email Send Email
 
Exactly John!  It's not that big a deal but I am playing a giant map with long
turns.  For me, i don't have to exit EDEE completely, I just have to go to Main
menu and reload the saved game.  I can save it when it happens and it isn't part
of the save file.

I use a USB mouse, which *is* very very old, but it doesn't happen anywhere
else.

Again, not a big deal.  I just wish it were a setting being turned off that I
could toggle back on with a menu or something.

Cheers,
Tim

--- In empire-deluxe@yahoogroups.com, John Spirko <john.spirko@...> wrote:
>
> Mark
>
> I can confirm I've had this with EDEE both on my XP and Win 7 machine. It's
> not consistent for me as Tim reports and restarting EDEE fixes it. It's only
> annoying in well developed games with lots of units on large maps, when you
> realize it's not working and you're too far into the turn that you don't
> want to start over.
>
> regards
> John

#3985 From: "Steve Patterson" <spatterson691@...>
Date: Fri Oct 7, 2011 2:34 am
Subject: RE: Re: Strategy Tips
stevep94040
Send Email Send Email
 

Thanks for the table!

 

                - SteveP

 

From: empire-deluxe@yahoogroups.com [mailto:empire-deluxe@yahoogroups.com] On Behalf Of jbuu12
Sent: Thursday, October 06, 2011 12:38 AM
To: empire-deluxe@yahoogroups.com
Subject: [empire-deluxe] Re: Strategy Tips

With continuing production, i.e., the efficiency you get after you make the first unit, an 83% city will make a fighter unit in 12 turns. You might want to experiment using 87% instead of 83% for an efficient fighter city since you'll pump it out in 11 turns.

I personally prefer 106% for most of my offensive cities, which creates a fighter in 9 turns. I pay a slight penalty since it takes 2 turns to go up 1% past 104%, but if I'm having supply issues, I'm going to need to take some cities out of production anyway, so I might as well use an efficient number so I'm ready to unleash maximum hell on my enemy when the time comes.

If I'm still running into supply issues even after going to 106% (which happens quite a bit), I'll bump up fighter cities to the next tier at 118%, and then again at 134% (although games usually don't make it that far).

There are different magic numbers depending on what units you want to create, although they really shine for high attrition, easy to produce units where reducing the production duration by a single turn makes a big difference.

Here is a spreadsheet that might be helpful (the U is for specialized cities):

EF IN AR U-IN U-AR
67% 7 15 8 16
68% 7 15 8 16
69% 7 14 8 16
70% 7 14 8 16
71% 7 14 8 15
72% 7 14 8 15
73% 7 14 8 15
74% 7 14 7 15
75% 7 13 7 15
76% 7 13 7 14
77% 6 13 7 14
78% 6 13 7 14
79% 6 13 7 14
80% 6 13 7 14
81% 6 12 7 14
82% 6 12 7 13
83% 6 12 7 13
84% 6 12 7 13
85% 6 12 6 13
86% 6 12 6 13
87% 6 11 6 13
88% 6 11 6 13
89% 6 11 6 12
90% 6 11 6 12
91% 5 11 6 12
92% 5 11 6 12
93% 5 11 6 12
94% 5 11 6 12
95% 5 11 6 12
96% 5 10 6 11
97% 5 10 6 11
98% 5 10 6 11
99% 5 10 6 11
100% 5 10 6 11
101% 5 10 5 11
102% 5 10 5 11
103% 5 10 5 11
104% 5 10 5 11
105% 5 10 5 10
106% 5 9 5 10
107% 5 9 5 10
108% 5 9 5 10
109% 5 9 5 10
110% 5 9 5 10
111% 5 9 5 10
112% 4 9 5 10
113% 4 9 5 10
114% 4 9 5 10
115% 4 9 5 10
116% 4 9 5 9
117% 4 9 5 9
118% 4 8 5 9
119% 4 8 5 9
120% 4 8 5 9
121% 4 8 5 9
122% 4 8 5 9
123% 4 8 4 9
124% 4 8 4 9
125% 4 8 4 9
126% 4 8 4 9
127% 4 8 4 9
128% 4 8 4 9
129% 4 8 4 9
130% 4 8 4 8
131% 4 8 4 8
132% 4 8 4 8
133% 4 8 4 8
134% 4 7 4 8
144% 3 7 4 8
154% 3 6 4 7
182% 3 5 3 6
202% 2 5 3 5
223% 2 4 2 5

--- In empire-deluxe@yahoogroups.com, "Steve Patterson" <spatterson691@...> wrote:
>
> I have similar strategies, including the movement methods below. When
> exploring, I avoid sending fighters at a 45 or 90 degree angles since they
> return on the same path and don't cover any additional territory.
>
>
>
> I've set 83 as the EDIE default City wake-up number since 83 will build a
> armor/fighter/bomber in 14 turns (with normal production multiplier). I've
> arbitrarily deemed this as an acceptable production level (vs. waiting for a
> City to get to 100). If the City has a specialty, then I let it sit until
> 91 to get the same build capacity for non-specialty units. 99 gives you the
> same capacity as 100, so I would stop there if I wanted 100-level
> production. I'm sure there are other "magic" production numbers, but I
> haven't bothered to find them.
>
>
>
> Early in a game after I get the following city production is going: 1
> transport, a few fighters, and many armors, I usually take a high-production
> city and start a battleship. By the time it pops out I usually need it. I
> find Cruisers tend to be too fragile, but I build them if I find a city
> specialty of cruisers.
>
>
>
> I play a small map with 5 computer opponents, so that colors my strategies
> some.
>
>
>
> - SteveP
>
>
>
> From: empire-deluxe@yahoogroups.com [mailto:empire-deluxe@yahoogroups.com]
> On Behalf Of David C
> Sent: Monday, October 03, 2011 10:12 AM
> To: empire-deluxe@yahoogroups.com
> Subject: Re: [empire-deluxe] Re: Strategy Tips
>
>
>
> All of what Jbuu12 said is true. Here are another few suggestions:
>
> Expanding rapidly at the start is the single most important key to winning.
> Build one fighter for exploring at the very start of the game, then build
> ONLY armor and transports, and send them out (diagonaly) to the largest
> black areas.
>
> Navy's are almost worthless, especially for the first 100-150 moves.
>
> Build lots of fighters (they work well against transports) and bombers (they
> work well against armor), and send out lots of air patrols along your front
> lines.
>
> Keep your production at 100%, even if you have to have a lot of
> behind-the-lines cities producing nothing.
>
> Hope this helps Jbuu12 get started in ED again.
>
> Weatherman
>
>
>
> On Mon, Oct 3, 2011 at 2:20 AM, jbuu12 <jbuu127@...> wrote:
>
> I know this is an ancient thread, but I thought I would share a tip that I
> use to good effect. My apologies in advance if it's been mentioned before or
> is overtly obvious.
>
> Don't use the auto-explore function. The computer doesn't explore land as
> efficiently as a human would. Sometimes it will bunch up units together and
> it doesn't explore as much squares as a human would. Since the
> exploration/exploitation phase is so critical, it's important that you
> explore as efficiently as possible so you can grab cities as quickly as
> possible. The additional micromanagement can be a bit of a chore at times,
> but I find it's well worth it.
>
> Related to this, try to avoid moving in a N, S, E, or W direction when
> exploring or searching for the enemy. The reason for this is because the
> game is built on a grid interface where more area is carved out on the
> diagonal direction.
>
> For instance, if you have a cruiser and move 24 squares due north, you'll
> carve out 78 squares. However, if you move diagonally, you'll carve out 124
> squares, which is nearly a 60% improvement.
>
> If you do need to move in a N, S, E, W direction, make sure to zigzag. In
> the above example, for example, if the cruiser zigzagged every 6 squares
> instead , e.g., NE 6 squares, then NW 6 squares, etc, it would be in nearly
> the same position as going straight north but with 120 squares carved out
> (there is a bit of inefficiency depending on when you break your line). The
> principle obviously works for all units. However, some units probably want
> to keep a low profile, so don't use it when trying to sneak transports past
> your enemies :)
>
> --- In empire-deluxe@yahoogroups.com
> <mailto:empire-deluxe%40yahoogroups.com> , "jonseagull2112"
> <jonseagull2112@> wrote:
> >
> > All, I have been playing Empire, and now EDIE for many years but I
> > never seem to get all that great at it. Can you offer me any general
> > (or specific) strategy tips for improving my play? Thanx.
> >
>


#3986 From: "botchvinik" <64guru@...>
Date: Sun Oct 9, 2011 8:31 am
Subject: EmpireII
botchvinik
Send Email Send Email
 
Didn't someone have/make a Tactics2 or TacticsII scenario for EmpireII? If so,
if someone has a copy and could send it to me thank you in advance.

#3987 From: "gacuster7th" <lyndaandjohnphelps@...>
Date: Mon Nov 28, 2011 6:43 pm
Subject: EDEE PBEM PLAYERS
gacuster7th
Send Email Send Email
 
Looking for committed players:
2-10 players
Map 3000X3000 wrap both ways
Land/water.... 60/40
System weather
No treaties/No unit gifting
No buy points
Nothing visible
200 cities
Capital Kill
Random City Selection

Estimated play time...2 years so do not commit to playing unless you will finish
the game good or bad (only excuse to drop out is your death)and if you do decide
to quit then you must use abdication rule.
Must commit to making your move at least within 48 hours unless you submit a
request for vacation time and it is agreed to by a majority of players...limit 2
weeks vacation time once a year.

Response to play must be emailed me by 12/15/11
Game to start 1/2/12

#3988 From: Spratz86 <spratz86@...>
Date: Mon Nov 28, 2011 6:53 pm
Subject: Re: EDEE PBEM PLAYERS
spratz86
Send Email Send Email
 
I'm in!


From: gacuster7th <lyndaandjohnphelps@...>
To: empire-deluxe@yahoogroups.com
Sent: Monday, November 28, 2011 1:43 PM
Subject: [empire-deluxe] EDEE PBEM PLAYERS

 
Looking for committed players:
2-10 players
Map 3000X3000 wrap both ways
Land/water.... 60/40
System weather
No treaties/No unit gifting
No buy points
Nothing visible
200 cities
Capital Kill
Random City Selection

Estimated play time...2 years so do not commit to playing unless you will finish the game good or bad (only excuse to drop out is your death)and if you do decide to quit then you must use abdication rule.
Must commit to making your move at least within 48 hours unless you submit a request for vacation time and it is agreed to by a majority of players...limit 2 weeks vacation time once a year.

Response to play must be emailed me by 12/15/11
Game to start 1/2/12




#3989 From: John Spirko <john.spirko@...>
Date: Mon Nov 28, 2011 9:08 pm
Subject: Re: EDEE PBEM PLAYERS
john.spirko@...
Send Email Send Email
 
Good luck.

Comment:
For such a large size map 3000 x 3000, 200 cities seem very low. I've played games on maps 225 x 225 that went beyond a year with 3 and 4 players but more cities.

Suggest no wrap for a map that size with up to 4 players -- too easy to get lost.

48 hour rule.
It's a great idea but people can't guarantee a 100% connection. Have seen several occasions where people have Internet problems with no way to connect for a few days to over a week. A few years ago, our town was hit with a freak October storm -- no electricity for 11 days -- a situation like that would stop your game dead.

#3990 From: "gacuster7th" <lyndaandjohnphelps@...>
Date: Mon Nov 28, 2011 9:55 pm
Subject: Re: EDEE PBEM PLAYERS
gacuster7th
Send Email Send Email
 
Yes its a large map with few cities but thats what I like...each city then
becomes hard to find and once you do you have to hold them at all cost. Also
gets every unit in play that smaller maps do not...you must create convoys with
support units in order to invade and hold your beach heads...find the games of
this sort more of a challenge than smaller ones...as far as the 40 hour
rule...not set in stone...once players get to know each other things can be
explained and worked out....time limit not really a concern...wars do last for
years :)....like the wrap feature...you have to protect each flank.

--- In empire-deluxe@yahoogroups.com, John Spirko <john.spirko@...> wrote:
>
> Good luck.
>
> Comment:
> For such a large size map 3000 x 3000, 200 cities seem very low. I've
> played games on maps 225 x 225 that went beyond a year with 3 and 4 players
> but more cities.
>
> Suggest no wrap for a map that size with up to 4 players -- too easy to get
> lost.
>
> 48 hour rule.
> It's a great idea but people can't guarantee a 100% connection. Have seen
> several occasions where people have Internet problems with no way to
> connect for a few days to over a week. A few years ago, our town was hit
> with a freak October storm -- no electricity for 11 days -- a situation
> like that would stop your game dead.
>

#3991 From: "D" <wiskerando@...>
Date: Tue Nov 29, 2011 10:07 am
Subject: Re: EDEE PBEM PLAYERS
wiskerando
Send Email Send Email
 
I'm curious if you've tried a map like this solo? I created one and looked at
the map and the city layout and the cities look way too far apart. I was on a
continent 300 spaces from north to south, and 300 spaces from east to west.
Scanning the map (which was difficult because of the size of the thing), I
couldn't find another city on my continent. It caused EDEE to slow down my
computer, which has never happened.

I understand what you're getting at, but I think you could make this happen with
a 400x400 map with 200 cities. That's about 6% of the normal amount of cities,
with the map large enough to make the game feel epic.

Anyhow, that's just my two cents. Good luck with this!

--- In empire-deluxe@yahoogroups.com, "gacuster7th" <lyndaandjohnphelps@...>
wrote:
>
> Yes its a large map with few cities but thats what I like...each city then
becomes hard to find and once you do you have to hold them at all cost. Also
gets every unit in play that smaller maps do not...you must create convoys with
support units in order to invade and hold your beach heads...find the games of
this sort more of a challenge than smaller ones...as far as the 40 hour
rule...not set in stone...once players get to know each other things can be
explained and worked out....time limit not really a concern...wars do last for
years :)....like the wrap feature...you have to protect each flank.
>
> --- In empire-deluxe@yahoogroups.com, John Spirko <john.spirko@> wrote:
> >
> > Good luck.
> >
> > Comment:
> > For such a large size map 3000 x 3000, 200 cities seem very low. I've
> > played games on maps 225 x 225 that went beyond a year with 3 and 4 players
> > but more cities.
> >
> > Suggest no wrap for a map that size with up to 4 players -- too easy to get
> > lost.
> >
> > 48 hour rule.
> > It's a great idea but people can't guarantee a 100% connection. Have seen
> > several occasions where people have Internet problems with no way to
> > connect for a few days to over a week. A few years ago, our town was hit
> > with a freak October storm -- no electricity for 11 days -- a situation
> > like that would stop your game dead.
> >
>

#3992 From: "gacuster7th" <lyndaandjohnphelps@...>
Date: Tue Nov 29, 2011 3:22 pm
Subject: Re: EDEE PBEM PLAYERS
gacuster7th
Send Email Send Email
 
I have played two complete games on that size map...both solo against 9 computer
players...worked well...you have to have patience and use the stratagic map view
a lot to click on what you need to see without having to scan the map. The size
is what makes it unique...it may be 300 spaces between contients so you cannot
just send a transport with 6 infintry and a couple subs as escort .....land and
expect to stay long...its a lot of detail and planning...linked airfields become
manatory, idealy spaced 18 spaces apart in order to make use of air transports
and a strong naval taskforce with multiple fully loaded carriers to invade....I
am currently on my third game against computers....after 2288 moves I only have
explored 58% of the map and am ingaged in several hotly constested battles over
2 cites..your welcome to come aboard and play if you like....not too worried
about players dropping out after awhile as long as they use Abdication to quit
so their units become neutral. I know I will continue to play and I have another
player who I know will not quit so if it comes down to it if everyone else quits
after a while we still can continue 1 against 1.
--- In empire-deluxe@yahoogroups.com, "D" <wiskerando@...> wrote:
>
> I'm curious if you've tried a map like this solo? I created one and looked at
the map and the city layout and the cities look way too far apart. I was on a
continent 300 spaces from north to south, and 300 spaces from east to west.
Scanning the map (which was difficult because of the size of the thing), I
couldn't find another city on my continent. It caused EDEE to slow down my
computer, which has never happened.
>
> I understand what you're getting at, but I think you could make this happen
with a 400x400 map with 200 cities. That's about 6% of the normal amount of
cities, with the map large enough to make the game feel epic.
>
> Anyhow, that's just my two cents. Good luck with this!
>
> --- In empire-deluxe@yahoogroups.com, "gacuster7th" <lyndaandjohnphelps@>
wrote:
> >
> > Yes its a large map with few cities but thats what I like...each city then
becomes hard to find and once you do you have to hold them at all cost. Also
gets every unit in play that smaller maps do not...you must create convoys with
support units in order to invade and hold your beach heads...find the games of
this sort more of a challenge than smaller ones...as far as the 40 hour
rule...not set in stone...once players get to know each other things can be
explained and worked out....time limit not really a concern...wars do last for
years :)....like the wrap feature...you have to protect each flank.
> >
> > --- In empire-deluxe@yahoogroups.com, John Spirko <john.spirko@> wrote:
> > >
> > > Good luck.
> > >
> > > Comment:
> > > For such a large size map 3000 x 3000, 200 cities seem very low. I've
> > > played games on maps 225 x 225 that went beyond a year with 3 and 4
players
> > > but more cities.
> > >
> > > Suggest no wrap for a map that size with up to 4 players -- too easy to
get
> > > lost.
> > >
> > > 48 hour rule.
> > > It's a great idea but people can't guarantee a 100% connection. Have seen
> > > several occasions where people have Internet problems with no way to
> > > connect for a few days to over a week. A few years ago, our town was hit
> > > with a freak October storm -- no electricity for 11 days -- a situation
> > > like that would stop your game dead.
> > >
> >
>

#3993 From: Guyer Cranston <gguyerc@...>
Date: Tue Nov 29, 2011 3:23 pm
Subject: Re: EDEE PBEM PLAYERS
gguyerc
Send Email Send Email
 
Played a 5,000 x 5,000 with a thousand cities.  Great game. Finished in 10 weeks,  Wouldn't mind playing with you, but can't commit to the 48 hour turn around for that length of time.  Generally I tun a file within hours of receipt....Still, I'll give it a shot.  Let me know!

#3994 From: Tim Ailes <64guru@...>
Date: Tue Nov 29, 2011 5:20 pm
Subject: Re: Re: EDEE PBEM PLAYERS
botchvinik
Send Email Send Email
 
Hahaha!! 5000x5000? I am very interested in hearing more about this size game.  Was it a random map? Was there certain rules you had to stay away from since the map was so large? How many players were there? How many human? etc...




On 11/29/2011 9:23 AM, Guyer Cranston wrote:
 
Played a 5,000 x 5,000 with a thousand cities.  Great game. Finished in 10 weeks,  Wouldn't mind playing with you, but can't commit to the 48 hour turn around for that length of time.  Generally I tun a file within hours of receipt....Still, I'll give it a shot.  Let me know!


#3995 From: "gacuster7th" <lyndaandjohnphelps@...>
Date: Tue Nov 29, 2011 5:22 pm
Subject: Re: EDEE PBEM PLAYERS
gacuster7th
Send Email Send Email
 
Great your in... time frame on set in stone just dont want players setting there
for several days holding up game..be in contact with you after getting all
players set....right now 4...should be fun

--- In empire-deluxe@yahoogroups.com, Guyer Cranston <gguyerc@...> wrote:
>
> Played a 5,000 x 5,000 with a thousand cities.  Great game. Finished in 10
weeks,  Wouldn't mind playing with you, but can't commit to the 48 hour turn
around for that length of time.  Generally I tun a file within hours of
receipt....Still, I'll give it a shot.  Let me know!
>

#3996 From: Tim Ailes <64guru@...>
Date: Tue Nov 29, 2011 5:47 pm
Subject: Re: EDEE PBEM PLAYERS
botchvinik
Send Email Send Email
 
#3997 From: "horhey" <gmiscioscia@...>
Date: Tue Nov 29, 2011 7:51 pm
Subject: Re: EDEE PBEM PLAYERS
gmiscioscia
Send Email Send Email
 
I'm in.. Guyer can vouch for me, I'm an active player.

--- In empire-deluxe@yahoogroups.com, "gacuster7th" <lyndaandjohnphelps@...>
wrote:
>
> Great your in... time frame on set in stone just dont want players setting
there for several days holding up game..be in contact with you after getting all
players set....right now 4...should be fun
>
> --- In empire-deluxe@yahoogroups.com, Guyer Cranston <gguyerc@> wrote:
> >
> > Played a 5,000 x 5,000 with a thousand cities.  Great game. Finished in 10
weeks,  Wouldn't mind playing with you, but can't commit to the 48 hour turn
around for that length of time.  Generally I tun a file within hours of
receipt....Still, I'll give it a shot.  Let me know!
> >
>

#3998 From: "gacuster7th" <lyndaandjohnphelps@...>
Date: Tue Nov 29, 2011 8:32 pm
Subject: Re: EDEE PBEM PLAYERS
gacuster7th
Send Email Send Email
 
Great...that makes 5

--- In empire-deluxe@yahoogroups.com, "horhey" <gmiscioscia@...> wrote:
>
> I'm in.. Guyer can vouch for me, I'm an active player.
>
> --- In empire-deluxe@yahoogroups.com, "gacuster7th" <lyndaandjohnphelps@>
wrote:
> >
> > Great your in... time frame on set in stone just dont want players setting
there for several days holding up game..be in contact with you after getting all
players set....right now 4...should be fun
> >
> > --- In empire-deluxe@yahoogroups.com, Guyer Cranston <gguyerc@> wrote:
> > >
> > > Played a 5,000 x 5,000 with a thousand cities.  Great game. Finished in 10
weeks,  Wouldn't mind playing with you, but can't commit to the 48 hour turn
around for that length of time.  Generally I tun a file within hours of
receipt....Still, I'll give it a shot.  Let me know!
> > >
> >
>

#3999 From: John Spirko <john.spirko@...>
Date: Tue Nov 29, 2011 9:29 pm
Subject: Re: EDEE PBEM PLAYERS - huge maps/low city numbers
john.spirko@...
Send Email Send Email
 
What you might want to consider is modding the game, specifically by increasing the production rates of units and/or increasing city production well beyond the basic 100 range. By just modding the unit production, or increasing the city production, you won't affect the computer AI much.

I have a mod with all units increased in production, construction, etc. to speed it up on the larger map. But it's only suitable for human vs human since it has several new units added that the AI can have trouble with.

#4000 From: "gacuster7th" <lyndaandjohnphelps@...>
Date: Tue Nov 29, 2011 10:26 pm
Subject: Re: EDEE PBEM PLAYERS - huge maps/low city numbers
gacuster7th
Send Email Send Email
 
Appreciate the suggestion John...personally I would keep it the same but not
opposed to majority vote on the matter before the start of the game. Might be
best to take the couple weeks before the start to poll all players on what they
want in the game and take vote with majority rules.

--- In empire-deluxe@yahoogroups.com, John Spirko <john.spirko@...> wrote:
>
> What you might want to consider is modding the game, specifically by
> increasing the production rates of units and/or increasing city production
> well beyond the basic 100 range. By just modding the unit production, or
> increasing the city production, you won't affect the computer AI much.
>
> I have a mod with all units increased in production, construction, etc. to
> speed it up on the larger map. But it's only suitable for human vs human
> since it has several new units added that the AI can have trouble with.
>

#4001 From: Kevin Kemp <nike_ajax@...>
Date: Wed Nov 30, 2011 2:06 pm
Subject: Re: Re: EDEE PBEM PLAYERS - huge maps/low city numbers
nike_ajax
Send Email Send Email
 
Let me know if you guys settle on a MOD.  I might be interested if you decide on the UltraDB mod.  I have been away from the game for about a year, but I ready to dive back into the shark pool!
 
Kevin (Storm)

--- On Tue, 11/29/11, gacuster7th <lyndaandjohnphelps@...> wrote:

From: gacuster7th <lyndaandjohnphelps@...>
Subject: [empire-deluxe] Re: EDEE PBEM PLAYERS - huge maps/low city numbers
To: empire-deluxe@yahoogroups.com
Date: Tuesday, November 29, 2011, 5:26 PM

 
Appreciate the suggestion John...personally I would keep it the same but not opposed to majority vote on the matter before the start of the game. Might be best to take the couple weeks before the start to poll all players on what they want in the game and take vote with majority rules.

--- In empire-deluxe@yahoogroups.com, John Spirko <john.spirko@...> wrote:
>
> What you might want to consider is modding the game, specifically by
> increasing the production rates of units and/or increasing city production
> well beyond the basic 100 range. By just modding the unit production, or
> increasing the city production, you won't affect the computer AI much.
>
> I have a mod with all units increased in production, construction, etc. to
> speed it up on the larger map. But it's only suitable for human vs human
> since it has several new units added that the AI can have trouble with.
>


#4002 From: "samsami53" <sj@...>
Date: Wed Nov 30, 2011 3:01 pm
Subject: EDIE
samsami53
Send Email Send Email
 
With EDIE the largest map possible is 254x254
I prefer to play 5 computer opponents.

To make it really challenging how many (or: hwo few) cities should there be?


Sjaak

#4003 From: "Nick" <nickgannon@...>
Date: Sun Dec 11, 2011 6:48 pm
Subject: Empire of steel
nickgannon...
Send Email Send Email
 
anyone play empire of steel? looking for PBEM game, If you like Empire Deluxe
then it likely you will like EOS. Also if anyone wants to finish there EDEE game
we started last winter i'm olny working one job now and would like to finish the
games. I still have my copies.

#4004 From: "maquoketatacos" <kentmcca@...>
Date: Sat Dec 17, 2011 1:21 pm
Subject: Question / Help
maquoketatacos
Send Email Send Email
 
Hi everyone,

Mark at killerbee suggested I post a message here to get some assistance.  As an
aside I'm glad to see an Empire Deluxe group here as I remember the game fondly
and hope to get that game and play as well, but my question is about Perfect
General II Internet Edition, although it would probably apply to Empire Deluxe. 
I want to play a network game over the 'net but don't know of a service
(preferably free) to connect two computers.  I think I get the set up aspect,
thanks to the manual in PG, but don't know where to start with a service to
conncet the two computers in the first place.  Thanks in advance for any
assistance!

Kent

#4005 From: "Barry M" <barryem@...>
Date: Sat Dec 17, 2011 2:00 pm
Subject: Re: Question / Help
barryem
Send Email Send Email
 
I'm not sure I understand your question.  Maybe you're assuming you need some
commercial service to handle the connection.  If that's it, then you don't.  You
can connect directly, computer to computer, through the internet.

It's been a few years since I've done it but I remember that you each need the
other's IP address.  That's what you connect to.  You can get your IP with the
following link:
http://www.whatismyip.com/

I also found it handy to have a chat client running and connected with the other
person.  I believe we used MSN's chat client last time.  That made it easy to
type back and forth to each other while we played.  This isn't really needed but
it sure was nice to have.

I hope that helps.

Barry

--- In empire-deluxe@yahoogroups.com, "maquoketatacos" <kentmcca@...> wrote:
>
> Hi everyone,
>
> Mark at killerbee suggested I post a message here to get some assistance.  As
an aside I'm glad to see an Empire Deluxe group here as I remember the game
fondly and hope to get that game and play as well, but my question is about
Perfect General II Internet Edition, although it would probably apply to Empire
Deluxe.  I want to play a network game over the 'net but don't know of a service
(preferably free) to connect two computers.  I think I get the set up aspect,
thanks to the manual in PG, but don't know where to start with a service to
conncet the two computers in the first place.  Thanks in advance for any
assistance!
>
> Kent
>

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