Dwarven Chowder III
Armegeddon
Deity: | Sam Tetherow Dustin Graham |
Start Date: | November 28, 1994 |
End Date: | January 18, 1995 (51 days) |
Code used: | Chainsaw 3.31 |
Winner(s): | No Winner Declared |
November 15th, 1994
H E A R Y E A ! H E A R Y E A !
A N N O U N C I N G
Dwarven Chowder III: Armageddon
Dwarven Chowder III will be another small world (48x96) with large (80 sector)
start islands with two players apiece. These will be 20% mountains so don't
expect anything pretty. The start islands will have 1 deity mil in each sector
to keep break time a bit less hectic. Both starting land units will have 0
mobility. There will be several small islands scattered throughout the world
which should be completely bridgable (with 2 spans) although in no place are
two start island bridgable. There will be four minor modifications to the
standard chainsaw code. First of all, damage incurred by shelling (and bombing)
shall be twice as potent. Second, interdiction against troop/commodity movement
shall cause damage to the sector that the movement occured in. Third, bridge
tech has been lowered to 20. Lastly, the tech logbase has been upped to 2.55.
You say, "But Oh-Supreme-Dwarven-One, that doesn't sound like Armageddon to
me...". Well, since I don't like to drag a game out over a major holiday, such
as Christmas, this will be a 2 update a day (32 ETUs apeice), one update at
11:00 and the other at 23:00 Eastern time. Hopefully this will be a bit
friendlier to the European players. The game will come up on sunday November
27th with the first update occuring monday morning at 11:00am. The game will
unavoidably be down November 30th and December 1st. The last update before the
break will be the November 29th morning update (eastern time). The first update
after the break will be the December 2nd evening update. The game will be down
from 00:01 11/30 to 00:01 12/2. I would like to have this one over before
Christmas, but if it has not ended by December 22nd the game will go down at
midnight on December 22nd and will come back up at 00:01 on December 29th. The reason for the delay being that I will be out of town and therefore unavailable
if something nasty should happen.
This game is not for the weak of heart with two people sharing an effectively
64 sector island and two updates a day. There isn't much free land except for
that on the other side of your island.
If you are interested fill out and return the following form to
empire@woodbine.ewl.uky.edu
------------------------------< Clip here >-------------------------------------
Country name:
Representative:
Email address:
Playing address (if different from above):
Number of games you have played before (approx.):
------------------------------< Clip here >-------------------------------------
BSD Empire 1.1 patch level 5 (KSU distribution 1.04, Chainsaw version 3.31)
The following parameters have been set for this game: World size is 96 by 48. There can be up to 50 countries. By default, countries use their own coordinate system.
An Empire time unit is 1350 seconds long. Use the 'update' command to find out the time of the next update. The current time is Tue Nov 15 21:03:59. An update consists of 32 empire time units. Each country is allowed to be logged in 1000 minutes a day. It takes 12.50 civilians to produce a BTU in one time unit.
A non-aggi, 100 fertility sector can grow 0.12 food per etu. 1000 civilians will harvest 1.3 food per etu. 1000 civilians will give birth to 5.0 babies per etu. 1000 uncompensated workers will give birth to 2.5 babies. In one time unit, 1000 people eat 1.0 units of food. 1000 babies eat 12.0 units of food becoming adults.
Banks pay $200.00 in interest per 1000 gold bars per etu. 1000 civilians generate $4.33, uncompensated workers $1.78 each time unit. 1000 active military cost $83.33, reserves cost $8.33.
Happiness p.e. requires 1 happy stroller per 5000 civ. Education p.e. requires 1 class of graduates per 4000 civ. Happiness is averaged over 48 time units. Education is averaged over 192 time units. The technology/research boost you get from the world is 50.00%. Nation levels (tech etc.) decline 1% every 96 time units. Tech Buildup is limited to logarithmic growth (base 2.55) after 1.00.
Sectors Ships Planes Units Maximum mobility 127 127 127 127 Max mob gain per update 32 48 32 32 Max eff gain per update -- 64 32 32
In order to build a nuke, you need 0.33 times the tech level in research Example: In order to build a 300 tech nuke, you need 99 research
Options enabled in this game: ALLYHARBOR, SHOWPLANE, DROPANY, REJECTS, BMAP, AUTONAV, SCUTTLE, CONVASAT, ORBIT, ABM, GRIND, PINPOINTMISSILE, SAIL, NUKEFAILDETONATE, MISSINGMISSILES, SHIPNAMES, NONUKESUB, BETTERABM, RANGEEDIT, MISSDEF, SHIPSAM, BIND, DEMANDUPDATE, UPDATESCHEDULING, MERC, TACARGO, NOGODS, EASY_BRIDGES, SUPER_BARS, BETTERARMOR, ALL_BLEED, DRNUKE, GODNAMES, NOMOBCOST, REALM_IN_NAT, SHIPTORP, TRADESHIPS, SWEEP_PLANES, MINE_PLANES, ASW_PLANES, HARBOR_POLICE, WING_LOAD, ALLYUPGRADE, ALLYHARBORWORK, RETREAT, STEALTHV, DAVYJONES, SEMILAND, SHIPCHOPPERS, XLIGHT, FUEL, WIRE, OWNASSAULT, NEW_STARVE, NEW_WORK, CARRIER_WORK, NEWFISH, STOP, RES_POP
The person to annoy if something goes wrong is: Empire (Dustin Graham/Samuel Tetherow) (empire@ewl.uky.edu (dusty@ewl.uky.edu/ucpl079@unlvm.unl.edu)). You can get your own copy of the source ftp'ing from ftp.cis.ksu.edu
(no mid-game updates)
On January 18, 1995, the nations of Dwarven Chowder III declared a
universal cease fire and the game ended with no clear winner.
- = [ Empire Power Report ] = -
as of Wed Jan 18 10:03:22 1995
sects eff civ mil shell gun pet iron dust oil pln ship unit money
Cathouse 360 95% 288K 9.8K 14K 1.1K 6.2K 48K 0 4.2K 190 60 80 80K
48508.77
Park Plac 260 100% 229K 5.0K 3.1K 690 2.5K 77K 900 5.0K 120 30 20 65K
35141.55
Lothlorie 265 95% 233K 4.5K 5.0K 440 6.5K 62K 500 3.0K 140 30 60 40K
32067.14
beep 150 95% 130K 4.7K 5.0K 485 7.7K 74K 150 2.2K 80 50 30 10K
16606.96
No final report
No awards
No announcements