Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site mit-eddie.UUCP Path: utzoo!linus!decvax!genrad!mit-eddie!hammy From: hammy@mit-eddie.UUCP (J. Scott Hamilton) Newsgroups: net.games.emp Subject: Re: survey of worlds Message-ID: <877@mit-eddie.UUCP> Date: Mon, 31-Oct-83 17:57:23 EST Article-I.D.: mit-eddi.877 Posted: Mon Oct 31 17:57:23 1983 Date-Received: Thu, 3-Nov-83 07:35:04 EST References: <250@eosp1.UUCP> <2281@alice.UUCP> Organization: MIT, Cambridge, MA Lines: 47 >Another thing, you can't tell people not to go into debt in >the beginning. There is almost no way around it. In every >game I've played, I've been $10000 in debt for the first two >weeks before picking up. It doesn't bother me, it's normal. I have found that going into debt is very easy to do, but with a little work, you can avoid it. Mainly, my starting strategy is the following: o Designate 2,0 as an urban area, and after my capital has become efficient, move as many civilians as I can into it. o Start up an agribusiness with some food, all my military, and some civilians. When it becomes efficient, contract if for whatever price is offered, and place a deliver route on it to move some food out. After that, I carefully balance how much food is produced to how much is sold. You can do that by moving the food back into the agribusiness, and doing something to kill the mobility in those sectors so that it isn't delivered out again. On the next update, the food gets sold. It seems best to have the food delivered to some type of intermediate storage sector, like your capitol. The following system works pretty well: a > c > + All sectors are assumed to be 100% efficient. A threshold of 9xx is set on the capitol, so that not too much food is produced. If it looks like more food could be used, you move what is in the capitol onto the road, at no mobility cost. If you need more money, you move the food from the capitol (leaving enough to feed the masses) back into the agribusiness, where the next update will sell it. These types of schemes have worked well for me in the past three games, and only in the earlier games did I go broke once or twice, mostly because of neglect. I found that it helps to get about 4 or 5 agribusinesses going as soon as possible, to make enough bucks. Also, my education level is the first thing to work on, since with a high education you start making more food (and thus more money) than you know what to do with. Most of the players here have their first million in about 4 to 6 weeks. I'm looking forward to seeing more tips. -- J. Scott Hamilton !genrad!mit-eddie!hammy