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: Strategy & logistics Message-ID: <875@mit-eddie.UUCP> Date: Mon, 31-Oct-83 13:48:46 EST Article-I.D.: mit-eddi.875 Posted: Mon Oct 31 13:48:46 1983 Date-Received: Thu, 3-Nov-83 07:37:25 EST References: <853@mit-eddie.UUCP> <2274@alice.UUCP> Organization: MIT, Cambridge, MA Lines: 25 >One thing that becomes absolutely ESSENTIAL on any good sized >country (note: I am used to playing 300 sector countries and >up) is a highway, completely encircling the country. I agree, and this strategy is also fundamental to my development. I found that with strategically placed roads, I could set up well developed delivery routes that saved on the mobility of my industries. The classic is to deliver raw materials into a sector via a road, and then deliver finished goods out onto the road, and then down the road to a warehouse. Thus, industries aren't wasting mobility by pushing around what they produce (or what their neighbors produce). Usually, the industries push around food to each other. Also, for sectors that max out on people because they are part of a food delivery route, I have them deliver civilians onto the road with a threshold of about 900. The road is responsible for delivering execess civilians to an urban area, where I can later move them to somewhere useful. Also, as far as delivery routes were concerned, I found that my logging in once a day was not smooth enough for the delivery routes. Therefore, I set up a self queueing batch system (using 'at') to log in about four times a day to do an update. This is especially useful for sectors with 999 civilians, since they max out on work in less than seven hours. -- J. Scott Hamilton !genrad!mit-eddie!hammy