Path: utzoo!mnetor!uunet!husc6!bbn!rochester!rutgers!mtunx!whuts!homxb!homxc!smile From: smile@homxc.UUCP (E.BARLOW) Newsgroups: comp.sources.games.bugs Subject: Re: Abusing the rules in Conquer Message-ID: <1952@homxc.UUCP> Date: 18 Apr 88 13:17:54 GMT References: <379@nancy.UUCP> <11274@shemp.CS.UCLA.EDU> Organization: AT&T Bell Laboratories, Holmdel Lines: 33 Summary: response In article <11274@shemp.CS.UCLA.EDU>, cc1@CS.UCLA.EDU writes: > Unfortunately, thats nothing. There's a much bigger bug in conquest, and I > stopped playng becuse of it. > > [ text deleted ] > > The big problem with this is that population increase is adjusted by number of > people in a spot--there's no NEED to expand in this game. > Michael Why should everybody need to expand? I made different victory conditions to alleviate the need for everybody doing the same thing! You should want to expand a little for security/the fun of it (your dwarf wizard probably wasn't much fun - and that is why you are playing - right). How should this "problem" be fixed. The big rational behind expansion is because most players scores are dependent on gaining land... Your dwarf wizard is not and gets points as follows: Per 1000 1000 100K 100K 100K Magic 10 Races Sector People Soldiers Gold Jewels Iron Power Ship "wizard" EH 0 2 1 0 3 5 20 0 Thus you are pursuing the correct strategy for your nation... The only solution that I can come up with is to make production ability fall off with increasing usage (% chance of reducing the iron/jewel value of a sector by one based on amounts mined - % chance per sector per turn of "finding" new raw materials and adding to production ability), and make reproduction fall off if too many people are in a sector (1/2 rate if over 50K people/sector)... Maybe I will do this in the next release... Hmmm... But honestly... a wizard type should not necessarily want to expand **too** much... leave that to the colonist types... The Ed