HDTenEightyP/NetNews huggingface dataset:
From: roholdr@ccu.umanitoba.ca (R Ross Holder Jr)
Newsgroups: rec.games.empire
Subject: BULLDAWG'S POSTS (was: Re: Bloodbath 1 1/2)
Date: 16 Oct 92 00:26:05 GMT
Organization: University of Manitoba, Winnipeg, Canada

In <1992Oct15.161653.12132@magnus.acs.ohio-state.edu> kpearce@magnus.acs.ohio-state.edu (BULLDAWG) writes:

[Quoted material deleted.]

>Yes, and some of us are having a serious time getting in.

>Lord Mac, could you _please_ fix my password?

>Also, the system seems to be down....

>Ken
>LSF

>kpearce@magnus.acs.ohio-state.edu
>            __          _____       ________
>           / /\        //  __\     / /_____/\
>          / / /       //  ( |||   / /\_____\/
>         / / /        \\  \      / /_/___
>        / / /           ))  )   / /_____/\
>       / /_/__           )) )  / /\_____\/
>      /______/\    |||__|| /  / / /
>       \_____\/    \\____/    \_\/  (tm)

>where I work, not where I play.

This is all very pretty, but I've noticed that this user tends to use
news for things that could be handled by e-mail.  There was recently
another case of this when he wanted to tell the Deity of a game that he
was withdrawing, later indicated he forgot the Deity's e-mail address.
While certainly possible, one hardly needs the Deity's address to send
her/him e-mail.  There is a "reply" function on most newsreaders.

It's important to use news for what it's intended; likewise with e-mail.
Failure to do so results in users becomming less inclined to take interest
in what you as the poster of an article have to say.  I may take interest
in something someone says, but if 1 of every 5 articles posted is related
to some personal matter that would be more appropriately dealt through
e-mail, I might not bother reading it.

--------------------------------------------------------------------------------
R. Ross Holder, Jr.    INTERNET: roholdr@ccu.umanitoba.ca   (Winnipeg, Manitoba)
Department of Philosophy     -     OLC Team     -     The University of Manitoba
--------------------------------------------------------------------------------
-- 
--------------------------------------------------------------------------------
R. Ross Holder, Jr.    INTERNET: roholdr@ccu.umanitoba.ca   (Winnipeg, Manitoba)
Department of Philosophy     -     OLC Team     -     The University of Manitoba
--------------------------------------------------------------------------------
From: fein@acsu.buffalo.edu (L. Fein)
Newsgroups: rec.games.empire
Subject: Re: Some REALLY SERIOUS gripes about empire
Date: 13 Oct 92 22:09:25 GMT
Organization: Land Of Faa Bureau of S&M

In article <Bw2v05.5Gy@nic.umass.edu> elf@titan.ucc.umass.edu (Wanderer) writes:
>reynolds@cs.iastate.edu (Owen Reynolds) writes:
>>FOOD -- I'm from the big cities, but I've been living in Iowa for a while
>>STARVING -- There are two kinds of people in starving sectors: people
>
>let's do away with food as a micro-management non-necessity.
>it's really not worth the effort.


This post could make some kind of record. I'm in agreement with elf here.. :-0


>
>>PEOPLE IN GENERAL -- There's no one phrase which would be used to describe
>
>me and TT discussed a new civ-growth paradigm.
>the idea was to raise the max-number of civs in a sector to 9999, 

So far so good... But if you did this, you'd HAVE to get rid of food.

>and have the civ-growth-rate be based on the fibinaci sequence, rather
>then a linear sequence. this looked like a potentially good idea.

Still so far so good... I'm starting to get nervous :-)

>it may/may not have be limited to certain sector types, and in any case
>the max of 999 doing work/paying taxes could be left in there, the rest
>could be assumed to be homeless/below the poverty level. or even better
>yet, have them all work/pay taxes, but have the work% go down due to
>overcrowding. this way a country with high happiness, could have a better
>work, because there work could be higher. (work% effected by happiness).


Again. good idea.. If you've got too many civs in a sector and you want them
to be beliw the poverty line, maybe the idea of "welfare" could be brought into
play? I mean, it's kind of strange that there's no unemployment in Empire,
isnt it?
>
>>    No, my big beef is with repairing damage. It just takes work. No lcms,
>>  no hcms, just work. So does a 50% battleship just have one really big
>>  dent in it, or what?
>
>so have repairs over X percent use lcms/hcms, (say for instance 30% damage)

This should have been done long ago. (Yes, I know.. but I'm allowed to change
my mind.. right? :-)
>
>
>-michael
>-da elf

LOF
From: greyhelm@cis.ksu.edu (Karl S. Hagen)
Newsgroups: rec.games.empire
Subject: Bloodbath - Diety read please
Date: 15 Oct 92 01:13:57 GMT
Article-I.D.: cygnus.greyhelm.719111662
Distribution: world
Organization: Kansas State University, Dept. of Computing and Information Sciences
NNTP-Posting-Host: cygnus.cis.ksu.edu


    Sorry I am posting this to the news... but our site has been
  having some news server problems and I do not have the Bloodbath
  diety's email address.  Also being that I a tired of all the 
  problems the recent games have had getting started.. I thought it
  best that ONE of the empire coders speak up.  


   The defunct process problem you have in countered is because you
  are using SunOS/BSD'ish wait calls.  I have encountered and coded
  the fix for this about 2 years ago.  It sounds to me like your OS is
  expecting SYS V wait calls.  And if this is the case ... you are
  going to run into a few more errors than just defunct processes.

   If you would like more detailed help.... email me at

        greyhelm@cis.ksu.edu

*******************************************************************************
****     Karl S. Hagen          Student - Kansas State University          ****
****     greyhelm@cygnus.cis.ksu.edu      greyhelm@matt.ksu.ksu.edu        ****
****     Moria Archive Manager            Empire Archive Manager           ****
*******************************************************************************
Newsgroups: rec.games.empire
From: mdm31793@uxa.cso.uiuc.edu (Maurice'Cheeks'Mattis)
Subject: Che Guevara
Organization: University of Illinois at Urbana
Date: Fri, 9 Oct 1992 04:46:18 GMT

It's the 25th anniversary of Che Guevara's capture (and execution).

Why do I mention this?  Because whoever coded empire (Dave Pare?) had the
historical knowledge to make the variable for guerrillas in a sector called
'che.'  He obviously had Guevara in mind.

Ernesto Guevara de la Serna studied medicine, but he is more commonly known
as the author of a manual on guerrilla warfare that was used widely
throughout Latin America in the middle of this century.  He fought against
the U.S.-backed Cuban dictator Fulgencio Batista, alongside his good friend
Fidel Castro to bring economic freedom (from U.S. control) and socialism to
Cuba.  He also fought alongside rebels in the Congo, against U.S. forces who
had murdered the new president of the new independent nation of the Congo.
In 1966, Che Guevara went to Bolivia to help the rebels there overthrow the
military dictatorship there.  He trained the guerilla force himself, but
they were betrayed by a government sympathizer while still in the formative
stages, and was ambushed by U.S.-trained Bolivian counterinsurgency troops.
As the myth goes, Guevara was sleeping in the barracks with his troops, and
during the early morning hours, the alarm went up from the guards.  Guevara
fled with a few of his troops, but he left in such a haste that he had no
time to put on his boots.  After running over sharp rocks, he injured
himself, and was captured unarmed October 8, 1967.  He was executed the next
day.  He was buried in a concealed, unmarked grave to prevent him from
becoming a martyr, but to this day, people still celebrate the man and his
ideal:
"Whether the internal regime of each nation allows its sorvereignty to be
 exercised to a greater or lesser degree, or in full, or absolutely not at
 all-that should be a matter to be decided by that nation.  However, national
 sovereignty means, in the first place, the right of a country to have no
 one else interfere with its life, the right of a people to choose whatever
 form of government and way of life suits it...But all these concepts of
 political sovereignty, of national sovereignty, are ficticious if there is
 no economic independence to go along with them."


Okay, history lesson over, you can go outside to recess class...

--Maurice 'Cheeks' Mattis
mdm31793@uxa.cso.uiuc.edu
"Happy happy happy, peel peel peel!"  Stimpy, The Ren & Stimpy Show
From: kpearce@magnus.acs.ohio-state.edu (BULLDAWG)
Newsgroups: rec.games.empire
Subject: Was: Making Reserch Userful, now Scaling Tech.
Date: 8 Oct 92 21:01:35 GMT
Article-I.D.: magnus.1992Oct8.210135.19002
Organization: The Ohio State University

AH!  Finally something that makes sence.

Make tech cost depend on ETU rate.  What could be more simple? This
is the scaling factor that it needs.  Why should tech be easier in a 60 ETU
game than in a 30 ETU game?

I agree totally with Diaz at GaTech.

Ken
LSF

kpearce@magnus.acs.ohio-state.edu
            __          _____       ________
           / /\        //  __\     / /_____/\
          / / /       //  ( |||   / /\_____\/
         / / /        \\  \      / /_/___
        / / /           ))  )   / /_____/\
       / /_/__           )) )  / /\_____\/
      /______/\    |||__|| /  / / /
       \_____\/    \\____/    \_\/  (tm)

where I work, not where I play.
From: ccoprdj@prism.gatech.EDU (Jorge Diaz)
Newsgroups: rec.games.empire
Subject: Re: Bloodbath 1 1/2
Date: 14 Oct 92 17:25:51 GMT
Organization: Georgia Institute of Technology

In article <71197@hydra.gatech.EDU> ccastks@prism.gatech.EDU (Kevin Stallard, esq.) writes:

>As for the "country in use" problem.  The system has this nasty
>habit of keeping <defunct> jobs around.  I have set up a temporary fix
>for the problem which I will describe in the game.

Bullshit.  Your "temporary fix" ain't working.  I'm locked out.

>Sorry for the inconvenience. 

No shit. :(

-- 
Jorge Diaz                       | "I want you to remember, Clark... in all
Georgia Institute of Technology  |  the years to come, in your most private
Office of Information Technology |  moments...my hand at your throat.  I want
ccoprdj@prism.gatech.edu         |  you to remember the one man who beat you."
Newsgroups: rec.games.empire
From: kpearce@magnus.acs.ohio-state.edu (BULLDAWG)
Subject: Re: Plague Ships
Organization: The Ohio State University
Date: Fri, 16 Oct 1992 19:54:40 GMT

In article <1992Oct15.210655.2033@tc.cornell.edu> anorris@theory.TC.Cornell.EDU (Andrew Norris) writes:
>OK, you have just had plague break out. So you load up a freighter
>with stuff from the plague sectors (via a harbour of course) and
>set sail for the enemy. They capture your ship and bring the goods
>back to their land. Do they get the plague from this?
>
>		Andrew N.
>


Nope.

Ken
LSF

kpearce@magnus.acs.ohio-state.edu
            __          _____       ________
           / /\        //  __\     / /_____/\
          / / /       //  ( |||   / /\_____\/
         / / /        \\  \      / /_/___
        / / /           ))  )   / /_____/\
       / /_/__           )) )  / /\_____\/
      /______/\    |||__|| /  / / /
       \_____\/    \\____/    \_\/  (tm)

where I work, not where I play.

Newsgroups: rec.games.empire
From: umzach18@ccu.umanitoba.ca (Robert Zacharias)
Subject: TYRO I  ->  Version details
Organization: University of Manitoba, Winnipeg, Canada
Date: Sat, 10 Oct 1992 06:39:55 GMT



HI!  All countries are now entered so test out the connection as
soon as possible and mail me if there are any problems.

Remember:  

	Host  -  picard.cc.umanitoba.ca
	Port  -  7777
	Start date  -  October 12, 1992 at 18:00 CST


Here's some more details on the version I'm using for this game.
(Just a copy of the output from the version command)



BSD Empire 1.1 patch level 5 (KSU distribution 1.04)

The following parameters have been set for this game:
World size is 128 by 128.
There can be up to 60 countries.
By default, countries use their own coordinate system.

An Empire time unit is 1440 seconds long.
The next update is at Sat Oct 10 22:00:00.
The current time is Sat Oct 10 01:25:09.
An update consists of 60 empire time units.
Each country is allowed to be logged in 1000 minutes a day.
It takes 25.00 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 $250.00 in interest per 1000 gold bars per etu.
1000 civilians generate $8.33, uncompensated workers $3.78 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 180 time units.
Education is averaged over 540 time units.
The technology/research boost you get from your allies is 1.56%.
Nation levels (tech etc.) decline 1% every 96 time units.
Tech Buildup is limited to logrithmic growth (base 2.75) after 0.75.


** Trading is allowed in this game.


That's it.  Good luck on monday.


ROB
From: ccastks@prism.gatech.EDU (Kevin Stallard)
Newsgroups: rec.games.empire
Subject: Bloodbath 1 1/2
Date: 15 Oct 92 14:08:42 GMT
Organization: Georgia Institute of Technology



  Some of you guys haven't managed to break sanctuary yet.  The update
is in an hour. (11:00 EST)  I will wipe all remaining sanctuaries after
tomorrows update.

Better Hurry,
   Lord Mac

Newsgroups: rec.games.empire
From: fsjfz@acad3.alaska.edu
Subject: Re: autodist ... where  ???
Organization: University of Alaska Fairbanks
Date: Wed, 7 Oct 1992 22:25:33 GMT

In article <1992Oct7.135135.1@acad3.alaska.edu>, fsjfz@acad3.alaska.edu writes:
> In article <koschuet.718459757@rz.uni-passau.de>, koschuet@tom.rz.uni-passau.de (Dirk Koschuetzki) writes:
>> Hello,
>> 
>> Where may I find the autodist utility ???
>> 
>> Thanks in advance
>> 
>> Dirk
> 
> at ucbvax.berkeley.edu
>  
> ftp anonymously, and cd through /pub/games/empire/bsd
>  
> the program is acutually in a file called civmvr.tar.Z - when you uncompress
> and untar it, you find that there are three utilities there, civmover,
> distributor, and accountant.  All of which i think can be useful (especially
> accountant)
>  

in my previous post, i screwed up.  ``distributor'' is not ``autodist''
although they do the same thing more or less.  ``autodist'' can be found in the
same directory, but instead of civmvr.tar.Z, get pmvr.tar.Z.
 
pmvr.tar.Z had ``autodist'' and ``pmvr'' -- neither one of which will compile
on a NeXT.  :(

James Zuelow
FSJFZ@acad3.alaska.edu
From: fein@acsu.buffalo.edu (L. Fein)
Newsgroups: rec.games.empire
Subject: Re: Some REALLY SERIOUS gripes about empire
Date: 13 Oct 92 14:41:54 GMT
Organization: Land Of Faa Bureau of Retirement

In article <1992Oct13.110224.26310@schaefer.math.wisc.edu> duelge@schaefer.UUCP (Jason Duelge) writes:
>In article <Bw1nED.DL1@acsu.buffalo.edu> fein@acsu.buffalo.edu (L. Fein) writes:
>>In article <reynolds.718915819@judy.cs.iastate.edu> reynolds@cs.iastate.edu (Owen Reynolds) writes:
>>
>>To sum up, my ignorant, inexperienced friend, things are the way they are
>>in Empire because (with a few exceptions) they work. And there are good
>>reasons for keeping things like they are. You are complaining about the 
>>very fundamentals of this game. (It *IS* a game, you know. Right? :)
>>If the very basics of Empire disturb you that much, perhaps you should
>>look for entertainment elsewhere.
>
>I think we might have to stop calling you Land_of_Faadar and start calling
>you Land_of_People_Without_a_Clue.

	Gosh, you sure are funny. 

>Jeez ... Barbary Coast inexperienced???

Sure looks that way to me. Look at the drivel he posted.

>You sure don't understand the concept of humor do you?  I bet you play
>empire 8 hours a day, don't you?

	Not by a long shot. I work 16 hours a day. For someone who's supposedly
so god awful busy with real world committments, you sure have a lot of time
to run your ignorant mouth, don't you?

>
>Jason -- Temekula

Perhaps that should read "Retiree without a Clue"?

>
>still retired, but incredibly amused by this recent thread.

	So if you're so retired, shut up and go away.
LOF
From: fein@acsu.buffalo.edu (L. Fein)
Newsgroups: rec.games.empire
Subject: Re: Bloodbath 1 1/2
Date: 15 Oct 92 23:50:28 GMT
Organization: Land Of Faa Bureau of "Oh, PIFFLE!"

In article <1992Oct15.161653.12132@magnus.acs.ohio-state.edu> kpearce@magnus.acs.ohio-state.edu (BULLDAWG) writes:
>In article <71332@hydra.gatech.EDU> ccastks@prism.gatech.EDU (Kevin Stallard) writes:
>>
>>
>>  Some of you guys haven't managed to break sanctuary yet.  The update
>>is in an hour. (11:00 EST)  I will wipe all remaining sanctuaries after
>>tomorrows update.
>>
>>Better Hurry,
>>   Lord Mac
>>
>
>
>Yes, and some of us are having a serious time getting in.
>

	Me too. seems to think that I don't exist!

>Lord Mac, could you _please_ fix my password?
>

	Lord Mac, could you please add my country :-)
Faa
Newsgroups: rec.games.empire
From: alasda@nyx.cs.du.edu (Andrew Lasda)
Subject: Mods 'n Stuff
Summary: Suggestions
Keywords: Squash
Organization: Land of Happy Feet
Date: Fri, 16 Oct 92 09:59:03 GMT

	This is a reply to everything.
Okay, garbage is a stupid suggestion, but I need to point out that empire isn't
ALL military stuff, it *does* involve that tedious micromanagement stuff.  To
be truthful, I'm not very good at the military aspect of Empire.  I do, however,
enjoy the micromanagement aspect:  Seeing to the feeding and health care of
my civillians, keeping them happy, making sure they're all working.  If I
wanted to simulate COMBAT, I *would* play Axis and Allies :)

Research- I think the idea of decreasing casualties as a result of high research
is mighty groovy.  Adds just a hint of realism, gives you a reason to put 
resources into it, but doesn't make it essential.  Just another fine point.

Food- Food should not be deleted from empire.  That would be the final blow
in making empire a strictly military simulation.  You shouldn't be able to
just leave your country entirely alone and expect it to flourish:  You need
something that would cause decay.  Starvation is both semi-realistic and 
an important part of the game.  Keep it.

Repair- I also like the idea of requiring materials to repair a ship damaged
to some degree.  After you bomb a ship enough, SOME stuff is gonna sink.  Just
me on my realism kick again...

	I'd like to see some feedback on these suggestions:

-When work levels drop, efficiency starts to drop (sure the starved citizens
die and the living citizens could still work, but some of those people
will be in MOURNING, and not especially anxious to work again.  Maybe just
looking for an excuse to call in :)  )

-Happiness effects enlistment pe. (or possibly reserve dropout rate.  As 
someone pointed out, people are pretty likely to enlist if they have a gun to 
their head)

-Organize troops into Corps (just adding some management to military.  I think
it'd help...)

	Last couple of notes...

LOF- You need not respond to anything that remotely involves you or anything
you give a flying eggplant about.  Keep it constructive.  Replying to a post
by quoting the entire post and interjecting your lousy play-by-play is not
interesting and it's not helpful.  I'll look forward to deleting your flame to
this without reading it.

	Someone threw up the comment "if you want to see a mod, why don't you
just *code* it?" or something to that general effect.  Well, I lack the time,
the computer space, and the coding knowledge.  Besides, If I *could* code
this stupid stuff, don't you think I would? :)  I give the inspiration, 
someone better qualified can put forth the perspiration.


A buckfiddy worth o' typin'
Andy Lasda
James K. Polk
Co-ruler of Kryptycthsys
Newsgroups: rec.games.empire
From: hankins@cs.swarthmore.edu (Luke Hankins)
Subject: Re: Some REALLY SERIOUS gripes about empire
Organization: Swarthmore College
Date: Tue, 13 Oct 1992 01:54:24 GMT

dtwei@acsu.buffalo.edu (Danielle T Wei) writes:

>>PEOPLE IN GENERAL -- There's no one phrase which would be used to describe
>What I don't understand is how 1 person can become 10 people in a few turns
>talk about inbreeding!!

	Does it say anywhere that 1 civ == 1 human?  I always though of 1
civ as 10 or so people.

>Also, the ship-names are totally useless.. Why give baptize the ships if
>your enemies cannot even see it?!?!? IMO, the attack report should tell
>you the name of the attacking ship.. More realistic

	But it gives the diety something to chuckle over... (I agree,
though, telling the defender which ship attacked would add a little flavor.)

>Also, the fighters on the ground should learn not to expose themselves
>when they see only more powerful fighters above them, and save the energy
>for the bombers
	Uhh... I don't think I'd like it if my fighters did that...
A) Fighters can bomb.  Do my fighters wait until they see the enemy on it's
bombing run before starting their engines?
B) If I'm fighting someone who has made friends with the tech leader, it's
possible that none of my fighters would ever choose to intercept.  This is a
bad thing.

>Also, why can't you place bombers on the carriers?? How do they think
>Japan bombed Pearl Harbor??
	Weren't they light bombers?  It's been a while, but I believe that
you can put lb1's on a carrier.

>Lastly, you should be told the location of the attacking guns when you're
>being shelled

	If I'm cowered in a foxhole, I'm not gonna be able to tell who's
shelling me...


		-luke (XOX)
-- 
______________________________________________________________________________
Luke Hankins hankins@cs.swarthmore.edu |"I don't care anymore" -P Collins
for(MyAge=0;!Dead;EnjoyLife);          |"I'm here and here I'll stay" -SOC
While not (EndOfLife) do Havefun(me);  |"...stay sane inside insanity..." -RHPS
Newsgroups: rec.games.misc
From: drazil@qiclab.scn.rain.com (Devin Ben-Hur)
Subject: Re: Civilization assistance
Organization: Are you kidding?
Distribution: usa
Date: Thu, 8 Oct 1992 01:31:24 GMT

In article <1918@shaman.wv.tek.com> andrew@frip.wv.tek.com writes:
>	"15 turns to build a battleship is obscene.  Haven't you heard
>	of factories power plants, mines, railroadds, and forests?"
>
>Sure I have.  There aren't a lot of mine or forest sites near a
>shipyard -- by its nature it must sit on a coast.  I don't like
>dragging out the game waiting for factories and power plants to appear.
>At emperor level, you need a quick kill or those other civs will run
>all over you.

I play at emp. level all the time.  When I'm going for "the quick kill,"
I persue the thundering hordes strategy all out and usually have total
victory before 1000AD and no one's close to discovering Steel -- chariots,
catapults, knights, and sails is all you need.

If I'm doing the research and develop strategy, I build all my factories
ASAP after I discover Industrialization (usually, I'm planning ahead and
have all my cities working on Wonders so they accumulate 100+ shields
for the Industrialization discovery).

A b-ship takes 160 shields, a factory takes 200.  If you forgo that
first bship, all the rest come 50% faster.  With a factory, a city with
four resource squares (RRed forest, mines, oil, or horses) can build
a bship in just 5-7 turns.  Add power and we're talking 3-5 turns.
You'd have to have a pretty miserable city site to have a coastal city
that doesn't have four resource squares.  If they weren't there to
start with, use your settlers to plant some forests on plains or
grasslands.
-- 
Devin Ben-Hur        [drazil@qiclab.scn.rain.com]
"Your civilization makes us laugh..."
Newsgroups: rec.games.misc
From: dhm3@cunixb.cc.columbia.edu (David H Ma)
Subject: Wing Commander II
Reply-To: dhm3@cunixb.cc.columbia.edu 
Organization: Columbia University
Date: Fri, 16 Oct 1992 04:56:52 GMT

Wing Commander II secret mission 1 trainer needed.


please reply via e-mail
Newsgroups: rec.games.misc