From: v069myl2@ubvmsb.cc.buffalo.edu (Jennifer N Manning)
Newsgroups: rec.games.empire
Subject: Christmas Mods list...
Date: 9 Oct 92 09:10:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

After a lot of consideration, and having a lot of spare time after being
wiped out of the Chainsaw game, I've been pondering mods *I* would like to
would like to see in empire.  Some of these mods incorporate current trends
in discussion, some of them don't... It's just been on my mind.

1)(this is the big controvercial, difficult to code one)  Garbage.
	Garbage is a commodity produced by ALL sectors based upon their 
population.  Realism?  Maybe...
Effects- garbage accumulated in a sector would reduce it's work percentage.
Solution- Dumps (low tech) or recycling centers (higher tech) remove or store 
garbage with no loss of work percentage.
Why bother?- A) To incorporate plague to a higher degree, and thusly Research.
Plague would get a higher percentage when garbage accumulates.  Research (of 
course) helps remove plague.  Research becomes important.
Why bother?- Makes just plain management a factor.  Production isn't really
a contest anymore.  I'd like to have to worry about making sure my people
are *taken care of* not just producing maximum.  Makes ya sweat a bit.
Potentially forces you to use delivery as well as distribution. (ie. making
garbage go DIRECTLY to a dump instead of to a dist center to avoid low work)

Notes- combine this with my next idea about low work.  Recycling centers
make lcms and/or hcms.  I think it could be neat (or else I wouldn't mention
it)

2) Low work
	If work percentage decreases below 60% (or so) the efficiency of
that sector should begin to decrease.  This would simulate people
becoming lethargic about maintaining the factories, their homes, and 
reflect realism to a degree.

Execution- Diminish efficiency 1% per update for every 5% below 60% of 
work.  You'd have to start paying attention, doncha think?

Why bother?- Realism!  I know this isn't that important in empire, but I don't
think it would be too hard to code.

3)  Fixed Tradeships (according to Chainsaw code)

This is a little more vague, being that Tradeships are brand spanking new,
but I happen to like them.
	Instead of just scuttling the tradeships in an allyharbor, why not
have ships be able to sail back and forth?  Why not let them sail back and
forth and trade theoretical 'widgets'?  Just docking in an ally's harbor
should be enough to load up trinkets to ship back to your own harbor.  Result?
You don't waste 2500 bucks and a squatload of lcms and hcms.

Why bother?- once again, slightly more realistic and probably not too difficult
to code.

4)  Sneak attack (Amendment to Slow_war in Chainsaw)
	Slow_war is entertaining and all, but I think for a slightly higher
fee, you should be able to either a)attack immediately or b) hide your 
war declaration until you actually attack.

Why bother?- PUts the finesse back into international relations.  You don't
just have 2 updates advance warning.  Potentially, if you irritated someone
enough, they could shell out big bucks to ensure your timely demise.

I think that's about it...

Andrew Lasda
James K. Polk
Co-Ruler of Kryptycthsys
Newsgroups: rec.games.empire