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Re: Strategy Tips

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  • jonseagull2112
    I appreciate all the helpful hints that have been provided in the last couple of days. I do have some strategy, of course, so here it is (note I play EDIE not
    Message 1 of 25 , Jan 26, 2009
      I appreciate all the helpful hints that have been provided in the last
      couple of days. I do have some strategy, of course, so here it is
      (note I play EDIE not EDEE).
      1. Setup: typically 3-4 opponents, production set to 3 for myself, 1
      or 2 for all the others (since I am taking all of them on).
      2. Build 1 infantry, then 1 fighter. Army looks around for another
      city, then the fighter does the same.
      3. If 2 cities on land mass, one builds transports, the other infantry.
      4. As the number of cities increases, unless there are a lot of
      obstacles I build armor over infantry. faster, longer lasting.
      5. Expansion is primary focus. Only units I ever build are infantry,
      armor, transports, bombers and fighters. While ships may suck up a
      lot of aircraft, the planes can be much more rapidly moved around the
      world.
      6. The computer always holds a grudge. If I can find them, I will
      usually keep a 'distractor' force engaged to keep the enemies
      attention while I expand around them.
    • Matthew Shelton
      ... The first sentence is so true. :) In the ED strategy guide they talk about a hostility score built into the game that the AIs assign other opponents
      Message 2 of 25 , Jan 27, 2009
        jonseagull2112 wrote:
        > 6. The computer always holds a grudge. If I can find them, I will
        > usually keep a 'distractor' force engaged to keep the enemies
        > attention while I expand around them.
        >
        The first sentence is so true. :) In the ED strategy guide they talk
        about a "hostility" score built into the game that the AIs assign other
        opponents based on how much combat they engage in with you. If you
        harass a particular AI enough it will focus on you more than the other
        players. (I don't remember if the hostility score also goes up when they
        attack you too, or just when you attack them.)

        At least for EDIE, the strategy guide is a good book to have if you can
        find it.

        --


        -Matthew
      • Andy Young
        The AI in EDIE is supposed to hold a grudge, but I have not found it so.  The AI will always attack me because I am the only opponent close to it.  Once you
        Message 3 of 25 , Jan 27, 2009
          The AI in EDIE is supposed to hold a grudge, but I have not found it so.  The AI will always attack me because I am the only opponent close to it.  Once you start attacking the AI it is easy to rack up so many hit points that it won't forgive you.  I think it is one per attack on an AI unit and 5 for attacking a city and it only forgives one attack per turn.  I have seen one AI ignore another AI transport in favour of attacking me.  They all hate me.
           
          (even paranoids have enemies)
           
          GeneralError


          From: Matthew Shelton
          To: empire-deluxe@yahoogroups.com
          Sent: Tuesday, January 27, 2009 5:58:55 AM
          Subject: Re: [empire-deluxe] Re: Strategy Tips

          jonseagull2112 wrote:

          > 6. The computer always holds a grudge. If I can find them, I will
          > usually keep a 'distractor' force engaged to keep the enemies
          > attention while I expand around them.
          >
          The first sentence is so true. :) In the ED strategy guide they talk
          about a "hostility" score built into the game that the AIs assign other
          opponents based on how much combat they engage in with you. If you
          harass a particular AI enough it will focus on you more than the other
          players. (I don't remember if the hostility score also goes up when they
          attack you too, or just when you attack them.)

          At least for EDIE, the strategy guide is a good book to have if you can
          find it.

          --

          -Matthew

          .

        • andrew_platfoot@yahoo.com.au
          Hi   (These comments will work for EDIE but are really intended for EDEE).   I have spent a long time tying to evolve a generic strategy that an AI could
          Message 4 of 25 , Jan 27, 2009
            Hi
             
            (These comments will work for EDIE but are really intended for EDEE).
             
            I have spent a long time tying to evolve a generic strategy that an AI could use.  It is obvious from all the comments you have received everyone has his or her own "flavour"
             
            My formula is to build a bomber as my first unit. (Set the production to 1 unit only - you do not need a bomber fleet yet).
             
            The advantage of a bomber is it is cheaper than a helicopter or air transport and can scan a bigger area than a fighter.  Although a fighter is faster, in the early stages you will not have the ground forces to take advantage of the fighters faster coverage.  Beside a bomber can fly further.

             
            If you set the bomber to auto explore ( select bomber and type X) it will start to scan all points of the compass.  Of course when it finds something it will pause for instructions.
             
            Then after you have 1 bomber  start building armour.  Although twice the cost of infantry, they move at twice the speed and can hit a neutral city harder so the chances of a neutral shrugging off your attack is much less.
             
            I tend to bypass weak neutral cities if a stronger one is not too far away.  (By stronger city I mean higher efficiency).  When you capture them they tend to drop around 10% so a weak city can really be useless in the early days of a campaign and you waste units capturing them instead of a stronger one. (Of course a stronger neutral has more chance of shrugging off your attack - this is a risk of war).
             
            Of course if you have to cross mountain ranges to get to a stronger city you have to swap to infantry to get across and attack.  Armour does not like mountains.
             
            In speading out you need to be on the lookout for a good coastal city.  Once you find it conquer it and start building a naval transport.  Then go back to grabbing the rest of the cities on your island.  However keep an eye on teh transport and have units ready to board as soon as it is ready.  Don't leave the transport sitting around doing nothing..
             
            If you are very unlucky and end up on a single city island build 3 armour then 1 transport and invade a nearby neutral island.  Your original island can go back to building armour once you have launched you transport.
             
            In a decent sized map you will not see an enemy for perhaps 100 moves, so you have time.
             
            Once you have a steady source of armour (or infantry if you find a city that specialises in infantry and can turn them out fast) build a few fighters to help explore the local area as your empire grows.  They also act as border control if an enemy bomber, air transport or helicopter turns up looking for trouble.
             
            Once you have a source of ground troops and a few fighters start building up your transport fleet.  You need a healthy number of cities to supply forces. So expand quickly before the enemy finds you, and establish your empire.  Loosing the ocassional city is not so bad if you cover a large area - you can always come back and retake what you lost.
             
            Despite what others say I like destroyers and start building them early and sending them to explore.  The trick is to find where you enemy home lands are located and start expanding in the other direction while strengthening the front facing your enemy.  You really do not want to start invading and battling until you have a good military force and plenty of reserves.
             
            I tend to build even numbers of subs and destroyers to search and patrol.
             
            Note I tend to let cities with less than a 100% production effiency to just sit and build up capacity.  In this way a 70% or 80% city can beef up to 120% or more in the early days and then start to churn out units when required.
             
            Helicopters and air transports are expensive and I use them sparingly.  They are good for moving infantry (for a helicopter) or tanks or 2 infantry for air transports to nearby islands to start a new invasion against neutrals.  But look out for enemy fighters they can make air transports an expensive loss.
             
            In the same way you can send naval transports out unescorted until you find the enemy then they will need naval escorts to find enemy threats and warn the transport to steer away.  To loose a transport full of armour is a big loss.
             
            In the same way light and heavy artillery are expensive and should be used to back up armour and infantry.  They are easy to loose.  Production control and utilisation is a key part of the game.
             
            I tend to build a set of trucks and then heavy guns because big guns need to be carried to the battle zone.
             
            Heavy guns are good defense for blasting incoming transports and enemy warships but they are less usefull for cut and thrust of a land battle.  Light artillery is good to blast enemy tanks but they need to be screened by your own armour or they become one shot wonders.
             
            Anti aircraft guns are good for holding off enemy planes that are in close proximity  to your major cities producing forces and keeping enemy planes away from armies you are building up for an invasion.  You don't need heaps but you do need to plan their production, movement and use.
             
            Subs are good because they can move fast on the surface or dive and lurk around enemy ports looking to knock off transports.  I tend to not use them against enemy naval forces.  I use them for scouting monitoring and killing transports. (Think about American and Japanese sub tactics in WW2 and you will see what I mean)
             
            Battleships are nice if you have mheap production capacity.  They can be used to hunt down and kill enemy cruisers but they are too expensive to be sent off as armed raiders unless you have a nearby port they can return too for repairs.  During an invasion they can pick off enemy ground forces on the coast but look out for enemy missiles and heavy guns. An enemy bomber fleet can also make a mess of your battleships.
             
            I like carriers - they can project air power into a region and help explore, watch an enemy and even try and take air control away from the enemy..  (Think about current US carrier strategies).
             
            With a carrier you can support up to 24 planes at once.  You have 8 on deck, 8 flying out, 8 flying back to base.  24 planes can ruin your enemies day.  But the micro management of such a configuration every turn is tough.  I do move carriers with 10 or so fighters so I can absorb some losses and I do tend to keep one or two fighters on board in sentry mode so if you have a fighter coming back short of fuel and deperate to land you can launch a sentry and create space.  I also use carriers as mid ocean staging posts to move fighters to front line cities where the water crossing is too great.
             
            Note a carrier can also accept a helicopter carrying an infantry unit on board.  Watch out though it reduces the carriers capacity for carrying fighters.  This is a handy way to extend a helicopters range or even create a short of marine assault ship.  Mind you a single infantry is not going to do much against enemy troops and may not even take down a neutral.  Of course the infantry can be dropped by the helicopter and used to build an air base to allow fighters, bombers and even air transports to fly in and dominate an area.
             
            I tend to start a carrier and then a cruiser.  I use cruisers as part of the shield and escort for  a carrier.
             
            Finally forts are good to build up as a hardened defence against enemy assualts (especially if there in an anti aircraft and heavy gun inside.  You can also start to stock up a few armour ready as reinfocements for a main assault.
             
            When it comes time to invade you will need air power possibly staged off multiple carriers to suppress his fighters and bomber and to protect your transports, cruisers to keep his destroyers away from your transports.  Infantry to cross mountains and tanks to take on his armour and infantry.  If you can bring in a second wave of light artiller to beat off his counter attacks and then land heavy guns with truck support and anti aircraft guns to defend your beach head you have quite a complex battle on your hands.  You need a decent stratgy or your will waste your time and effort in a war of attrition, because the AI will keep coming at you.  It is quite happy to throw helicpters and Seebees at you if that is the only foce it has available.  Some say this is dumb and perhaps it is, but that is the nature of the beast you are fighting.  THe English in the Crimea had a philosophy or either win or die where you stand becuase there is no way out, so perhaps it is not so wierd.
             
            Satellites are good to spying on enemy lands but their cost and speed means you need a massive map in order to build up the production infrastructure to support and justify their development and deployment.
             
            Seebees and engineers are good to build oil rigs.  Oil rigs allow you to boost production capacity.  You must not end up in a deficit resource situation.  In the interim you can build supply units which you can drain when desperate but planning resources is better than relying on short top ups.  If you are running a deicit in resources shut down some of you distant and weaker cities.  Don't produce units just for the hell of it or because you can't be bothered monitoring what is going on.
             
            Engineers and Seebees are also good for mining areas.  You have noticed the AI tends to try and invade the same space over and over again so a well placed mine field can help defend a key city or a lonely port.  But mine fields take time to build and you probably need at leasta double layer (ie 2 rows)  This means leaving forces in teh area to protect until the mine field id established.  You need to check minefileds ocassionally witha Seebee or engineer to make sure some wandering enemy scout did not trip one off.  Unless you inspect the minefield with a mine laying unit, it will look intact but in reality may have developed some "moth holes".
             
            Engineers and Seebees are also good for building ports on narrow sections of land (I can't spell isthmus ).  This can be helpful to build short cuts for naval units and transports by reducing sea travel time for moving equipment up to the front.  They are also good for repairing damaged units. 
             
            Engineers can also build short sections of roads to allow armour to pass mountain ranges.  But you have to weigh the time and cost versus building the same units elsewhere. (Seebees can also build roads but not through forests or mountains).
             
            I agree missiles and especially nukes are just too damned slow  to builld and expensive unless you want to enjoy the simple pleasures that come from torching an enemy city or fortress.
             
            Well that's my take and philosophy.  There are lots of others things to think about such as should a naval transport wait until it is fully loaded before setting out on an invasion of neutral cities?  Should it unload and return to base to get more troops or loiter about the new cities and reload with troops from the newly captured cities before moving off again.
             
            What level of escort do carriers need and should you attack on multiple fronts which confuses the AI but stretches your resources.  How many transports do you use in a full blown invasion and do you build a proper US carrier battle group (subs, destroyers, cruisers and carriers) to project power or do you use an English model a carrier and a couple of destroyers with a sub out front scouting.
             
            It is these endless combinations that make EDIE/EDEE such an appealing game and so much fun.  You make the  game and the fun and not some piece of exotic software.

            Rich swears by his Solo game because that is the style of game he likes.  Oblivion and others have created massive databases of all sorts of units and Thoba loves historical but large accurate games.  Steve likes creating mythological games and someone else created once a space game using special units and graphics.
             
            Note EDEE is a very different animal to EDIE.  The original EDIE is like a chess game of unit against unit.  EDEE is more a strategy game where planning,  resourcing and organisation is just as important as force composition and projection.
             
            Enjoy!
             
            A
             
             
            --- On Tue, 27/1/09, jonseagull2112 <jonseagull2112@...> wrote:

            From: jonseagull2112 <jonseagull2112@...>
            Subject: [empire-deluxe] Re: Strategy Tips
            To: empire-deluxe@yahoogroups.com
            Received: Tuesday, 27 January, 2009, 5:06 PM

            I appreciate all the helpful hints that have been provided in the last
            couple of days. I do have some strategy, of course, so here it is
            (note I play EDIE not EDEE).
            1. Setup: typically 3-4 opponents, production set to 3 for myself, 1
            or 2 for all the others (since I am taking all of them on).
            2. Build 1 infantry, then 1 fighter. Army looks around for another
            city, then the fighter does the same.
            3. If 2 cities on land mass, one builds transports, the other infantry.
            4. As the number of cities increases, unless there are a lot of
            obstacles I build armor over infantry. faster, longer lasting.
            5. Expansion is primary focus. Only units I ever build are infantry,
            armor, transports, bombers and fighters. While ships may suck up a
            lot of aircraft, the planes can be much more rapidly moved around the
            world.
            6. The computer always holds a grudge. If I can find them, I will
            usually keep a 'distractor' force engaged to keep the enemies
            attention while I expand around them.



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          • Steven Woodcock
            The hostility score goes up one point for each unit of theirs you kill. =============================== Steven Woodcock From the High, Snowy Mountains of
            Message 5 of 25 , Jan 27, 2009
              The hostility score goes up one point for each unit of theirs you kill.
               

              ===============================
              Steven Woodcock
              From the High, Snowy Mountains of Colorado
               
              ----- Original Message -----
              Sent: Tuesday, January 27, 2009 3:58 AM
              Subject: Re: [empire-deluxe] Re: Strategy Tips

              jonseagull2112 wrote:
              > 6. The computer always holds a grudge. If I can find them, I will
              > usually keep a 'distractor' force engaged to keep the enemies
              > attention while I expand around them.
              >
              The first sentence is so true. :) In the ED strategy guide they talk
              about a "hostility" score built into the game that the AIs assign other
              opponents based on how much combat they engage in with you. If you
              harass a particular AI enough it will focus on you more than the other
              players. (I don't remember if the hostility score also goes up when they
              attack you too, or just when you attack them.)

              At least for EDIE, the strategy guide is a good book to have if you can
              find it.

              .



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            • Matthew Shelton
              ... I have to agree, as non-mobile, one-shot units, with the mixed blessing of creating Wasteland that can hinder you as well as your opponent, the long build
              Message 6 of 25 , Jan 27, 2009
                andrew_platfoot@... wrote:
                >
                > I agree missiles and especially nukes are just too damned slow to
                > builld and expensive unless you want to enjoy the simple pleasures
                > that come from torching an enemy city or fortress.
                >
                >

                I have to agree, as non-mobile, one-shot units, with the mixed blessing
                of creating Wasteland that can hinder you as well as your opponent, the
                long build times make the nukes impractical to use. If the SN was 36/30
                and the LN was 72/60 I think they would be closer to being worth
                building as other than novelty units.

                Or if it was impossible for them to miss, that would help them be more
                viable as well. (That would also hold true for Missiles.)

                Out of all the units in the game, the nukes and the missiles should be
                no-miss given that there's a 100% for them to be consumed after
                attacking. Only if a unit is "dug in" should there be a chance they will
                survive a missile or nuke attack.

                As a throwaway suggestion I think it would be pretty cool to have
                "nuclear mines" or a kind of "nuclear suicide bomber" land unit, or some
                other method of "salting the earth" with Wasteland as a defensive
                tactic, perhaps to deny an enemy a beachhead or to blow up a city of
                yours that you're probably going to lose anyway.

                I may try a game or two with these modifications (minus the "salt the
                earth" idea since I would have to research how to do that and it may not
                even be possible without building a self-destructing unit); I will come
                back with the results if I do.

                --

                -Matthew
              • andrew_platfoot@yahoo.com.au
                Hi   If I was going to fiddle I think I would reduce mine laying to 1 or 2 turns..  I know you have to allow for mine manufacture but most countries start
                Message 7 of 25 , Jan 27, 2009
                  Hi
                   
                  If I was going to fiddle I think I would reduce mine laying to 1 or 2 turns.  I know you have to allow for mine manufacture but most countries start off a war with a stockpile. You could then seal off areas to hinder advancing enemy troops.  But then you may need better mine sweeping units.
                   
                  I also think helicopters and air transports are too dear.  I think a HE should be about the cost of a fighter and an AT the price of a bomber.  That makes them a more interesting and useful unit.  But then the rules of engagement would have to be adjusted so the AI could effectively use them.  This gets dangerously close to reasoning about what to do at any point and the scripting language of EDEE makes that hard to define.
                   
                  It all comes down to what do you find is a fun thing to do.  Then genius of EDEE is you can probably easily twig it to do what you want.
                   
                  Cheers
                   
                  A

                  --- On Wed, 28/1/09, Matthew Shelton <matthiasfw@...> wrote:

                  From: Matthew Shelton <matthiasfw@...>
                  Subject: Re: [empire-deluxe] Re: Strategy Tips
                  To: empire-deluxe@yahoogroups.com
                  Received: Wednesday, 28 January, 2009, 12:29 PM

                  om. au wrote:
                  >
                  > I agree missiles and especially nukes are just too damned slow to
                  > builld and expensive unless you want to enjoy the simple pleasures
                  > that come from torching an enemy city or fortress.
                  >
                  >

                  I have to agree, as non-mobile, one-shot units, with the mixed blessing
                  of creating Wasteland that can hinder you as well as your opponent, the
                  long build times make the nukes impractical to use. If the SN was 36/30
                  and the LN was 72/60 I think they would be closer to being worth
                  building as other than novelty units.

                  Or if it was impossible for them to miss, that would help them be more
                  viable as well. (That would also hold true for Missiles.)

                  Out of all the units in the game, the nukes and the missiles should be
                  no-miss given that there's a 100% for them to be consumed after
                  attacking. Only if a unit is "dug in" should there be a chance they will
                  survive a missile or nuke attack.

                  As a throwaway suggestion I think it would be pretty cool to have
                  "nuclear mines" or a kind of "nuclear suicide bomber" land unit, or some
                  other method of "salting the earth" with Wasteland as a defensive
                  tactic, perhaps to deny an enemy a beachhead or to blow up a city of
                  yours that you're probably going to lose anyway.

                  I may try a game or two with these modifications (minus the "salt the
                  earth" idea since I would have to research how to do that and it may not
                  even be possible without building a self-destructing unit); I will come
                  back with the results if I do.

                  --

                  -Matthew



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                • Steve Patterson
                  All, I always play EDIE with a small map (one that fills the screen with nothing hidden), 100 cities, and 5 computer opponents all of equal production/combat.
                  Message 8 of 25 , Jan 27, 2009
                    All,
                        I always play EDIE with a small map (one that fills the screen with nothing hidden), 100 cities, and 5 computer opponents all of equal production/combat.  It tends to be a shorter, but violent game that gets interesting very quickly.  Quick expansion is even more important in this case, and enemies will find you fast, often before you get off your home island.  Focusing on killing an opponent while they're small can work, but the delay in exploration/expansion can cost you.  With this type of game I have the following strategy on the home island (some matching other's and some different):
                    • I build infantry first and explore the home island (if it's big enough to explore).  They're usually small so I avoid the longer production time of armies until my home island cities are taken.
                    • Then I build 1 fighter.  If I am lucky enough to have two good cities, I'll have the new city do the fighter and then switch to a transport, while the home city goes to armies.
                    • I explore with the fighter (manually, but with everyone's comments I'll try "explore" to see how well it does).
                    • If a 1 good city island, I'll switch to infantries or armies after the transport is produced.  If it's a 1 city island small enough so no exploration is needed, I'll build in the following sequence:  1 fighter, 1 transport, 1 infantry.
                        My general opinions/strategies based on this type of game:
                    • I set cities over 180 production building battleships, usually ending up with 3 cities.  I find they hold up far better than cruisers.  I use them for taking out enemy capital ships and bombarding when invading.  I only build cruisers if there's a specialty I can't resist.
                    • I never build carriers, but with a small map there's usually a city close enough for my needs.
                    • I never build submarines because mine never seem to win when attacking and die easily when attacked.  The enemy, however, builds subs and takes out my transports, battleships, and everything (except they die easily when attached by planes).  My sub crew  training must be lacking. 
                    • Again, with a small map fighters explore better than destroyers.
                    • I think the enemies start with an aggression bias against me!  Sometimes at least.  They must attack each other, but almost always move apart instead of battling each other when I'm observing the event.
                    • If a city's production is below 83, I set it to no production until it reaches 83 (the default wake-up I set).  If it has a specialty that I'm not interested in, I let them sit until 91.  82 and 90 each take one more turn per item built.  If a contested area, I sometimes build infantry in cities under 83.
                    FYI.
                     
                        - SteveP
                  • Larry Smith
                    Regarding minefields, one interesting tactic is to use artillery or battleships/cruisers to dismantle them by blind combarding spaces before entering them.
                    Message 9 of 25 , Jan 27, 2009
                      Regarding minefields, one interesting tactic is to use artillery or battleships/cruisers to dismantle them by blind combarding spaces before entering them.  Course, you could also bombard next to a SeeBee or Engineer to confirm the hit.  You've got ~50/50 chance per bombardment of clearing the square.
                       
                      -Smitty
                    • Larry Smith
                      Hmmm... Cities that can self-destruct? Give them a 3-turn countdown? _____ From: empire-deluxe@yahoogroups.com [mailto:empire-deluxe@yahoogroups.com] On
                      Message 10 of 25 , Jan 27, 2009
                        Hmmm... Cities that can self-destruct?   Give them a 3-turn countdown?


                        From: empire-deluxe@yahoogroups.com [mailto:empire-deluxe@yahoogroups.com] On Behalf Of Matthew Shelton
                        Sent: Tuesday, January 27, 2009 6:29 PM
                        To: empire-deluxe@yahoogroups.com
                        Subject: Re: [empire-deluxe] Re: Strategy Tips

                        andrew_platfoot@ yahoo.com. au wrote:

                        >
                        > I agree missiles and especially nukes are just too damned
                        slow to
                        > builld and expensive unless you want to enjoy the simple
                        pleasures
                        > that come from torching an enemy city or fortress.
                        >
                        >

                        I have to agree, as non-mobile, one-shot units, with the mixed blessing
                        of creating Wasteland that can hinder you as well as your opponent, the
                        long build times make the nukes impractical to use. If the SN was 36/30
                        and the LN was 72/60 I think they would be closer to being worth
                        building as other than novelty units.

                        Or if it was impossible for them to miss, that would help them be more
                        viable as well. (That would also hold true for Missiles.)

                        Out of all the units in the game, the nukes and the missiles should be
                        no-miss given that there's a 100% for them to be consumed after
                        attacking. Only if a unit is "dug in" should there be a chance they will
                        survive a missile or nuke attack.

                        As a throwaway suggestion I think it would be pretty cool to have
                        "nuclear mines" or a kind of "nuclear suicide bomber" land unit, or some
                        other method of "salting the earth" with Wasteland as a defensive
                        tactic, perhaps to deny an enemy a beachhead or to blow up a city of
                        yours that you're probably going to lose anyway.

                        I may try a game or two with these modifications (minus the "salt the
                        earth" idea since I would have to research how to do that and it may not
                        even be possible without building a self-destructing unit); I will come
                        back with the results if I do.

                        --

                        -Matthew

                      • Andrew Platfoot
                        Interesting idea - bit like the old WW2 flail tanks.  Don t clear them, just set them off ... From: Larry Smith Subject: RE:
                        Message 11 of 25 , Jan 27, 2009
                          Interesting idea - bit like the old WW2 flail tanks.  Don't clear them, just set them off

                          --- On Wed, 28/1/09, Larry Smith <larry.smith@...> wrote:

                          From: Larry Smith <larry.smith@...>
                          Subject: RE: [empire-deluxe] Re: Strategy Tips
                          To: empire-deluxe@yahoogroups.com
                          Received: Wednesday, 28 January, 2009, 3:39 PM

                          Regarding minefields, one interesting tactic is to use artillery or battleships/ cruisers to dismantle them by blind combarding spaces before entering them.  Course, you could also bombard next to a SeeBee or Engineer to confirm the hit.  You've got ~50/50 chance per bombardment of clearing the square.
                           
                          -Smitty


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                        • Andrew Platfoot
                          Yeswe could call it Krypton and have just one survivor who travels to Earth .... Nahh too wild an idea it would never take off ... From: Larry Smith
                          Message 12 of 25 , Jan 27, 2009
                            Yeswe could call it Krypton and have just one survivor who travels to Earth .... Nahh too wild an idea it would never take off

                            --- On Wed, 28/1/09, Larry Smith <larry.smith@...> wrote:

                            From: Larry Smith <larry.smith@...>
                            Subject: RE: [empire-deluxe] Re: Strategy Tips
                            To: empire-deluxe@yahoogroups.com
                            Received: Wednesday, 28 January, 2009, 3:41 PM

                            Hmmm... Cities that can self-destruct?   Give them a 3-turn countdown?


                            From: empire-deluxe@ yahoogroups. com [mailto:empire- deluxe@yahoogrou ps.com] On Behalf Of Matthew Shelton
                            Sent: Tuesday, January 27, 2009 6:29 PM
                            To: empire-deluxe@ yahoogroups. com
                            Subject: Re: [empire-deluxe] Re: Strategy Tips

                            andrew_platfoot@ yahoo.com. au wrote:
                            >
                            > I agree missiles and especially nukes are just too damned slow to
                            > builld and expensive unless you want to enjoy the simple pleasures
                            > that come from torching an enemy city or fortress.
                            >
                            >

                            I have to agree, as non-mobile, one-shot units, with the mixed blessing
                            of creating Wasteland that can hinder you as well as your opponent, the
                            long build times make the nukes impractical to use. If the SN was 36/30
                            and the LN was 72/60 I think they would be closer to being worth
                            building as other than novelty units.

                            Or if it was impossible for them to miss, that would help them be more
                            viable as well. (That would also hold true for Missiles.)

                            Out of all the units in the game, the nukes and the missiles should be
                            no-miss given that there's a 100% for them to be consumed after
                            attacking. Only if a unit is "dug in" should there be a chance they will
                            survive a missile or nuke attack.

                            As a throwaway suggestion I think it would be pretty cool to have
                            "nuclear mines" or a kind of "nuclear suicide bomber" land unit, or some
                            other method of "salting the earth" with Wasteland as a defensive
                            tactic, perhaps to deny an enemy a beachhead or to blow up a city of
                            yours that you're probably going to lose anyway.

                            I may try a game or two with these modifications (minus the "salt the
                            earth" idea since I would have to research how to do that and it may not
                            even be possible without building a self-destructing unit); I will come
                            back with the results if I do.

                            --

                            -Matthew



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                          • jbuu12
                            I know this is an ancient thread, but I thought I would share a tip that I use to good effect. My apologies in advance if it s been mentioned before or is
                            Message 13 of 25 , Oct 3, 2011
                              I know this is an ancient thread, but I thought I would share a tip that I use to good effect. My apologies in advance if it's been mentioned before or is overtly obvious.

                              Don't use the auto-explore function. The computer doesn't explore land as efficiently as a human would. Sometimes it will bunch up units together and it doesn't explore as much squares as a human would. Since the exploration/exploitation phase is so critical, it's important that you explore as efficiently so you can grab cities as quickly as possible. The additional micromanagement can be a bit of a chore at times, but I find it's well worth it.

                              Related to this, try to avoid moving in a N, S, E, or W direction when exploring or searching for the enemy. The reason for this is because the game is built on a grid interface where more area is carved out on the diagonal direction.

                              For instance, if you have a cruiser and move 24 squares due north, you'll explore 72 squares. However, if you move diagonally, you'll carve out 120 squares.

                              If you do need to move in a N, S, E, W direction, make sure to zigzag. In the above example, for example, if the cruiser zigzagged every 6 squares instead, e.g., NE 6 squares, then NW 6 squares, etc, it would be in nearly the same position as going straight north but with 117 squares explored (there is a bit of inefficiency depending on when you break your line). The principle obviously works for all units. However, some units probably want to keep a low profile, so
                              don't use it when trying to sneak transports past your enemies :)

                              --- In empire-deluxe@yahoogroups.com, "jonseagull2112" <jonseagull2112@...> wrote:
                              >
                              > All, I have been playing Empire, and now EDIE for many years but I
                              > never seem to get all that great at it. Can you offer me any general
                              > (or specific) strategy tips for improving my play? Thanx.
                              >
                            • David C
                              All of what Jbuu12 said is true. Here are another few suggestions: Expanding rapidly at the start is the single most important key to winning. Build one
                              Message 14 of 25 , Oct 3, 2011
                                All of what Jbuu12 said is true.  Here are another few suggestions:

                                Expanding rapidly at the start is the single most important key to winning.  Build one fighter for exploring at the very start of the game, then build ONLY armor and transports, and send them out (diagonaly) to the largest black areas.

                                Navy's are almost worthless, especially for the first 100-150 moves.

                                Build lots of fighters (they work well against transports) and bombers (they work well against armor), and send out lots of air patrols along your front lines.

                                Keep your production at 100%, even if you have to have a lot of behind-the-lines cities  producing nothing.

                                Hope this helps Jbuu12 get started in ED again.

                                Weatherman









                                On Mon, Oct 3, 2011 at 2:20 AM, jbuu12 <jbuu127@...> wrote:
                                 



                                I know this is an ancient thread, but I thought I would share a tip that I use to good effect. My apologies in advance if it's been mentioned before or is overtly obvious.

                                Don't use the auto-explore function. The computer doesn't explore land as efficiently as a human would. Sometimes it will bunch up units together and it doesn't explore as much squares as a human would. Since the exploration/exploitation phase is so critical, it's important that you explore as efficiently as possible so you can grab cities as quickly as possible. The additional micromanagement can be a bit of a chore at times, but I find it's well worth it.

                                Related to this, try to avoid moving in a N, S, E, or W direction when exploring or searching for the enemy. The reason for this is because the game is built on a grid interface where more area is carved out on the diagonal direction.

                                For instance, if you have a cruiser and move 24 squares due north, you'll carve out 78 squares. However, if you move diagonally, you'll carve out 124 squares, which is nearly a 60% improvement.

                                If you do need to move in a N, S, E, W direction, make sure to zigzag. In the above example, for example, if the cruiser zigzagged every 6 squares instead , e.g., NE 6 squares, then NW 6 squares, etc, it would be in nearly the same position as going straight north but with 120 squares carved out (there is a bit of inefficiency depending on when you break your line). The principle obviously works for all units. However, some units probably want to keep a low profile, so don't use it when trying to sneak transports past your enemies :)

                                --- In empire-deluxe@yahoogroups.com, "jonseagull2112" <jonseagull2112@...> wrote:
                                >
                                > All, I have been playing Empire, and now EDIE for many years but I
                                > never seem to get all that great at it. Can you offer me any general
                                > (or specific) strategy tips for improving my play? Thanx.
                                >


                              • gguyerc
                                Some additional starting stratagies: To avoid negative drain early in your construction phase assign two cities to the production of SB. Produce subs and
                                Message 15 of 25 , Oct 4, 2011
                                  Some additional starting stratagies: To avoid negative drain early in your construction phase assign two cities to the production of SB. Produce subs and destroyers as soon as possible to run in advance of transporters during your initial expansion. It is much cheaper to lose a sub or destroyer than a fully loaded transport. Whenever possible position a fighter of bomber over a transport as air cover. During negative drain situations shut down tired cities first...also continue to monitor SB and EN, it is often neccessary and more productive to disband these units and recreate them closer to the target.

                                  --- In empire-deluxe@yahoogroups.com, David C <weatherman19@...> wrote:
                                  >
                                  > All of what Jbuu12 said is true. Here are another few suggestions:
                                  >
                                  > Expanding rapidly at the start is the single most important key to winning.
                                  > Build one fighter for exploring at the very start of the game, then build
                                  > ONLY armor and transports, and send them out (diagonaly) to the largest
                                  > black areas.
                                  >
                                  > Navy's are almost worthless, especially for the first 100-150 moves.
                                  >
                                  > Build lots of fighters (they work well against transports) and bombers (they
                                  > work well against armor), and send out lots of air patrols along your front
                                  > lines.
                                  >
                                  > Keep your production at 100%, even if you have to have a lot of
                                  > behind-the-lines cities producing nothing.
                                  >
                                  > Hope this helps Jbuu12 get started in ED again.
                                  >
                                  > Weatherman
                                  >
                                  >
                                  >
                                  >
                                  >
                                  >
                                  >
                                  >
                                  >
                                  > On Mon, Oct 3, 2011 at 2:20 AM, jbuu12 <jbuu127@...> wrote:
                                  >
                                  > > **
                                  > >
                                  > >
                                  > >
                                  > >
                                  > > I know this is an ancient thread, but I thought I would share a tip that I
                                  > > use to good effect. My apologies in advance if it's been mentioned before or
                                  > > is overtly obvious.
                                  > >
                                  > > Don't use the auto-explore function. The computer doesn't explore land as
                                  > > efficiently as a human would. Sometimes it will bunch up units together and
                                  > > it doesn't explore as much squares as a human would. Since the
                                  > > exploration/exploitation phase is so critical, it's important that you
                                  > > explore as efficiently as possible so you can grab cities as quickly as
                                  > > possible. The additional micromanagement can be a bit of a chore at times,
                                  > > but I find it's well worth it.
                                  > >
                                  > > Related to this, try to avoid moving in a N, S, E, or W direction when
                                  > > exploring or searching for the enemy. The reason for this is because the
                                  > > game is built on a grid interface where more area is carved out on the
                                  > > diagonal direction.
                                  > >
                                  > > For instance, if you have a cruiser and move 24 squares due north, you'll
                                  > > carve out 78 squares. However, if you move diagonally, you'll carve out 124
                                  > > squares, which is nearly a 60% improvement.
                                  > >
                                  > > If you do need to move in a N, S, E, W direction, make sure to zigzag. In
                                  > > the above example, for example, if the cruiser zigzagged every 6 squares
                                  > > instead , e.g., NE 6 squares, then NW 6 squares, etc, it would be in nearly
                                  > > the same position as going straight north but with 120 squares carved out
                                  > > (there is a bit of inefficiency depending on when you break your line). The
                                  > > principle obviously works for all units. However, some units probably want
                                  > > to keep a low profile, so don't use it when trying to sneak transports past
                                  > > your enemies :)
                                  > >
                                  > > --- In empire-deluxe@yahoogroups.com, "jonseagull2112" <jonseagull2112@>
                                  > > wrote:
                                  > > >
                                  > > > All, I have been playing Empire, and now EDIE for many years but I
                                  > > > never seem to get all that great at it. Can you offer me any general
                                  > > > (or specific) strategy tips for improving my play? Thanx.
                                  > > >
                                  > >
                                  > >
                                  > >
                                  >
                                • Steve Patterson
                                  I have similar strategies, including the movement methods below. When exploring, I avoid sending fighters at a 45 or 90 degree angles since they return on the
                                  Message 16 of 25 , Oct 5, 2011

                                    I have similar strategies, including the movement methods below.  When exploring, I avoid sending fighters at a 45 or 90 degree angles since they return on the same path and don't cover any additional territory. 

                                     

                                    I've set 83 as the EDIE default City wake-up number since 83 will build a armor/fighter/bomber in 14 turns (with normal production multiplier).  I've arbitrarily deemed this as an acceptable production level (vs. waiting for a City to get to 100).  If the City has a specialty, then I let it sit until 91 to get the same build capacity for non-specialty units.  99 gives you the same capacity as 100, so I would stop there if I wanted 100-level production.  I'm sure there are other "magic" production numbers, but I haven't bothered to find them.

                                     

                                    Early in a game after I get the following city production is going:  1 transport, a few fighters, and many armors, I usually take a high-production city and start a battleship.  By the time it pops out I usually need it.  I find Cruisers tend to be too fragile, but I build them if I find a city specialty of cruisers. 

                                     

                                    I play a small map with 5 computer opponents, so that colors my strategies some.

                                     

                                                    - SteveP

                                     

                                    From: empire-deluxe@yahoogroups.com [mailto:empire-deluxe@yahoogroups.com] On Behalf Of David C
                                    Sent: Monday, October 03, 2011 10:12 AM
                                    To: empire-deluxe@yahoogroups.com
                                    Subject: Re: [empire-deluxe] Re: Strategy Tips

                                     

                                     All of what Jbuu12 said is true.  Here are another few suggestions:

                                    Expanding rapidly at the start is the single most important key to winning.  Build one fighter for exploring at the very start of the game, then build ONLY armor and transports, and send them out (diagonaly) to the largest black areas.

                                    Navy's are almost worthless, especially for the first 100-150 moves.

                                    Build lots of fighters (they work well against transports) and bombers (they work well against armor), and send out lots of air patrols along your front lines.

                                    Keep your production at 100%, even if you have to have a lot of behind-the-lines cities  producing nothing.

                                    Hope this helps Jbuu12 get started in ED again.

                                    Weatherman

                                    On Mon, Oct 3, 2011 at 2:20 AM, jbuu12 <jbuu127@...> wrote:

                                    I know this is an ancient thread, but I thought I would share a tip that I use to good effect. My apologies in advance if it's been mentioned before or is overtly obvious.

                                    Don't use the auto-explore function. The computer doesn't explore land as efficiently as a human would. Sometimes it will bunch up units together and it doesn't explore as much squares as a human would. Since the exploration/exploitation phase is so critical, it's important that you explore as efficiently as possible so you can grab cities as quickly as possible. The additional micromanagement can be a bit of a chore at times, but I find it's well worth it.

                                    Related to this, try to avoid moving in a N, S, E, or W direction when exploring or searching for the enemy. The reason for this is because the game is built on a grid interface where more area is carved out on the diagonal direction.

                                    For instance, if you have a cruiser and move 24 squares due north, you'll carve out 78 squares. However, if you move diagonally, you'll carve out 124 squares, which is nearly a 60% improvement.

                                    If you do need to move in a N, S, E, W direction, make sure to zigzag. In the above example, for example, if the cruiser zigzagged every 6 squares instead , e.g., NE 6 squares, then NW 6 squares, etc, it would be in nearly the same position as going straight north but with 120 squares carved out (there is a bit of inefficiency depending on when you break your line). The principle obviously works for all units. However, some units probably want to keep a low profile, so don't use it when trying to sneak transports past your enemies :)

                                    --- In empire-deluxe@yahoogroups.com, "jonseagull2112" <jonseagull2112@...> wrote:
                                    >
                                    > All, I have been playing Empire, and now EDIE for many years but I
                                    > never seem to get all that great at it. Can you offer me any general
                                    > (or specific) strategy tips for improving my play? Thanx.
                                    >

                                     

                                  • jbuu12
                                    With continuing production, i.e., the efficiency you get after you make the first unit, an 83% city will make a fighter unit in 12 turns. You might want to
                                    Message 17 of 25 , Oct 6, 2011
                                      With continuing production, i.e., the efficiency you get after you make the first unit, an 83% city will make a fighter unit in 12 turns. You might want to experiment using 87% instead of 83% for an efficient fighter city since you'll pump it out in 11 turns.

                                      I personally prefer 106% for most of my offensive cities, which creates a fighter in 9 turns. I pay a slight penalty since it takes 2 turns to go up 1% past 104%, but if I'm having supply issues, I'm going to need to take some cities out of production anyway, so I might as well use an efficient number so I'm ready to unleash maximum hell on my enemy when the time comes.

                                      If I'm still running into supply issues even after going to 106% (which happens quite a bit), I'll bump up fighter cities to the next tier at 118%, and then again at 134% (although games usually don't make it that far).

                                      There are different magic numbers depending on what units you want to create, although they really shine for high attrition, easy to produce units where reducing the production duration by a single turn makes a big difference.

                                      Here is a spreadsheet that might be helpful (the U is for specialized cities):

                                      EF IN AR U-IN U-AR
                                      67% 7 15 8 16
                                      68% 7 15 8 16
                                      69% 7 14 8 16
                                      70% 7 14 8 16
                                      71% 7 14 8 15
                                      72% 7 14 8 15
                                      73% 7 14 8 15
                                      74% 7 14 7 15
                                      75% 7 13 7 15
                                      76% 7 13 7 14
                                      77% 6 13 7 14
                                      78% 6 13 7 14
                                      79% 6 13 7 14
                                      80% 6 13 7 14
                                      81% 6 12 7 14
                                      82% 6 12 7 13
                                      83% 6 12 7 13
                                      84% 6 12 7 13
                                      85% 6 12 6 13
                                      86% 6 12 6 13
                                      87% 6 11 6 13
                                      88% 6 11 6 13
                                      89% 6 11 6 12
                                      90% 6 11 6 12
                                      91% 5 11 6 12
                                      92% 5 11 6 12
                                      93% 5 11 6 12
                                      94% 5 11 6 12
                                      95% 5 11 6 12
                                      96% 5 10 6 11
                                      97% 5 10 6 11
                                      98% 5 10 6 11
                                      99% 5 10 6 11
                                      100% 5 10 6 11
                                      101% 5 10 5 11
                                      102% 5 10 5 11
                                      103% 5 10 5 11
                                      104% 5 10 5 11
                                      105% 5 10 5 10
                                      106% 5 9 5 10
                                      107% 5 9 5 10
                                      108% 5 9 5 10
                                      109% 5 9 5 10
                                      110% 5 9 5 10
                                      111% 5 9 5 10
                                      112% 4 9 5 10
                                      113% 4 9 5 10
                                      114% 4 9 5 10
                                      115% 4 9 5 10
                                      116% 4 9 5 9
                                      117% 4 9 5 9
                                      118% 4 8 5 9
                                      119% 4 8 5 9
                                      120% 4 8 5 9
                                      121% 4 8 5 9
                                      122% 4 8 5 9
                                      123% 4 8 4 9
                                      124% 4 8 4 9
                                      125% 4 8 4 9
                                      126% 4 8 4 9
                                      127% 4 8 4 9
                                      128% 4 8 4 9
                                      129% 4 8 4 9
                                      130% 4 8 4 8
                                      131% 4 8 4 8
                                      132% 4 8 4 8
                                      133% 4 8 4 8
                                      134% 4 7 4 8
                                      144% 3 7 4 8
                                      154% 3 6 4 7
                                      182% 3 5 3 6
                                      202% 2 5 3 5
                                      223% 2 4 2 5



                                      --- In empire-deluxe@yahoogroups.com, "Steve Patterson" <spatterson691@...> wrote:
                                      >
                                      > I have similar strategies, including the movement methods below. When
                                      > exploring, I avoid sending fighters at a 45 or 90 degree angles since they
                                      > return on the same path and don't cover any additional territory.
                                      >
                                      >
                                      >
                                      > I've set 83 as the EDIE default City wake-up number since 83 will build a
                                      > armor/fighter/bomber in 14 turns (with normal production multiplier). I've
                                      > arbitrarily deemed this as an acceptable production level (vs. waiting for a
                                      > City to get to 100). If the City has a specialty, then I let it sit until
                                      > 91 to get the same build capacity for non-specialty units. 99 gives you the
                                      > same capacity as 100, so I would stop there if I wanted 100-level
                                      > production. I'm sure there are other "magic" production numbers, but I
                                      > haven't bothered to find them.
                                      >
                                      >
                                      >
                                      > Early in a game after I get the following city production is going: 1
                                      > transport, a few fighters, and many armors, I usually take a high-production
                                      > city and start a battleship. By the time it pops out I usually need it. I
                                      > find Cruisers tend to be too fragile, but I build them if I find a city
                                      > specialty of cruisers.
                                      >
                                      >
                                      >
                                      > I play a small map with 5 computer opponents, so that colors my strategies
                                      > some.
                                      >
                                      >
                                      >
                                      > - SteveP
                                      >
                                      >
                                      >
                                      > From: empire-deluxe@yahoogroups.com [mailto:empire-deluxe@yahoogroups.com]
                                      > On Behalf Of David C
                                      > Sent: Monday, October 03, 2011 10:12 AM
                                      > To: empire-deluxe@yahoogroups.com
                                      > Subject: Re: [empire-deluxe] Re: Strategy Tips
                                      >
                                      >
                                      >
                                      > All of what Jbuu12 said is true. Here are another few suggestions:
                                      >
                                      > Expanding rapidly at the start is the single most important key to winning.
                                      > Build one fighter for exploring at the very start of the game, then build
                                      > ONLY armor and transports, and send them out (diagonaly) to the largest
                                      > black areas.
                                      >
                                      > Navy's are almost worthless, especially for the first 100-150 moves.
                                      >
                                      > Build lots of fighters (they work well against transports) and bombers (they
                                      > work well against armor), and send out lots of air patrols along your front
                                      > lines.
                                      >
                                      > Keep your production at 100%, even if you have to have a lot of
                                      > behind-the-lines cities producing nothing.
                                      >
                                      > Hope this helps Jbuu12 get started in ED again.
                                      >
                                      > Weatherman
                                      >
                                      >
                                      >
                                      > On Mon, Oct 3, 2011 at 2:20 AM, jbuu12 <jbuu127@...> wrote:
                                      >
                                      > I know this is an ancient thread, but I thought I would share a tip that I
                                      > use to good effect. My apologies in advance if it's been mentioned before or
                                      > is overtly obvious.
                                      >
                                      > Don't use the auto-explore function. The computer doesn't explore land as
                                      > efficiently as a human would. Sometimes it will bunch up units together and
                                      > it doesn't explore as much squares as a human would. Since the
                                      > exploration/exploitation phase is so critical, it's important that you
                                      > explore as efficiently as possible so you can grab cities as quickly as
                                      > possible. The additional micromanagement can be a bit of a chore at times,
                                      > but I find it's well worth it.
                                      >
                                      > Related to this, try to avoid moving in a N, S, E, or W direction when
                                      > exploring or searching for the enemy. The reason for this is because the
                                      > game is built on a grid interface where more area is carved out on the
                                      > diagonal direction.
                                      >
                                      > For instance, if you have a cruiser and move 24 squares due north, you'll
                                      > carve out 78 squares. However, if you move diagonally, you'll carve out 124
                                      > squares, which is nearly a 60% improvement.
                                      >
                                      > If you do need to move in a N, S, E, W direction, make sure to zigzag. In
                                      > the above example, for example, if the cruiser zigzagged every 6 squares
                                      > instead , e.g., NE 6 squares, then NW 6 squares, etc, it would be in nearly
                                      > the same position as going straight north but with 120 squares carved out
                                      > (there is a bit of inefficiency depending on when you break your line). The
                                      > principle obviously works for all units. However, some units probably want
                                      > to keep a low profile, so don't use it when trying to sneak transports past
                                      > your enemies :)
                                      >
                                      > --- In empire-deluxe@yahoogroups.com
                                      > <mailto:empire-deluxe%40yahoogroups.com> , "jonseagull2112"
                                      > <jonseagull2112@> wrote:
                                      > >
                                      > > All, I have been playing Empire, and now EDIE for many years but I
                                      > > never seem to get all that great at it. Can you offer me any general
                                      > > (or specific) strategy tips for improving my play? Thanx.
                                      > >
                                      >
                                    • Steve Patterson
                                      Thanks for the table! - SteveP From: empire-deluxe@yahoogroups.com [mailto:empire-deluxe@yahoogroups.com] On Behalf Of jbuu12 Sent: Thursday, October 06, 2011
                                      Message 18 of 25 , Oct 6, 2011

                                        Thanks for the table!

                                         

                                                        - SteveP

                                         

                                        From: empire-deluxe@yahoogroups.com [mailto:empire-deluxe@yahoogroups.com] On Behalf Of jbuu12
                                        Sent: Thursday, October 06, 2011 12:38 AM
                                        To: empire-deluxe@yahoogroups.com
                                        Subject: [empire-deluxe] Re: Strategy Tips

                                        With continuing production, i.e., the efficiency you get after you make the first unit, an 83% city will make a fighter unit in 12 turns. You might want to experiment using 87% instead of 83% for an efficient fighter city since you'll pump it out in 11 turns.

                                        I personally prefer 106% for most of my offensive cities, which creates a fighter in 9 turns. I pay a slight penalty since it takes 2 turns to go up 1% past 104%, but if I'm having supply issues, I'm going to need to take some cities out of production anyway, so I might as well use an efficient number so I'm ready to unleash maximum hell on my enemy when the time comes.

                                        If I'm still running into supply issues even after going to 106% (which happens quite a bit), I'll bump up fighter cities to the next tier at 118%, and then again at 134% (although games usually don't make it that far).

                                        There are different magic numbers depending on what units you want to create, although they really shine for high attrition, easy to produce units where reducing the production duration by a single turn makes a big difference.

                                        Here is a spreadsheet that might be helpful (the U is for specialized cities):

                                        EF IN AR U-IN U-AR
                                        67% 7 15 8 16
                                        68% 7 15 8 16
                                        69% 7 14 8 16
                                        70% 7 14 8 16
                                        71% 7 14 8 15
                                        72% 7 14 8 15
                                        73% 7 14 8 15
                                        74% 7 14 7 15
                                        75% 7 13 7 15
                                        76% 7 13 7 14
                                        77% 6 13 7 14
                                        78% 6 13 7 14
                                        79% 6 13 7 14
                                        80% 6 13 7 14
                                        81% 6 12 7 14
                                        82% 6 12 7 13
                                        83% 6 12 7 13
                                        84% 6 12 7 13
                                        85% 6 12 6 13
                                        86% 6 12 6 13
                                        87% 6 11 6 13
                                        88% 6 11 6 13
                                        89% 6 11 6 12
                                        90% 6 11 6 12
                                        91% 5 11 6 12
                                        92% 5 11 6 12
                                        93% 5 11 6 12
                                        94% 5 11 6 12
                                        95% 5 11 6 12
                                        96% 5 10 6 11
                                        97% 5 10 6 11
                                        98% 5 10 6 11
                                        99% 5 10 6 11
                                        100% 5 10 6 11
                                        101% 5 10 5 11
                                        102% 5 10 5 11
                                        103% 5 10 5 11
                                        104% 5 10 5 11
                                        105% 5 10 5 10
                                        106% 5 9 5 10
                                        107% 5 9 5 10
                                        108% 5 9 5 10
                                        109% 5 9 5 10
                                        110% 5 9 5 10
                                        111% 5 9 5 10
                                        112% 4 9 5 10
                                        113% 4 9 5 10
                                        114% 4 9 5 10
                                        115% 4 9 5 10
                                        116% 4 9 5 9
                                        117% 4 9 5 9
                                        118% 4 8 5 9
                                        119% 4 8 5 9
                                        120% 4 8 5 9
                                        121% 4 8 5 9
                                        122% 4 8 5 9
                                        123% 4 8 4 9
                                        124% 4 8 4 9
                                        125% 4 8 4 9
                                        126% 4 8 4 9
                                        127% 4 8 4 9
                                        128% 4 8 4 9
                                        129% 4 8 4 9
                                        130% 4 8 4 8
                                        131% 4 8 4 8
                                        132% 4 8 4 8
                                        133% 4 8 4 8
                                        134% 4 7 4 8
                                        144% 3 7 4 8
                                        154% 3 6 4 7
                                        182% 3 5 3 6
                                        202% 2 5 3 5
                                        223% 2 4 2 5

                                        --- In empire-deluxe@yahoogroups.com, "Steve Patterson" <spatterson691@...> wrote:
                                        >
                                        > I have similar strategies, including the movement methods below. When
                                        > exploring, I avoid sending fighters at a 45 or 90 degree angles since they
                                        > return on the same path and don't cover any additional territory.
                                        >
                                        >
                                        >
                                        > I've set 83 as the EDIE default City wake-up number since 83 will build a
                                        > armor/fighter/bomber in 14 turns (with normal production multiplier). I've
                                        > arbitrarily deemed this as an acceptable production level (vs. waiting for a
                                        > City to get to 100). If the City has a specialty, then I let it sit until
                                        > 91 to get the same build capacity for non-specialty units. 99 gives you the
                                        > same capacity as 100, so I would stop there if I wanted 100-level
                                        > production. I'm sure there are other "magic" production numbers, but I
                                        > haven't bothered to find them.
                                        >
                                        >
                                        >
                                        > Early in a game after I get the following city production is going: 1
                                        > transport, a few fighters, and many armors, I usually take a high-production
                                        > city and start a battleship. By the time it pops out I usually need it. I
                                        > find Cruisers tend to be too fragile, but I build them if I find a city
                                        > specialty of cruisers.
                                        >
                                        >
                                        >
                                        > I play a small map with 5 computer opponents, so that colors my strategies
                                        > some.
                                        >
                                        >
                                        >
                                        > - SteveP
                                        >
                                        >
                                        >
                                        > From: empire-deluxe@yahoogroups.com [mailto:empire-deluxe@yahoogroups.com]
                                        > On Behalf Of David C
                                        > Sent: Monday, October 03, 2011 10:12 AM
                                        > To: empire-deluxe@yahoogroups.com
                                        > Subject: Re: [empire-deluxe] Re: Strategy Tips
                                        >
                                        >
                                        >
                                        > All of what Jbuu12 said is true. Here are another few suggestions:
                                        >
                                        > Expanding rapidly at the start is the single most important key to winning.
                                        > Build one fighter for exploring at the very start of the game, then build
                                        > ONLY armor and transports, and send them out (diagonaly) to the largest
                                        > black areas.
                                        >
                                        > Navy's are almost worthless, especially for the first 100-150 moves.
                                        >
                                        > Build lots of fighters (they work well against transports) and bombers (they
                                        > work well against armor), and send out lots of air patrols along your front
                                        > lines.
                                        >
                                        > Keep your production at 100%, even if you have to have a lot of
                                        > behind-the-lines cities producing nothing.
                                        >
                                        > Hope this helps Jbuu12 get started in ED again.
                                        >
                                        > Weatherman
                                        >
                                        >
                                        >
                                        > On Mon, Oct 3, 2011 at 2:20 AM, jbuu12 <jbuu127@...> wrote:
                                        >
                                        > I know this is an ancient thread, but I thought I would share a tip that I
                                        > use to good effect. My apologies in advance if it's been mentioned before or
                                        > is overtly obvious.
                                        >
                                        > Don't use the auto-explore function. The computer doesn't explore land as
                                        > efficiently as a human would. Sometimes it will bunch up units together and
                                        > it doesn't explore as much squares as a human would. Since the
                                        > exploration/exploitation phase is so critical, it's important that you
                                        > explore as efficiently as possible so you can grab cities as quickly as
                                        > possible. The additional micromanagement can be a bit of a chore at times,
                                        > but I find it's well worth it.
                                        >
                                        > Related to this, try to avoid moving in a N, S, E, or W direction when
                                        > exploring or searching for the enemy. The reason for this is because the
                                        > game is built on a grid interface where more area is carved out on the
                                        > diagonal direction.
                                        >
                                        > For instance, if you have a cruiser and move 24 squares due north, you'll
                                        > carve out 78 squares. However, if you move diagonally, you'll carve out 124
                                        > squares, which is nearly a 60% improvement.
                                        >
                                        > If you do need to move in a N, S, E, W direction, make sure to zigzag. In
                                        > the above example, for example, if the cruiser zigzagged every 6 squares
                                        > instead , e.g., NE 6 squares, then NW 6 squares, etc, it would be in nearly
                                        > the same position as going straight north but with 120 squares carved out
                                        > (there is a bit of inefficiency depending on when you break your line). The
                                        > principle obviously works for all units. However, some units probably want
                                        > to keep a low profile, so don't use it when trying to sneak transports past
                                        > your enemies :)
                                        >
                                        > --- In empire-deluxe@yahoogroups.com
                                        > <mailto:empire-deluxe%40yahoogroups.com> , "jonseagull2112"
                                        > <jonseagull2112@> wrote:
                                        > >
                                        > > All, I have been playing Empire, and now EDIE for many years but I
                                        > > never seem to get all that great at it. Can you offer me any general
                                        > > (or specific) strategy tips for improving my play? Thanx.
                                        > >
                                        >

                                      • Darius
                                        I think that a lot of the game is about balancing air, sea, and land power, and about figuring out where your enemy is. I like to start building a navy early,
                                        Message 19 of 25 , Jan 6, 2012
                                          I think that a lot of the game is about balancing air, sea, and land power, and about figuring out where your enemy is.

                                          I like to start building a navy early, because by controlling the sea, you prevent your enemy from expanding beyond their current land mass. I use air power to scout and for fast deployment where I am being attacked. I tend to build more infantry than armor, especially on the front lines and in areas where I am expanding. (I find that the benefit of the armor's lower supply drain is outweighed by its lack of maneuverability over rough terrain, it's slower build time, and its lower effectiveness against bombers and CR/BB bombardment.)

                                          I think that learning the details of unit sighting are key to this game. Some key factors are that aircraft have a sighting range of two and can be seen from two away, and satellites have a sight range of four and can be seen from four away. Most other units can only see one space away. So, for example, when you are bring a transport to your enemy's city, you should end its turn two spaces away from the city, to increase the likelihood of catching your enemy by surprise.

                                          I really like Jbuu12's chart. I never really paid much attention to this and knowing these "magic numbers" is good. It has changed the way that I play and I think that learning how to take advantage of this can really help your game.

                                          Could someone explain the mechanics of unit production? I had assumed that there was an accumulation of "production units" (similar to how production in Civilization works). and that a city at 100% efficiency would produce 1 "production unit" per turn, and a city at at 99% efficiency would produce .99 "production units" per turn. Thus, I would have guessed that a city at 99% efficiency would produce only 5.94 "production units" over the course of 6 turns, and thus require 7 turns to produce an initial infantry, but this is apparently not true.

                                          It appears more like there is some sort of rounding up and rounding down function.
                                        • Nathan Foley
                                          It seems like it rounds naturally (up to .4999999 goes down, .5 and above goes up).
                                          Message 20 of 25 , Jan 6, 2012
                                            It seems like it rounds naturally (up to .4999999 goes down, .5 and above goes up).

                                            On Sat, Jan 7, 2012 at 12:14 AM, Darius <wiskerando@...> wrote:
                                             

                                            I think that a lot of the game is about balancing air, sea, and land power, and about figuring out where your enemy is.

                                            I like to start building a navy early, because by controlling the sea, you prevent your enemy from expanding beyond their current land mass. I use air power to scout and for fast deployment where I am being attacked. I tend to build more infantry than armor, especially on the front lines and in areas where I am expanding. (I find that the benefit of the armor's lower supply drain is outweighed by its lack of maneuverability over rough terrain, it's slower build time, and its lower effectiveness against bombers and CR/BB bombardment.)

                                            I think that learning the details of unit sighting are key to this game. Some key factors are that aircraft have a sighting range of two and can be seen from two away, and satellites have a sight range of four and can be seen from four away. Most other units can only see one space away. So, for example, when you are bring a transport to your enemy's city, you should end its turn two spaces away from the city, to increase the likelihood of catching your enemy by surprise.

                                            I really like Jbuu12's chart. I never really paid much attention to this and knowing these "magic numbers" is good. It has changed the way that I play and I think that learning how to take advantage of this can really help your game.

                                            Could someone explain the mechanics of unit production? I had assumed that there was an accumulation of "production units" (similar to how production in Civilization works). and that a city at 100% efficiency would produce 1 "production unit" per turn, and a city at at 99% efficiency would produce .99 "production units" per turn. Thus, I would have guessed that a city at 99% efficiency would produce only 5.94 "production units" over the course of 6 turns, and thus require 7 turns to produce an initial infantry, but this is apparently not true.

                                            It appears more like there is some sort of rounding up and rounding down function.


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