Empire Builder
Your colony ship crash-lands on an uncharted world. Like it or not, you're settling here.
Build up your empire.
- - Pick a government type which will provide varying bonuses. Such as democracies having a higher tax rate, but high upkeep costs.
- - Choose an area to place the capital.
- - Build its economy, by providing houses for your people to live in. Produce metal, oil, food, and electricity.
- - Sell resources on the market to gain credits, however other empires will be able to buy what you sell.
- - Advance technologically, and become the most advanced empire. Build expensive laboratories to improve the science rating of your empire.
- - Build a military from infantry, vehicles and aircraft. Militaries cost upkeep, so don't bankrupt yourself otherwise your military will become ineffective.
- - Ally, set neutral or attack other players.
- - The Native Creatures are dynamic, they will produce new hives, spawning pools and evolution chambers to advance themselves. Destroy them before it becomes too late.* Published on NA.
The project was more or less abandoned by it's original creator and I'm picking up the pieces, so you are all playing an unfinished game atm.
FEEDBACK NEEDED
1: What is your favorite type of military unit
2: What Government/Econ mix do you usually pick?
3: Do you use the bank? If so, can you explain how and why?
3: What are your most/least favorite areas of the map?
4:What terrains do you find the most/least appealing?
5: How quickly can you solo the AI? (Please state time, difficulty, government type, and economy type)
6: If you can solo this map on the hardest difficulty, what would make it more fun/challenging for you?
Redrum Jackle's Edition
Located here: http://www.sc2mapster.com/maps/empire-builder-rev/pages/main/
@DawnbringerRB: Go
I highly disagree with your rating of Corporate. I found that i could get about 150 income i think i did 12 minutes? If you have the right build, you get so much money its ridicoulous.
Also people, i will be trying hardest difficulty, if nobody else has beaten it solo, but i would have no clue how to show the video...
@VasVadum: Go
Still trying to figure that one out. I don't play on Learner much but I think I got it fixed. Also, having the entire map one big island surrounded by lava would feel kind of "odd", considering that you crash landed on a planet after being shot down unexpectedly.
Still, let me know what you think of the new way supply is handled
@KenjI03: Go
"You'd be surprised how difficult it is to make the "blocked by camera" areas untouchable. I'll move the ramp down a smidge so it's more accessible, but it's still problematic."
I was thinking, just expand the map by another 5 or 6 points on all boarders, after this, just make the terrain go straight down into lava or mark it so it's an obvious boarder, instead of there being an invisible line that we can only see once we find our units can't pass it, there be a more obvious line. I can reference my own map in this, but my map style is way different and more basic. I raised the camera only areas to their maximum (double cliff) and painted them with a darker texture. Of course since you do use more than 1 cliff level in your map, you'd have to do something else to paint it as inaccessible. You could raise it with the hill maker, making a sharp hill. Sure units could walk over sharp hills, if they were behind the camera lines. :P Just throwing out some ideas to make the camera access areas more noticeable is all.
How about that odd bug where I get a second government picking tower?
@VasVadum: Go
"Produced by Default" is there because you CANNOT reference triggers in the data editor. I'm working on making the kill score reflect the building's production, but that is having it's own unique bugs (presently, residences and farms do it, but mines, oil, and power don't. Except the HE LazMine and the Oil power plant. Again, it's a "unique" bug).
You'd be surprised how difficult it is to make the "blocked by camera" areas untouchable. I'll move the ramp down a smidge so it's more accessible, but it's still problematic.
In regards to the terrain pallet, the editor locks you to a total of 8 textures. I'd love to have 3 different biomes that intersect at the hive but alas, these are the constraints of my knowledge of the map.
Thank you very much for your feedback
@True_gamer3: Go
True_Gamer, you feel like the Ultralisks are way to powerful? o.o;
Its hard for me to see this since I do not use walls or turrets to hide behind so when they appear they run into nothing but units and a majority of the time I win fights vs ultralisks. Sometimes I'll be greeted by 3/4s of the ultralisk population and then its trickier but still manageable. So given I have no walls, or no turrets all game and can still recover nicely when they're in my city. I'd like to hear your gaming style, what happens when you play, and when the ultralisks show up what do you do?
@VasVadum: Go
Hi VasVadum I read your post and what I want to say is in regards to this:
It would be incredibly nice to be able to do something like that. However as the income is not based through the building in the editor, its instead based on a trigger that checks for the building's existance. So as far as I have figured out, theres no true way to let you know what you have except to tell you the default for income per building based on how much the trigger gives you.
1. I'm not really sure about my favorite. Probably the laser gunners though.
2. Well when I first started trying this, I had to pick corporate and mixed economy to get by. I find high income is all you need to succeed, the rest you can fix up the way you need later through research or many more buildings to compensate for the disadvantages.
3. No. The bank seems more so of a useless tool that's rather dangerous to use. I found this out in the first edition when I played the original.
4. Well the entire map is a lava map, so there isn't much great about view. I mean sometimes I like lava, sometimes I like grassland. Space might be a nice touch but I'd have to say I like grasslands most. In this map, I played in multiple different locations, but I think I like the right top corner most of all even if there is no special resources in it.
5. I soloed the AI on learner difficulty so far. 2 hours 30 minutes, the government type I mentioned in #2. (Watch my Replay?)
6. ..... So..... Has anyone done this yet? xD
A bug I encountered multiple times:
At 6 minutes 5 seconds, a government select tower appears a second time asking me to choose again. I ignored it and left it sit there so it would get killed this round.
A few thoughts I had on making this map better:
Instead of "produces by default" it should show what the actual value is. This would greatly help in planning sicne things are "increased it by 10%" usually and we also choose our own governments which throw in 15%s and 60%s and etc which would mean we need a calculator or just best guess it. :P
Remove the edges. Make them impassable, more obvious. Instead of me thinking "Oh, I have a large ramp" (right top corner), and then find out I can only fit a tiny bit of things up there, make the map slightly larger then block off the camera only areas.
--All in all, I rather like the map. It might be nicer if it was a brighter territory, more grassy or even had areas of grass and closer to the zerg it becomes barren and then near the zerg it's a lava base. I've seen maps which combine multiple land types before. Not sure how to do this myself though. I will continue testing out the map and such, finding bugs and finding ways of improvement if I can.
On the topic of Rev, I like the idea of a boss that comes after you (instead of being able to sit in your base forever). But rev's ultralisks are way too strong.
@DawnbringerRB: Go
Uhh, this isn't for Rev. Rev is located here: http://www.sc2mapster.com/maps/empire-builder-rev/pages/main/
So I've been playing Empire Builder (Rev) and as much as I like the game...there's some staleness to it. Here's your requested questions first:
FEEDBACK NEEDED
1: What is your favorite type of military unit My most used is the sniper...but I don't have a favourite military unit. They're all used for their roles.
2: What Government/Econ mix do you usually pick? Technocracy/Planned
3: Do you use the bank? If so, can you explain how and why? No. The loan is in my opinion, a noob trap unless you go fast gas. The time frame to spend is too short to actually use it well enough. (and taxing hurts a lot)
4: What are your most/least favorite areas of the map? Least favourite: top right and middle right. They have too many chokes to hold. Bottom right area is straight up useless zones because it's just too small and narrow, or the charred tileset has chokes in areas that are too far apart in travel time. Favourite: Top middle,bottom left and mid left. (single choke points)
5:What terrains do you find the most/least appealing? Guessing this is referring to the tileset? I don't really care much about it but I like city the most.
6: How quickly can you solo the AI? (Please state time, difficulty, government type, and economy type) Probably around an hour and a half using technocracy planned normal.
7: If you can solo this map on the hardest difficulty, what would make it more fun/challenging for you? Honestly, it's very stale in terms of gameplay currently. There's very little variation in strategy.
Here's my rant (note that this is all Canadian spelling): First of all, great map and idea. But I have to complain about the system favouring planned economies too much. You spend far less early game on trying to balance your resources with your extra production (which means you save more money anyway). My priorities are normally in this order: 1. Tech 2. Metal 3. Speed to get going Ratings for government:
1. Democracy - +30% tax, -25% metal, 15% Army upkeep Balanced well. Exceptional when used in conjunction with mixed economy. Doesn't do well otherwise or is far outclassed by other combinations. 3/5
2. Republican - +15% tax, -25% tech, 5% Army upkeep I dislike this combination. Giving up that much tech for a measly +15% tax. Tech is the most expensive resource in this game, and you're stripping 25% for these small things. 1/5
3. Monarchy - 10% Army upkeep This...is a joke right? Maybe it's because I haven't played it, but I have not found a reason to play this at all unless people like the flavour of it that much. Your army's too crap without tech anyway and it's not like the king really helps much in terms of battle influence with his aura. 0.5/5
4. Fascism - +25% tech, +10% metal, -25% food, 5% Army upkeep This is a good combo, especially when combined with Planned Economy or mixed. You can also use the metal selling route to get resources faster. 4/5
5. Military Dictatorship - +50% metal, -25% tax, -15% tech, 3% Army upkeep Massive early game speed rushing into fast offence. If you get any farther than an hour, this immediately starts to become a liability because of the tech punishment. 2/5
6. Corporate - +60% tax, -25% food, -25% metal, 20% Army upkeep Only usable with Planned Economy. You spend too much of your tax on balancing your resources early game and that'll generally neutralize your bonus if not hinder you even more. 2/5
7. Socialism - +75% food, +10% tech, -25% tax, 10% Army upkeep I like this. Fast start, hardly a worry on food and decent bonuses. 4/5
8. Technocracy - +150% tech, -20% tax, 15% Army upkeep My preferred government. Technocracy offers a stupid good bonus to the most expensive resource in the game (2500+(500xn) per 5 tech turned into 2500+(500xn) per 15 tech instead). You can even give up a little of your bonus to get a faster start with Planned Economy, and you'll still have 135% bonus tech to toy around with. Drawback is...inconsequential. 4/5
Economies-
1. Planned Economy -20% tax -15% tech +50% food +50% metal +25% oil +25% electricity Great economy. Tech may be compromised but your early game speed and income will be phenomenal.
2. Mixed (Nothing changes)
3. Free Market Economy +25% tax +15% tech -50% food -50% metal -25% oil -25% electricity I actually feel like this economy is crap. You spend far more trying to balance out your resources than you actually gaining extra tax. Just doesn't work.
Here's why the viability is skewed: Income bonus based governments will rarely work unless they're in conjunction with mixed or planned economy (planned is most likely so they actually have a minor bonus to income,but they won't need to spend much to balance their resources). They can't make enough money early on to balance spending sprees on their farms to try and stabilize their food. Incomes are also slower to get going because they have to wait for their population to grow, as well as needing to constantly feed them. It's just too much of a chore to play pure income based societies. Income's the worst possible bonus right now anyway. (If you have bonus to food, you save on not needing to spend on more farms early,thus saving more money than a person scrambling to get more farms to feed their population).
Note - You screwed up tanks. I'm not paying 5k upkeep as technocracy to a single Vanguard tank (note that my vehicle upgrades were like 2.6k each. The entire factory line is botched because of the upkeep nerfs they got. Air's still the best way to kill the queen.
@Sarugh: Go
EB2 is by Anteep, I didn't like it so I improved upon EB1. Also, Both the "Official Mod" and "Kenji's Edition" have been corrected for the HotS map change at release. Has a new patch screwed up the controls once again?
Some please fix a interface pach for hots to this map...the empire builder II out there have a so inferior civ system compared to the first that its a game killler
@RedrumJackle: Go
Correct Redrum, work has been more demanding of me recently and that's why I've been away.
Also, thank you for explaining what I would normally have to. I thought carefully about each improvement to the game from Anteep's version and each of the changes I made were made with real-world effects in mind. I am happy you can see that without having to have it explained, as that means I did a good job on adding things that made logical sense.
@Anon86: Go
Kenji has probably been working hardcore.
But Anon, I don't feel like the Market should be made to immediately auto sell at start. There are many reasons why I can tell you no and many of them you could feel unjustified in your perspective. But the true idea behind the unlocking it is so that new players don't accidently hit the auto sell and wonder why they suddenly dont have anything or auto buy and they're broke early game. :O
Besides for the first 30mins, It doesn't need to be available. I understand you have all these trades that need to be done but I'm sure you sell them at around 100 or 500 which is less than 1k when you need them. Which would still make the auto sell make you wait to get to 1k before it sells so if your not doing good on production it could be mins or longer just to see it tick.
I'm unconvinced that it should be available at start. If its a pain to wait, rush the university and grab it and your wait is over.
As for the Unit Supply. Your supply comes from the population as in real life governments can have military only if they have population and in order to pay this military they have to have people to tax. So ultimately both are tied to your benefit. If supply was available without population, you'd have no one to hire or if your a tyrant, forcing your people into full on military like me. You'd need population still in order to accomplish this.
End result, its not the same as SC2 where you build a depo, and you can build 5 units without having anyone to train into those units. :O
Hi, been a while since I played, I didn't even realize there were three versions. The new dark terrain is bad. I like the brighter terrain, it makes it easier to see what/where things are.
Can you make the auto trading available from the start? I often do specialized food/metal economies and it's a pain having to wait until you research trade guilds.
Also, unit supply from citizens is silly. Units already eat food and cost upkeep, what exactly do the citizens provide for them?
Yea I just finished all the units. adding an extra parameter in the vehicles area for min range.
But the kicker is what is intervening with the UI description for the Rifleman, Firebat, and then the Machinegunner. Nothing I've tried works as of right now but every other unit is fine. :O
Currently working on the Barrack units Kenji. Its very tedious because a lot of the names aren't their IDs. So I've had some back steps but also some progress. I think some buttons are messing with me, because I'm putting the code in the Machinegunner and the Firebat who both use campaign original buttons save for the tech requirements. The rest of the units I'm not having to much trouble with getting the code to show up.
As of right now, this is what I have and its different then the Pulsegunner's because I couldn't get Effect#2 code to work correctly, so I reevaluated the code and found a solution. So here we go.... Also, if you can get the Firebat and the Machinegunners to work, let me know how you did so. I'm still working on the rest of the setups but I gave you an easy copy and paste example of two working units and two non working units.
<n/><n/> <c val="8080FF">- <d ref="Unit,Assaulter,LifeMax[0]"/> HP<n/>- <d ref="Unit,Assaulter,LifeArmor[0]"/> Armor<n/>- <d ref="Effect,ExplosiveShotgunD,Amount[0]" precision="1"/> Damage / <d ref="Weapon,ExplosiveShotgun,Period[0]"precision="2"/> sec<n/>- <d ref="Weapon,ExplosiveShotgun,Range[0]"/> Range <n/>
<n/><n/> <c val="8080FF">- <d ref="Unit,Defender,LifeMax[0]"/> HP<n/>- <d ref="Unit,Defender,LifeArmor[0]"/> Armor<n/>- <d ref="Effect,PunisherGrenadesU,Amount[0]" precision="1"/> Damage / <d ref="Weapon,PunisherGrenades,Period[0]"precision="2"/> sec<n/>- <d ref="Weapon,PunisherGrenades,Range[0]"/> Range <n/>
<n/><n/> <c val="8080FF">- <d ref="Unit,Firebat,LifeMax[0]"/> HP<n/>- <d ref="Unit,Firebat,LifeArmor[0]"/> Armor<n/>- <d ref="Effect,Flame Thrower,Amount[0]" precision="1"/> Damage / <d ref="Weapon,Perdition Flamethrower,Period[0]"precision="2"/> sec<n/>- <d ref="Weapon,Perdition Flamethrower,Range[0]"/> Range <n/>
<n/><n/> <c val="8080FF">- <d ref="Unit,Machinegunner,LifeMax[0]"/> HP<n/>- <d ref="Unit,Machinegunner,LifeArmor[0]"/> Armor<n/>- <d ref="Effect,GaussLMG1D,Amount[0]" precision="1"/> Damage / <d ref="Weapon,GaussLMG1,Period[0]"precision="2"/> sec<n/>- <d ref="Weapon,GaussLMG1,Range[0]"/> Range <n/>
hey kenji will you change the Url for my link to this.
http://www.sc2mapster.com/maps/empire-builder-rev/pages/main/
since your link only displays your post and nothing more. Not sure why.
@RedrumJackle: Go
I haven't touched Monarchy really. It was one of Anteep's that I didn't mess with much. I think I slightly increased range or something minor.
I kind of like the idea of a government choice that has no benefits, but a unit with a buff. Perhaps his buff is a bit weak though. Not a top priority for me ATM but I may look into it before the Tutorial.
@Lagacy: Go
I was thinking about the monarchy needing a revamp.
Kenji your thoughts?
I was thinking of giving the king the ability to attack, as well as plausible upgrades. With perhaps