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/
@kenji Might I suggest, that like in the real world money is used to make more money but it must come from somewhere. If we treat credits like how we would treat food or metal or oil, we can have a world bank where players can lend out money and others can borrow. Players may place money onto the bank and earn interest when others borrow that money.
The annoying part would be to implement a backend to keep track of each player's funds sent to marketplace, the player's funds on marketplace that became borrowed and who borrowed it.
@emiawlover: Go That is an interesting effect. I'll have to toy around with labs and see what in it's code may be causing a slow-down after new years
@UberJumper: Go I agree that banks are too powerful, but I don't want to nerf them so bad they are useless. I think I will bring down the max that can be borrowed. But the whole point of loans (in real life or in this game) is to use that money to make way more money.
It's going to take a while for me to find a proper balance.
hi everyone, i want to say i really like your map, it is tons of fun. But most of the times in end game i cant play for shit! it gets so laggy i get around 1 frame per 30 second. I noticed that one cause of said lag was the laboratories. Seriously, this happened 2 times last game. I was lagging ultra hard maybe around 30 minutes in the game and had 3 labs up, and the moment i cancel them, it stops lagging. Same thing around 45 minutes, my screen keeps going black and cant even move from the frame showing on my screen and cant even write text. So i text my friend which is in the game at that time and i tell him to tell everyone to cancel their labs, and suddenly MAGIC, i can play again after having the same image on my screen for about 5 minutes. Now is this a plausible cause of this intense lag or is it just a coincidence? have a good day!
Kenji, can you please change the bank?
Currently most games go like this:
1. Player rushes to place with multiple oil wells 2. Builds bank 3. Takes out insane loan 4. By the 5 minute mark they have several level 4 oil wells 5. Repay the loan
You can do this comfortably with just 2 oil wells, and have an positive income balance by around 12 minutes. I just did I just did a very hard solo, without much effort (i beat it 45 minutes into the game). It unfortunately renders all the other strategies obsolete.
My suggestion is:
If possible it would be nice to make the sell value of a product go down, the more there is stockpiled in the global market.
Another suggestion:
Also some minor bugs:
@Sanjin: Go
Oil Wells are found by capturing "oil" on the map. Once captured, you click the "upgrade to oil well" button for 3000 credits and it requires a university. I'll try to make that more clear in a future update
Edit: Added in a "-Help" command as well as tips for people who select "learner" difficulty (also, thank you for being appreciative. Can't tell you how many entitled $#!^s I find in the reviews area)
I might be doing something wrong, but I just can't find the Oil Well... A hint? :-)
Thanks for a great map!
@KenjI03: Go
OK Thanks.
@jonwood65: Go
Thank you for your feed back. Unfortunately this is a known bug that I have no idea of how to fix.
Hi all. I'm new to the map and think it's great. I did notice a bug when i was sandboxing. The defensive structures many times do not heal fully - 1 or 2 hp from full. This causes the scv's to accumulate on a single structure indefinitely and try mightily - in vain - to fully repair, ignoring those structures that are in dire need of their services.
Again, great map. Thanks for all the hard work.
@KenjI03: Go
Well you could turn oil wells into like a vesphene geyser, and make oil wells a refinery. This causes units to roam less, in my experience the zerg units didn't go idle but kind of just wandered around aimlessly.
And if you aren't going to make uranium have a use other than as tech, remove it completely and make the fission upgrade more expensive.
Edit: Seem to of lost the replay, I'll try getting the bug to happen again.
Edit 2: Has something to do with the maximum amount of buildings allowed to be on the map at any time? was happening to other people.
Bug: Info board showed tax and food balance as 0 after purchasing or selling a resource. Bug: After building a market it would spam at the bottom left, food/oil/metal being sold in lumps of 1000. This would also cause the information board to 0 tax and food balance.
Impossible to play corporate with free market, without the aid of someone continuously selling food. Although if someone is selling food it becomes a extremely over powered strategy, stronger than oil/bank glitch. Requires 5 farms for a large house with 8 energy. Only gives 22 income.
Lag needs fixing. Some people find it unplayable, possibly the reason so many people leave games 30mins+ in.
@arclite123123: Go
1: You can get replays to work?! 2: I'm going to assume it's because there is a unit blocking the terrain the structure is suppose to occupy, and that's why it places it either somewhere else or not at all.
From what I recall the structures that disappeared, included, high density housing, factories, starports, hospital. I was playing using the NA map. It happens very rarely, also happens sometimes if you upgrade a housing density when there is a militia stuck in the building, otherwise the building would randomly jump somewhere else where there is free space. Do you want a replay?
@arclite123123: Go In my solo-tests I've montiored the Zerg and never seen them just "go idle". They will go off on the map to cap resources, but always zone in on the player. If they just stop moving and stand still, that is a bug and I need more info as per the conditions that caused it.
Also, I will look into making all the resources up top, but when you stop and think about it all of them are just variables (trigger based or not). The exchange and production of those variables should slow down the map for a split-second when it calculates (every 10 seconds) regardless of if it's recognized as a player resource or not.
I'll review and consider all your suggestions in the coming days. But tell me about what structures dissapear specifically AND if you are playing on my NA maps (that are frequently updated) or the ones i put on the site.
I'm quite familiar to the Warcraft 3 editor and the old Starcraft editor, although I haven't messed around with the Starcraft 2 editor, I can offer some suggestion in reducing lag in the map. Creating a "smarter AI", can reduce the total number of units on the map, making Zerg spawns go directly to a players bases and/or defenses can and should reduce the total number of Zerg units and the map, and also causing the game to be slightly harder. Also making zerg despawn after a certain amount of time of not attacking (120secs) so that units don't build up in empty regions of the map.As well as doing the following, changing oil/food into a tangible resource such as credits and metal, and making each well, farm and mine give its resource like an automatic refinery. This makes the game less trigger heavy. If there are to many resources changing tech points into a "virtual" currency would be a better idea.Making the information tab update every 3 - 5 seconds.
Edit: Balance: Increasing supply cost of units and giving them a slight buff/nerf. Will also reduce lag by making armies smaller, yet just as powerful. Balance: Creating Small, Medium and Large oil wells. Making oil a required resource in order to get to a higher tier of units, buildings, tech. Right now oil is either used either, for money or to fuel vehicles(not required). Making Medium to large oil wells controlled by Zerg camps and bases will give players a reason to create armies in the early game and to expand from their "turtling bunker". Balance: Making structures with upkeep inoperable without the required money. "This is really necessary because lab spam is still really strong" Balance: Adding a ground, anti air unit. In PvP, fighters are really powerful against ground based sieges because they can knock out scouts which give vision and being near a base makes it near impossible to kill bombers if your fighters are getting owned by local AA turrets. Balance: Making Uranium an actual resource and not a tech structure sort of thing. Balance: Increasing Nuclear reactors electricity output by 250 but making it require uranium as fuel. Also decreasing it's size so that it only takes up 2x2 space. Giving it its own unique upgrade which makes it use less uranium. Making the turbine upgrade make the nuclear reactor consume more uranium. "They are currently, overpowered. They require no resource, only require a uranium deposit, and produce more energy than a oil refinery."
Bug: Hatcheries, Spawning pools, Evolution chambers can spawn in your base. Really annoying early game. Has happened to me a least half a dozen times.
Bug: Structures disappear after being built, and cannot be selected and the land cannot be rebuilt upon. As well as units spawning on this land despawning completely. "Don't believe me? I'll give you a replay" Also increasing income timer to 20 seconds increasing resources earned in accordance. (This is my friend, debatable)
Like I said I'm not familiar with the Starcraft 2 editor, this may or may not fix the problems you may or may not be facing. Thank you for your time and effort. Greatly appreciated. I'd probably stick to posting bug fixes. Sorry if my sentence structure and my grammar are starting to slip.
@arclite123123: Go
The only thing keeping me from removing the old version is that I want to keep all the reviews. I may just back them up sometime, because some of those are just priceless. (edit: that, and I want to leave it up there to piss off NA user "MassEffect")
I know the terrain needs work, as the bottom left is a mega-fortress while the rest is shit. The problem is shaping the terrain is a long, arduous, and boring process. I'd much rather spend my (limited) time on coding and learning how to make new stuff that's cool than rework something of that nature.
The previous method of Oil being built like any other resource was kind of lame IMHO, as everyone having oil made it pretty mediocre, now having to find and defend oil or not makes having an entire army of infantry a more viable option in some cases. But I could be convinced to increase their spawn per player from 3*player to say 5*player (and 1*player for Uranium to 2*player).
The problem with having things update live (once per second) is the lag. Already it is an issue since most users don't have a (recent) $1,000+ computer and start to lag very early on (when I have no lag issues in a 3 hour long match). So while I could make it update each tick it'd create absolutely absurd lag much sooner.
I never played this game when roads existed, but I am fairly sure Anteep replaced roads with Substations (and used the Pylon effect for roads, with residences being the only building requiring roads). I rather like it without roads, but then again I use farms as my "roads" (I know the highways are under-powered, but unsure how to fix that...)
The issue with buildings giving off auras early is not something that can really be helped without a really unnecessary level of trigger use. None of the buildings in SC2 have buffs, and as such they don't have a system for when to apply buffs in the DATA table. You just give it a buff and while it's in the building process it gives off it's buff. Also, there is no trigger for "unit -in- unit state", so anytime a "unit" of matching type exists, it counts it. So an incomplete farm will be counted as complete each tick even if it's not done building as the generation of food is all trigger based.
Edit: you know my handle if you want to play, so friend me and if you see me on let me know.
I suggest either doing the follow as the Official version of the game is pretty much non-existent to everyone.
Either remove Empire Builder (The unimplamented mod) so that people will play the official release. Or remove the official release and update "the unimplamented mod".
Also, I'd like to see a remake of the terrain as it makes some bases awkward to build in, rocks and trees block building placement, and hills and mountains clip into building models, I'd also like to see less high ground bases. I don't know if you have played heroes and empires, which is a map from Warcraft 3 which is a more complete and refined version of this one.
Also I'd like if you'd change the way oil and uranium spawns, because the RNG aspect of the game makes it somewhat off putting. Sometimes the map spawns with oil and uranium in such open places and in other cases the map oil and uranium spawn in the most easily defensible areas on the map.
Is it possible to make like building houses and buying food from market etc. update that thingy live?
bug: Buildings which haven't finished building act like they are completed. Examples: Hospital gives off aura before being completed, uncompleted laboratories create tech points, something similar also occurs with mines, farms, power plants.
Roads should be re implemented, just my opinion. Thank you. Love to play with you sometime. These are simply my ideas and views.
@UberJumper: Go
I keep hearing that the bank is OP, and I guess it is. It's original function was to allow you to invest into it to raise your tax balance (interest). But the triggers for that were broken. I'll see if I can add in a cooldown, but coding autocast and cooldowns is quite difficult.
Edit: I added the "unmaintained" debuff. Now anyone who has debt for an extended period of time will be in big trouble :D
I have played the map several times and i am having a ton of fun.
But the bank is broken, you can take out 100k at the start build to universities, then build oil wells, wait till you hit a massive stockpile of oil and sell it. In 15 minutes your debt is repaid, and you are crazy ahead of everyone else.
Make it so the bank only can only offer you a Loan once every 30 seconds, and have a maximum amount of loans.
I'm picking up where Anteep left off. I am a super novice at the Galaxy Editor so please be patient as I'm learning as I go.
Anteep's map is addictive and I am very happy he's letting me take over.
@LaxSalmon: Go
It is NOWHERE near finished. Simple as that. I'm adding new content, systems, and bug fixing pretty much every day.