Posts archived in Games

Although there is no structured support for diplomacy within the game, alliances are one of the most powerful things within the game.

Players who have no alliances will quickly find themselves surrounded, and holding the short end of the stick.

There’s also a bit of an art to it – depending upon the person you’re negotiating with, you might have to be willing to come to some difficult compromises. Intermingling of resource gathering buildings to some degree is fairly common with strong partners.

There’s several ways of going about it, I prefer the proactive method – that is: I contact people I’m near, that I’d like to ally with.

Sometimes this will be an active partnership – eg: assistance in defending/attacking a common enemy.
Other times it will be a simple non-aggression treaty, and agreeing to split up some given bits of territory.

In any case: good communication is the key to ensuring your neighbors know your intentions, and don’t interpret (say) you moving 50 light cavalry near the border as you planning an invasion.

Some players will initially agree to an alliance, only to break it with little or no forewarning. This can be a very effective tactic, especially if you choose your moment carefully. However, remember that players can, and will remember this in future games - as the saying goes “Once bitten, twice shy”.

One of the worst things, conversely, is to aggressively build near someone’s existing territory when there is plenty of other unclaimed resources near by (and closer to your territory) without communicating first.

So, just to summarise:

Do:

  • Communicate early, and often with neighbors.
  • Try to negotiate terms agreeable to both, even if that means compromising, and giving up (say) some mountains which you hadn’t built on yet.
  • Keep your alliance partner(s) informed of what you’re doing, especially if you are building or moving military units near their territory.

Don’t:

  • Build towards someone aggressively without communicating, unless your intention is to create a conflict.
  • Break an alliance unannounced, without first considering the potential ramifications (especially for your future games)

Following these few guidelines will ensure you have a much higher chance of surviving to prosper and flourish.

Whilst the Vox instructions provide a good guide on how the buildings work, and what they do – there’s a shortage on details as to what the best guide for actual building placement is.

I hope to give you a good starting point for Resource building placement. The general information on where and how to place buildings is covered in the Vox instructions.

The Basics – Building Classes

There are two classes of buildings -  Military, and Resource Gathering.

Military buildings are rather simple – they can be built, for the most part – almost anywhere that is either within your sphere of influence, or neutral (unclaimed) territory.  The placement of these should be closer to enemies, or likely attack vectors.  Because they do not impact upon the production of a tile, you do not have to consider their placement quite as much.

Stockades should be used to provide automated defense throughout your territory, and as a first line of defense.  

Resource Gathering buildings, as the name suggests – gather resources which you can use to fund your empire.  This is what the main part of this guide will cover.

 

Selecting a location for your Resource Gathering building.

Location, Location, Location. Yes, Location is everything in this game, if you want to get the optimum resource gathering capabilities from your land.

 

Production Area of a Level 2 Building (left) and Level 3 Building (right).All resource buildings have a Production Area. For first level buildings, this is simply the tile they sit on. It is when you start upgrading buildings that your positioning really matters. 


Ineffecient unit placement. Note that all the buildings are placed very close to each other. Here’s an example of inefficient building placement:

This is a typical beginner mistake – Sure, at first this provides a small boost in efficiency, however the majority of these buildings cannot be upgraded. In addition, those that can be upgraded will be less efficient due to a different, or mixed resource availability on some of the tiles.


Better unit placement. Note that all buildings have a two-tile gap between each other.Here’s an example of better unit placement: 

All buildings have a two-tile gap between each other, which means there is no impediment to upgrading to Level 3.

There are some problems with this placement, however. 
For instance – Mines can only produce metal on Rocky Hills (preferred), or Scrub Hills (only partial efficiency). 

All of these mines have been placed on the edge of the Rocky Hills, and thus will only have partial efficiency when upgraded.  This is because the production area will expand onto Plains, which has only Food production capability.


This is an example of significantly more efficient building placement. All buildings have atleast a 1 tile gap around them, and have 2 tiles between each building meaning all can be upgraded to Level 3.

Most buildings have full efficiency, only the mine has partial (due to being next to a Lone Mountain).


Of course, some times it is not possible to get nine tiles in a square that are the same resource type, or you’re forced to use Scrub Hills. This is where Outposts come in handy – since, unlike Farmsteads, Mining Pits, and Logging Huts can produce resources of any available type.

City, with Blight and several Mountains. Outposts are especially handy when you have access to Mountains and Blights. Once upgraded to Settlements, Towns or Cities – they can produce Relics and/or Gold very quickly. 

Handy Tip: You can build directly on top of blights for an additional boost in your relic production rate.


Settlement Under Construction (right), next to a gold pond. Gold Ponds are the best source for gold – be sure to place a few workers on it to increase the gold production.


Small Islands are also excellent locations for upgraded Outposts, as all water has a certain percentage of Gold in it. 
Update: As Christina points out – these are also excellent locations to build Stockades. These give an additional defensive capability, they also help to control more territory (which means a higher score).

Just watch out for the Velociraptors, as they are known to hang around small deserted islands such as this.


I hope this little guide has been useful. Feedback/Comments welcome.

I’ve mentioned a few times before that I play Vox Imperium.

Today I joined a new game within Vox, and right above my base is … this:

Hidden Imagery in Vox Imperium - First evidence of an elephant-cow hybrid?
(click the image to open full size – Yeah, lightbox is cool – more info soon)

It looks like some sort of elephant-cow hybrid to me… freaky.

What other bits of hidden imagery (intentional or not) is out there?

Tonight I installed Vista RC2.

I haven’t played around with it yet, but it looks fairly much the same.
Install time was down a little, again. Overall though, not much is initially different.

A few people have suggested I get the Battlefield 2142 Demo, and have a go… so, I did. Infact, after installing a few drivers (to make Sound go) and Firefox, that’s pretty much the only things I’ve done.

So… how did the BF2142 Demo go? Well.. it’s a little rocky.

Step 1: Install the Game.
This isn’t hard. You run the installer. It installs.

Step 2: Run the Game …or not.
I got this lovely error message.
DirectX 9 needed.

Luckily Paul had a link for me in IRC… so on to:

Step 3: Install DirectX9

I Downloaded the “D3DX All Updates” from this page, extracted the zip file and ran as admin.

Step 4: Run the game, and register account.

You’ll need to register an account, but if you’ve played any EA game online (like, Battlefield 2, for instance) – you’ll probably find your account name isn’t available. This is something EA needs to fix.

Step 5: Find that Punkbuster doesn’t like Vista’s default settings.

Any game server you try and join that has Punkbuster, will boot you out if you’re not running BF2142 as an Admin.

This is… not great, but acceptable.

Step 6: Run BF2142 as Admin

Run BF2142 as Admin

I wrote the other day how I’ve been playing Vox Imperium.

Because the game is in beta, not everything has been fully tested, and there’s still some things (though, shrinking slowly) that people can do to try and get an unfair advantage.

One of the core pieces of the game is the Market – it’s a place where any player can buy or sell their resources. There’s no player-to-player trading or selling, so it’s your main way of converting excess or spare resources of one kind, into gold, which can then be used in a variety of ways (mostly for the purchase of other resources, but it’s also a factor in operating and creating military units).

There are four basic resources – Food, Wood, Metal, and Relic – each of which has three sub types – poor, good, and rare. Creating units requires using two or more types of resources, and buildings are usually a combination of three or possibly all four.

Market prices for resources are based upon a variety of factors, mostly to do with demand and availability. So, if a resource is in high demand – the price for it will go up. Some items are inherently less available, and thus more expensive – plus subject to higher starting prices (Relic, being the most expensive and most difficult to gather).

So, in one game (Game 5) I had a small, but steadily improving empire – but I was hemmed in by bigger players. I got a little above myself and decided to take some territory – and eventually got pushed back by a significantly bigger player.

At that point, I basically gave up all hope of being able to win in that game. All my defensive buildings had been taken out, and I didn’t have any chance of being able to beat off any of the neighbors, should they decide they wanted my small chunk of land.

Those neighbors, however didn’t completely wipe out my empire – I still had a few resource gathering buildings, which had been upgraded during my expansion to produce a small, but steady trickle of income. Luckily, most of that steady trickle was in Good and Rare wood, with an additional small stream of Relic.

After several days, I decided to play around, and see what I could do with the small empire – again, having the expectation I’d be wiped out whenever someone nearby decided to get on with finishing my empire off.

I sold off all my available resources, and invested them in Poor Relics. I had, maybe 20,000 gold worth of Relics. A day later, I noticed the price of Poor Relics had gone up – not much, just 5 gold each, but when I had about 500 relics – that wasn’t too bad at all.
So, I decided to sell out of the Poor Relics, and go grab me some Good Relics, combining it with the few hundred or so I’d managed to grab, and bought about 200 good relics – they were pretty expensive.
Again, a day later – the price had gone up, maybe 10 gold. Not bad, I though – and decided to sell out, and buy some Poor Relics – which had once again dropped back down.

You can see the pattern, right? Buy low, sell high, re-invest in the other cheaper resource. From my point of view, this was just a novel, interesting exercise – I couldn’t see any direct effect.
By the time another day had gone by I had over 100,000 gold worth of Good Relics, I was starting to notice that the price would shift by a few points, every turn (so, every 30 minutes).

A day later, I’d managed to build up about 2 million in gold. I thought that would surely be enough to start rebuilding my broken empire – which I started doing.
I very quickly started to run out of money – all the prices of resources had gone up, as other players battled it out and stretched their supplies thin.
I had maybe 50,000 left, and decided to start doing the investing again. Every 2-3 moves, I’d quickly switch between one resource and another – resulting in the prices of relics starting to jump every turn… first 5, then 10, and quickly progressing up to 50 gold shift – every turn. I could buy rare relics for 173 gold each, and then 2-3 turns later, turn around and sell them for 280 gold each, buying into a cheaper or rarer resource.

Within a period of about 3 days, I had gone from having about 50,000 in resources, to having about 8 million.
I bought about 36,000 rare relics at about 230 gold each (remember that the price drops, if there’s low demand and high availability).
One turn later – Rare Relics were priced at 1,600 gold. I’d made nearly a 700% profit in one pulse. 36,000 rare relics, turned into 340,000 Good relics @170 gold. Another turn later – both Good Relics and Poor Relics were at over 2,300 each, or about 782 million gold.

Now, before you jump on me and say I was manipulating the market unfairly, well.. Yeah, I was. I had also told the game’s creator that I had been able to do this, when I was doing smaller investments. He didn’t seem overly concerned – after all, noone would really be able to use it to much effect.

When I caused the first major shift, I told the game’s admin again – and he stated working on a patch. About 2 hours after that, the patch was in, and my earning spree had come to a sudden halt with the 700 or so million in gold.

‘course, the first thing I did was go on a little raiding… You can see the aftermath of that over on the Vox Imperium forums.

1 comments

Vox Imperium

Looking for an online web-based game to soak up some “spare” hours?
Like Civilization?
Like Turn-Based Strategy games?

Go check out Vox Imperium, it’s an interesting mix of the above.

There’s no turns, as such – but resource gathering and building only occurs at each “Pulse” (which occurs every 30 minutes).
You’re free to build/move units between pulses as your resources allow.

Because of the slow pace of the pulses, it’s quite possible to spend a few minutes every night (or two) moving units around, building, etc.
It’s only when you move into latter stages (which I havn’t reached yet) that you’d need to spend more time as you struggle to capture territory and strain your resources.

There’s plenty of room for improvements (A lot of people have suggested Google-like map browsing, which the developer is working on), but it’s quite playable at the moment.

Penny Arcade think White Knight Story is a compelling reason to get a PS3.

Sure, great looking trailer, but I’m not convinced it’s worth forking out that much cash for a pretty limited piece of kit (from what I’m reading).

You Tube Version:

High Def: Windows Media (115MB) and Quicktime (~130MB)

Mean while, over on Ctrl+Alt+Del, Tim links to the trailer for a new movie based on Frank Miller’s 300.

Youtube (not very good quality):

…or Quicktime (not much better).