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Length: 5054 (0x13be) Types: TextFile Names: »overview.doc«
└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987 └─⟦this⟧ »EUUGD18/General/Gb/Docs/overview.doc«
Galactic Bloodshed (working title) by Robert Chansky Overview This game was originally inspired by the Unix wargame Empire. In Empire conquest is represented by the amount of ter- ritory a player occupies as well as the resources and workforces he posesses. Galactic Bloodshed is much the same in these respects, as are many other games. But, where Empire takes place on one world, Galactic Bloodshed employs many seperate worlds for players to explore and exploit. In this way the game is more versatile than Empire, and there are many more avenues to explore in game development. Finance, cooperation and war (of course), development of technology, and randomizing factors will all be important areas of the game. While free trade would ordinarily be difficult in a simulation constrained by the mechanics of in- terstellar travel, Galactic Bloodshed will circumvent this by in- troducing various 'shortcuts' to travel. Among these are FTL vehicles, instantaneous transport devices, and a smaller-than- scale travel distance for starships. Another factor to stimulate free trade is the economic leverage inherent in the disparate races and cultures that arise from evolution (or creation, which- ever you happen to believe [more on this later]). Thus goods such as priceless art treasures, examples of fiction, technologi- cal discoveries, new strains of food animals, etc.(the list is endless) can all be carried in a starship of limited capacity. Communication is possible between races via long-distance radio (telegrams). Opportunities for profit can be utilized by any player. While the game is designed primarily to be peaceful in intent (the name is sarcastic), it is necessary that there also be an alternative to friendly competition. Thus war and conflict are born. In addition to trade cargoes a ship can also carry destructive capacity. this can represent anything from nuclear weaponry to propaganda, and when unloaded it can be devastating to its intended target. Ships, planets, and people all can be mobilized to preserve their culture's manifest destiny while curbing another's expansionist imperialism. The above so far is assuming that each culture in the game develops along the lines that our own seems to be. This view is a narrow one considering the disparity of even the one known planet we have to model. The technologically dominant European culture of Earth arose merely by chance, and it is equally possible that another, differently motivated culture could have come about in its place -- a culture that, perhaps, uses the principles of magic, mind power, or prayer to influence its environment in the same way that machines and such are used today. We have only theoretical experience with such methods, but they are nevertheless applicable to the workings of the game. Instead of developing newer and better machines these cultures may explore the possibilities of more complicated and powerful spells, a greater unity of the mind and the body, or a transcendant understanding of God. Lasers and nu- clear weapons clash with the concentrated might of a racial mind, while the magic spells of another culture might vy with the power of a god. It is possible for any game to become unbalanced, as one player becomes more experienced in the game and forces the others to extinction. This can easily happen with Galactic Bloodshed as well. Randomizing factors are necessary to keep the game balanced, without reducing playability as well. I introduce Berserkers, wandering death machines attempting to destroy all life, as one such option. These devices can be randomly created anywhere (or alternatively built at a central base which could serve as a quest to destroy for the players) to deal crippling blows at important supply routes. They can be directed anywhere, or programmed to move randomly or towards the most advantaged player. But this is not the only option; many factors can con- tribute to keeping players on their toes. Someone may invent a supernova device (effectively ending the game...) and use it on your system; a viral plague may break out; A gamma-ray laser aimed at one of your planets may render its population nearly sterile; Rival supernatural beings may choose your territory in which to 'duke it out'; your scientists may invent a self- reproducing machine which immediately proceeds to convert all the resources of your system into copies of itself. Any number of things may happen. Progress on Galactic Bloodshed so far has been fairly steady; and I hope to have a working multi-player copy of the game (ver 0.9) up by the beginning of the summer. Robert Paul Chansky