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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