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Petting Zoo Five
Game Settings
EMPIREHOST: sheepfarm.game-host.org
EMPIREPORT: 6666

Game Opens:          01:00 (EST) Fri  03 Mar 2006
First Update:        19:00 (EST) Mon  06 Mar 2006
Game Ended:          11:58 (EDT) Sat  29 Apr 2006
Game Info:
PZ5 Game Setting (text version of stuff)
Page Last Updated:5pm 7MAY2006
Click here for PZ5 update schedule:
THE MAKING OF PZ5 - GOOD INFO HERE!
Start Map Choices:
Wolfpack Empire 4.3.0

The following parameters have been set for this game:
World size is 144 by 72.
There can be up to 99 countries.
By default, countries use their own coordinate system.

An Empire time unit is SEE UPDATE SCHEDULE seconds long.
Use the 'update' command to find out the time of the next update.
An update consists of 60 empire time units.
Each country is allowed to be logged in 1200 minutes a day.
It takes 8.33 civilians to produce a BTU in one time unit.

A non-aggi, 100 fertility sector can grow 0.12 food per etu.
1000 civilians will harvest 1.3 food per etu.
1000 civilians will give birth to 3.3 babies per etu.
1000 uncompensated workers will give birth to 1.7 babies.
In one time unit, 1000 people eat 0.5 units of food.
1000 babies eat 6.0 units of food becoming adults.
No food is needed!

Banks pay $250.00 in interest per 1000 gold bars per etu.
1000 civilians generate $8.33, uncompensated workers $0.18 each time unit.
1000 active military cost $83.33, reserves cost $8.33.
Up to 100 avail can roll over an update.
Happiness p.e. requires 1 happy stroller per 10000 civ.
Education p.e. requires 1 class of graduates per 10000 civ.
Happiness is averaged over 144 time units.
Education is averaged over 192 time units.
The technology/research boost you get from the world is 60.00%.
Nation levels (tech etc.) decline 1% every 96 time units.
Tech Buildup is limited to logarithmic growth (base 3.00) after 1.00.

                                Sectors Ships   Planes  Units
Maximum mobility                127     127     100     70
Max mob gain per update         60      90      60      40
Mission mobility cost           --      0       0       0
Max eff gain per update         --      75      85      85
Maintenance cost per update     --      6.0%    6.0%    6.0%
Max interdiction range          8       8       --      8

The maximum amount of mobility used for land unit combat is 5.00.

Ships on autonavigation may use 6 cargo holds per ship.
Fire ranges are scaled by 1.00.
Flak damage is scaled by 1.75.
Torpedo damage is 2d40+38.
The attack factor for para & assault troops is 0.50.
12% of fallout leaks into each surrounding sector.
Fallout decays by 28% per update

Damage to                       Spills to
              Sector  People  Mater.   Ships  Planes  LandU.
Sector           --     100%    100%      0%      4%     30%
People           10%     --      --      --      --      --
Materials        10%     --      --      --      --      --
Efficiency       10%     --      --      --      --      --
Ships            10%    100%    100%     --       0%      0%
Planes           10%      0%      0%     --      --      --
Land units       10%      0%    100%     --       0%      0%

You can have at most 640 BTUs.
You are disconnected after 14 minutes of idle time.

Options enabled in this game:
        ALL_BLEED, BRIDGETOWERS, DEMANDUPDATE, EASY_BRIDGES, FALLOUT, GODNEWS,
        GO_RENEW, GUINEA_PIGS, INTERDICT_ATT, LANDSPIES, LOANS, NOFOOD,
        NOMOBCOST, NO_PLAGUE, PINPOINTMISSILE, SAIL, SHOWPLANE, TECH_POP,
        TREATIES

Options disabled in this game:
        BIG_CITY, BLITZ, DEFENSE_INFRA, FUEL, HIDDEN, LOSE_CONTACT, MARKET,
        MOB_ACCESS, NO_FORT_FIRE, RES_POP, SLOW_WAR, SUPER_BARS, TRADESHIPS

See "info Options" for a detailed list of options and descriptions.

Customized in this game:
        sect-chr, ship-chr, plane-chr, land-chr, nuke-chr
Check "show" for details.

The person to annoy if something goes wrong is:
        Bungholio Doug
        (empire_bungholio @ verizon.net OR hotmail.com).

You can get your own copy of the source from http://www.wolfpackempire.com/

Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
                         Ken Stevens, Steve McClure
This is free software; see the source for copying conditions.  There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
PZ5 has a "Tic Tac Toe" theme, so players are to choose from a start continent based on a Tick, Tack, or Toe shaped map.  To help balance the field in the event that you pick a lesser-desired map, we'll do a 'split the kitty' deal again, and your map will start with ((200 + total number of PZ5 countries) / (# of that map type in PZ5) then (rounded to the nearest integer)) UW's in your mountain.  Actual maps in game will rotate a random 1d6*60degrees.

  Start continents are shaped as follows:
   TIC: Shaped like a bug
   TAC: Shaped like a thumb-tack
   TOE: Shaped like a toe

Start continents have 45-, 14~, and 1^.  Countries start with 4 sancs, and one internal sector will be a 100 gold sector (the mountain also has 100 gold).  Uniform resources on Start Continents.  Start Continent Industrial Sectors have 50 minerals, 25 oil, and 33 uranium.  Plains have 10 oil resources.  Elsewhere, resources are unknown.
Here's the list of mods to the game from the standard code base:

Planes:
   f3 : (new) tech 95, slightly less combat skillz than PZ4.
   hb : changed load from 5 to 6 (for more strat bombing, need more of this!)

  Ships:
   pt : torp removed from capabilities
   dd : reduced firing range, increased visibility, xlight plane removed
   sh (new) (subhunter) : added @ tech 90.  no units or xlight planes

  Units:
   shepherd (new) : added at tech 10, slightly improved defense and more mils, but slower (than PZ4)
   engineer : removed light flag, reduced cost to $1000. (so no 2am harbors)

  Nukes:
   12kt (new) (tech 155).  better yield than 7kt (PZ4) and costs less!

  Sectors:
   bridgespan maxpop changed to 199 civs/uws (so no offshoring of taxes)
   plains : now produce oil


Note: Things (ships/planes/units) only build to 95% (at their first update
of building).  That last 5% of extra calibration and paint touch-up requires an
additional update in the factory to finalize.
Update Schedule is semi-dynamic:
  5 Updates @ 20 hours
  15 Updates @ 30 hours
  remaining Updates @ 40 hours
  plus one skipped weekend update every 3 weeks for misc player breaks.