Petting Zoo Seven
This page contains the info for Bungy's "Petting Zoo Seven - Beers of the World" empire game.
Game Opens: ~01:00 (EST) Tue 02 Oct 2007
First Update: 19:30 (EST) Wed 03 Oct 2007
Game Ended: ??:?? (EST) ??? ?? ??? 2007
Petting Zoo Seven is ready for players to register.
Page Last Updated:11pm 19SEP2007
Click here for PZ7 update schedule:
Start Map Choices:
Here's the list of mods to the game from the standard code base:
SHP - Shepherd added at tech 15.
PONY - Ponies added at tech 60.
LAT - Light Arty firing frng increased to 6 (from 5).
HAR - Heavy Armor attack changed to 3.5 (from 2.0), changed build tech to 110 (from 120)
ZEP - increased load to 3 (from 2), cost decreased to 900 (from 1000)
HB - increased load to 9 (from 5), increased range to 17 (from 15), increased cost to $1200 (from $1100), increased fuel to 5 (from 3).
F3 - added at tech 95, more $ and more att/def than previous bungy games.
LST - changed build tech to 145 (from 245)
GS - added gun ship (at tech 25)
PT - removed torp
HC - moved to tech 55 (from 50)
BB - moved to tech 65 (from 45), speed increased a notch to compensate.
DD - decreased firing range.
SH - Sub Hunter added at tech 95, similar to original DD but without unit/xlplane capability, but a little more defensive armament.
BT - Beer Tanker added at tech 30.
LBT - Light Beer Tanker added at tech 30 (faster but cheaper/weaker than the BT).
all ships have 'canal' capability.
Research required to build nukes, equal to 50% tech of the nuke.
Fission units moved to start at tech 140, but costs increased, weights increased so can only be carried by HB or JHB.
Added Bunker-buster type at tech 155, can only be carried by HB/JHB/JFB.
Fusion units moved to tech 205 range.
plains produce oils.
added 'z' sector "canal zone": 100 civs, canal ability, no production, not re-des'able.
No food required.
Start continents have 24-, 9~, and 3^. Countries start with 4 sancs, gold dust is only in
the mountains, with 100 gold there. Uniform resources on Start Continents.
Start Continent Industrial Sectors have 60 minerals, 30 oil, and 50 uranium. Plains
have 10 oil resources. Elsewhere, resources are unknown.
Note the changes from the standard games: mils cost one-fifth as much as
normal, fort firing ranges at 70.0%, no market or loans. Trades Ships enabled (with two
types!). Subs do a little more damage than usual. Start tech/edu/research/happy is
There is expansion territory that will have 'some' Terminator defenses.
The deity will NOT be playing.
The game is hosted at : sheepfarm.game-host.org, ported on 6666.
To Register: send email to empire_bungholio @ verizon.net or @ hotmail.com with subject "PZ7":
Country: (limited to 15 characters and must start with an alpha character a-z/A-Z) (Beer related topics suggested!)
Password: (limited to 15 characters)
Email Address: (preferred email addresses)
Start Continent Shape: (Barley or Hops)
Co-Ruler(s) Info: (if you would like to have a co-ruler be informed of any game info via email)
I will reply via email within 20 hours of receipt of your registration with a confirmation email for your registration.
Wolfpack Empire 4.3.10
The following parameters have been set for this game:
World size is TBDxTBD (approx 40x20*num_of_countries).
There can be up to 99 countries.
By default, countries use their own coordinate system.
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 2.5 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 $0.17 each time unit.
1000 active military cost $16.67, reserves cost $4.17.
Up to 95 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 192 time units.
Education is averaged over 192 time units.
The technology/research boost you get from the world is 40.00%.
Nation levels (tech etc.) decline 1% every 96 time units.
Tech Buildup is limited to logarithmic growth (base 2.33) after 1.00.
Sectors Ships Planes Units
Maximum mobility 127 127 120 75
Max mob gain per update 60 90 60 45
Mission mobility cost -- 0 0 0
Max eff gain per update -- 100 100 100
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.
Trade-ships that go at least 10 sectors get a return of 4.0% per sector.
Trade-ships that go at least 15 sectors get a return of 4.5% per sector.
Trade-ships that go at least 25 sectors get a return of 5.0% per sector.
Cashing in trade-ships with an ally nets you a 5.0% bonus.
Cashing in trade-ships with an ally nets your ally a -1.0% bonus.
In order to build a nuke, you need 0.50 times the tech level in research
Example: In order to build a 300 tech nuke, you need 150 research
Fire ranges are scaled by 0.70.
Flak damage is scaled by 1.75.
Torpedo damage is 2d45+43.
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 15 minutes of idle time.
Options enabled in this game:
ALL_BLEED, BLITZ, BRIDGETOWERS, EASY_BRIDGES, FALLOUT, GODNEWS,
GO_RENEW, INTERDICT_ATT, LANDSPIES, LOANS, NOFOOD, NOMOBCOST,
NO_PLAGUE, PINPOINTMISSILE, SAIL, SHOWPLANE, TECH_POP, TRADESHIPS
Options disabled in this game:
AUTO_POWER, FUEL, GUINEA_PIGS, HIDDEN, LOSE_CONTACT, MARKET,
MOB_ACCESS, NO_FORT_FIRE, RES_POP, SLOW_WAR, SUPER_BARS, TREATIES
NOTICE: INFORMATION CONTAINED HERE IS SUBJECT TO CHANGE PRIOR TO THE START OF THE GAME. IT IS THE PLAYER'S RESPONSIBILITY TO VERIFY THE ACTUAL GAME'S SETTINGS. DEITY IS MAKING A BEST EFFORT TO RELAY INTENDED GAME CONFIGURATION, AND DOES NOT PLAN ON MAKING ANY MAJOR DEVIATIONS TO THESE PUBLISHED PARAMETERS, BUT SOME MINOR CHANGES WILL LIKELY RESULT TO ADJUST FOR PLAYER BASE, ETC.
There are no pre-set win conditions for this game. You are at the mercy of your peers to come to a reasonable agreement for what would be a fair endgame scenario.
To declare victory, a "win declaration" must be made via the in-game announcements, and then active players have one update period (except during pre-planned breaks, during which time the skipped days do not count as elapsed time) to post any rejections to the win declaration.
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