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Petting Zoo Six
This page contains the info for Bungy's "Petting Zoo Six - Wheel of Misfortune" empire game.
EMPIREHOST: sheepfarm.game-host.org
EMPIREPORT: 6666

Game Opens:         ~01:00 (EST) Thu  15 Mar 2007
First Update:        20:30 (EST) Sun  18 Mar 2007
Game Ended:          ??:?? (EST) ???  ?? ??? 2007
Game Info:
Petting Zoo Six is ready for players to register.
Page Last Updated:12pm 3MAR2007
Click here for PZ6 update schedule:
Start Map:

Land Units
SHP  - (shepherd) added at tech 20
TANK - added at tech 60
HAR  - (heavy armor) attack changed to 3.5 (from 2.0), changed build tech to 110 (from 120)
RAD  - (radar) changed build tech to 85 (from 270)
SO   - (special ops) added at tech 120

Planes
ZEP - increased load to 3 (from 2)
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)

Ships
GS  - added gun ship (at tech 30)
PT  - removed torp
BB  - moved to tech 55 (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.

Nukes
Research required to build nukes, equal to the 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 200 range.

Sectors
plains produce oils.


PZ6 has a "Wheel of Misfortune" theme, so start continents are shaped like the wheel, which oddly also closely resembles the radiological warning sign.

Start continents have 45-, 12~, and 3^.  Countries start with 4 sancs, gold dust is only in the mountains.  Uniform resources on Start Continents.  Start Continent Industrial Sectors have 100 minerals, 40 oil, and 50 uranium.  Plains have 20 oil resources.  Elsewhere, resources are unknown.

The "report" command has been disabled, which means you will have no clue who is cranking or lagging in tech / edu / research / happiness.

Note the changes from the standard games:  Plague enabled, 40 ETU's per update, mils cost half as much as normal, fort firing ranges at 66.6%, no market or loans.  Start tech/edu/research/happy is 6.66/6.66/6.66/6.66.

There are expansion islands, that will have 'some' Terminator defenses.

The deity will NOT be playing.

Note: Planes and 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.  Ships go to 100% on their first update of building, it is deemed too annoying to wait for
95% then 100% ships.
Update Schedule is fixed at 10:30PM (EST/EDT):
  first 10 Updates @ daily
  next 10 Updates @ skip weds and saturday
  remaining Updates @ every other day
  plus breaks for easter, mothers day, memorial day.
To Register: send email to empire_bungholio @ verizon.net or hotmail.com with subject "PZ6":
  Country: (limited to 15 characters and must start with an alpha character a-z/A-Z)
  Password: (limited to 15 characters)
  Email Address: (preferred email addresses)
  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 18 hours of receipt of your registration with a confirmation email for your registration.
Wolfpack Empire 4.3.9

The following parameters have been set for this game:
World size is TBD by TBD. (~50x~25 * #_of_countries)
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 40 empire time units.
Each country is allowed to be logged in 1200 minutes a day.
It takes 5.56 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 5.0 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 $375.00 in interest per 1000 gold bars per etu.
1000 civilians generate $12.50, uncompensated workers $0.25 each time unit.
1000 active military cost $6.25, reserves cost $0.63.
Up to 95 avail can roll over an update.
Happiness p.e. requires 1 happy stroller per 7500 civ.
Education p.e. requires 1 class of graduates per 7500 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 75.00%.
Nation levels (tech etc.) decline 1% every 192 time units.
Tech Buildup is limited to logarithmic growth (base 2.75) after 1.00.

                                Sectors Ships   Planes  Units
Maximum mobility                127     127     127     75
Max mob gain per update         60      90      60      30
Mission mobility cost           --      0       0       0
Max eff gain per update         --      80      85      85
Maintenance cost per update     --      4.0%    4.0%    4.0%
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.
In order to build a nuke, you need 1.00 times the tech level in research
        Example: In order to build a 300 tech nuke, you need 300 research

Fire ranges are scaled by 0.67.
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 15 minutes of idle time.

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

Options disabled in this game:
        BLITZ, DEMANDUPDATE, FUEL, GUINEA_PIGS, HIDDEN, LOANS, LOSE_CONTACT,
        MARKET, MOB_ACCESS, NO_FORT_FIRE, NO_PLAGUE, RES_POP, SLOW_WAR,
        SUPER_BARS, TRADESHIPS

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

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

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.
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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.
                                   WIN Conditions:
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.
des @0,0:4 -
des @-1,-1:4 -
des @1,-1:4 -
des @5,1:1 .
des @-5,1:1 .
des @0,-4:1 .
des 2,0 ^
des -2,0 ^
des 0,-2 ^
des -3:3,-5 ~
des -8:-7,0:1 ~
des -6:-5,2:3 ~
des 7:8,0:1 ~
des 5:6,2:3 ~