Sequel to Empire Builder 2.
Superior to EB1
Found on EU and NA
This map will ALWAYS be free and open to the community.
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Hello. im a big fan of your Empire builder 2.
Although i played this game until i broke the map, nowadays, i can solo nightmare in 44-48 minutes. I have a few comments.
1) Oil is simply too powerful early game. Zero oil, and your first striker AH will come at 25:00
One oil, it will come at 21:00. Two oils, it will come at 19:00. Three oils, and it will come at 17:00. The player with most oil will win, and the game becomes a frantic oil grab! >_<
2) Air units is simply too powerful! in both PVP and and PVProtoss. There is no other way to effectively take down all the stargates in nightmare, without having air units (because lastturrets do so little against armored protoss buildings)
3) Some starting positions are too good! (specifically the three starting positions near the starting point). they have big space to build, and one entrance.
4) The ability of Command centre to "block" enemies by spamming 200$ houses in the way can be annoying! I think buildings built by command centre should start with 1 hp, and fill in hp until full.
and lastly 5) I really really really really hope you can release this in my home server that is Asia server. Empire builder 1 v6.4 is extremely popular strategic game here (only second to civilisation saphire). But not everyone likes EB1 as it takes eons to develop a good city.
i dont earn much here as i deliver kimchi and ramen in my place, but i dont mind donating some money if you can help launch it in the asia server >_<
Sorry if my english is horrible, thanks again for a great map.
no, i mean an option to turn it OFF at the start... that would be a good thing to add, if u want to play a 3 hour match with ur buddies, and dont want the colonies to send in the bomber squad at 1hr in... that THAT is what i want....
Crossover, a vote option? That seems silly, you'd be able to win every game if people voted for colony support. However, I agree that colonies should support more often than they do now. I've seen the game scripts, and there's nothing to determine if the player needs help, all events have an equal chance of happening good or bad. Meaning you can get 10 bad events in a row, even early game catastrophically game ending events.
its annoying to play against the ai, and be waiting for your friends to be ready to take on the protoss boss then (at 1 hr gametime) out comes the bombers and blow away the protoss base unleashing the guy and annihilating the progress that u've made... please have the "colonies support" as a vote option at the beginning!
I believe that I am entirely done now. I'm tired of losing ever since the addition of air units. I finally managed to get good anti air up, and suddenly an immortal necro spawns. So. Fuck it. I'm done, absolutely, entirely, 100% done. Necro is severely over powered in my opinion and works with the enemy, not against. He does not attack enemy structures even if he spawns closer to them than he does to you. The necro could probably single handedly take out the entire Protoss armada.
I'll attack my final replay here. It is the furthest I've ever gotten and then the fucking necro spawned right after another bad event and then another bad event after that when I had already lost so FUCK THIS. Seriously. I'm really pissed off. I did much better that time, and one bad event triggers, then a game ending super unbalanced event triggers, and even though I had already lost, a game ending impossible to defeat event appears (the emitter) after I had already lost all my population so restarting in a new area wouldn't have worked. Fucking god damn.
I've noticed at least 10 locations you forgot to add water cells at. :P
Also, to everyone who may be curious what the new map layout is, here it is!
Yellow circles are spawn pads for random events.
Yellow/gold base with red ramps is hostile area.
Dark grey is 2nd level cliff, with darker ramps.
Light grey is first level cliffs with light ramps.
White is ground level.
Blue is rivers or, where a river should be.
Light blue is where you can walk through the water.
https://dl.dropbox.com/u/30270697/images/EmpireBuilder2.png 345KB, 4096x4096
Hi guys! Just wanted to tell you that there is group for people who like Empire Builder maps.
Wanted to ask if you can add it to loading screen or into description...
First your map is awsome!
Because there are several versions of the game i am not sure if this bug is still there.
1. You can build a large army that makes you have -30.000 income and attack other players. I think as soon as your income goes into minus your units should desert. Maybe you can give a warning and then 33% of your army desert and fight against you. If your income is still in minus another 33% of them should desert.
-> If peoples economy cant support a big army they should not be able to have it.
2. If two players play together one can focus on techpoints and have high negative income then he sends the techpoints to his friend. Solution: If your income is negative you should not get techpoints at all.
-> If people cant afford science, they should not get the techpoints.
Lastly, I'd like to present an image for you in suggestions towards the UI. I wish I knew how to edit the UI and such as you have, adding elements and new resources and such so I could do it myself but I couldn't figure it out. :P
I think it would be nice, if the game did certain things per second or half second, such as food income. While certain things remain on the upkeep timer, food upkeep. Of course, even if you end up not doing this, you can still move things around so that it matches the normal game look. Would be nice after all and that little red number at the side would be the countdown for refreshing upkeep and balances. I'd like the area that holds all this to still be refreshed every second or half second, due to the fact that I don't want to wait 10 seconds to know if I have enough oil income to keep my newly built aircraft army up or when I sell/buy stuff, I don't want it to remain invisible until it refreshes.
Also, hovering on that red countdown thing, would display "Upkeep/Balance timer" or some such like that.
The Archive UI bit you added could be made a whole line smaller, it doesn't need to be that large after all.
You can also see I shrank the market window too. Holding a modifier key could change it from sell to buy. Just like those quick buttons I added below the resources.
Ideas for additional things or changes to existing:
Decrease walk/move speed on farms by 30%, remove this debuff on underground hydroponics mentioned below. Maybe even add a 15% speed boost or more.
Level 5 Farm upgrades into Underground Hydroponics
Underground Hydroponics upgrade button says "Add new level", allowing for 10 levels.
Underground Hydroponics I, II, III, IV, V, VI, VII, VIII, IX, X
Each new level doesn't double, it adds to the growth rate. Say you get 100 food per tick on level 1, upgrade gives you 200 and last level gives 1000. It's a compact structure that uses z levels rather than your base area to grow food. Each level should consume 25 electricity, upkeep should be logarithmic.
25, +25, +25, +24, +24, +23, +22, +21, +21, +20 (230)
The reason for this upkeep change, is because it is easier to control the environment underground.
So assuming you have no modifiers from government, a level 10 would have these stats;
1100 HP base (+50 per level) > 1550 HP
25 power usage per level > 250 Electricity
Logarithmic upkeep > 230 Upkeep
100 food per level > 1000 food
1x1 Turbine, 1/5th everything of the 2x2 sized wind turbine.
You should allow passage through the turbines, all of them. Make their ground post smaller, thinner that is. Don't allow new constructions on their space, just allow walk through as if a burrowed structure.
Add "Bunker Housing". This housing will be able to hold 25 people, and will have a 75% resistance to starvation and a 50% resistance to emitters. Will cost 25 electricity always, and 1 per person inside. This will have high HP compared to normal housing, and be above ground still. 2x2 in size.
Add "Underground Housing Complex". This will be able to support 100 population, and will be underground like the underground hydroponics, giving same speed boost as it for walking over it, if you should add this to the hydros. It will have a normal starvation rate, but a 10% resistance to emitters. It will cost 100 electricity constantly +1 per person living there.
Make the Capital act as bunker housing with a 90% resistance to starvation and an 85% resistance to emitters while being able to house 100 population.
Cap some research types. Also, make their upgrades exponential, not just double it each time. Their upgrades should be logarithmic while the cost should be exponential.
E.G. If you upgrade food, it gives you 100% boost the first time, costing 100 science. The second time it costs 230 science, but only gives you an additional 90%. I leave it to you to play with these numbers, unless you want me to try and come up with some stuff.
I'd say cap food research at 20 levels, or whenever your logarithmic calculation yields useless results. Same for the others, I suppose.