Homework

Empires in Arms is the computer version of Australian Design Group classic board game. Empires in Arms is a seven player game of grand strategy set during the Napoleonic period of 1805-1815. The unit scale is corps level with full diplomatic options

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Marshall Ellis
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Homework

Post by Marshall Ellis »

Hello all:

Study and prepare!
(Kinda like an AAR for the game manual)
This is our getting started section.

GETTING STARTED
Game Options and Preferences Screen
From the Main Menu Screen click the OPTIONS button to access this window, which shows all game options and user preferences. Double click the desired option or preference to enable/disable it. When done, click the OK button to return to the Main Menu Screen.
Available Options
+ Winter Land Movement: All costs for movement are doubled.
+ Guard Commitment: increases the morale level used on the Combat Resolution Table during combat
+ PBEM Host Menu: Allows host to enforce the desires of the playgroup during a PBEM game
+ Option Changes During Game: allows the freedom to change options during play
+ Third Combat System: allows the results from an external combat system to be imported.
+ Passwords: Protects user game files from opponents
+ Economic Manipulation: Allows major powers to control their economy to gain additional political points, money or manpower
+ Start At War: France and Great Britain must start at war
+ Leader Casualties: checks to see if any become casualties in the combat
+ PBEM Quick Combat: No file exchanges are required
+ Privateers: allows for piracy to affect trade
Preferences
+ Show Possible Moves: Highlights the map areas that a unit can reach in one turn
+ Political Shading: color overlays that show which major power controls the map areas.
+ Map Scroll Delay: allows the user to control the speed of scrolling the map
+ See AI Moves: Will allow players to see how the AI has moved
+ Always Show Ranges: Highlights the map areas that a unit can reach in one turn and displays this information during all phases

Starting A New Game
From the Main Menu Screen, click on the NEW GAME button to bring up the New Game Screen.
Setting Up A Hot Seat Game
Click to highlight any major power (center screen) and add your Name and set the Type to “Human” on the left side of the screen. Now double-click your name or your nation in the center screen and you will see that all the other major powers have changed to an “easy” AI player. Double-clicking your nation again will change them to a different level of AI player (easy, medium or hard). Now click the BEGIN button and you’ll be sent to the Game Main Screen and the SETUP PHASE. NOTE: If you chose to use the password option, you will be prompted to enter a password, and confirm it, before being sent to the setup phase.

Setting Up A PBEM Game
A PBEM game consists of six client players and one host player. The host is charged with the task of setting up the game.
To Start A New PBEM Game (all human):
As Host:
1. From the Main Menu Screen, click the NEW GAME button
2. Manually fill in, or use the Optional Import Method to import data into, all fields (Name, Type, Email Address, and VPs) on the New Game Screen.
3. Click HOST EMAIL GAME button
4. Enter a game name and then click the OK button
5. If not playing Russia skip to step 6, otherwise, if Host is playing Russia then:
+ Enter SETUP PHASE and setup Russian forces
+ Click the END CURRENT PHASE button (top menu) when finished with setup. NOTE: The program will automatically save the game as TheGameName.sav whenever the end current phase button is clicked.
+ Send the gamestart.pbm file (found in the commout folder) AND the Russian setup file (also in the commout folder) to all clients and then skip to step 11. NOTE: A blank email is automatically generated, with email addresses and subject field filled in for convenience, or you can use another email account to send files(s)
6. Send the gamestart.pbm file (found in the commout folder) to all clients. NOTE: A blank email is automatically generated, with email addresses and subject field filled in for convenience, or you can use another email account to send files(s)
7. When the time comes for you to play your SETUP PHASE, use the “Load Game” button from the Main Menu Screen and load the saved game file TheGameName.sav). IMPORTANT: If the host attempts to load from the gamestart.pbm file to setup his/her forces, the Admin Menu will not be available throughout the game. NOTE: If password protection was selected as an option, you will be prompted to enter a password before proceeding to the game main screen.
8. Next, click the LOAD EMAIL TURN FILE button found on the top menu bar and load all major power turn files that preceded your turn and then setup your forces or load a saved setup file.
9. Click END CURRENT PHASE button when finished with setup. NOTE: The program will automatically save the game once the end current phase button is clicked.
10. Send your setup file (found in the commout folder) to all players.
11. IMPORTANT: From now on, when the time comes for you to play or load a turn, use the LOAD GAME button from the Main Menu Screen and load the saved game file (TheGameName.sav).
As Client:
After receiving the gamestart file from the host, place it into the commin folder and then:
1. Click NEW GAME button
2. Click LOAD EMAIL GAME button
3. Enter email address and click OK
4. Load TheGameName_gamestart.pbm file from the commin folder. NOTE: this is the only time you will use this file
5. If password protection is enabled, enter password then click the OK button
6. If it is your SETUP PHASE turn, setup your forces or load a saved setup file and skip to step 8, otherwise continue on to step 7.
7. If it is not your turn, click the LOAD EMAIL TURN FILE button found on the top menu bar and load any major power turn files that precede your turn. When it is finally your SETUP PHASE turn, setup your forces or load a saved setup file
8. Click END CURRENT PHASE button. NOTE: The program will automatically save the game once the end current phase button is clicked.
9. Send your turn file (found in the commout folder) to all players.
10. IMPORTANT: From now on, when the time comes for you to play or load a turn, use the LOAD GAME button from the Main Menu Screen and load the saved game file (TheGameName.sav).
Setting Up A PBEM Game Using AI Substitutions
The program can be set to use the AI (easy, medium or hard) to play those major powers that do not have a human player. During exchanges, make sure that all files (the phasing player’s and the AI major powers) are included as attached files when sent.
Loading Saved Game Files
When the time comes for you to play or load a turn, use the “Load Game” button from the Main Menu Screen and load the saved game file (TheGameName.sav).
Exchanging Turn Files
To exchange turn files, click the SEND MESSAGE TO ALL PLAYERS button (top menu bar) and a blank email is generated, with email addresses and subject field filled in (or you can use another email account to send files). Attached the turn file (found in the commout folder) to this email and send. When receiving turn files, always place them in the commin folder.
Loading Turn Files
Load turn files from the commin folder by clicking the LOAD EMAIL TURN FILE button found on the top menu bar and load any major power turn files that precedes your turn.
The Role Of The PBEM Game Host (The Hub)
The host reconciles and enforces the desires of the playgroup during a PBEM game. Using the Admin Menu, the host has the ability to:
+ Enforce a turn deadline and use the Admin Menu to have either the AI play a turn, or skip a turn, for any given player who is unable to submit a turn file and meet the deadline.
+ Supply current players with a backup saved game file (using the Admin Menu) should file corruption or out of sync errors occur.
+ Replace players that no longer wish to play and supply those new players with the appropriate backup saved game file.
Optional Import Method To Start PBEM Game

EiANW allows players to use an external Game Assistance Program (GAP) that handles the major power bid and selection procedure. This program is available, free of charge, for download.
Explanation Of The Gap:
Bids are capped at 20 Victory Points to curb astronomical bidding for France or Britain. Ties are broken using a non-repeating random number event. The password created during the bid procedure was designed to protect the player’s EiANW gamestart file (i.e. in order to open the gamestart file for a specific major power, you’ll need to enter both your email address and the password). Also during the bid procedure, players can choose which pre-existing wars they would declare should they win control of a specific major power. The bid file (.bid), which is encrypted, contains the player’s 7 bids, pre-existing war declaration requests and the password that the player made. The player name and email address is also included but is not encrypted. NOTE: give recognizable names to your bid files (e.g. YourName_GameName.bid) so that the host understands which game it belongs to (he/she may be hosting more than one game and your bids may vary from one game to another depending on the major power your trying to control).
When completed, the player sends the bid file to either the game host or a non-playing arbitrator, who will use the GAP to compare the bids according to the following order: Great Britain, France, Russia, Austria, Prussia, Spain and Turkey. The host (or arbitrator) also has the ability of selecting the Britain and France at war option at this time. Afterwards, the host (or arbitrator) can send those results, which are written to a text file, by email to all clients. The text file (.txt) contains the results of bidding; the major power won, VP cost, player name, email address, pre-existing wars, and a list of the individual bids from all 7 players. Note: the major powers listed vertically are the aggressors (i.e. made the declaration of war).
Importing The GAP Data:
The major power selection data generated by this program can be easily imported into EiANW by the host (or arbitrator) of the PBEM game by simply clicking the “Import Bids” button. A dialog box will open that will allow the host to find the folder that the bid file was save to (the selection file (.sel) is automatically saved to the folder that the text file was saved to). This is the file that EiANW will use to import. NOTE: The passwords are NOT encrypted so the host or arbitrator can reference them if needed. For a higher level of security it is recommended that you use a non-playing arbitrator.
After loading the selection file, the Name, Email Address and VP Bid data will be filled on the New Game Screen, but not the game Type, which the host must manually set (to “Email Host”). Once the host has set his/her major power, double-click on “Email Host” (center of screen) and the remaining six players will change to “Client”. From here follow the instructions, starting with step #3, on how to Start A New PBEM.
The Role Of The PBEM Game Arbitrator (Non-Player)
The use of an arbitrator offers a higher level of game security for PBEM games because the host will not be able to see the passwords. The arbitrator’s job is:
+ To receive and compile bid files from a playgroup consisting of seven members, which include six clients and one game host.
+ To use the EiANW Game Assistance Program to compare and calculate all seven bid files in order to determine control of the seven major powers according to the selection procedure
+ To act in accordance with the majority desires of the playgroup and select the Britain and France at war option if requested.
+ To send the results, contained within a GAP generated file (.txt), by email to all clients and the host.
+ To import the results, contained within a GAP generated file (.sel), into EiANW for the purpose of creating a gamestart file.
+ To send the gamestart file, created by EiANW, to all Clients (not the host).
+ To send the saved game files (.sav and .dat), created by EiANW, to the Host (not the clients).
+ To retain a copy of the .sel file, containing all seven passwords, for future reference as needed by a replacement player, should a member of the group leave the game. NOTE: if a player should leave a PBEM game, the host sends the game file and the arbitrator provides the new player with the password found in the .sel file.

Now you should be ready when the game arrives at your door or the download finishes :-)


Thank you

Marshall Ellis
Outflank Strategy War Games


StCyr
Posts: 148
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RE: Homework

Post by StCyr »

+ Winter Land Movement: All costs for movement are doubled.

?? you mean all costs for suppy, don´t you ?

and no depot restriction to 4 corps included ? But privateers...
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Monadman
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RE: Homework

Post by Monadman »

ORIGINAL: StCyr
+ Winter Land Movement: All costs for movement are doubled.

?? you mean all costs for suppy, don´t you ?

and no depot restriction to 4 corps included ? But privateers...

No actually that would be a winter land movement penalty that very much slows down those winter offensives that you may be planning.

Richard
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Pans
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RE: Homework

Post by Pans »

Hello all,

wonderfull news! [:D]
I hope that Matrix will take not too much time for release.

As you mentioned in GETTING STARTED under Prefences that all AI moves will be visible - I assume that also in PBEM games the movements from other players can be shown?
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Marshall Ellis
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RE: Homework

Post by Marshall Ellis »

Pans:
 
When the "See AI Moves" option is on you see the AI move in real time.
PBEM is handled a little differently by using a playback mode where you can rewind and play to see the player's moves (The player's moves you just loaded in a turn file).
 
 
Thank you

Marshall Ellis
Outflank Strategy War Games


hlj
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RE: Homework

Post by hlj »

Hey ^_^
 
I was wondering if a prussian corps with movement 3 wanted to enter a mountain in winter time. Normal cost for entering a mountain area is 2. Would the cost be doubled to 4 thus forcing the corps with movement 3 not to enter mountains in winter time?
Regards

xXx
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Monadman
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RE: Homework

Post by Monadman »

ORIGINAL: hlj

Hey ^_^

I was wondering if a prussian corps with movement 3 wanted to enter a mountain in winter time. Normal cost for entering a mountain area is 2. Would the cost be doubled to 4 thus forcing the corps with movement 3 not to enter mountains in winter time?

That’s correct; those with less than 4 cannot move into mountain terrain during winter months.

Richard
StCyr
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RE: Homework

Post by StCyr »

That’s correct; those with less than 4 cannot move into mountain terrain during winter months.

So austrian inf corps can not enter the Alps during the 3 winter turns but CAV corps can ? And Florence can´t be reached by any non-french controlled italian corp during winter ? At the same time there might be Napoleon with 20 corps in Moscow, all being supplied by a single depot. That´s fantastic, isnt´t it ?
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Marshall Ellis
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RE: Homework

Post by Marshall Ellis »

All:
 
The Winter Land Movement is only an option. You can act like it was never there, if you wish!
 
 
Thank you

Marshall Ellis
Outflank Strategy War Games


StCyr
Posts: 148
Joined: Wed Jul 02, 2003 2:27 pm

RE: Homework

Post by StCyr »

ORIGINAL: Marshall Ellis

All:

The Winter Land Movement is only an option. You can act like it was never there, if you wish!


But why do you include such a rule, that simply makes it impossible to have any kind of realistic winter campaing (just have a look at Napoleon's Polish campaign during december - february 1806/07, or the campaign 1813/14 in France)
- but skip the "4 corps only" depot rule that would make the game more realistic ?
Don´t you see that there is no balance between "No regular austrian, russian, prussian etc. inf coprs can enter Florence(!) for 3 month of the year" and "let´s feed the entire french army in Moscow with just one single depot" ? What´s your intention ?
Frank McNally
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RE: Homework

Post by Frank McNally »

I am only playing my first full game of this currently, but isn't a bid cap of 20 quite low?  I thought bids in the 30s were not too crazy for France.
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Monadman
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RE: Homework

Post by Monadman »

ORIGINAL: Frank McNally

I am only playing my first full game of this currently, but isn't a bid cap of 20 quite low?  I thought bids in the 30s were not too crazy for France.

Frank,

Too low, too high, it should be unlimited or factors should be the cost instead, etc., etc.

The game plays the same with a 20 VP cap and you will no longer hear the excuse from the French or British player that they don’t have a chance to win due to their high bid cost, so they are quitting now that they are getting beaten badly. They will find other excuses, but not that one.

Richard
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Russian Guard
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RE: Homework

Post by Russian Guard »


Not sure if this would be easy to code or solve anyone's issues with the winter movement rule, but why not:

Write the code such that a Corps may always move 1 area, regardless of cost?

At least in this way, a non-French Inf Corps could enter mountains in winter, if they started adjacent...

If the move exceeded their movement allowance you could call it a "Force March" and require a forage roll...








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Monadman
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RE: Homework

Post by Monadman »

ORIGINAL: Russian Guard


If the move exceeded their movement allowance you could call it a "Force March" and require a forage roll...


EiANW does allow for a force march and it is the only way for those non-French infantry corps to get into a mountain area when using the winter land movement option.

Richard
hlj
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RE: Homework

Post by hlj »

I cant wait to play the game and try out those options ^_^
Regards

xXx
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Marshall Ellis
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RE: Homework

Post by Marshall Ellis »

Russian Guard:
 
PLEASE remember that the winter land movement is only an option. You do not have to use it at all.
 
 
Thank you

Marshall Ellis
Outflank Strategy War Games


sabre100
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RE: Homework

Post by sabre100 »

Hi Marshall -

Any new update is this game really done?  It's been so long I can't wait...can you update us when you hand the gold build and give it to Matrix?


Thanks
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Russian Guard
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RE: Homework

Post by Russian Guard »

ORIGINAL: Marshall Ellis

Russian Guard:

PLEASE remember that the winter land movement is only an option. You do not have to use it at all.


Marshall,

Yes I do understand that. Although it isn't clear what is in its place as a standard rule.

If the standard rule is the same as is actually in the board game, then great. If the standard rule is that there is no penalty at all to movement in Winter, then that's not so good in my view.

The point is moot; Monad answers my concern above regarding this optional rule - you can at least Force March into mountains in winter, if needed, which is fine with me. That just requires more thoughtful movement and strategic forethought, which I enjoy anyway.




StCyr
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RE: Homework

Post by StCyr »

7.4.1.2.3 Force Marching: If the corps foce marched, "+1" is added to the die roll.
7.4.1.2.4 Winter: If it is winter, "+2" is added to the die roll...

i.e. a not french controlled bavarian corps moving from Munich to Salzburg will lose the same number of factors equal to the die roll.
But a cav corps can move the same way and use regular supply ? Why ?
Everbody should know that cav is more affected by snow and ice than inf.

There is no such rule in EiA, that you need to force march to enter mountain in winter (or use "snowshoe-cav"), but it got included.
A majority of players seems to agree that the "4 corps only to supply" depot rule is essential to the game play- but it was left out. Why ?




hlj
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RE: Homework

Post by hlj »

4 corps per depot is not an essential rule, it is in my oppinion there to make it expensive and difficult to make monster stacks. But when faced with the prospect of a 15 counter cap, in place instead of the corps per depot limit, a lot of players including you made it known that it was not what you wanted.
 
I am sure the 4 corps per depot was left out because it was not needed with the 15 counter limit. Now players as yourself have reset that limit at 30 and i think it is unfair to hold anyone but yourselfs responsible for changes you have asked for.
Regards

xXx
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