BATTLE MINES



Previous Updates






Updates up until April 2009



March 27th

"In Da Mine"
Sung to the tune of "In Da Club", 50 Cent


Go, go, go, go
Go, go, go new-bie
It's production
We gonna party like
It's production
Gon' sip rusty water like
It's production
And you know we don't give a fuck that it's production!

[Chorus (2x)]
You can find me in the mine, warehouse full of nukes
Mama I got whatcha need, if you wanna eat some food
I'm into makin bribes, I ain't into bein rude
So come give me a trade, if you into gettin screwed

When I pull up out front the mine's treads, triple dub
When my vassals twenty deep, plenty tithes in the club
Miners heard I fuck wit Meth, now they wanna show me love
When you sellin diamond drills, top rank fit me like a glove
But homie nothin changed, trades down coal up
I see xade, nigga roll that doomsday up
If you watch me land exchange, might mistake me for a fascist
Take yo land, scrap, dames, get Ramul to help me cash it
West coast, Haverbrook, they say Rasty you suck
Say they refin'ry actin out, like I givin a fuck
Shit I through wit debuggin, this game runs like a charm
How now, witcha BM's neck, under my arm
I'm feelin focused, got you in my telescope sights
Load the cannons with uranium and read you yo rights
Don't get me wrong, all the builders I be feelin yo flow
But come red horseman I be bombin you and takin yo dough

[Chorus (2x)]

[Bridge]
My flow, my show brought me the dough
That bought me all my fancy things
My mine, my dips, my hulls, my tech
Look nigga I done came up and I ain't change.

And you should love it, way more then you hate it
Nigga you mad? I thought that you'd be happy I made it
I'm up top my monument, toastin the good life
You that faggot ass newbie trying to pull me down right?
I smoked kilos of dope just to make this damn game
But I ain't done it for the blowjobs, the hoes and the fame
If GoG catches fire, let the motherfucker burn
If you talkin bout bandwidth homie I ain't concerned
Psiweapon's art is up front, Gigantor got my back
I can pwn your game design in roughly three seconds flat
Watch the idles pile up, fuck it I'll make a new one
Now who the fuck has got steel, I'll trade an aluminum

[Chorus (2x)]





February 4th

The Battle Mines apparel line was a terric Christmas success!

Front

Front
Back

Back
Printed on the premises at downtown Vancouver's finest retailer, Van City Skateboards, by none other than proprietor Fast Edy or Drinkbleach as you may know him, these sturdy iconic garments exhibit the wearer as a trusty Battle Miner to the core. There were a view different color schemes, the primary ones being displayed above, plenty of Ts in different sizes as well as some uber black hoodies for the Syndicalist design. If you were lucky enough to get one, wear them with pride!

I just noticed the screens I took from Word still have the correction underline on the graphics, oops. :P



November 11th

New players will always start with a Production Modifier of zero.



November 7th

Refining Enriched Uranium now causes one Pollution per unit in addition to Power concerns.

The Scrambler now has equal chance of putting idlers on the outside, inside, or scattering them willy nilly.

Message limits have been relaxed, n00bs now get one message. Go on little feller, say somethin'!



September 4th

The Bunker now costs only 3 Steel.

When Reichstag/Whitehouse owners create a new vassalage, it will always be at least 8 turns long.



August 30th

Power Policy can now be set to use no Reactor Fuel.

There is now a Self-Destruct button on the Player Setup page. If it is set at production, bye bye account.



August 14th

The time it takes your battle legendry to get incrementally more stale has been increased from 2 to 4 weeks, so your Most Vassals score will hang around for longer.

Also I gussied this place up a bit, adding title graphics from various awesome contributors, and some minor appeal enhancements to the New Player and View pages. >^.^<



July 22nd

Radar is now more powerful, intercepting 100% of incoming ICBM attacks on adjacent players.

Non-communist spies can now detect if there is any Food in their victim's inventory (but like ICBMs and Enriched, not how much.)



July 15th

The world just became slightly more hazardous for Tetsujin. Carrying Food will attract the interest of animals, and venturing underwater could be risky, unless a unit of Aid is carried.

To offset this, Tetsujin with empty cargo space will now trawl for scrap as they traverse the sea floor.



July 14th

Tetsujin now have a maximum carrying capacity equal to the creator's Tech Level.

Godzilla is weaker, and has a more interesting routing algorithm.

Veteran players (see your title) get two votes for Speaker, others still only get one.
Note that although Speaker votes and votes on regular issues are handled seperately, both can be usurped by the Embassy.
The Embassy may have been broken before, it should work now.



July 7th

Female titles! Pick your gender on the player setup page, comes in two great flavours, walnut and raspberry!



July 3rd

Tetsujin fighting now costs three moves straight up.



June 24th

Democracy no longer allows voting any player to be speaker on the view page, instead this property belongs to the Embassy.



June 13th

Policy for idles will now all reset entirely to the defaults, including land exchange and industrial policy, excluding government type.

Industrial Policy now costs only one Aluminum or one Steel to change, reflected by a radio button on the Policy page.



May 27th

At last, Tetsujin come into their own.

The mechanical marvels have new rules for loading and unloading objects featuring a stack-type inventory, new abilities stemming from the objects they carry, and they can engage in battle with other Roamers. Read the revised Potshot description here, and all about the enhanced Tetsujin here. They're not yet tweaked to perfection, but send me bug reports and we'll straighten them out.

Oh, did I mention? They're cheaper now, too!

Doom 2 Oldskool Demon OC ReMix.mp3



May 19th

It really has been almost 2 months..

The maximum number of Trees that can be grown is now 3, but Green Industry and Democracy each increase that limit by 3.

The Scrambler now places idle players in the center of the map.



April 1st

Tetsujin can now be loaded by any player, not just their owner, as long as they have moves remaining.

They can also fly, and visit the moon, where there awaits an entirely new exhaustively developed world for you to explore!



March 19th

I give you: Tetsujin!

Read about them in the Roamers section. Change your manufacturing policy to create one of these mechanical marvels! (Tech 3 required.)



March 4th

Fallout has been tweaked again. Now, when an adjacent neighbor has higher Fallout than you, your Fallout will increase by half the difference between your respective Fallouts, before it is reduced. This is a much faster increase than previously, where Fallout increased by only one tenth of the difference between you and your most Fallout-ridden neighbor.

Small improvement to Theocracy: They no longer require a Church of their own to receive the +10% accuracy bonus when their opponent does own a Church.
Ie. 10% bonus for having a Church, 10% bonus if your opponent has a Church, straight up.



February 26th

Doomsday Devices now cause players to lose Tech Levels differently when they detonate:

  • 10 Levels are lost by the player detonating the device.
  • 2 Levels are lost by adjacent players (who are also vassalized).
  • 1 Level is lost by players 2 tiles away (observed or not).
  • 1 additional Level is lost by any player in the world with Anarchy as a government (before the device went off).
  • Technocracy shields no longer protect against the blast.
Radars are now more powerful. In addition to their existing capabilities, Radar owners have a 50% chance of intercepting any ranged ICBM attack against any of their neighbors (assuming they have an ICBM, a Coal, and are not shielded). They will not be able to intercept if the attacker is adjacent to the Radar owner. This ability, like purification, cannot be disabled.

Launchpad owners can now attack anyone in the world when the Red Horseman is in town.



February 18th

Fallout will not increase immediately to your highest neighboring Fallout. Instead, it will increase only by the difference between your Fallout and the highest neighbor's, divided by 10 rounding up.

Fallout dissipation remains the same. (Fallout / 10 rounding up, unless you mine Uranium Ore in which case Fallout only drops by one.)

In local warfare with other players and Roamer potshots, Enriched Uranium that is fired will now always cause Fallout, and Diamonds will always be recovered, whether they impact or not.

Losing a Reactor now increases Fallout by 4.

Green Industries now reduce Fallout by one each cycle (after other effects).

Purifiers now only reduce Pollution by one point for all adjacent tiles. Fallout purification still at one.

Godzilla now spawns on highly polluted tiles, as well as liking to move towards them.

Scramblers can no longer be activated on official holidays.

Activated Doomsday Devices now halve Scrambler progress, but Scramblers will not halve Doomsday Device progress.



February 5th

Enriched Uranium and Diamonds that hit roamers will now act as in normal combat, adding to Fallout and being recovered by the landowner respectively.



January 28th

There is a new class of World Leader, awarded to the player untied for most Palantirs in the world.

Fallout has been changed to dissipate more quickly. It will drop by 1 if you original Fallout is less than 10, 2 if it is less than 20, 3 if less than 30 and so on. This benefit does not apply to Uranium Ore tile, which only ever drop by one Fallout.

Nancy will now do a Fallout prediction on the Policy page.

Launchpad's nerf is altered to allow hitting anyone of higher rank than you.



January 22nd

A brand new validation system powered by YT is in place. Less easy to abuse, but feel free to not try.
In light of this, I invite any multiers to send me a note with the names of extraneous accounts. Names will not be revealed, judgement will not be passed.

The Launchpad is weakened to allow attacks only on Leaders, those who have dispatched a Diplomat to the attacker, and those who host a spy of the attacker. The Parliament is also weakened; Like the Launchpad, vassals taken who are not in visual range of the master do not count towards most vassals score.

Anonymous chat has been removed for now.

I have also fixed several bugs, including but not limited to: Reverse-WTC trade, syndicalist reversion, production time / delay syncing, roamers on moving land and the senate.

With all this IMPORTANT crap out of the way, by the next update we should be able to get back to fun!



December 30th

Individual accuracy bonuses on roamers are removed.



December 19th

Roamers tweaks are ongoing but I think things are stabilizing. Still some issues with who is where in relation to the thrice-damned dome, most awkward of all game concepts.

All Roamers are now 10% easier to hit.

Introducing a fun new tool: Assassination



December 17th

The Scrambler will now destroy all Outposts.

The DDD slays Roamers where they stand, unless they have eaten at least 50 times. No items are left behind.

Roamers will now sleep, remaining inactive from 2100 to 0400 hours PDT.
There is a +20% accuracy bonus for shooting at a roamer in your territory.
They have been made a litte less prolific, and had a couple of tweaks.



December 13th

Aeons after the last significant update I bring you: Roamers.

Now, this is only the first part of what is a major addition, so not only may there be bugs, but the various numbers involved which I have pulled out of my ass my not be quite what I want them to be yet. Outside of that, enjoy!



December 9th

The bans on new players and the senate restrictions are lifted. BM moves to a new home, Gigantor's bm.halkeye.net!



December 5th

In order to save BM's current home, venerable old Halmoni, who was buckling under the load, two awful new rules are in place:

One, no new players for a while.

Two, random production times will overrule the vote cast by the senate.

This means production will happen once each six hours, at a random time, reducing the spikes at predictable production times, though unfortunately not abolishing them due to extra-game communication.

A new home for halmoni may be in the making, but we must all be terribly patient, for 'tis but I, Rasteroid.



November 25th

The Power Use Policy allows you to decide what types of power can be used during production (Coal, Fuel, free power only.) This policy setting, like Firepower, will protect you from hungry Powersinks.

For player's Senate votes to be counted, they must visit and submit to the senate page at least once before the senate convenes. Attendance is reset after the vote. Votes belonging to players not in attendance will not be counted. The Speaker is considered to always be in attendance. Everyone is set to attend for Monday, but after that attendance must be performed manually.



November 23rd

PSA: The "counter" method I use of preventing repeated commands is quite horribly flawed and somewhat inconsistent, fortunately on the side of safety. If you are getting repeat command errors, do not panic and rip my brains out reflexively. Instead, simply click again on the link in the side or top bars of the page you are submitting orders to, and repeat your command. If you were going to say something long winded on the Comm page, as is FREQUENTLY the case for your humble website administrator, copy the text of your statement before you submit, or for experts after the request begins to fail.

I also probably need to exercise some Zubin skills, and buy a newer machine.

Naturally doing some work on this is a high priority, but not number one!!! So~ just take a deep breath, follow the instructions above, and we can all eat, sleep, work, and peacefully live our lives, while secretly being Battle Miners to the rock solid core baby.



November 18th

The people of your empire are now conceptually bound to your Battle Mine, not your land. This makes more sense from many angles: They come with you bringing your government on land exchange, they get inside and survive Doomsday, and so on. The only practical changes are some notes in the documents and tying hunger/number of feeds to the player rather than the map tile.

The FAQ and Credits page went up.



November 16th

Monarchies are no longer immune to Sabotage and Suicide Bombing.

The chances of a Theocracy being lucky during production is now 1/3, same chunk as they lose from their Tech Level.

Corruption is now doubled for players in Anarchy.



November 7th

The maximum length of a vassalage (re: Bribery, Churches, the Senate) is now sixteen cycles.
Churches only adjust vassalage by +/- 1.



November 5th

Doomsday not your thing?

Perhaps you prefer a different brand of madness?

A big thanks go out to my best friend and arch-nemesis Mumpy, with the unveiling of The Scrambler, under the new blanket-heading Diabolical Machines. (MtG thought of it first.) Take a look.

In related matters, the last available map now shows most advanced DDD and Scrambler, and the Senate Arms Race Issue affects the cost of Diabolical Machines as a whole, not just DDDs.



November 4th
Faction maps for all!!
To maximize scalability, it uses only three colours to differentiate between your Faction, other's Factions, and unaligned players. Factions must have at least two members to get full status in the maps and Faction rankings.

If your government type hates itself (Syndicalism, Senate denounces), you can attack people of the same government as you. Also hatred between combatants now imbues a x1.1 Fireworks multiplier.

Radars are now only effective for the defender in distant warfare. Their price has been reduced to 2 Glass, 1 Steel, 1 Enriched Uranium.

Suicide bombing will now automatically take out World Trade Centers.

If a player loses their last building, all Informants and Agents in that land will be killed, regardless of survival bonuses. Spies cannot be placed in a land with no buildings.

Democrats can now vote for anyone to be Speaker via the View page.

Boreholes now count as two Mines, not one.

The way vassalage duration is determined has changed. If a player who is already a vassal is conquered, instead of starting a new 8 turn vassalage, the duration of the previous vassalage carries over to the next. Modifiers of duration (Church, Senate) will be applied each time the vassalage begins or changes hands. A vassalage will start with at least one cycle of duration.



October 30th
Spies cannot be dispatched to empires with no buildings at all.

Observing your subjects in the Palantir now reveals Land Exchange Policy.

The Doomsday Device now removes 3 Tech Levels from 1-square adjacent players, and also 1 Tech Level from players 2 squares away. These players can avoid one level of Tech loss by have a Technocratic Shield active when the device goes off.



October 29th
It had to come sooner or later...
There is a new spy mission available for Informants only: Suicide bombing. In addition, sabotage is now more potentially devastating, and costs Aid instead of Diamond. Monarchies are immune to suicide bombing.

Trees are now destroyed during terraforming.

Communists can now demote any level of Spy, even removing them entirely.

Government types hated by your government are now outlined in dark red on the map.



October 23rd
Fascists will now not destroy Landmines when employing scorched-earth tactics.

Random time is now the default setting for the Production Time Adjustment issue in the senate.



October 22nd
It is now possible to remotely upgrade spies; that is, once you've planted an Informant on someone, you can move out of contact with the player and still promote that spy to an Agent or Diplomat.

  • Communist Diplomats and Diplomats in Capitalist nations can cause Corruption.
  • Communist Spies cause -10% Corruption, Spies in Capitalist nations cause +10%.
  • Communists are now able to demote their Diplomats to Agents.
  • Theocracies are now stupider. Instead of -1 Tech Level, their effective Tech Level is 2/3 of their actual Tech Level, rounding up.
  • The Facist bonus for hosting no Outposts is now +3 PM, up from +2.
I rephrased some of the Corruption rules there, should be more straightforward now.



October 21st
New players can no longer attack on their very first day.

Sorry n00b-pants.



October 20th
Fireworks!



October 15th
Uranium Ore has dropped to between Food and Aluminum, in its position on the official value order of objects. See here. This means that Uranium Ore will be fired and discarded before Refined Materials.
In keeping, the benefits given at certain Tech Levels have also changed.

Governments that are condoned or denounced no longer receive special bonuses. Instead, a condoned government will never be hated, while a denounced government will always be hated.

The Subsidy senate issue is now calculated differently. The average Pollution is calculated and rounded to the nearest integer; those above are considered polluters, those below are environmentalists, those on the middle receive no affect from subsidies.



October 14th
New players are no longer protected during their first week if they attempt an attack.



October 12th
There are two major new Senate issues: Landmines (mad props MATTATTAK), and Production Time Adjustment.
Educate thyself.



October 8th
EMP Blasts now effect ALL players around the midpoint between the players exchanging radar-guided ICBM fire. This could be as many as four.

The Purifier now reduces Fallout by only 1, not 2, for local tiles.

Landmines now gain one level per week. Their level dictates how many levels of Hull they will blow off invaders. Landmine level is visible next to the building itself.

Everybody's Most Vassals score will now deteriorate by one every two weeks. (On Sundays, starting two Sundays from now.)

Capitalists now experience 30% Corruption from Spies, and 20% from hosted Diplomats.
(Reminder: An exchange of Diplomats between nations will still alleviate any corruption.)



October 4th
Reinforced Bunkers no longer cost Food to operate. They operate like the sweet old Bunkers used to.

Annex now costs just 3 Glass, intiates a single turn of vassalage, and does not feed the host's people. It can then be extended as normal.

The Fridge now shields your Food from the clutches of Ramul, making it an optional trade. He will still ask for all of it if you crack the door open though.



October 2nd
The number of global messages allowed for each Tech Level has changed.

Messages have a 150 character limit.



October 1st
Forget the +1 Tithe object for Capitalists. Instead, they experience +10% Corruption.



September 30th
  • The Tech Levels at which certain maps are gained has changed, and the Dock and Embassy now give two new maps.
  • All maps have been moved to the Foreign Affairs page.
  • The Bunker now costs 6 Steel to build, and successfully hiding in it to avoid land exchange costs 1 Food.
  • Capitalists now pay one extra Tithe object when vassalized.
  • Bureaucrats now receive -10% accuracy in local warfare.
  • Powersinks are now unavailble for construction until they have been researched in the Academy.
  • Landmines are once again visible to any Spy.
  • Boreholes no longer cause double Pollution. Instead, they cause Uranium miners to lose their immunity to Pollution.



September 27th
Annexation now costs 5 Food and 3 Glass. It provides a starting Vassalage length of 4.



September 23rd
Introducing the Powersinks. Let me know what interesting things happen! I may still tweak, graphics coming later.

Also, a few international tunes for you:
Stereo Total - Exakt neutral.mp3
tv theme - Sherlock Holmes.mp3
(If anyone can comprehend the squeaky voices in this one, I'd love a transcription.)



September 22nd
The Prime Rate is now loosely tied to the number of Banks in the game. The fewer there are, the higher it will go. The conceptual workings of the Bank have been simplified too: For each most-common object you have, you have a (Prime Rate)% chance of getting another during production.

Capitalists no longer get a PM bonus for an Office Tower, instead they are at -2 PM unless they have an Office Tower.



September 21st
This one goes out to Psiweapon, and his fiery hispanic spirit. Don't fight her man. You have to love her, like a crazy-fine side of veal. DJ Crono - Wild Arms 'Dové l'Amore' - OverClocked ReMix



September 16th
Massive earthquakes will now make it difficult to venture too far from the center of the world.

The bonuses to grow Food have been revised. Read about it here. Makes more sense now, eh Varq? ;)



September 13th
In local warfare when the Red Horseman rides, the attacker's Firepower is implicitly set to 20 before combat begins. Such is his bloodlust! (The defender's Firepower remains as set by the player.)



September 10th
Following up on yesterday, the people of each nation can now only be fed 5 times before they become full, and further attempts to feed them will fail. Feeding the people includes bribery, revolt, and government change or maintenance. It does not include building Docks or manufacturing Aid. The people digest at the start of the turn, and each Food they have eaten translates into +1 PM. You can see how much your people have eaten in Nancy's report.

When the Black Horseman rides, the people never get full.



September 9th
A nation's people can only be bribed four times in one cycle before they become full and can't eat any more.

It now costs only four Food to switch to Syndicalism (if you have had at least 10 Most Vassals.) Syndicalism will be maintained if there is four Food in your inventory at the end of production. This Food will be consumed. Otherwise your government will revert as normal.

Syndicalism now has a Seat of Power: Statue.

To clarify the "Most Common Object" used in Corruption and Banks, in the event of a tie this will be the more valuable object according to value order.



August 31st
Psiweapon has completed the image for Syndicalism! It was up for a while above but I took it down. Better that it remain ~ a surprise!

In other news, it's no longer possible to demote a Diplomat.

Reinforced Bunkers will now dent not once, but twice, before they are destroyed in combat.



August 25th
The property of reducing the bounty collected upon a given target now belongs to Communism, not Capitalism. Capitalism is still able to collect bounties one higher against a given target as before.

Communism Diplomats can now only engage in corruption with a 10% chance of success, compared to any Agent's or Informant's 20%.

Negative PM can now count against your score.



August 22nd
Communist Diplomats are now capable of Corruption.

When the Black Horseman is in town, any government change costs only one Food.

Here's a quick .mp3 post for yas, in the nuclear vein: Frank Klepacki - Red Alert 2 - 02 - Blow It Up.mp3



August 17th
Firepower can now be from 1 to 20.

More than one Food may now rot during production.



August 8th
Industrial Policy now determines a new elements of play: The cap of your Production Modifier. The current cap is +10 PM, which now counts only for Nominal Industries. Green Industries cap at +5 PM, and big fat Laissez-Faire instrustries cap at +15 PM.

Also beefing up the Senate a little, Weapons Taxation now affect +/- 5 cost per 5% DDD chunk, and Subsidies are worth +/- 2 PM instead of 1.

Maximum number of Trees is now 6. (Still 8 for peaceniks.)



August 6th
  • The % chance per most common object that the owner of a Bank will gain free objects is now a variable with a name: Prime Rate. This value is listed on the Comm page. I may let this fluctuate according to some external factor, haven't decided yet. For now it's 1.75%.
  • Reinforced Bunkers now do not receive Technocrat-style shielding. Instead, they are capable of being dented. A dent absorbs one hit of an enemy's attack, but the Reinforced bunker is unharmed, and will be at full strength in any subsequent battle. However, if it sustains another hit in during same round of combat after denting, it will be destroyed as normal.
  • Weather forecasts now stack. Tech Level 9 gives +1, a Supercomputer +2, Don the Sage +4. (Just picture him operating away at the controls, determing the weather with pinpoint accuracy!)
  • Reichstagged vassals can now be attacked by other Reichstag owners. (Whitehouse too, yano.)




July 31st
Tweaks begin:
  • Downtown can now be constructed without an Academy, though it still counts as an advanced building.
  • Downtown now only cancels the effects of Tech Level, not surrounding contacts.
  • The costs of Downtown and Parliament have been reversed.
  • The Supercomputer now increases combat accuracy by 5%.
  • The Castle now decreases opponent accuracy by 15%.
  • The World Trade Center now gives +1 Trade.
  • 50%+ Glass Seats of Power are now destroyed in land movement.
  • The Reinforced Bunker is now destroyed by terraforming.
Downtown seemed to have the edge, so I had to kick it down a bit. Expect more of the same if one SoP pulls way ahead.



July 30th
A prodigious new set of buildings is introduced: Seats of Power.

These buildings introduce several radical new elements of gameplay, so there may be some tweaking to come, be forewarned. Bug reports asap, hard-asses.

For purposes of how long everyone has been the same government (which impacts SOP construction), everyone is currently at zero because I just started the counters today. This means no-one will be able to build these beauties for two days, but I advise everyone reads about them!



July 29th
Don the Sage now predicts the weather six cycles in advance. Impressive!

Monarchy's production bonus due to vassals has improved. They now receive +1 PM for the first Vassal, +2 for the second, and so on. A wise man once said, it's good to be the king!

+1 PM for Technocracy, meaning their regular shield is free and the shield-dome costs only -2 PM.



July 26th
Syndicalism is introduced as a new Government type.



July 24th
Each Informant and Agent's chance to steal through Corruption is now 20%.



July 15th
Spy deaths have been partially reworked.

Instead of only dying during combat, Informants and Agents may be slain whenever their "hiding place" is lost for any reason. Diplomats are safe, being welcomed into the Battle Mine's interior, but other Spies hide in random buildings outside. A building being destroyed by any means during play or production may cause Spy deaths, except for scrapping. Also, since Spies must hide all the time, they can no longer be warned prior to Combat, and may be slain by their owners.

This means over a long period of time, players with many buildings will rarely shake off spies and corruption, but players with few buildings will have them rooted out more frequently.





July 13th
Being a Vassal now lowers your score by 10 points. Kudos to Cthulhus Lemon for mad stiff upper-lipids, with cream cheese.



July 5th
After much soul-searching, I have introduced Factions to the game.

Let it be known that groups of players found engaging in mean-spirited actions against individual players will be punished. It can't be stopped, so much to my irritation it must be policed. Behave yourselves.



June 27th
A new fellow has wandered into town. Don the Sage travels across the map, coming and going as he pleases. When he's visiting you, he will predict the weather 4 cycles in advance. An icon appears before the name of the player currently hosting Don.



June 24th
For your Saturday morning update pleasure: A new Ramulgorithm setting, Choosey/Picky. Choosey (the default setting) works as currently, with Ramul taking all of one type of object before moving on to the next. Picky however will cause him to take only one of each object available to him, before looping back and taking more objects.

The Ramulgorithm settings can be thought of as haggling with Ramul.



June 22nd
Production will now happen at a random interval of time between its normal time and x, where x is currently +10 minutes.



June 18th
The Horsemen will now be slightly less predictable, and the duration of their stay will be capped.

The height of any Monument you control now contributes directly to your rank.



June 10th
Monuments.

There, that oughta hold ya.

Oh, I also added a new satellite map and switched two around.



June 7th
Bribery can no longer be used if either master or vassal has closed their borders.
Borders cannot be closed if you have 4 cycles or less left on a vassalage.



June 4th
Trees now protect objects like Warehouses in Rainy weather, though not in Stormy weather.
There's no longer a +1 PM bonus for having an orchard.
Democracies can now grow only 3 Trees more than usual, for a maximum of 8. (Though I won't retract those already grown.)



May 28th
Certain holidays are now observed in Battle Mines. More will be added. On officially recognized holidays there is no Apocalypse or Doomsday, and there are positive events all day long. I wish I could include some lunar calendar holidays, but I'd have to find the modules/libraries to support them...

For rank calculation, your Production Score is now your full PM (even in excess of 10), divided by 2 rounding down.



May 27th
Democracies will now have their munitions level and firepower reduced to that of their attacker's. It's a fair fight, save for accuracy.



May 25th
Food growing rates have been fairly radically altered. A chance of growth beyond 200% will now result in a chance at an additional Food. (Check your stats, on the Policy page!)

Down side: Food has been made of less value on the Black Market, though no less inclusively demanded. I adjusted some other Black Market values while I was in there, manipulating the market a bit. Enjoy. ;)



May 20th
A new Monarchy-themed building exists, the Embassy.

Monarchies are now immune to Corruption.



May 13th
The amount of Fallout caused by weaponry and Reactor loss have all been reduced by one, Uranium Ore now having no impact.

I'm also lowering Fallout by 6 everywhere, not going below zero.

This file I have humorously renamed gigajapan, which is not its real name but you may not support the kanji on your system, so... oh also I don't speak Japanese.



May 13th
The Customs House now allows non-Leaders access to the global market. Leaders still need the Office Tower (which will still work for non-Leaders too).



May 11th
Mining can now (sniff, sniff) be disabled by policy.

My first day of work was ok. They let me play games.



May 10th
More kinda-realistic physics coming at you BM-style.

Map tiles have a new value associated with them: Fallout.
When the Pale Rider is here, (Fallout+Pollution)/50 is the new chance to lose a Hull Level.
Doomsday Devices now increase all Pollution by only 20 (down from 50), but they increase Fallout by 10.
The satellite imagery in the Academy was partially reordered to include a Fallout map.
The base -10% base chance to grow Food is gone. (0% base chance.)

In other news, I'm starting a new full-time job tomorrow, so expect far less frequent updates. :(

Enjoy!



May 9th
New players now start with more stuff, also I revised the Quick Start section.

Why not invite a co-worker to join? We could handle a few more players. Maybe advise them to sign up after doomsday though.



May 6th
It's now possible to freely demote Diplomats to Agents on the Espionage page. No refunds.

Doomsday device detonation now not only enslaves your neighbors, but blows away one of their Tech Levels. Ouch, run away. Or stop the maniac in question! (You cannot go below Tech 0.)



May 5th
Laissez-faire Industry now gives +6 PM, while Green Industry costs grow to -4 PM. Pollution effects are the same.

Battle Mines with less than one Hull Point will now be obliterated during production.

In case you missed my note, the Summit page was fixed so that now you can whup underlings every cycle.



May 4th

1.    And I saw when the Lamb opened one of the seals, and I heard, as it were the noise of thunder, one of the four beasts saying, Come and see.

2.    And I saw, and behold a white horse: and he that sat on him had a bow; and a crown was given unto him: and he went forth conquering, and to conquer.

3.    And when he had opened the second seal, I heard the second beast say, Come and see.

4.    And there went out another horse that was red: and power was given to him that sat thereon to take peace from the earth, and that they should kill one another: and there was given unto him a great sword.

5.    And when he had opened the third seal, I heard the third beast say, Come and see. And I beheld, and lo a black horse; and he that sat on him had a pair of balances in his hand.

6.    And I heard a voice in the midst of the four beasts say, A measure of wheat for a penny, and three measures of barley for a penny; and see thou hurt not the oil and the wine.

7.    And when he had opened the fourth seal, I heard the voice of the fourth beast say, Come and see.

8.    And I looked, and behold a pale horse: and his name that sat on him was Death, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.

The King James Version of the Bible, Revelation chapter 6, verses 1 to 8.



April 28th
Speakers for the Senate have a new power. They can send messages to anyone in the world by typing their name. They are also listed on everyone's contact list, and can be messaged, like me (Rasteroid). As elected representatives, they are expected to be upstanding, virtuous examples to all good battle miners, and help me answer newbie questions!

Trees are now more friendly: They will not count towards your combat damage in local warfare. So if your opponent destroyed two of yours trees, but you got one cannon, you would win that battle.

Anarchist Academies now never consume Power. Thanks Freesoul, or RedSpectra, I forget. :P

The Summit got some improvements, on both sides of the equation, and finally here are some tearjerkers for the weekend:

Magnetic Fields - Papa Was a Rodeo
Elliott Smith - Waltz # 2



April 24th
Really driving home the dichotomy between Leaders and non-Leaders, the Summit page needs little explanation.

Having the full 5 Trees (an orchard) brightens the hearts of your people, giving you +1 PM.



April 23rd
Finally, a reason to strive for raw power!

The Leaders of Battle Mines have some pretty compelling new perks. Read all about it here.

Also, some of the Tech Levels were partially switched around. Nothing major.



April 20th
Setting your LVO to "Default" will cause it to be whatever you're mining on your current tile.

There's a new Activity readout from the satellite (of love).



April 19th
The Black Market has a new look!

Now you can select which objects to let Ramul get his incomplete mitts on without flicking back and forth to the Policy page. There's also an optional Ramulgorithm setting: Selfish will cause him to prioritize cheap objects, Greedy will make him yearn for the more expensive. Experiment with the settings to see what deals you can wheedle.

Unfortunately, Ramul has decided to reassert his gluttony. He will now always request Food regardless of other selections, and there is no option to purchase Food on the Black Market.

The Technocrat's regular shielding now costs 1 PM to maintain, while the Dome shield costs 3 PM. The Dome shield cannot be disabled.

Efforts have been made to make random events accurately reflect Dome/no Dome status. The official stance is, the Dome surrounds your buildings preventing rain, pollution and wind from entering, but it doesn't surround overflowing objects in your inventory, or the wayward sand in windy weather.



April 17th
  • The Technocrat's shield now costs 2 PM to maintain each production, up from 1.
  • The Technocrat's Impenetrable Dome-shield is deactivated in Stormy weather. (Regular advanced building shielding is retained, but the Dome will be destroyed as normal at the start of combat.)
  • A Windmill is useless within the confines of a Dome.
  • It costs 2 Food to change to a Government which your current Government hates. (Inciting revolt is still always 1 Food.)
  • Rank titles have been adjusted, now reflecting your position in your particular Government, rather than in the game overall. This has no technical impact on gameplay, but it makes everyone feel better about themselves.




April 15th
Pollution will now subtract a maximum of 5 from your Production Modifier. Beyond that it will not affect PM.



April 14th
One late night, two new buildings. One basic, one advanced.

Trees are a basic building. They cannot be constructed. Instead they are grown, like Food. Once your % chance to grow Food is calculated in maintenace, any extra beyond 100% goes into a new calculation to see if you grow a Tree. (Ie. With 150% grow chance you would have a 100% chance of getting Food, and a 50% chance of getting a tree.) Up to five trees can be grown.
Trees leave three Coal and one Food as Scrap. They also cause one Pollution if they are manually Scrapped.

Domes are an advanced building costing 3 Glass and 1 Aluminum. They have several effects.

  • They are immediately destroyed in any kind of combat, counting towards buildings lost and leaving Scrap.
  • They are visible from any main map, by this icon:
  • Pollution spillover from neighbors is prevented.
  • Chances for growing are doubled, after other modifiers.
  • If a Technocracy builds a Dome, it unites with their Technocratic shield to create an impenetrable bubble. This prevents ANY warfare (offensive or defensive) before it starts, and effectively closes the nation's border.



April 13th
  • Congratulations to Jemaat on being the first to discover the secret beyond the Sea of Rust!
  • Pollution will now max out at 100 on any tile.
  • The bounty list now shows prizes correctly adjusted for Capitalism.
  • People with closed borders no longer lose objects to Corruption, but still gain from it.
  • Diplomats no longer cause Corruption; They also prevent their host from Corrupting their owner.



April 9th
Yo ho ho and a bottle of distilled Food!

I've written a fair bit of code, fleshing out the Sea of Rust. Details are sketchy, but check out the docs for an idea of the wonders that await any brave seagoing adventurers!



April 8th
The Bureau of Statistics, available on the Policy page, now has a complete estimate of important values for next production.



April 4th
Merry japes were had on the 1st of this month. Sorry if you missed them.

Monarchy loses its large x2 Senate Vote bonus; Instead in gains +1 Vote for each Outpost the monarch controls.

New players now start with a Refinery (as well as a Mine, Cannon, and Warehouse). This gets around the problem of three-building reversion to Anarchy, in the case where they use their Food to change government as soon as they join the game. (Thanks JC.)



March 31st
To stave off potential confusion, the lowest rank of what are collectively known as Spies is now known as an Informant. An Informant. All right?

More Spy changes. To simplify the Spy life-cycle, Agents are no longer reduced but killed if they fail a random check in a dangerous situation.

Spies can be killed in any of these situations:

  1. Bombardment (20% chance / building destroyed. 5 buildings destroyed = 100% chance of death)
  2. Omniscience (100%)
  3. Inciting Revolt (Agents only)
  4. Performing Sabotage (Agents only)
Whenever they would be slain, Agents get an extra 50% chance of surviving. Communist Informants and Agents get the same bonus, applied in a chain. This makes them powerful because in (for example) a 5 building bombardment, a 100% chance of death becomes 50% or 25%. First level Spies have no chance.

Diplomats are now summarily executed if owner and host engage in combat; Communist Diplomats escape and become Informants.



March 30th
Spies are getting a moderate boost to make it useful to keep them around longer. The name of the game is Corruption.

Each production, after all new objects are produced and wind blows (but before tithing), players have a 10% chance of losing one of their most common object to each Spy of any level he or she is hosting. The object is lost to Corruption, benefactor unknown. This effect only takes place if the number of most-common-objects is equal to or greater than the number of visiting Spies.



March 27th
If you don't get an email after you fill out the New Player page, go back and use the checkbox at the bottom of the screen.



March 24th
The governmental effects for Technocracy and Theocracy which adjust the cost of Tech Levelling have been annulled.

In their place are two new abilities. Theocracies are one effective Tech Level lower than they should be, Technocracies one Tech Level higher. Their actual Tech Level will be listed as the same in all circumstances, but their powers will be appropriately adjusted.

Of course, this means Technocracies can reach an effective Tech Level 15, which brings its own benefit. At Tech 15, Technocrats can engage their all-seeing eye in a little something called Omniscience.

Technocrats now always spend 1 PM to keep their shields up. There is no drawback to Theocracies for having an effective Tech of -1.

Sand miners get a small boost: In the event of Stormy or Rainy weather, the arid effects of their land on growing Food are cancelled, giving them an +10% grow chance bonus.

And for your listening entertainment, another gem from ocremix.org. This is a remix of the main theme from a fun title, Zombies Ate My Neighbors, a downward-looking shooter. Plenty of fun squirting the undead with your waterpistol. A fun game, the music written for it was in another class altogether. This song gets my blood pumping every time.

Zombies_Ate_My_Neighbors_Neighburgers_OC_ReMix.mp3



March 21st
Here's another plug for one of my favourite sites, ocremix.org. It's a Secret of Monkey Island remix which I'm sure you'll recognize, done with extreme heavy-metal guitars. Notice how towards the end, the imaginary guitarist's hands attempt to follow the actual tune of the song, but then spasmotically jerk back to classic, in-your-face rock and roll riffs. Extremely jah.

Secret_of_Monkey_Island_Metal_Monkey_OC_ReMix.mp3



March 12th
Thanks for your patience with the prolonged Doomsday mishap. Let the rebuilding commence.

There's a new Senate issue which may cause some controversy. Check the last item in Senate Issues for details.



March 4th
I switched around a few of the Tech Level effects to match them up with materials better, and make high Tech slightly more valuable. Apologies to those now worse off. Don't worry, you'll get it all back.



March 2nd
Some changes condusive to combat!

Bounties are no longer a random prize between 1 and x. You get the prize directly, according to the Rank of the player you defeat.

Governmental hatred is no longer a requirement for Tech stealing, only the Palantir requirement.

Players will give extra tithes when they have a lot of Objects. For every 40 Objects in their inventory (rounding down), a Vassal will give +1 tithe Object. For idle players, it's +1 tithe per 20 Objects.

Exactly what Objects overflowed will now be reported.



March 1st
Several minor changes:

Agents now have an additional 50% chance of surviving bombardment. (Cumulative with Communism.)

Base combat accuracy is now 50%, down from 60%. Every 3 buildings you have gives your opponent a 1% accuracy bonus, this is down from 4 buildings.

The Senate issue regarding subsidies has changed. Players with 2 or less Pollution are now considered "Environmental", and those with 4 or more are considered "Industrial". (Players with exactly 3 Pollution receive no effect from subsidies.)

In the future, the way the previous Speaker voted will be revealed after the Senate convenes. Runners-up will also be listed.

Technocracies no longer get tithed +1 Object.
Monarchies are now insusceptible to both revolt and sabotage.
Communism loses its bonus regarding bounties. This ability is inherited by Capitalism. (All bounties that Capitalists collect are automatically +1 Prize level, all bounties collected on Capitalists are -1 Prize level.)



February 21st
It's my birthday! w00t! 26, if you're wondering!

Also, there's been a large change to Spies. Now there are three different levels of Spy: Spy, Agent, and Diplomat. Each works differently. Communism has received a slight modification, as well as Tech Level progression.

No room to explain it all here, check out the docs!

The Speaker for the Senate's vote is now worth 10% of the total number of Voters, except regarding election of a new Speaker. Every Diplomat you own gives you +1 Vote on ALL issues (including Speaker.)

Monarchy has changed: Their production bonus is now simply: (Number of Vassals) x 2.
Monarchs have a new ability: All their Senate votes are worth DOUBLE the normal amount, after all other modifications.



February 16th
Too long in coming, a policy change.
You can now set the number of refines you perform. If you had refining enabled, it has been set to three, preserving behaviour until you see fit to change it.

Also, a small but perhaps decisive improvement for Capitalism: The Factory will no longer necessarily cost three when it refines. It will function as a normal refinery, only costing three Power if it is truly the third Refinery used. (1 Refine costs 1 Power, 2 costs 3, 3 6.)

A new senate issue has been added, merci à Vilhazarog dans le forum.

Another policy change: There's now a Most Valued Object setting. The Object selected will be conserved at all costs (re: Overflow, War, Ramul).

Upping election stakes a little, Speakerdom is now worth 5 Votes in the next election. This number may get tied to something like 5% of the total votes later. Negotiate privately with your neighbor for votes today!



February 15th
The Battle Mines Senate will soon convene!
The Senate is a new democratic way to change some aspects of the BM Universe.
Read all about it in two new Doc sections.



February 12th
Empires that produce excessive Pollution will now spill some over to their neighbors. For every 10 Pollution an empire has at the start of Production (rounding down), it will add one to each neighbor's Pollution.



February 11th
Tech Level 4 has a new bonus associated with it. This might have something to do with recent earth-twisting events.
Check the Academy page.



February 9th
A boost for the least popular governments.

Capitalism's -1 Production Modifier is eliminated. They still get +2 PM for an Office Tower.
Capitalists have a new ability: When collecting a bounty prize, the prize will be one level higher. (For example, they would get 2 ICBMs instead of 2 Diamond Drills.)

Communism gets the opposite: When a bounty prize is collected on Communists, it will be one level lower. If the prize was Food, the victor instead gets nothing.

A whole slew of positive events have been added, based partially on the suggestions in the forums. Thanks guys!



February 7th
There is a new Policy setting; Nations can now opt to close their borders.

You can close the borders of your nation at a cost of 1 Glass. While the borders are closed, your enemies are unable to place new Spies or Outposts in your nation. Old Spies in your land are not removed, although they are unable to perform any Spy missions (Inciting Revolt, Sabotage, or Smuggling Palantirs). You are still able to place Spies, Outposts, and perform missions at will. You cannot engage in regular trade while your border is closed, though the Black Market is still accessible to you. You can reopen your border at any time, free of charge. If you are idle for one week, your border will reopen automatically.

A message filtering option is available on the Player Setup page.



February 4th
Theocracy's luck bonus is now only active 25% of the time, not 50%.
Fascists no longer hate each other. (Kudos: Rycchus)



February 3rd
Bounties have been completely redone. They are now highly scalable.
Review the changes in the docs.

To put it simply, you can collect a bounty on any higher-ranked players visible to you. These players are put in rank order in a list on your Warfare page. The more high-ranked players around you, the better your prizes. Check the section linked above for the new list of prizes.



January 30th
Capitalists no longer pay +1 Tithe Object.



January 27th
The random events chunk of production has been extensively rewritten. There's now a different event for each building, and a much more egalitarian selection process. I can easily add more, so feel free message me with clever ones. Should be amusing!



January 25th
We have a forum! Check it out: http://rasteroid.proboards54.com/

As a result, players are limited to one post to everybody per Tech Level per Production, up to a maximum of THREE.

Review all the communication rules in the new docs section.



January 24th
The Black Market is now more expensive the less contacts you have. Every three blank squares on your map is equivalent to having an extra Tech Level. Ramul doesn't like boats, y'see.

More cheerfully, you can now request multiple object on the Black Market. Asking for 5 Coal, for example, will be much cheaper than purchasing each Coal individually.

Land movement now costs only 5 Coal (and one Enriched Uranium).



January 18th
Black Market trading will no longer reduce your Coal below your Firepower. Thanks, Freesoul.



January 16th
Nothing personal xade, but..

Doomsday Devices now have a cost which alternates every 5%, rather than going in chunks. So the first 5% is Diamond, next 5% Aluminum, then Steel, Glass, Enriched Uranium, back to Diamond, and so on.
DDD progress is now shown on every map.

Hey, at least you get a new phrase added to your title when you start work now.

I feel like sharing: Two songs, both similar-sounding techno with a similar tune. Very different subject matter. Thanks to maceo for turning me on to the latter a few years back. Hope your Monday was tolerable, everybody.

Battery - The Chauffeur - Newer Wave
Apologizers - Houseguest 2000



January 13th
Spy missions have changed slightly:
Inciting Revolt will no longer cause Anarchy under any circumstances.
Sabotage now costs only one Enriched Uranium, one Diamond (as a bribe), and your spy. It take out four random buildings from only the victim's Mines, Cannons, and Warehouses. It has a 1 in 10 chance of terrifying the nation into Anarchy.

Green Industries now get -2 Pollution, up from -1.
Laissez-Faire industries now get a +5 Production Modifier, but +3 Base Pollution as well as their previous +1 for each neighboring Laissez-Faire nation.

Diamond Drills now give +2 PM, up from +1.



January 6th
Visit the Construction page to work on Doomsday Devices, given that you have reached Tech Level 14.

It's probably a good idea to be aware of Doomsday Devices, even if you can't build one at the moment.



January 3rd
Your overall % chance to grow food is now reduced by your Pollution, times two. (x2) Ie: 6 Pollution will reduce your grow chance by 12%. Uranium Miners are affected by this.

Anything can now be obtained on the Black Market. Food is highly desirable, it trades competitively and Ramul will always ask for it first. Other objects will have increasingly extravagent prices.

Capitalism goes up from -2 to -1 base PM, still +2 for an Office Tower.

Fascists now receive a +2 PM if they host no Outposts.



January 2nd, 2006
Happy new year all. The server was down intermittently all holiday; I suspect Shaw. I'm looking to upgrade my service or move the games offsite.

I hope some of the idle players stick their heads around the door soon. Let's get back into the groove, people.



Updates for 2005



December 24th
Spies have a new ability: Sabotage.

Any spy can perform sabotage. The cost is high: One Aid to bribe the guards, one Diamond to bribe officials, one Enriched Uranium to make the explosion, and your spy's life. The result is the destruction of four random basic buildings in your victim's land. Advanced buildings will not be affected, as the security around them is too great.

You will not know which buildings were destroyed, as your Spy is taken out in the blast. Adjacent nations will get reports of the mysterious explosion.

Communist spies have a 50% chance of surviving the mission. (They give a building destruction report in this case.) Also, communist spies now have a 50% chance of being killed when inciting revolt. This simplifies the rules for commies: Communist spies are always half as likely to be killed as a regular spy.

The Dock now has an added function: When you have a Dock, adjacent Sea tiles increase the chance of getting Food each turn by 10%, not just 5%.



December 23rd
Communist spies are no longer removed when inciting revolt.
The fundamentalist Theocrats have some difficulty with their research: It costs them 16 objects to Tech Level, not 15.



December 21st
mysql> select name,homeland,resource from map where homeland like '%xade%';
+----------+---------------------+-------------+
| name     | homeland            | resource    |
+----------+---------------------+-------------+
| Goober   | South xadebrook     | uranium ore |
| Freesoul | Central xadebrook   | pig iron    |
| Jeong In | west xadebrook      | bauxite     |
| xade     | Northern xadebrook  | coal        |
| Throggg  | NorthEast xadebrook | sand        |
+----------+---------------------+-------------+
5 rows in set (0.00 sec)
It's like a plague o'er the land, except instead of getting sick you just scratch your head and raise an eyebrow.

Power has been altered/simplified. The following is now true:
  • The Greenhouse uses one Power when it operates.
  • The first Refinery uses one Power.
  • The second Refinery uses two Power.
  • The Factory uses three Power.
  • Players without an Academy save one Power.
  • Players with a working Windmill save one Power per powered building.
  • Players with a working Solar Panel save one Power per powered building. (These are now cumulative on Windy days.)
  • Each Power spent (Fuel or Coal) causes one Pollution.
  • Power which is saved causes no Pollution.
  • Uranium Ore boosts Reactor Fuel by eight, down from ten. (Tech Level 11 has changed too.)
  • The above Power rules apply to Coal Refineries too; The base material cost for refining Diamonds is now 8 Coal. (Still 1 for all others.)
This new arrangement is more demanding on players with a well-developed territory. Play hard!

Idle players (>1 week) will now automatically have one trade posted during maintenance. It will be the base material they produce offered for a random base, in the normal mining ratio. They will also have their Firepower set to the number of Cannons they have.

Theocrats, citing irreconcilable ideological differences (same as always,) can now wage war with one another.



December 20th
New graphics are up.
Two new (purely aesthetic) options are available under Player Setup.

Ramul's deals are now slightly less cutthroat, for higher techs particularly. He'll no longer ask for the refined version of the base you're trying to obtain.



December 19th
The combat accuracy bonus for higher Tech Level has been abolished. Accuracy is now increased when your opponent has more buildings: Every four buildings you have increases your opponent's accuracy by 1%. (Go Battle-n00bs!)

The Black Market has been improved, and is now pretty kickass I feel.
You can obtain all base materials (including Uranium Ore) on the Black Market. Select an object and submit the form. Three-fingered Ramul will quote a price to you; it is based on the object you ask for, your current inventory, your Tech Level and your Least Valued Object policy setting (be sure to set this first). If you want to take his offer, check the confirmation box and submit again.



December 16th
It's an overhaul of all things Glass related today.

Greenhouses now cost only 2 Glass, but use up one Power and produce one Pollution when they are active during Production. They can be deactivated with a new Policy setting. Greenhouse Pollution (like Refinery Pollution) can be prevented with clean energy. Even if you Power the Greenhouse, you are not guaranteed to grow Food; the odds remain as before.

Palantirs now cost only 1 Glass to manufacture.

Spies are now hardier: Instead of immediately dying in combat, they have a 20% chance of being killed for each building destroyed. For example, if three buildings were destroyed in combat where your spy was, there is a 60% chance your spy will be destroyed. This chance is halved for Communists.

Additionally, your Spies can survive even outside of contact with you. They will not be lost when you move away from them, either due to land movement or exchange. A complete list of your Spies and Palantirs is now available on the Espionage page.

Communists have new bonus: They can now see the complete inventory of their spy targets.

Monarchy is simplified/improved: They now simply get a PM bonus equal to the number of Vassals they have, plus the number of Outposts they have up to a maximum of three.

Adjacent Vassals or Masters now count as Outposts.

If you are holding your own Palantir, you can see the Firepower and Munitions Policy of other players who are holding one of your Palantirs on the View page.



December 15th
If you have no Coal at the end of Production, you will get one for free.



December 12th
Some balancing measures:

  • There's a new section on Power in the docs.
  • All free Coal and related errata are abolished. Instead, all players receive one free Power, usable as usual in Factories and Refineries. The Academy always uses one Power, so once it's built the n00b Power goes away. Those scientists suck back the juice with their experiments and computers.
  • Factories now always cause three Pollution when used during production in any regard. For Capitalists, if refining resources are limited, Refineries will be used in preference over the Factory.
  • The "clean power" provided by the Windmill and Solar Panel now extends only to refining operations. Reiterating, Factories always pollute.
  • The Windmill is now a basic building.
Industry Style has been changed to incorporate Pollution.

Laissez-faire: Each cycle you get +3 PM, +1 Pollution and another +1 Pollution for each neighbor who is also Laissez-faire.
Nominal: You get +1 Pollution for each Laissez-faire neighbor and -1 Pollution for each Green neighbor.
Green: You get -2 PM, and -1 Pollution.

Your Pollution will never go below zero. These numbers may be tweaked later.



December 11th
Three new buildings! No graphics to go with them yet.

Dock - Basic Building, costs 2 Steel and 2 Food.
Having a Dock causes adjacent Sea tiles to act as Outposts for you. You can interact with players across the Ocean. A Dock cannot be constructed when out of sight of the Sea of Rust.

Windmill - Advanced Building, costs 2 Aluminum and 2 Diamond.
The Windmill provides Pollution-free power to your Refineries and Factory at no cost, but only when the weather is Windy or Stormy.

Solar Panel - Advanced Building, costs 2 Glass and 2 Diamond.
The Solar Panel also provides Pollution-free power, but only when the weather is Windy or Sunny.
Note that the Solar Panel is mostly Glass, so it vibrates apart during Land Movement.

The Reactor has been modified; It now costs 2 Aluminum and 2 Enriched Uranium (rather than 2 ALU, 1 EUR, 1 DMND.) If your Reactor is hit during combat, it will only take out another four buildings, not six.

The power supplied to a Coal Refinery has changed to a maximum of 5. 5 of the 10 Coal to make a Diamond can be payed with a power plant: Windmill, Solar Panel, or Reactor. The other five must be payed in Coal.

Technocracy has changed: Technocrats now take a hit of one PM (-1 Production Modifier) each turn to support their advanced buildings shield.



December 9th
The cost of movement is now 10 Coal and 1 Enriched Uranium (payable in bundles of Uranium Ore of course.) I even have the physics to go with it now: The ten Coal is to dig a really deep mine shaft, and then detonating the Uranium near to the center of the planet, inducing tectonic shift. The science is solid, right? I mean, come on guys! Get with the program! >^o^<

Due to the innate difficulty of operating in the radioactive desolation of their landscape, Uranium miners have innured themselves to most second-hand toxins. Players on Uranium Ore map tiles are now immune to the negative effects of Pollution on Production Modifier.



December 8th
President Maya's harsh expletives get the job done!

Slashed naught level idle players now tithe +2, not +1.

The -1 Tithe for a Vassal having many fewer buildings than the Master has been pushed back from 1/2 to 1/4. This is the same as the IWI attack limitation ratio. Unfortunately your attack may yet push the victim below that ratio, so tithing is not guaranteed.

In less pleasant news, Refineries and Factories now pollute when they operate during production. The first Refinery to operate makes one Pollution, the second makes two, the third (for Capitalists) makes three. (This is cumulative. Three refines makes six Pollution.) If your Factory produces an Item, it generates three Pollution.

Pollution recalculation has moved to the end of production. This makes it better in two ways: Your Pollution heading into production will predictably be what effects your production that cycle, and the aforementioned building pollution (as well as Food and Overflow) will be halved at the end of Production, lessening its impact immediately. Click to review Pollution in the docs.



December 6th
There's no more within-5-level limit on stealing Tech Levels. The only requirements are that you:

a) Land exchange
b) Someone of superior tech
c) Who holds your Palantir
d) With whom you share governmental hatred.



December 5th
The abstruse "Convert Objects" option on the Trade page has been reinvented as the Black Market. The Black Market lets you trade four (4) of any Object (double that amount for Coal) for one base material (Bauxite, Pig Iron, Sand,) or two Coal.
Unfortunately as your society becomes more advanced, your people grow reluctant to endure the presence of degenerate fences and cutthroats. For each two Tech Levels gained, the number of Objects required to make a Black Market trade will increase by one.

The spy report has been distributed amongst your hosts on the "View" page. Just click their name anywhere it appears. Viewing yourself now also shows your building manifest.



December 4th
  • Aid now costs 1 less Food to manufacture. (1 Steel + 1 Aluminum + 1 Food = 1 Aid)
  • Reversion to Anarchy (with 3 buildings or less) now happens at the end of production.
  • Vassals can now freely initiate Distant Warfare (against anyone not their master), since these wars can only be won or drawn. Restrictions still apply to Local Warfare.
  • Items will never be fired out of a Cannon. These include: Diamond Drills, ICBMs, Food and Aid. Basically all the stuff you really don't want to lose that way.
  • Theocracy now avoids 50% of all bad production events, and I made unexpected yields quite a bit sweeter. There's a bit of an X factor, but I think this makes Theocracy powerful enough that I reduced their Church-having-enemy Local Warfare accuracy bonus to only +20% (down from +30%).
  • Monarchy gets a kick in the pants: Their PM bonus equation now includes a bonus for each Vassal the Monarch has at the start of Production. Insert cheese: It's good to be the king!
  • Review these changes in the government section of the docs, there's a good chap.



December 3rd
Christmas has come early this year!
  • All players can now build up to 2 Refineries.
  • Refining costs have dropped to 1 Coal + 1 Base to make 1 Refined, or 10 Coal to make 1 Diamond.
  • All players can now make 2 Trades. (Offers.)
So that's the good news. To balance these changes out:
  • Coal miners can no longer make an extra Trade.
  • Anarchy gets -1 Trade.
  • Capitalists can no longer build an extra Refinery; Instead, if they set their Factory to make nothing (appears as "Refine" on the Manufacturing Policy list) and have refining enabled, their Factory will act as an extra Refinery.
  • Capitalists are no longer immune to revolt.
  • Aid packages will only give one free Refinery, if you already have one you will instead get an extra Warehouse when using Aid.
To clarify, I've added a new section on Refining and Manufacturing in the docs.
Happy holidays everyone!



December 2nd
It's now possible to voluntarily scrap buildings on the Construction page.
Scrapping a building costs one Coal. You get the usual warfare scrap back from the building, Anarchists receiving their bonus. You cannot scrap your last Mine, Cannon, or Warehouse.



November 29th
Theocratic luck bonus has improved. They now evade 25% of unlucky maintenance events.

To entice you, consider that most bad luck hits players with plenty; Theocracy helps you maintain your vast array of Wearhouses and Cannons, as your God watches over you during bad weather.



November 28th
High Score calculation changes:
A Negative Production Modifier no longer subtracts from your score.
Advanced Buildings now only count x 1.
Total Buildings now count, but divided by 10 rounding down.
Ie: 9 total buildings, Score is +0. 31 total buildings, Score is +3.

Food production has been standardized. A Greenhouse isn't necessary to grow Food anymore. Read about it in the docs.
In summary, coastal players may no longer need a Greenhouse to get Food occasionally, but their growing bonus isn't so large anymore.



November 27th
On the trade page you Discard Objects!! has been replaced by Convert Objects.

This allows the conversion of 10 of any object into 1 base material (2 if it's Coal), apart from Uranium Ore. (Coal, Bauxite, Pig Iron or Sand.) Just set the Object being offered and the Object being requested, hit the Convert button, and 10 Objects (if you have that many) will become the base of your choosing. No pollution is caused by this event.

All the former messy "half pollution" rules for Discarding Objects are nullified, Discard Objects no longer exists.

Please practice safe sex.



November 25th
Ever hear of tectonic shift?

If you are adjacent to the Sea of Rust, you can move your entire territory on the Foreign Affairs page for 10 Coal.
All foreign Outposts in your land are destroyed, and Spies you are hosting run away. You lose Outposts you are no longer adjacent to, and Spies you are no longer in contact with.
Due to the intense vibrations of tectonic shift, all your buildings containing 50%+ Glass are destroyed. This includes: Greenhouse, Telescope, Office Tower, Customs House.

The Outposts page is now known as the Foreign Affairs page.

Terraforming is not so cut and dry anymore. Due to intense subterranean nano-activity, it causes all underground structures to be destroyed. This includes: Mines, Cellar, and Bunker.



November 24th
Production has been rearranged.

Overflow now happens at the start of production, followed by pollution calculation, then mining/refining/manufaturing, etc. This means you get to keep all your post-production goodies, you only lose objects when you go into production in the red. (That is, you have more objects than storage.) It also means that your new Pollution affects your current-turn production, rather than next turn's.

Basically, everything makes ten times more sense, and is far more benficial to players. I mean, why was it never like this before? Hey, maybe it wasn't! That's right.. things have always been this awesome. The before-time was just a terrible dream...

Also, I've put freshly-minted palantir explosions imbetween factory production and tithing, which means if you get a Palantir off the assembly line that turn, you won't get tithed +1.

Why not quickly review the full order? Just so you're down with it. You know.

More very cool additions planned soon. Hard-pressed coastal dwellers and n00bs.. your time has come.



November 23rd
If you have an Academy and are not in Anarchy, you no longer get one free "n00b Coal" each turn.
Conversely, if you have no Academy or are in Anarchy, you get your free coal.

The goal is to bring back Coal miners. Terraforming may become more costly soon, so talk to your Nano-technician today!



November 22nd
Fascism now hates every type of government including Fascism, and every government hates Fascism right back.

This means Fascists will always have expensive outposts, increased tithes, and they can always steal Tech Levels, except from Anarchists who have a specific clause protecting them against this. The same is applied to them from other governments.

Theocracy has improved: Theocrats are now lucky. Any negative random production event has a 20% chance of not happening. This includes food rotting. Since bad events happen less often, good events will happen more often. Maybe there is someone up there after all!



November 21st
It's now possible to steal technology through military domination.

If you successfully land exchange with an opponent of higher Tech Level, yet within 5 Tech Level of you, while your government hates their government and they hold your palantir, you gain one Tech Level and they lose one.

Anarchists cannot steal Tech Levels, or be stolen from.

The docs now describe Doomsday Devices, the final race. Click here to read.



TheOilAgeIsOverPages1-182.pdf

This document put me in a panicked state of mind for a few days, and some of that still lingers. I think we should become very dedicated to conservation, as a species.

This game depicts a magical fairytale land where resources just keep on appearing. In the real world, we aren't so lucky.



November 18th
The Player View page is now much more informative.



November 16th
Anarchist governments can now attack other anarchists.



November 15th
The IWI, frustrated in their efforts to suppress all this battling and mining of late, have concluded greater payoffs are required for those privateering nations that dare fire the first shell.

Bounties can now be collected on all Top Ten players every cycle. Once a bounty has been collected on a player, their name will be listed on the Warfare page as well as in the events to avoid confusion.

Encouraging war on the other end of the scale, idle players with the slashed naught now give +1 Tithe Object, as well as the reduced attack restrictions. The time before this occurs has increased to 7 days.

Player view now shows modest combat statistics. (These were started only recently, so are not complete from the beginning of the game.) More information may be forthcoming on this page, as well as grandiose titles for particular achievements.

You must be at least Tech Level 3 before you can broadcast across the Battle Mines continent. (Send messages to everybody.)



November 13th
The impact of Firepower is now much more profound. The following activities will never reduce your Coal below your Firepower:
Trade, refining, manufacturing, and overflow.
If you want to do any of these to the point of having dangerously low Coal, you must set your Firepower low in advance. The following events can still reduce your Coal below your Firepower:
Tithing, war, any manually activated event (such as construction or academic research.)

Distant Warfare now costs one Coal as well as one ICBM. That's one Coal to launch an ICBM, offensively or defensively.

Spies now report the number of turns of vassalage/mastery remaining for their hosts.



November 12th
Players who have been idle for longer than 5 days will have their double daggers idle icon replaced with a slashed naught. These players have the x4 building attack limit waived; The IWI will not protect them any longer.

Fascism has been strengthened again: They now tithe the usual amount from Anarchies, after hatred and their normal bonus. (1 Tithe Item, base.) This was previously one item less.
Anarchy gets Fascism's old bonus: Double scrap from warfare.



November 11th
The trade system has been vastly improved.

No longer can other players cancel your trades. The trade will only go away when successfully taken (if non-repeating,) or when you yourself cancel it. If a trade is invalid (due to supply or firepower), it will be italicized on the trade map, to let others know it isn't currently available. You can also offer any trades you want, not only those you have available.

This means you can post a trade in advance for next cycle, as well as easily planning your buy/sell strategies. Everything is awesome starting... Now!



November 10th
Wars with no hits scored are now draws. (Previously, the attacker won by default, as iuewen noted after his triple bitchslapping.)
Set your details on the Player Setup page. Change the name of your homeland!
Cookies are now persistent, for 2 weeks.



November 8th
Fascism has improved: They now get scrap like everybody else.
There has been much linking to the docs throughout the interface.



November 7th
Uranium can no longer be used to construct Cannons.
New players will rarely start with Sand, Uranium even more rarely.



November 6th
Greenhouses are now a basic building.
Sand/Glass can no longer be used to contruct Warehouses.
Discarded materials now cause only half the amount of pollution, rounding up.



November 2nd
During production, players will now always get a free Mine, Cannon, or Warehouse, if they have none respectively.
Also, the IWI will often give Aid to low-building players if they have none. I'd be interested to see if someone can set up a method to scam the IWI for Aid and flood the market.
This is for you, Cirdan! Don't quit good buddy!



October 31st
3 important changes: Overflow mechanics, Weather, and Pollution.
Two minor changes:
1) Base chance of Greenhouse production is down to 40%.
2) Fascists collect only two less tithe objects from Anarchists, rather than none. (Overall, due to Government alone, Fascists now collect 1 Tithe Object from Anarchist.)
Bug reports to me please.

Overflow

Your inventory will never overflow outside of production anymore. Instead, when your number of objects rises above your capacity to hold them, the "Free Space" number in your inventory will become negative. Even during land exchange, your citizens will pitch in and help lug all your objects to the new homeland, no matter how few warehouses it contains.

Overflow still happens during production, but only if the weather is rainy or stormy.

Weather

Weather systems have been introduced. There are five types of weather: Sunny, Cloudy, Windy, Rainy, and Stormy. The current weather and the forecast for next cycle are shown on the Communication page. Weather has several effects as it is changed during production (the upcoming weather having the actual impact) and some effects during play imbetween productions.

Sunny
  • Production Modifier +1 for all
  • Greenhouses receive +20% chance of producing Food
Cloudy
  • No effects.
Windy
  • Combat accuracy -10% for all
  • Miners that produce Sand lose one during production as it is helplessly blown into a neighbor's territory. A random neighbor is the benficiary.
Rainy
  • Overflow happens
  • Greenhouses receive +20% chance of producing Food
  • Cannons may rust, but Warehouses will not burn down
Stormy
  • Overflow happens
  • Production Modifier -1 for all
  • Combat accuracy -10% for all
  • Cannons may rust
Graphical weather reports coming soon!

Pollution

Your Pollution starts at zero. Each production, your Production Modifier is reduced by your Pollution level. Every time you discard an object, food rots, or you lose an object to overflow, your "new" Pollution is incremented. At the end of each production, your Pollution will be recalculated as the average between your old Pollution and new Pollution, rounding down. This value will again slide your production down, but not until the following production.

For example: Bill has 1 Pollution. He discards two bauxite during his turn. One Food rots during production. Pollution gives him a -1 Production Modifier. The weather is sunny. His new Pollution is:

New Pollution = floor ( (Old Pollution + Rotted Food + Discard + Overflow) / 2 )
= floor ( (1 + 1 + 2 + 0) / 2 ) = 2

The next turn he discards nothing and no Food rots, but Pollution gives him a -2 PM. It rains and Bill overflows 10 Objects.

New Pollution = (2 + 0 + 0 + 10) / 2 = 6

Next turn Bill will have a -6 PM, and so on.



October 30th
Just a quick note to let you all know, I'll be in Edmonton from November 1st until the 5th. Edmonton is the land not only of cows and oil, but also BPLlama and Assmonster, so that's cool. BP has Civ 4, about which I'm fairly excited. I may not be around to immediately fix bugs or answer questions, so keep notes for me.

When there's time, I have some prejudicially cool additions to make, based partly on suggestions from several of the staunchest players. One foreshadowing statement: Watch the skies.

Peace y'all.



October 29th
Did you not notice?

The setting for Battle Mines is an island in the enormous Sea of Rust. The water's not much good for drinking, but plant life can derive some meagre sustenance through it.
For each Sea tile adjacent to a player, their Greenhouse has a +10% chance of producing Food each round. For example, a typical side-map player would have 3 neighboring Sea tiles, for a final (50% + 3 x 10% =) 80% chance of their Greenhouse producing Food.



October 28th
Vassals cannot initiate attacks until they have worked off all but four (4) cycles of their current vassalage.
I changed some of the tech bonuses around. No more Perma-cannon at level 3.
Max Firepower is now 12, not 10.



October 23rd
Enter your description on the policy page! Put in anything you like: contact info, threats, long-standing trade offers, enemies, grudges, manifestos, and so on. Anyone can read it just by clicking your name.



October 21st
Outposts now cost 1 Coal, in addition to the usual Glass costs.



October 18th
The firepower setting now has an extra impact on the game: Any offer you make involving coal will be cancelled when it is accepted, if it would cause your coal level to dip below your firepower level.
Set your firepower low in advance if you want to trade away a lot of coal. Trades you actively accept are unnaffected by this rule. Firepower must be a number between 1 and 10, just because damnit.

The cost of reserach for Technocrats is only 14 objects, not 15.



October 17th
There is a new menu page: Academy.

On this page research can be done, permitting that your nation has an Academy built and is not in the throes of Anarchy.
Research increases a new measure of nations: Tech Level.
Researching each Tech Level costs 15 objects. Tech level 1 costs 15 of the object occupying the 1 slot in the list of objects, in value order. (Coal, Bauxite, Pig Iron, Sand...) Tech Level 7, for example, costs 7 Steel.
Each Level of Tech adds one to your score. It also conveys some new intrinsic upon your empire which cannot be revoked. Exactly what these new intrinsics are not revealed in the documentation, suffice to say they are listed as you discover them and are the same between players.
Tech Level also gives an advantage in local warfare: For each level of Tech you have beyond your opponent, their accuracy is reduced by 1%, and vice-versa. For example, if you engaged a Tech 12 empire while at Tech 2, you would be at -10% accuracy.
Two abilities have been revoked until proper research has been done at the academy: Terraforming, and incite revolt for spies.
Check the docs for several new sections/clarifications. Particularly, the intrinsic abilities of your Battle Mine have been categorized as "Perma-mines" and "Perma-cannons". You start with 3 Perma-mines, and 0 Perma-cannons. These numbers can be improved through research. Holds, improved with Hull Upgrades, are of course the final aspect of your Battle Mine which will never be revoked.



I just watched a documentary broadcast on CBC. It's called "The World According to Bush". Check it out here.

I think it's an important one to watch, especially for good American people. Your government has seriously gone way too far.



October 16th
IWI Crackdown, (did you fill out the correct form?) Motherfuckers.

Those illogical fusspots down at the IWI have come up with a new way to "punish" us Battle Miners: An extended bounty system! Check it out in The IWI and Bounties section of the docs.

In light of these changes, the "Most Vassals" scores have been reset. Congrats to xade who had attained a big fat 10, admittedly under different game rules. Current vassals will now only count x1, not x2, to overall score.

Fascists now receive +1 tithe item from each vassal. Instead of getting double scrap, they get none.
The Production Modifier for Capitalism has been relaxed from -4 to -2, still +2 for an Office Tower.
Anarchists will never pay any tithes to their hated rivals, the Fascists.

Aid packages can now be used by people with 15 buildings or less, up from 10.



October 14th
I found the original of a song I like. Battle Mines makes reference to it on the Policy page. Leaping into action, I stuck it boldly to the man by ripping the song from the CD, encoding it, and uploading it to share with my friends.

Should be jailed for this... you guys know what to do.

Pop Will Eat Itself - Def.Con.One

Ten to doomsday, moving fast,
Heads up! Mind that blast.
No time to sleep, it's Defcon One.
Can't get no sleep as the ticking ticks on.
No time for fear, it's Defcon One.
No time to eat but get me some:

CHORUS
Big Mac, fries to go.
Get me Big Mac, fries to go.
Get me Big Mac, fries to go.
Get me Big Mac get me fries to go.
Watchman!
We love you all.
Hup! Hup! Heads up!
Ground floor, coming up.

How sick is Dick?
How gone is Ron?
How sick is Dick?
How gone is Ron?
What's the time? It's Defcon One!
Say, what's the time?
Just get me some:

CHORUS x 2

Goodbye city, hello moon.
Hands up! Vote Doctor Doom!
You know it makes sense, it's Defcon One!
Hey what's occuring? What goes on?

It's the only choice.
It's the only choice.
So get me some:

CHORUS


Replace Big Mac with Food, add the voting system from GoG, and it sounds like they're just plain old singing about Battle Mines. I think it should be the theme song.

Here's an interesting tidbit I found: "This song is about the graphic novel Watchmen by Alan Moore (comics and Moore were popular with PWEI and appear in other songs as well). 'Big mac, fries to go' refers to a point in the graphic novel where a character is eating just that before the end of the world."

To round it off, here's a cool site: Songs About Nuclear War from the Eighties



October 12th
Look at the awesome ads Google assigns to this page. Don't you guys want to invest in Uranium?





October 8th
BigLooser, a very specific and much admired UW alumni, has written a Perl script to show trends in the value of all objects.
See: igor/price_rel.gif
(The y axis is value with respect to Coal, the x axis is # of trades involving the object.)
And: igor/igor_stat.pl



October 7th
Think of it gentlemen: Atomic Energy

Reactor. Advanced Building. 2 Aluminum, 1 Diamond, 1 Enriched Uranium.
The Reactor has a Fuel level which starts at 10, and maxes out at 100. Fuel is not an object.
10 Fuel can be added on the Construction page, at a cost of 1 Uranium Ore.
Fuel will be used during production in preference to Coal. (1 to 1.) It can power the Refinery and the Factory.
All other activities still require Coal.
If your Reactor is destroyed in warfare, the ensuing meltdown will take out 6 additional buildings.
(Combat damage is an important victory factor in Local Warfare, but not in Distant Warfare.)

Capitalists and Technocracies will now be tithed one extra item when they are vassaled.



October 6th
Religion has come to Battle Mines.

Church: Basic Building. 2 Steel.
If a new master has a church and his vassal doesn't, the base duration of the vassalage will be two (2) cycles greater.
If a new vassal has a church and his master doesn't, the base duration of the vassalage will be two (2) cycle less.
Theocracies gain a +10% accuracy bonus if they have a church.
This bonus goes up to +30% if their opponent also has a church.

Simply put, the theocrat's displeasure with people worshipping at a temple other than their own sharpens their aim.



October 5th
Communist spies now report the exact units of Coal in a victim's inventory.
Their chances of surviving unexpected bombardment have gone back to 50%, however.

Empires with less than three buildings will revert to Anarchy during maintenance.

There is a new Factory Item: Aid. (2 Food + 1 Aluminum + 1 Steel + 1 Coal)
Aid can be invoked on the construction page by anybody with 10 buildings or less. It gives one Mine, one Cannon, one Warehouse and one Refinery, within expected build limitations. If it doesn't give a Refinery, another Warehouse will be given instead.

Greenhouses will now produce before factories, so you can try to anticipate what you might be able to make in the factory.



October 4th
I've introduced some symbolism on the map replacing the corresponding text.
This will save on a lot of map space, and as an added bonus will make the game yet more arcane to outsiders.

Governments

Anarchy
Bureaucracy
Capitalism
Communism
Fascism
Monarchy
Technocracy
Theocracy

Industrial Style

Green
Laissez-Faire
Nominal

Let me know what you think of them, good or bad.



October 3rd
Communist spies now have a 75% chance of surviving bombardment, up from 50%.
The Theocractic accuracy bonus in local warfare has increased to an imposing 20%.



September 25th
Food can now be used on the Warfare screen to bribe masters and vassals.
If you are the master, one food will increase your vassal's thrall by one cycle. As a vassal, one food will reduce your vassalage by one cycle, though you cannot cancel it entirely.



September 24th
Object value order has changed slightly:
Coal, Bauxite, Pig Iron, Sand, Food, Aluminium, Steel, Glass, Diamond, Uranium Ore, Enriched Uranium, Diamond Drill, ICBM.
The inventory display has been reordered. Do not be alarmed.



There is a new Advanced Building: Greenhouse.
Greenhouses cost 3 Glass and 1 Aluminum to build.
They are three times more likely than a normal building to be destroyed in combat, due to extreme fragility.
Greenhouses have a 50% chance of producing one Food each cycle. (Free. No coal required.)

There is a new Item in the game: Food.
In the harsh landscape of Battle Mines, food is scarce and useful for coercing the populace of nations to your cause.
Food cannot be used as munition in combat, it will be ignored.
If there is any food in your inventory at the start of production, there is a 25% chance that one unit of Food will rot away. Events will notify you.
Food will have several uses. For now, the cost to change government switches from one Glass to one Food. The cost to incite revolt also changes to one Food. (You spy will still be removed.)
New players start with one Food.

The cost to change Industrial Policy has switched to one Aluminum and one Steel.
The combat shielding of Technocracies no longer extends to their Academies, but the new Greenhouses are fully covered.



September 23nd
Theocracies now gain a 15% accuracy bonus in local warfare, up from 10%.
Capitalism is going back to -4 base production, +2 for Office Tower. The reason for this change is one of Capitalism's other properties. Being invulnerable to revolt is a very powerful feature in light of a recent change to Anarchy, that being the lack of facilities provided by the Academy, specifically the use of Enriched Uranium in combat. It's potentially a very powerful government type, so I must take it down a notch.



September 22nd
The IWI has announced it will return one confiscated ICBM to whichever player defeats the highest scoring player in local or distant warfare. After the bounty is awarded, there won't be another available until next cycle.
Number of Advanced Buildings now counts x2 towards Score.



September 21st
A player's spy in the land of the player they are attacking will not be killed.
Communist spies have a 50% chance of surviving unexpected bombardment. (Up from 25%.)
Check out pictures of all the BM buildings in the Graphics section!



September 20th
The way spies die has changed. They're no longer weeded out in maintenance. Instead, they are killed when the nation they are spying on is bombarded. They will report the combatants before perishing.
Communist spies have a 25% chance of surviving bombardment.
Spies can now detect if an empire has no coal at all.
Overflow will never discard your last coal even if it's your LVB. Refineries, factories, and combat will still use it.



September 19th
A new manufacturing policy allows players to choose the Item that a Factory will try to make during production.
The cost for spies to instigate revolt has changed to 1 Glass.
The cost of a Cellar has changed to 3 Aluminum.
The cost of a Bunker has changed to 3 Steel.
The cost of a Diamond Drill has changed to 2 Diamond, 2 Aluminum, and 1 Coal.



September 15th
There's a new basic building, Cellar, costing 1 Aluminum and 1 Steel.
Having a Cellar causes Coal to take up half as much space in your inventory.
The +5 max Warehouse bonus for Coal tiles has been abolished.



September 14th
Combat has been radically changed.

Forget about the concept of rounds in combat; Now it's more like a single volley of cannon-fire from each side, using none, some, or all of your cannons.
You have a new policy setting called Firepower. This setting determines how many of your cannons will fire, in offensive or defensive combat. Firing cannons is still subject to the constraints of ammunition and coal.
The winner of combat is determined by A) Whoever has buildings left, and secondly B) Whoever did the most damage.
Base combat accuracy has been reduced to 60%.
Telescopes now give only a 10% accuracy bonus.
The governments of Theocracy and Technocracy have had their effects altered.
See the docs under Combat and Government to check on these changes.



September 13th
Hi guys. I'll give game updates here. Makes more sense than in the ephemeral messages of the Radio Room, right? Why did I not think of it before? Grumblecakes! Moving on.
Of late, the cost to change both government and industry has changed from 1 Aluminum to 1 Glass.
Coming soon: A large alteration to the nature of combat, so stay tuned.




Pablo Picasso
L'Homme au Piano
Ink Drawing, 1914

Preface - Paulo Freire: Pedagogy of the Heart





BATTLE MINES ©Erik Walle 2005-2010