BATTLE MINES



Please

Battle Mines is a multiplayer web-based strategy game, in which you compete with other players for economic and military domination of the blasted wasteland mankind is doomed to inhabit. A Battle Mine is an imposing piece of nigh-indestructible machinery. You must use yours to build an empire.

Rasteroid.net has a forum for discussion of this game at: http://rasteroid.proboards54.com/
A wiki has been set up at: http://wiki.battlemines.com/
This machinery is also host of The Game of God, my other web game.

If you are not a "player", as they say, click here to create a new account.

If you have an account, log in here.

Name: Password:

(Note: If you are idle, your account may be terminated. If this happens, simply create a new one.)







Greenhouse Grog

Santiago Díaz González, aka Psiweapon, 2007


This a random display of one of 8 pieces of art created by the players of Battle Mines.
If you have artwork to contribute, please contact me! rasteroid@battlemines.com







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.



Click here for last year's updates.




BATTLE MINES
©2005-08 Erik Walle