The Next Empire
PublishersCyborg Games, Reality Simulations, Inc.
Years active1988–unknown
Genreswargame, science fiction, play-by-mail
LanguagesEnglish
Playing timeFixed
Materials requiredInstructions, order sheets, turn results, paper, pencil
Media typePlay-by-mail or email

The Next Empire (or TNE) is a closed-end, computer moderated, space-based play-by-mail (PBM) wargame.

History and development

The Next Empire, or TNE, was a closed-ended, computer-moderated, space-based play-by-mail wargame published by Cyborg Games.[1] It was introduced at the 1988 Origins Awards.[1] By 1998, the publisher had changed to Reality Simulations, Inc., which was using the original ruleset but planning a revision.[2] Turn costs were relatively high at $11.75.[2]

Gameplay

The game's purpose is to control all starbases.[1] Each game comprised 21 players.[3] Gameplay occurs on a 40 × 33 hex map, with each hex comprising multiple parsecs—a total of 25,080.[3]

Beginning with a single starbase, players chose from 21 available races and created fleets of custom-made or captured ships.[1] Games lasted about a year.[1] Ships were customizable in size and equipped systems with sizes from 8 to 24 and 20 available lethal and non-lethal systems.[3]

Reception

Darren Anderson reviewed the game in a 1989 issue of Paper Mayhem, praising its value for money and saying, "I highly recommend TNE for both novice and veteran garners alike".[4] Also in 1989, Stewart Wieck reviewed The Next Empire in White Wolf. He rated the game 3 points out of 5 for Diplomacy, a 4 for Moderation and Strategy, and a 5 in Materials. Overall, he rated it 4 out of 5 points.[5]

Stephen B. Marte reviewed the game in a 1990 issue of American Gamer. He stated that it was a "fun, quick paced, well thought out tactical simulation".[6] The Next Empire took 2nd place in Paper Mayhem's Best PBM Game of 1990 list behind Legends in 1st place.[7] Stacey Maust reviewed the game in 1998, rating it a 3 out of 5 for the company (RSI) and Value, a 3.5 for Politics, a 4 for Playability, a 4/5 for Frustration/Excitement, and a 5 for the Map.[8]

See also

References

Bibliography

  • Anderson, Darren (November–December 1989). "The Next Empire: Carving an Empire: Part 1". Paper Mayhem. No. 39. pp. 12–14.
  • Editors (November–December 1990). "Best PBM Game of 1990". Paper Mayhem. No. 45. p. 2.
  • Marte, Stephen B. (July–August 1990). "Play By Play – The Next Empire". American Gamer. No. 1. pp. 28–35.
  • Maust, Stacy (May–June 1998). "The Next Empire II: The Next Generation". Paper Mayhem. No. 53. pp. 6–10.
  • Wieck, Stewart (June–July 1989). "PBM Game Reviews: The Next Empire". White Wolf. No. 16. pp. 13–14.

Further reading

  • Dyche, David W. (July–August 1992). "Rolling the Bones in The Next Empire". Paper Mayhem. No. 55. pp. 24–31.
  • Fay, Mike (December 1990). "The Next Empire: The Heart of the Design". Flagship. No. 29 (U.S. ed.). pp. 16–18.
  • Fay, Mike (February 1991). "The Next Empire: The Heart of the Design, Part 2". Flagship. No. 30 (U.S. ed.). pp. 45–47.
  • Larson, Brian (November–December 1990). "A Final Solution in the Next Empire". Paper Mayhem. No. 45. p. 43.
  • Leonard, Daniel P. (May–June 1991). "Targeting Priorities: A Strategic Perspective in "The Next Empire"". Paper Mayhem. No. 48. p. 44.
  • Leonard, Daniel P. (September–October 1991). "The Sildrean Matrix – Measuring Performance In The Next Empire". Paper Mayhem. No. 50. pp. 38–42.
  • Marte, Stephen B. (January–February 1991). "The Next Empire / Game 10 Play-By-Play". American Gamer. No. 2. pp. 13–17.
  • Martin, Julia (1989). "Reviews: The Next Empire". Challenge. No. 39. pp. 75, 77–78. Retrieved 21 September 2023.
  • McGee, Kevin (March–April 1992). "Playing to Win In "The Next Empire"". Paper Mayhem. No. 53. pp. 10–14.
  • Pintar, John (1989). "Entering The Next Empire". Flagship. No. 21 (U.S. ed.). pp. 16–18.
  • Tan, Kevin (January–February 1991). "The Next Empire – A Tactical Review "How to Capture a Robotic Base"". Paper Mayhem. No. 46. p. 43.
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