First, you must join #SaveThePlanet. There will be a bot there (SaveThePlanet). It supports the following commands in private message: REGISTER username password username is any alphanum word password is any string (suggest you stick to ASCII) Return codes are 203 (user exists) or 101 (user created). LOGIN username hash username is the username you registered with hash is the hex SHA1 sum of game id concatenated with password. For example, if the game ID is 7 and your password is foo, it's sha1_hex("7foo"). This is so you can safely save your logs. It supports the following commands in public: DONATE Donate this much instantaneously to the climate change cause. This won't benefit you directly unless the world ends! INVEST Invest this much money in industry immediately. This will increase your industry in time for the end of the current tick, at a payoff of about 1/30 subject to change. Industry correlates roughly 1:1 with cash per turn. CUTBACK Destroy exactly this much industry. You get no cash in return, but you may help stop the change in climate. If you're the only player left, CUTBACK is probably advisable. You can specify any number of these commands, semicolon seperated, on a line: DONATE 66; CUTBACK 43 The bot produces the following outputs: NEW New game is waiting for players with given ID (which will be alphanumeric). PLAYERS nick=user,nick=user,... A list of players in this game, so that you can map betweens nicknames and usernames. CLIMATE industry_factor=n;donation_factor=m;recovery_factor=k This lists three of the variables that affect the game. See below for mechanics. BEGIN End of game header; first tick will happen soon. DISASTER type\[p=[,props]\];... A disaster occurred in player's country. Ooops! You can ignore this, as changes will be reflected below. Note that meltdowns will destroy more than just the player experiencing them. STATE type\[props\];type\[props\];... The game state for this tick. CLIMATE tells you the tick number (game ends after t=100 ticks currently with a good end) and climate state (s=probability of disaster for each player in each tick). For each player who still has a country it gives the i=industry amount, d=donation state and c=cash pool. ENDTICK This is the last message sent every time the game ticks. GOODEND You saved the planet! BADEND The planet melted down. RESULT , , ... The rankings for the game that just ended. RESET Game ended prematurely with no winners. Current game mechanics: The world has an "industry capacity" which is set to the initial average industry count. Your probability of disaster on a tick is equal to climate_state*(2*your_industry+capacity)/(2*capacity+your_initial_industry)) In the event of a meltdown, the climate state is increased by approximately player_industry/capacity/#players Each tick, you are given profit which is proportional to your industry count (the constant of proportionality is randomly chosen for each game, and the payout is random also). You can spend this profit on investment or donations, or just save it. The state of the world changes each tick by around industry_factor*industry - donation_factor*donations it is then multiplied by recovery_factor. A good end occurs when: - 50 ticks have passed, or - total industry is zero and climate state is < 0.1, or - climate state is <= 0. Scores in this case are: exp(average_improvement_amount*1.5/investment_payoff)/2 where average_improvement_amount is (((your_industry+your_cash/40)/your_initial_industry))^(1/ticks)-1 That is, roughly, the average amount of industry you gained per turn. so in this case countries which make a profit will win. If all contries melt down, the game will reach a "bad end", in which case scores are given by: 2*sqrt(your_total_donations/your_initial_industry/industry_production/ticks) Imagine in this case that aliens come to help out, and reward those countries which helped themselves. Each day, every player's total score is added up.