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Old December 6, 2008, 02:02   #1
vyeh
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ACDG6: Organization
This is the game organization thread for Alpha Centauri Democracy Game 6 ("ACDG6"). This thread is for all matters relating to the organization of the game.

Bodissey, Nahkrinoth and I recently completed ACDG5.

The three of us are interested in organizing a SMAniaC demogame.

We've had some preliminary discussion in the ACDG5 organization thread in these posts: #324, #328, #330, #331, #332, #333, #334, #335, #336, #337, #338 and #339.

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Old December 6, 2008, 09:47   #2
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Nahkrinoth,

Maniac has suggested that you look at The Genesis Project custom faction since you are interested in vertical expansion instead of horizontal growth:

Quote:
Originally posted by Maniac in the ACDG5 organization thread
The faction's theme is genetics. Its gameplay centers around popbooming. If you want to attract newbies who want to learn something for this ACDG, that faction might be a good way to practice and improve popbooming skills.
This faction gets free Children's Creche (it's called Hatchery in SMAniaC) with the discovery of "Exowomb" which can be researched immediately.

This faction also can have size 9 bases without hab complexes.

Its economy is -1 (which means its HQ base square initially produces one energy instead of 2) and its support is -1 (which means that initially it can only support one unit free per base).

Knowing your interest and wanting ACDG6 to be different from ACDG5, I support Maniac's suggestion.

Would you be willing to play SMAniaC with The Genesis Project custom faction?
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Old December 6, 2008, 10:21   #3
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Hey ho! Hey ho! To pop booming we'll go!
With children's hatches and habitats,
Hey ho, hey ho, hey ho, hey ho! (ad libitum).
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Old December 6, 2008, 12:13   #4
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Hi all,

SMAniaC is a LOT of fun and plays like a new game. I’ve had the chance to play many of the factions, and I’ve played a few factions in PBEM.

Some initial observations:
• SE and the factions are much different, so selecting a faction requires more than just looking at its bonuses – you have to look at what types of SE or suites of SE you are likely to use. This is important since the SEs in SMAniaC have vastly different mechanics. For instance, in a PBEM game as SMAniaC Morgan I neglected to realize that the energy-related SE vastly reduces support and industrial potential, which crippled my early game. I put on blinders and was punished for it.
• The SMAniaC tech tree is designed to make other strategies workable. In SMAC you just can’t beat B-line to Industrial Automation. I had great fun as SMAniaC Gaians and Bree – Green is very powerful (in my opinion) and you can stay green and become a powerhouse.
• Psi combat works much differently – old assumptions may get you killed. My observation is that single defenders in bases are more likely to die. Some Green factions can efficiently have an all Green army of worms. In fact, the Bree may be overpowered – so much so that I call them a Red Faction.
• Planet ratings work much differently in SManiC. Frontier SE gives you -1 Planet, so even the Gaians can’t capture worms. Trance gives you less benefit (punishing factions that turtle), and if you have a large negative Planet rating life just sucks if there is a worm outbreak nearby.

Some factions play much the same as SMAC. For instance, I played SMAniaC Uni and was able to have a game that seemed at least somewhat similar. Other factions (such as the Bree) are more than a little odd (aquatic, but can’t build sea colonies to start!) and require more planning or you’re done.


Also, be careful that some SMAniaC factions perform differently. In most of my SP games the Templars seem to do very well. In my last PBEM game (as Morgan) my opponent was the Templars and crushed me like a bug. A few other faction observations:
• The Republic generally seems to expand slowly and not do very well. They are a good first victim, kind of like Morgan but with no energy
• Ghosts (aquatic faction) spam colonies all over the place, and they are not nice neighbors. Their tech is generally poor (look at their default SE and you’ll see why)
• Templar (somewhat like Believers, but with better default SE) – expand well and are dangerous neighbors.
• Atlantians (aquatic) – not as expansive as Ghosts
• Bree (quasi aquatic) – the AI generally does poorly with this race, but I think they are fun to play. +2 Planet and Green in SMAniaC is VERY powerful since they are one of two factions that can capture worms and IoDs to start (the other is Cult). Note that they have to keep their IoD from being killed or they will never expand since early colonies must be to land.
• The Genesis faction is like the PKs – good all around faction. The support and energy penalty will limit your early research and units, so be careful. Be warned - the SE will interact with you in ways you will not expect.
• Empaths – have only played this faction a few times and don’t recall anything special about them, but the AI doesn’t seem to do much with it.

I did a pretty thorough workup of SMAniaC factions, SE, tech, etc. I encourage you to look it over (even if it isn’t quite complete – but there is a LOT there). Even better, play a few games so you can get the flavor before you do the Demo game.

Lastly, I love exploring the new options and strategies that the new factions, changed SE, and tech progression give you. As I mentioned, it plays like a different game – so have fun!

Hydro
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Old December 6, 2008, 14:54   #5
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Quote:
Originally posted by Hydro
•The Genesis faction is like the PKs
There is a difference. Because of their +1 Talent, the Peacekeepers are good in ICS. Because of their -1 Support, Genesis isn't.
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Old December 7, 2008, 07:52   #6
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This looks awesome. Let me do some reading.
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Old December 7, 2008, 08:00   #7
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Nahkrinoth,

Does this mean you're willing to play Genesis?
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Old December 7, 2008, 09:10   #8
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Maniac - you're right. Genesis not having the extra talents is a problem for a fast pop boom. The only SMAniaC faction with talents is the Empaths, who get +1/5 citizens (the Empaths also get free trance with SoHB, +15% psi, -1 police and -2 Planet). Note that in SMAniaC default SE at the beginning of the game that the -2 Planet becomes -3 Planet.

On the plus side for Genesis is their free Hatchery, which in early game to mid game is expensive. The Hatchery sort of makes up for the -1 eco, and they also have -1 support. Both of these are problems from a pop boom/builder point of view.

Also note the SE restrictions of the factions. The Gaians can't pop boom (-1 growth, aversion to Anthro SE) and have Morgan hab restrictions (base size 4). Of course, getting a FREE tree farm when you get Env Eco sure is nice!

So I guess the choice of faction depends on how the players like to play their game. Are you aggressive? A hybrid player? Or a builder? The faction abilities and SMAniaC SE mean you'll have to have a new strategy before you start.

My personal favorite is the Bree (+2 Planet, -1 growth, Priv/Prot SE aversion, IoD to start game). They are very quirky (aquatic faction that can't build sea bases) and the AI generally doesn’t do a good job with them, but it is so much fun to get hordes of worms when the other factions struggle with -1 Planet. Once I go Green I go from +1 Planet to +4 Planet - wheeeeee! I get +2 nutrients in Fungus to start (!!!!), and get more mins and energy as I get more Green tech. Who needs terraformers? Hmmmm? Or when I do get formers I PLANT fungus, which gives free roads to my MWs and lots of resources! And the fungus really bollixes up enemies since it slows them down – and they do NOT want to be in fungus when I defend my bases with my MW defenders. Buwahahahahah! Oh, and did I mention that the Bree can build MWs at the start of the game and that in SMAniaC they only 2 rows of minerals (in SMAC it costs 3 rows)? And these MW hordes cost NO support when they are in fungus!! Can you say Worm Rush? There are no real tech decisions with Bree – stay Green all the way. I get all tingly just thinking about them (and the image of their faction leader is hot, too).

**ahem** OK. I'm all better now.

Hydro

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Old December 7, 2008, 12:15   #9
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Quote:
Originally posted by Hydro
and the image of their faction leader is hot, too)
Was a major reason for adding that faction.
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Old December 7, 2008, 12:47   #10
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Hydro,

Which factions (besides Ghosts and Templar) does the AI play well?

Which factions (besides The Republic, Bree and Empaths) does the AI play poorly?

Have you tried the Super AI's?
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Old December 7, 2008, 15:44   #11
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Yes. Let's try that.
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Old December 7, 2008, 16:37   #12
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We're playing the custom faction The Genesis Project.

Now let's decide which are the AI factions. I've asked Hydro to identify which factions the AI plays well and which ones the AI plays poorly. I hope Maniac will contribute his perceptions (he has identified the Cult of the Planet Super AI as lethal on the Monsoon Jungle).

Please state your preference for AI factions (either to include as an opponent or to exclude as an opponent).
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Old December 7, 2008, 22:48   #13
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I didn’t use the Super AIs in my last PBEM, but in the one before that we did. The normal AIs didn’t do much and were a light lunch for the Templar human player (even the Hive easily fell to the Templar). The Super AIs did much better and were a threat until late mid game. So go with the Super AIs.

Here’s my laundry list of how the AIs perform (in general, with observations a mix of normal and Super AI).

SMAniaC Factions:
• Ghosts – as a sea faction the spam sea and later land colonies all over the place. They are very aggressive, but weak in tech. They do use foil probes, so watch out!
• Templar – strong faction. No real tech penalty, with HUGE psi potential (even with -3 Planet). They eat Greenies for lunch. They also eat non-Greenies for lunch due to their 25% attack bonus.
• Republic – weak faction. Only builds a small number of bases and then gets eaten alive by their neighbors.
• Empaths – moderate faction. Expand well, and don’t seem to be aggressive. Seem to get military techs late.
• Bree – generally poorly played by AI. Their IoD can play havoc with other sea factions in the early game
• Atlantians – pretty generic faction; expands all over the place like all sea factions do (easy movement). In my games they seem to be pretty aggressive.

SMAX Factions:
• Aliens – never played, but likely very strong
• Cyborgs – a tech powerhouse. Can get VERY big due to high efficiency. Not terribly aggressive. CAN pop boom (not that the AI can use it, of course)! Fun SMAniaC faction to play.
• Cult – plays much like the Bree, but on land. Gets a slower start due to since they can’t build MWs like the Bree and have a -1 eco penalty (slower tech). But they expand aggressively in many games.
• Pirates – spam sea bases, weak tech (like Ghosts)
• Angels – good hybrid faction. Haven’t played much in SMAniaC (don’t like the faction in regular SMAC)
• Drones – play much like in SMAC. Haven’t used much

SMAC Factions:
• Gaians – do OK. The AI will spam colony pods, but the faction just doesn’t understand getting to Env Eco to get tree farms. If it does then they really do well.
• Uni – does pretty well early but stalls later in the game. Good tech player (better than Aki). Note that the Aversion in the documentation is wrong, which says it is Empath. Actually the aversion is Green.
• Believers, Spartans – haven’t played at all in SMAniaC
• Hive - nasty, aggressive.
• PKs – good growth, late to military tech
• Morgan – weak when run the by AI, just like in SMAC/X

I’d suggest you think of a ‘theme’ and use that to pick factions. Or you could try to balance with 2 aggressive, 2 hybrid, or 2 builder. Or try all aggressive so you can ensure that life will be no fun at all.

Even better, get Googlie to put together a map for you! He has LOTS of tricks that will make you work very hard.

Hydro
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Old December 8, 2008, 11:54   #14
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Edit: incorporated Maniac's comments in post #15 below.

If I understand Hydro, here is a summary (along with some information I pulled from the faction files and Maniac's comments in post #15 below):

AI plays well:

Ghosts - aggressive, aquatic, probe
Templar - aggressive, psi
Atlanteans - peaceful, aquatic
Cyborgs - aggressive
Cult - aggressive, psi
Pirates - erratic, aquatic
Angels - erratic, probe
Gaians - peaceful, psi
Uni - peaceful
Believers - aggressive
Spartans - erratic
Hive - aggressive
Peacekeepers - aggressive

AI plays poorly:

Republic - erratic
Empaths - erratic, psi
Bree - peaceful, aquatic, psi
Morgan - peaceful

Haven't played (surmise likely strong):

Caretakers - aggressive, alien, psi
Usurpers - aggressive, alien

At this point, let's decide if we want the alien factions or not (one of the reasons for Alien Crossfire was the inclusion of two super powerful aliens).

Bodissey, Nahkrinoth: Do you want the alien factions as AI opponents?
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Old December 8, 2008, 17:41   #15
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Quote:
Originally posted by Hydro
• Believers, Spartans – haven’t played at all in SMAniaC
The Spartans are a solid faction. They can perform well with about every SE choice, so it isn't possible for the AI to screw them up. Furthermore they are (IIRC) the only faction with Discover & Conquer as their research priority. In SMAniaC this leads them to research Fusion Power earlier than other factions (except perhaps the University). So that definitely makes them an interesting opponent.

The AI is less likely to screw up the Believers too. They still have their -2 Research, but there is no Fundamentalism civic. Instead they favour 'Terraformed'ecology. So they're much less likely to stay primitive for the entire game due to a -4 Research SE, as in vanilla SMAC. The Terraformed SE choice makes them likely to popboom (almost a guarantee with the super AI), so they have a decent production and research base due to their population size.
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Old December 9, 2008, 04:37   #16
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I have no objections regarding the Alien factions.
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Old December 9, 2008, 04:58   #17
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I'd prefer not to have aliens. I like having a big council and the aliens seem to just want to kill all humans or each other and not much else.
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Old December 9, 2008, 07:05   #18
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I dislike the aliens, because in my experience they tend to kill off all the other AI's before I get a chance to do it.

Then again any excuse for rampant nerve gas usage without sanctions is good for me
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Old December 9, 2008, 09:15   #19
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Looks like the sentiment is no alien factions.

I propose the following AI factions to start the discussion.



The Shadow Ghosts
(aggressive, acquatic, probe)

^LEADER: {Shadow Hunter Delan}
^BACKGROUND: {Unknown}
^AGENDA: {Gather any necessary data with no regard for the consequences}
^TECH: {Centauri Hydrology, Information Networks}

#DATALINKS2
^Aquatic based faction: {The ocean is the best place to stay mobile and strike anywhere anytime}
^Algorithmic Enhancement FREE for all probe units upon development of Quantum Computers
^Can steal technology when capturing a base
^-50% cost to PROBE TEAM actions: {Exploit seperatist tendencies within factions}
^-2 RESEARCH & -3 Commerce: {The Ghosts steal what they want, not trade or research it}


The Order of the Templar
(aggressive, psi)

#DATALINKS1
^LEADER: {Eliana Silvera}
^BACKGROUND: {South Africa, Unity Security Force}
^AGENDA: {A society led by a psionic elite}
^TECH: {Field Modulation}

#DATALINKS2
^+25% Bonus when attacking enemies, from the military application of psionics.
^Empath Song ability FREE to all units upon discovery of Centauri Empathy
^+30% Psi combat strength: {The Order of the Templar develop their psionic talents for offensive use}
^-3 PLANET: {Disregard for Planet's native life - the Templar serve only their own interests}
^Robustness for PLANET penalties in social engineering
^-1 EFFICIENCY: {Large empires harder to run by a small elite}
^Impunity to ANTHROPOCENTRIC penalty: {The Templar's disregard for Planet does not entail a disregard for psionic affinity}
^Cannot choose Empath ruling elite: {Rival psionic talents form a threat to the Templar's domination}


The Atlanteans
(peaceful, aquatic)

#DATALINKS1
^LEADER: {Queen Elevea}
^BACKGROUND: {Former Gaian protesting the use of mind worm terror}
^AGENDA: {A life of peace and tranquillity}
^TECH: {Centauri Hydrology}

#DATALINKS2
^Aquatic based faction: {The ocean is the best place to hide from unwanted eyes}
^Free AQUAFARM with discovery of Gene Splicing
^Deep Pressure Hull FREE for all naval units upon discovery of Nanometallurgy
^Need HAB COMPLEX for bases to exceed size 4: {Small bases are most likely to remain undetected}
^{May not choose a Junta Ruling Elite in social engineering.}


The Cybernetic Consciousness
(aggressive)

#DATALINKS1
^LEADER: {Aki Zeta-5 (Prime Function Shell)}
^BACKGROUND: {Subroutine Specialist under Unity Science Officer}
^AGENDA: {Rational Objectivity}
^TECH: {Information Networks, Military Know-how}
^

#DATALINKS2
^Techcost 70%: {Human research abilities enhanced by algorithmic control}
^+2 EFFICIENCY: {Cybernetic biologicals extremely efficient}
^-15% Psi combat strength: {Psionic affinity requires intuition and empathy, not cold rationality}
^Impunity to CYBERNETIC penalty: {Cybernetic social choice is 'rational' and not dissented by citizens}
^Can steal technology when capturing a base


The Cult of Planet
(aggressive, psi)

#DATALINKS1
^LEADER: {Cha Dawn}
^BACKGROUND: {Born of uncertain parentage, found abandoned in the fungus by Ecological Malcontents}
^AGENDA: {Return Planet to its pristine state}
^TECH: {Centauri Ecology, Progenitor Psych}

#DATALINKS2
^+2 PLANET: {Devoted to promoting native growth}
^-1 ECON: {Disinterested in wealth and its trappings}
^Free BROOD PIT with discovery of Centauri Psi
^Mind Worms do double police duty: {Fear and reverence for native life}
^+1 mineral and energy in fungus squares
^{May not make Plutocrat choice in Social Engineering}


The Data Angels
(erratic, probe)

#DATALINKS1
^LEADER: {Sinder Roze}
^BACKGROUND: {MorganNet QA Manager, Unity Information Services Helpdesk}
^AGENDA: {Free Flow of Information}
^TECH: {Information Networks, Polymorphic Software}

#DATALINKS2
^+2 PROBE: {Highly motivated computer specialists}
^-1 POLICE: {Decentralized, difficult to control}
^Gain any tech known to 3 other factions with whom Angels have infiltration: {Wide-ranging covert activities}
^-25% cost to PROBE TEAM actions: {Skilled at network access and control}
^Free COVERT OPS CENTER with discovery of Mind/Machine Interface
^Immunity to Mind Control
^Impunity to Technocrat choice in social engineering
^{May not make Junta choice in social engineering.}



These are my reasons:

(1) Since this is SMAniaC, it would be interesting to include the three SMAniaC custom factions the AI plays well: Ghosts, Templar and Atlanteans.

(2) Since ACDG5 was a SMAC game, it would be more interesting to avoid SMAC factions and choose SMAX factions for the remaining 3.

(3) Since there were already 2 aquatic factions from the SMAniaC custom factions (Ghosts, Templar), the Pirates wouldn't have added much.

(4) Balance:

(a) Two aquatic factions: one aggressive (Ghosts), one peaceful (Atlanteans)

(b) Two probe factions: one aquatic (Ghosts), one land (Angels)

(c) Two psi: one green (Cult), one anti-green (Templar)

(d) One research prone (Cyborgs)

Bodissey, Mark123jansen, Nahkrinoth: What do you think about the proposed 6 AI factions?
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Old December 9, 2008, 09:21   #20
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Sounds good to me, though the really interesting question will be which faction the human player will be.
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Old December 9, 2008, 09:35   #21
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We're playing (see #2, #3, #11 and #12 above)

The Genesis Project

#DATALINKS1
^LEADER: {Johanna Chaue}
^BACKGROUND: {Argentina, Buenos Aires University genetics research team}
^AGENDA: {Improve the human genetic code for all}
^TECH: {Biogenetics}

#DATALINKS2
^Free HATCHERY with discovery of the Exowomb
^May exceed HAB COMPLEX population requirements by 2.
^-1 ECONOMY: {Universal eugenetic programs are a heavy economic burden}
^-1 SUPPORT: {Genetically boosted troops are expensive}
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Old December 9, 2008, 12:41   #22
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Looks good. We're going to have some unconventional battles with all of that psi and probing.
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Old December 9, 2008, 12:43   #23
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Quote:
Originally posted by Hydro
• Gaians – do OK. The AI will spam colony pods, but the faction just doesn’t understand getting to Env Eco to get tree farms. If it does then they really do well.
The Gaian super AI gets Tree Farms for free, without a tech requirement.
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Old December 9, 2008, 19:14   #24
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Maniac - ouch! That should really super charge the Gaian super AI, especially since your AI actually planets trees (as mines are disabled early since the tech requirement hasn't been met).

vyeh - in my experience the Atlantians are hardly peaceful. But, they'll be in the battle of their lives against the Ghosts, which may make them more compliant. Expect the seas to have bases spammed all over...

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Old December 10, 2008, 01:57   #25
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Quote:
Originally posted by Hydro
vyeh - in my experience the Atlantians are hardly peaceful.
From alphax.txt:

; formal, desc, noun, masc/fem, sing/plural, name, gender, ai-fight, ai-power, ai-tech, ai-wealth, ai-growth

; ai-fight = -1,0,1 (willingness to use force to achieve goals)

From atlantis.txt:

The Atlanteans, The Hidden, Atlanteans, F, 2, Elevea, F, -1, 0, 1, 1, 0,

Since the ai-fight = -1, The Atlanteans are "pacifists."
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Old December 10, 2008, 08:09   #26
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The next decision is game set-up. I used the ACDG5 Game Setup as the starting point.

Please think about map size. (The standard map size is 40x80.)

Setting up the game using custom map size preserves the 10 minerals per row under +0 Industry and 10 nutrients per row under +0 Growth (the same as standard).

Code:
ACDG6 The Genesis Project
SMAniaC game
Faction Player
The Shadow Ghosts super AI
The Order of the Templar super AI
The Atlanteans super AI
The Cybernetic Consciousness super AI
The Cult of Planet super AI
The Data Angels super AI
The Genesis Project demo players
---
CMN
---
Preference Settings
Map Size Custom, 30x60
Ocean Coverage 50-70
Erosion Forces Average
Native Life Average
Cloud Cover Average
Difficulty Transcend
---
Transcend Yes
Conquest Yes
Diplomatic Yes
Economic Yes
Cooperative Yes
---
Do or Die No
Flexible start Yes
Tech stagnation No
Spoils of war No
Blind research No
Intense riv No
No survey Yes
No scatter No
No rnd events No
Time Warp No
Iron man No
Rand person No
Rand social No
---
Beginning Units 2 CPs, 1 Scout
Does anyone wish to change any of these settings?
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Old December 10, 2008, 10:09   #27
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I'm proposing the following rules for ACDG6. I started with the ACDG5 rules and incorporating the probe rollover bug rules from ACDG3.

I took out the rule about attacking bases with copters. Reason: SMAniaC balances the power of copters.

I added rule (12) about no mind control by non-enhanced probe team of faction with +3 or higher Probe SE rating. Reason: we're playing the Data Angels.

I took out the rule about having to build or conquer the base containing Voice of Planet for win by transcendence. Reason: This was a rule put in by Mart to balance ACDG5.

I added rule (13) about an enhanced probe team spending twice what the game specifies to mind control a faction running +3 or higher Probe SE rating. Reason: we're playing the Data Angels.

Edit: I added rule (16) prohibiting building AI formers, AI probe or AI probe foil. Reason: In SMAniaC, these units are reserved for the AI.

Are these rules OK?

Proposed Rules for ACDG6

(1) Mutual respect. This democracy game is "newbie" friendly. Do not put down players with little experience or players who haven't read every thread in this forum.

(2) Any use of the scenario editor is prohibited.

(3) No repeats of saves to achieve a better battle result, pod popping or any other random result.

(4) No playing alternative moves in the game saves.

(5) No playing beyond current turn in the game saves.

(6) Do not insert stockpile energy after a unit in the base build queue.

(7) Do not make make more than one social engineering change per line, per turn. For instance, one is not permitted to start the turn in wealth, switch to power mid-turn for the extra disbanded minerals, and then switch back to wealth that same turn, getting the refund. Switching only to see results of the change without any played actions is permitted.

(8) Do not perform multiple airdrops in a single turn with the same unit using the right-click menu. Do not make air drops using the right click "air drop to" function, when it is not possible to do so with the "i" button, ie. after already having moved or made a drop.

(9) Do not use the F4 screen when you've infiltrated the AI to change the AI's workers to specialists.

(10) Upgrades anytime allowed, i.e. you may upgrade a unit through the unit workshop and attack during the same turn.

(11) No discovering bases in unexplored terrain by clicking darkened tiles.

(12) Do not mind control with non-enhanced probe team units or bases of any faction that runs a +3 or SE Probe SE rating

(13) Due to the probe rollover bug, an enhanced probe team mind controlling a unit of a faction running +3 or higher Probe SE rating would only have to pay half the credits it would have had to pay without the bug. To compensate for that bug, the probing faction needs to get rid of a sum of credits equal to the probe cost. This can be done by, for example, significantly overpaying for a hurry order, meaning the credits are wasted.

(14) Do not use build queue manipulation to hurry production at a cost that would be lower than directly hurrying the item that one intends to build.

(15) Do not use build queue manipulation to build something you could not directly add to the build queue.

(16) Do not build AI formers, AI sea formers, AI probe or AI probe foil.

(17) Do not exploit any other bugs usually prohibited in multiplayer games (e.g. trading a pop 1 base to an AI for a pop 10 base with 3 SP's). PLEASE ask if you're not sure!

(18) The turnplayer will save and post the game prior to hitting the "end turn" button.
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Old December 10, 2008, 10:19   #28
Mark123jansen
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Sounds reasonable to me.
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Old December 10, 2008, 11:49   #29
Maniac
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Quote:
Originally posted by vyeh
I added rule (12) about no mind control by non-enhanced probe team of faction with +3 or higher Probe SE rating. Reason: we're playing the Data Angels.
In SMAniaC the Angels have mind control immunity to prevent needing such house rules. So no need to worry about that.
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Old December 10, 2008, 13:40   #30
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Those look fine. What about random events?
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