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Thread: Open Book PBEM

  1. #1
    Enigma_Nova
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    Open Book PBEM

    This is an open-information PBEM.

    ~The Game Rules~
    All passwords are common knowledge.
    All turn saves are openly available.
    All diplomacy is common knowledge.
    The Map is common knowledge.
    (optional) Please explain the play-by-play of your turn.
    It is a good idea to attach an end-turn save to this forum.
    That way, players can see how your turns are doing without causing a reload.


    ~Standard Apolyton PBEM rules~
    __Reloading a save you've previously played from: Explain yourself!
    __Airdrops by Right-mouse-button when the same airdrop can't be performed by hitting 'i': No Game!
    __Taking military action then accepting diplomacy which cancels the vendetta in the same turn: No Game!
    __Probe actions (besides infiltration) on someone without vendetta towards you: Explain yourself!
    __Upgrading units with the design workshop is allowed at end of turn only.
    __Communications only allowed between factions that have either met each-others' units, or 'traded' for the comm frequency.
    __Social engineering choice limited to one switch per line per turn.
    __Psi units cannot be assigned multiple point patrol routes
    __Calling Planetary council: Notify everyone. No bribing // accepting bribes.
    __No base trading with the AI. Extortion is allowed.

    ~Custom Rules~
    All victory conditions enabled
    Do or Die is ON
    Bell curve is ON
    Flexible start is ON
    Scatter pods is OFF
    Transcend Difficulty

    ~Time Rules~
    If your current turn time exceeds 6 times the average turn time, I'll play the turn and keep the turns moving.
    Note that you must still play your turn, to demonstrate how long it will take you to play your turn.
    If your faction's average turn time exceeds 3 times the average turn time, I'll look for a replacement.

    ~Current Game~
    The game is SMAX.
    The map is xplanet.mp, but with dense rainfall and medium life.
    The following factions/players are already in:
    MWIA - CyCon
    Quango - Morgan
    HongHu - Pirates
    -slot reserved for smacksim-
    AI - Hive
    AI - Cult
    AI - Believers
    The map, with starting positions landmarked, is attached.
    Attached Files Attached Files
    Last edited by Enigma_Nova; June 13, 2004 at 00:55.

  2. #2
    smacksim
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    The only tempting spot is by the ruins, which means Gaians for me. If this isn't a playable faction or site, please just assign one to me rather than back/forth on this issue. I'm looking forward to getting going!

    Smack

    http://apolyton.net/upload/view.php?...1_smackMap.zip
    Last edited by smacksim; June 13, 2004 at 02:09.

  3. #3
    Enigma_Nova
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    ~It begins~
    Turn to MWIA.
    Attached Files Attached Files

  4. #4
    smacksim
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    zzzzzzz

  5. #5
    Enigma_Nova
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    Yeah, ZZZzzz indeed.
    Where the hell is MWIA?

  6. #6
    Snowflake
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    Do we have the email addresses to mail the turns or are we posting turns here?
    Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

    Grapefruit Garden

  7. #7
    Enigma_Nova
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    Posting turns here. Zipped if possible.

    MWIA hasn't responded, so I'll play the turn after I eat dinner.

  8. #8
    Enigma_Nova
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    -begin turn-
    Scout trolls the fungus looking for a MW (and 10 ECs boost)
    Finds one, kills it, gets 10ECs.

    Colony pod: 64,22 -> 66,20
    Colony pod: 64,22 -> 64,24
    Two bases founded.
    The HQ is the one on the south, for a more centralised HQ.

    Sliders 30/0/70 for a tech in 2, setting tech to research as Centauri Ecology.
    This is so the Formers come out ASAP and start preparing new base sites.

    Both bases producing Cpods, will switch to Formers later once the tech becomes available.

    Press END TURN, then play goes to Quango.
    MWIA still needs to reply to this thread to show his approximate playing time
    Attached Files Attached Files

  9. #9
    Quango
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    I will not be able to get to this until I get home from work, 6-7pm MST. If there is a hurry to get my turn out,

    1. Build HQ on landing spot.
    2. move col pod west
    3. move scout south
    4. pick cent ecol.

    That's my plan anyhow.
    Quango

  10. #10
    Snowflake
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    Why don't you let us set our own pace Enigma. If you get too impatient you might soon end up playing three factions against the other AIs.
    Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

    Grapefruit Garden

  11. #11
    smacksim
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    I'm fine with a slower pace as well. However, I'm pretty sure the '6 month plan' for this game is out of my reach. What I'm saying is, if you'd like to not have to find a replacement in mid-summer, we'd best play fast . Leaving the game mid-go also doesn't bother me that much. That said, the most enjoyable games are the fast ones.

    -Smack

  12. #12
    Quango
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    Here's my turn. I hope this works. I don't see the add attachment button, just a browse button.

    Quango
    Attached Files Attached Files

  13. #13
    Quango
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    I est. Rocky Flats, CO (27, 21). Hurried the synth sent. Colony pod in queue, probably just push them out of this one w/ +4 nuts in base square.

    Moved colony pod south west, next base at (25, 23).

    Scout went south.

    40E/60L.

    Quango

  14. #14
    MrWhereItsAt
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    Originally posted by Enigma_Nova
    -MWIA still needs to reply to this thread to show his approximate playing time
    C R U D.

    My difficulty is that, although I can play the save often enough (usually my windows will be about 1900 - 2030GMT and between 0700 and 1300 GMT), I can less often get to Poly to download anything. Can the save be emailed to me at granvisimoIHATESPAM@student.vuw.ac.nz as well as posted here?

    And I am sorry about that delay. Normally I would be able to get here withing 24 hours, but this particular few days have been nasty.

  15. #15
    Enigma_Nova
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    That works. I'll presume Smacksim can e-mail turns...

    Quango: NW with the summary, but is there any strategy involved? It sounds like you're doing random stuff.

    My plan would have been:
    Cpod & scout move to where they currently are.
    Set Morgan industries to produce a Colony pod (unrushed).
    First tech set to Centauri Ecology

    That Synth garrison isn't too useful this early in the game, and when you -do- get the pods/formers out they'll each cost 1 mineral to maintain because you already have a unit supported.

    If M Industries produces a Cpod, it will complete before CentEco gets up, and you'll have 3 size 1 bases.
    From there, rush the formers. First to 10 minerals then fully.
    That ensures you have some decent terrain to work with - getting some 2-1-1 squares and some 1-2-2 squares are important.

  16. #16
    Snowflake
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    Turn 2101 to Gaian.

    Quango you didn't press end turn. When I opened the turn I didn't realize that it was your turn, but see that I didn't have unit that I could move. What a disappointment. Then I pressed end turn and see that I didn't even play yet. I think I changed your colony pod in the production queue to stockpile, sorry. Don't forget to change it back next turn.

    I set up both of my bases. Looks like I'm surrounded by AIs and are far from you guys. There's no pod to pop so I let my gun foil go north trying to get in touch with you guys so we can get a pact going or something.

    Nothing much to say production wise. Was afraid to do anything other than setting up a scout first. SE 50/50 since it doesn't seem that I'll get a tech any faster by changing it.
    Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

    Grapefruit Garden

  17. #17
    smacksim
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    Turn 2101 to the AI, the MWIA to Gaian.


    Hey, it's Green. It's yellow? It's Gaia anyways. I've emailed the turn to MWIA, which is fine. I'll PM my email to anyone who needs it, including Enigma. Do not post my email addy here though! I've got zero Spam. Yes! Gaia does not like eco-spam-damage.

    2101:

    Found 'Smack's Landing'. Production: Formers

    Colony pod attemps to go north into the ruins.....makes it!
    Scout attempts to go NW next to CP to look for a Worm and accompany the pod. Makes it!

    My long term plans are to fully exploit the ruins (duh!), but also start a healthy patch of forest. I'll not be rushing the former, but will take my chances with an unguarded HQ for now. I only see 6 players on the map? anyways, if I am alone on this peninsula, I'll do my best to expand. Gaia's slow growth makes it tough. The ruins should counterbalance that a bit. I have no conquering plans from this position. Rather, I'll try to stay uninteresting for quite some time.

    -Smack

  18. #18
    Enigma_Nova
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    Originally posted by HongHu
    Turn 2101 to Gaian.

    Quango you didn't press end turn.
    Quango wasn't supposed to press END TURN. Neither were you.
    Seeing as you have botched Quango's turn, I'll play your turn on your behalf.

    -Pirates turn 2101-
    There is much to be planned.
    Ultimately, I need to get my Gun Foils in contact with as many factions as possible - especially the human ones.
    What's more, I need some land ASAP.
    Mount Planet looks good, and since I'm probably getting AppPhys from MWIA, the Impact stuff will come in fast so I can take out Miriam.

    She won't buy my techs, and she isn't going to hinder a human player - unlike the other 2 AI, who will trade with me AND slow their human players down.

    I'll get SocPsy and CentEco from the Cult
    I'll get Doc:Loy from The Hive (if I want it)
    I'll get InfNets and AppPhys from MWIA
    I'll get IB from Quango
    I'll decide once I've set up my bases.

    My build pattern will be Gun foil -> Transport in my HQ,
    and Gun Foil -> Cpod in my other base.
    Since I will rush the Foil in my main base, I want it to be close to MWIA.
    HQ established at (45,51).
    My other base will send a Gun Foil to the Cult, and a Colony Pod to Mt. Planet. (43,55) is an optimal spot for this base.

    Since my tech rate is tech in 3, and I'm getting all the other 5 starting techs, my first tech is Biogenetics.

    My future strategy:
    Send my initial Gun Foil to Quango and Smacksim
    Rush the Gun Foil in Enigma Haven ASAP.
    Get that foil to (53,21) and chat with MWIA, Hive
    Get a Gun foil in Port Svensgaard.
    Send it to the Cult, then have it drone control Enigma haven.
    With these foils complete,
    build a Cpod in Port Svensgaard and a Transport in Enigma haven.
    Use these two to get a beachhead on Mt. Planet and contact the Believers.
    Last edited by Enigma_Nova; June 15, 2004 at 01:02.

  19. #19
    Quango
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    To Enigma:
    I built a sentinel because I've gotten my hq eradicated by worms before. I'd rather not have that happen. Your idea is pretty good though. Didn't get to pick tech, but I'll go with C. Ecol.

    To HongHu:
    I left my save at the end turn, because that's what Enigma suggested at the top. I can go through though if that's better.

    Strategy: Expand at least four bases in the flats, then go for the two rivers south of me. I don't think I'll be able to get to the crater before the adrogynous worm child, but I need to prepare for it as well.

    I'm not an expert at this game, so sorry if I seem to be wasting turns. I'm trying to plan ahead.

    Hope to meet you soon HongHu, pirate of the seven seas!

    Quango

  20. #20
    Enigma_Nova
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    HongHu's turn posted, playing on by Smacksim's orders.

    the penalty for incorrect turnplaying is getting a better turn played than before.
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  21. #21
    Quango
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    I don't think HongHu messed anything up but my queue, which I can change next turn. I'm not too worried about it. Quango

  22. #22
    Enigma_Nova
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    Quango: The initial scout patrol is a good enough garrison. You don't need to explore with it, seeing as you have the entire map revealed.

    I would build Formers -> Scout -> (other stuff).
    The Formers will come in just as fast, and they do stop Natives (at least for the first 15 turns).
    With Formers and Pods in first, you get that exponential advantage.

    Originally posted by smacksim
    Colony pod attemps to go north into the ruins.....makes it!
    Scout attempts to go NW next to CP to look for a Worm and accompany the pod. Makes it!
    You're playing the Gaians, Smacksim. +1 Planet means fungus movement is 1 movement point.
    You units are ALWAYS going to make it.

    You should have posted an END TURN, not a START TURN.
    The idea behind this habit is that when you guys eventually get into a war, you can see what's coming before it hits you.

  23. #23
    Enigma_Nova
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    Smacksim: You didn't tell me your first tech.
    I'm setting it to InfNets so you can go Planned.
    I don't know what you mean by Gaian growth penalty.
    They get 2 nuts from Fungus, have no -GROWTH, and can run dem/planned.

    So yes, the turn's back to MWIA.
    I haven't renamed your base to Enigma's Landing since you didn't botch up. You can count the ENIGMAs in a base list to see who's stuffing up the most.
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  24. #24
    smacksim
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    [Edit: Lots of grumbling about a meddlesome CMN taken out]

    Enigma_Nova, what is your role in this game?

    -=Smack=-
    Last edited by smacksim; June 15, 2004 at 04:45.

  25. #25
    smacksim
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    I just got an 'undeliverable' for MWIA's email. PM me with your proper email if that wasn't it?

    -Smack

  26. #26
    Enigma_Nova
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    I'm a very 'hands on' CMN.
    Try to remove the IHATESPAM.
    His e-mail address would be more like...
    granvisimo @ student.vuw.ac.nz

    My role is to ensure this all goes smoothly.
    So, when one person botches a turn I rectify the error.
    It might take some getting used to these END TURNs.
    Last edited by Enigma_Nova; June 15, 2004 at 10:15.

  27. #27
    Snowflake
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    Oh my. If you really wanted so much to play the pirates, why don't you say so Enigma? I would be happy to give my spot to you.

    If you found a mistake of mine, tell me and I will correct it. It is not a good policy to attempt to alter other people's turn if you really want them (read, not yourself) to play this pbem. You should really know me better than having to need me spell it out for you, Enigma.

    ps. Please change or remove WMIA's email in your post. Perhaps you didn't know, but people change their email address when they post it online because they do not want spambot find their email address and thus sending them tons of spam emails.
    Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

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  28. #28
    Snowflake
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    MWIA, please play on the turn that I and smacksim played. I appreciate Enigma's advices, and it has helped me to gain lots of insight into how to play the pirates. However, what I've done is done, even if it is not perfect and I'd like to live by it. If you choose Enigma's turn and decide that he is really the one who should play this pbem, it's fine with me too. I would be happy to give my spot to him.
    Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

    Grapefruit Garden

  29. #29
    Enigma_Nova
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    I'm not playing in this one.
    If HongHu's out, Pirates are up for grabs.

  30. #30
    Snowflake
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    Thanks for changing MWIA's email Enigma.
    Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

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