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  • Open Book PBEM

    This is an ~open comments~ PBEM between 3 players:
    MrWhereItsAt of the CyCon
    Quango of the Morganites
    HongHu of the Pirates

    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.
    Explainations and motivations for your turns are required.
    Kindly include your comments in Spoilers. [spo iler] [/spo iler]

    ~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

    ~Custom Player rules~
    Neither Engima_Nova nor anyone else plays a turn for somebody, unless
    a. they've been missing for 48 hrs or
    b. at the previous player's request because they've made an aggregious error on the turn before theirs or
    c. they have given permission for someone to play it.

    Players will show respect for each-other,
    and refrain from flaming even the dumbest of turns.

    ~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
    AI - Gaians
    AI - Hive
    AI - Cult
    AI - Believers

  • #2
    I met MrWhereItsAt in #apolyton tonight.
    He has confirmed that I will be playing his turn for him,
    falling under section c. of penalty turns.

    *ahem*
    I forgot to include in the first post, that posting an END TURN (when the end turn thingy is flashing) is helpful to the person in front of you, who gets to see what's coming their way.

    Please note that MAch was a typo. It was meant to be Mack.
    / is also a typo. It was meant to be ?.
    Actually, I love IRC.
    Attached Files

    Comment


    • #3
      ~Cybernetic Consciousness, MY 2101~

      I move the scout patrol to the fungus.
      Worms (and the 10ECs with them) are very useful, but can only be found by an exploring unit outside a base radius.
      I had to look for the worms first.
      Scout finds worms, kills them, gets 10ECs.

      Colony pods go to their landing spots on the map.
      The one in the south is the HQ, MWIA Prime.
      It's in the south, since that's where I think MWIA will expand - towards the Monsoon Jungle.
      The one in the north is Enigma Elipse. Feel free to change the name if you wish, but IMO it's a good name.

      I set sliders to 30/0/70 for tech in 2. MWIA should set them back to 50/0/50 next turn.
      That tech is Centauri Ecology - because formers kick ass.
      I set both bases to produce Colony Pods, which will be switched to Formers ASAP.

      Such ends the turn, I save the turn at END TURN, and pass it to Quango.
      Attached Files

      Comment


      • #4
        Thanks Enigma.
        Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

        Grapefruit Garden

        Comment


        • #5
          Sounds good. I can play tonight 0100 GMT, 1800 MST, or if anyone wants to play my turn:

          1. Build base on nut bonus "A4: Arthur Dent", set to produce cp
          2. Move scout south
          3. Move cp southwest
          4. sliders 40/0/60 which would be 2/0/3 energy, I believe

          I think that's all.
          Quango

          Comment


          • #6
            Comments for Morgan and Pirate turns in SPOILERS.
            You don't have to read them, and if you do, don't have to follow them.

            Morgan:
            Spoiler:

            Plant a base on the Nut bonus.
            Start making a Colony pod with this base.
            Move your other Cpod to a base site 2 squares out.
            Start research on Centauri Ecology - because Forests are nice on terrain like this.
            Use the Scout patrol as an early garrison, and plant your bases away from fungus.

            Remember, MWs won't spawn in fungus next to a sensor or within a base radius.

            Pirates:
            Spoiler:

            Okay, you'll need Diplo to win this one.
            Contact MWIA, Quango, Hive, Cult and Deirdre ASAP.
            Initial gun foil goes through the straits south of the Crater,
            and hooks around to see Deirdre and Quanho.
            Build HQ on 45,51 - central to the MJ, Nexus and Mt. Planet.
            Make a Gun foil, rush it next turn.
            Build secondary base at 44,56. Also make a Gun Foil.
            The aim is to get a foothold on Mt. Planet, AND contact the remaining 5 factions.

            Diplomacy is the key to victory.

            Comment


            • #7
              Quango:
              50/0/50 gives the same energy allocation as 40/0/60.
              The starting tech wasn't chosen.
              Still play? Y/N

              Comment


              • #8
                Enigma, would you care to share a little of your insight about Pirate long term strategy? Strength and weakness?
                Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

                Grapefruit Garden

                Comment


                • #9
                  Originally posted by Enigma_Nova
                  Comments for Morgan and Pirate turns in SPOILERS.
                  You don't have to read them, and if you do, don't have to follow them.

                  Morgan:
                  Spoiler:

                  Plant a base on the Nut bonus.
                  Start making a Colony pod with this base.
                  Move your other Cpod to a base site 2 squares out.
                  Start research on Centauri Ecology - because Forests are nice on terrain like this.
                  Use the Scout patrol as an early garrison, and plant your bases away from fungus.

                  Remember, MWs won't spawn in fungus next to a sensor or within a base radius.
                  Not commenting on the other starts, but as Morgan is my favourate faction, couldn't resist a few comments.
                  Spoiler:

                  Ignore Centauri Ecology as your first tech and go straight for IndEcon. Plonking your first base on the nut bonus will give you a pod factory so long as you remember to turn the citizen to a doctor the turn before growth. FM baby! You'll rake in cash hand over hand from your base site. Ignore scouts entirely for the most part. You don't need them to garrison as you should be FM for the base square bonus. And they take up a precious mineral support. If you must build them, then make a sequence like this -> Scout -> CP -> Former (Disband scout toward former here). Otherwise the support cost will cripple morgan. Join the Morgan Demo game team for more & better hints & tips!
                  Play hangman.

                  Comment


                  • #10
                    Oh such good suggestions for Morgan. Pirates anybody? Please?
                    Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

                    Grapefruit Garden

                    Comment


                    • #11
                      I suppose it's quite obvious, but try founding seabases ON a bonus tile with popped kelp fields around. Not necessarily a bonus nut since the kelp already helps grow pirate bases quite fast. Also, pop pod as crazy on your way to lay diplomatic contacts, preferably with a transport foil escorted by a gun foil for cover (for the odd sea AA). Having seaformers early helps with tech progress when they construct tidal harnesses on kelp farms, so researching centauri ecology is quite usefull here.
                      He who knows others is wise.
                      He who knows himself is enlightened.
                      -- Lao Tsu

                      SMAC(X) Marsscenario

                      Comment


                      • #12
                        No pods in this game.
                        Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

                        Grapefruit Garden

                        Comment


                        • #13
                          Originally posted by Enigma_Nova
                          Quango:
                          50/0/50 gives the same energy allocation as 40/0/60.
                          The starting tech wasn't chosen.
                          Still play? Y/N
                          Sorry, I forgot that. Hard to see difference w/o game in front of me. 50/0/50 is fine.
                          Thanks for the advice Chaunk. I'll think it over. I'm not really eager to do FM, as I've never done that before, and I'm not great with drones. I don't see how I could control them with -5 police or whatever and no garrison.

                          Quango

                          Comment


                          • #14
                            Not like Garrisons make a difference.
                            The way to survive in FM?
                            Doctors immediately before growth to size 2, and from then on, Cpods until the b-liimit.

                            Once you hit that B-limit, rush rec commons in your bases and resume pod spamming.
                            Spatrols aren't that useful, save for drone control - and you don't need that in FM.

                            Comment


                            • #15
                              Not like Garrisons make a difference.
                              The way to survive in FM?
                              Doctors immediately before growth to size 2, and from then on, Cpods until the b-liimit.

                              Once you hit that B-limit, rush rec commons in your bases and resume pod spamming.
                              Spatrols aren't that useful, save for drone control - and you don't need that in FM.

                              Pirates:
                              Spoiler:

                              Get lots of contacts and claim Mt. Planet.
                              You want the AI to tie up the other human players, while maintainging a monopoly on communications.
                              Later you'll want them fighting each-other, as you move in for the kill.
                              You'll benefit from playing tech broker.

                              Comment

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