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  • #46
    Flo, you should still have my addy, count me in (BTW, I'm Mose in case you forgot).

    I'd like to point out that the "native lifeforms" setting also works as a parameter which influences other aspects of gameplay, namely ecodamage. I think that setting it Abundant will make it more of a challenge.

    And I'd like to understand which set of rules we should trust each one to respect. I understand that in solo play we only have to rely on everybody's sportmanship, but what looks fair to one might be unacceptable to others.
    And while in ACOL we have a PAGE of Rules, I looked for them here, and also asked, but couldn't find a common set.
    I'll play for the taste of the challenge, and I won't find fun in spoiling my "honor" for that, even if only I would know, and for what it's worth. But I won't think dishonorable to use Stockpile Energy in the Queues, or upgrade crawlers to build Projects. IMHO those are parts of the game.
    If someone votes to ban Stockpile in the Qs, I can accept it but I think that then the game will be fair and balanced only if we ban Empty Qs as well (I don't want to delve again into that, this is just an example).
    As for what do you expect about DW upgrades usage, or SE switching, or AI base trades, and so on.

    As you pointed out, Iron Man won't stop cheaters anyway.
    Mutliple attempts are interesting in the sense that you can truly refine your strategy and the final result will better reflect your potential.
    What do we expect from each other about how to handle multiple attempts?
    I mean, I guess you'll accept that we save halfway, not everybody will have time to play a whole game in one go.
    For a refining attempt, do I have to play a completely separate game from the original savefile? Or if I want to try a different course after turn 100, I can be spared to replay the first 100 turns, and branch from there? Where will be then drawn the limit between "reloads" and "attempts"? Every 100 turns? 50? 20? 10? 5?

    Best thing I'd say would be to set a TIME-LIMIT for the presentation of the results. Like the challenge will be closed in two weeks. Any later score only academic.

    I bookmared this thread, keep me informed.


    [This message has been edited by MariOne (edited November 12, 2000).]
    I don't exactly know what I mean by that, but I mean it (Holden Caulfield)

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    • #47
      Marione brings up some good points about the use of multiple loads. Do we allow it or not? As far a restarting to play for a better score? transcend time?

      I would think we would just follow the multiplayer rules for this one regarding the SE switchs, AI base trades, and DW which amounts to no, no, and no.

      No base trading, no switching SE back and forth in the same turn, and DW only at end of turn. Sound OK?

      Comment


      • #48
        grmblfyx, just changed my username, now everything is kaputt.


        thanks for your input.

        abundant life: the purpose of this challenge is not to confront ourselves with the hardest possible settings. (try the Morgan challenge for that. Its pretty disgusting)
        What i like about average is the low likelyhood of losing your first or second colonist to some freak worm.

        No, the purpose of this exercise is to provide a flexible, balanced starting position for different approaches
        The map and faction allow for almost any kind of conquest/development scheme, allowing us to see how different strats work out long term.

        rules: please check out http://apolyton.net/forums/Forum27/HTML/000245.html?6 for rules.
        Crawlers for projects are clearly a feature; after 50+ mails on the subject i maintain stockpile NRG after units is both extremely shady and unnecessary micromanagement. I'm happy to say its considered a cheat in the email games on 'poly (the main reason i emigrated, as a matter of fact )
        WhiteElephants made excellent suggestions. I concur.

        replays: the way i see it, replays by the same players would be interesting to see the effects different approaches have long term.
        One example would be social engineering. Lets say, you have the choice between planned and free market by 2130, and decide to run one game 80% free market, with some pop booming phases
        and one in planned only. An exhaustive comparison of 2 games by the same player to see short and long term impacts would be really interesting. (other examples: specialist cities vs. Megalopolis, Rushing Yang early, or waiting for a crushing tech advantage. etc.

        in summary i would suggest: no limits on STRATEGIC replays, from whatever point in the game, but reports of key differences in the games before/after are mandatory.

        timelimit: good idea, but 2 weeks sounds a little short for working people. We are doing this for fun, not to run away. It *should* be a fairly time consuming game; Lals inefficiency and techstag do not exactly help the cause of a quick transcend. What about 8 or 12 weeks ?

        thanks Googlie !! You just received the file (2106). Hope it bears some resemblance with the game we all wanna play.

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        • #49

          NOW AVAILABLE FOR DOWNLOAD !!

          visit the Spartan Chronicles website, and look for the last page ("The Fall 00 Challenge").

          Link below:


          http://clik.to/sparta

          Comment


          • #50
            ok, i downloaded, year is 2108 and i am on my 4th strategic reload...love these rules

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            • #51
              oops, going to strategic reload 5, Planet sent Jesse Jackson and two worm boils to UN Headquarters to demand a recount...

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              • #52
                Ok, serious post this time. I am stuck at M.Y. 2133.

                Flo, since you are the creator, please post the offical settings and rules.

                I need some specific guidance in regard to what use of subverted units I can make in the workshop. Will factions restart? My generals have requested that they be allowed to go weapons hot, probable result=faction elimination.

                This is a conquest game too, right?

                jt, impacting the peace on Chiron with diplomacy and terror

                Comment


                • #53
                  I think I still have a Tripod account somewhere. Remind me to cancel it. Cripes, what a messed up web host!

                  The game loaded OK on the Linux (beta) version, though.

                  Comment


                  • #54
                    OK, what I'm going to do is play the first time right through to the end, and use any acquired information in subsequent games. Here is that first log:

                    2107: Yang found, treaty signed.
                    2109: Tech! Centauri Ecology - hello formers!
                    2115: Tech! Information Networks
                    2118: U.N. Pillar of Rights founded, pushing Yang into his territory - I want that ridge!
                    2119: U.N. Haven City founded on Sunny Mesa - Formers rushed
                    2122: It seems Yang and Svensgaard are at war - I could take sides, but I'm not strong enough just yet; Power graph shows me fourth behind aliens and pirates.....
                    2125: Tech! Industrial Base
                    2127: Yang founds a base just off the ridge - with next CP in 7 turns, it'll be touch and go....
                    2131: WP started at U.N. HQ - ETA 25 turns
                    2132: Damn - Yang has the ridge - I have to settle for Mesa - for the moment :evil grin:
                    2134: U.N. Data Acquisition founded
                    2135: Tech! Industrial Economics - still can't trade any tech - drat!
                    2137: U.N. Settlement Agency founded - I'm going to get half of the ridge at least!
                    2138: U.N. Amnesty Town founded on the northern part of the continent - reasonable resources means it will make a good production centre.
                    2140: An unbelievably friendly Yang offers Doctrine: Mobility for my Centauri Ecology - I accept.

                    2140 Stats:

                    # of bases - 7
                    # of techs - 6
                    techs every 10, next in 5 (PlanNet)
                    Pop - 11
                    Income +6
                    WP under construction - univ building VW
                    4th on powergraph behind aliens and University
                    Treaty with Yang and Svensgaard

                    Comments:
                    A satisfactory first forty years - I must trade some techs though in the future if I'm going to get anywhere. The economy is satisfactory, although the main worry is that I am beginning to run out of places to expand - sea colonies might be the answer....

                    2141: HGP started at U.N. Health Authority - ETA 29 turns
                    2142: Hive and Pirates kiss and make up, pact signed with Svensgaard
                    2144: Tech! Planetary Networks - 12 to IndAuto, hoping to get Social Psych in the meantime....
                    2145: Battle Ogre found - that should keep Yang off my back for a while....
                    2153: First 1-2-2 defensive rolls off the production lines....probe team being prepared to infiltrate Yang
                    2155: Tech! Industrial Automation - crawlers being prepared at most bases; WP completed! The Ascent is begun! (that is, the rasiing of the land )
                    2157: Svensgaard gives me H'minee commlink - threatens and declares war. Damn.
                    2160: Grumble. Yang demands 150 credits, as I am just not strong enough to fight a full-scale war at the moment. Yang infiltrated. ME started at U.N. HQ with a view to stealing the VW.
                    2164: SE to wealth, somthing I should have done a while ago, but was hesitant because of the war. Now I know H'minee is not yet a threat I have switched.
                    2165: HGP completed! Tech! Applied Physics, researching Social Psych with a view to Nonlinear Maths in the near future....
                    2167: Still no-one will trade Social Psych, at a time when I really need those Rec Commons....
                    2168: Switch away from wealth - Svensgaard already hates me for it, and he will break the pact soon at this rate....

                    Better do some more stats at 2170:
                    Pop - 24 (Yang 17, Svensgaard 22)
                    Techs - 9 (Yang and Svensgaard both 8)
                    # of bases - 10
                    SPs - WP and HGP
                    Income - 24/yr
                    Researching Social Psych
                    Techs every 11, next in 6
                    2nd on powergraph behind Caretakers

                    A few mutterings:
                    Not going great at the moment - can't trade techs at the moment, and my discovery rate isn't exactly lightning quick. Run out of places to expand - hopefully we can raise the land and fix this problem. It's going to be a long, long road to the lifting of the restrictinos - that has probably been my main mistake in this game. ETA @ transcendence - no earlier than 2320, it really is that bad....
                    We're back!
                    http://www.civgaming.net/forums

                    Comment


                    • #55
                      Fall Challenge

                      2106: change SE settings to 30/10/60 to give 2 energy and tech every 5 turns
                      change production in both bases to colony pods
                      move all scout units to monolith for upgrade

                      2108: Centauri Ecology discovered. Turn boffins loose on Applied Physics

                      2109: meet Yang's scout - sign friendship treaty and exchange techs - acquire Doctrine Mobility

                      2113: Applied Physics discovered. Start on Doctrine Flexibility

                      2114: both bases complete colony pods. HQ changed to Former, health left with another pod build

                      2119: Pillar of Rights founded at 63/17 (the neck between Pholus Ridge landmass and Sunny Mesa.) Former rush built at that base

                      2120: Former built at HQ. Recycling Tanks started.
                      Rover pops a pod - Mk I Battle Ogre found

                      2123: Rover pops another pod - Monolith
                      Transport pops a pod - Industrial Base

                      2124: Haven City founded at 50/12 to consolidate empire boundaries (plus 4 special squares !!), . Former rush built

                      2127: Doctrine Flexibility discovered - set out on High Energy Chemistry

                      2130: HQ completes Recycling Tanks - start on Weather Paradigm

                      2134: lost a former to a mindworm
                      Data Acquisition founded at 51/25 to define empire southern boundaries. Former rush built

                      2139: Pacted with Svensgaard. Discover High Energy Chemistry. Start on Info Networks

                      2141: pact with Yang

                      2144: Settlement Agency founded at 57/13 to consolidate northern hold on Sunny Mesa

                      2145: Amnesty Town built at 48/20
                      Social Council built at 53/17
                      Rover popped a pod - another Unity rover
                      Popped a pod - Spore launcher - destroyed it

                      2150: Information Networks discovered


                      State of the Nation address - 2150

                      8 bases
                      13 pop
                      8 techs
                      explore 13%
                      discover 10%
                      build 4%
                      conquer 9%
                      SE settings: 20/10/70
                      Tech per turn = 18; turns per tech = 10 years; next tech (Social Psych) in 10 years
                      Building the WP (8 to go), the ME (25 to go), starting the HGP next turn

                      Units:
                      6 formers
                      2 scouts
                      2 synthmetal garrisons
                      4 plasma sentinel
                      2 unity rovers
                      1 unity foil
                      1 laser skimship
                      1 Ogre Mk I

                      pacted with Svensgaard and Yang, and brokered a peace between them

                      consolidated hold over the entire Sunny Mesa peninsula

                      prepping for expansion to large island to the northwest


                      [This message has been edited by Googlie (edited November 13, 2000).]

                      Comment


                      • #56

                        State of the Nation: 2170

                        9 bases
                        20 pop
                        10 techs

                        explore 13%
                        discover 10%
                        build 13%
                        conquer 9%
                        SE settings: 30/10/70
                        Tech per turn = 31; turns per tech = 9 years; next tech (Planetary Networks) in 2 years
                        Energy per turn: 14

                        Weather paradigm built
                        Building the ME (8 to go), and the HGP (15 to go)

                        Units:
                        6 formers
                        10 plasma sentinels
                        2 unity rovers
                        1 recon rover
                        1 unity foil
                        2 laser skimships
                        1 Ogre Mk I

                        pacted with Svensgaard
                        treaty with Yang, Miriam and Zak
                        Planetary Governorship

                        consolidated hold over the entire Sunny Mesa peninsula
                        Expanded into Garland Crater island


                        Continued:

                        2172: Planetary Networks discovered - now en route to Industrial Automation


                        Comment


                        • #57
                          Second part of Fall 2000 challenge log, Brother Mark of the Peacekeepers:

                          Plan of action:
                          I *must* keep the peace with Yang, that is imperative, as I currently have neither impact weapons or plasma steel armour. Svensgaard's Pact looks fragile to say the least, it wouldn't be a huge disaster if that dissolved, but it would mean that I would have limited access to the waters around my continent...

                          2172: Doc Flex acquired from Pirates - I must see if I can get a foil probe into action to get HEC from him....
                          2175: Tech! - Social Psych, at last - researching Nonlinear Maths
                          2176: VW built at U.N. HQ
                          Yang demands 50 credits - I give in...
                          2177: Elections called by Zak after building EG - Mark elected Planetary Governor
                          Foil probe enters Pirate base and comes out with....Progenitor Psych. *sigh* - Pact ended.
                          Zak won't sign treaty , Miriam does.
                          2178: Zak demands 75, only 30 given though - he is pretty hostile at the moment...
                          2181: Go over to Marr with a probe team - he demands 100 credits, I give him 50 - and infiltrate him.
                          2182: U.N. Enforcement base founded on a bit of raised land just south of the HQ.
                          2184: Switch to FM - should help labs production....
                          2185: Tech! - Nonlinear Mathematics - to say it was necessary would be an understatement....
                          2189: Impact weapon prototyped - all Unity rovers will be upgraded soon.
                          Foil probes takes SotHB from Caretakers
                          2190: U.N. Disaster Relief founded on a recently cleared fungus patch just west of Mesa.
                          2193: Tech! High Energy Chemistry - going head-long for Ethical Calculus to make up some much-lost builder time....
                          2195: Field Modulation probed from the Caretakers.
                          2199: First 4-3-1 comes off the production line - tension mounts on the Hive border....

                          Time for a status report methinks:

                          M.Y. 2200
                          Security Nexus:
                          1 Battle Ogre Mk1
                          1 Laser Squad 2-2-1
                          4 Impact Rovers 4-1-2
                          1 Impact Squad 4-3-1
                          9 Trance Scout Defensives 1-2t-2
                          5 Probe Teams
                          5 Supply Crawlers
                          1 "SP Supply" (upgraded) Supply-3-1

                          Economic status:
                          Income: 66/yr
                          Maintenance: 21/yr
                          Loan: 3/yr (Pirates)

                          Lab status:
                          Tech cost: 672 Tech per turn: 73
                          Techs every 10 turns, EthCalc in 2

                          Score breakdown:
                          Population: 39 (12 bases)
                          Commerce: 19
                          Technology: 16
                          SPs (WP, HGP, VW): 75

                          Score: 149
                          Running FM at 50/0/50
                          Might: unsurpassed - just ahead of the Caretakers....

                          A few thoughts:
                          Tense. Very tense. With each passing turn you expect Yang to come up, demanding 1000 energy credits. But it has only happened twice, thus far - probably more frequent when I change to demo, in 2 turns time. This is not going to be the quickest transcend by a long way - I am just concentrating on taking a clear lead at the moment. But hey, it's my first go - we'll play this out and see what we can do in subsequent games.

                          I now have technological advantage over Yang, which will stand me in good stead for the inevitable upcoming war (he doesn't have impacts yet). But I am in no position to even think about attempting an invasion - impact weapons simply aren't going to be enough at the moment.
                          We're back!
                          http://www.civgaming.net/forums

                          Comment


                          • #58
                            you guys are fast ! I'm still at 2106, and won't play today, either

                            regarding jimmytricks rules questions (the fiend !): using captured units as templates is not allowed. You are barely able to copy them, but don't understand the captured technology well enough to modify it.

                            Didn't touch the restart option. Default is respawning, right ?

                            Only transcend and economic victories are enabled. As an afterthought, we should be able to go for conquest, too. (can someone actually pull this off before fast transcendence players .... hmmm ?) My bad. Consider it enabled.

                            Happy hunting !

                            Comment


                            • #59
                              I was thinking where I'd seen you before - just realised you'd changed your username

                              But no, I couldn't imagine a conquer victory, not on this world, at any rate. Especially with the aliens there, I don't fancy going near them just yet....

                              BTW, yep, default is respawning - which I find really annoying (when you find yourself chasing that elusive faction around the map....LOL) but it's not really an issue anyway once the map has been filled.
                              We're back!
                              http://www.civgaming.net/forums

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                              • #60
                                So, can anyone fill me in on what map size was choosen? It appears bigger than standard, so is it large or huge?

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