This is the turn tracking thread for the PBEM Game "Gufnork's Rumble". Rules for this game have already been determined, per the below. Turn has been sent to Chip.
Good luck and have fun!
Here's the settings and rules accepted by the Players:
Settings:
- SMAC version 5.0
- Transcend difficulty
- Standard map size; average everything
- All victory conditions enabled, including co-operative. (No more than two players may participate in a co-operative victory)
- Do or Die
- No random events
- Directed Research
- Look first
- No Unity Survey
- No AI boost (normal AI)
- Probe Cruiser availabe for the AI upon Doctrine: Initiative
House Rules:
- You may not restart a turn without good reason. Specify the reason if you are not able to avoid reloading the turn.
- You are not permitted to establish contact with another faction prior to having met them in-game (or you have the Empath Guild).
- If you perform a probe team action other than to infiltrate against another player with whom you are in a truce, treaty or pact, you must inform the probed player what it was you did and what you stole/sabotaged. You must also choose the 'declare vendetta/cancel pact' option when you perform the action.
- You are not permitted to make more than one social engineering change per line, per turn.
- You are not permitted to use the demand withdrawal feature against another player.
- You may not accept a bribe from another player's AI during council sessions.
- You may not perform multiple airdrops in a single turn with the same unit using the right-click menu. Use the 'I' shortcut key instead.
- You may not use the F4 screen when infiltrated to change an opponent's workers to specialists.
- You may not insert stockpile energy into the build queue after the production of a military unit.
- If a player declares vendetta upon another player, either directly or indirectly, you must not accept a pending diplomatic agreement between the two factions in the same turn.
- You may not upgrade a particular type of unit using the design workshop, and then attack with that unit in the same turn.
- You may not use colony pods to exceed the hab limits of a base.
- You may not upgrade crawlers intentionally/directly for Secret Projects rushing.
- You may use reverse engineering except with the rover chassis from Planetary Networks.
D
Good luck and have fun!
Here's the settings and rules accepted by the Players:
Settings:
- SMAC version 5.0
- Transcend difficulty
- Standard map size; average everything
- All victory conditions enabled, including co-operative. (No more than two players may participate in a co-operative victory)
- Do or Die
- No random events
- Directed Research
- Look first
- No Unity Survey
- No AI boost (normal AI)
- Probe Cruiser availabe for the AI upon Doctrine: Initiative
House Rules:
- You may not restart a turn without good reason. Specify the reason if you are not able to avoid reloading the turn.
- You are not permitted to establish contact with another faction prior to having met them in-game (or you have the Empath Guild).
- If you perform a probe team action other than to infiltrate against another player with whom you are in a truce, treaty or pact, you must inform the probed player what it was you did and what you stole/sabotaged. You must also choose the 'declare vendetta/cancel pact' option when you perform the action.
- You are not permitted to make more than one social engineering change per line, per turn.
- You are not permitted to use the demand withdrawal feature against another player.
- You may not accept a bribe from another player's AI during council sessions.
- You may not perform multiple airdrops in a single turn with the same unit using the right-click menu. Use the 'I' shortcut key instead.
- You may not use the F4 screen when infiltrated to change an opponent's workers to specialists.
- You may not insert stockpile energy into the build queue after the production of a military unit.
- If a player declares vendetta upon another player, either directly or indirectly, you must not accept a pending diplomatic agreement between the two factions in the same turn.
- You may not upgrade a particular type of unit using the design workshop, and then attack with that unit in the same turn.
- You may not use colony pods to exceed the hab limits of a base.
- You may not upgrade crawlers intentionally/directly for Secret Projects rushing.
- You may use reverse engineering except with the rover chassis from Planetary Networks.
D
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