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New SMAX PBEM with 4 players & CMN

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  • New SMAX PBEM with 4 players & CMN

    I'm looking to start a new SMAX PBEM with around 4 human players. I'm hoping to get a quick rate of turns, preferably around one day, so reliable players would be very much appreciated. A CMN is also required to set up the game.

    Settings:

    Large map
    Standard everything
    Transcend difficulty
    Directed research
    No random events

    The world creation settings can be adjusted. The players can take the faction they want or the CMN can randomly assign one to them. My faction of choice is the University.

    I'm a PBEM newbie myself and I'm willing to learn how the game should really be played, so experienced players are welcome to join. Provided that they don't kill me within the first 10 years, that is. Other newbies are of course welcome to join, too.

    It would be good if every player to join estimated when they are able to play, so a practical turn order could be found. I'm likely to be able to play between 18-21 GMT, 15-21 GMT on most days and very flexibly on weekends, taking into account that my time zone is GMT+2.

  • #2
    I would like to join. The settings are ideal (I'm willing to reduce the map size to standard, if required). However, 4 human players only!

    I have very flexible hours. However, I am probably not able to teach you anything, Minute Mirage, as I'm still in the early learning phase of PBEM games. I can post my preferred set of house rules.

    I'd like to try playing Domai's Free Drones.

    Comment


    • #3
      Originally posted by Rubin
      I would like to join. The settings are ideal (I'm willing to reduce the map size to standard, if required). However, 4 human players only!
      I agree that more than 4 human players might make the game a bit too slow. However, if there's enough interest, I'd be willing to start two games at once and play in both of them.

      Originally posted by Rubin
      I have very flexible hours. However, I am probably not able to teach you anything, Minute Mirage, as I'm still in the early learning phase of PBEM games. I can post my preferred set of house rules.

      I'd like to try playing Domai's Free Drones.
      I think I'll learn a lot in any case, at least compared to single player games against the computer.

      Concerning the rules, I don't have any particular preferences except that I'd like to allow crawler upgrading. If I'm not mistaken, it is already allowed under most standard rulesets.

      Comment


      • #4
        I'll join.
        Rules/settings so far are fine.
        Fast turns are good.
        My usual times are 2000-0200 GMT weekdays, 1500-0200 GMT weekends.
        I think I'll go with CyCon.
        "Give to Caesar what is Caesar's? Pay no attention to Caesar. He doesn't have a clue what's really going on." -Cat's Cradle

        Comment


        • #5
          Oh my! I feel I'm already far behind in the technology race ... and the game hasn't even begun yet

          Minute Mirage: I'd like to send you an optional set of house rules. Can you provide me with you e-mail address?

          My e-mail: rubin_datalinks AT hotmail DOT com

          Comment


          • #6
            My email adress:

            minutemirage AT hotmail DOT com


            Anyway, what would your feelings be if the CMN disabled free techs and alien artifacts from pods ala Googlie in the DG? I think this might eliminate a bit of randomness, which I'd like to keep at a minimum.

            Comment


            • #7
              Well, I would have an even harder time getting technologies, wouldn't I?

              Also, this benefits builder factions to a certain degree and penalizes momentum play. I don't think I would be in favor of such a change to the game. However, other players might and I am willing to trade my place for such a player.

              Comment


              • #8
                I agree with Rubin that it would benefit research factions too much for my taste.
                "Give to Caesar what is Caesar's? Pay no attention to Caesar. He doesn't have a clue what's really going on." -Cat's Cradle

                Comment


                • #9
                  Originally posted by Rubin
                  Well, I would have an even harder time getting technologies, wouldn't I?

                  Also, this benefits builder factions to a certain degree and penalizes momentum play. I don't think I would be in favor of such a change to the game. However, other players might and I am willing to trade my place for such a player.
                  Well, that is true to some extent, although I would be pretty upset if I got a non-beeline tech from a pod with the Drones, thus making research costs higher. I do agree that it makes the pods less useful overall, and in this way penalizes the players that like to explore more and pop more pods. It's completely OK to leave the pod settings to default.

                  I'll copy&paste the rules Rubin sent me (those that he meant to be in effect):
                  § 1. Turn Reload
                  You may not restart/reload a turn without good reason. Specify the reason if you are not able to avoid reloading the turn (e.g. reloading the game multiple times to get different Unity pod, combat or other effects).

                  § 2. Player Contact
                  (1) You are not permitted to establish contact with another faction prior to having met them in-game or you have the Empath Guild.
                  (2) Player diplomacy is not permitted during sunspot activity. See § 10.

                  § 3. Probe Action
                  (1) 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 (notify the victim of your transgression).
                  (2) You must choose the 'declare vendetta/cancel pact' option when you perform the action, unless you have received permission in advance.

                  § 4. Social Engineering
                  You are not permitted to make more than one social engineering change per line, per turn (no flip-flop within turn!).

                  § 5. Demand Withdrawal
                  You are not permitted to use the 'demand withdrawal' feature against another player.

                  § 6. Planetary Council
                  (1) You may not accept a bribe from another player's AI during council sessions.
                  (2) If you call a meeting of the Planetary Council (or the first player to vote if the AI calls it), at first you have to send an email message to all of the other players stating: a) what is being voted on, b) what choices are available, c) if it a vote for governor then how many votes each faction gets (including vote totals - if applicable).This rule is necessary so that players who will vote near the end of the election have a chance to make promises and influence the votes of players who must vote earlier. The other players should post how they vote.
                  (3) As the players voting at the beginning of the circle don't get an information about the voting of the later factions, all players have to tell by email how they voted, so that all players the same information have about the voting of the others.

                  § 7. Multiple Airdrops
                  You may not perform multiple airdrops or orbital insertions in a single turn with the same unit using the right-click menu. So is airdropping from outside a base/airbase, or after having moved (except on a magtube) using the same method. Using the 'I' key when you want an airdrop means you will automatically comply with these restrictions.

                  § 8. F4 Screen
                  (1) You may not use the F4 screen when infiltrated to change an opponent's workers to specialists.

                  (2) You may not use the F4 screen to change your workers/drones/specialists into non-available/non-allowed specialists.

                  § 9. Stockpile Energy
                  You may not insert stockpile energy into the build queue after the production of a military unit.

                  § 11. Design Workshop Upgrade
                  (1) You may not upgrade a particular type of unit using the design workshop, and then attack with that unit in the same turn.
                  (2) Upgrading units with the design workshop is allowed at end of turn only. However, supply crawlers upgraded in this fashion can still be used to advance Secret Projects in the same turn.

                  § 14. Reverse Engineering
                  You may use reverse engineering except with the rover chassis from Planetary Networks.

                  § 15. Pending Diplomatic Agreement
                  If a player employs a tactic that causes a state of vendetta, they are not allowed to "accept" a pending diplomatic agreement with that faction in the same turn, causing a change in diplomatic status or the transfer of energy or knowledge (Example: You have been negotiating a treaty with another player, and the other player has accepted the treaty in the diplomacy window, but you have not. You perform an act that causes a state of vendetta between the two of you - build a new base in the other's territory, attack units or bases, etc. Now you are prohibited from accepting the treaty (and erasing the state of vendetta) until the other player has a chance to take back the diplomatic offer. It is OK to first accept the diplomatic offers and then do the act that causes a vendetta.)

                  § 16. AI Base Exchange
                  No base trading with the AI. Extortion is allowed.

                  § 17. Scenario Editor
                  Loading the game into the scenario editor is prohibited.

                  § 18. Terraform Investment
                  Starting a terraforming operation in one square, cancelling it, moving to a different square, and then finishing it in that new square is prohibited in cases of "combat terraforming." This prevents "crediting up" a terraformer in a safe location and then moving it to a dangerous location where the terraforming is completed in one turn. An example of this would be using a sea former to sink an enemy coastal base - the sea former has to do all of the work in the target square where the enemy can retaliate.

                  § 19. Pact Home Base
                  Setting the home of a unit to be the base of a pacted faction is prohibited.

                  § 20. City Renaming
                  Don't rename a city to allow multiple artifacts to be connected to the same network node. Renaming allowed if bug is NOT exploited.
                  Everything seems fine to me, except that I'd ask a few points to be clarified:

                  §2: I assume "having met them in-game" means having obtained their commlink in-game one way or another, e.g. by trading or when someone has announced elections.

                  §4: I hope that we're allowed to test what effect the new settings have, i.e. we're allowed to make a change, look in the bases and the F2 screen to see its effects, and then undo the change if necessary.

                  Comment


                  • #10
                    Minute Mirage: You are of course right on §2 and §4. Thanks for clearing that out. I'll add your 'adjustments' to the default set.

                    Comment


                    • #11
                      Originally posted by Rubin
                      Minute Mirage: You are of course right on §2 and §4. Thanks for clearing that out. I'll add your 'adjustments' to the default set.
                      OK, sounds fine to me now.

                      Anyway, there's still one slot free for anyone who wishes to join.

                      Comment


                      • #12
                        Well, since your're having a CMN, it's possible to have duplicate factions, isn't it? If it's alright with all of you, and if we could set it up that way, I'd love to join in this game as the Uni. Ever since you joined up in the DTG with us MM, I've wanted to match my wits against you. You're certainly a far better technical player than I am. I think I could learn a lot by playing you.

                        If of course a duplicate faction can't be done, then I suppose I'll take the PK's.

                        As for the map...how about the CGN Vets League map?
                        Veni Vidi Castravi Illegitimos

                        Comment


                        • #13
                          Originally posted by Archaic
                          Well, since your're having a CMN, it's possible to have duplicate factions, isn't it? If it's alright with all of you, and if we could set it up that way, I'd love to join in this game as the Uni.
                          Duplicate faction are fine by me, if someone knows how to set them up. Of course, both Rubin and jtsisyoda can change their faction choices if they want to.

                          Originally posted by Archaic
                          Ever since you joined up in the DTG with us MM, I've wanted to match my wits against you. You're certainly a far better technical player than I am. I think I could learn a lot by playing you.
                          Thanks for the compliment, but I don't think I deserve it. I think I'll be the one to do a lot of learning from everyone involved and especially from you.

                          Originally posted by Archaic
                          If of course a duplicate faction can't be done, then I suppose I'll take the PK's.

                          As for the map...how about the CGN Vets League map?
                          The Veterans map is fine by me, but I think we need to make the decision collectively. Here are my thoughts about the map:

                          Positive:

                          - starting positions are almost perfectly equal
                          - when the map is known beforehand, it is easy to do testing and to plan the movements before actually performing them
                          - the design of the map is interesting, with each faction having a choice between staying in their own corner or trying to claim the jungle in the middle
                          - the CMN has a much smaller task, since he doesn't have to create the map

                          Negative:

                          - the excitement and importance of exploring the map is reduced

                          I see that the map has no pods placed and I believe this is how the map is sed in the CGN veterans league. This is certainly fine with me, as it reduces randomness and makes the conditions truly equal with the factions. However, Rubin and and jtsisyoda seem to be in favor of the pods, so I assume they could be added to the map if we decide so?

                          Comment


                          • #14
                            Originally posted by Minute Mirage
                            Thanks for the compliment, but I don't think I deserve it. I think I'll be the one to do a lot of learning from everyone involved and especially from you.
                            After the work I've seen you do with that Excel chart, and the micromanaging of the PUT in recent turns, I'd say you most certainly do. I'm very much an intuitive player. I have a number of basic strategies I try to stick to, which when done properly work rather well, but I have very little forward planning, something you seem to excel at.

                            Originally posted by Minute Mirage
                            However, Rubin and and jtsisyoda seem to be in favor of the pods, so I assume they could be added to the map if we decide so?
                            I'd assume that's possible.
                            Veni Vidi Castravi Illegitimos

                            Comment


                            • #15
                              Originally posted by Archaic


                              After the work I've seen you do with that Excel chart, and the micromanaging of the PUT in recent turns, I'd say you most certainly do. I'm very much an intuitive player. I have a number of basic strategies I try to stick to, which when done properly work rather well, but I have very little forward planning, something you seem to excel at.
                              The excel chart doesn't tell anything about my abilities as a player and I don't feel I've done all that much micromanaging in the DG. But you are right that I'm quite fond of forward planning. In my only PBEM so far, the 'Blind Leaders' game, I've spent probably ten more times planning the turns than actually playing them. The veterans map with no pods interests me precisely because it allows one to plan very far into the future right from the beginning.

                              However, my problem is that I don't have much actual gaming experience. In single player, I like the early game and will often stop playing when I reach the former micromanaging hell of the middle game. I think I've only completed two actual games, so the late game is very much a mystery to me.

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