This is a SMAC v4.0 game
Settings: Huge planet, abundant native life, Ultimate Builder Map.
Other settings: Standard (includes Unity Pod scattering - Believers severly disadvantaged in 50 years playtest without tech-popping capability.)
PLUS Blind Research (use preferred settings below) and Unity Survey on (because map is known and Planet was mapped form space)
Additional rules:
1) A faction may not use any SE setting that conflicts with its agenda.
Agendas (Choices) and Aversions (for those who don’t know these by heart):
Peacekeepers – agenda Democracy, aversion Police State
Hive – agenda Police State, aversion Democracy
Gaians – agenda Green , aversion Free Market
Believers – agenda Fundamentalist, aversion Knowledge
UoP – agenda Knowledge, aversion Fundamentalism
Morgan – agenda Free Market, aversion Planned
Spartans – agenda Power, aversion Wealth
Here is a run-down on the basic rules of incompatible agendas (miss-matched SE agenda or aversion):
* You may NOT pact with a faction that has an incompatible SE objective. For instance, the PKs could not pact with the Hive since the basis for their societies are too different.
* You may NOT pact with a faction that has a SE selection that your faction has an aversion to. For example, the Gaians could not pact with the UoP if they had a SE of free market.
* You may treaty with a faction that has an incompatible agenda or SE, but there has to be a very good reason for this. This rationale would be explained in a post to the other RP players, or in a storyline (like I did in RP1).
* If a faction with an incompatible agenda also has an incompatible SE selection then you may not have more than a truce. For instance, if Morgan is running FM, then the Gaians could only be at truce or war with them. If he later switches to Green (!!) then the Gaians could have a treaty of friendship with Morgan (for as long as THAT would last…) but not a pact.
* Likewise, if a faction has a SE that is on your agenda you should be friendly to them. The extent of that friendship is, however, up to the faction leader.
So, here are the following factions that can not EVER pact:
* Gaians-Morgan (Gaians hate FM)
* PKs-Hive (PKs hate Police, Hive hates Democracy)
* Believers-UoP (Believers hate Knowledge)
* Sparta-everyone (just kidding…)
(The Gaian agenda of Democracy is debatable. If she has an agenda of Green and Democracy then Dee couldn’t pact with either Yang or Morgan
2) A faction may not win a cooperative victory with another faction with an incompatible agenda. In this particular game, this means that the Hive may not win a cooperative victory with the Peacekeepers.
3) Research settings: Factions emphasize their "default" interests when researching.
(The default interests are:
Gaians: Explore
Peacekeepers: Explore, Discover
Hive: Conquer, Build
Morgan: Build
Spartans: Discover, Conquer
University: Discover
Believers: Explore, Conquer)
4) No cheats. Refer to the various cheats threads if you are unsure, or pose a question here. Allowable variants from the usual 'Poly list are:
reverse engineering (except probe to rover),
Design Workshop upgrades,
and stockpile insert after military unit
5) This is a role-playing-oriented game, so play your faction to the hilt, and don't worry too much about winning!
Players, in turn order, are:
Gaians - Hydro
Hive - Flubber
University - Qantaga
Morgan - RedFred
Sparta - Deimos
Believers - Googlie
PeaceKeepers - Tau Ceti
Passwords, and forwarding e-mail addies for the next player have been e-mailed to all of you
RP2 - 2101 has been sent to Hydro
Good luck all
Settings: Huge planet, abundant native life, Ultimate Builder Map.
Other settings: Standard (includes Unity Pod scattering - Believers severly disadvantaged in 50 years playtest without tech-popping capability.)
PLUS Blind Research (use preferred settings below) and Unity Survey on (because map is known and Planet was mapped form space)
Additional rules:
1) A faction may not use any SE setting that conflicts with its agenda.
Agendas (Choices) and Aversions (for those who don’t know these by heart):
Peacekeepers – agenda Democracy, aversion Police State
Hive – agenda Police State, aversion Democracy
Gaians – agenda Green , aversion Free Market
Believers – agenda Fundamentalist, aversion Knowledge
UoP – agenda Knowledge, aversion Fundamentalism
Morgan – agenda Free Market, aversion Planned
Spartans – agenda Power, aversion Wealth
Here is a run-down on the basic rules of incompatible agendas (miss-matched SE agenda or aversion):
* You may NOT pact with a faction that has an incompatible SE objective. For instance, the PKs could not pact with the Hive since the basis for their societies are too different.
* You may NOT pact with a faction that has a SE selection that your faction has an aversion to. For example, the Gaians could not pact with the UoP if they had a SE of free market.
* You may treaty with a faction that has an incompatible agenda or SE, but there has to be a very good reason for this. This rationale would be explained in a post to the other RP players, or in a storyline (like I did in RP1).
* If a faction with an incompatible agenda also has an incompatible SE selection then you may not have more than a truce. For instance, if Morgan is running FM, then the Gaians could only be at truce or war with them. If he later switches to Green (!!) then the Gaians could have a treaty of friendship with Morgan (for as long as THAT would last…) but not a pact.
* Likewise, if a faction has a SE that is on your agenda you should be friendly to them. The extent of that friendship is, however, up to the faction leader.
So, here are the following factions that can not EVER pact:
* Gaians-Morgan (Gaians hate FM)
* PKs-Hive (PKs hate Police, Hive hates Democracy)
* Believers-UoP (Believers hate Knowledge)
* Sparta-everyone (just kidding…)
(The Gaian agenda of Democracy is debatable. If she has an agenda of Green and Democracy then Dee couldn’t pact with either Yang or Morgan
2) A faction may not win a cooperative victory with another faction with an incompatible agenda. In this particular game, this means that the Hive may not win a cooperative victory with the Peacekeepers.
3) Research settings: Factions emphasize their "default" interests when researching.
(The default interests are:
Gaians: Explore
Peacekeepers: Explore, Discover
Hive: Conquer, Build
Morgan: Build
Spartans: Discover, Conquer
University: Discover
Believers: Explore, Conquer)
4) No cheats. Refer to the various cheats threads if you are unsure, or pose a question here. Allowable variants from the usual 'Poly list are:
reverse engineering (except probe to rover),
Design Workshop upgrades,
and stockpile insert after military unit
5) This is a role-playing-oriented game, so play your faction to the hilt, and don't worry too much about winning!
Players, in turn order, are:
Gaians - Hydro
Hive - Flubber
University - Qantaga
Morgan - RedFred
Sparta - Deimos
Believers - Googlie
PeaceKeepers - Tau Ceti
Passwords, and forwarding e-mail addies for the next player have been e-mailed to all of you
RP2 - 2101 has been sent to Hydro
Good luck all
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