Welcome to Lost Secrets
The players in this game are (in turn order):
vitamin j - Data Angels vitaminj31@hotmail.com
Darsnan - Gaians dnandal@twcny.rr.com
Psybermagus - Cyborgs psybermagus2323@hotmail.com or psybermagus@earthlink.net
Qantaga - Morgan Qantaga@aol.com
Paul - University paulvdbelt@hetnet.nl
There are no AI factions.
SITS - CMN sits07@yahoo.co.uk
This game has no Secret Projects and there are no pods at all (even though I selected pods at landing sites )
All victory conditions allowed except for Co-operation.
There are rumours about an Island that has all the riches of Planet for those that are brave enough to reach for it, for many have died trying...
Rules
Rules:
• Communications - none till contact, obtain commlink, or build EG
• Retro-engineering - OK, except for using the probe rover chassis before discovering Doc. Mobility
• SE switches "quickies" forbidden - (obviously you can experiment to see what effect various SE choices have, but cannot change, play moves, then change back in the same turn)
• Council notification - immediate broadcast to all players (Post in the thread and e-mail to all immediately by player who has called elections, citing candidates and votes. After each player's turn, post in the thread the running totals)
• Stockpiling in Qs anytime - OK
• Crawlers Upgrade anytime - OK
• Probe actions: Must choose vendetta option when probing other players, rebuke if a pactmate (OK to probe teammate at any time)
• Using the AI - Cannot use the AI to bribe on council votes nor to demand withdrawal of units
• Cannot use the right click feature for multiple drop moves to extend range (ie limited to 8 tiles unless owning the Space Elevator SP)
• Cannot use the 'set waypoint' feature for automatic worm hunting/lifecycle enhancements
• Must 'Accept' or 'Decline' an offered Pact or Treaty that the other player has indicated 'Accepted' before exiting the diplo box and playing the turn (i.e. no accepting pending treaties/pacts *after* declaring vendetta in the same turn )
• Cannot use the F4 feature (or the bases feature of the F2 screen) to change an infiltrated faction's workers to specialists
These have been suggested but they as of yet haven't been agreed by all. I suggest people post here if the rules are OK.
I would appreciate it if Paul can CC me the turn every 10 years so I can keep an eye on it and I also want to write a running commentary of what is going on in the game in this thread (without giving anything away!)
Turn 2102 has been sent to vitamin j along with passwords to individuals. There might be a possibility that we start again as I've chosen the starting tech for Paul and that might not be to his liking. I will let you know.
SITS
The players in this game are (in turn order):
vitamin j - Data Angels vitaminj31@hotmail.com
Darsnan - Gaians dnandal@twcny.rr.com
Psybermagus - Cyborgs psybermagus2323@hotmail.com or psybermagus@earthlink.net
Qantaga - Morgan Qantaga@aol.com
Paul - University paulvdbelt@hetnet.nl
There are no AI factions.
SITS - CMN sits07@yahoo.co.uk
This game has no Secret Projects and there are no pods at all (even though I selected pods at landing sites )
All victory conditions allowed except for Co-operation.
There are rumours about an Island that has all the riches of Planet for those that are brave enough to reach for it, for many have died trying...
Rules
Rules:
• Communications - none till contact, obtain commlink, or build EG
• Retro-engineering - OK, except for using the probe rover chassis before discovering Doc. Mobility
• SE switches "quickies" forbidden - (obviously you can experiment to see what effect various SE choices have, but cannot change, play moves, then change back in the same turn)
• Council notification - immediate broadcast to all players (Post in the thread and e-mail to all immediately by player who has called elections, citing candidates and votes. After each player's turn, post in the thread the running totals)
• Stockpiling in Qs anytime - OK
• Crawlers Upgrade anytime - OK
• Probe actions: Must choose vendetta option when probing other players, rebuke if a pactmate (OK to probe teammate at any time)
• Using the AI - Cannot use the AI to bribe on council votes nor to demand withdrawal of units
• Cannot use the right click feature for multiple drop moves to extend range (ie limited to 8 tiles unless owning the Space Elevator SP)
• Cannot use the 'set waypoint' feature for automatic worm hunting/lifecycle enhancements
• Must 'Accept' or 'Decline' an offered Pact or Treaty that the other player has indicated 'Accepted' before exiting the diplo box and playing the turn (i.e. no accepting pending treaties/pacts *after* declaring vendetta in the same turn )
• Cannot use the F4 feature (or the bases feature of the F2 screen) to change an infiltrated faction's workers to specialists
These have been suggested but they as of yet haven't been agreed by all. I suggest people post here if the rules are OK.
I would appreciate it if Paul can CC me the turn every 10 years so I can keep an eye on it and I also want to write a running commentary of what is going on in the game in this thread (without giving anything away!)
Turn 2102 has been sent to vitamin j along with passwords to individuals. There might be a possibility that we start again as I've chosen the starting tech for Paul and that might not be to his liking. I will let you know.
SITS
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