Suggested Title:
It's a Capitalist's World
(i.e. - Morgan might have a chance at winning !!)
This will be a SMAC v4.0 game
Difficulty level is Librarian, tweaked (see below)
Players, in turn order, are:
Dreifels: Gaians
SPasmofiT: Hive
-Contact-: University
Tom201: Sparta
duMa: Believers
John Paul Jones: Peacekeepers
The AI faction will be a somewhat tweaked Morgan
World is 50% to 70% water, huge planet, average everything else (rare worms disadvantages the Gaians).
Game conditions are:
all winning conditions - on
do or die - on
look first - on
tech stagnation - no
spoils of war - no
directed research
intense rivalry - no
no unity survey
random scattering of Unity pods
No random events
all other custom conditions - no
(Ironman off - this allows a player to save a game in mid-turn if interrupted, and resume later. With ironman checked he can't do that)
other conditions:
Morgan will start with his HQ's already built and a couple of goodies to help him along in the mid game where the AI generally fall behind (I wish there were some way to make them dormant until a certain number of turns had passed, or an appropriate tech was dicovered, but ah, well, we can't be that precise)
Suggested play rules (Forum Wars set)
• Communications - none till contact, obtain commlink, or build Empath Guild
• Total freedom in Design Workshop (upgrades anytime, during turn or on-field,
• 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
Do these look acceptable?
Googlie
It's a Capitalist's World
(i.e. - Morgan might have a chance at winning !!)
This will be a SMAC v4.0 game
Difficulty level is Librarian, tweaked (see below)
Players, in turn order, are:
Dreifels: Gaians
SPasmofiT: Hive
-Contact-: University
Tom201: Sparta
duMa: Believers
John Paul Jones: Peacekeepers
The AI faction will be a somewhat tweaked Morgan
World is 50% to 70% water, huge planet, average everything else (rare worms disadvantages the Gaians).
Game conditions are:
all winning conditions - on
do or die - on
look first - on
tech stagnation - no
spoils of war - no
directed research
intense rivalry - no
no unity survey
random scattering of Unity pods
No random events
all other custom conditions - no
(Ironman off - this allows a player to save a game in mid-turn if interrupted, and resume later. With ironman checked he can't do that)
other conditions:
Morgan will start with his HQ's already built and a couple of goodies to help him along in the mid game where the AI generally fall behind (I wish there were some way to make them dormant until a certain number of turns had passed, or an appropriate tech was dicovered, but ah, well, we can't be that precise)
Suggested play rules (Forum Wars set)
• Communications - none till contact, obtain commlink, or build Empath Guild
• Total freedom in Design Workshop (upgrades anytime, during turn or on-field,
• 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
Do these look acceptable?
Googlie
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