If you go out in the woods today, you're in for a big surprise
This is a SMAC game, at Transcend level
World is huge, 50% to 70 % water, weak erosion (so mountainous), average native life, dense cloud cover (so heavy rainfall and good nutrients)
Players, in turn order, are:
Gaians - Darsnan - dnandal@twcny.rr.com
Hive - SPasmofiT - spasm@xnet.ro
Believers - wgabrie - wgabrie@yahoo.com
Peacekeepers - Radman - bferdy@cs.com
AI is (obviously) Morgan, Sparta and the University, suitably tweaked (bases established, and a handful of "goodies, including an SP each, to get them rolling)
Morgan has the Merchant Exchange
Santiago has the Command Nexus
Zakharov has the Hunter-Seeker Algorithm
The Empath Guild has been inadvertently destroyed by a UoP acolyte who accidentally reversed the wiring on their master system and nuked the infiltration sequences of the EG but gave them the HSA's probe immunity instead
Game conditions are:
all winning conditions on
do or die on
look first on
tech stagnation - no
spoils of war - yes
directed research
intense rivalry - no
no unity survey
random scattering of Unity pods
No random events
all other custom conditions - no
other conditions:
Suggested play rules (FW set)
• Communications - none till contact, obtain commlink, or build EG
• 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
Passwords have been sent to all, and 2101 has gone to Lord Darsnan
Good luck all,
Googlie
This is a SMAC game, at Transcend level
World is huge, 50% to 70 % water, weak erosion (so mountainous), average native life, dense cloud cover (so heavy rainfall and good nutrients)
Players, in turn order, are:
Gaians - Darsnan - dnandal@twcny.rr.com
Hive - SPasmofiT - spasm@xnet.ro
Believers - wgabrie - wgabrie@yahoo.com
Peacekeepers - Radman - bferdy@cs.com
AI is (obviously) Morgan, Sparta and the University, suitably tweaked (bases established, and a handful of "goodies, including an SP each, to get them rolling)
Morgan has the Merchant Exchange
Santiago has the Command Nexus
Zakharov has the Hunter-Seeker Algorithm
The Empath Guild has been inadvertently destroyed by a UoP acolyte who accidentally reversed the wiring on their master system and nuked the infiltration sequences of the EG but gave them the HSA's probe immunity instead
Game conditions are:
all winning conditions on
do or die on
look first on
tech stagnation - no
spoils of war - yes
directed research
intense rivalry - no
no unity survey
random scattering of Unity pods
No random events
all other custom conditions - no
other conditions:
Suggested play rules (FW set)
• Communications - none till contact, obtain commlink, or build EG
• 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
Passwords have been sent to all, and 2101 has gone to Lord Darsnan
Good luck all,
Googlie
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