Modified from Googlie's original idea.
I was thinking about a 3 player forced victory smacx game, where each player has 2 factions under control.
UofP and Cyborgs = transcendence
Gaians and Cult = green conquest (use mainly worms and fungus)
combo of believers, spartans, hive or pirates = military conquest
morgan and pks = econ for morgan or supreme leader for lal
the reason why morgan and pks have 2 ways to victory, is that they seem the hardest to achieve.
Map settings:
Large or Huge, Random map
Erosion, Native Life, Clouds and oceans = average
Game settings:
Forced Victory conditions as mentioned above, no co-op victory between human players
Look First: On
Tech Stag: Off
Spoils of War: Off
Intense Rivalry: Off
Directed Research (pick your own techs)
No Unity Survey (map not visible)
Pods are scattered
No Random Events
Time Warp: Off
Iron Man: Off (allows players to save in middle of turn and return to game if something comes up)
Rules:
• Communications - None until in-game contact, obtain commlink, or build EG (Okay to contact between your own factions at the start though)
• SE switch "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)
• Stockpile Energy in your build queues is OK!!! (Major Change)
• Crawlers Upgrade anytime - OK
• Probe actions: Must choose vendetta option when probing other players, unless you have previously gained permission to probe by e-mail.
• You cannot bribe the AI 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.
* You cannot trade bases with the AI. It is okay to gift a base to the AI.
I will go UofP and Cyborgs. Of course, we could always set up several games.
I was thinking about a 3 player forced victory smacx game, where each player has 2 factions under control.
UofP and Cyborgs = transcendence
Gaians and Cult = green conquest (use mainly worms and fungus)
combo of believers, spartans, hive or pirates = military conquest
morgan and pks = econ for morgan or supreme leader for lal
the reason why morgan and pks have 2 ways to victory, is that they seem the hardest to achieve.
Map settings:
Large or Huge, Random map
Erosion, Native Life, Clouds and oceans = average
Game settings:
Forced Victory conditions as mentioned above, no co-op victory between human players
Look First: On
Tech Stag: Off
Spoils of War: Off
Intense Rivalry: Off
Directed Research (pick your own techs)
No Unity Survey (map not visible)
Pods are scattered
No Random Events
Time Warp: Off
Iron Man: Off (allows players to save in middle of turn and return to game if something comes up)
Rules:
• Communications - None until in-game contact, obtain commlink, or build EG (Okay to contact between your own factions at the start though)
• SE switch "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)
• Stockpile Energy in your build queues is OK!!! (Major Change)
• Crawlers Upgrade anytime - OK
• Probe actions: Must choose vendetta option when probing other players, unless you have previously gained permission to probe by e-mail.
• You cannot bribe the AI 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.
* You cannot trade bases with the AI. It is okay to gift a base to the AI.
I will go UofP and Cyborgs. Of course, we could always set up several games.
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