Alien Secrets is a SMAC game
Background
The colonists have survived The Unity's break-up and have landed on Chiron. They have been lucky in that each faction has salvaged 3 Colony Pods and a Unity Foil, with all but Sparta having 3 scout troops (Sparta with 2 scouts and a Unity Rover)
The Planet looks hospitable, but incomplete scans from orbit show that there seem to be several vestiges of an alien civilization that might be worth finding, exploring and, who knows, perhaps even worth fighting over.
Settings
Huge map, 50 to 70% water, average everything, Transcend level
Players (in turn order) are:
Gaians - t_ras
Hive - dacole
UoP - Minute Mirage
Morgan - Fosse
Sparta - Shaiko
Believers - wgabrie
PKs - Phsycho
Game Parameters are:
![](http://apolyton.net/upload/files/Googlie/Alien_Secrets_rules.jpg)
Rules are:
> Multiple reloading of the game to try for different effects is forbidden. If a reload is necessary because of a game crash etc., an explanation should be posted to the turn administration thread.
> Multiple drops or orbital insertions using the right-click menu is forbidden. So is airdropping from outside a base/airbase, or after having moved (except on a magtube) using the same method. Using the 'i' key when you want an airdrop means you will automatically comply with these restrictions.
> Inserting Stockpile Energy into the build queue after a military unit is allowed.
> If a player employs a tactic that causes a state of vendetta, they are not allowed to "accept" a pending diplomatic agreement with that faction in the same turn, causing a change in diplomatic status or the transfer of energy or knowledge.
> If an aggressive probe action (anything except infiltration) is used you must advise the victim that you have taken covert action against them, and let them decide what consequences should follow
> Upgrading units with the design workshop is allowed at any time
> Communications only allowed between factions that have obtained each others' commlink frequencies in-game. (the embedded alpha.txt will reflect this)
> Social engineering choice limited to one switch per line per turn. (no flip-flop within turn - eg to green to capture a mindworm then back again to the original setting!!)
> Psi units cannot be assigned multiple point patrol routes (avoid instant demon boil bug!)
> Whenever the planetary council is called, the caller should post a notification to the thread, including vote totals (if applicable) and who has already voted for what. The other players should post how they vote.
> You cannot use the "Demand Withdrawal" feature to get another player's units out of your territory (the AI essentially makes the response on your behalf)
> You cannot accept a proffered bribe (which is done by the AI again) during Planetary Governor elections
Miscellaneous
I still need dacole's and sammy1339's e-mail address
Passwords and gameturn instructions have been sent to all by e-mail (except dacole and sammy1339, to whom I have sent PM's with their respective passwords)
2101 has been sent to t_ras
Good luck all
Googlie
Background
The colonists have survived The Unity's break-up and have landed on Chiron. They have been lucky in that each faction has salvaged 3 Colony Pods and a Unity Foil, with all but Sparta having 3 scout troops (Sparta with 2 scouts and a Unity Rover)
The Planet looks hospitable, but incomplete scans from orbit show that there seem to be several vestiges of an alien civilization that might be worth finding, exploring and, who knows, perhaps even worth fighting over.
Settings
Huge map, 50 to 70% water, average everything, Transcend level
Players (in turn order) are:
Gaians - t_ras
Hive - dacole
UoP - Minute Mirage
Morgan - Fosse
Sparta - Shaiko
Believers - wgabrie
PKs - Phsycho
Game Parameters are:
![](http://apolyton.net/upload/files/Googlie/Alien_Secrets_rules.jpg)
Rules are:
> Multiple reloading of the game to try for different effects is forbidden. If a reload is necessary because of a game crash etc., an explanation should be posted to the turn administration thread.
> Multiple drops or orbital insertions using the right-click menu is forbidden. So is airdropping from outside a base/airbase, or after having moved (except on a magtube) using the same method. Using the 'i' key when you want an airdrop means you will automatically comply with these restrictions.
> Inserting Stockpile Energy into the build queue after a military unit is allowed.
> If a player employs a tactic that causes a state of vendetta, they are not allowed to "accept" a pending diplomatic agreement with that faction in the same turn, causing a change in diplomatic status or the transfer of energy or knowledge.
> If an aggressive probe action (anything except infiltration) is used you must advise the victim that you have taken covert action against them, and let them decide what consequences should follow
> Upgrading units with the design workshop is allowed at any time
> Communications only allowed between factions that have obtained each others' commlink frequencies in-game. (the embedded alpha.txt will reflect this)
> Social engineering choice limited to one switch per line per turn. (no flip-flop within turn - eg to green to capture a mindworm then back again to the original setting!!)
> Psi units cannot be assigned multiple point patrol routes (avoid instant demon boil bug!)
> Whenever the planetary council is called, the caller should post a notification to the thread, including vote totals (if applicable) and who has already voted for what. The other players should post how they vote.
> You cannot use the "Demand Withdrawal" feature to get another player's units out of your territory (the AI essentially makes the response on your behalf)
> You cannot accept a proffered bribe (which is done by the AI again) during Planetary Governor elections
Miscellaneous
I still need dacole's and sammy1339's e-mail address
Passwords and gameturn instructions have been sent to all by e-mail (except dacole and sammy1339, to whom I have sent PM's with their respective passwords)
2101 has been sent to t_ras
Good luck all
Googlie
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