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  • Aldebaran Succession Game

    We're ready for our first Succession Game on Aldebaran! Since all of us are totally new to this world we've created, we'll be playing a single faction as a team, trading turns every 5 or 10 years and comparing strategies. Perhaps we'll then be ready for the first ever Aldebaran-2 pbem. I can't thank the beta testers enough for all the feedback, and I'm looking forward to playing alongside you. We welcome others to join us in the gameplay or commentary. There is no real limit on how many can play a succession game.

    If you'd like to join, you'll need the Aldebaran Mod for Smax, which can be found in the Creation Forums or through the link in my signature.

    The Game
    • Transcend Level
    • Pods On
    • Directed Research
    • Survey On
    • All victories on, except Transcendence

    Here's a look at our faction and the list of factions we will come to confront:
    Attached Files
    Last edited by smacksim; July 21, 2004, 05:16.
    Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

  • #2
    And here is our starting position:
    Attached Files
    Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

    Comment


    • #3
      Brief Backgroud

      The year is 2301 and we've just landed with our rag-tag crew of fellow Cloning Farm Escapees. We know the Galactic Alliance is on their way to Aldebaran, and we have a rumor that some fellow 'humans' from Alpha Centauri have recently landed on the planet. Fortunately we have 2 Colony Pods, a Terraformer, and a motly looking scout who calls himself a 'shroud'.

      Rules of Play and Turnorder

      We're all on a team together, so decisions that are agreed upon should be followed by each player. On the other hand, allow each player some leeway to progress as they see fit. This isn't the ACDG after all . The initial round of turns will be played by the beta-testers. If others want to join in later, that's great.

      Turn Order (edit: current turn order)
      • Darsnan
      • Chaunk
      • Smack
      • GeoModder
      • #endgame



      Turn Length: Each player can play up to 10 years of the game, if they are on a roll. 5 years is a minimum unless we get bogged down in the late game. Post notes and screenshots of your progress. That's it! Lets have a blast learning our new world.

      -Smack

      (brief reminder that this is a mod for Smax, so the save won't be playable unless you have Aldebaran)
      Attached Files
      Last edited by smacksim; July 28, 2004, 10:29.
      Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

      Comment


      • #4
        Ooooh, shiny.....
        Don't have time to look at it right now, but soon enough.
        "Cutlery confused Stalin"
        -BBC news

        Comment


        • #5
          Originally posted by Chaos Theory
          Ooooh, shiny.....
          Don't have time to look at it right now, but soon enough.
          Ah, the racoon trap worked again! They love shiny objects....don't we all? Please God, let me be hired by Firaxis. But only work 20 hours a week.
          Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

          Comment


          • #6
            What would you do with the remaining 40? Creating Betelgeuze?

            BTW, I'm interested, I can play a bunch of turns from midaugust on for sure (for now, at least).

            O yes, is this a map made by your worldbuilder adjustments?
            He who knows others is wise.
            He who knows himself is enlightened.
            -- Lao Tsu

            SMAC(X) Marsscenario

            Comment


            • #7
              Excellent.
              #play s.-cd#g+c-ga#+dgfg#+cf----q.c
              #endgame

              Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html

              Comment


              • #8
                I would prefer not to be part of the game (sorry). I'm actually trying to cut back on my game-playing right now.

                Comment


                • #9
                  Ok kshlinky, no problem here. Just wanted to give everyone a seat at the table.

                  Geo, yes, the new world-builder got incorporated into Aldebaran around 2.0.4 or so. Still not as much shallows as I'd like, but it does make nice continents instead of islands.

                  extra 40 hours? Yeah, I'd work on other stuff. I can't program 40+ hours a week for very long, I've found.
                  Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

                  Comment


                  • #10
                    I've played the turn and posted here. Essentially my thoughts: research the tech for Aldebaran transports, and maybe pod a few of these. Beeline towards Illicit Controls and get Probe capabilities so we can build our own Probe Crusiers. Then beeline towards Quasi Controls.

                    I've founded our first base and directed our second CP to a nice looking cove. However upon arriving why the bay is choked with fungus. Its up to the next player to determine whether to plant the pod or move on.

                    I chose to build a Former first at our capital. The next player can either rush build it now, or wait (I'd vote for rushbuild myself!). I also podded an artifact and 25EC's during my turn. FYI.

                    I've moved our probe inland, eschewing popping pods with it in order to infiltrate anyone else that may be on our island-continent. Turn to Chaunk the Intelectual?


                    D
                    Attached Files

                    Comment


                    • #11
                      Built the new colony (Chaunk Cove - egotistical I know ) where the CP was.

                      Rushed the former when it cost only 15 e.c.

                      Popped various pods. Got some worms, an Ogre Mark 1, some more worms, and the comm frequency for Sarita

                      Called her up, and traded for Social Controls. Also got a treaty. Then gave Illicit controls for a pact. With our economy bonus this is very useful

                      We got Industrial Structures. As we already have Illicit controls, I didn't take the prerequisit tech. Instead, I took Aldebran environments. Our starting location is very dry, only one +2 nut square around. With no police units, doctors are essential, and therefore so are +2 nut squares. Farms ergo, are the order of the day!

                      Ended my first stretch in 2110 (End turn attatched.) We need to build farms at both bases before they grow. The formers are rushable at Chaunk Cove should the next player so desire!
                      Attached Files
                      Play hangman.

                      Comment


                      • #12
                        I'm going to play the next turns as #endgame appears to be away for a couple days...

                        Played 2110 --> 2120.

                        Notable Events:
                        • Met Shi Tarza, Princess of the Galactic Empire
                        • Infiltrated them (the Colonists)
                        • Uncovered great base sites West of Noncomplicity Base
                        • Finished a farm and uncovered a monolith for our 2 bases
                        • ran into heavy mindworms stirred up by the aliens
                        • researched Aldebaran Environments in 2214
                        • Now researching InfoNets
                        Last edited by smacksim; July 23, 2004, 21:15.
                        Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

                        Comment


                        • #13
                          The Galactic Colonists discovered in the Southwest!
                          Attached Files
                          Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

                          Comment


                          • #14
                            Turn position at 2120. We have an MW to kill, a CP to move, and production choices to make. I started an Aldebaran Transport because I wasn't sure that our HQ should be making colony pods with such a better location right next door. Perhaps our HQ should provide infrastructure support for our CP factory to the West?
                            Attached Files
                            Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

                            Comment


                            • #15
                              Turn 2120 is to #endgame or Geomodder. Whoever shows up first. I suggest we do get to sea and possibly colonize to the east if it's not yet occupied.
                              Attached Files
                              Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

                              Comment

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