Nova pbem - SMAC game
Game setup discussion is here
Players:
Rules
Still in discussion
Setup
Notes:
Game setup discussion is here
Players:
Code:
Gaians AI Hive t_ras University JMarshFox Morganities Kataphraktoi Spartans Arcainite Believers AI PK mart7x5
Still in discussion
- Upgrades using the design workshop can only be done at the end of the turn. This to prevent upgrading eg a simple scout rover to the best modeal available and let it attack the same turn - makes it harder to defend.
- Retro-engineering allowed, except for using basic unit types such as probe teams, AI formers, etc...
- Social Engineering settings may be changed only once per turn. No "quickie" changing. No change first --> second --> first in the same turn.
- Stockpiling in Build Queues is allowed. Also, please note, that if you leave the queue empty after the facility or secret project you get additional energy. You can leave queue empty and use this additional energy.
- 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.
- Base growth through Colony Pods - can be used to increase a base size up to the applicable pre-facility limit, but cannot be used to breach that limit without the facility being built.
- Psi (or any other) units cannot be assigned multiple waypoint patrol routes (to avoid instant demon boil bug)
- It is not allowed to set the home base (Control-h) for a unit to be the base of another faction when the diplomatic stance is pact. The unit will then require no support from either faction.
- No base trading with the AI. No trading base for base, no trading base for money. Extortion and gifting is allowed.
- It is not allowed to trade technology to AIs in exchange for credits if as a result the AI's energy reserves would go into the negative.
- Cannot change an infiltrated faction's workers to specialists, for example by using the F4 screen (or the bases icon of the F2 screen)
- Transparent Commlink Logs - It is forbidden for any player, whether playing the turn or just browsing the .sav, to open a .sav file (current or past) with a text reader program (eg word, wordperfect, notepad, etc etc) as the in-game commlink exchanges are embedded in text in the .sav file and can be read by anyone. For that reason, and also to keep the save file size low, it's highly recommended to do all private communications per e-mail.
- It is forbidded for any player, whether playing the turn or just browsing any gamesave, to select left hand menu, then Game, then Resign. If hit accidentally, then immediately select the "No! Get back in there and fight" option. Selecting the "yes, time to slink away in shame" option triggers the game end scores and map expansion from the start (thereby revealing the start locations and limits of expansion of all seven factions).
- No communications without the correct commlink.
- 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)
- If an aggressive probe action (anything except infiltration) is used on a faction you have a truce, treaty or pact with, you must select 'Declare Vendetta' in the dialog box that appears afterwards, and notify the victim of your transgression, unless you have received permission in advance. No notification is required in other cases.
- Demanding withdrawal to a human player through the menus rather than by negotiation in the forum by private message or email is prohibited.
- Bribing (or accepting bribes) for votes through the diplomatic channel box by clicking on the human faction leader's picture is prohibited (must be conducted by diplo message or e-mail).
- 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.
- This bug is not allowed: Normally, a base must have an Aerospace Complex to be able to build orbital facilities. However, if an Aerospace Complex is the item currently being built, then orbital facilities can be added to the build queue. If production is switched to something other than the Aerospace Complex, the orbital facilities remain in the build queue and will be built without the need for an Aerospace Complex.
- This bug is not allowed: On the turn a terraformer completes its terraforming task, its "flag" will be grayed out indicating that it has moved. Clicking on and activating the terraformer will allow a new terraforming command to be issued to the terraformer with the correct number of turns to completion displayed. Clicking on and activating the terraformer again, cancelling its new orders; at this point, the terraformer will have regained one movement point. Using the more advanced technique of this bug is also disallowed.
- It's not allowed to perform probe actions on a base that from one faction revolted to another human faction, unless the new owner decides and announces to keep the base. If the faction doesn't want the base that revolted to them, they have to gift it to an AI of their choice directly after receiving it if possible. If not possible, they have to starve the base and build a colony pod in order to destroy it, again as soon as possible (without hurrying). While disassembling the base, the new owner has the right though to sell off any facilities present in the base.
- It is not allowed to mind control with standard probe teams units or bases of any faction that runs a +3 or higher SE Probe rating.
- It is not allowed to locate bases in unexplored tiles.
- You can't ask an AI to stop the war with a human, unless you have permission of that human.
Setup
Code:
Map size |standard, 40x80 Ocean |around 25-30% Erosion |Average Life |Average Clouds |Average Difficulty |Transcend Transcend |Yes Diplomatic |Yes Economic |Yes Cooperative |Yes Do or Die |No Flexible start |Yes Tech stag |No Spoils of war |No Blind research |No Intense riv |No No survey |Yes No scatter |No No rnd events |No Time Warp |No Iron man |No Rand person |No Rand social |No
- First turn goes to T_ras, first you choose your password and then confirm it. After the turn, when you hit end turn you will be prompted for next player password, so only hit save and exit, set the file name and email it. We may later store the passwords, we would need to find a person not playing.
- We start in 2100, this is starting year of the game timeframe. Therefore, if you establish a base, you get only half of the mineral row, mostly 5 instead of 10 or 4 instead of 9. You gain a few nutrients though, mostly 2. Also, research goal setting does not work properly, the change goal window does not pop up. You can wait till 2101 to set the first tech. You do not loose research points if you do it, but if you open the F2 screen in 2100 you may click left upper box - it changes techs, but it works strange. Then if you want change it in 2101 you loose half accumulated research points.
- University gets its free tech in 2101 (not 2100), so wait for it. Also, trying in 2100, you can set: Biogenetics, Planetary Networks, Social Psych, Applied Physics. Centauri Ecology appeared, but I could not select it... If you wait till 2101, you may select free tech from this choice: Doctrine: Mobility, Centauri Ecology, Biogenetics, Industrial Base, Social Psych, Applied Physics.
- I can/will/should release scenario file to you all. You already have the map - in Kataphraktoi post. I'll do it in 2101 (game time ofcourse...)
- All players start with additional 1 colony pod and 2 scout units. Since it is transcend level game, everyone has 3 colony pods.
- AI have established 4 bases, few more units and a little terraforming - roads, farms.
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