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Enigma_Nova
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This is an open-information PBEM.
~The Game Rules~
All passwords are common knowledge.
All turn saves are openly available.
All diplomacy is common knowledge.
The Map is common knowledge.
(optional) Please explain the play-by-play of your turn.
It is a good idea to attach an end-turn save to this forum.
That way, players can see how your turns are doing without causing a reload.
~Standard Apolyton PBEM rules~
__Reloading a save you've previously played from: Explain yourself!
__Airdrops by Right-mouse-button when the same airdrop can't be performed by hitting 'i': No Game!
__Taking military action then accepting diplomacy which cancels the vendetta in the same turn: No Game!
__Probe actions (besides infiltration) on someone without vendetta towards you: Explain yourself!
__Upgrading units with the design workshop is allowed at end of turn only.
__Communications only allowed between factions that have either met each-others' units, or 'traded' for the comm frequency.
__Social engineering choice limited to one switch per line per turn.
__Psi units cannot be assigned multiple point patrol routes
__Calling Planetary council: Notify everyone. No bribing // accepting bribes.
__No base trading with the AI. Extortion is allowed.
~Custom Rules~
All victory conditions enabled
Do or Die is ON
Bell curve is ON
Flexible start is ON
Scatter pods is OFF
Transcend Difficulty
~Time Rules~
If your current turn time exceeds 6 times the average turn time, I'll play the turn and keep the turns moving.
Note that you must still play your turn, to demonstrate how long it will take you to play your turn.
If your faction's average turn time exceeds 3 times the average turn time, I'll look for a replacement.
~Current Game~
The game is SMAX.
The map is xplanet.mp, but with dense rainfall and medium life.
The following factions/players are already in:
MWIA - CyCon
Quango - Morgan
HongHu - Pirates
-slot reserved for smacksim-
AI - Hive
AI - Cult
AI - Believers
The map, with starting positions landmarked, is attached.
Attachment: obook.zip
This has been downloaded 0 time(s).
Last edited by Enigma_Nova on 13-06-2004 at 09:55
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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:36
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The only tempting spot is by the ruins, which means Gaians for me. If this isn't a playable faction or site, please just assign one to me rather than back/forth on this issue. I'm looking forward to getting going!
Smack
http://apolyton.net/upload/view.php...81_smackMap.zip
Last edited by smacksim on 13-06-2004 at 11:09
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Enigma_Nova
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~It begins~
Turn to MWIA.
Attachment: obook_mwia2101.zip
This has been downloaded 2 time(s).
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Enigma_Nova
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Yeah, ZZZzzz indeed.
Where the hell is MWIA?
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Enigma_Nova
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Posting turns here. Zipped if possible.
MWIA hasn't responded, so I'll play the turn after I eat dinner.
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Enigma_Nova
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-begin turn-
Scout trolls the fungus looking for a MW (and 10 ECs boost)
Finds one, kills it, gets 10ECs.
Colony pod: 64,22 -> 66,20
Colony pod: 64,22 -> 64,24
Two bases founded.
The HQ is the one on the south, for a more centralised HQ.
Sliders 30/0/70 for a tech in 2, setting tech to research as Centauri Ecology.
This is so the Formers come out ASAP and start preparing new base sites.
Both bases producing Cpods, will switch to Formers later once the tech becomes available.
Press END TURN, then play goes to Quango.
MWIA still needs to reply to this thread to show his approximate playing time
Attachment: obook_mwia2101.zip
This has been downloaded 1 time(s).
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Quango
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I will not be able to get to this until I get home from work, 6-7pm MST. If there is a hurry to get my turn out,
1. Build HQ on landing spot.
2. move col pod west
3. move scout south
4. pick cent ecol.
That's my plan anyhow.
Quango
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Quango
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Here's my turn. I hope this works. I don't see the add attachment button, just a browse button.
Quango
Attachment: obook_q, 2101.zip
This has been downloaded 2 time(s).
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Quango
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I est. Rocky Flats, CO (27, 21). Hurried the synth sent. Colony pod in queue, probably just push them out of this one w/ +4 nuts in base square.
Moved colony pod south west, next base at (25, 23).
Scout went south.
40E/60L.
Quango
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Enigma_Nova
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That works. I'll presume Smacksim can e-mail turns...
Quango: NW with the summary, but is there any strategy involved? It sounds like you're doing random stuff.
My plan would have been:
Cpod & scout move to where they currently are.
Set Morgan industries to produce a Colony pod (unrushed).
First tech set to Centauri Ecology
That Synth garrison isn't too useful this early in the game, and when you -do- get the pods/formers out they'll each cost 1 mineral to maintain because you already have a unit supported.
If M Industries produces a Cpod, it will complete before CentEco gets up, and you'll have 3 size 1 bases.
From there, rush the formers. First to 10 minerals then fully.
That ensures you have some decent terrain to work with - getting some 2-1-1 squares and some 1-2-2 squares are important.
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Enigma_Nova
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quote: Originally posted by HongHu
Turn 2101 to Gaian.
Quango you didn't press end turn. |
Quango wasn't supposed to press END TURN. Neither were you.
Seeing as you have botched Quango's turn, I'll play your turn on your behalf.
-Pirates turn 2101-
There is much to be planned.
Ultimately, I need to get my Gun Foils in contact with as many factions as possible - especially the human ones.
What's more, I need some land ASAP.
Mount Planet looks good, and since I'm probably getting AppPhys from MWIA, the Impact stuff will come in fast so I can take out Miriam.
She won't buy my techs, and she isn't going to hinder a human player - unlike the other 2 AI, who will trade with me AND slow their human players down.
I'll get SocPsy and CentEco from the Cult
I'll get Doc:Loy from The Hive (if I want it)
I'll get InfNets and AppPhys from MWIA
I'll get IB from Quango
I'll decide once I've set up my bases.
My build pattern will be Gun foil -> Transport in my HQ,
and Gun Foil -> Cpod in my other base.
Since I will rush the Foil in my main base, I want it to be close to MWIA.
HQ established at (45,51).
My other base will send a Gun Foil to the Cult, and a Colony Pod to Mt. Planet. (43,55) is an optimal spot for this base.
Since my tech rate is tech in 3, and I'm getting all the other 5 starting techs, my first tech is Biogenetics.
My future strategy:
Send my initial Gun Foil to Quango and Smacksim
Rush the Gun Foil in Enigma Haven ASAP.
Get that foil to (53,21) and chat with MWIA, Hive
Get a Gun foil in Port Svensgaard.
Send it to the Cult, then have it drone control Enigma haven.
With these foils complete,
build a Cpod in Port Svensgaard and a Transport in Enigma haven.
Use these two to get a beachhead on Mt. Planet and contact the Believers.
Last edited by Enigma_Nova on 15-06-2004 at 10:02
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Quango
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To Enigma:
I built a sentinel because I've gotten my hq eradicated by worms before. I'd rather not have that happen. Your idea is pretty good though. Didn't get to pick tech, but I'll go with C. Ecol.
To HongHu:
I left my save at the end turn, because that's what Enigma suggested at the top. I can go through though if that's better.
Strategy: Expand at least four bases in the flats, then go for the two rivers south of me. I don't think I'll be able to get to the crater before the adrogynous worm child, but I need to prepare for it as well.
I'm not an expert at this game, so sorry if I seem to be wasting turns. I'm trying to plan ahead.
Hope to meet you soon HongHu, pirate of the seven seas!
Quango
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Quango
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I don't think HongHu messed anything up but my queue, which I can change next turn. I'm not too worried about it. Quango
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Enigma_Nova
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Quango: The initial scout patrol is a good enough garrison. You don't need to explore with it, seeing as you have the entire map revealed.
I would build Formers -> Scout -> (other stuff).
The Formers will come in just as fast, and they do stop Natives (at least for the first 15 turns).
With Formers and Pods in first, you get that exponential advantage.
quote: Originally posted by smacksim
Colony pod attemps to go north into the ruins.....makes it!
Scout attempts to go NW next to CP to look for a Worm and accompany the pod. Makes it! |
You're playing the Gaians, Smacksim. +1 Planet means fungus movement is 1 movement point.
You units are ALWAYS going to make it.
You should have posted an END TURN, not a START TURN.
The idea behind this habit is that when you guys eventually get into a war, you can see what's coming before it hits you.
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Enigma_Nova
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Smacksim: You didn't tell me your first tech.
I'm setting it to InfNets so you can go Planned.
I don't know what you mean by Gaian growth penalty.
They get 2 nuts from Fungus, have no -GROWTH, and can run dem/planned.
So yes, the turn's back to MWIA.
I haven't renamed your base to Enigma's Landing since you didn't botch up. You can count the ENIGMAs in a base list to see who's stuffing up the most.
Attachment: obook_smack, 2101.zip
This has been downloaded 0 time(s).
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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:36
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[Edit: Lots of grumbling about a meddlesome CMN taken out]
Enigma_Nova, what is your role in this game?
-=Smack=-
Last edited by smacksim on 15-06-2004 at 13:45
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Enigma_Nova
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I'm a very 'hands on' CMN.
Try to remove the IHATESPAM.
His e-mail address would be more like...
granvisimo @ student.vuw.ac.nz
My role is to ensure this all goes smoothly.
So, when one person botches a turn I rectify the error.
It might take some getting used to these END TURNs.
Last edited by Enigma_Nova on 15-06-2004 at 19:15
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Enigma_Nova
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I'm not playing in this one.
If HongHu's out, Pirates are up for grabs.
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All times are GMT. The time now is 05:36. Apolyton Time is 00:36. |
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