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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:33
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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:
Attachment: unf stats.gif
This has been downloaded 106 time(s).
Last edited by smacksim on 21-07-2004 at 14:16
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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:33
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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)
Attachment: aldebaran-sgame-2301.zip
This has been downloaded 2 time(s).
Last edited by smacksim on 28-07-2004 at 19:29
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khslinky
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I would prefer not to be part of the game (sorry). I'm actually trying to cut back on my game-playing right now.
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Chaunk
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CEO of Morgan Industries, ACDG3
Apr 2002 time: 05:33
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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!
Attachment: aldebaran-sgame-2310.zip
This has been downloaded 2 time(s).
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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:33
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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 on 24-07-2004 at 06:15
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Chaunk
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CEO of Morgan Industries, ACDG3
Apr 2002 time: 05:33
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2336 end turn - Wow so many doctors! Set one at survival to prevent riots. Unset the one at Outlaws and inlaws and rushed the CP for 33 ec. In reterospect this was probably too much, I could have gotten away with 20 ec, but this way we get 5 min carry over. I decided a second aldebran transport supported by noncomplicity base was too many, and changed to a CP. I know we said we should try to use that base as a production base, but rioting at size two cripples the base, so I'd rather have a new size one colony.
2337 - Tacit Controls.. Chose Psionics as our next tech. Massivly expensive, 203 cost. We're making only 10 tech/turn! Expect the new tech in 19 turns. We need more bases. Outlaws and inlaws (OaI) produces a CP. Set to make another. Suggest we resource pulse it, alternating between working the forest nut square and the forest min square when it's size 2. The base won't starve providing there's at least one nut in the box. CP at Chaunk Cove (CC) rushed for 5 e.c. I note we're not using stockpile so I've not inserted it into the queue. Our might is wanting.
2338 - Our might is unsurpassed Hero's Waypoint (HP) built. Our transport pops an aldeb rover. Start moving to the largish continent to our E. Decide to pick up a CP on the way. Also decide to hopefully rehome the tansport to CC. The 1 min drain at Noncomplicity base (NB) is too much since it's production is tiny anyway.
2239 - Dozer factory started by Peacemakers. One already under construction by the Universality. Down to potent Formers rushed at Survival for 16 e.c.
2340 - Infiltrated Peacenik datalinks. Bah! Aldeb rover landed on Eastern continent. Already claimed by galactics Decide to set sail with CP for largish island to our north. Should be room for 4 bases on it. OaW grows next turn, set doctor.
2341 - Disband scout supported by OaW towards CP at Survival. The base grows in 10 turns yet produces CP in 11. We could end up with significant drone problems there. Nothing much happens.
2342 - back to unsurpassed Nothing of great note...
2343 - The peaceniks have only 1 military unit on land... So tempting to start a war. In fact, I will as soon as the transport has dropped off it's CP. Which it does this turn. ARGH! There's a roaded farm on the island. Unless Smack has been prefarming, we've made contact with someone Unload rover to try and see who. Sir Lindly of the Lovers. Doubtless will hate us because we've got little military presence. He's quarrelsome and demands Information Networks... Hmm. I refuse. Planet isn't big enough for the both of us says he, before I can see his multiple 2-2-1's and 2-1-2's in his base. ****! Rover will doubtless be destroyed, hopefully the CP will survive though OaW produces a CP next turn.
2344 - Neither rover nor CP were attacked. Stupid ai... Both were removed from the island.
2345 - Rover unloaded onto the northern part of the large continent to our east. Discovers a universality mindworm. No contact as yet due to bounce out of fungus. Decide to give up on attempt to land CP on virgin soil and bring it home 
2346 - Start bringing home CP, bump into an IoD. Ho hum! Unload CP for safety. If worst comes to the worst, it'll make a forward base against the univerality. It's still supported by the aldeb rover after all. Varius terraforming objects finished. No rushing done this turn as yet, leaving that for my successor.
Notes:
My intention for the CP near silicon ridge is to make a base where the former is to try and grab a bit of land back from the peaceniks. Survival will grow in 3 turns, don't forget to set a doctor in 2. Lets try and bring the CP and aldeb rover from up north home, but we may not be able to. Expect a navel attack from the lovers soon.
Attachment: aldebaran-sgame-2346.zip
This has been downloaded 1 time(s).
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