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Darsnan
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New Syracuse, Beta Prime
Dec 2001 time: 00:17
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I've actually got a nice 4 player map already designed (its "not making the grade" for my next CGN Challenge, but is a well balanced PBEM map). Its Huge, weak erosion, and about 70% land, in case your interested in using this one. Or I could go from scratch if you prefer.
quote: Originally posted by Net Warrior
I don't want to mess with mods or the alphatxt, I'd like it to be a huge planet, and I'd like combined victory off. Oh, and as far as new rules go, I like the idea in the current ACDG where choppers are forbidden to attack bases. |
Once everyone has agreed to the rules, if someone could synopsize for me exacly what the game parameters are, then I can build the game from there. FYI.
D
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:17
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Human Players:
Archaic - University
Chaos Theory - CyBorgs
Net Warrior - Data Angels
Googlie - Pirates (maybe tweak your 70% land map to give me a couple of fjords to hide bases in?)
AI - any 3 (except maybe the Aliens, unless we ban nervegassing them - or move nervegas to SingMech, to equate with their being able to summon the battlefleet - ie, we get as many turns to eradicate them as it takes them to build their 6 subspace generators)
Huge Planet, weak erosion, and 70% land (well, maybe a tad more water is fine. I'd suggest dense cloudcover and rare alien lifeforms as well. Random on, co-op off, no spoils (as that's the CyCon faction advantage)
Good AI might be Hive, Domai and the PK's with suitable Darsnan enhanced capabilities if we want some builder-researcher competiotion, or else the Believers. Sparta and an aggressive gaian faction (maybe then with average or abundant native life) if we want some harrassment and military forays against us.
I'd agree with the "choppers can't attack bases" rule as well
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Darsnan
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New Syracuse, Beta Prime
Dec 2001 time: 00:17
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OK, the map is about ready, but I am of several minds as to how to set up the AI's.
Something that has been brought to us CMN's attention by Kody recently was what can be best described as the ability to build "Ghost Secret Projects". Essentially in the past we CMN used to boost the potency of AI's by giving them various Secret Projects in order to make them more viable in whatever game environment the CMN placed them in. Now CMN do not need to actually give an SP to an AI Faction, but instead can just endow the SP's abilities onto a desired Faction, while still making the actual SP available to all Factions during the real PBEM game. Cool, huh!!? (and so next time you see Kody in the Rec Commons, buy him a drink....).
So, anyways, getting back to the AI's for this game: I am thinking of just placing a pair of AI's into this PBEM (instead of the 3 allotted slots I have), and gifting them both the Planetary Datalinks Ghost SP, meaning they will each receive any tech known to 3 other Factions. I'm also thinking of the two AI's being the two Progenitor Factions. My reasoning for this is that because there are two Research Factions in this PBEM (Archaic's Uni's and Chaos Theory's Cyborgs) that the other two human Factions will just then Probe away any techs learned by the Progenitors thru the PD Ghost SP, thus negating the Research Factions natural advantage. I believe I have come up with a formula that will work for the Prog's. 
I would like feedback on this before I proceed, as this is my first foray into building a PBEM with "Ghost SP's", and because of the Factions involved as well as the choice of Ghost SP's I plan on using, I'd like to see how the players feel about this before I just "surprise" them with it. If you don't like the idea of Ghost SP's, or would like me to invent another formula for this PBEM, why I'm currently signed up to build 4 PBEM's, and I'm sure somewhere along the line I'll find my Research Hospital "volunteers".....
If you do decide to run with the Ghost SP's, then one thing that I usually don't request is that I would like to name this PBEM "Uncharted Waters", because it erally is uncharted territory for us CMN.
Couple other notes: Passwords - if you've got a choice, let me know (Googlie I can use your latest unless you've changed again). Finally on the topic of starting units: if the Uni's starting free tech is Centauri Ecology, then no one else gets free Formers, as thius would take away from the Uni's starting Faction advatange (Archaic please just let me know here which way to proceed).
D
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Net Warrior
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Long Island, New York
Sep 2003 time: 00:17
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Maybe you could give the AI the Planetary Transit System or some other SP instead of Planetary Datalinks. In any event, I think the HSA in the hands of both AI factions would unbalance things.
Last edited by Net Warrior on 26-12-2004 at 20:25
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Darsnan
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New Syracuse, Beta Prime
Dec 2001 time: 00:17
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quote: Originally posted by binTravkin
The thing about 'Ghost SPs' seem to be very interesting.
Have you tried adding ME such way?
I mean - is there any possibility to dictate in which city the Ghost SP is built, or the bonuses are just applied as any other faction bonuses/penalties? |
No, it doesn't work like that. Essentially the term "Ghost SP" is what I have taken to calling this CMN ability that Kody has discovered. It generalizes the concept, but isn't 100% accurate in its definition.
quote: Originally posted by binTravkin
if the GSP is not and can't (ME) be bound to the city how would city-centered SPs would behave?
e.g. ME, LV@FM, SC, TOE and possiblt some more which I don't recall.. |
You are correct in that, because it is a "Ghost SP", then it doesn't reside in one city, and so cannot endow a single city with its effects. However, the "effect" is still felt by the endowed Faction. The positive sides for this is that the endowed Faction cannot then be plundered for a physical SP, something that happens more often than not when CMN's tried giving AI's SP's. A huge step forward for CMN's! 
If you are interested in seeing an example of this why you can volunteer to playtest my next CGN Challenge. This then should give you a good idea of what I am describing.
D
Last edited by Darsnan on 26-12-2004 at 20:11
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