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Keygen
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Athens, Hellas
Jan 2000 time: 07:13
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"Last year (2105) our scout patrol had its first planetary victorious battle against native life! Our brave men have rescouted from certain death our colony pod and have been decorated with the University Cross of Brave!"
Provost Keygen.
===
MY 2106 to Tau Ceti
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Keygen
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Athens, Hellas
Jan 2000 time: 07:13
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I would recommend not to wait until we met the other factions for that.
Some social forms (Free Market) may prevent from sending scouts outside territory. I we should be free to communicate each other after a short period like 20-30 turns from MY 2101.
It gets very boring after some turns not to be able to communicate with the others.
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Rynn:
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New York, NY
Jun 2000 time: 00:13
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As this is a benchmark game for the ladder, and as most PBEM's abide by the "no communication before contact" rule (unless, of course, commlink pod pop or empath guild), I think we should be purists and follow the generally accepted rule.
IMHO games where there is an ability to communicate right from the getgo are cheapened as a result, missing a key strategy element (unless they are scenario based like Dune, or "Us against the Aliens, or team games, like AXT029 or the NU series)
So my vote is for no communication before contact (and I'll play it that way even if the vote goes the other way - the victory will be all the sweeter as a result)

Sister Rynn Googlieson
(oh, and 2107 to Solver)
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Rynn:
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New York, NY
Jun 2000 time: 00:13
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There was a lot of reading in the 2 threads - I consolidated the info into this:
##################################################
#########################
Rules for Chiron Winter
Cheats (not allowed):
The following things are considered cheating for the sake of this game. The list may not be comprehensive. If something unexpected happens, the players will decide if it is considered a cheat or not. The CMN has the final word on any decision. Thus, when in doubt, always ask the CMN before committing a potentially illegal maneuver.
A1: Multiple reloading the game to try for different effects.
A2: Multiple drops or orbital insertions using the right-click menu.
A3: Taking advantage of the Scenario Editor bug.
A4: Carry terraforming trick (Crediting up your formers and moving them to a new location to get instant improvements).
A5: If a player employs a tactic that causes a state of vendetta, They are not allowed to "accept" a pending diplomatic agreement with that faction.
A6: Treatied or Pacted faction probe team action - must "Declare Vendetta" unless permission is received in advance from the other player to "Let off with stern warning".
A7: Setting a unit's home base to a pactbrother's base is not allowed. (But you can transfer units to a pactmate - or any player for that matter)
A8: Freedom to use any item in the Build Queues (including Stockpile Energy)
Settings:
B1: Upgrading units with the design workshop is allowed at end of turn.
(otherwise no limitation on units upgrades and their use - including crawlers)
B2: Communications between factions not allowed until you meet in the game. Restriction lifted after first council called (the first Council call sets freedom of communication)
B3: No base trading with the AI at any time.
B4: No SE "quickies" - you CAN'T "take advantage" of a temporary SE setting (flip-flop in the same turn), otherwise no limitation on SE switches (i.e. you can experiment with changes to see what effect the change has on drones, build times, etc, then change back so long as no game action was taken during the experimental change)
Protocols:
C1: Player calling for elections must e-mail all players notifying of the upcoming election, the candidates, the # votes each has to cast, before e-mailing the turn to the next player (this gives all candidates an equal footing for election vote negotiations)
##################################################
#########################
(For those of us in the OktoberFist III game, the election of big_canuk was a model in how PBEM elections should be conducted)
And don't ask me about rule A4 - I've never experienced it - and can't replicate it, so I'm not sure what it refers to.
Rynn
[This message has been edited by Rynn: (edited February 27, 2001).]
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Tau Ceti
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Kyoto, Japan
Nov 1999 time: 14:13
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2107 to mark13.
We do not actually have the other factions' commlinks - the game simply allows us to communicate without them. We can find them in pods and trade them, and we cannot call an election until we have all commlinks. Just try it.
A2: If you do not use the 'I' command to make airdrops, but do so by right-clicking on the map, the game allows you to do it several times a turn and from anywhere. This directly contradicts the manual, and is considered a cheat everywhere AFAIK.
A3: Not sure. In some games, the scenario editor opens for some reason, but if that happens, it will be open for the rest of the game, which usually means it must be scrapped.
A5: This is meant to prevent a situation where a player offers tech, bribes etc to another to stop a war. Usually, the other player could then destroy several units and lots of terraforming and capture several cities first, then accept the offer and still get the bribe which was offered for the immediate cessation of hostilities. With this rule, you cannot commit any hostile acts against another player in the same turn that you accept a deal with him.
A8: This seems to be in the wrong list. It is an attempt to handle the Stockpile Energy bug by allowing everyone to put SE into their build queues. That is one of the three main ways to handle it; opinions are very divided on this one. I strongly support forbidding the use of SE in this manner, Misotu strongly supports allowing it, and most others are somewhere in between.
B1: Stops players from upgrading innocent-looking scout patrols to monster attackers and using them on an unsuspecting opponent in the same turn. Late-game situations become an absolute pain to play without this rule, as there is just no way to predict what someone could do to change the way their forces work.
B4: Stops players from switching from Wealth to Power, cashing in a crawler towards an SP at the inflated construction cost, then switching back to Wealth for free, gaining several minerals out of thin air.
B3: Not really. The AI is often quite happy to trade a size 14 base with several SPs for a brand new size 1 deep sea base. Of course, the point is moot in this game.
[This message has been edited by Tau Ceti (edited February 28, 2001).]
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