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FlameFlash
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Minnesota, USA
Dec 2001 time: 23:17
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I'm happy, though I'll defer to illiria on map size since this'll be my first PBEM. Maybe medium?
The climate illiria proposed also sounds better than leaving it to chance.
And I'm biased on the amount of water the game has just because I'll be pirates, continents sounds fair though.
Question though... are there going to be computer players? And if so, Random, or which ones?
Last edited by FlameFlash on 16-01-2002 at 21:25
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wgabrie
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New York, USA
Oct 2001 time: 00:17
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I guess everyone is ready then?
There are three main styles of play:
Builder aka. Morgan
Likes to build up their bases, and hates wars.
Momentum aka. Believers, Spartans, Hive, and Aliens
Places war above building. Loves early game rover rushes.
Hybrid aka. Peacekeepers, Gaians, University, and most others
Combo of both. Likes to build, but is aware of the danger of surprise attack, so likes to get a small army up and running quickly.
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:17
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OK - game is ready to go - just need illiria's e-mail addy to send out the first turn
So far:
SMAX, Thinker level (second from hardest)
Standard Planet
30 - 50% water (continents)
wet (so plenty of nutrients)
hilly (so plenty of minerals)
temperate (so less aridity but not jungle)
Players (in turn order)
Hive - illiria
UoP - Admiral
PKs - wgabrie
Pirates - FlameFlash
AI: Gaians, Sparta and Drones (I took the liberty of dropping the Believers in exchange for Domai - trust me, it'll be a better game)
I gave you the usual PBEM accelerated start - 3 colony pods and 3 scouts (gets the game started more interestingly)
Playing settings:
all victory conditions on
spoils of war on
directed research
look first (you have 3 colony pods and 3 scouts on your starting square - Pirates have 3 sea pods and 2 gunships - no scouts)
do or die on
Random events off
AI not aggressive (but no pushovers either - usual Googlie tweaks to their diplomacy and strategy)
Suggested rules:
(these are the Forum Wars rules for the inter-forum PBEMs):
• Communications - none till contact, obtain commlink, or build EG
• Total freedom in Design Workshop (upgrades anytime, during turn or on-field,
• Retro-engineering - OK, except for using the probe rover chassis before discovering Doc. Mobility
• SE switches "quickies" forbidden - (obviously you can experiment to see what effect various SE choices have, but cannot change, play moves, then change back in the same turn)
• 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)
• Stockpiling energy in Qs anytime - OK
• Crawlers Upgrade anytime - OK
• Probe actions: Must choose vendetta option when probing other players, rebuke if a pactmate (OK to probe teammate at any time)
• Using the AI - Cannot use the AI to bribe on council votes nor to demand withdrawal of units
• Cannot use the right click feature for multiple drop moves to extend range (ie limited to 8 tiles unless owning the Space Elevator SP)
• Cannot use the 'set waypoint' feature for automatic worm hunting/lifecycle enhancements
• Must 'Accept' or 'Decline' an offered Pact or Treaty that the other player has indicated 'Accepted' before exiting the diplo box and playing the turn (i.e. no accepting pending treaties/pacts *after* declaring vendetta in the same turn )
• Cannot use the F4 feature (or the bases feature of the F2 screen) to change an infiltrated faction's workers to specialists
Can everyone send me an e-mail to:
googlie@mybc.com
and that way I'll have your addies to send passwords to (and the first turn to illiria)
Cheers
Googlie
Last edited by Googlie on 18-01-2002 at 11:30
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:17
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Usually when I send out the passwords I also give the e-mail addy of the player you send the turn on to
2101 is ready to go as soon as Admiral sends me his e-mail addy. I have everyone else.
This morning I did my ritual playtesting (usually about ten turns or so, just to make sure that the start positions are fairly evenly balanced, that the AI can't make an early rover rush, and that native life is fairly quiescent)
Was having so much fun that I played 45 turns of all 4 factions, then saved for later playing. It promises to be an interesting game.
As would be expected (I'm not giving away any secrets here) the Pirates took an early lead (by virtue of their being able to found 3 bases that first turn, ans early seapod popping that gave techs and facilties completion.
Uni soon caught up, though, as their greater research capability took over, but then stalled as they went about fixing their drone problems, and that let the Hive flourish as by now their industry was really kicking into gear.
I want to continue the game, though, as the PK's are just coming into their own and I'm sure that it's their turn to shine now.
I wonder if it will play out that way in real life, with 4 different players, or if that's just a feature of my own personal playing style (ie trade with the AI rather than fight them)
Come on, Admiral - visit this thread and send me your e-mail address so that the others can get underway
again, it's to:
googlie@mybc.com
btw - what do you want the game to be called?
Googlie
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