Glacier II |
Wed, 27 August 2008 12:59 |
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mlaub | | Lieutenant | Messages: 744
Registered: November 2003 Location: MN, USA | |
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Glacier II Game rules
Game Play Rules:
- All starting ships must be deleted! (by deleting the design itself)
- All fuel transport hulls are banned (Meaning fuel transport for IS, and Super Fuel Transport for all races)
- The tech 0 fuel pod is banned.
- If you have IFE PRT, the Fuel Mizer is BANNED
- The best shields that can be used is the Energy 10 Shields. (AR SB's are the exception)
- No Missiles are allowed, torps are OK. (AR can use any tech Shields and missiles on SB's only)
- ALL players MUST be set to 'enemy'
- ALL players MUST have all ships battle orders set to 'attack everyone'
- No alliances, single player victory only!
- Only 1 race per player.
- NAP's, communication, and general gossip is legal.
- No tech trading allowed!
- You can try to co-operate with others in battles, but it will be tough, as your ships orders must be set to 'attack everyone'
- Chaff, Splitfleet Dodge, and “Repair after Gating” are allowed!
- Everything else on the standard Cheats list is disallowed List (Includes False Public Player scores)
- Penalties for breaking the rules will be harsh, so don't do it. If you aren't sure, ask the moderator.
Game settings are as follows:
• 12 - 16 players
• Small Universe, Packed, Then stretched to a Large (average 15-20 planet draw per player)
• Distant Player Positions
• Beginner: Maximum Minerals: Not Checked
• Slower Tech Advances: Checked
• Accelerated BBS: Checked
• No Random Events: Not Checked
• Computer Players form alliances: Not Checked
• Public Playing Scores: Not Checked
• Galaxy Clumping: Not Checked
Race designs - general restrictions.
- Population growth rate must be equal too, or less than, 8%.
- Weapons MUST be set to expensive.
- Construction MUST be set to expensive (AR can set Con to normal).
- IFE can be selected, but the Fuel Miser is BANNED
- BET Must be selected
- NAS must not be selected (AR can select NAS)
SPECIAL RACE RESTRICTIONS
HE - BANNED!
IT - Must check LSP.
PP - Must check LSP.
JOAT - Must check LSP. Must not check OBRM.
CA - Must check LSP. TT must not be checked, must check Mineral Alchemy
SD - No Detonating minefields until Y2470. (I’ll be very punitive for infractions)
SS - Ultrastealth Cloak is BANNED
AR - Can take normal Con
- Can take NAS
- Can use any shield on SB’s
- Can use missles on SB’s
Turn Generation
- Turn generates 5 days per week (M-F). Gen time will be 11pm CST
- No delays, except major holidays, IF requested. No, your cat’s birthday does not qualify!
Victory conditions:
Game Ends no later than Y2600, Winner determined as follows:
- Annihilation of all other races. OR
- 100% concensus of winner OR
- Highest score at Y2600
Other Stuff:
- Create your race and password-protect it with a password you don't mind sharing with the moderator.
- A non-playing 3rd party moderator will verify race creation rules have been followed.
- 3rd party moderator will also check the game from time to time to ensure rules are being followed.
- If you change your password, you must inform the moderator.
- The game will be generated by moderator, checked for spacing, rule adherence, and sent to AH.
- Host is playing (me!).
Thanks!
-Matt
[Updated on: Mon, 01 September 2008 23:17]
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Re: Glacier II |
Mon, 01 September 2008 20:39 |
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I've tried to join 2 primitive games without success. I guess I better take this oportunity, especially since I've been looking for a game for several weeks now - I'm in.
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Re: Glacier II |
Mon, 01 September 2008 23:04 |
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mlaub | | Lieutenant | Messages: 744
Registered: November 2003 Location: MN, USA | |
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I just modified the top post with all the rules. Please read them!
Players so far:
1. DenHam
2. Skoormit
3. Shadow
4. Aphar
5. Sulph
6. Greymatter
7. Ringo
8. Jools
9. Siltano
10. Alex the Great
11. mlaub
12. Dashiva
13. perrindom
14. DTWillson
15.
16.
2 spots left! I'll leave the gate open till this weekend. Hopefully we will pick up a few more by then.
FYI- keep your races for now, but send me an email at starsaddict@gmailDOTcom (remove DOT, insert .) with the subject GlacierII
I'll introduce the mod then (he is a former stars player, now married w/kids).
Thanks!
-Matt
[Updated on: Wed, 03 September 2008 22:17]
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Re: Glacier II |
Tue, 02 September 2008 13:02 |
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mlaub | | Lieutenant | Messages: 744
Registered: November 2003 Location: MN, USA | |
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GreyMatter wrote on Fri, 29 August 2008 18:34 | looks interesting - you can tenatively count me in.
Any stories advice from the first game ?
Was it the beams-only warfare in the original game?
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Advice-
The 2 leaders of the game were an 8% and a 7% SS. At the end, they had nearly identical resources. So, both percentages are viable. Plus, a 6% could be made to work too. That would need some testing, to see what your missing...but it could probably be made to work.
For a res@2450 test, limit yourself to 17 worlds in a test for AR, and 12 for any other race (if you have enough pop!). I was happy with anything over 5k@2450 last game. So far, my tests show that number may be a bit high (planets further apart).
All expensive tech is possible, but it will hurt! You will need good prop tech in this game. Selecting NRSE is a real killer.
I made lots of changes, mainly so AR could have a better chance, however I still feel they will be a very tough race to play (both AR's were destroyed in the first Glacier). You have been warned.
It was a beam heavy game, but torps were a important asset to a few races. The restriction on shields makes combat less likely to be totally 1 sided, unless truly over matched. Personally, I like that. Overlapping shields normally are to powerful, and IMO there was never a good reason to not select RS in a normal game. Torps only game (except AR SB's), and less shielding makes a *really* good argument for using armor.
Thanks!
-Matt
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Re: Glacier II |
Tue, 02 September 2008 22:48 |
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mlaub | | Lieutenant | Messages: 744
Registered: November 2003 Location: MN, USA | |
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GreyMatter wrote on Tue, 02 September 2008 21:14 | Thanks for the pointers !
How do we setup a testbed for such game ? - ie. what is the approximate average distance between planets after Sm/Packed is stretched to Large.. ?
do we use large sparse here or is better to truly stretch and see the result (any pointers on stretching would be nice...
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I can send anyone the stretch program I will be using (made by Shane Kearns). If anyone has a better program, I'd love to test it.
The easiest way to test singly, is use a tiny sparse, and choose only the closest 15 planets. That is a pretty good approximation for the first 50 years.
Or, you could choose a large sparse, and just pick 2 out of 3 planets evenly (before you scout! . Just scout out 2 of 3, evenly divided, and start expanding. Put a small colony on each planet you scout, before you get pen scans. That will simulate a few things, like extra costs in a real game...
Using utilities to set it up is a pain. Besides, you will find out that you won't have alot of pop for quite some time! So, it won't matter to much. You can concentrate on the good planets for a while.
You should think hard about when you will get Cruisers, Wolverines/Bear neutrinos, and Bazookas/Colloidals. You also need to be aware of your prop tech, and how much that effects scouting, expansion, and attacks.
-Matt
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Re: Glacier II |
Wed, 03 September 2008 19:09 |
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mlaub wrote on Tue, 02 September 2008 13:02 | The 2 leaders of the game were an 8% and a 7% SS. At the end, they had nearly identical resources. So, both percentages are viable. Plus, a 6% could be made to work too. That would need some testing, to see what your missing...but it could probably be made to work.
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What was the PRT makeup? Where there SS races in the bottom half of the rankings or did SS dominate?
I was considering SS myself but if SS dominated & remains unfetted (except no ultrastealth) this could be a game full of them. Maybe SS should attract a more serious penalty/limitation?
6% races are probably viable provided that they make it to around 2500 - at 2450 a 6% would be lucky to reach 3k res but should be powerful in the 2nd century.
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