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Bidding for techs Mon, 06 March 2006 21:07 Go to previous message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
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Quick description:
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6 players. Each player is awarded a kick start in a different tech. The tech and tech level will be determined via a bidding system. Solo victory. Medium Sparse. Some diplomacy and race restrictions. 25 hour gens, extended by majority request. Non-playing, but very attentive host.


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Much longer description:
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Sherlock

Exactly 6 players required.

Advanced and high-intermediate players preferred, due to the probably unforgiving nature of the start. I would also prefer players that are doggedly persistent even when they suffer early setbacks - early, and probably quite one-sided combat is very likely. Consider how you plan to survive if you fail to secure the weapons or construcion tech boost, and find yourself up against someone who did.

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Special Rule:
Each race will be given a head start in one unique tech field. The specific field and tech level will be allocated by a system of bidding, which will proceed as follows:

(1) Each player will send host a list of the six fields, with the lowest value they would accept for each (the bid.)
(2) Host will then determine the current best (lowest) bid in each field and advise the players of these numbers only.
(3) Players will then get an opportunity to improve (lower) their bids, after which the host will recalulate the current minimum bids.
(4) Repeat step 3 (3rd round bidding.)
(5) Repeat step 3 (4th and final round of bidding.)
(6) The tech field with the lowest winning bid will then be assigned to it's winner*, who will be removed from the remaining bids. This tech field will have the value of the second best bid** less one level, or the minimum bid, whichever is higher.
(7) The current winning bids for the remaining fields will then be recalculated and step (6) will be repeated. This will repeat until all fields have been awarded.

*Ties in the bidding at step 6/7 will be resolved by these methods, in order:
(a) Who placed the lower bid in step (3) (3rd round of bidding.)
(b) Who placed the lower bid in step (3) (2nd round of bidding.)
(c) Who placed the lower bid in step (2) (1st round of bidding.)
(d) Final opportunity to place a lower bid on that tech, between the tied bidders only.
(e) Random

**The final field will be allocated at level 26, as no other bidders remain.

The values of the won techs will be posted, but the winning bidders will remain anonymous to protect race designs.

Races will be submitted AFTER bidding.

The techs will be allocated to the races using direct hst file manipulation, courtesy of Wumpus, who has kindly agreed to make the modifications.

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Universe settings:
Size = Medium
Density = Sparse
Starting Positions = Distant
ACCBBS is ON
Random Events is ON
All other settings OFF
Starting HW Germ will be between 50 and 70 concentration.

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Races:
CA may not take TT and must leave at least 200 points to defenses.
JOAT may not take OBRM and may not take NAS.
IT must leave at least 50 points to defenses.

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Victory conditions:
Strictly solo victory only. Victory by surrender of all active players.

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Diplomacy:
Diplomacy is permitted, but with some harsh restrictions, since the the player count is quite low:
- The top two ranks must have each other set to enemy and any pre-existing agreements with each other are voided. This diplomatic state will be fixed for 10 year intervals starting at 2420. The top two players will be announced each decade.
- No pre-game alliances.
- The players starting with weap and con must compete with each other until at least 2450. Specifically, they must have each other set to enemy, they must not tech trade with each other, they may not form diplomatic agreements with each other. You are asked to play to the spirit of this (i.e. don't find a third race to trade through...) Laughing

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Cheats:
- No cheating. I don't need to list them... If in doubt, ASK the host.
- Chaff is a permitted tactic.
- Splitting fleets is a permitted tactic, but please try to avoid the 'split fleet exploit' (i.e. don't intentionally use boranium freighters to manipulate the pursuit.)
- Crash sweeping is permitted, but, take care to avoid battle board overload or waypoint targeting problems for your opponent by having too many fleets at any one place.

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Hosting:
- I will be the non-playing host of this game.
- I will require player passwords to check races, to check player rankings each decade, and to assist in the case of dropouts.

- I want to keep a good pace going, with no host-imposed hold expected.
- Game will be set to max 25 hour gens initially.
- Game speed can be reduced at any time if at least 50% of active players request it.
- Holiday schedules by consensus.

- Please try to let host know in advance if you expect to miss more than 1 turn.
- Failure to upload for 2 consecutive turns will result in being set inactive until you upload.
- Failure to upload for 4 consecutive turns will result in a replacement being sought (no hold.)

- If AH goes offline, when it returns the max gen time will be extended to ensure at least 25 hours from AH coming online until the next force gen. Gen time will not be increased if uploads were still possible but game pages not updating. Common sense really. You can always email the host your turn if you expect to have trouble uploading, and then the host can worry about getting it up in time!

Game will start as soon as we have six players. It may take a while to gather the players as there are a number of games currently advertising. Spots are strictly limited to six.

Host email: dogthinker AT gmail DOT com

Nuff said.

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