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"Galactic Awakening - Part One" Wed, 23 March 2005 10:44 Go to next message
-Xcalibre- is currently offline -Xcalibre-

 
Crewman 3rd Class

Messages: 9
Registered: March 2005
Location: UK

Hi Guys,

I plan to start a game where there is a 'sleep' period, i.e. the following:

-> Turns 2400-2420 played as usual - 1 turn per day (NO sunday gen)

-> Once all have submitted their 2420 turn, there will be a 100 year 'jump', where Autohost will generate 100 turns without ANY player intervention.

-> The game will then continue as normal from turn 2520 onwards - 1 turn per day (or every 2 days pending majority vote)

Idea is that on turn 20, all players should 'setup' their races for the 100 year jump (i.e. auto mines / factories & tech / scouting etc).

Will also be 4 alliances of 3 players each - all chosen randomly by player numbers (which will be randomised):

-Alliance 1: Players 1-3
-Alliance 2: Players 4-6
-Alliance 3: Players 7-9
-Alliance 4: Players 10-12

These alliances are permanent and everyone else is set to 'Enemy'.

Winning Condition: Last Alliance Standing

Game Parameters

Looking for 12 players (for alliance system as above).
Universe will be Huge / Packed.

-> NO max minerals
-> Acc BBS
-> NO random events
-> PPS at turn 2550 (30 years after the jump)
-> Galaxy Clumping

NO 'Cheats' besides Chaff.
All PRTs allowed

Let me know what you guys think.

Places will be limited - 11 players required (12th being myself), so if interested, send passworded race files to:

darkkev86 AT gmail DOT com

-Xcalibre-




-Xcalibre-

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Re: "Galactic Awakening - Part One" Wed, 23 March 2005 10:49 Go to previous messageGo to next message
donjon is currently offline donjon

 
Lt. Commander

Messages: 808
Registered: November 2002
Location: Benque Viejo del Carmen, ...

No PRT restrctions?

I predict death by SD Sherlock

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Re: "Galactic Awakening - Part One" Wed, 23 March 2005 11:01 Go to previous messageGo to next message
Storm is currently offline Storm

 
Ensign

Messages: 359
Registered: February 2005
Location: Wanker's Corner

That's a good point!

Start chucking those mines out at year 20.... and voila! After the big sleep.... the sky full of mines....

I like! Twisted Evil

Or build as many torpedo DDs and bombers as poss... send them to as many homeworlds as possible on turn 20...

Death by a thousand paper cuts.... Wink Cool



** Storm **

"Yeah... but... Jar Jar makes the Ewoks look like f***ing Shaft!"

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Re: "Galactic Awakening - Part One" Wed, 23 March 2005 14:40 Go to previous messageGo to next message
Blood Angel is currently offline Blood Angel

 
Crewman 2nd Class

Messages: 10
Registered: January 2003
Location: russia, moscow

in 2520 wuth this rules i have 300K res. can you repeat this? or what is your result?

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Re: "Galactic Awakening - Part One" Wed, 23 March 2005 16:29 Go to previous messageGo to next message
dennis is currently offline dennis

 
Chief Petty Officer
Recreated Stars theme

Messages: 84
Registered: November 2003
Location: Hsinchu, Taiwan
Got 200k...Smile



Hakuna Matata

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Re: "Galactic Awakening - Part One" Thu, 24 March 2005 01:23 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:

No PRT restrctions?

I predict death by SD

I think the old 512 minefield limit will help against that.

I predict death by micromanagement. Otherwise HE seems much scarier than normal for this size of universe.

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Re: "Galactic Awakening - Part One" Thu, 24 March 2005 01:31 Go to previous messageGo to next message
Steve1

 
Officer Cadet 2nd Year

Messages: 240
Registered: January 2003
Location: Australia
Sounds like a really good game. I've been looking for something like this for a while. Might I suggest however that you limit the size of the universe to Medium. With a "huge packed" universe there will be so much MM that it will be extraordinarily time consuming. my 2 cents


Quote:

Universe will be Huge / Packed.

If you want the max number of planets in the universe you'll find that "on average" Huge / Dense will yield slightly more.


Can I assume that "distant" will be selected in the settings?


Quote:

-> The game will then continue as normal from turn 2520 onwards - 1 turn per day (or every 2 days pending majority vote)
Yeah I think every two days might be on the agenda, particularly for the more powerful races. Would make it a lot easier for allies to communicate effectively too.


Quote:

Or build as many torpedo DDs and bombers as poss... send them to as many homeworlds as possible on turn 20...
Will make almost no difference to the player you're attacking as they will maybe lose their HW, but gain heaps of other planets. They will admittedly miss out on lots of mineral growth on the HW, but you would limit your own expansion by wasting all that building of soon to be outdated DD's and bombers. However the stragegy might work rather well if someone foolishly chose to be a OWW. Very Happy


[Updated on: Thu, 24 March 2005 01:58]

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Re: "Galactic Awakening - Part One" Thu, 24 March 2005 01:58 Go to previous messageGo to next message
Robert is currently offline Robert

 
Lt. Junior Grade

Messages: 393
Registered: November 2002
Location: Dortmund, Germany
Dont you think 100 turns is far too much? Confused

SD is like hell with all the minefields, PP can scout worlds
early and then packet them in the 100 turns too easily.

Luck will be a major factor once everybody got a fleet...

I still like the concept, what about jumps of just 10 turns?

Robert



2b v !2b -> ?

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Re: "Galactic Awakening - Part One" Thu, 24 March 2005 02:07 Go to previous messageGo to next message
Steve1

 
Officer Cadet 2nd Year

Messages: 240
Registered: January 2003
Location: Australia
Quote:

I still like the concept, what about jumps of just 10 turns?

With jumps of ten turns in a Huge universe I'd probably go for IT. Twisted Evil

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Re: "Galactic Awakening - Part One" Thu, 24 March 2005 03:00 Go to previous messageGo to next message
Blood Angel is currently offline Blood Angel

 
Crewman 2nd Class

Messages: 10
Registered: January 2003
Location: russia, moscow

370K

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Re: "Galactic Awakening - Part One" Thu, 24 March 2005 03:17 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
-Xcalibre- wrote on Wed, 23 March 2005 16:44


-> Once all have submitted their 2420 turn, there will be a 100 year 'jump', where Autohost will generate 100 turns without ANY player intervention.

This will be the max-tech game. In almost every field. I've been in a game with 1WWs only and we had 100 years forced gen (check the topic "Race for a tiny sparse universe with 100 year forced gen" on RGCS). My race was SS (spy bonus!) and had weap cheap, elec, con and energy normal, rest expensive, and got tech (IIRC) 14/23/12/14/14/12. 30k resources needed for ARM, 10k for B-52, 7k for Rober barron - all that from a single planet!

Quote:

Universe will be Huge / Packed.

Ugh!! Masochist! Wink 80 planets per player! You'll get the wild knife fighting on a grand scale.

Quote:

All PRTs allowed

With 100 years of forced gen it's hard to tell, what I'd take. Quite some PRTs would get some advantage:
- CA with TT would get ALL planets nice greens. In 100 turns there would also be about 10 permanent hab changes on each planet, that would make this race even stronger. I'd ban TT for CA to make it less powerfull.
- IS with its pop gowing in space could also get lots of planets: settle everything and get a freighter with some pop in orbit.
- 3-immune HE - well, they need time and space to become nasty, and they'd get both here. But the huge uni would make huge problems moving ships.
- SD: their detonating minefields would prevent attack on their planets and settling in their space during those 100 years.
- PP: 2 planets to start from, lots of minerals and max tech for mass-drivers. I wouldn't like to be their neighbour...
- Joat - strong as usuall.
- IT: 2 planets to start from, huge distances and inf gates make them quite strong, but not so strong as usuall. The expansion phase where they'll be gating pop is quite short.
- SS: not so good IMO. With max tech their cloaking and toys aren't so usefull as in mid-game.
- WM: weak, because of weak defenses. Dreadnaughts facing nubians.
- AR: not recommended. They can't put in default queue better orbital and remote miners.

BR, Iztok

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Re: "Galactic Awakening - Part One" Thu, 24 March 2005 04:07 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
Robert wrote on Thu, 24 March 2005 07:58

Dont you think 100 turns is far too much? Confused

I like the idea. Makes the usuall approach questionable, and quite some dilemma, how to design the race to get the most of both phases. I'd tune it for the 100 turns, but if I don't expand quickly enough through 20 turns, it could be at significant disadvantage later.

Quote:

SD is like hell with all the minefields

They'll not have much minefields. Those minelayers are quite expensive for early economy. And in the later, with nubians, minefields will be just a nuisance, that makes an attack taking 2 turns instead one.

Quote:

Luck will be a major factor once everybody got a fleet...

IMO not. There will still be quite some space to cross, and assemble the fleet(s). And most of players could count on at least 40 green and build-up planets in about 400x400 LY space - quite some strategic depth. They'd just have to start with the following plan on every settled planet:
Turn 121: build starbases and planetary scanners.
Turn 122: build scouts, lots of minelayers, and interceptors.
Turn 123: start scouting and minelaying.
... and they'd get nice intel and protection in just a few turns.

But there will not be much time available for research and building up new planets, as everybody will be building warships. Border/intersettled planets will be under attack quite soon, but complete fall od the empire will not happen fast. Well, if one'd not get out of 100 turns with AMPs and Nubs available for production ... Twisted Evil
BR, Iztok

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Re: "Galactic Awakening - Part One" Thu, 24 March 2005 04:14 Go to previous messageGo to next message
Steve1

 
Officer Cadet 2nd Year

Messages: 240
Registered: January 2003
Location: Australia
Quote:

3-immune HE - well, they need time and space to become nasty, and they'd get both here. But the huge uni would make huge problems moving ships.
Of course the HE does have two other allies, so gets to use their gates. It would be bad luck however if both your allies were HE as well Crying or Very Sad


Quote:

- SD: their detonating minefields would prevent attack on their planets and settling in their space during those 100 years.
Allies look out! You've got an SD as a partner Shocked Head Explode


Quote:

- PP: 2 planets to start from, lots of minerals and max tech for mass-drivers. I wouldn't like to be their neighbour...
One of the few games where I'd actually consider PP to be viable. Pirate


Quote:

- SS: not so good IMO. With max tech their cloaking and toys aren't so usefull as in mid-game.
And since someone is likely to choose IS, would make it quite a weak PRT. The free research would normally be a bonus too, but since everyone should get max tech anyway, that aspect would be wasted. Crying
The only advantage would be that they can colonise planets within the first 20 years and enemies will be less likely to see them, therefore avoiding a pop-drop.


Quote:

- WM: weak, because of weak defenses. Dreadnaughts facing nubians.
Of course one big advantage WM will have is the extra ½ movement rate. Means their colonisers/freighters might just evade an enemy armed scout/DD and successfully colonise. Thumbsup 2


Quote:

- AR: not recommended. They can't put in default queue better orbital and remote miners.
Poor old AR never seems to get a fair go Hit over head



[Updated on: Thu, 24 March 2005 04:42]

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Re: "Galactic Awakening - Part One" Thu, 24 March 2005 17:02 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Will starting positions be random? (Or will teammembers be closer together?) Especially in this size universe, a random assignment would favour those who start beside a team member.

Quote:

Poor old AR never seems to get a fair go

Don't be too sure. Minerals are the end game bottleneck. AR has time to get by weakest point and now has cheap miners.

Weaker to start with but just has to survive long enough till everyone else is starving for minerals. Has allies that can gate in help.

Something unconventional like a 3i AR might even work.

(And always a chance you get PP and IT for teammates. THAT would be nasty)


[Updated on: Thu, 24 March 2005 17:13]

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Re: "Galactic Awakening - Part One" Thu, 24 March 2005 18:06 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
multilis wrote on Thu, 24 March 2005 23:02

Don't be too sure. Minerals are the end game bottleneck. AR has time to get by weakest point and now has cheap miners.

ARs will not have much miners, only those the'd build in first 20 turns.
From starter colony with 200k pop on a 100% planet it will produce 550 res at en-15 and 720 at en-26, and will have about 45 "mines". From inherent mining it will get 2MT of each mineral on a planet with 50 MC. Any other PRT (HG economy) will get 3k+ economy and 12MT minerals from the same 100% planet. When AR will be upgrading starbases and building remotes, other will be pumping out nubians, 5 per turn from every planet, for next 15 turns. Belive me, no one will wait the AR (or any other player) to get nubians. If one will not be building them from the start, he'll be taken apart before he'll be able to say "Ups!", his minerals taken back for more ships. Been there, done that Wink. Wild knife fighting on a grand scale, that will be this game.
BR, Iztok

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Re: "Galactic Awakening - Part One" Thu, 24 March 2005 18:48 Go to previous messageGo to next message
-Xcalibre- is currently offline -Xcalibre-

 
Crewman 3rd Class

Messages: 9
Registered: March 2005
Location: UK

multilis wrote on Thu, 24 March 2005 17:02

Will starting positions be random? (Or will teammembers be closer together?) Especially in this size universe, a random assignment would favour those who start beside a team member.


I myself am not sure how to edit starting locations, if someone wishes to assist me hosting the game, it would be gladly appreciated.

The game specs can be discussed amongst the players who wish to join (the first 11 that email me with interest) - we can decide upon any settings the majority wants to be changed.

-Xcalibre-

-On a side note, we currently have 3 players.


[Mod edit: fixed quote]


[Updated on: Fri, 25 March 2005 03:06] by Moderator





-Xcalibre-

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Re: "Galactic Awakening - Part One" Thu, 24 March 2005 19:49 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:

ARs will not have much miners, only those the'd build in first 20 turns.

2 things potentially help the AR.

1) Advanced remote mining+miniturization over time+build queue at HW.

2) UR LRT + allies gating in help including scrappers.

In a mineral starved universe, any HW will do, even an allies.

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Re: "Galactic Awakening - Part One" Fri, 25 March 2005 00:19 Go to previous messageGo to next message
icebird is currently offline icebird

 
Chief Warrant Officer 3

Messages: 178
Registered: September 2003
Location: In LaLa land...
This game looks like a lot of fun, but too big. Make it smaller and I'd love to play. Hmm... I only got 350k. And I agree that banning TT from CA is a good idea.

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Re: "Galactic Awakening - Part One" Fri, 25 March 2005 00:27 Go to previous messageGo to next message
Steve1

 
Officer Cadet 2nd Year

Messages: 240
Registered: January 2003
Location: Australia
Quote:

2 things potentially help the AR.

1) Advanced remote mining+miniturization over time+build queue at HW.

2) UR LRT + allies gating in help including scrappers.

I'd have to agree with Iztok on his points. If the AR can't get close to maxing out his tech then he will be cactus. At the very least he must get nubs, good engines, Weap24, Elec19 and En18 (preferably much higher for AR) or he'll be too easy to take out.
If he gets real lucky he'll be stuck in a corner with allies to either side.
I'd suggest if taking AR, that people colonise all they can within the first 20 years and also give themselves time to be able to queue a Space station. Any planets after that will only have a fort and therefore not much pop. Even then you won't get to max your tech, but at least it's something. Might be better to take another PRT for this universe I think.

Quote:

In a mineral starved universe, any HW will do, even an allies.
By 2520 all your decent worlds should have lots of minerals, your tech should be maxed out and you can start building a fleet of nubs. It's time to attack that hapless AR Twisted Evil


[Updated on: Fri, 25 March 2005 00:34]

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Re: "Galactic Awakening - Part One" Fri, 25 March 2005 03:16 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
-Xcalibre- wrote on Fri, 25 March 2005 00:48

multilis wrote on Thu, 24 March 2005 17:02

Will starting positions be random? (Or will teammembers be closer together?) Especially in this size universe, a random assignment would favour those who start beside a team member.


I myself am not sure how to edit starting locations, if someone wishes to assist me hosting the game, it would be gladly appreciated.


From the original post:

Will also be 4 alliances of 3 players each - all chosen randomly by player numbers (which will be randomised):

-Alliance 1: Players 1-3
-Alliance 2: Players 4-6
-Alliance 3: Players 7-9
-Alliance 4: Players 10-12


Instead of dividing the teams by player number just place the players that start in the same quarter of the universe in the same team. Problem solved. Nod

mch

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Re: "Galactic Awakening - Part One" Fri, 25 March 2005 07:00 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
I have been in similar game and so feel i got some pointers, or things to think about to the people who join. Wink

Actually the game i was in was LOT more restrictive:
only 5 years play before 100 years gen,
JOAT was banned,
people could colonize only scouted planets,
all ships had to be scrapped at year 6.
no ships or packets in ques after year 5.

Winner race there was 4% 3-immune SD. Surprised
3 most powerful races had almost max tech after force gen. Cool
All races that werent 3-immune (or almost 3-immune) shortly dropped out after force gen.
Minerals are never problem for 4% 3-immune that has been idle 100 years so AR is very useless PRT. Confused

Since in this game ships seem to be allowed ... you want IS with LARGE Flying Orgy? Rolling Eyes Keep in mind that if you reach max fleet limit your newbuilt ships merge to lowest fleet # at orbit. Twisted Evil

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Re: "Galactic Awakening - Part One" Fri, 25 March 2005 08:22 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
Kotk wrote on Fri, 25 March 2005 13:00

...
Winner race there was 4% 3-immune SD. Surprised

I'd expect a race with good initiall scanning to be a winner. Both races with two planets are at advantage: PP with packets and IT with 4 ships with scanners.
4% PGR doesn't sound to me fast enough to get any real advantage. In 100 turns and with unlimited growth those starting 45k pop multiplies to 2.2M.
You sure it was only 100 turns gen?
BR, Iztok

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Re: "Galactic Awakening - Part One" Fri, 25 March 2005 10:30 Go to previous messageGo to next message
Steve1

 
Officer Cadet 2nd Year

Messages: 240
Registered: January 2003
Location: Australia
Quote:

people could colonize only scouted planets

I kind of like that rule. Makes any tri-imune races have to work for their planets.


Quote:

Since in this game ships seem to be allowed ... you want IS with LARGE Flying Orgy?
Keep in mind that if you reach max fleet limit your newbuilt ships merge to lowest fleet # at orbit.
Since flying orgy would be best left at HW (so that any new cargo ships built above fleet limit join it) would be an excellent target for someone to send DDs to destroy HW and orgy. All you have to do is identify your neighbour as IS within the 20 years.
Another concern is that if you queue so many cargo ships that your HW is not devoting early resources to tech. Many builds would be wasted as they're not joining the fleet until 512 limit is reached.
The biggest concern is how you would reach the 512 fleet limit within 120 years. "Perhaps" you could do this with HE as the colonisers are cheaper (which would make the discussion invalid), but not sure it could be achieved with IS.
Don't know how you'd get around that, but would love to hear suggestions Smile






[Updated on: Fri, 25 March 2005 11:07]

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Re: "Galactic Awakening - Part One" Fri, 25 March 2005 11:47 Go to previous messageGo to next message
-Xcalibre- is currently offline -Xcalibre-

 
Crewman 3rd Class

Messages: 9
Registered: March 2005
Location: UK

If I can get some more people interested in definately joining, i.e. getting the desired number of players, we can then play with the settings suchas PRT banning, universe settings, time spreads (time before jump, and jump length itself)...

I dont require races files as of yet, just an email of joining to:

darkkev86 AT gmail DOT com

Once I have the maximum number of players for this, we can discuss settings with those involved being a majority decision.

-Xcalibre-




-Xcalibre-

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Re: "Galactic Awakening - Part One" Fri, 25 March 2005 12:34 Go to previous messageGo to previous message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
Steve1 wrote on Fri, 25 March 2005 09:30


I kind of like that rule. Makes any tri-imune races have to work for their planets.


I don't see how. By year 2410 I can scout 70+ planets...

Quote:


The biggest concern is how you would reach the 512 fleet limit within 120 years. "Perhaps" you could do this with HE as the colonisers are cheaper (which would make the discussion invalid), but not sure it could be achieved with IS.
Don't know how you'd get around that, but would love to hear suggestions Smile



I bet this is not a huge issue, if you can inhabit enough planets before Y2420. Red planets would probably be the most predictable, and easiest way to plan this. 20 reds would be more than enough if you built some of the scouts at your HW. You should be able to time things so that each planet produces 20+ individual ships, if neceassary (Q can hold 40 items). Make 10 scout designs (engine only), and plan your Q accordingly. You could get away with just 2 designs, but your margin of error shrinks a bit.

Hitting the 512 fleet limit might take 30 years...but who cares? That leaves 70 years to grow in space. That is a *long* time!

You would probably end up with a bunch of freighters that are empty at the end of the jump...but that would be a good thing.

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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