Home » Stars! 2.6/7 » New Game Announcements » New Game: Twelve (was Thirteen) Gates (revised)
New Game: Twelve (was Thirteen) Gates (revised) |
Wed, 10 December 2003 12:01 |
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Present enrollment: 9 players ... max 12
Game summary: The huge (3000 ly per side) map has 12 sectors. Each sector is roughly 200 ly in diameter. Each race will start in a single sector.
Also, in each sector is one world held by the Traveller's Guild (this location is NOT revealed to the players and must be discovered.) The Guild, has all players set to friend and allows use of their stargates to afford inter-sector travel (each sector has roughly 900 ly separating them.)
Discovering destinations is described in the Guild description section below.
The object of the game is to have uncontested battlefleets at all 12 Guild planets... On the turn this occurs. Victory is declared.
The Guild (the host race)
Is an ancient race inhabiting this quarter of the galaxy, they wish to go beyond the rim, but wish a worthy race to take their place and not leave the galaxy in chaos.
They provide:
- Use of their gates to all races; however, gate travel will open at a random time after 10 years of game play.
- Excess minerals at a Guild planet will be uploaded to an uncontested race having freighters/galleons present at the Guild planet. This will occur only on the turn in which the excess is detected, otherwise the Guild claims all excess minerals at the planet.
- They will afford shipments of minerals to specific destinations for all races.
- They will build large freighters for a race, equipped with the MT Jump Gate Technology, these freighters will never exceed the races technology level, with the exception of the Jump Gate itself, and will not use race-specific items. The cost for these items is the (mineral cost+resource cost+200) of the ship in minerals solely.
- All sales of ships are public, unless the buying race wishes to double the price, in which case the sale will be private.
The Setup:
There will be a lag time in the setup of this game, it will take at least a few years for the host to ensure he has Jumpgate technology(he will regen if he doesn't get it). During this time, you races will be placed in "stasis" accumulating nothing, all races will have pop and mins recorded on year 2400, this value will be restored upon commencement of the game, with the possible exception of dual-planet start races (PP) the starbases will be preserved, I will attempt to ensure that the secondary planets do have starbases, but will not make it a priority for commencement.
Other general info is listed below
REGISTERED Version JRC4; Players will use JRC3.
Turn generation: turns 1-20 every 24hrs, turns 21-80 3 times a week, turn 81 and beyond - player vote.
Turns generated through Autohost
Universe size & density: large sparse. (roughly 30 stars per sector) remapped onto a huge(7) universe.
PRT Restrictions: No SS, No IT.
Movement Restrictions: Inter-sector travel, and stargate travel is permitted, however, with 800 light-years between sectors stargate travel using your own stargates will likely be costly.
Skill level: intermediate and above
Player positions one per sector.
Accelerated bbs play.
Chaff & split fleet dodge allowed
No Public Player Scores
Random Events: Yes
Victory Conditions:
The object of the game is to have uncontested battlefleets at all 12 Guild planets... On the turn this occurs. Victory is declared.
"Uncontested" means any ship with a rating at a Guild planet, with no other race having a ship with a rating at the same Guild planet.
Alliance victory: according to the victory conditions stipulated, it is not possible for an alliance to win. However, you may have alliances within the game
email me at: donjon at btl dot net
BTW: Submit password protected races, but supply the password (I will need them for universe generation, and also in case someone drops out).
Revised changes are in green.
[Updated on: Tue, 16 December 2003 18:00] Report message to a moderator
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Re: New Game: Thirteen Gates (revised) |
Wed, 10 December 2003 16:44 |
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LEit wrote on Wed, 10 December 2003 15:13 | You're probably getting annoyed at me, but...
One minor change I would suggest is to give an extra turn to get LFs above a guild world to pick up scrap. LFs are fairly fragile, and keeping them out of a big battle is usually a good idea.
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That may be correct, however, would you as a host be willing to do the bookkeeping??? I would suggest that maybe galleons is a better tool to ensure transport of mins.
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Re: New Game: Thirteen Gates (revised) |
Mon, 15 December 2003 14:41 |
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BlueTurbit | | Lt. Commander
RIP BlueTurbit died Oct. 20, 2011 | Messages: 835
Registered: October 2002 Location: Heart of Texas | |
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Ashlyn wrote on Fri, 12 December 2003 00:59 | the yellow is quite hard to read, if you have the default background
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Nothing wrong with yellow, quite rightly... they call me mellow yellow. I love yellow. Yellow is such a warm friendly color, and without yellow we would have no green. And then we would have to watch the Blue Bay Packers on Sunday. And what would we do on St. Patrick's day, eh? And how would the border patrol catch those illegal aliens without yellow?
A wetback was stopped by the border patrol in south Texas. The patrolman asked him "What nationality are you?"
The Mexican, he said: "I am an American"
The patrolman said: "Okay, I am going to give you three words, and you make a sentence in english."
"Green, pink and yellow"
The Mexican scratched his head, then he said:
"green green I pink up the phone and I say, yellow, yellow"
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Re: New Game: Twelve (was Thirteen) Gates (revised) |
Mon, 15 December 2003 17:17 |
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vonKreedon | | Lieutenant | Messages: 610
Registered: March 2003 Location: Seattle, WA USA | |
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My understanding, without experience, is that the JG will only jump the ship containing the JG, not the entire fleet. I have not seen anything indicating that the JG LFs available for purchase will come with a Colonization Pod; is this an option rather than standard equipment?
Did you decide not to build anything but JG LFs for the player races?
What do you mean by "...all excess minerals...", how do you determine that minerals are excess? Should I have an armed Galleon in orbit of Guild worlds at all times?
Will the Guild colonize any other worlds?
Your warning about attacking the Guild is missing from this version of the game announcement, but I assume that there would be unpleasant consequences for attacking the Guild. If a PP is packet scouting and the packet impacts a Guild world, is this considered an attack on the Guild?
On a related topic, in the Bar you said that if a Guild world was destroyed then the number of Guild orbital control required to win would decrement. This means that one could win by controlling one Guild world and gating sufficient war/bomber fleets to each of the others. Suggest the Guild build planet defenses and warfleets of their own.
This is a great game idea. I'm contemplating my schedule.
[Updated on: Mon, 15 December 2003 17:18] Report message to a moderator
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Re: New Game: Twelve (was Thirteen) Gates (revised) |
Mon, 15 December 2003 17:57 |
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vonKreedon wrote: | My understanding, without experience, is that the JG will only jump the ship containing the JG, not the entire fleet. I have not seen anything indicating that the JG LFs available for purchase will come with a Colonization Pod; is this an option rather than standard equipment?
Did you decide not to build anything but JG LFs for the player races?
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Correct, only large freighters will be manufactured. Most likely, all other intra-sector transport will be through guild worlds... colos would have to travel via the gates, and then transfer colonists, or merge with the freighters.
The guild is not going to be manufacturing and is going to attempt to curb tech scrapping by inflating the cost of the JG freighters.
vonKreedon wrote: | What do you mean by "...all excess minerals...", how do you determine that minerals are excess? Should I have an armed Galleon in orbit of Guild worlds at all times?
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If it is yours, or you hope for it to be yours... yes
vonKreedon wrote: | Will the Guild colonize any other worlds?
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Under no new world circumstances; if we lose a world we will attempt to recover it... if possible, it will be ours. If not we will give up. (see below)
vonKreedon wrote: | Your warning about attacking the Guild is missing from this version of the game announcement, but I assume that there would be unpleasant consequences for attacking the Guild. If a PP is packet scouting and the packet impacts a Guild world, is this considered an attack on the Guild?
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I think, for the most part, the players will view the guild as benevolent. If they don't, we will act accordingly. When they cannot gate they may attack a gate world. However, they will be limited in the number of gateworlds they can attack. A PP packet would be considered a gift
vonKreedon wrote: | On a related topic, in the Bar you said that if a Guild world was destroyed then the number of Guild orbital control required to win would decrement. This means that one could win by controlling one Guild world and gating sufficient war/bomber fleets to each of the others. Suggest the Guild build planet defenses and warfleets of their own.
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If a gateworld cannot recover we will lower the requirements to win, of course.
vonKreedon wrote: | This is a great game idea. I'm contemplating my schedule.
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Well....
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Re: New Game: Twelve (was Thirteen) Gates (revised) |
Wed, 17 December 2003 03:40 |
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12 Gates has been put on **HOLD** until after the holidays.
(chuckle) probably then I'll have enough players for 2 games (not that I'm sure I would want to host 2 games)
regards,
donjon.
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Re: New Game: Twelve (was Thirteen) Gates (revised) |
Tue, 13 January 2004 07:53 |
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This game is now closed... presently being generated.
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