New Game - Primitive Paranoia (long post) |
Thu, 21 October 2004 09:06 |
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Primitive Paranoia
This is a primitive Stars! game so be prepared to spend some time playing. If you don't know what a 'Primitive Stars'
game is - read on . The rules are defined as follows:
Race designs - general restrictions.
1. Leftover advantage points MUST be set to defenses
2. * Only one immunity is allowed (special restriction on CA)
3. One variable (gravity, temp or radiation) MUST be set at the extreme left or extreme right AND may be no
more than 5 clicks wider than the minimum. This gives the following maximum options:
Radiation 70-100 OR 0-30
Temperature 80-200 OR -200 - -80
Gravity 1.80 - 8.00 OR 0.12 - 0.55
4. Start at 3 box may NOT be checked
5. Mines MUST cost 15
6. Factories MUST cost 25
7. Factory efficiency may not be better than 1.2 (12 resources per 10 factories)
8. Must NOT check the cost 1kt less box
9. Mine efficiency may not be better than 1.2 (12kt per 10 mines)
10. Factories operated may not be higher than 15
11. Mines operated may not be higher than 15
12. Weapons MUST be set to expensive.
13. No cheap Propulsion tech.
14.The net of all research fields must be 0 or higher
(i.e. 3 expensive, 3 cheap or 2 expensive, 2 cheap 2 normal etc.)
15. * Max population growth rate is 8%, 5% for HE (see special HE restriction)
16. Each race must be designed to have 2000 resource points left over then may spend their race
handicap points (see 'Handicaps' below)
Game Play Rules
1. All fuel transport hulls are banned (fuel transport for IS and Super Fuel Transport for all races)
2. The tech 0 fuel pod is banned. Any ships that contain this part on game start-up must be scrapped on the first turn.
3. The Radiating Hydro Ram scoop and the Trans Galactic Super Scoop are the ONLY allowed ramscoops
(HE is allowed the Settlers Delight)
(if you have IFE the Fuel Mizer is BANNED - all ships with Fuel Mizers MUST be scrapped on the first turn)
4. The ONLY stargate allowed is the 100/250 gate.
5. ALL players MUST be set to 'enemy'
6. ALL players MUST have battle orders set to 'attack everyone'
SPECIAL RACE RESTRICTIONS
AR: Pop/resource divisor may not be better than 1/15 - energy MUST be expensive.
CA: Either 1 immunity OR TT may be selected NOT both.
JOAT: NAS is prohibited
HE: **After an HE race has been designed with 2000 points remaining then spent the handicap, the owner MUST remove 2% PGR, and make no further changes.
**This final adjustment restricts the wizard PGR maximum to 5%. The advantage points gained may NOT be used.
Handicaps
AR: 100
WM: 75
IT/IS: 55
SD: 45
SS/HE: 100
PP: 110
JOAT: 30
CA: 0
This results in the races having the following resource points left over:
AR: 1900
Wm: 1925
IT/IS: 1945
SD: 1955
SS: 1900
HE*: 1900 (before final 2% pgr reduction)
PP: 1890
JOAT: 1970
CA: 2000
Game settings are as follows:
- Medium, normal universe
- Distant player positions
- Approx 10 players
- No Random Events
- Turn gens 5 days per week (M-F)until 2500 then 3 days per week (MWF)
Victory conditions:
- 1 race wins by consensus or annihilation.
Other Stuff:
- Create your race and password-protect it.
- Host is playing.
- The game will play on Autohost.
- Turns 2400, 2401 and 2402 will be 1 year turns. There will then be 2 year turns to year 2450.
- A non-playing 3rd party monitor will verify race creation rules have been followed. Details to follow.
- The same 3rd party monitor will also check the game from time to time to ensure game play rules are being followed. If you change your password, you must inform the monitor.
- Cheaters get 1 warning, and are dropped for subsequent offence.
- You can still form alliances and tech trade, etc; HOWEVER ...
- You cannot cooperate in battles (Game Play Rules #5 and #6).
NOTE: limited battle co-operation is of course possible - but, it is very limited.
DO NOT APPLY if you aren't ready for a year long committment. This game WILL be LONG and SLOW. Only DEDICATED players will be accepted.
To apply, send a message to whsmith AT welho DOT com.
Instructions will be sent telling you who to send your race file to.
Good Luck!
Ptolemy
Updated 'other players status' rules - game play rules 5 and 6
[Updated on: Sat, 23 October 2004 13:43]
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Re: New Game - Primitive Paranoia (long post) |
Thu, 21 October 2004 14:30 |
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Net of all research fields great than or equal to 0.
i.e.
normal=0
cheap = -1
expensive = +1
1 cheap, 3 normal, 2 expensive = +1 (OK)
2 cheap, 3 normal, 1 expensive = -1 (not allowed)
2 cheap, 3 expensive, 1 normal = +1 (OK)
2 cheap, 2 expensive, 2 normal = 0 (OK)
Ptolemy
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Re: New Game - Primitive Paranoia (long post) |
Thu, 21 October 2004 23:20 |
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This is a primitive Stars! game - there is no ACC BBS start.
Ptolemy
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Re: New Game - Primitive Paranoia (long post) |
Fri, 22 October 2004 06:33 |
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hallo. please email me if i can play with u. thank you.
p.s. sorry for my english.
we will never dieReport message to a moderator
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Re: New Game - Primitive Paranoia (long post) |
Fri, 22 October 2004 20:37 |
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Quote: |
5. Mines MUST cost 15
6. Factories MUST cost 25
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My first impression is it would be nicer to give abillity for a bit cheaper, perhaps similar though not as much as other primative games. My thinking is to allow more variation in race designs.
Not sure how Dark Ages III is now going. My first impression is the PP PRT in this setup may need more help compared to Dark Ages III, as there will be less planets left that are red for everyone and hence good for remote mining.
Judging from what others take to previous primative games, I suggest SD is much more popular/powerful than JOAT (lacking NAS) and should have greater handicap.
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Re: New Game - Primitive Paranoia (long post) |
Fri, 22 October 2004 22:31 |
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multilis wrote on Fri, 22 October 2004 21:37 | Not sure how Dark Ages III is now going. My first impression is the PP PRT in this setup may need more help compared to Dark Ages III, as there will be less planets left that are red for everyone and hence good for remote mining.
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Before anybody laughs at the thought of actually playing PP in a game, , I was planning on doing so. PP has a very distinct advantage at the outset of the game which happens to be early scouting. Since regular scouts can't go anywhere at any reasonable speed without the fuel mizer, I can just completely avoid building any and throw packets all over the place and scout all of the galaxy around me very quickly. While this does use more minerals than scouting, one packet costs 5 resources as compared to 18 for a scout, and that one packet will scout at least 10x more planets 25x faster (or so). Less resources for scouting means that one factory gets built that much faster. Also, if my 2nd world really sucks, I actually benefit, as while my homeworld is growing, the 2nd world will have capped factories and will start working research. I know early scouting doesn't matter all that much as you won't be moving to colonise worlds for many years, but bah, packets of death are fun.
But as far as the above quote goes, I agree that PP seems artificially handicapped by the eventual low availability of planets to mine and low mine settings as a requirement. Don't ask me what to do about it though.
multilis wrote on Fri, 22 October 2004 21:37 | Judging from what others take to previous primative games, I suggest SD is much more popular/powerful than JOAT (lacking NAS) and should have greater handicap.
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As much as I want to play PP, I recognize that SD is (looks anyway) simply powerful in this type of game. Free and minelaying that nobody will have the technology to fight for a good long while. Have fun mine sweeping with the blue laser and scouts... Thats my opinion about them anyway. I'd still pick PP.
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Re: New Game - Primitive Paranoia (long post) |
Fri, 22 October 2004 22:35 |
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Quote: | Before anybody laughs at the thought of actually playing PP in a game
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In thread before start of last primative game (Dark Ages III, can search autohost new game forum), was discussion on how PP could be effective.
I was pointing out difference in Ptol's rules compared to last game which now reduces PP somewhat IMO (less remote mining).
Ptol is PP in Dark Ages III game , not sure how well he is doing now.
Quote: | Don't ask me what to do about it though
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Ptol already has a handicap system.
[Updated on: Fri, 22 October 2004 22:39] Report message to a moderator
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Re: New Game - Primitive Paranoia (long post) |
Sat, 23 October 2004 04:59 |
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iztok | | Commander | Messages: 1206
Registered: April 2003 Location: Slovenia, Europe | |
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Hi!
Ptolemy wrote on Sat, 23 October 2004 09:20 | Ptolemy is doing quite well as PP in Dark Ages III - thank you very much
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I second this statement. Being a neighbour of Ptolemy in that game I can onyl say that calculating costs of attacking him gives me shivers. He's not very strong economically (the price of PRT has taken its tool), but those W-14 packets would devastate quite some of my core worlds if we'd go to war.
When I've been deciding who to attack in the first war (about turn 70) I had two options: Ptolemy to my left with some nice planets, but highly skilled and with still unknown PRT (PP highly suspected), or a weak SD to the North, that pissed off all his neighbours with his detonating minefields. I went after SD. Looking back I'd say that was very likely a mistake, but hey, everyone can be a general after the battle.
Quote: | SD's don't like PP's since mines are useless against packets. (Come to think of it, NOBODY likes PP's)
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I like you! You're my best friend in the whole universe! Just please fling your packets in other directions.
BR, Iztok
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Re: New Game - Primitive Paranoia (long post) |
Sat, 23 October 2004 11:14 |
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Quote: |
You cannot cooperate in battles (Game Play Rules #5 and #6)
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Sounds a little vague, could create heated arguements mid game...
For example, it is possible to contribute a small super-attractive chaff with retreat orders to a battle to change the battleboard and first movements of ships to help another party.
Another example would be an SD contributing a single slow down ship to a battle.
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Re: New Game - Primitive Paranoia (long post) |
Sat, 23 October 2004 12:23 |
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Agreed, it is possible for 'limited' co-operation in battles. However, rules 5 and 6 prevent 2 players from each sending battle fleets to destroy another race since the fleets would shoot at each other. Also, if one player sends chaff, both the attacking and defending fleet would shoot at it. Sure, it is possible to transfer some ships between players provided slots are available. However, co-operation is limited which is the main purpose of the restriction.
You need to play in some primitive games in order to realize that things don't quite work the same as in a 'normal' game. For instance, no freind setting means no using stargates of other players - if stargates are permitted at all. In games where players must be set to enemy there is no way to transfer tech or provide help by giving another player ships. Tech transfer are, of course, still possible via invasion or wolf/lamb. In this game though, it will be possible to transfer ships since the neutral setting is allowed.
Ptolemy
[Updated on: Sat, 23 October 2004 12:36]
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Primitive Paranoia rule modification |
Sat, 23 October 2004 13:36 |
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Somebody just pointed out to me that allowing netral status for players also allows negating the NAS LRT since players would be able to provide ships to other players. This in part negates the 'primitive' status of the game. Therefore, the rules are modified so that all players MUST be set to enemy. The original post has been updated to reflect this.
Many thanks to my Stars! community freind for pointing this out.
Ptolemy
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Re: New Game - Primitive Paranoia (long post) |
Mon, 25 October 2004 12:47 |
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Quote: | * Only one immunity is allowed (special restriction on CA)
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This means races other than CA can be 2i?
[edit]Oops, never mind. See what is meant is CA is further restricted as to TT, and all races restricted to 1i.
Quote: | One variable (gravity, temp or radiation) MUST be set at the extreme left or extreme right AND may be no
more than 5 clicks wider than the minimum. This gives the following maximum options:
Radiation 70-100 OR 0-30
Temperature 80-200 OR -200 - -80
Gravity 1.80 - 8.00 OR 0.12 - 0.55
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This means lower than maximum in direction away from edge is NOT allowed (eg: Radiation 70-96)?
[Updated on: Mon, 25 October 2004 12:49] Report message to a moderator
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Re: New Game - Primitive Paranoia (long post) |
Mon, 25 October 2004 14:29 |
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Quote: | One variable (gravity, temp or radiation) MUST be set at the extreme left or extreme right AND may be no
more than 5 clicks wider than the minimum.
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This does indeed mean that moving away from the edge is not allowed for the one minimum setting field. However, radiation, temp or grav settings that are not as wide as the 5 click maximum will be accepted provied they go to the edge. e.g. 104-200 C temp would be valid.
Ptolemy
[Updated on: Mon, 25 October 2004 14:29]
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Primitive Paranoia -Players still needed! |
Tue, 26 October 2004 05:12 |
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I currently have 3 players for this game. I'd like to get at least another 5. If I get 3 more we can change the galaxy size to small vs. medium. I'd like to get this game started as soon as possible.
Ptolemy
Emperor of a Thousand Suns
[Updated on: Tue, 26 October 2004 05:12]
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Re: New Game - Primitive Paranoia (long post) |
Wed, 10 November 2004 10:59 |
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Hello everyone,
We are curently at 7 players for this game - one more would be good to make the medium universe more of an option.
If anybody else wants to play - please contact me so I can get this game started next week.
Ptolemy
Though we often ask how and why, we must also do to get the answers to the questions.Report message to a moderator
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Re: New Game - Primitive Paranoia (long post) |
Mon, 10 January 2005 06:46 |
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The game got started and one of the player files corrupted during the first 3 turns. After re-starting it a couple of the players never sent in turns anymore so we dropped the game until after the holidays with the intention of restarting it sometime around now. Since there are a couple more interested players now, perhaps we can find enough for the game. I hope so.
Ptolemy
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