Twin World Wonder team edition |
Tue, 07 February 2006 10:36 |
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Micha | | | Messages: 2342
Registered: November 2002 Location: Belgium GMT +1 | |
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The second TWW game has come to an end some time ago, here's the third ... this time it's: "Go team! Go!" The no communication rule among the players of TWWT was hard, this time you have someone to talk to.
(most of this announcement is a copy and paste from the second, though there are some additional rules)
Game Name: Twin World Wonder team edition (TWWte)
Host Name: Micha
Host e-mail: micha /at/ starsautohost /dot/ org (replace the obvious)
Game will be on Autohost.
Turn rate: Tue-Wed-Thu-Fri-Sat at 5.00am GMT
Number of Players: 8
Team game: 4 teams of 2 players
Universe size: Tiny
Universe density: Packed
Player Starting Positions: Distant
Skill Level: intermediate and above, please no beginners
Game Options:
___ Beginner: Maximum Minerals
___ Slower Tech Advances
_x_ Accelerated BBS
_x_ No Random Events
___ Computer Players Form Alliances
___ Public Player Scores
___ Galaxy Clumping
Details:
Each race will be designed as a OWW, however the Gods are in a good mood and you're granted 2 HWs to start with.
A neutral party will gen the game and use each race twice (hence only 8 players). The Twin HWs will be moved so they are at most 81ly apart (could be less in some cases). Members of the same team will be placed next to eachother.
All pop will be removed from one world and it will be colonized by it's Twin race. Both HWs will be identical, they'll both have a base and the same number and design of starting ships.
The pop and minerals on the surface of both worlds will be brought back to the starting level of the year 2400. No extra factories, mines or defenses will be build, no research will be done. Only the mineral concentrations will be slighty different because there will be some mining.
Each player will have control of one race (not two) but will start with 2 HWs both with the same stats as your original HW(s) in 2400.
Rules:- All races are One World Wonders, all 3 habs are as small as possible and shifted to the right edge.
- Race restrictions: SD is banned. JoaT can't take NAS.
- Packet attacks on HWs are not allowed. Other worlds are ok, PP needs something to target in order to use their packets for scanning. They can target unknown planets only once and with the smallest packet possible (since that could turn out to be a HW).
- No cheats allowed, except for chaff and split fleet dodge (keep it reasonable). You can find a good (but not complete!) bug list at http://www.starsfaq.com/bugs.htm or here at the forum in "Must Know" section (this one is more complete and I'd like to suggest you read this one).
- Players missing more than 5 turns in a row will be set to inactive.
- One person playing more than one race is not allowed, except when filling in for your teammate.
- Teams must have 2 different PRTs.
- You can only have your teammate set to friend, all other races must be set to enemy are considered hostile. No alliances, no techtrade, no info sharing, ...
Victory Conditions:
The team owning 14 HWs wins. To "own" a HW you need 100.000 pop on the surface and a starbase in orbit (the starbase hull or above are valid, fort and dock are not). Or winner declared by player majority vote.
What to do:
Express your interest here.
I prefer already formed teams, but will do my best to match up players that apply solo.
Send your race files to the neutral party WITHOUT password, this makes it easier for him to do the setup. You can tell him what you would like as a password and he'll change it once he's done with the setup and before he sends the files to AutoHost. I'll try to get donjon or Eric to help me out again when confirmed email address will be posted.
Host will be playing unless more than enough teams show up, or in case no neutral party is available and I need to do the setup myself.
mch
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Re: Twin World Wonder team edition |
Tue, 07 February 2006 19:12 |
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Im tentatively in:
Depends on whether or not one other game gets off the ground. I should know by the end of the 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: Twin World Wonder team edition |
Thu, 09 February 2006 14:00 |
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mlaub | | Lieutenant | Messages: 744
Registered: November 2003 Location: MN, USA | |
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Micha wrote on Tue, 07 February 2006 09:36 | A neutral party will gen the game and use each race twice (hence only 8 players). The Twin HWs will be moved so they are at most 81ly apart (could be less in some cases). Members of the same team will be placed next to eachother.
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Have done some tests, time for more questions.
So, tiny packed is pretty small. Will there be an effort to put teams away from each other by more than 81 ly? and will we each be position in the 4 quadrants?
Quote: | You can only have your teammate set to friend, all other races must be set to enemy are considered hostile. No alliances, no techtrade, no info sharing, ...
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I want you to be clear here... Are you forbidding all communication between teams? or just those things you have outlined? Obviously someone could send an ingame message that said something like "As you can see from our migration path, the Swans and Ducks prefer to head S, but will change directions if the weather to the east turns cold." This isn't an alliance, nor is it really info sharing if they position ships to make movement obvious, but the message is clear...
I am picking nits here. I have reason. In a previous game I hosted, with a "No" communication between teams rule, there were two teams that were sending messages by building orbital forts and ships with names like "Why fight? Peace yet? Go N. of here means War!". Now, I do not understand how they rationalized this was not communication, but...then...I don't understand many things. Just want to be clear.
Thanks
-Matt
Global Warming - A climatic change eagerly awaited by most Minnesotans.
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Re: Twin World Wonder team edition |
Thu, 09 February 2006 16:29 |
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Micha | | | Messages: 2342
Registered: November 2002 Location: Belgium GMT +1 | |
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mlaub wrote on Thu, 09 February 2006 20:00 | Have done some tests, time for more questions.
So, tiny packed is pretty small. Will there be an effort to put teams away from each other by more than 81 ly? and will we each be position in the 4 quadrants?
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Small? Yes indeed, that's the idea.
In the previous TWW games the space between enemy HWs wasn't checked to be more than 81ly, so far there are no plans to change that.
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Quote: | You can only have your teammate set to friend, all other races must be set to enemy are considered hostile. No alliances, no techtrade, no info sharing, ...
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I want you to be clear here... Are you forbidding all communication between teams? or just those things you have outlined?
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The enemy setting is a state of mind, except for taunting messages there should be nothing of interest to exchange.
I must say this worked out very well in TWWT, no agreements were made. What _did_ happen is that some neighbours weren't at war with eachother during parts of the game, not because of a NAP of some sort, but simply because they were too busy at other fronts. Or both were building up forces to slay eachother ... Eventually there were only 2 races left, they fought it out and the game ended with one true winner.
As for the things I outlined, I ended with "..." That means anything you can come up with to bring over any kind of info is not allowed. It's you and your friend against everyone else.
The enemy of your enemy is _not_ your friend!
mch
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