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Babylon Five (the Stars! version) Tue, 14 September 2004 06:56 Go to previous message
donjon is currently offline donjon

 
Lt. Commander

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

This is a simulation of, but not a reiteration of the Science Fiction Series, Babylon 5; concentrating on the "big picture" of what was happening in the background behind the series.

Note: Edits from suggestions are indicated in italics.

Hopefully it could be fun Smile

The Universe Settings:

  • Universe Size: Large
  • Density: Normal
  • NO Beginner Maximum Minerals
  • Slower Tech Advances
  • NO Public Player Scores
  • Galaxy Clumping

Ancient Races(Vorlon and Shadow):

  • The Ancient Races must be played by players of at least intermediate skill.
  • The Ancient Races are One-World Wonders
  • They have minimum spread in hab settings for all enviromental settings.
  • They may colonize other planets if they find them in Phase II and III, but still only HW defeat counts for victory.
  • The Vorlon must be Inner Strength. (taken)
  • The Shadow must be Super-Stealth. (taken)
  • Note: The Ancient Races will be aided by zero-cost start to help tech advancement.

Lesser Races:

  • Players may be of any skill level.
  • NO IT (because of gate transport)
  • NO SS (because of Tech Advances)
  • All other PRTs are possible
  • No cheap techs
  • Possible Races are not limited to this list but may include:
    1. Abbai
    2. Brakiri Krona
    3. Centauri (taken)
    4. Drakh (taken)
    5. Drazi Freehold (taken)
    6. Earth Alliance (taken)
    7. Gaim Intelligence
    8. Hyak (taken)
    9. Ipsha
    10. Llort Mi-Ma-Ti (taken)
    11. Markab (taken)
    12. Minbari (taken)
    13. Narn (taken)
    14. Pak'ma'ra (taken)
    15. Vree Ventuki Conglomerate
    16. Ur-Quan Kohr-Ah (taken)
    17. Independant Mars (taken)
  • At least ten, preferably twelve lesser races must be in the game for it to run.

Play Restrictions:

  • Chaff and Split-Fleet Dodge are allowed, any other published or non-published cheats are disallowed.
  • The Orbital device named "Stargate" in any guise does not exist.
    - ie. do not build it, the ISN will know as soon as it goes into orbit and the race which builds it will become immediately inactive until a suitable penalty can be determined.
  • However, the "Jumpgate" IS an acceptable device if you can figure out how to get it Wink
  • INACTIVITY
    - During the Second Phase, the Ancient races will follow inactive rules for submission of moves.
    1) By default they are "inactive" meaning they may submit one move every three turns.
    2) If they are "attacked" they may become "active" meaning they may submit turns for five moves.
    3) All turn submissions during this time must be done via the hosts... ie. they DO NOT KNOW THEIR UPLOAD PASSWORDS.
  • DEFEATED
    - All victory conditions are based on the defeat of the Ancient Homeworlds. This means eradication of population on the planets.

Victory Conditions:

  • The Shadows win the game if the Vorlon HW is defeated
  • The Vorlon win the game if the Shadow HW is defeated
  • The Interstellar Alliance wins if the Vorlon and Shadow HWs are defeated.
  • For the lesser races:
    - If they are allied with Vorlons and the Vorlon win, they win with Vorlons;
    - If they are allied with Shadow and the Shadow win, they win with Shadows;
    - If they are allied with the Interstellar Alliance and the Alliance wins, they win with the Alliance.
    - If a lesser race defeats both the Vorlon and Shadow HWs alone, they claim a decisive victory.
  • Ranking:The winning team will win an advance, and the most losing team will receive a decrement.

The Host Races:

  • The Gate Network
    - builds gates for all races requesting gates
    - this will be done on a first come first served basis
    - the requesting race will have to supply minerals totalling the cost of the gate constructed in terms of minerals and resources.
    - gates will be any/300 and any race will be given information of connecting gates within range of a gate where they are present.
  • The Interstellar News Network
    - will supply "information" and "misinformation" to all races
    - this will be done via whim and blackmail by the ISN.
    - what is true and what is false will eventually come out in the wash as well Wink

First Phase: (2400-2500):
"Signs and Portents"


  • Shadow and Vorlons build their economy and increase their research.
  • Neither race can move population into orbit in this phase.
  • They can build scouts to know the universe or Remote Miners to get more minerals.
  • No colonization or mine fields at this time.
  • No combat allowed in this phase to any race, including Major ones. Vorlon and Shadows can build fleets if they want but these must stay in HW until 2500.
  • During this phase turns will advance at 5/gen... basically the host races and ancient races will submit 5 turns worth of orders and then get to view situation before submitting again.

BALANCE IDEA: At the end of this phase Vorlon OR Shadow Economic/Research alone should be superior to the sum of economics/research of all minor races, but equal to each other. Vorlon and Shadows should also have knowledge about the universe and some combat fleets they can use next phase... They have only 1 world (HW).

Second Phase (2500-2550):
"The Coming of the Shadows"


  • Lesser Races may now submit turns.
  • Vorlons and Shadows move using inactive rules (defined above.)
  • Vorlons and Shadows may colonize.
  • Vorlons and Shadows can attack any races fleets and each others colonies.
  • No homeworlds may be attacked.
  • Diplomacy
    - at the end of this phase alliances will be revealed.
    - There will be three sets of alliances, The Shadow Servants (max 2 lesser races+Shadows), The Bringers of Light (max 2 lesser races+Vorlon), The Interstellar Alliance (the remainder of the lesser races)

BALANCE IDEA: At the end of this phase, the "Vorlon + Shadow" economics should be equal to the sum of each lesser race, and equal to each other. Shadow and Vorlon plays a really "tricky and diplomatic game" choosing which minor race will be "recruited". They can attack each other, or minor races fleets only. Minor races can attack each others fleets and colonies. All races survive this phase as no HW can be attacked.

Third Phase (2550+):
"Point of No Return"


  • No move restrictions, ancient races are fully mobilized.
  • Alliances are now published, any hidden alliances are now displayed.

BALANCE IDEA: FULL WAR.
By this time, vorlon and shadows are running against the clock. Their economies should drop below others as time passes, their permanent allies will help them a bit, but the Interstellar Alliance is now a true rival... Open war begins....

Thank you Sergio Silva for your very delicious idea Wink

If you are interested in playing, it would be wise to "reserve your race" and then build and submit the race to "donjon at btl dot net" You may also PM me. I envision a start in October.


[Updated on: Mon, 25 October 2004 16:42]

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