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Babylon 5 revisited Thu, 21 December 2006 18:38 Go to previous message
Steve is currently offline Steve

 
Officer Cadet 1st Year

Messages: 217
Registered: November 2002
Location: 40 deg N, 90 deg W
Several years ago there was a Stars game recreating Babylon 5. http://starsautohost.org/sahforum/index.php?t=msg&th=195 6&start=0&rid=20&S=f5f9504cacbdd748abab9530185be 0ed
Unfortunatly, the Shadows (your truly) were so overwhemingly
powerful near the end of phase II that the game was prematurely ended. It is time to give this concept another try. Thanks to Donjon for the concept.

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.


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 and fully right shifted.
* They may colonize a maximum of 9 other planets if they find them in Phase II and III, but still only HW defeat counts for victory.
* The Vorlon (Joseph) must be Inner Strength.
* The Shadow (Ptolemy) must be Super-Stealth.
* The Ancient Races may not engage in remote mining before Phase III.
* Note: The Ancient Races will be aided by zero-cost start to help tech advancement - Prop and Con at 9 and all other levels 10.


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 - Marduk
4. Drakh - Drakhyulla
5. Drazi Freehold
6. Earth Alliance - m.a@stars
7. Gaim Intelligence – Skaffen
8. Hyak – Orange
9. Ipsha - wizard
10. Llort Mi-Ma-Ti – Alex the Great
11. Markab
12. Minbari - Neo the White
13. Narn – ADG_Wraith
14. Pak'ma'ra - Micha
15. Vree Ventuki Conglomerate
16. Ur-Quan Kohr-Ah
17. Independant Mars – Shadow Whist
18. Spoomun Complat – Altruist
19. Dilgar – gedrin
* 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 host 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
* 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 and they orbit or occupy the HW
* The Vorlon win the game if the Shadow HW is defeated and they orbit or occupy the HW
* 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.


The Host Race:
* The Gate Network (Steve)
- OWW race with habs left shifted
- 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 to a suitable planet.
- suitable planets are any planets with habs left ov center (inclusive).
- gates will be any/300 and any race will be given information of connecting gates within range of a gate where they are present.
- Gate HW may have a different gate and succesfull gating is not guaranteed.
- Gates may be attacked, but gate planets should not be bombed or packeted.


First Phase: (2400-2430):
"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 universes.
* 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 Phase II.
* Minor races are inactive. All resources go to Alchemy.
* After a couple turns to set up scraping, 5 turns will be generated at a time.


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 (2431-2460):
"The Coming of the Shadows"


* Lesser Races may now submit turns.
* Lesser race Population will be same as ABBS start +1 turn growth.
* Vorlons and Shadows may not attack lesser races planets or fleets. They may kill other's ships, but only if they happen to occupy the same space.
* Vorlons and Shadows may colonize - they may each have a maximun planet count of 10 at any time in the game.
* Vorlons and Shadows can attack each others fleets and colonies.
* Vorlons and Shadows may only gift lesser players a small number of wolves for tech exchange.
* No homeworlds may be attacked by any player.
* Diplomacy
- at the end of this phase alliances will be revealed.
- There will be three sets of alliances, The Shadow Servants (max 3 lesser races+Shadows), The Bringers of Light (max 3 lesser races+Vorlon), The Interstellar Alliance (the remainder of the lesser races). Number of races in Shadow/Vorlon alliances assumes full game.


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. Vorlon and Shadows compete with each other for planets.

Third Phase (2461+):
"Point of No Return"

* Alliances are now published, any hidden alliances are now displayed.

{mod edit: updated race/player name}


[Updated on: Thu, 11 January 2007 16:23] by Moderator





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