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Home » Stars! 2.6/7 » New Game Announcements » Willy Wonka's Mineral Factory
Willy Wonka's Mineral Factory Tue, 09 December 2003 21:02 Go to previous message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
Willy Wonka's Mineral Factory (Wonka)

Willy Wonka has almost perfected the factory and can give out limitless supplies of chocolate. Unfortunately it doesn't taste very good, but it does have uses in industry.

This game is inspired by XDude's Center Warz game that ran a year or two ago. Also a lot of the standard part of this ad is coppied from an ad by overworked.

A host run AR/IT team (up to 2 AR and 2 IT) will provide limitless minerals to all player races.

This will probably be a long game with lots of big battles; please don't join if you are not willing to complete the game. I expect it will start fast too, with fewer points needed in the RW for mines, and fewer resources spent on mines, expect races to be ready to fight very quickly.

All PRTs are eligible. CA's may not select TT; also the host will publish a list of CA homeworlds at the start of the game. Host races will not research for tech, so SS will get less from spying then they normally would, and mineral stealing is probably not something that you'll need to do. PP could be nasty >:)

JRC3/JRC4 on Autohost (after setup)

Non-competitive host

Standard cheat disclaimer. Chaff allowed, split fleet is allowed for escape and skirmishing, please don't use it to divert defensive fleets while attacking (please be reasonable). All other cheats/abuses are not allowed. See the Stars! FAQ (http://www.starsfaq.com) for a sample list, or check the AH forum. Cheats not listed are still not allowed; ask the host if you are unsure about a tactic.

I prefer intermediate skill level players.

Generation Schedule: 5 turns a week Tue-Sat 3AM GMT (M-F 10PM US EST) for the first 50 turns, then 3 turns a week (MWF), subject to change during the game.

# of players: up to 10. Plus 2 or 4 host run races, depending on the number of players.

The host run races are to be set to 'friend' by all players. They will occupy their home worlds, plus additional worlds to set up a gate network, probably less then 20 worlds total.
Galaxy:
Large,
Normal density,
Distant starting positions,
ACC BBS start,
Public scores *off*

Un-passworded race files to following address:
62ui8pt02@sneakemail.com

Please include your password with the file. I will set up the game, and change your password as indicated. Race files I cannot open without a password will not be accepted. You can also indicate how you'd like me to run your race for the first few turns. If no indication is given, then I'll set the queue to factories then con research to con 3, prop 2, and then I'll figure out something to do.

The exact setup sequence is not yet complete, but I'll be using the '0-cost' start, as well as getting help from Capt Maim. I expect to have the game handed to AH by 2405 if not sooner. And mineral shipments will start at 2403, I will make sure all HWs get at least one shipment before the game starts.

Please also indicate your experience level.

If interested, send a race file in. I will not reserve slots in a game based upon a message indicating interest.

Victory Condition:
Solo win only, by unanimous vote. Victor may thank allies if they want to.
Alliances, tech trading, etc. allowed, but only *one* race will be declared the winner.

Player indicates in an ingame message to everyone that they are claiming victory. If anyone indicates to the host within the next 3 turns that they disagree, then the host will post a message to that effect without telling who indicated it. You may make your indication public if you so desire. You may nominate some one else for victory. Neither the nominee nor the nominator (if different) may disagree with the vote.

Mineral distribution rules:
Each race will get the output from 100 mining fleets per turn, that's 120000 of each mineral. This will not come every turn, but on a regular schedule every 4 to 10 turns, depending on the distance to the nearest IT world.

The game will start with 100 'owned drops' going to each races HW (or a 75/25 split for IT and PP). Each drop is 1200 of each mineral every turn (well 4800 to 12000 every 4 to 10 turns). Each turn you may shift up to 5 of the 'drops' from one world you inhabit to another world that you inhabit. There is a max of 25 'drops' for any one world, with the exception of the Homeworld. Send an ingame message to the IT assigned to you, and they will make the adjustment.

If you capture a world that has drops going to it, you may shift 1 of the 'captured drops' each turn up to 200 ly away from the current drop. You cannot shift the last 'captured drop' away from a world. You can shift them to worlds with drops already, and then shift them off the new world to somewhere else. A recaptured drop is considered 'owned' and can be moved as normal, it doesn't matter how many people have had it as 'captured'.

If a race is exterminated, then 'captured drops' (and unclaimed ones) become 'owned' by whoever inhabits the world they are going to and can be moved like any normal 'owned drop'. If drops are going to uninhabited worlds, then they get 'captured' by the next player to inhabit the world. If the current owner is eliminated at that point, then they become 'owned' drops.



- LEit

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