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Home » Stars! 2.6/7 » New Game Announcements » The Ring 2 (New Game)
Re: The Ring 2 Fri, 05 May 2017 16:40 Go to previous messageGo to previous message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
Universe and Game Parameters
Galaxy remapped to a bullseye comprising an outer ring and inner core. HWs distributed equidistant along outer ring. Number of planets per player as close to 35. Density within core and ring is closest to dense (~2.5 stars/10kly^2). Dimensions of structure determined by (1) 10x #players stars in core at 2.5 density, (2) gap width 100 ly less than core radius, (3) sum of number of stars that would populate gap if 2.5 density and actual number of stars in game provides radius of outer ring via the square root of number stars over density, all over pi and rounded to the nearest multiple of four (if remapped to large) or 5 (if remapped to huge).

Acc BBS is on. No PPS.
Random Events Off.

Race Restrictions and Penalties
IS: 50 points set to defenses.
IT: 100 points set to defenses.
HE: No -F. Settings 10/10/10 at least (away from -F settings).
Joat: 50 points set to defenses, No NAS or enough points left over (in addition to first 50) to remove NAS.
Above: Each percent >17% MPGR=+10 RWP set to defenses, e.g. 18% (9% HE) adds 10 points to defense.
CA: A number RW points set to defenses and MPGR such that the growth rate may be increased 4%.
All: Weapons expensive, Con not Cheap.

Starting Scrap
Starting Ships will be zerohacked. Weep.
Players start with a cache of up to 42 scrappers (DNA Scanner, Beam Deflector, RadRam FFs for chance of up to level 6 in all techs). Host will use Jrc3 modded with Stars Editor and the zerohack module to set the tech level, resource cost, and mineral cost of ship hulls and components to zero. Because SAH does not use modded EXEs, all modded ships will need transfer tags before genning on SAH. The ships are queued in 2400, given orders to transfer in 2401 (necessitating change in player relations), given orders to transfer back in 2402, and game files are distributed/loaded on SAH at year 2403. If a race takes NRSE, their scrappers get DDL7s instead of RadRams. There are no special restrictions on how you choose to use your scrapper frigates.
Number of FF by PRT:
Joat = 12
IT, CA = 18
IS = 24
All others = 42
AR may trade 21 FF scrap for 21 SS scrap (QJ5/Wolv).
Everyone gets a choice of 3 additional starting ships based on race ability and modules present on zerohacked starting ships. Weep more.

# Higher
Tech Fields
Available
6 | 49 74 87 93 97 98 99 99 99 99
5 | 49 74 86 93 96 98 99 99 99 99
4 | 47 72 85 92 96 98 99 99 99 99
3 | 44 69 82 90 94 97 98 99 99 99
2 | 38 61 75 84 91 94 96 98 99 99
1 | 25 44 58 68 76 82 87 90 92 94
------------------------------------------------------------
1 2 3 4 5 6 7 8 9 10
Tech Trading Events

Schedule
800 GMT every day through 2436. After 2436 the game can switch to 3 days per week upon request of any 3 players. After 2472 the game can switch to 2 days per week upon request of any 5 players.

Everyone starts with two delay requests, and those surviving through 2460 get a third. Requests may be used to delay no longer than two regularly scheduled gens, and may be split at host's discretion.

Communication and victory conditions:
No pregame alliances.
No communication. Show me an email or pm from another player, and maybe I will let you run their race into the ground.
Hosts will start disseminating information sometime after 2440. This will include facts (score, resource, # planets?) about those top players pulling away from the pack every ~5 years, and may include scuttlebutt concerning wars, tech, accidents, etc.

Single player victory. All other players must be set to enemy. Fleet setting to attack "nobody" or "everyone" only.

Victory is determined by a vote. 100% of the votes required to win. Each race still in the game gets one vote.

Player Exploitable Bugs / "Features"
Repair after gating, chaff, ISB trumps IT gate scanning, split fleet dodge are allowed.
Mine damage dodge and mine damage allocation are allowed.
Do not cause target list overload: do not cause more than 100 of your fleets to be at any one location.
Do not cause battleboard overflow: do not send more than 75 of your tokens into a battle (merge happens after battle).
Do not put alpha or beta torps on ships with more than two engines.
No explicit ban on minimum damage, but the last two should be adequate to nerf it.

AR exception: Alternate Reality PRT may build up to 6 cheap colonizers (Colonize without Colonizer), anytime up to 2415.

Anything else on the Known Bugs (JRC3) - Player Exploitable Bugs / "Features" list is disallowed. See the list in the Must Know section of the forum.

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