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Home » Stars! 2.6/7 » New Game Announcements » The Ring 2 (New Game)
Gōngjī huán Wed, 10 May 2017 12:14 Go to previous messageGo to previous message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
Thanks for responding to the survey so quickly. I was surprised by some of the results, and am glad to get your comments. The following should well reflect your combined interest. Now that we have a final final set of rules, lets push the race file deadline out a week, say 0800 Zulu 18th May. I am setting up a new email just for this game and will send the address to everyone on the list. I suspect we might get one more.

You may PM me your show of interest with subject "Xiao", explain to me (1) your level of experience, (2) type of races you might want to play, (3) if you have not played on SAH or another game I have hosted then include a brief outline of your whole-game strategy and how it fits your intended race type into this particular game setup. Please restrict your message to 300 words. The game setup and rules are reasonably complicated. Adherence to such a set of rules and competing in such a setup requires some degree of ability. Your show of interest is to some extent a test of this ability.

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 on. PPS off. 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.
CA: A number RW points set to defenses and MPGR such that the growth rate may be increased 4% (points may be used to purchase Ultimate Recycling).
All: Weapons expensive, Con not Cheap.

Starting Ships
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, IT = 12
CA = 18
IS = 24
All others = 42
AR may trade 21 FF scrap for 21 SS scrap (QJ5/Wolv).
Everyone gets a choice 3 additional starting ships based on race ability as if all tech expensive and start at (x) box checked. These ships may further use Alpha Drive 8, Radiating Hydro-Ram Scoop, Possum Scanner, Wolverine Diffuse Shield, Carbonic Armor, Yakimora Light Phaser, Beta Torpedo, Black Cat Bomb, & Robo Miner as allowed by LRT.

Schedule
800 GMT every day through 2436. After 2436 the game can switch to 5 turns per week upon request of any 3 players, and 3 turns per week upon request of any 4 players. After 2472 the game can switch to 2 turns per week upon request of any 5 players. Game will be on holiday 19th June through 1st July, and for 1 gen around each 23rd November, 25th December, & 1st January.

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. Hosts will start disseminating information every ~5 years sometime after 2440. This will include tallies of planets, SB, armed ships, tech levels, resources, & score, of those players in the top 2-3 positions per criteria. Players must advise host of change to race file password.

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.


[Updated on: Wed, 10 May 2017 13:13]

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