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Poll

Planetary elections: Who should become the Planetary governer?

Solymr - (Morganites)
- 4 (11.8%)
Jboy000000 - (Spartans)
- 2 (5.9%)
Th4DwArfY1 - (University)
- 5 (14.7%)
Kansa - (Gaians)
- 4 (11.8%)
kj1225 - (Angels)
- 3 (8.8%)
Imperial Guardsman - (Cult of Planet)
- 6 (17.6%)
mastahcheese - (Pirates)
- 9 (26.5%)
Abstain - (no vote)
- 1 (2.9%)

Total Members Voted: 17


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Author Topic: Bay12's Postmodern United Factions (SM Alpha Centauri)  (Read 9274 times)

Loud Whispers

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Bay12's Postmodern United Factions (SM Alpha Centauri)
« on: April 18, 2014, 04:09:18 pm »

BAY12'S POSTMODERN UNITED FACTIONS; HISTORIES OF SID MEIER'S ALPHA CENTAURI/ALIEN CROSSFIRE

Alpha Centauri (and its expansion Alien Crossfire) is a 4x game, meaning you guide your faction to explore, expand, exploit and exterminate. And this is my pilot game to see if you can run a forum game through an actual game. We have a good game, a good forum full of good players - my hopes are high.
As the title suggests, this is going to be more a game of diplomacy than a quick struggle for supremacy - this is a contest to see which forumite is the most capable of leading their people to victory in a futuristic world full of strange technologies.

The rules to this forum game are quite simple to streamline rounds and make everything go quickly.

  • Base production (the units and base facilities you build) will be sorted out by the AI, though you may control the production of your capital city (the base with your HQ in it) and also decide what you want the AI base governer to emphasize in production.
  • All units will be automated, with an exception being that 10 units a turn can be given commands as simple as "attack nearest enemy base" or as advanced as "move through the mountains and occupy that road at this square." Probe teams and colony pods can all be given as many orders as there are probe teams and colony pods without counting to the 10 units a turn limit, and will not be automated without the wish of the owning player.
  • Research will be random and automated, steal and trade from others if you urgently need their tech.
  • You will be in control of your unit designs, and will be alerted when new modules present themselves.
  • You start the game with 1 capital city and 10 extra colony pods. Guard them carefully, as they are the only means to construct new bases and you will not be able to build new ones. Razing bases also carry more weight - once they are gone they are gone forever.
  • Declare where your 0 to 10 units are moving, new unit designs, social engineering, pacts and their like in the thread or through PMs to me if you want to be sneaky. Both are acceptable.
  • Secret projects are disabled because there are a few that can make one faction overpowered.
  • I'll post images and writeups of everything that has happened in a round unless it is a secret action posted via PM, in which case it will only be posted in the forums if it is discovered by a faction in game (i.e. a probe team is discovered or a hover tank that was secretly ordered to move towards an enemy base is now assaulting that base's defences).


To get started:
1] Pick a faction.
2] Pick a starting location on the map above by marking it with an x, your first base will be constructed as close as possible to the x.
3] You will be given additional decisions to make as they arise.
4] Begin diplomacy with the others. Threaten, blackmail, ally, trade and subjugate - if it is in line with your agenda, pursue it.

The game will start when there's 7 players, if a player cannot take their turn for whatever reason then their move will be open for the AI to take or a volunteer could take over. I won't be playing, as for obvious reasons I would have an unfair advantage by seeing everything if I competed. As a minor disclaimer, no knowledge of Alpha Centauri is needed as your decisions will be detailed to you, but it does help! For RP reasons, everything is in the future and in space. Humanity has sent a colonization team to Alpha Centauri due to Earth becoming increasingly more dangerous to the point where human civilization is threatened. The colonization looked to be going well until mutinies occurred, and the Captain was assassinated. The survivors all split off and banded with the factions they most agreed with, united not by nationality or ethnicity - but by ideology. Each faction will attempt to become dominant through commerce, research, conquest or diplomacy - on an alien world that wants it dead.

Let the diplomacy, begin!

Loud Whispers

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Re: Bay12's Postmodern United Factions (SM Alpha Centauri)
« Reply #1 on: April 18, 2014, 04:10:31 pm »

Starting factions to choose from and list of players with their starting locations (first come, first serve):
Spoiler (click to show/hide)
Spoiler (click to show/hide)
« Last Edit: April 19, 2014, 05:12:45 pm by Loud Whispers »
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Loud Whispers

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Re: Bay12's Postmodern United Factions (SM Alpha Centauri)
« Reply #2 on: April 18, 2014, 04:12:04 pm »

And as an ammendment to the 10 unit action rule, I would like to say that missiles and planet busters remain under full player control and do not count towards the 10 unit limit.



_______________________________________________________

2100: PLANETFALL
« Last Edit: April 20, 2014, 07:58:02 am by Loud Whispers »
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Mr. Strange

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Re: Bay12's Postmodern United Factions (SM Alpha Centauri)
« Reply #3 on: April 18, 2014, 04:14:35 pm »

* Strange cries nerd tears
I would love to play this so much, but time zones prevent it... will lurk instead.
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Then you get cities like Paris where you should basically just kill yourself already.

You won’t have to think anymore: it’ll be just like having fun!

Imperial Guardsman

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Re: Bay12's Postmodern United Factions (SM Alpha Centauri)
« Reply #4 on: April 18, 2014, 05:32:33 pm »

Cult of Planet.
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kj1225

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Re: Bay12's Postmodern United Factions (SM Alpha Centauri)
« Reply #5 on: April 18, 2014, 05:34:41 pm »

Data Angels.
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Kansa

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Re: Bay12's Postmodern United Factions (SM Alpha Centauri)
« Reply #6 on: April 18, 2014, 05:35:30 pm »

Gaia's Stepdaughters

Spoiler: Position on map (click to show/hide)
« Last Edit: April 18, 2014, 05:41:43 pm by Kansa »
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* greatorder smothers Kansa with earwax

Loud Whispers

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Re: Bay12's Postmodern United Factions (SM Alpha Centauri)
« Reply #7 on: April 18, 2014, 06:03:10 pm »

Cult of Planet.
Data Angels.
Don't forget to gimme starting position on the map

Imperial Guardsman

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Re: Bay12's Postmodern United Factions (SM Alpha Centauri)
« Reply #8 on: April 18, 2014, 06:13:51 pm »

Very bottom left.
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TD1

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Re: Bay12's Postmodern United Factions (SM Alpha Centauri)
« Reply #9 on: April 18, 2014, 06:28:50 pm »

University of Planet.

Spoiler (click to show/hide)
« Last Edit: April 18, 2014, 06:35:40 pm by Th4DwArfY1 »
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Life before death, strength before weakness, journey before destination
  TD1 has claimed the title of Penblessed the Endless Fountain of Epics!
Sigtext!
Poetry Thread

GiglameshDespair

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Re: Bay12's Postmodern United Factions (SM Alpha Centauri)
« Reply #10 on: April 18, 2014, 06:41:05 pm »

Too bad at strategies to play, so ptw.
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Old and cringe account. Disregard.

Loud Whispers

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Re: Bay12's Postmodern United Factions (SM Alpha Centauri)
« Reply #11 on: April 18, 2014, 06:48:27 pm »

Whilst adding colony pods to the map I just noticed I cannot change the factions in an already existing scenario, even whilst editing. Luckily I also saved the map as a separate map file where I can still change the factions, but in any case I shall have to add the colony pods all at once and the bases already in existence might move a square or two :P

TD1

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Re: Bay12's Postmodern United Factions (SM Alpha Centauri)
« Reply #12 on: April 18, 2014, 06:52:44 pm »

Oh, drat. I just saw Imperial Guardsman's post for bottom left. Fix it now.

Edit:

Here's my fixed, red position. IG can have the white, or near to it.

Spoiler (click to show/hide)
« Last Edit: April 18, 2014, 06:55:59 pm by Th4DwArfY1 »
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Loud Whispers

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Re: Bay12's Postmodern United Factions (SM Alpha Centauri)
« Reply #13 on: April 18, 2014, 06:56:25 pm »

I also just noticed I made Guardsman so left he went right.

Imperial Guardsman

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Re: Bay12's Postmodern United Factions (SM Alpha Centauri)
« Reply #14 on: April 18, 2014, 07:03:08 pm »

Cult of Planet: Advocates of humanity's willful self-extinction for the betterment of Planet.
+2 planet (devoted to promoting native growth)
-1 industry (reluctant to pollute the environment)
-1 economy (disinterested in wealth and the pursuits of it)
Starting Tech:  Social Psych and Centauri Genetics
AgendaL Return Planet to its pristine state
Aversion: Wealth
Special bonuses: Free brood pit with discovery of Centauri Genetics
Mind Worms do double police duty: (Fear and reverence for native life)


what
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