Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => After Action Reports => Topic started by: ete on November 16, 2014, 12:35:48 AM

Title: Group AAR #2 - Signups / discussion
Post by: ete on November 16, 2014, 12:35:48 AM
Let's do another with similar rules to the last one, since I think we all want more fun (and less being eaten by Annihilators) :)

No monsters this time (for humans at least, not promising there won't be AI), but balanced custom factions are welcome. If you're not sure a faction is balanced, pick a few for a shortlist and I'll review them for balance.

Either I'll make a map and set roughly equal start locations, or we can do a random start. Either way I reserve the right to make changes to the map and any AI factions if I feel they will make the game more interesting.

Since this is for fun and not highly competitive, and everyone will gain information on everyone else anyway, I will be playing despite being kinda the CMN.

3 days per round time limit, skips to next player if missed but the skipped player can jump queue and rejoin as next player at any point.

Players may agree political deals in this thread and request they be implemented even off-turn (e.g. if Jarlwolf's and Green1's factions declare war on each other during my round and both of them post agreeing to a ceasefire, I must implement that via faction editor as soon as I see the posts. Similar deals can be agreed about tech trading and other things.). This allows for more complex diplomacy and opens up lots of fun negotiation. Contacting the AI directly is still permissible.

Hoping for 3-5 players, with probably 10 turns for 5, 15 for 4, and 20 for 3.

Post your shortlists for factions to use, suggestions for rules/maps/stuff, and excitement!

ete - Technocrats (http://alphacentauri2.info/wiki/The_Technocrat_Foundation)
BlueFlux - Creche Union
JarlWolf - ???
Yitzi? - ???
Title: Re: Group AAR #2 - Signups / discussion
Post by: Flux on November 16, 2014, 03:13:40 AM
I will participate if you will have me. I'm going to try and roleplay more. Gonna do something like the rise of the creche AAR if I can.

Faction list:
1. Creche Union (good at research, very balanced) - Would play as this one
2. Red Unit (very balanced) - Use it if you want
Title: Re: Group AAR #2 - Signups / discussion
Post by: Yitzi on November 16, 2014, 04:15:23 AM
I might want to, but I'd like a sense of what everyone else will be playing so I can pick (or make) something that complements them thematically.
Title: Re: Group AAR #2 - Signups / discussion
Post by: JarlWolf on November 16, 2014, 08:16:15 AM
Ignore this, post mistake.
Title: Re: Group AAR #2 - Signups / discussion
Post by: JarlWolf on November 16, 2014, 08:19:26 AM
I am interested-

faction lineup suggestions:

Blueflux's creche or red unit
Sigma's House Satori
My Sons of Oceanus
Ariete's Populist police state faction
Sigma's Authority faction
My Valhallans
And as for a 7th faction we can either have Shaggy's for a joke or for more serious, Sigma's pilgrims.

Thoughts?
Title: Re: Group AAR #2 - Signups / discussion
Post by: Yitzi on November 16, 2014, 12:17:32 PM
Links and stats for each of those, please?
Title: Re: Group AAR #2 - Signups / discussion
Post by: Buster's Uncle on November 16, 2014, 04:04:54 PM
Shaggy.
http://alphacentauri2.info/My%20Custom%20Factions/MyPotheads.zip (http://alphacentauri2.info/My%20Custom%20Factions/MyPotheads.zip)

It's a joke faction, but nicely playable.
Title: Re: Group AAR #2 - Signups / discussion
Post by: Yitzi on November 16, 2014, 05:22:10 PM
Shaggy.
http://alphacentauri2.info/My%20Custom%20Factions/MyPotheads.zip (http://alphacentauri2.info/My%20Custom%20Factions/MyPotheads.zip)

It's a joke faction, but nicely playable.


Honestly, it looks like it might be a bit overpowered.  No police is somewhat of a strong downside, but those fungus resources allow for a strong midgame and stronger lategame, and between PLANET and a native MORALE bonus, it's got a very strong native military and fairly strong conventional military.
Title: Re: Group AAR #2 - Signups / discussion
Post by: Buster's Uncle on November 16, 2014, 05:31:47 PM
Probably a bit OP, yes - I was playing the SMAniaC mod when I worked on it, and added + to the planet rating to compensate for SMAniaC's - to planet.  Turning it back down by one would blunt the fungus bonuses a little.
Title: Re: Group AAR #2 - Signups / discussion
Post by: ete on November 16, 2014, 06:56:53 PM
I will participate if you will have me. I'm going to try and roleplay more. Gonna do something like the rise of the creche AAR if I can.

Faction list:
1. Creche Union (good at research, very balanced) - Would play as this one
2. Red Unit (very balanced)


Creche seems mostly fair, though I am quite worried about starting with level 4 weapons.. They've got strong development, and their penalty is morale, but morale is much less important than extremely early impact near the start and may let them have both an incredible rush and late build. I'd be much more comfortable with lasers as start.

Red unit seems fair as documented, but you have several major undocumented bonuses in the text file (mind control immunity, and two forms of +1 morale leading to an actual effective +2 morale most of the time and a 50% (!!!!) hurry bonus). Drop the undocumented bonuses and it'll be fine.

I might want to, but I'd like a sense of what everyone else will be playing so I can pick (or make) something that complements them thematically.

Okay, makes sense.

I am interested-

faction lineup suggestions:

Blueflux's creche or red unit
Sigma's House Satori
My Sons of Oceanus
Ariete's Populist police state faction
Sigma's Authority faction
My Valhallans
And as for a 7th faction we can either have Shaggy's for a joke or for more serious, Sigma's pilgrims.

Thoughts?

I was imagining everyone would pick a few factions they'd want to play as? Which of those would you want to use? I'd be quite worried about either of your factions in human hands, Oceanus just get so many facilities and crazy growth, and Valhallans have a rush vastly more powerful than any normal faction, though at least they could plausibly stagnate.

Shaggy.
http://alphacentauri2.info/My%20Custom%20Factions/MyPotheads.zip (http://alphacentauri2.info/My%20Custom%20Factions/MyPotheads.zip)

It's a joke faction, but nicely playable.

Honestly.. way too powerful in that state for a balanced game. Amazing fungal bonuses and free rec tanks=huge bases scarily quickly, +2 Planet and +1 morale=always have a good army,  and though there are some penalties it's not likely enough to hold them back at all in the hands of a skilled human. Also you have 14 of the bonuses you can only have 8 of, so I'm guessing half of them don't work? And missing alien interaction text, though maybe no one will use aliens so it won't matter.

If you're serious about playing and want that faction.. we can try and rebalance it, but I'd suggest picking something else.


I'm currently liking the idea of sigma's technocrats.
Title: Re: Group AAR #2 - Signups / discussion
Post by: Buster's Uncle on November 16, 2014, 07:01:34 PM
Naw I just posted a link because Jarl mentioned them and Yitzi asked.
Title: Re: Group AAR #2 - Signups / discussion
Post by: Flux on November 16, 2014, 07:13:11 PM

Creche seems mostly fair, though I am quite worried about starting with level 4 weapons.. They've got strong development, and their penalty is morale, but morale is much less important than extremely early impact near the start and may let them have both an incredible rush and late build. I'd be much more comfortable with lasers as start.

Red unit seems fair as documented, but you have several major undocumented bonuses in the text file (mind control immunity, and two forms of +1 morale leading to an actual effective +2 morale most of the time and a 50% (!!!!) hurry bonus). Drop the undocumented bonuses and it'll be fine.


Hm. It probably seemed more balanced in the face of Annihilators and Exterminatus.
I don't see myself going to war in the AAR without someone else starting it. But I can't speak for the AI. (I mean, we're supposed to be kids. If I want to RP then I better have a good reason for war). Don't forget the -1 growth though.
Of course, you're probably all better at the game than me.
It goes as follows: "TECH, Chaos, FACILITY, 2, SOCIAL, -GROWTH, SOCIAL, ++RESEARCH, SOCIAL, --MORALE, SOCIAL, +PROBE, COMMFREQ, 0, MORALE, 0, "
Research is penalized by morale, probing by growth. Which one of these you want me to nerf/change? I'm assuming it's required since your going for balance.
Title: Re: Group AAR #2 - Signups / discussion
Post by: ete on November 16, 2014, 08:14:18 PM
Naw I just posted a link because Jarl mentioned them and Yitzi asked.
Okay.


Creche seems mostly fair, though I am quite worried about starting with level 4 weapons.. They've got strong development, and their penalty is morale, but morale is much less important than extremely early impact near the start and may let them have both an incredible rush and late build. I'd be much more comfortable with lasers as start.

Red unit seems fair as documented, but you have several major undocumented bonuses in the text file (mind control immunity, and two forms of +1 morale leading to an actual effective +2 morale most of the time and a 50% (!!!!) hurry bonus). Drop the undocumented bonuses and it'll be fine.


Hm. It probably seemed more balanced in the face of Annihilators and Exterminatus.
I don't see myself going to war in the AAR without someone else starting it. But I can't speak for the AI. (I mean, we're supposed to be kids. If I want to RP then I better have a good reason for war). Don't forget the -1 growth though.
Of course, you're probably all better at the game than me.
It goes as follows: "TECH, Chaos, FACILITY, 2, SOCIAL, -GROWTH, SOCIAL, ++RESEARCH, SOCIAL, --MORALE, SOCIAL, +PROBE, COMMFREQ, 0, MORALE, 0, "
Research is penalized by morale, probing by growth. Which one of these you want me to nerf/change? I'm assuming it's required since your going for balance.
Oh, sure, vastly more balanced than monsters like those. -1 growth is more than compensated by the free creches, and +2 research is a great bonus. I guess unless you start quite close to someone you probably would not be able to take advantage of the powerful rush. May change the game a fair amount if the AI decides to trade it.. but okay. You can use the creche, though it does seem a little out of place for that faction to have such powerful weapons way before anyone else.
Title: Re: Group AAR #2 - Signups / discussion
Post by: Flux on November 16, 2014, 08:54:48 PM
 :D
Title: Re: Group AAR #2 - Signups / discussion
Post by: Sigma on November 17, 2014, 02:32:27 PM
If you're going to use House Satori I have a slightly modified version that I will upload.
Title: Re: Group AAR #2 - Signups / discussion
Post by: JarlWolf on November 17, 2014, 02:38:34 PM
I was going to try and play House Satori or the Sons of Oceanus I think.


Title: Re: Group AAR #2 - Signups / discussion
Post by: ete on November 17, 2014, 04:09:48 PM
Okay. I'd think Satori would fit better, much more likely to get human interaction, and more balanced.

More votes on the poll would be useful, we've currently got a three-way tie. Non-players can vote if they like.
Title: Re: Group AAR #2 - Signups / discussion
Post by: Sigma on November 17, 2014, 05:50:53 PM
If you want to use my Factions, I've posted the most up-to-date version here (http://alphacentauri2.info/index.php?topic=3819.msg62045#new)
Title: Re: Group AAR #2 - Signups / discussion
Post by: Yitzi on November 17, 2014, 05:57:05 PM
I might as well list here the factions, bonuses and AI of each faction being used:

Ete is playing the technocrats.  They get +2 EFFIC, +1 RESEARCH, free network nodes, and robust EFFIC, and start with Information Networks, but have -2 MORALE and -2 to hab limits and can't run Power.  They favor Knowledge and EFFIC, and as AI tend to focus on tech with medium aggression.

Blueflux is playing the creche union.  Another military-weak techer (though fairly good at rushing), they get +2 RESEARCH and +1 PROBE, free comm frequency (not sure if that works properly) and free creches, and immunity to morale penalties, and they start with Nonlinear Mathematics, but have -1 GROWTH and -2 MORALE  and can't run Thought Control.  They favor Knowledge and as AI tend to focus on tech with low aggression.

Jarlwolf's faction is as of yet undetermined.

My faction is as of yet undetermined.

Other players, if any, are as of yet undetermined.
Title: Re: Group AAR #2 - Signups / discussion
Post by: ete on November 17, 2014, 07:02:58 PM
Yitzi, which text file are you looking at for technos? Both the most recent sigma pack and the file I have from before have POPULATION, 2, which should give default max base size 5 as intended. The newest version has slight changes:
  TECH, InfNet, SOCIAL, +RESEARCH, SOCIAL, ++EFFIC, SOCIAL, --MORALE, ROBUST, EFFIC, FACILITY, 8, POPULATION, 2,
+2 Effic now, though I'm fine with playing as the older version if people prefer.

Also, how does the creche union's immunity to morale penalties work? They have MORALE, 0, but does that counteract their other Morale penalty, or Wealth's or do anything at all?
Title: Re: Group AAR #2 - Signups / discussion
Post by: Sigma on November 17, 2014, 09:29:08 PM
I might as well list here the factions, bonuses and AI of each faction being used:

Ete is playing the technocrats.  They get +1 EFFIC, +1 RESEARCH, free network nodes, Lal's bonus to hab limits (this appears to be an error, and they're supposed to have a weaker form of Morgan's penalty, but the text file is written as -2, which gives a bonus), and robust EFFIC, and start with Information Networks, but have -2 MORALE and can't run Power.  They favor Knowledge and EFFIC, and as AI tend to focus on tech with medium aggression.
Current version of the Technocrats actually have some fixes. Posted here (http://alphacentauri2.info/index.php?topic=3819.msg62046#new)

Their Efficiency has been boosted to +2, and their Population limit should work correctly now, though I may be wrong about that. Let me know if I still have it screwed up.
Title: Re: Group AAR #2 - Signups / discussion
Post by: Yitzi on November 18, 2014, 12:00:15 AM
Yitzi, which text file are you looking at for technos? Both the most recent sigma pack and the file I have from before have POPULATION, 2, which should give default max base size 5 as intended. The newest version has slight changes:
  TECH, InfNet, SOCIAL, +RESEARCH, SOCIAL, ++EFFIC, SOCIAL, --MORALE, ROBUST, EFFIC, FACILITY, 8, POPULATION, 2,
+2 Effic now, though I'm fine with playing as the older version if people prefer.

Also, how does the creche union's immunity to morale penalties work? They have MORALE, 0, but does that counteract their other Morale penalty, or Wealth's or do anything at all?

For technos, I looked at the wiki file; I'll update to represent the current version.

Regarding the creche union, I believe it does counteract their other morale penalty, but does not prevent it from meaning they only get +1 from command center etc., and it certainly does not prevent the penalty from cancelling out bonuses from Power or Fundamentalist.
Title: Re: Group AAR #2 - Signups / discussion
Post by: ete on November 18, 2014, 12:04:42 AM
Ah, right. I probably uploaded an old version to the wiki, have been meaning to update those pages for a while.. though I have plans to swap all the wiki text pages for a github repository of faction texts, so may just finish setting that up instead.

And, hm, right. BlueFlux, is the Morale, 0, thing intended? If not, you can just remove that part of the line.
Title: Re: Group AAR #2 - Signups / discussion
Post by: Flux on November 18, 2014, 02:52:23 AM
Ah, right. I probably uploaded an old version to the wiki, have been meaning to update those pages for a while.. though I have plans to swap all the wiki text pages for a github repository of faction texts, so may just finish setting that up instead.

And, hm, right. BlueFlux, is the Morale, 0, thing intended? If not, you can just remove that part of the line.
Um
To be honest, I set most of the guidelines like that in facedit.
I really just do the art and sentences from the .txt file. So I have no idea what the "Morale, 0," thing means.
Title: Re: Group AAR #2 - Signups / discussion
Post by: ete on November 18, 2014, 03:21:17 AM
Right, all of the faction editor programs are a bit buggy in places. I suggest using http://alphacentauri2.info/wiki/Faction.txt_editing_guide (http://alphacentauri2.info/wiki/Faction.txt_editing_guide) and editing directly, it's not that hard to learn and more reliable than anything else we have currently.
Title: Re: Group AAR #2 - Signups / discussion
Post by: Yitzi on November 18, 2014, 03:49:42 AM
Right, all of the faction editor programs are a bit buggy in places. I suggest using http://alphacentauri2.info/wiki/Faction.txt_editing_guide (http://alphacentauri2.info/wiki/Faction.txt_editing_guide) and editing directly, it's not that hard to learn and more reliable than anything else we have currently.


Although you do have to be careful about proofreading; I'm pretty sure that the defense penalty for the Satori won't work properly because it says "DEFENS" instead of "DEFENSE"...  (Might want to fix that, by the way.)
Title: Re: Group AAR #2 - Signups / discussion
Post by: Sigma on November 18, 2014, 01:09:29 PM
Fixed (http://alphacentauri2.info/index.php?topic=3819.msg62121#new)
Title: Re: Group AAR #2 - Signups / discussion
Post by: ete on November 18, 2014, 05:11:54 PM
@JarlWolf / Yitzi : Now I'm done with my other AAR I need a game to play and I'm looking to start this in the next 1-3 days (else I'll start another game most likely), so if you guys could confirm your faction choices and whether you're playing that would be cool. I'd rather start sooner with less people than wait, I think we can get through these relatively quickly and have plans for #3 already (aquatic!).

And if anyone has preferences about turn order, let me know asap.
Title: Re: Group AAR #2 - Signups / discussion
Post by: Yitzi on November 18, 2014, 05:52:04 PM
I think I would like to play a variant, more Planet-friendly, Free Drones.  I'll get to designing it...
Title: Re: Group AAR #2 - Signups / discussion
Post by: Yitzi on November 18, 2014, 06:12:34 PM
Question: In addition to what the Drones already have (+2 INDUSTRY, 1 nodrone, and a nearly worthless ability to get revolting bases in exchange for -2 RESEARCH), if I switch the aversion from Green to Police State, would Lal's hab bonus and +1 PLANET be a fair trade for -1 ECONOMY, or is that too much?  Or is it too weak and I can add something else in addition?
Title: Re: Group AAR #2 - Signups / discussion
Post by: ete on November 18, 2014, 06:26:08 PM
hmm.. -1 Economy is actually a pretty small disadvantage. -1 energy per turn is only noticeable right at the start and even then is not a big deal, and though it forces Wealth alongside FM for +1 eng/square... eh, that's something you're probably wanting most of the time anyway as drones since stacking Indust bonuses is great. I'd want to see more in exchange for even just +1 Planet, which is one of the best +1s available since it dramatically speeds up your early exploration and pod popping. PS is also a much less annoying aversion than Green. Hab bonus is not a big deal imo, unless you get another monsoon start. On the whole it looks like a basically entirely better version of the drones, so I'd prefer some extra penalty.

Ideas: Effic, to force them into Demo/Green earlier? Morale, to blunt their rush and give them a little more worm trouble? Econ to -2, to make +1 eng/square require GA?
Title: Re: Group AAR #2 - Signups / discussion
Post by: Yitzi on November 18, 2014, 07:10:44 PM
hmm.. -1 Economy is actually a pretty small disadvantage. -1 energy per turn is only noticeable right at the start and even then is not a big deal, and though it forces Wealth alongside FM for +1 eng/square... eh, that's something you're probably wanting most of the time anyway as drones since stacking Indust bonuses is great. I'd want to see more in exchange for even just +1 Planet, which is one of the best +1s available since it dramatically speeds up your early exploration and pod popping. PS is also a much less annoying aversion than Green. Hab bonus is not a big deal imo, unless you get another monsoon start. On the whole it looks like a basically entirely better version of the drones, so I'd prefer some extra penalty.

Ideas: Effic, to force them into Demo/Green earlier? Morale, to blunt their rush and give them a little more worm trouble? Econ to -2, to make +1 eng/square require GA?

Morale doesn't work thematically.  Effic and -2 ECON (as bad as  ;yang;) also are somewhat iffy thematically...

Perhaps negative energy interest (sharing available funds with the lower classes)...what amount of negative interest would (together with -1 ECON) balance +1 PLANET and +2 hab bonus and the aversion switch?
Title: Re: Group AAR #2 - Signups / discussion
Post by: ete on November 18, 2014, 07:14:07 PM
ehhhh, negative energy interest is really easy to avoid, just spend down every turn rather than every few turns and you're never going to lose more than a couple of credits per turn even with -100% (assuming here it's applies at end/start of turn, rather than after upkeep? If I'm wrong about that it changes things.).. I guess with the AI running the show some huge energy interest may be a bit of a penalty, but I don't think that'd end up slowing you down much at all since the AI rarely rushes at all efficiently.

Perhaps negative Support? I'm not sure -1 would quite make up for the three boosts, but it's a start?
Title: Re: Group AAR #2 - Signups / discussion
Post by: Yitzi on November 18, 2014, 09:05:37 PM
Negative support really doesn't fit thematically either.  Instead, how about we replace it with:

Starts with industrial base and social psych, aversion to Free Market
+2 INDUSTRY, -2 RESEARCH, NODRONE 1 as before, but 75% revolt is removed.
+1 PLANET but -2 POLICE (so no use of police units) and Penalty to Police State.
Lal's hab bonus

So the -2 POLICE and changing aversion to Free Market (so no non-GA +1 energy/square) then pays for +1 PLANET and hab bonus and starting with 2 techs instead of 1.
Title: Re: Group AAR #2 - Signups / discussion
Post by: ete on November 18, 2014, 09:17:19 PM
Yes, that seems fair. I'd guess these guys will have a considerably better start than normal Drones thanks to Planet, but loss of ability to +1 eng/square will slow them enough later to counteract it. -2 Police without ability to FM will also slow them a bit before SE techs come along. Which techs would you be starting with? With Cent Eco you'd maybe be in danger of overshadowing the gaians a bit much.

You'll be pretty scary if you find a good tech trading partner, which is your plan I guess :).
Title: Re: Group AAR #2 - Signups / discussion
Post by: Yitzi on November 18, 2014, 11:00:54 PM
Yes, that seems fair. I'd guess these guys will have a considerably better start than normal Drones thanks to Planet, but loss of ability to +1 eng/square will slow them enough later to counteract it. -2 Police without ability to FM will also slow them a bit before SE techs come along. Which techs would you be starting with?

Industrial Base and Social Psych.

Quote
You'll be pretty scary if you find a good tech trading partner, which is your plan I guess :).

Of course.  Have you seen the factions the others will be playing?
Title: Re: Group AAR #2 - Signups / discussion
Post by: Yitzi on November 18, 2014, 11:10:17 PM
And the faction is attached.  It can use regular Drones graphics.
Title: Re: Group AAR #2 - Signups / discussion
Post by: ete on November 18, 2014, 11:42:43 PM
Yes, that seems fair. I'd guess these guys will have a considerably better start than normal Drones thanks to Planet, but loss of ability to +1 eng/square will slow them enough later to counteract it. -2 Police without ability to FM will also slow them a bit before SE techs come along. Which techs would you be starting with?

Industrial Base and Social Psych.
Okay, that seems reasonable.

Quote
You'll be pretty scary if you find a good tech trading partner, which is your plan I guess :).

Of course.  Have you seen the factions the others will be playing?
I now see why you wanted to wait for others to pick first.. metagaming us all :p.

Okay, I think we're pretty much ready to go. I'll likely launch the game tomorrow, but confirmation from JarlWolf that he's okay with Satori would be good, since I think the Clones are out of the league of the rest of our factions.

I'll include several AI factions, and will set them up to be hopefully at least not a total pushover. I'll try not to Annihilator-kill everyone again though. Totally random start seems to be winning, not my favorite option, but we'll go with it. I did reserve the right to edit AI start locations at least though, and will be at least giving them a few forests to get started.

We'll be using Yitzi's latest patch this time (no more AI freeing factions bug like the one which messed with the last game!) and I'll include a faction bundle in the OP of the new thread with everything you'll need.

Suggestions welcome for map size and options, otherwise I'll probably go middle of the road on most (but low sea).
Title: Re: Group AAR #2 - Signups / discussion
Post by: Yitzi on November 18, 2014, 11:53:06 PM
Quote
You'll be pretty scary if you find a good tech trading partner, which is your plan I guess :).

Of course.  Have you seen the factions the others will be playing?
I now see why you wanted to wait for others to pick first.. metagaming us all :p.

I was actually figuring I'd pick whichever niche was left in terms of both gameplay and theme; I wasn't expecting everybody else to go for techers/energy.

Quote
We'll be using Yitzi's latest patch this time (no more AI freeing factions bug like the one which messed with the last game!) and I'll include a faction bundle in the OP of the new thread with everything you'll need.

Standard rules, or are we using some of the alternate rules I enabled?
Title: Re: Group AAR #2 - Signups / discussion
Post by: ete on November 19, 2014, 12:06:49 AM
I was actually figuring I'd pick whichever niche was left in terms of both gameplay and theme; I wasn't expecting everybody else to go for techers/energy.
Ah, right. Yea, we all did go with pretty similar things. I wonder if you'll rush for the planetary datalinks, and how willing to trade with you people will be.. I bet whoever starts near you will beg the others not to give you weapons tech.

Quote
We'll be using Yitzi's latest patch this time (no more AI freeing factions bug like the one which messed with the last game!) and I'll include a faction bundle in the OP of the new thread with everything you'll need.

Standard rules, or are we using some of the alternate rules I enabled?
I was thinking standard, but if there are a few not-huge changes you've played enough games with to be comfortable recommending I'd be happy to showcase them unless one of the other players objects.
Title: Re: Group AAR #2 - Signups / discussion
Post by: Yitzi on November 19, 2014, 12:12:08 AM
I was actually figuring I'd pick whichever niche was left in terms of both gameplay and theme; I wasn't expecting everybody else to go for techers/energy.
Ah, right. Yea, we all did go with pretty similar things. I wonder if you'll rush for the planetary datalinks, and how willing to trade with you people will be.. I bet whoever starts near you will beg the others not to give you weapons tech.

That would sort of depend on our relationship, wouldn't it?

Quote
Quote
We'll be using Yitzi's latest patch this time (no more AI freeing factions bug like the one which messed with the last game!) and I'll include a faction bundle in the OP of the new thread with everything you'll need.

Standard rules, or are we using some of the alternate rules I enabled?
I was thinking standard, but if there are a few not-huge changes you've played enough games with to be comfortable recommending I'd be happy to showcase them unless one of the other players objects.

Not really, but other people seem to like using drone rule 8 (which essentially means that you can't use specialists to solve your drone problems, except of course by producing psych).
Title: Re: Group AAR #2 - Signups / discussion
Post by: ete on November 19, 2014, 12:20:59 AM
Ah, right. Yea, we all did go with pretty similar things. I wonder if you'll rush for the planetary datalinks, and how willing to trade with you people will be.. I bet whoever starts near you will beg the others not to give you weapons tech.

That would sort of depend on our relationship, wouldn't it?
True, but I imagine you getting some good weapons from someone else would allow you to dictate those terms with a lot of force. Probably along the lines of tech or die :).

Not really, but other people seem to like using drone rule 8 (which essentially means that you can't use specialists to solve your drone problems, except of course by producing psych).
I'm happy to use that. JarlWolf, BlueFlux?

For reference:

8:  If a base is all drones, and some are turned into specialists, an equal number will be turned into superdrones.  If a base is all superdrones and it is supposed to have even more drones than that, "phantom drones" will be created.  Superdrones and phantom drones do increase the number of talents needed to prevent drone riots.  (Thus, there is no way to stop drone riots other than psych, drone control facilities, and police.)  If a base is all talents and is supposed to have more talents, it will create "phantom talents", allowing a specialist base to still have golden ages.
Title: Re: Group AAR #2 - Signups / discussion
Post by: Yitzi on November 19, 2014, 12:43:35 AM
Ah, right. Yea, we all did go with pretty similar things. I wonder if you'll rush for the planetary datalinks, and how willing to trade with you people will be.. I bet whoever starts near you will beg the others not to give you weapons tech.

That would sort of depend on our relationship, wouldn't it?
True, but I imagine you getting some good weapons from someone else would allow you to dictate those terms with a lot of force. Probably along the lines of tech or die :).

Question: Are we playing with cooperative victory?
Title: Re: Group AAR #2 - Signups / discussion
Post by: ete on November 19, 2014, 12:59:23 AM
I think.. roleplay it. If you feel your character would accept sharing the future with someone, even if it means compromising on their ideals to some extent, then yes. If you think your character would break longstanding agreements in order to bring forth the world they want, then do that.

I guess unless you're sure your character would, at some point in the future if they ended up in a position of power, decide to turn on their allies and expand, don't claim a coop victory. So.. only if you have strong reasons to honour treaties (e.g. shared history, both being of great use to the other) and have been acting in a way that indicates you'd stick to them even at your disadvantage for the game.
Title: Re: Group AAR #2 - Signups / discussion
Post by: Flux on November 19, 2014, 01:03:38 AM
I think.. roleplay it. If you feel your character would accept sharing the future with someone, even if it means compromising on their ideals to some extent, then yes. If you think your character would break longstanding agreements in order to bring forth the world they want, then do that.
Yeah
I mean, youth is great and all but we aren't very warlike. One of our core principles is caring is sharing, so others can remain on Chiron.  :luv:
Hmph. Now I wish I had the leader come from Luxembourg in his datalink. Then he could say "We want to remain what we are" like he was bringing the motto back from his homeland.
Also, I'm okay with the drone rules. Normally I have a rec commons in every base anyway.
Title: Re: Group AAR #2 - Signups / discussion
Post by: ete on November 19, 2014, 01:10:19 AM
I think the way I'll play my faction.. we'll stick to our arrangements, but not be quick to make binding long term deals since we see our way as the future of humanity. Especially not with anyone who's threatened us at all in the past.
Title: Re: Group AAR #2 - Signups / discussion
Post by: Yitzi on November 19, 2014, 01:18:39 AM
I think.. roleplay it. If you feel your character would accept sharing the future with someone, even if it means compromising on their ideals to some extent, then yes. If you think your character would break longstanding agreements in order to bring forth the world they want, then do that.

I guess unless you're sure your character would, at some point in the future if they ended up in a position of power, decide to turn on their allies and expand, don't claim a coop victory. So.. only if you have strong reasons to honour treaties (e.g. shared history, both being of great use to the other) and have been acting in a way that indicates you'd stick to them even at your disadvantage for the game.

I think that makes sense.  This is more a "story" AAR than a competitive one anyway (not that that will stop each of us from trying to get ahead...).

I think the way I'll play my faction.. we'll stick to our arrangements, but not be quick to make binding long term deals since we see our way as the future of humanity. Especially not with anyone who's threatened us at all in the past.

Makes sense.

Actually, Creche/techno and creche/drones are both fairly viable ideological matches.
Title: Re: Group AAR #2 - Signups / discussion
Post by: ete on November 19, 2014, 01:32:11 AM
I think.. roleplay it. If you feel your character would accept sharing the future with someone, even if it means compromising on their ideals to some extent, then yes. If you think your character would break longstanding agreements in order to bring forth the world they want, then do that.

I guess unless you're sure your character would, at some point in the future if they ended up in a position of power, decide to turn on their allies and expand, don't claim a coop victory. So.. only if you have strong reasons to honour treaties (e.g. shared history, both being of great use to the other) and have been acting in a way that indicates you'd stick to them even at your disadvantage for the game.

I think that makes sense.  This is more a "story" AAR than a competitive one anyway (not that that will stop each of us from trying to get ahead...).
Yup :). I think this is a nice format. Much faster than normal multiplayer, still vs humans so challenging, and hopefully makes a good story to read as well. I wish Earthmichel was around for these, it'd be interesting to see his play.

I think the way I'll play my faction.. we'll stick to our arrangements, but not be quick to make binding long term deals since we see our way as the future of humanity. Especially not with anyone who's threatened us at all in the past.

Makes sense.

Actually, Creche/techno and creche/drones are both fairly viable ideological matches.
It's true, they're at least not in conflict. Even Satori's not really in conflict with anyone, she's kind of.. pragmatic/looks out for her own. Maybe not long term trustworthy though, unless she considers you part of the family somehow. Political intermarriages?
Title: Re: Group AAR #2 - Signups / discussion
Post by: ete on November 19, 2014, 01:40:12 AM
Oh, anyone have good ideas for the name? I don't have much, and it'll get more views if it sounds vaguely impressive.
Title: Re: Group AAR #2 - Signups / discussion
Post by: Yitzi on November 19, 2014, 01:41:38 AM
I think.. roleplay it. If you feel your character would accept sharing the future with someone, even if it means compromising on their ideals to some extent, then yes. If you think your character would break longstanding agreements in order to bring forth the world they want, then do that.

I guess unless you're sure your character would, at some point in the future if they ended up in a position of power, decide to turn on their allies and expand, don't claim a coop victory. So.. only if you have strong reasons to honour treaties (e.g. shared history, both being of great use to the other) and have been acting in a way that indicates you'd stick to them even at your disadvantage for the game.

I think that makes sense.  This is more a "story" AAR than a competitive one anyway (not that that will stop each of us from trying to get ahead...).
Yup :). I think this is a nice format. Much faster than normal multiplayer, still vs humans so challenging, and hopefully makes a good story to read as well. I wish Earthmichel was around for these, it'd be interesting to see his play.

Actually, it's a horrible format for a competitive game, because the AI is fairly incompetent.  But for a story-based AAR it's fairly good.
Title: Re: Group AAR #2 - Signups / discussion
Post by: Flux on November 19, 2014, 01:49:40 AM
Titles, titles...
Um, okay, here is a few I came up with
"Sprouts and Axes" - A community AAR
"A Twisted Future"
Can't think of anything else right now.
Title: Re: Group AAR #2 - Signups / discussion
Post by: ete on November 19, 2014, 01:52:40 AM
Yup :). I think this is a nice format. Much faster than normal multiplayer, still vs humans so challenging, and hopefully makes a good story to read as well. I wish Earthmichel was around for these, it'd be interesting to see his play.

Actually, it's a horrible format for a competitive game, because the AI is fairly incompetent.  But for a story-based AAR it's fairly good.
For serious competition, sure, but it's for fun. That's why I think it's a nice format. Unserious competition can be good too.

@BlueFlux: Okay, will consider them.
Title: Re: Group AAR #2 - Signups / discussion
Post by: Buster's Uncle on November 19, 2014, 02:00:05 AM
The Futuretech and the Fury
Title: Re: Group AAR #2 - Signups / discussion
Post by: Buster's Uncle on November 19, 2014, 02:01:11 AM
Techers' Tempest
Title: Re: Group AAR #2 - Signups / discussion
Post by: ete on November 19, 2014, 05:12:34 PM
Okay, thanks for the ideas.

Anyone have preferences about turn order?

I'd like to go forth, but would be okay with third. Lose out on good early base placements and formers, but should give me a bit more to do when I take my turn. I'm the only one who voted accelerated start apparently, and without that the first few turns may be a bit dull, but I'm guessing you three would rather have early turns if you prefer no accelerated start?

I'll probably set this up and launch it later tonight. Will randomly assign turn order for people who don't express a preference.
Title: Re: Group AAR #2 - Signups / discussion
Post by: Yitzi on November 19, 2014, 05:26:38 PM
Okay, thanks for the ideas.

Anyone have preferences about turn order?

I'd like to go forth, but would be okay with third. Lose out on good early base placements and formers, but should give me a bit more to do when I take my turn. I'm the only one who voted accelerated start apparently, and without that the first few turns may be a bit dull, but I'm guessing you three would rather have early turns if you prefer no accelerated start?

I'll probably set this up and launch it later tonight. Will randomly assign turn order for people who don't express a preference.

I don't really have that much preference.
Title: Re: Group AAR #2 - Signups / discussion
Post by: ete on November 19, 2014, 07:01:23 PM
One stumbling block: My Drone art files don't seem to be working. Could someone upload them?

Also Creche seems to be missing a flag color. BlueFlux?

Both of these could be solved after the game starts though.
Title: Re: Group AAR #2 - Signups / discussion
Post by: Buster's Uncle on November 19, 2014, 07:07:27 PM
Here:
Title: Re: Group AAR #2 - Signups / discussion
Post by: ete on November 19, 2014, 07:16:24 PM
Thanks! I could also do with a copy of the consciousness art, even my backup version seems lost somehow..
Title: Re: Group AAR #2 - Signups / discussion
Post by: ete on November 19, 2014, 07:26:55 PM
Okay, ran a computer only simulation to see if there were any major bugs or things wrong, seems to be working right. I'll set up the game proper after food.

Creche did really well due to a jungle start, and the factions that will played by AI in our game also did well so hopefully will provide some resistance for us.
Title: Re: Group AAR #2 - Signups / discussion
Post by: Buster's Uncle on November 19, 2014, 07:36:16 PM
I made a subfolder called Official Factions where I just keep a set permanently.

I'd gotten to the point where I didn't have clean copies of official factions over three separate copies of SMAX, what with all the playtesting - the quickest way to test a faction graphic is to substitute it for one you've played a lot and have a look at a save of an advanced game...
Title: Re: Group AAR #2 - Signups / discussion
Post by: ete on November 19, 2014, 07:55:31 PM
I realized that would be a good idea a bit too late. And, I've got data angels, the only ones I'm missing now are the Consciousness.
Title: Re: Group AAR #2 - Signups / discussion
Post by: Buster's Uncle on November 19, 2014, 08:08:55 PM
...
Title: Re: Group AAR #2 - Signups / discussion
Post by: ete on November 19, 2014, 08:16:24 PM
Thanks!

(i did say consciousness not angels before, if you check :p)
Title: Re: Group AAR #2 - Signups / discussion
Post by: Buster's Uncle on November 20, 2014, 12:10:45 AM
(http://alphacentauri2.info/index.php?action=dlattach;topic=7298.0;attach=13515;image)
Title: Re: Group AAR #2 - Signups / discussion
Post by: ete on November 20, 2014, 12:14:47 AM
What does that mean?
Title: Re: Group AAR #2 - Signups / discussion
Post by: Buster's Uncle on November 20, 2014, 12:17:34 AM
That's my brain hurting.  Not enough sleep.
Title: Re: Group AAR #2 - Signups / discussion
Post by: ete on November 20, 2014, 12:26:51 AM
Okay. I suggest more sleep.
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