Kalin
Unwanted
Let's Multiplay Sid Meier's Alpha Centauri
With the first game successfully completed, we decided to go at it again, this time with twice the number of monocled players.
Game version is still SMAC with Kyrub's 444 AI Patch, and Morgan Industries is the sole AI faction (so tough times ahead for Beta Israel).
Human-controlled factions:
Gaia's Stepdaughters
Human Hive
University of Planet
Spartan Federation
Lord's Believers
Peacekeeping Forces
Turn-order:
Gaia’s Stepdaughters - Oscar
Human Hive - Hellraiser
University of Planet - Cassidy
Spartan Federation - Grimgravy
Lord's Believers - Kalin
Peacekeeping Forces - The Brazilian Slaughter
The PBEM rules from the old game:
A player may not:
1. Reload the game multiple times or load the game into the scenario editor
2. Conduct diplomacy prior to having met in-game
3. Use colony pods to increase a base beyond its maximum population limit
4. Use build queue manipulation or other exploits to hurry production at reduced costs, or build something that could not directly be built
5. Take advantage of the stockpile energy bug by adding it after units in build queues
6. Upgrade crawlers to more expensive designs before adding them to secret projects
7. Make social engineering changes and then change back in the same turn
8. Connect multiple artifacts to the same network node (supposedly possible if you rename the city)
10. Trade or give away bases to AI factions
11. Setting the home of a unit to the base of a pacted AI faction
12. Transfer missiles to AI factions
13. Start a terraforming task in one square, cancel it, move to a different square and then finish it there (in case of combat terraforming)
14. Perform an act of aggression against a player and complete pending negotiations in the same turn
Reverse-engineering is allowed (i.e. capturing a unit and making new units from it in the workshop, even though you lack the tech).
As for probe teams, PBEM games are bugged in that the person using the team gets to decide how the faction should react upon discovery. For this reason, exposed probe team actions must always result in the harshest reply (dissolve pact/treaty).
Finally, Planetary Council information must be fully shared with all players upon request (the game doesn't properly show how the factions voted to all players, only the result).
1. Reload the game multiple times or load the game into the scenario editor
2. Conduct diplomacy prior to having met in-game
3. Use colony pods to increase a base beyond its maximum population limit
4. Use build queue manipulation or other exploits to hurry production at reduced costs, or build something that could not directly be built
5. Take advantage of the stockpile energy bug by adding it after units in build queues
6. Upgrade crawlers to more expensive designs before adding them to secret projects
7. Make social engineering changes and then change back in the same turn
8. Connect multiple artifacts to the same network node (supposedly possible if you rename the city)
10. Trade or give away bases to AI factions
11. Setting the home of a unit to the base of a pacted AI faction
12. Transfer missiles to AI factions
13. Start a terraforming task in one square, cancel it, move to a different square and then finish it there (in case of combat terraforming)
14. Perform an act of aggression against a player and complete pending negotiations in the same turn
Reverse-engineering is allowed (i.e. capturing a unit and making new units from it in the workshop, even though you lack the tech).
As for probe teams, PBEM games are bugged in that the person using the team gets to decide how the faction should react upon discovery. For this reason, exposed probe team actions must always result in the harshest reply (dissolve pact/treaty).
Finally, Planetary Council information must be fully shared with all players upon request (the game doesn't properly show how the factions voted to all players, only the result).
These are the in-game rules:
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