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This turn posting thread is part of the Alpha Centauri Democracy Game 5 ("ACDG5").
Please limit posts to game saves (along with a brief summary of changes from the last save and optional screen shots). Only turn players and governors playing their own bases should post in this thread.
Please post comments and questions on the game organization thread.
Last edited by vyeh on 29-11-2008 at 20:36
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Emperor
Lurker
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Sep 2002 time: 20:49
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The game looks good to go.
- AI are challenging, so playing each turn as a multiplayer game with decent human players is recommended.
- During testing I got various results when interacting via diplomacy with AI, consider your options, small map makes momentum strategies preferable, but I wanted to even the chances for builder or hybrid. Combination of build, momentum and diplomacy was intended to give optimal results.
And regarding rules:
- Copters cannot attack bases. AI will do it, but our human controlled faction chooses not to do so. This has already been posted.
- New - I propose not to use stockpile bug. Inserting stockpile energy after a unit would be prohibited. However, leaving empty queue after facility/SP would be allowed.
- New - You have to either build SP Voice of Planet or conquer a base having it in order to win by Transcendence.
- We should also agree not to exploit other bugs usually prohibited in multiplayer games.
- Please, do not enable scenario editor in the game saves.
- Please, do not play alternative games from any of the saves and do not play beyond current turn (mission year).
- The turnplayer is asked to make an "end save" before hitting "end turn" button and making it available to other players and CMN.
Good luck!
Attachment: acdg5_2101_start.zip
This has been downloaded 5 time(s).
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Warlord
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Jun 2007 time: 03:49
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Thanks Mart!
As we have clarified so far, Bodissey please plant our first three bases as follows, then make us a mid turn save.
First, take our western CP one square upriver and establish our HQ base. Then establish bases with the other two pods right where they sit. For lack of better names, please name the bases 'HQ', 'North', and 'East', with expectation that those may (probably will) change later. They should pop up initially building scouts, just leave that be for the moment. Also for the moment just let them work whatever square they choose.
Give us a report on anything strange that happens.
Thanks
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Summary
HQ former built road
North former built road
East former moved 1 sq. SW, discovering Nessus Canyon and Unity supply pod
Attachment: acdg5_2101_mid2.zip
This has been downloaded 1 time(s).
Last edited by vyeh on 13-06-2008 at 15:20
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Warlord
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Jun 2007 time: 03:49
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Lt Bodissey,
Please order our scout units as follows: have the scout next to North move directly north and have the other two move into the bases.
Order the supply droids into East and North. Assign the supply droid in HQ to the base, then move it NW onto the monument.
Assign the workers at HQ to the outer monument to the NW. Check for me and report whether workers can harvest resources from the monoliths in the fungus squares.
Since you are in command at North you can take care of that. Lt Dacole can either give you instructions for the workers at East or take care of them himself and do a mid-turn save.
Once all the movement is done and the workers assigned make a final save prior to the 'end turn'.
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Warlord
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Jun 2007 time: 03:49
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Lt Bodissey, please wrap the first turn. Select Centauri Ecology for tech to research. If any other factions make contact put them off but be polite.
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Warlord
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Jun 2007 time: 03:49
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Lt Bodissey,
Please make these moves with the scout units.
There are two in the HQ base. The one that is 'independent' set to 'hold'. The other move NE onto the monument with the former. The one that is near BRCM should move into BRCM to be your garrison. The new one in BRCM should leave by the road and then try to go north into the rocks.
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