(January 5th, 2013, 13:59)Maniac Marshall Wrote: If you can wait till mid February, I'll play either an Imperium or an SG, but I'm time locked right now. I have a 10 day trip to Florida and a week long one to LA between now and then, and I'm in a Civ 3 worldmap SG that takes a week to play a turnset, though my next should be my last before we win,I have a ton and I'm working on writing up one that is coherent. I'll post it when its done
Ideas for imperium games
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Could someone else look at my idea here? I think that most people missed the thread, and that it could be quite interesting.
Surprise! Turns out I'm a girl!
(March 21st, 2013, 10:32)Dp101 Wrote: Could someone else look at my idea here? I think that most people missed the thread, and that it could be quite interesting. Agree with Horist. I think the 'proper' way to play this is to invade, not glass, but either way would be a very quick game.
Invading would take longer, since you can't split pop to different planets, but you can split ships. With unlimited range you could win on round 3 or 4 if you are centered
It would probably take a little longer than these predictions, due to having to max the homeworld first.
Surprise! Turns out I'm a girl!
(March 23rd, 2013, 15:34)Dp101 Wrote: It would probably take a little longer than these predictions, due to having to max the homeworld first. It turns out that there's no reason to max the homeworld at all! With endgame tech, each new factory should pay for the cost of its own production about 7 turns after it's completed ... which means that even the ones built on turn 1 would still be a net loss after someone who tried an all-out blitz would already have cleared the whole galaxy. I doubt if it's possible to clean out an entire Huge galaxy by 2304 from a 40 pop / 30 fac homeworld even with all the non-Advanced techs ... but with the right combination of invasions and bombings it should be doable from a ~central position by 2305 or 2306. (And if we're not in a central position, any production from the homeworld after ~2303 will still be irrelevant, since everything within 18 parsecs will already be glassed or ours by then.) Note that actually MAXING the homeworld with RC7, Complete Terraforming, and Advanced Soil Enrichment would cost well over 10,000 BC. All that said, if I could set up a map like this in a short time, I would post it here just as something to play with and to test our various theories. Unfortunately, while I know these kinds of edits can be made, I don't think I can make them myself very quickly. A different version of this idea might be interesting for an Imperium, e.g. with less of a tech disparity, but I wouldn't wish the amount of editing and playtesting needed (to find the right balance for a multi-dimensional game) on anybody.
After an Imperium game is before an Imperium game. Because some of us messed up / were a little bit rusty on the diplomacy front in the last Imperium, I suggest a "mastering the art of XXX" challenge as follow-up. My proposal is to start with trade/diplomacy and maybe war later on.
"Do business, not war" The Humans are the galaxy's masters of diplomacy and trade. Even though it is lucrative to deal arms in war times, trade especially thrives when trading routes are secured and all markets are accessible. The Humans try to lead the galaxy into a bright future and pull a couple of strings in the background. There is no sharper sword than well placed words... Race: Humans Difficulty: Normal - impossible (undecided so far, tending to normal) Type: Valuation game Rules: Standard plus the following score sheet, you have to win a diplomatic victory Bonusses running trade agreements (total count) in the year 2350 (50 +1/150 +2/300 +3), 2400 (100 +1/300 +2/500 +3), 2450 (150 +1/500 +2/1000 +3) Each non-aggression pact +1 (years 2350, 2400, 2450) Each alliance +2 (years 2350, 2400, 2450) Each war -1 (years 2350, 2400, 2450)
"Stop the talking, let's fight!"
The Mrrshans are hot-tempered and feared for the bravery throughout the galaxy. Most aliens try to flee on the first contact before the kittycat gunners lock their weapons in, but not this time. Peace and mutual understanding belong to the past, now its time to meet on the battlefield. Race: Mrrshans Difficulty: Normal Type: Extinction game (there can only be one) Rules: Standard plus the following cultural/genetic kittycat code - Show no mercy (always bomb/destroy colonies after gaining orbit control - invasions are still possible if the fleet is too weak / transports are fast enough) - Never retreat (all kittycat pilots fight until the end no matter how low the odds are) - Hit them first (declare war on every enemy race at latest 10 turns after first contact/signing a peace treaty - a little war preparation does not hurt) - No negotiations (only accept peace offers combined with a nice tribute - valuable tech or decent amount of bc, then apply "hit them first") - Trust no one (do not sign any treaties or agreements, do not trade tech)
Remember that ideas for games don't have to be complicated. One of the biggest mistakes of newcomers in scenario design is trying to make things overly complex. I would personally be more interested in playing these games if they didn't have quite so many restrictions on the gameplay. Your mileage may vary, of course.
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