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OSG-31: Land of the Lounge Lizards

Is there any sort of a list of prior Imperiums? Without having to dig through the forums? I know a lot of ideas have been tried before, but a quick place to check for a summary of all the prior Imperium games would be a very useful thing. nod

No specials...hmmm, that could be surprisingly tricky. Would this include things like fuel tanks? Not being able to build long range ships early for scouting could be quite an obstacle. yikes Loss of things like ARS, repulsors, ion stream, etc. would take a lot of powerful options off the table but you can still build effective ships without them. There is not really any substitute for fuel tanks, other than more range tech, and that usually takes a while to get.

Hmmmm. Now I am curious to try it. lol
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Aren't colony bases specials too? -1 for each colony ship would certainly encourage invasions...
I like this idea for an Imperium! Go ahead and sponsor when ready!
As for Succession gaming I think that we are definitely ready to play some weaker races. Maybe Alkari-Darlok-Mrrshan for future games?
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Wow, I completely missed the biggest special of all. duh Ianus is of course correct -- talk about impacting the course of a game!

Depending on how you wanted to set up the scoring, it might still be worthwhile to build some col ships. Getting extra planets is just so important, it would most likely be worth it. Especially early.
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(November 3rd, 2017, 18:37)haphazard1 Wrote: Is there any sort of a list of prior Imperiums? Without having to dig through the forums? I know a lot of ideas have been tried before, but a quick place to check for a summary of all the prior Imperium games would be a very useful thing.

The list linked here is not complete, and I don't know how to get access to modify it, but it does link to the majority of the total Imperia overall - but none of the remotely recent ones. More-recent Imperia have been posted on the forums only, and are missing from that list, as are a couple of the older ones:

Imperium 16 - Holiday Special: Humans/Average, score points for each tech gifted to an AI.

Imperium 20 - Give Peace a Chance: Psilons/Hard, no invasions, no teching or stealing Weapons tech.

Imperium 32 - The Fate of Trethlyis: Silicoids/Impossible, only hostile worlds may be colonized or have transports sent to them.

Imperium 35 - Going Green: Sakkra/Impossible (or Average for "gentle" option) - colonies (including invasions) allowed at green stars only.

Imperium 36 - Space Opera: Meklar/Impossible (or Average for "gentle" option) - Ships must carry at least one weapon per size class; asteroids map.

Imperium 37 - Declaration of Independence: Mrrshan/Impossible, no use of the planetary reserve. ("Gentle" version: Ignore the variant. You start with 1000 BC in reserve.)

Imperium 38 - The Merchant-Princes of Sol: Humans/Impossible, scoring based on trade income.

Imperium 39 - Revenge of the Rocks: Silicoids/Impossible, no firing on planets except with bioweapons from the combat screen.

Imperium 40 - Cats with (Really Big) Claws: Mrrshans/Impossible, limited diplo, non-colships must be armed, colships require increasing amounts of shields and/or computers kinda like Civ 6 Settler cost escalation.

Imperium 41 - A Radical Experiment: Very specific, detailed collection of rules from White Mage, I think partly to collect data for AI programming purposes? (I believe he has gone on to design the AI for Dominus Galaxia, though I may be thinking of someone else.)

Imperium 42 - Life, the Universe, and Everything: Mrrshans/Impossible, defeat the Guardian; included several Hitchhiker's Guide-based "scoring" awards.

Imperium 43 - The Planet-Builders of Meklon: Meklar/Impossible, with scoring that discouraged invasions and encouraged self-founding colonies and early victories. Unintentionally had VERY high random variance in AI expansion and aggression.

Imperium 44 - Tiberian Sun: Silicoids/Impossible, with scoring that encouraged scouting, colonization of ART worlds, and preventing the Council from meeting as long as possible before you could win by Domination, Conquest, or Extermination!
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(November 3rd, 2017, 15:56)shallow_thought Wrote: (I'm also considering trying an IMP where scores is reduced for the use of specials on designs; this game is an excellent argument for such a game. However, I was going to suggest Humans to make it more survivable).

I was also toying with the idea of a limited-specials Imperium as Alkari, but haven't had a chance to create a save or playtest it. No reason it couldn't be done with Humans instead! And...

(November 3rd, 2017, 20:52)Ianus Wrote: I like this idea for an Imperium! Go ahead and sponsor when ready!

...I second Ianus here; go for it!
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It might be a little while before I get a chance to do much - I didn't have time to do more than start IMP 44 (and that after the deadline), and since then I have started a new role at work which further reduces my time. But I think I can manage to roll and check a start or two (and I will find time for the next OSG).

FWIW, my idea is (roughly):
- you score points for a win (fewer for pure diplo, top score for any of conquest/domination/extermination)
- score is reduced for each time you use a special in a design (not per ship), except that extended range, battle scanner and colony bases are free
- You get one "Mulligan" in the game: one design where you can pack as many specials on as you like (or just build a stabiliser bomber early - your choice), but you have to declare it as such when you build it.
- You can get bonus points for not using battle scanners, reducing use of fuel tanks, maybe colony bases (still working on this); these points are used only to "tie-break" otherwise matched scores

Idea is to effectively make it a range of difficulties - you can play "normally" and still score something, but you can choose to go all out and head for maximum bonuses if you think you're tough enough. Another aim is to encourage thinking about specials - I'll be interested to see what people come up with for their "Mulligan".

I'll finalise details (feedback welcome) and try to roll up a suitable start over the next few days.
It may have looked easy, but that is because it was done correctly - Brian Moore
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Thanks much for the info on previous Imperium games, RefSteel! thumbsup Some very interesting ideas in that list; I will have to go back and try some of those games. Just have to find some time (unlikely as that is....).

I like the idea of a no (or limited) specials game. smile The one "mulligan" design is an interesting twist: do you use it early, or hold onto your option for later in case you find yourself in a tough situation?

Not sure about not penalizing battle scanners -- they are a valuable source of information, and I believe they add to combat effectiveness (or is it initiative?) slightly as well. You can get scan info from your own planets, so it would not be impossible to get info on enemy fleets without them.

Colony bases are tougher to do without, obviously. But maybe count them as well, but only once per level/type of colony base used? Gives incentive to try to skip ahead through the Planetology tree towards Controlled Radiated (if you have it, of course). The default habitable world colony base could be free/not penalized since you start the game with a design including it.

Fuel tanks can also be lived without, since you can always research more range tech. The default scout design you start the game with can also be used without penalty. Of course it is slow...and keeping it availble takes up a design slot. Evil
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