Suicide Junkie
2009-08-17, 09:58 PM
Is there anyone here who owns SE4, and would be interested in a committee game?
Jobs available:
- System Lord : Governs planets, controls most of the cash flow (minus federal taxes). Keep what you make in your own storage facilities. System lords are limited to point defense weapons only, aside from their personal flagship and up to three escorts.
- Military : Either working for the navy, or working independent as a mercenary. Funded by system lords to protect their stuff from the aliens. Military players are not allowed to govern planets.
- Civilian : Anybody is allowed to run cargo hauling operations, and resource trading or banking operations, and other profitable enterprises that do not conflict with their System Lord / Military restrictions.
Note: The Military and System Lord restrictions are there so that players have to interact, buying ships, hiring defenders, and generally making it an interactive game.
Schedule:
- Turns are weekly, processing on Monday/Tuesday, to allow for negotiations and planning, and prevent host overload/burnout.
Technical:
- Orders for each players' ships and planets get sent to the host for entry into SE4.
- Once the orders are in, financial calculations are completed, and the turn is processed, the savegame file is posted online for all the players to download and see the state of the universe.
- HTML budgets provide an accounting of resources for each player to know their profit/loss and bank balance for the turn.
Game Info
- Currently it is close to 2416 (turn ~160). A good quarter of the galaxy has been claimed, but the enemy is out in force with large fleets, and warship construction has not been a priority lately.
Note: the committee was started in 2405 after 50 turns of colony rushing, so it has been running for two years straight now.
- A handful of outer colonies have fallen to ground troops recently, although we have captured our fair share in return.
- Enemy fleets are larger and more powerful than what we have left, but they are commanded by AIs, so there is always room for creative fighting and strategic outmaneuvering.
- Defense spending has been lacking; it is mostly a matter of convincing the System Lords to open their pocketbooks.
- The datafiles are based on Carrier Battles mod, with additional tweaks for avatars and big flagships. (AI is actually dangerous!)
- No AI bonus, however the AIs are allied against the committee due to our worryingly large size.
Jobs available:
- System Lord : Governs planets, controls most of the cash flow (minus federal taxes). Keep what you make in your own storage facilities. System lords are limited to point defense weapons only, aside from their personal flagship and up to three escorts.
- Military : Either working for the navy, or working independent as a mercenary. Funded by system lords to protect their stuff from the aliens. Military players are not allowed to govern planets.
- Civilian : Anybody is allowed to run cargo hauling operations, and resource trading or banking operations, and other profitable enterprises that do not conflict with their System Lord / Military restrictions.
Note: The Military and System Lord restrictions are there so that players have to interact, buying ships, hiring defenders, and generally making it an interactive game.
Schedule:
- Turns are weekly, processing on Monday/Tuesday, to allow for negotiations and planning, and prevent host overload/burnout.
Technical:
- Orders for each players' ships and planets get sent to the host for entry into SE4.
- Once the orders are in, financial calculations are completed, and the turn is processed, the savegame file is posted online for all the players to download and see the state of the universe.
- HTML budgets provide an accounting of resources for each player to know their profit/loss and bank balance for the turn.
Game Info
- Currently it is close to 2416 (turn ~160). A good quarter of the galaxy has been claimed, but the enemy is out in force with large fleets, and warship construction has not been a priority lately.
Note: the committee was started in 2405 after 50 turns of colony rushing, so it has been running for two years straight now.
- A handful of outer colonies have fallen to ground troops recently, although we have captured our fair share in return.
- Enemy fleets are larger and more powerful than what we have left, but they are commanded by AIs, so there is always room for creative fighting and strategic outmaneuvering.
- Defense spending has been lacking; it is mostly a matter of convincing the System Lords to open their pocketbooks.
- The datafiles are based on Carrier Battles mod, with additional tweaks for avatars and big flagships. (AI is actually dangerous!)
- No AI bonus, however the AIs are allied against the committee due to our worryingly large size.