Kalin
Unwanted
Let's Multiplay Alpha Centauri
Gentlemen, with the rather abrupt conclusion of our previous game due to massive apocalyptic bug-out and following a period of extreme amateur modding it is finally time for a new prestigious round of the official Cognito Elite Club Codex Martial Arts Contest. This time around we are trying a brave new version completely purified of stinking SMAX references while retaining much of the balancing of Binary Dawn. For the first time we are doing an accelerated start - each faction begins with five colony pods, two super snazzy rover formers and five regular formers as well as a hundred extra starting credits (double bonus for Morgan).
The map is the basic Huge Map of Planet crudely rebalanced by yours truly to provide all starting locations with access to fungal rivers, monoliths, jungle tiles and even some uranium for good measure. I have also manually relocated every single sea pod to the nearest land meaning Unity pods only show up on land now. It is my belief this will reduce the amount of artifacts, though I could of course be wrong. This means we no longer play as a scenario and everyone can once again enjoy the purity of Transcend-level drones and research speed. There is a lot more to add but that is compiled in the list below. Turn one is already underway - let the best man win!
Changes and features:
Tech tree completely restored to classic SMAC
All SE choices restored to classic SMAC
All SMAX projects removed
Self-Aware Colony restored
Voice of Planet restored to its classic tech at the end of the tree
All SMAX facilities obliterated
Most if not all SMAX abilities thrown in the gas chamber
Starting scout patrols are no longer free to support
Borehole Cluster, the Unity wreck and some other SMAX landmarks have been expunged
Farm, Mine, Solar Collector, Sensor Array, Forest and level terrain options available from start of game
Construct bunker cost doubled
Forests take an extra turn to plant
Resource restrictions are now lifted with tier 1 techs
Planetary Transit System moved to late game
Ascent cost doubled to 4000 minerals
Some projects switched around tech tree
Some project/facility costs have been altered somewhat
All factions start with two super agri-bots, +100 cash, extra formers and colony pods
Morgan pop limit increased to 5, starts with 300 cash
Believing bonus now also works in PSI combat (this was in before just mentioning it since it's a yuge deal)
Sparta has POLICE immunity
Hive starts with a synth-steel police squad
Armour has been adjusted
Strength on some weapons has been adjusted
Turns to corner Global Energy Market lowered to 15
There are no sea pods anymore, only land pods
Monoliths, fungal rivers and jungle distributed evenly across map
Faction placement algorithm should ensure decent space between starting locations
Free minerals for a newly built base are doubled
Combat odds will probably not display properly
Abilities moved to simulate balancing in previous games
Copter and needlejet range boosted (no more fuel cells)
Copters moved forward to Mind/Machine Interface as in classic SMAC
Crawlers have been decimated in the pedal-powered skull crusher
All SE choices restored to classic SMAC
All SMAX projects removed
Self-Aware Colony restored
Voice of Planet restored to its classic tech at the end of the tree
All SMAX facilities obliterated
Most if not all SMAX abilities thrown in the gas chamber
Starting scout patrols are no longer free to support
Borehole Cluster, the Unity wreck and some other SMAX landmarks have been expunged
Farm, Mine, Solar Collector, Sensor Array, Forest and level terrain options available from start of game
Construct bunker cost doubled
Forests take an extra turn to plant
Resource restrictions are now lifted with tier 1 techs
Planetary Transit System moved to late game
Ascent cost doubled to 4000 minerals
Some projects switched around tech tree
Some project/facility costs have been altered somewhat
All factions start with two super agri-bots, +100 cash, extra formers and colony pods
Morgan pop limit increased to 5, starts with 300 cash
Believing bonus now also works in PSI combat (this was in before just mentioning it since it's a yuge deal)
Sparta has POLICE immunity
Hive starts with a synth-steel police squad
Armour has been adjusted
Strength on some weapons has been adjusted
Turns to corner Global Energy Market lowered to 15
There are no sea pods anymore, only land pods
Monoliths, fungal rivers and jungle distributed evenly across map
Faction placement algorithm should ensure decent space between starting locations
Free minerals for a newly built base are doubled
Combat odds will probably not display properly
Abilities moved to simulate balancing in previous games
Copter and needlejet range boosted (no more fuel cells)
Copters moved forward to Mind/Machine Interface as in classic SMAC
Crawlers have been decimated in the pedal-powered skull crusher
PBEM rules:
1. Be a bro.
2. Do not be faget.
3. Do not reload the save and move units differently.
4. Do not conduct diplomacy with players before meeting them in-game.
5. Do not use colony pods to increase a base beyond its maximum population limit.
6. Do not make social engineering changes and then change back in the same turn.
7. Do not RETIRE default designs in the workshop as it will delete units for other players.
8. Do not Allahu Akbar units (i.e. use self-destruct to wipe out enemy units).
2. Do not be faget.
3. Do not reload the save and move units differently.
4. Do not conduct diplomacy with players before meeting them in-game.
5. Do not use colony pods to increase a base beyond its maximum population limit.
6. Do not make social engineering changes and then change back in the same turn.
7. Do not RETIRE default designs in the workshop as it will delete units for other players.
8. Do not Allahu Akbar units (i.e. use self-destruct to wipe out enemy units).
Game settings:
Difficulty: Transcend
Higher Goal: Allow Victory by Transcendence
Total War: Allow Victory by Conquest
Peace in Our Time: Allow Diplomatic Victory
Mine, All Mine: Allow Economic Victory
Do or Die: Don't restart eliminated players
Look First: Flexible starting locations
No Unity Survey: World Map not visible
Higher Goal: Allow Victory by Transcendence
Total War: Allow Victory by Conquest
Peace in Our Time: Allow Diplomatic Victory
Mine, All Mine: Allow Economic Victory
Do or Die: Don't restart eliminated players
Look First: Flexible starting locations
No Unity Survey: World Map not visible
FACTIONS AND TURN ORDER:
University of Planet - Kalin
Peacekeeping Forces - Grimgravy
Spartan Federation - Hellraiser
Human Hive - madbringer
Gaia's Stepdaughters - oldbonebrown
Lord's Believers - BING XI LAO
Morgan Industries - TROYTRON
Last edited: