Rules and Strategy for our beloved game

[Posting] A no-alliance game
Thread opener
Posted Mon, 2016-11-07 20:27 GMT

Hi,

here's my take on a pconfig for a no-alliance game. If you have anything to add or change, say so.

This is the Pleiades configuration. I disabled CPEnableAllies, CPEnableGive, CPEnableRemote, and CPEnableShow. I would start this with random map, AMaster, PList 3.2, as usual.

#
#  PHost 4 Configuration File -- Simple Version
#
#  This is a simple configuration file for starters. It contains only
#  the required parameters; all the little "unimportant" ones were left
#  out.
#
#  This configures a "standard" game with PBP build queue, all PHost
#  features on (except remote control which is confusing to many
#  beginners). The choice of battle type is done with the shiplist.txt
#  file.
#
#  This file does not contain a %PCONTROL section; add one if you wish
#  to have add-ons in your game. "complete.src" contains a pcontrol
#  section which you can copy.
#

% PHOST

#
#  Overall game characteristics
#

  GameName                        = North Star 1
  AllowRegisteredFunctions        = Yes
  ScoringMethod                   = Compatible
  NumShips                        = 500

  AllowPlayerMessages             = Yes
  AllowAnonymousMessages          = Yes

  CPEnableGive                    = Allies
  CPEnableAllies                  = No
  CPEnableRaceName                = Yes
  CPEnableRemote                  = No

# WraparoundRectangle is only used when AllowWraparoundMap is Yes.
# On a "flat" map, the map is as big as it is.
  AllowWraparoundMap              = Yes
  WraparoundRectangle             = 1000,1000,3000,3000

  RoundGravityWells               = Yes

#
#  Player Preferences
#
#  Players can change these using CP commands. You can turn off the
#  "Language" command if you only have the plangeng.hst language file.
#  In "Language", the first element is the Host's choice of language.
#  All other settings are "No" (conservative defaults that work with
#  all clients).
#

  Language                        = English,English,English,English,English,English,English,English,English,English,English,English
  AllowMoreThan50Targets          = No,No,No,No,No,No,No,No,No,No,No
  FilterPlayerMessages            = No,No,No,No,No,No,No,No,No,No,No
  AllowMoreThan500Minefields      = No,No,No,No,No,No,No,No,No,No,No

  CPEnableLanguage                = Yes

#
#  Minefields
#

## General

  AllowMinefields                 = Yes
  AllowWebMines                   = Yes
  MineDecayRate                   = 5
  MaximumMinefieldRadius          = 200
  CPNumMinefields                 = 500

## Movement through Mines

  MineHitOdds                     = 1
  WebMineHitOdds                  = 5
  MineHitOddsWhenCloakedX10       = 5
  HullTechNotSlowedByMines        = 7

## Mine Sweeping

  MineScanRange                   = 250
  AllowMinesDestroyMines          = Yes

# Note that because Mine Sweeping happens after decay in PHost, the sweep
# ranges must be larger than in THost to yield roughly the same results.
  MineSweepRate                   = 4
  MineSweepRange                  = 5
  WebMineSweepRate                = 3
  WebMineSweepRange               = 3
  FighterSweepRate                = 0,0,0,0,0,0,0,0,0,0,15
  FighterSweepRange               = 0,0,0,0,0,0,0,0,0,0,80
  AllowColoniesSweepWebs          = No

### Ion Storms

  IonStormActivity                = 0
  IonStormsHideMines              = Yes

#
#  Planets (Production)
#

  RaceMiningRate                  = 70,200,100,100,100,100,100,100,100,100,100
  ProductionRate                  = 100,100,100,100,100,100,100,100,100,100,100

  StructureDecayPerTurn           = 1
  StructureDecayOnUnowned         = 1

  ColonistTaxRate                 = 200,100,100,100,100,100,100,100,100,100,100
  MaxPlanetaryIncome              = 6000

  ClimateLimitsPopulation         = Yes
  AllowEatingSupplies             = Yes
  ClimateDeathRate                = 3

  BorgAssimilationRate            = 100

#
#  Planets (Combat)
#

  GroundKillFactor                = 1,30,1,15,1,1,1,1,1,1,1
  GroundDefenseFactor             = 1,10,1,5,1,1,1,1,1,1,1

  FreeFighters                    = 0,0,1,1,1,1,1,15,0,0,0
  AllowPlanetAttacks              = Yes

#
#  Ships (Building)
#

  AllowPriorityBuild              = Yes
  BuildQueue                      = PBP
  BuildChangeRelativePenalty      = 100
  BuildPointReport                = Allies

  RecycleRate                     = 75
  AllowShipCloning                = Yes
  ShipCloneCostRate               = 300,300,200,200,2000,200,1000,200,200,300,200

## PBP Building
  PBPCostPer100KT                 = 250
  PBPMinimumCost                  = 500
  PBPCloneCostRate                = 200

## Ship Build Queue
# (The SBQ parameters are ignored when you use a PBP queue. We just
# show the defaults for a PAL queue.)
  SBQBuildPALBoost                = 1
  SBQNewBuildPALBoost             = 1
  SBQPointsForAging               = 1200
  SBQBuildChangePenalty           = 0
  SBQBoostExpX100                 = 0

## Acquiring PALs
# The idea behind a PAL queue is that you have to destroy 2N kt mass
# to be granted a N kt priority build.
  PALDecayPerTurn                 = 0
  PALPlayerRate                   = 100
  PALCombatAggressor              = 0
  PALAggressorPointsPer10KT       = 2
  PALOpponentPointsPer10KT        = 2
  PALAggressorKillPointsPer10KT   = 8
  PALOpponentKillPointsPer10KT    = 8
  PALCombatPlanetScaling          = 80
  PALCombatBaseScaling            = 120
  PALShipCapturePer10Crew         = 0
  PALRecyclingPer10KT             = 10
  PALBoardingPartyPer10Crew       = 0
  PALGroundAttackPer100Clans      = 0
  PALGloryDevice                  = 0
  PALGloryDevicePer10KT           = 10
  PALGloryDamagePer10KT           = 2
  PALGloryKillPer10KT             = 8
  PALImperialAssault              = 0
  PALRGA                          = 0
  PALPillage                      = 0
  PALIncludesESB                  = No
  PALShipMinekillPer10KT          = 4

## Ships (Movement)

  AllowNoFuelMovement             = No

## Ships (Missions)
  AllowBuildFighters              = No,No,No,No,No,No,No,No,Yes,Yes,Yes

  AllowDeluxeSuperSpy             = Yes
  AllowRebelGroundAttack          = Yes
  AllowSuperRefit                 = Yes
  AllowHiss                       = Yes

  AllowExtendedMissions           = Yes
  AllowBeamUpClans                = Yes
  AllowBeamUpMultiple             = Yes

## Cloak
  CloakFailureRate                = 0
  CloakFuelBurn                   = 5
  DamageLevelForCloakFail         = 21
  AllowCloakedShipsAttack         = Yes
  AlternativeAntiCloak            = Yes
  AntiCloakImmunity               = No,No,No,No,No,No,No,No,No,No,No

## Rob
  RobCloakedShips                 = No
  RobFailureOdds                  = 5

## Tow
  AllowOneEngineTowing            = No
  AllowBoardingParties            = Yes
  TowedShipsBreakFree             = Yes
  AllowTowCloakedShips            = No
  AllowAlternativeTowing          = Yes

## Scanners
  ScanRange                       = 300
  SensorRange                     = 250
  DarkSenseRange                  = 200
  ExtendedSensorSweep             = Yes

# Ships (Combat)

  AllowFedCombatBonus             = Yes

#
#   Wormholes
#

  AllowWormholes                  = Yes
  WrmVoluntaryTravel              = Yes
  WrmTravelCloaked                = No
  WormholeUFOsStartAt             = 51

% phost

AllowAlternativeCombat = Yes
AllowEngineShieldBonus = Yes
AllowESBonusAgainstPlanets = Yes
BayLaunchInterval = 2
BayRechargeBonus = 1
BayRechargeRate = 40,42,40,39,36,41,40,40,37,42,40
BeamFiringRange = 25000
BeamHitBonus = 12,12,12,13,12,12,12,12,10,13,12
BeamHitFighterCharge = 460,460,460,460,460,440,460,460,450,500,430
BeamHitFighterRange = 100000
BeamHitOdds = 70,70,70,70,70,70,70,70,66,71,70
BeamHitShipCharge = 600,600,600,600,600,570,600,600,630,580,550
BeamRechargeBonus = 4,4,4,5,4,3,4,4,6,4,4
BeamRechargeRate = 4,5,4,6,5,3,4,4,6,4,4
CloakedMineTravelSafeWarp = 2
CloakMineOddsWarpBonusX100 = 5
CPEnableShow = Allies
CrewKillScaling = 30,20,30,30,30,39,15,30,30,30,30
DamageLevelForChunnelFail = 11
EModBayRechargeBonus = 0,0,0,0
EModBayRechargeRate = 4,8,5,0
EModBeamHitBonus = 2,2,3,5
EModBeamHitFighterCharge = 0,0,0,0
EModBeamHitOdds = 4,4,5,8
EModBeamRechargeBonus = 0,0,1,1
EModBeamRechargeRate = 0,1,1,2
EModCrewKillScaling = -6,-9,-12,-15
EModEngineShieldBonusRate = 3,6,9,12
EModExtraFighterBays = 0,0,1,1
EModFighterBeamExplosive = 0,0,0,0
EModFighterBeamKill = 0,0,0,0
EModFighterMovementSpeed = 0,0,0,0
EModHullDamageScaling = 0      
EModMaxFightersLaunched = 2,4,4,4
EModMineHitOddsBonus = 10,20,30,40
EModPlanetaryTorpsPerTube = 1,2,4,7
EModShieldDamageScaling = 0
EModShieldKillScaling = 0
EModStrikesPerFighter = 0,0,0,1
EModTorpHitBonus = 1,2,3,4
EModTorpHitOdds = 1,2,3,5
EModTubeRechargeBonus = 1,1,2,3
EModTubeRechargeRate = 1,2,3,5
EngineShieldBonusRate = 20
EPCombatBoostLevel = 0
EPCombatBoostRate = 100
EPCombatDamageScaling = 200
EPCombatKillScaling = 800
EPPlanetAging = 10
EPPlanetGovernment = 40
EPRecrewScaling = 30
EPShipAging = 15
EPShipAlchemy100KT = 5
EPShipChunnel = 60
EPShipHyperjump = 60
EPShipMovement100LY = 60
EPTrainingScale = 45,50,40,55,45,50,48,50,55,70,50
ExactExperienceReports = Yes
ExperienceLevelNames = Recruit,Soldier,Experienced,Elite,Ultra Elite
ExperienceLevels = 750,1500,3000,6000
ExperienceLimit = 9000
ExtraFighterBays = 3,0,0,0,0,0,0,0,0,0,0
FighterBeamExplosive = 9,9,9,10,9,9,10,9,10,6,9
FighterBeamKill = 9,12,9,10,9,9,13,9,8,6,9
FighterFiringRange = 3000,3000,2800,2800,3000,3300,2900,3200,3000,3000,3000
FighterKillOdds = 10
FighterMovementSpeed = 300,310,300,290,300,300,300,290,275,300,320
FireOnAttackFighters = Yes
HullDamageScaling = 20,20,20,21,20,20,20,20,18,20,20
MaxFightersLaunched = 30,30,30,30,30,30,30,32,30,30,30
MaxShipsHissing = 10
MeteorShowerOdds = 2
MineTravelSafeWarp = 2
NumExperienceLevels = 4
PlanetaryTorpsPerTube = 0
PlanetsHaveTubes = Yes
RamScoopFuelPerLY = 1
RGANeedsBeams = Yes
ShieldDamageScaling = 40,40,48,40,36,40,40,40,60,36,40
ShieldKillScaling = 0
ShipMovementSpeed = 100,100,100,100,110,90,100,100,90,100,100
StandoffDistance = 10000
StrikesPerFighter = 5,5,5,4,5,5,5,5,5,7,5
TorpFiringRange = 30000
TorpHitBonus = 13,13,14,13,10,13,13,13,7,12,11
TorpHitOdds = 50,50,52,52,47,52,61,51,42,49,44
TowStrengthDistanceScale = 12
TowStrengthEngineScale = 1
TubeRechargeBonus = 7,7,8,7,8,7,4,6,9,6,8
TubeRechargeRate = 30,29,31,30,31,30,27,29,34,29,31
UseBaseTorpsInCombat = No
WrmScanRange = 150
[Posting] Re: A no-alliance game
Posted Mon, 2016-11-07 21:09 GMT

The best option is anonymous players.

[Posting] Re: A no-alliance game
Posted Tue, 2016-11-08 01:35 GMT

The best option is anonymous players.

Yep, but it's not a panacea.

[Posting] Re: A no-alliance game
Posted Tue, 2016-11-08 01:48 GMT, edited Tue, 2016-11-08 01:52 GMT

Hi,

here's my take on a pconfig for a no-alliance game. If you have anything to add or change, say so.

This is the Pleiades configuration. I disabled CPEnableAllies, CPEnableGive, CPEnableRemote, and CPEnableShow. I would start this with random map, AMaster, PList 3.2, as usual.

Also you can add

AllowPlayerMessages = No
AllowAnonymousMessages = Yes?

And advanced paranoid level:

CPEnableRaceName = No
AllowShipNames = No
[Posting] Re: A no-alliance game
Thread opener
Posted Tue, 2016-11-08 17:38 GMT

Also you can add

AllowPlayerMessages = No
AllowAnonymousMessages = Yes?

And advanced paranoid level:

CPEnableRaceName = No
AllowShipNames = No

I will add these for a truly anonymous game.

But, currently, the server is very talkative and it makes no sense to disable in-game messages when you can as well click at a username on the game page to send a PM. Disabling that needs a major coding effort.

These settings make alliances harder, but do not completely disable cooperation. No game setting can disable cooperation (even with disabled messages, I cannot prevent two players to team up by mail "let's join this game, look what races we get, and then cooperate").

Unlike the previous games, this one has the written rule "no alliances" and I (and most players who join, probably) expect this rule to be honored, even if not enforced to the last bit.


--Stefan

[Posting] Re: A no-alliance game
Posted Tue, 2016-11-08 19:01 GMT

But, currently, the server is very talkative and it makes no sense to disable in-game messages when you can as well click at a username on the game page to send a PM. Disabling that needs a major coding effort.

Don't waste your time. It's not a poker tournament with a prize pool of several million.

These settings make alliances harder, but do not completely disable cooperation. No game setting can disable cooperation (even with disabled messages, I cannot prevent two players to team up by mail "let's join this game, look what races we get, and then cooperate").

You're absolutely right. Exactly this I had in mind when I said that game with anonymous players is not a panacea.

[Posting] Re: A no-alliance game
Posted Wed, 2016-11-09 12:53 GMT

Even two bad guys cooperates before the game starting, it is not FIVE or SIX bad guys, that cooperates through the game.

As for me, I have no problem with alliance of even ten players, if the game will be played and finished for one week :smile: But I have lack of years to spend such kind of games :sad:

But, currently, the server is very talkative and it makes no sense to disable in-game messages when you can as well click at a username on the game page to send a PM. Disabling that needs a major coding effort.

Don't waste your time. It's not a poker tournament with a prize pool of several million.

These settings make alliances harder, but do not completely disable cooperation. No game setting can disable cooperation (even with disabled messages, I cannot prevent two players to team up by mail "let's join this game, look what races we get, and then cooperate").

You're absolutely right. Exactly this I had in mind when I said that game with anonymous players is not a panacea.

[Posting] Re: A no-alliance game
Posted Fri, 2016-11-11 18:50 GMT

Stefan, can you to create in "no-alliance" game the file "auxcmds.txt" with next commands?

1: enemies add 2,3,4,5,6,7,8,9,a,b
.....
b: enemies add 1,2,3,4,5,6,7,8,9,a

And to set parameter CPEnableEnemies=No

[Posting] Re: A no-alliance game
Posted Fri, 2016-11-11 19:23 GMT

Stefan, can you to create in "no-alliance" game the file "auxcmds.txt" with next commands?

1: enemies add 2,3,4,5,6,7,8,9,a,b
.....
b: enemies add 1,2,3,4,5,6,7,8,9,a

And to set parameter CPEnableEnemies=No

It's a bad idea.

[Posting] Re: A no-alliance game
Thread opener
Posted Fri, 2016-11-11 19:31 GMT

Stefan, can you to create in "no-alliance" game the file "auxcmds.txt" with next commands?

1: enemies add 2,3,4,5,6,7,8,9,a,b
.....
b: enemies add 1,2,3,4,5,6,7,8,9,a

And to set parameter CPEnableEnemies=No

I had actually considered this, but rejected it because it changes game mechanics a little more than usual, and I have never tried it in a real game. This will turn every primary-enemy setting into a "Kill" mission.

But if it gets more votes, I'll happily add it.


--Stefan

[Posting] Re: A no-alliance game
Posted Fri, 2016-11-11 19:35 GMT

It's a bad idea.

Ok. I am already understood.

[Posting] Re: A no-alliance game
Posted Fri, 2016-11-11 20:02 GMT

How about CPEnableShow=No?

[Posting] Re: A no-alliance game
Posted Fri, 2016-11-11 21:35 GMT

How about CPEnableShow=No?

After having a look into the manual I've got to say that I'ld really like the idea of playing a game FFA, with forbidden alliances and NAPs and diplo but still keeping a way to show things around the owner subject doesn't want to be seen. So I'ld rather make this a YES than a NO. :tongue:

[Posting] Re: A no-alliance game
Thread opener
Posted Fri, 2016-11-11 22:10 GMT, edited Fri, 2016-11-11 22:12 GMT

How about CPEnableShow=No?

CPEnableShow=Allies allows showing around only to allies. Because you are not allowed to make allies, this turns out the same as No.

PlanetsCentral builds configurations from building blocks. CPEnableShow is here. Using "Allies" instead of "No" allows this building block to be used in more situations.

CPEnableShow sits at the bottom of the config between the combat options simply because it's not contained in the template, and comrade computer doesn't know where to put it...

--Stefan

[Posting] Re: A no-alliance game
Posted Sun, 2016-11-13 09:47 GMT

ScoringMethod = None

This way nobody knows how many ships or planets have the others.

[Posting] Re: A no-alliance game
Thread opener
Posted Sun, 2016-11-13 11:20 GMT

ScoringMethod = None

This way nobody knows how many ships or planets have the others.

This unfortunately only means the host will not tell you, but my talkative server will still draw nice graphics.

This anonymisation feature actually is the top wishlist feature now. Fortunately, it's winter holiday = coding time, soon :smile:

--Stefan

[Posting] Re: A no-alliance game
Posted Thu, 2016-11-17 22:55 GMT

btw, a game with no alliances should have no turn limit. I hope that everyone agrees that this is a given. if you know that everyone around you is an enemy you will start the game in a cautious way (except maybe pirates), and to expand you will have to make careful steps which need time.

so please, no turn-limit. It would ruin the whole game.

[Posting] Re: A no-alliance game
Posted Sat, 2016-11-19 10:08 GMT

Hi all.

I used to play with friends on a private host. I once managed to convince them to play a game with no alliances and no information:

  • No alliances and no remote control

  • We disabled a configuration parameter to hide how many ships, planets and starbases the other players had. You only knew what you had and you could only guess when the ship limit was going to be reached. I can't remember if that parameter was "ScoringMethod", but I am sure that can be easily checked.

  • Although in previous games we played with 999 ships, in this particular game we set the ship limit to 600 or 650.

  • Of course we knew each other, so I could communicate privately with my good friend Player1 and try to cooperate with him to attack Player7. But that can't be avoided in a private game of this kind or in an anonymous game in Planetscentral. So we can only trust that the people entering the game are committing themselves to following the rules. Like no communication.

  • We invented a new score (we gave it the name EuriScore): it was a mixture of PTScore and Player Activity Score (PAScore). I can't remember the details now, but it was something like this:

    EuriScore = k * PTScore + j * PAScore

    where k and j are numbers you can tweak to please everyone, like k=0.01 and j=2 If j is big enough so as to make PAScore contribution to the EuriScore more important than the PTScore (double or triple), then the incentive for winning the game is to fight (or rob). But PTScore also adds to the final score, so economy is also important but not the final objective.

  • One last thing we did was to allow each player to choose whatever race they wanted. If the pconfig is such that doesn't give any particular advantage to a certain race, let's say the Rebels, then the game will take long to start because nobody will want to join as the Rebels, and somebody will be tempted to join with a dummy account to start the game early. In that private game of ours, there were 2 or 3 Lizards, a couple of Privateers, 1 Borg. Maybe nobody played the Robots or maybe 5 players chose the Klingons. But everyone played the race they wanted. In an anonymous game.

  • Another possibility, that we never explored, to see who is the best player is to play all with the same race. For example, a game with 11 Colonials. Nobody has any special advantage over anybody else. Just play and try to beat your oponents.

Just a few thoughts.

Cheers.

btw, a game with no alliances should have no turn limit. I hope that everyone agrees that this is a given. if you know that everyone around you is an enemy you will start the game in a cautious way (except maybe pirates), and to expand you will have to make careful steps which need time.

so please, no turn-limit. It would ruin the whole game.

[Posting] Re: A no-alliance game
Posted Sat, 2016-11-19 14:34 GMT

I'm the webmaster of a VGA-Planets spanish hosting site, http://www.vgaplanets.es and we use some tools very interestings that I suggest to use here.

We play with 999 ship limit, but it doesn't mean that there is going to be 999 ships in the game.

We play with a add-on called Planet Limit Ships, PLS.

PLS is an addon which, instead of giving 500 ships for the 11 players, gives each player a number of ships slots equal to the number of planets he controls (in fact, the number of slots is equal to the number of planets the player controlled last turn).

PLS can be configured so each different race has a different "adjustment coefficient" for the relation slots/planets. It is used to favour some races that may need more ships to be competitive.

The default value is 100,100,100,100,100,100,100,100,100,100,100 , which meand that every race gets 100 ship slots for every 100 controlled planets.

Controlling a planet is not the same than owning it.

Owner of a planet vs. Controller of a planet: the controller of a planet is the player that, in the last 9 turns [CONFIGURABLE], owned the planet for most turns.

With this add on the game does not need to decide who builds next: you can only build if you have a free slot, and each race have guaranteed a minimum of slots, so you can recycle your own ships to build a stronger ship, because the slot is yours. Beautiful.

And the players have to do nothing. Just act knowing about this ruleset. It does not need client support.

You can download the PLS here: http://www.vgaplanets.es/descargas/PLSWIN16.RAR

It's a 16 bit DOS program, so you need to run it on a 32 bit system.

[Posting] Re: A no-alliance game
Posted Sat, 2016-11-19 14:43 GMT, edited Sat, 2016-11-19 14:48 GMT

This in an example of configuration of PLS in a Game.

You have to activate it and to edit the pconfig.src after running the first turn.

% PCONTROL

# TransferOwner = Normal

TransferOwner = Before *pls -t C:\AT\PHOST4\GAMES\GAME1

TransferOwner = After *pls -T C:\AT\PHOST4\GAMES\GAME1

LargeMeteors = Normal

MeteorShowers = Normal

AntiCloak_1 = Normal

DeluxeSuperSpy = Normal

NewNativesAppear = Normal

RobMission = Normal

GamblingShips = Normal

CargoDump = Normal

CargoTransfer = Normal

TrimShipCargo = Normal

Training = Normal

BeamTransfers = Normal

GatherMission = Normal

BeamUpCredits = Normal

MinefieldDecay = Normal

MineLaying = Normal

MinesDestroyMines = Normal

MineSweeping = Normal

MinefieldScan = Normal

WormholeScan = Normal

WebDraining = Normal

SpecialMissions_1 = Normal

BuildFighters = Normal

BuildTorpedoes = Normal

Alchemy = Normal

ShipBuildOrders = Normal

# ShipBuilding_1 = Normal

ShipBuilding_1 = Before *pls -b C:\AT\PHOST4\GAMES\GAME1

DumpOldBaseParts = Normal

# BaseMissions_1 = Normal

BaseMissions_1 = Before *pls -f C:\AT\PHOST4\GAMES\GAME1

BaseMissions_1 = After *pls -F C:\AT\PHOST4\GAMES\GAME1

SupplyRepair_1 = Normal

# BoardingParties = Normal

BoardingParties = Before *pls -p C:\AT\PHOST4\GAMES\GAME1

BoardingParties = After *pls -P C:\AT\PHOST4\GAMES\GAME1

FreeFighters = Normal

TowResolution = Normal

Movement = Normal

GloryDevices = Normal

Chunneling = Normal

AntiCloak_2 = Normal

ColonizeMission = Normal

SupplyRepair_2 = Normal

BaseMissions_2 = Normal

# Combat = Normal

Combat = Before *pls -c C:\AT\PHOST4\GAMES\GAME1

Combat = After *pls -C C:\AT\PHOST4\GAMES\GAME1

SupplyRepair_3 = Normal

Terraforming = Normal

SensorSweep = Normal

SpecialMissions_2 = Normal

PlanetaryProduction = Normal

PlanetaryHappiness = Normal

PlanetaryTaxation = Normal

PlanetaryGrowth = Normal

PlanetaryLosses = Normal

# ShipBuilding_2 = Normal

ShipBuilding_2 = Before *pls.exe -B C:\AT\PHOST4\GAMES\GAME1

Assimilation = Normal

SuperSpyMission = Normal

ShipExploration = Normal

# Experience = Normal

Experience = Before *pls.exe -e C:\AT\PHOST4\GAMES\GAME1

% PLS

PLS_ShipsBeforePLS = 450

PLS_RaceBalance = 105,105,105,105,125,90,105,90,90,90,90

PLS_MinShips = 43,43,43,43,52,37,43,37,37,37,37

PLS_TurnsToControl = 9

PLS_AllowPDx = Yes

# PLS_DestroyType = BattleOrder

PLS_DestroyType = None

# PLS_DestroyType = Random

PLS_FuellessDestroy = 20

PLS_DestroyCaptured = No

PLS_SendGuess = Yes

Comments:

PLS_ShipsBeforePLS = 450 indicates the PLS is activated when the 450 ship limit is reached.

PLS_RaceBalance = 105,105,105,105,125,90,105,90,90,90,90

The Privateer will have 125 slots por each 100 planets he controls, for example.

PLS_MinShips = 43,43,43,43,52,37,43,37,37,37,37

Minimum slots guaranteed for each race.

[Posting] Re: A no-alliance game
Posted Sat, 2016-11-19 21:08 GMT
  • One last thing we did was to allow each player to choose whatever race they wanted. If the pconfig is such that doesn't give any particular advantage to a certain race, let's say the Rebels, then the game will take long to start because nobody will want to join as the Rebels, and somebody will be tempted to join with a dummy account to start the game early. In that private game of ours, there were 2 or 3 Lizards, a couple of Privateers, 1 Borg. Maybe nobody played the Robots or maybe 5 players chose the Klingons. But everyone played the race they wanted. In an anonymous game.

The privateer must be only one. :smile:
I don't need more of their.

[Posting] Re: A no-alliance game
Thread opener
Posted Sun, 2016-11-20 17:11 GMT

I have set up the game: North Star 1. The "North Star" name should be a mnemonic for "No alliances", just like Pleiades stands for PList.

According to snouka's suggestion, I made it without an end condition, otherwise, it's the same as described here.

I hope I'll manage to look into PLS, but that's a little more work than just configuring. Yeah, lame excuse again... But if anyone's interested what I'm doing planets-wise, I could set up a blog :-)


--Stefan

[Posting] Re: A no-alliance game
Posted Sun, 2016-11-20 17:46 GMT

I shall play.

This is a testing version.
It may be incomplete, and have more bugs (or features) than the public live version at planetscentral.com.