Hi Again!
And, another game for you avid role-players...
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Babylon Five (the Stars! version)
This is a simulation of, but not a reiteration of the Science Fiction
Series, Babylon 5; concentrating on the "big picture" of what was
happening in the background behind the series.
Hopefully it could be fun
The Universe Settings:
Universe Size: Large
Density: Normal
NO Beginner Maximum Minerals
Slower Tech Advances
NO Public Player Scores
Galaxy Clumping
Ancient Races(Vorlon and Shadow):
The Ancient Races must be played by players of at least intermediate
skill.
The Ancient Races are One-World Wonders
They have minimum spread in hab settings for all enviromental
settings.
They may colonize other planets if they find them in Phase II and
III, but still only HW defeat counts for victory.
The Vorlon must be Inner Strength.
The Shadow must be Super-Stealth.
Note: The Ancient Races will be aided by zero-cost start to help tech
advancement.
Lesser Races:
Players may be of any skill level.
NO IT (because of gate transport)
NO SS (because of Tech Advances)
All other PRTs are possible
No cheap techs
Possible Races are not limited to this list but may include:
1. Abbai
2. Brakiri Krona
3. Centauri
4. Drakh
5. Drazi Freehold
6. Earth Alliance (taken)
7. Gaim Intelligence
8. Hyak
9. Ipsha
10. Llort Mi-Ma-Ti (taken)
11. Markab
12. Minbari
13. Narn
14. Pak'ma'ra
15. Vree Ventuki Conglomerate
At least ten, preferably twelve lesser races must be in the game for
it to run.
Play Restrictions:
Chaff and Split-Fleet Dodge are allowed, any other published or non-
published cheats are disallowed.
The Orbital device named "Stargate" in any guise does not exist.
- ie. do not build it, the ISN will know as soon as it goes into
orbit and the race which builds it will become immediately inactive
until a suitable penalty can be determined.
However, the "Jumpgate" IS an acceptable device if you can figure out
how to get it.
INACTIVITY
- During the Second Phase, the Ancient races will follow inactive
rules for submission of moves.
1) By default they are "inactive" meaning they may submit one move
every three turns.
2) If they are "attacked" they may become "active" meaning they may
submit turns for five moves.
3) All turn submissions during this time must be done via the
hosts... ie. they DO NOT KNOW THEIR UPLOAD PASSWORDS.
Victory Conditions:
The Shadows win the game if the Vorlon HW is defeated.
The Vorlon win the game if the Shadow HW is defeated.
The Interstellar Alliance wins if the Vorlon and Shadow HWs are
defeated.
For the lesser races:
- If they are allied with Vorlons and the Vorlon win, they win with
Vorlons;
- If they are allied with Shadow and the Shadow win, they win with
Shadows;
- If they are allied with the Interstellar Alliance and the Alliance
wins, they win with the Alliance.
- If a lesser race defeats both the Vorlon and Shadow HWs alone, they
claim a decisive victory.
The Host Races:
The Gate Network
- builds gates for all races requesting gates
- this will be done on a first come first served basis
- the requesting race will have to supply minerals totalling the cost
of the gate constructed in terms of minerals and resources.
- gates will be any/300 and any race will be given information of
connecting gates within range of a gate where they are present.
The Interstellar News Network
- will supply "information" and "misinformation" to all races
- this will be done via whim and blackmail by the ISN.
- what is true and what is false will eventually come out in the wash
as well ;-)
First Phase: (2400-2500):
"Signs and Portents"
Shadow and Vorlons build their economy and increase their research.
Neither race can move population into orbit in this phase.
They can build scouts to know the universe or Remote Miners to get
more minerals.
No colonization or mine fields at this time.
No combat allowed in this phase to any race, including Major ones.
Vorlon and Shadows can build fleets if they want but these must stay
in HW until 2500.
During this phase turns will advance at 5/gen... basically the host
races and ancient races will submit 5 turns worth of orders and then
get to view situation before submitting again.
BALANCE IDEA: At the end of this phase Vorlon OR Shadow
Economic/Research alone should be superior to the sum of
economics/research of all minor races, but equal to each other.
Vorlon and Shadows should also have knowledge about the universe and
some combat fleets they can use next phase... They have only 1 world
(HW).
Second Phase (2500-2550):
"The Coming of the Shadows"
Lesser Races may now submit turns.
Vorlons and Shadows move using inactive rules (defined above.)
Vorlons and Shadows may colonize.
Vorlons and Shadows can attack any races fleets and each others
colonies.
No homeworlds may be attacked.
Diplomacy
- at the end of this phase alliances will be revealed.
- There will be three sets of alliances, The Shadow Servants (max 3
lesser races+Shadows), The Bringers of Light (max 3 lesser
races+Vorlon), The Interstellar Alliance (the remainder of the lesser
races)
BALANCE IDEA: At the end of this phase, the "Vorlon + Shadow"
economics should be equal to the sum of each lesser race, and equal
to each other. Shadow and Vorlon plays a really "tricky and
diplomatic game" choosing which minor race will be "recruited". They
can attack each other, or minor races fleets only. Minor races can
attack each others fleets and colonies. All races survive this phase
as no HW can be attacked.
Third Phase (2550+):
"Point of No Return"
No move restrictions, ancient races are fully mobilized.
Alliances are now published, any hidden alliances are now displayed.
BALANCE IDEA: FULL WAR.
By this time, vorlon and shadows are running against the clock. Their
economies should drop below others as time passes, their permanent
allies will help them a bit, but the Interstellar Alliance is now a
true rival... Open war begins....
Thank you Sergio Silva for your very delicious idea.
If you are interested in playing, it would be wise to "reserve your
race" and then build and submit the race to "donjon at btl dot net".
I envision a start in October.