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Re: Star Trek : Quadrants of Conflict 2
5000, No INTEL, No WMD's, and no Events, but allow us to use the Bad Luck for the points.
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Re: Star Trek : Quadrants of Conflict 2
5000 here as well.
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Re: Star Trek : Quadrants of Conflict 2
5000 and no intel if possible.
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Re: Star Trek : Quadrants of Conflict 2
Can we consider some sort of intelligence effort for the Dominion (and not just because they are me), to simulate the founders taking over things eg. the Founder infiltrates a ship as captain and diverts it from it's course ie. Fake orders.
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Re: Star Trek : Quadrants of Conflict 2
5000 Racial Points and no warppoint making devices...
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Re: Star Trek : Quadrants of Conflict 2
Quote:
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Re: Star Trek : Quadrants of Conflict 2
what will be the differences (beyond the mod-based ones) from Major and Minor Races?
I would like to play a Minor Race, but i´m not sure if i will be able to play to the end of the game because sometimes i need to travel and would not be able to play for 2 or 3 weeks... |
Re: Star Trek : Quadrants of Conflict 2
Here a short update with rules and players sofar.
Major races: Federation: Aerosol Klingon: Atrocities Romulan: Tnarg Ferengi: Sefter Cardassian: Intimidator Dominion: Randallw Tholian: Enigma Borg: Eax 8472: Ralf Orion: Iansidious Breen: Tomecki Minor Races : Bajoran: Kiedryn Vulcan: Gorn: Hirogen: Nodachi Nausicaan: Kazon: Ragnarok-X Andorian: Lord Axel Vaadwaur: - Turn duration : 60 hours (48 for the first 20 turns) - Map : Is almost ready. - Planets : All players will have Medium sized, except the Bajoran and the 8472 they will have large ones. - Race-setup : Use your race : planet/Atmosphere type, Culture and Race-tech trait. Rest is at own choice, but keep it as Trek as possible. - Only Espionage Intel is allowed, No sabotage - All Stellar Manipulation is allowed (in contrast to QoC1, we're you can/may not open or close WP's) (note: the Borg made tha Transwarp Conduits, so it could be possible for all races in the future.) - Only 3 partnership or military alliances are allowed pro race. and only 5 Trade or Trade&researcg alliances pro race. - No Warrior tech trait - Tech level is low - Tech cost is high - No PBW Advanced Research trait. (sorry AT. , but goal of QoC games is realism not game speed.) Nevertheless you can use the other research boosters, but you are paying for them yourself, So it will not unbalance races to much. - No Pirate Colony tech is allowed (AT, could you explain to me what it does.) - Pirate race is allowed - Events will be medium / high, So you can use un-lucky / very un-lucky but be warned. - 5000 racial I still have doubts about the WP-openers and closers, So let me know what you ALL think of that. But sorry AT, Events will be on........... This will be it sofar, nothing is set yet but I think this will be our game for the most part. If there are questions or remarks let me know. |
Re: Star Trek : Quadrants of Conflict 2
i've no problem with WP-openers and closers http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: Star Trek : Quadrants of Conflict 2
allow warp point openers/closers but put them later in the tech tree... (like, the first one in the same level as the ringworld tech)
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