Quote:
douglas said:
The main thing I don't like about warp openers is the sheer chaos that opening warp points directly to core enemy systems can cause, making effective strategy almost impossible beyond trying to ensure the destruction is mutual. I wouldn't miss the ability to speed up travel within my own empire too much if we just banned warp manipulation completely, though, but I think the rest of stellar manipulation should be left in. All the other offensive stellar manipulations are counterable with reasonably low investment.
Direct tech trading should definitely be allowed, as that's a major part of team play.
For the map, how about FQM Standard Paradise?
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I think FQM SP is fine and Stellar is fine but no openers and closers.
Parasite is not available this weekend, but the game can get started anytime we find someone to do a map.
Let's recap to make it easy:
No intel;
No Religious;
No openers/closers;
Starting resources: 20000
Starting planets: 1
Home planet value: Good
Score display: Allied
Technology level: Low
Racial points: 3000
Quadrant size: Medium
Event frequency: Low
Event severity: High
Technology cost: Medium
Victory conditions: Last team or partial team
Maximum units: 20000
Maximum ships: 20000
Have I missed anything?