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Old February 22nd, 2005, 04:29 PM
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Default Re: Star Trek : Quadrants of Conflict 2

Rules


- Turn duration : 60 hours (48 for the first 20 turns)
- Map : Will be uploaded to everybody this weekend.
- 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
- Only 3 partnership or military alliances are allowed pro race. and only 5 Trade or Trade&researcg alliances pro race.
- No Warrior tech trait
- No Pirate Colony tech is allowed
- Tech level is low.
- Tech cost is high.
- No PBW Advanced Research trait.
Nevertheless you can use the other research boosters, but you are paying for them yourself, So it will not unbalance races to much.
- Pirate race is allowed
- Events will be medium , So you can use un-lucky / very un-lucky but be warned.
- 5000 racial

----Strategic Developments.
- All Stellar Manipulation is allowed.
- WMD's are allowed.
- Ring/sphere worlds are allowed.

I want to allow everything, just to keep all options open.
The game will be heavy on roleplay and tech cost will be high, so for the first 100/150 turns I don't expect any of these items to pop-up in the game.

- Victory conditions : None, I find playing an perfect Trek role more important than terminate all others.
Therefor eliminating an empire is not recommended (leave him a few planets to give him the possibility to come back in the game) and roleplay is a MUST !!!!!


FORUM or GALACTIC COUNCIL :

I will not rule this option, but will leave it open for ingame creation. There isn't an council, but if people (Tnarg) want one. Creat it yourself !!!!
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