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  #1  
Old February 18th, 2005, 07:30 PM
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Default 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.
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Old February 19th, 2005, 02:46 AM
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Default Re: Star Trek : Quadrants of Conflict 2

i've no problem with WP-openers and closers
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You think is such three dimensional way, how small have you become - Borg Queen.

Whatever that thing was the Shivans got one less of them now - S.O.C. Freespace 2

We're the borg, lower your shields and surrender your ships, we will add your technological and biological distintiveness to our own your race will adapt to serve us, resistant is futile.
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Old February 19th, 2005, 09:57 AM
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Default 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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Old February 19th, 2005, 10:11 AM
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Default Re: Star Trek : Quadrants of Conflict 2

Agree, with that Makinus. But only that requires an MOD change, and don't wanna do that (BTW. it's AT's mod so I think it's up to him to do that.)

But I could make a rule not to use WP openers/closer after turn 100 or 120 or so??
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Old February 19th, 2005, 11:06 AM
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Default Re: Star Trek : Quadrants of Conflict 2

better make a rule that you can only use warp openers/closers if you have X level in the Stellar Manipulation tech... this way you donīt need to mod the change but it still is dependent in the investment the player do in the SM field...

I donīt remember well, the tech fields level appear in the races statistics when you meet other race?
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Old February 19th, 2005, 12:02 PM
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Default Re: Star Trek : Quadrants of Conflict 2

Agree with you , but it is hard (even impossible) for me to control that rule. I can't check people's degree of tech-development.

Inti,
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Old February 19th, 2005, 12:04 PM
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Default Re: Star Trek : Quadrants of Conflict 2

Quote:
Makinus said:
I donīt remember well, the tech fields level appear in the races statistics when you meet other race?
Only tech levels you have seen appear in the race window. If you have seen them use a Warp Opener, it would say Stellar Manipulation 3 (in the vanilla game), but they could have Stellar Manipulation 8, or could even have "borrowed" their Warp Opener from someone else.
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Old February 20th, 2005, 03:46 AM
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Default Re: Star Trek : Quadrants of Conflict 2

As far as the Warp Point Open/Closers and Weapons of Mass Destruction, I say that a forum or Galactic Council makes those decisions as we play(you must have contact to belong to the council and maybe at least a trade treaty). If you want to deploy a WMD and you belong to the council that determines rules that say their bad and genocidal, well hey, a vote is taken and your either get thrown out of the council or everyone automatically must declare war on you, or something to that effect. Kind of like when I was severly reprimanded for using biological weapons on the Tholians in QoC I. I think I could have had significant offensive backing from the Feds and Klingons had not the Tholians went crying to the council that was set up between the Cards, Feds, Klings, Ferengi and a few other minors. Made for an intense 15 or so turns.

If you are not a member of a council, you have no say on rules established by them, of course you can break them though but suffer the consequences. Or you can form your own with the races in your own little corner of the galaxy and begin negotiation relations and rules as we play.

Also with treaties, I think those should be closely watched as well. Trade Treaties should be the highest casual treaty, and higher alliances should be kept to a minimal unless the council says you really deserve the extra help and benefit of a stronger treaty. Unless your race is specifically a natural negotiator I think Political scores should be kept to no higher than 100% and maybe cap the trade benefit at 10 to 15%.
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