Power Game II: Fatal Four-Way
From the original game: We've all done it at least once, set up a game with 5000 racial points and other settings just to kick the crap out of the AI. But how well would you fare against other human players that have done the same thing?
This time around I've dealt you an even better hand, a resource rich quadrant, a sphereworld as your homeworld, and five huge worlds of your type and atmosphere. Of those five huge worlds three will be adjacent to your HW and the other two will be in the same sectors as the warp points out of your system. With this many advantages you'll be unbeatable, right?
The whole idea behind the Power Games is to create games that new players can jump into and have a good time while giving experienced players a change of pace from the average game. The settings I've chosen for these games tend to level the playing field a bit but you still need to be at your best.
This particular game will be using a customized small FQM map therefor I will only be hosting, not playing.
Some general rules: Please, no pre-arranged alliances. Make sure you can accept e-mail from gmail (bounced e-mails drive me insane!
) If you miss more than three turns in a row you will be kicked from the game (I would expect the same of any game I'm in, it's only fair to the other players.) If you need an extension of the turn deadline e-mail me, I'm very easy to get along with. Most important - Have a good time!
On to the settings!
Starting resources: 100000
Starting planets: 1
Home planet value: Good
Score display: Own
Technology level: Low
Racial points: 5000
Quadrant type: Custom
Quadrant size: Small
Event frequency: None
Event severity: N/A
Technology cost: Low (yup, low)
Victory conditions: Lat man standing.
Maximum units: 20000
Maximum ships: 20000
Computer players: None
Computer difficulty: High (in case we lose a player)
Computer player bonus: None
Neutral empires: No
Other game settings: No intel, no religious trait, no surrender, ***no mines***.