Aurora 4x

Community Games => 7 Dictators => Topic started by: Nightstar on April 17, 2013, 08:07:35 PM

Title: Six Stars - Start!
Post by: Nightstar on April 17, 2013, 08:07:35 PM
None of this should be news to any of you, but some bits of advice:

Your main crunch will be money. Be careful where it goes.

Trade trade trade. Tech, minerals, information, trade goods, whatever. You'll regret it if you don't.

Be careful when making a new design. This bug (http://i.imgur.com/FTLlhHG.png) seems to be popping up a lot. Restart aurora to fix it.

Duranium is going to be very scarce in about a decade. Try not to get caught by surprise.

I shared the folder with the emails you gave me, tell me if there's any problems. I'll be PMing you your passwords in a couple minutes.

You have a week to get your first orders in.

Good luck, have fun!
Title: Re: Six Stars - Start!
Post by: sublight on April 18, 2013, 01:18:36 PM
What rules/restrictions are there on trading?
For example, I imagine that we will need cargo ships to physically travel to a destination to exchange minerals/facilities, but are there any similar restrictions on information/tech?
Title: Re: Six Stars - Start!
Post by: Panopticon on April 18, 2013, 01:24:13 PM
Courier vessels I imagine, ooh I wonder if that means we could potentially intercept tech transfers.
Title: Re: Six Stars - Start!
Post by: Nightstar on April 18, 2013, 02:13:52 PM
FTL comms are assumed out of simplicity in this game. I had not planned for any restrictions on tech/info trading.

That said, requiring a transport ship for such trades is a wonderful recipe for conflict and betrayal, and makes trades a little more dangerous. I love it. Does anyone have an objection to needing courier ships to trade tech? (Possibly an entire fleet for valuable tech...)
Title: Re: Six Stars - Start!
Post by: coco146 on April 18, 2013, 03:02:06 PM
I like the idea of couriers for both techs and teams
Title: Re: Six Stars - Start!
Post by: kks on April 18, 2013, 03:17:49 PM
Maybe let them transport for ex. 1000 RP per courier.
Title: Re: Six Stars - Start!
Post by: sublight on April 18, 2013, 03:23:47 PM
Couriers +1.  8)


Personally I'd say anything with a bridge should work for any tech, but I won't object if a valuable tech requires a flag bridge or salvage module to be moved. I will object to the possibility of needing a fleet for anything other than redundancy and escort protection however.
Title: Re: Six Stars - Start!
Post by: Nightstar on April 18, 2013, 03:29:28 PM
Yeah, I just meant a fleet for protection. Looks like a general consensus, so it's in. Details in the rules thread.
Title: Re: Six Stars - Start!
Post by: Nightstar on April 20, 2013, 02:14:46 PM
Orders are in. I sent out a couple PMs to confirm things before I take my turn. A number of you didn't queue up enough stuff to finish the year, which I'm generally assuming is intentional. There's also a silly mistake or two though.
Title: Re: Six Stars - Start!
Post by: Nightstar on April 20, 2013, 03:09:11 PM
Most of that's cleared up now, and the last isn't worth delaying a turn over. SM turn starts in ~6 hours.
Title: Re: Six Stars - Start!
Post by: Nightstar on April 21, 2013, 01:32:50 AM
Turn taken. There's still a lot of stuff I have to do, but you can look at your first year now.

EDIT: You have like three days to get your orders in.

Please make damn sure your queues are filled through the year, or as much as you want them to be.

I'd also like to request that any orders you give to me be in chronological order, preferably with a date and event attached. Tht'll make my job much easier, and make me less likely to screw stuff up.

EDIT2: Yes, you can put orders in now.
Title: Re: Six Stars - Start!
Post by: Nightstar on April 23, 2013, 02:34:24 PM
Guys, in case anyone else missed it, the JPs between Sol and your colonies all have Jump Gates. It's not showing up on the system map because of some problem in information sharing -- I think I shared system info before I put the gates in place -- but they're visible in the TG orders window and the system view window, and they work just fine.
Title: Re: Six Stars - Start!
Post by: Nightstar on April 24, 2013, 02:52:09 AM
I need sleep. Turn will get finished sometime in the morning.
Title: Re: Six Stars - Start!
Post by: Nightstar on April 30, 2013, 02:10:43 AM
My apologies for the delays. This is still going, but I took the weekend off, and the turn is taking a while. Turn should be done sometime in the next 24 hours.
Title: Re: Six Stars - Start!
Post by: Nightstar on May 01, 2013, 03:46:12 AM
I estimated two hours for the turn. It's been three hours and six months. I've uploaded the partial turn for you to look at, make corrections, yell at my mistakes, etc. The rest of the year gets finished tomorrow...

I may have to kill all sensors in the seven major systems to keep this going at a more reasonable pace. Thoughts?
Title: Re: Six Stars - Start!
Post by: sublight on May 01, 2013, 07:50:49 AM
Usually the first six months are the slowest because that's typically when most of the 'orders completed' interrupts and player order requests occur. Still, 3 hours for six months this early in the game isn't a good sign.

Killing sensors might help if you spend much more time waiting for Aurora than you do checking the event log and controlling the aliens. However, if the sensors are killed you would need to pay more attention to ship movements to know when and where to turn sensors back on. For example, if I'm doing a geosurvey I'd like to know if I detect a population, and the other player might want to see me coming if they have a "shoot first" policy regarding non-civilian ships approaching their colony worlds.
Title: Re: Six Stars - Start!
Post by: icecoldblood on May 01, 2013, 08:30:02 AM
I estimated two hours for the turn. It's been three hours and six months. I've uploaded the partial turn for you to look at, make corrections, yell at my mistakes, etc. The rest of the year gets finished tomorrow...

I may have to kill all sensors in the seven major systems to keep this going at a more reasonable pace. Thoughts?

I'm for killing sensors, but only if you can remember to turn them on during any intrusion of the home systems.
Title: Re: Six Stars - Start!
Post by: Nightstar on May 01, 2013, 03:26:44 PM
Well... Production turns take a bit, non-production turns don't. Most of my time IS reading up on the events. The real problem is that every other day or so, I get an interrupt from a civilian ship getting spotted somewhere new. Come to think of it, turning off sensors isn't likely to help much there.

I've already spawned a a great deal of what's going to be in the game. NPRs are pretty much finalized, systems are explored several out, etc. That's what took me so long before I started advancing time. I think (and hope) this means that things won't get much slower.
Title: Re: Six Stars - Start!
Post by: Nightstar on May 01, 2013, 05:45:03 PM
Turning off sensors and civilian transponders helped quite a bit. I reverted the changes for a couple days at the end so you can see stuff, but I'll be turning them off when it doesn't really matter from now on.

When you're done giving your orders for next turn, I also need a general response to someone attacking civilian ships in Sol.

QUICKEDIT: I ALSO want to remind you to check your stuff (events in particular) carefully. I haven't always been able to follow your orders exactly as intended. I try to PM you anything major, but I miss stuff.