Aurora 4x

Community Games => 7 Dictators => Topic started by: Nightstar on April 17, 2013, 07:18:28 PM

Title: Six Stars - Rules
Post by: Nightstar on April 17, 2013, 07:18:28 PM
Stuff that's not a normal part of aurora...

No capital/sector civ admins. I'm enforcing this through demotions, but just so you know. Sucky, I know, but I can't control the attributes of civadmins easily without another password, and an exceptional admin can make a HUGE difference.

I can't seem to mark your planets as surveyed by a geo team. If you find extra minerals on your home planet, I'll be removing them. Sorry again.

No computer controlled stuff. Anything you find has a brain behind it.

I'll edit in anything I forgot.
Title: Re: Six Stars - Rules
Post by: Nightstar on April 18, 2013, 09:27:15 AM
It turns out you can move teams and officers around without needing a ship. Even without SM mode. DON'T do this. Thank you.
Title: Re: Six Stars - Rules
Post by: Nightstar on April 18, 2013, 03:37:02 PM
Tech to be traded must be carried by ships. Any ship with a bridge is capable of carrying tech. If a ship with tech is captured, so is the tech. If a ship with tech is destroyed, salvaging the ship will recover some of the tech. A ship can give its tech to another ship, or to a population.
Title: Re: Six Stars - Rules
Post by: Panopticon on April 18, 2013, 09:00:35 PM
So I can't assign a governor to my home planet? Or am I missing something in the no capitol/sector civ admins?

Not really a huge fan if that is the case, seeing as it cuts out much of the use for about a third of my academy graduates.
Title: Re: Six Stars - Rules
Post by: Gidoran on April 18, 2013, 09:08:21 PM
So I can't assign a governor to my home planet? Or am I missing something in the no capitol/sector civ admins?

Not really a huge fan if that is the case, seeing as it cuts out much of the use for about a third of my academy graduates.

Nightstar's in IRC right now if you wanna join in and poke him. I'm not too sure on this myself or I'd answer.
Title: Re: Six Stars - Rules
Post by: Nightstar on April 18, 2013, 09:58:37 PM
Yeah, you can't assign an admin to your home planet. I'm not really a fan of it either. The problem is, civ admins are very luck based. Back in children of sol, an factory production admin made a big difference. Actually, if my memory serves, you had that admin. In this game, the best starting admins for each player varied from 10% factory production to ones like this:
(http://i.imgur.com/8p5XSxi.png)
(admin six before demotion)

I didn't want to seriously imbalance the races right off the start. If you have a better idea, please share it.
Title: Re: Six Stars - Rules
Post by: Gidoran on April 18, 2013, 10:31:39 PM
I'm okay with the limit if it's a temporary thing. I mean, now it will make a huge difference, but ten years in?