King of the Hill is a 2 x 4 team game suggested by Fexer based off a game I ran a year or so ago called 'The Slice'. The winning team is the "King of the Hill", and defends its position in the follow up game, as long as a new team wins the game and therefore becomes the new King. When it comes to race picking The King of the Hill always has the last pick - no choice!
The 4 teams are: Feds - Rebels. Lizards - Colonies. Fascists - Robots. Bird - Empire.
Game runs 3x week until turn 25 then 2x week or when all turns are in.
Alliances: No team alliances allowed. Xenophobia!
New and only victory conditions:
-- A team wins by capturing 300 planets prior turn 100
-- The team with most planets at turn 100 wins
Mods: Teleport, Zeus (Stargate).
Shiplist: T-List, Engine Shield Bonus at 50%
Map: Custom. Each team gets a corner.
Homeworld: Random locations.
Extra Rich HW, Random Rich Planets. High Pop. High Money
Starbase @ HW with 2 ships.
Rank to Join: Teams can apply here in the forum.
In order to prevent pauses or multiple pauses we don't want to have any droppers nor "real life issue" folks in the game. Dropping is a no go! If there are reasons why one player has to drop, his partner has to take his race over. There will be no computer player (The Q, Spacelord, etc.) kicking in! If the remaining teammate doesn't want to take his teammates race then the team is immediately disqualified and the two races/team will be removed from the game (Killrace). Only seasoned teams/players wanted!!!
This just goes by first come first serve. Team "Clueless" (Caligula and Fexer) will have the last pick - which means they will simply take what's left after the first three teams have filled.
Code: Select all
GENERAL SETUP Recycle rate of colonizing ships 75 % Odds of a large meteor impact 2 % Mine fields YES Web Mine Fields YES Alchemy Ships YES Delete old messages YES Disable all passwords NO Ground Combat Attack Ratios The Solar Federation 1 : 1 The Lizard Alliance 30 : 1 The Empire of the Birds 1 : 1 The Fascist Empire 15 : 1 The Privateer Bands 1 : 1 The Cyborg 1 : 1 The Crystal Confederation 1 : 1 The Evil Empire 1 : 1 The Robotic Imperium 1 : 1 The Rebel Confederation 1 : 1 The Missing Colonies of Man 1 : 1 Ground Combat Defense Ratios The Solar Federation 1 : 1 The Lizard Alliance 10 : 1 The Empire of the Birds 1 : 1 The Fascist Empire 5 : 1 The Privateer Bands 1 : 1 The Cyborg 1 : 1 The Crystal Confederation 1 : 1 The Evil Empire 1 : 1 The Robotic Imperium 1 : 1 The Rebel Confederation 1 : 1 The Missing Colonies of Man 1 : 1 Free Starbase Fighters The Feds 0 The Lizards 0 The Bird Men 0 The Fascists 0 The Privateers 0 The Cyborg 0 The Crystal People 0 The Evil Empire 15 The Robots 0 The Rebels 0 The Colonies 0 Mineral Mining Rates The Feds 70 % The Lizards 200 % The Bird Men 100 % The Fascists 100 % The Privateers 100 % The Cyborg 100 % The Crystal People 100 % The Evil Empire 100 % The Robots 100 % The Rebels 100 % The Colonies 100 % Tax Collection Rates The Feds 200 % The Lizards 100 % The Bird Men 150 % The Fascists 100 % The Privateers 100 % The Cyborg 100 % The Crystal People 100 % The Evil Empire 100 % The Robots 100 % The Rebels 100 % The Colonies 100 % Race Advantages Rebels build fighters in space YES Colonies build fighters in space YES Robots build fighters in space YES Cloaked ships may be Robbed NO Empire's Dark Sense range 200 LY Lizards can use hiss mission YES Rebels can use ground attack YES The Feds can super refit YES Cyborg assimulation rate 100 % Colonial fighter mine sweep rate 20 Colonial fighter can sweep webs NO Effect of HISSS mission 5 Rob mission failure rate 1 % Planets can attack Rebel ships NO Planets can attack Fascist ships NO Science ship bonus YES Fed crew bonus YES Ranges and Rates I Odds that a cloak will fail 0 % Fuel used to cloak 5 Ships without fuel can move YES Ship visible range (StarCharts) 300 LY Sensor mission range 200 LY New natives will appear YES Planetary 'NUK' friendly codes YES Overpopulations eat supplies NO Isotope Trans-uranium Mutation rate 5 Planetary structures decay rate 1 Web mine decay rate 5 % Mine field decay rate 5 % Odds of hitting a mine per L/Y 1 % Odds of hitting a web per L/Y 5 % Maximum mine field radius 150 LY Mine detect range 200 LY Mines destroy enemy mines YES Ranges and Rate II Engine tech boosts shield power YES Engine tech boosts shield power % 50 Mine field sweep rate 4 Web mine field sweep rate 3 Mine field sweep range (LY's) 5 Web mine field sweep range (LY's) 0 Cloaked ship will hit mine odds 0.5 % Amount of damage that prevents cloak 1 Ships with one engine can tow NO Hyperdrive ships YES Climate death rate 10 % Planets have gravity wells YES Crystal people like desert worlds YES Normal mines destroy web mines NO Climate limits population YES Meteor Impacts Odds of small meteor impact on all 0 % Minimum Neutronium 10 KT Minimum Duranium 10 Minimum Tritanium 10 Minimum Molybdenum 10 Maximum Neutronium 200 Maximum Duranium 200 Maximum Tritanium 200 Maximum Molybdenum 200 Number of LARGE meteors impacting 0 Minimum Neutronium 100 Minimum Duranium 100 Minimum Tritanium 100 Minimum Molybdenum 100 Maximum Neutronium 10000 Maximum Duranium 9000 Maximum Tritanium 9000 Maximum Molybdenum 7000 Send Meteor Messages YES Cloning and Other Maximum income per planet 5000MC Ion Storm activity 3 Storms Firecloud Warp Chunnel YES Advanced Birdmen Super Spi YES Ion storms hide minefields YES Glory device (D19, Saber) YES Loki Class Anti-cloaker function YES Lady Royale Gambling Ship YES Cloaked ships can attack YES Ship Cloning YES Crystal/Privateer Boarding Party YES Star Destroyer Imperial Assult YES Cobol class free fuel per LY 2 KT Aries can convert minerals to fuel YES Bioscanners YES Hull Tech not slowed by mine hits 7 Loki Decloaks BirdMen Ships NO VPA Extra Features YES