1. Game Name: Cluster Wars 2. Host: Rob Turner 3. E-mail: vs0010@csnet.nl (alt: r.turner@viewpoint.nl) 4. Web Page: http://www.geocities.com/TimesSquare/Ring/8966/cluster.htm 5. Version: 2.7i 6. Number of Players: 36 (special, see below) 7. Universe Size: (Small) 8. Skill Level: (All Levels) 9. Turns will be generated: (Daily) 10. Turns Due: GMT (20:00) GMT = Eastern Std. Time (EST) +5 hours = PST +8 hours 11. Encryption to Host: (MIME, Uuencode, WWW) 12. Encryption from Host: (MIME, WWW) 13. Universe Density: (Dense) 14. Player Starting Positions: (Distant) 15. Game Options: ___ Beginner: Maximum Minerals ___ Slower Tech Advances _*_ Accelerated BBS _*_ No Random Events ___ Computer Players Form Alliances ___ Public Player Scores ___ Galaxy Clumping *16. Victory Conditions: _*_ Winner must own 60% of all planets ___ Winner must attain Tech Level ___ in ___ fields ___ Winner must exceed a score of (1000-20000) ___ Winner must exceed nearest score by (20-300)% ___ Winner must exceed a production capacity of (10-500) thousand ___ Winner must own (10-300) capital ships _*_ Has highest score after (150) years Winner must meet _(1)_ of these conditions At least (30) years must pass before a winner is declared. 17. Details: This is a small scale single knockout tournament game. I need 36 players in total to play. Players will be split up into 6 groups of 6 players. Each group or "cluster" from this game will be playing with exactly the same parameters and all 36 players will be playing with EXACTLY the same race file. Even the names will be the same to make it extra confusing. The goal is to win control over 60% of the planets. The universe will be small and cramped and to keep the playing field a bit more level, no random events will be generated. This will keep the cluster wars short and to the point. If no clear winner emerges before year 2550 the player with the highest score will get the victory. This is to ensure that all the cluster wars are finished within a certain time frame so that winners of the other clusters don't need to wait too long for the final round. Each of the original 6 clusters will generate one winner. No special races or observers will be present in the first round so it's a no-holds barred, anything goes scrap. For the clarity, literally any trick, dirty or otherwise, that you can get away with in the Stars! interface is a valid tactic, including use of the 256 bug. This is because I won't be closely monitoring the first round and I can't be there to catch and penalize violations. The winners of the 6 clusters will then play off against each other in a final game. In this game, I will occupy 1 planet as observer. What makes the play-off interesting is that you know from the start that all 6 players are previous winners of their respective clusters. All 6 of the players will be using the same race file again, but to make it interesting, it will be a different race than the one from the first round. The rest of the universe parameters will be the same except that in this game, the 150 year time limit does not apply and the game will end only when a player controls 60% of the planets. There are some restrictions: (1) Surrenders will not be allowed. Only an individual victory can result from a cluster war. Dropouts will, however, be permitted. No attempt will be made to replace dropouts and dropouts will be put on computer control. If you win the first round because everyone else dropped out, then only YOU will know.... (2) Alliances can be formed, but only a single player can win the scenario. (3) moves will be generated daily without delay except in extreme cases. This is done to ensure that the first round ends at about the same time for all clusters. Autohost: Generation of the moves will be delegated to an autohost. if you have never used one before, don't worry. All players will be given detailed instructions on how to submit moves, and the autohost I'm using will send your moves in email. Player level: Players from all levels are encouraged to join. Previous experience playing via email would be nice. Prize money: You heard it. This will be, to my knowledge, the first Stars! game in history paying out a cash prize for the winner. It's a big 10 Dutch guilders (about 5 American Dollars). It's a colourful banknote and hard currency in most countries. I'm doing this to encourage goodwill between all people, all countries, cultures, religions and beliefs. Money, like birth, death, love and sex is universal and therefore it makes a nice symbol for the often underestimated international appeal of Stars! If Stars! can help us come together in some small way, this small reminder of the cluster wars and the people you met (and defeated) playing it is more than worth the paper that it's printed on. Rob Turner