and added some restrictions to make it more challenging.
Get it here: https://sabercathost.com/dthK/MoO2_challenge__nov_2017.zip
Story: After an odyssee through space with the remains of your colonization fleet and some captured ships
a timespace anomaly left you stranded in an unknown galaxy, where you just created a new colony.
Game setup: impossible, 8, huge, avg, avg, tac&antarans&random on
picks: Unification, transdimensional, omniscient, pop -50%, low-g
Players starts with 1 pop and 3 different androids on medium terran low-g planet,
make sure to check out all assets.
Expected game length: less than 300 turns to win would be quite impressive
The rules of the challenge, if you like to play it as intended:
The android crews of the 3 captured ships will not participate in offensive actions,
i.e. these ships are not allowed to attack colonies of other species
or fire at ships of other species unless they are in orbit of a system that is under the players control,
respectively if those ships cause a blockade of a players colony..
Blocking colonisation by mere presence is ok, also fighting monsters and antarans, incl attack on antares.
Same is valid for the avenger once you took orion.
You can not win by council vote in this challenge, but you can lose. Avoid it!
The game is lost if the player loses 2 of the starting 3 military ships before turn 50 ends.
The game is lost when none of the 3 starting military ships is left.
Player is not allowed to scrap one of those 3 ships.
The player may not demand more than 1 tech every 25 turns.
The player may not spend more than 4 picks if he researches evolutionary mutation,
5 only in case he decides to "unpick" low-g which was aquired during the long time in space.
The game likes to compensate a weakness with leaders and because this is a challenge
the player is not allowed to hire any more leaders until turn 51,
he even must instantly dismiss every leader that appears during turn 2 - 50.
A 3rd leader may be hired at turn 81, no limits after turn 100.
You are allowed to prevent Death Rays from being built into your satellites!
Either remove the knowledge via savegame editor or prevent it via 1.50 configuration.
The savegame was designed to be played with 1.50.42 mod and vanilla rules incl some changes in cfg,
but also works with e.g. 1.40.23b which does not require dosbox under xp and runs much faster here that way.
Since i dont know whether specific entries may be required for newest 1.50.x release that could be missing in my set150.cfg,
here the changes/additions so you can also add them manually:
Changes in SET150.cfg:
strict_combat_sequencing = 0 #ships may wait multiple times/turn like in vanilla
defensive_fire = 0 #control at what your ships fire, do not allow the enemy to draw it with its crappy ships ;)
board_range_normal = 2
event_duration = 4 4 4 #back to vanilla
event_duration anomaly chance = 20 #back to vanilla
event_duration beast chance = 20 #back to vanilla
Additional lines in SET150.cfg:
max_combat_turns = 100 #there should not be a time limit at all!
satellite_capture = 1 #keep captured satellites if also the colony is captured in the same turn
No matter whether you play it with mentioned rules or your own, have fun!