G’day and welcome all to the second edition of the ongoing Team Tower Tournament! This will consist of a number of team games, similar to @Trucriot’s 1v1 Legendary Level League. You can see the first edition thread at Ranked 2v2 games Edition 1 Thread. And now, let us welcome in edition 2!
If you are interested in participating in this edition of the tournament, please reply and let me know in the thread below. Sign-ups are open until the 30th of September (AEST), and I will create the games in the first few days of October.
Games will be played on a 6-player mirrored galaxy with random star scatter. Teams will alternate start positions, so every player has two enemy neighbours. Formal alliances (FA) are allowed and required; players must formally ally with all team mates at the start of the game and must not break the FA until the enemy team has conceded.
Back in August of 2020, @BOsshOgg suggested to the forums that there should be some kind of team tournament. @TheLastHero ran with this idea and created a 4 team 3v3 tournament that September, with @Solfyre, @panblanco and @Karmadrome coming out on top. Then in November of 2021, @spymort created a thread trying to generate interest for another team tournament. I figured I’d jump in and help out, and created edition one of the Team Tower Tournament in April 2022. And now, here we are!
- Stars for Victory: 50%
- Formal Alliances: Enabled
Special Galaxy Settings
- Warpgate Cost: Cheap
- Random Gates: None
- Dark Galaxy: Disabled
- Mirrored Stars: True
- Stars per Player: 32
- Starting Distance: Medium
- Resources: Plentiful
- Production Ticks: 24
- Starting Stars: 1
- Starting Cash: $1500
- Starting Ships: 100
- Starting Infrastructure: 10/10/2
- Development Cost: Standard/Standard/Cheap
- Trade Cost: Standard ($15/level)
- Trade Scanning: TBD
- Terraforming: level 1, 144 points/level
- Experimentation: Disabled
- Scanning: level 1, 144 points/level
- Hyperspace range: level 1, 144 points/level
- Manufacturing: level 1, 216 points/level
- Banking: level 1, 72 points/level
- Weapons: level 4, Research Disabled
Game Time Settings
- Turn Based
- Turn Jumps: 6 ticks
- Turn Deadline: 48 hours
In order to maximise the quality of the matches, players will be sorted by estimated skill, and then put into groups of six players. In each group of six players, players ranked 1, 4 and 6 will be put onto one team, and players ranked 2, 3 and 5 will be put onto the other.
Estimated skill will be decided first by the player’s rating on @Trucriot’s 1v1 NP2 World Rankings. If a signed-up player does not have a 1v1 rating but has played an official (i.e. forum) team game in the past, they will be ranked first by the number of team games won, and second by the number of team games played. Finally, if a player does not have a 1v1 rating nor has played any team games, they will be placed at the bottom of the estimated skill list in order of sign-ups.
Players Signed Up (20)
I am uncertain whether we should play with Trade Scanned enabled or disabled. In the 2v2 edition, it didn’t matter because team mates were beside each other. But in the 3v3 editions, it does matter, since for a while players will be separated from their allies, and will have to create some kind of pathway to connect. Having trade scanned disabled will allow allies to trade from the beginning, but having it enabled will force players and teams to research techs more strategically, increase the importance of scanning and/or range, but may increase the tedium and reduce the feeling of team play. So, what do you all think about this?
- Trade Scanned Enabled
- Trade Scanned Disabled