I had an idea like this, however I had different ideas... Players started in a fully built base, with a lot of vehicles. I never decided who would own the base, could be player 7, dunno if that'd work.
The players would run away. The closest mines would be Tripples. Thus, players would immediately set down. That, and I'd give em only like 1000 food, so they don't go far. They must basically sit and build up resources and survive for a bit. Normal tech tree is enabled, weapons are disabled. At mark, say, 250, blight hits the home base, starting from a centralized Adv. Lab. It'd just sit there for a bit, then it'd spread quickly at this point, and would soon overtake all players bases. The sitting around time gives players time to grab the basic, essential stuff... CC, SF, Agri, Tok, Smelter. Take too long, and you die anyway. After about 10 marks that players bases had been obliterated, the players would have to find a new base. Local beacons would be simply doubles, but if they did it right, they can drive a fair distance away. The blight would spread slowly from then on. Players objectives simply become to leave the planet.
Disasters would start off as simply meteor showers, randomly placed, and repeating throughout the game.
The first disasters players would experience, would be Earthquakes.
Second would be Volcanic Eruptions.
Third, Electrical stroms begin to appear, and fly accross the map.
Fourth and final, Vortexes appear (New Terra's atmosphere is thick enough that they are no longer simple dust storms)
How Objectives would be done:
First set, simple objective, move out and build elsewhere. It'd be put as this. "Build a base, and grow."
Every reserch but Rare Ore, and any Weapons reserch is unavailable, as welll as any tech that depends on these.
Blight occures at Lab, (1,241) Roughly half way down the map size I was thinking.
Objective changes.
"Evacuate Colonists" (Dependent on Evacuation transports. Each transport=25 colonists.)
"Evacuate Command Center"
"Evacuate 5000 units of Common Metals"
ect...
Note: Based on what is in convecs, lots of detection is necessary. Failure to complete an objective after your CC is disabled, results in game over for you. You cannot control any units, you are basically made neutral. You can continue to observe, but thats it. Cause of CC disabled is not necessary, be it from an enemy, disaster, or Blight.
*NOTE: After the blight hits a command center, will require detect... ALL technology reserched is removed, Players only have access to Basic Labs.
After 100 marks, players must simply run from the blight. Objectives change at this mark (Time Trigger)
The objective is simply this...
"Have a Command Center in Storage"
For when blight shows up, min buildings in storage are all the basic stuff.
"Completely Reserch Basic Lab Techs" Not gonna list them, too lazy.
ECT.
The idea basically follows how the campaigns where done!
You have to reserch technology, recover bits of Starship wreckage, and eventually leave New Terra.
I was hoping to make blight visible by having to research a specialized technology only available after the relocation is complete, also placed in Basic Lab. Called "Blight Detection".
Final objective: First player to leave New Terra wins. No allied victory.
The problem with this? I'd require a larger map, a simple world map would not be enough. I was thinking at least a 512x512 or larger (1024x512 would be gigantic)
Why? Spaceship technology and even RARE technology would be held off for a considerable length of time. And players would still have to collect Conestoga Remains, as well as whatch their bases.