OSG 24 - The Guns of Sssla

I disagree strongly with this. It maxes factories in 2 turns, or in 1 turn if we feed it reserves. And even if it weren't, it'd be like getting free money. Reserves can be produced efficiently at either Dolz or Beta Ceti (doesn't matter which one although Beta Ceti is closer to the front line so that's the logical choice for Placeholder construction. It's not a game breaking decision, but we're definitely losing out by not doing this.

OK, so what happens if next turn we get the nova event somewhere. We'll feed the planet our reserves, but, oh, wait we CAN'T because we don't have any, and we lack a maxed out rich planet to generate them. Or the meklars declare war, and we ask the Silicoids for help, and they would, but they want something for help. They might have settled for reserves, but, instead, they ask for BCV...

If we had a reasonable supply of reserves right now, like 2-3K, I'd agree with maxing the rich planets by feeding them, but we don't, and I don't feel like 200 BC over the long haul is worth running the reserves dry. Sorta like when you buy insurance, it costs you up front, but your better off having it if something goes wrong. Again, just my opinion, and not necessarily right in all cases.

I don't think there's any synergy effect there, they're mostly unrelated problems. I just don't see us being able to sustain an offensive campaign against the Meklar anytime soon (especially with them being allied to the Silicoids). If we go to war, we'll need to be on the defensive.

There is no synergy, that's not the point. The point is, to fix our weapons issues, we need to research four techs. We can't research a good bomb and a good missile at the same time. With the trade, we no longer have to. If we didn't have the AMB's, what do you pick among Omega-V, Fusion Rifle, and Megabolt at the next level? All 3 would be very useful, but, we can't research them simultaneously. And we couldn't afford to research more than one, because at the next level, we hopefully have a desperately needed missile to research.

We CAN, however, research both a weapon and a construction tech at the same time. We can also get to state of the art here in 1 trade (I think). If you want to argue that the Armor is important enough to disregard this... then I accept that as a vaild point of view.

Also, AMB should solve our bomb issue for a long time, and maybe forever. There are several armor upgrades before the last bomb upgrade (keeping in mind that Omega-v is usually a downgrade)

If we will indeed be able to get Zortium from the Silicoids before too long (I hope we'll focus on Planetology research regardless), I'll be more at ease. How sure are you they'll give us Zortium for Atmospheric Terraforming? I would not want to trade them BC mk5 for Duralloy in case of a war, especially since they might honour their alliance anytime and turn on us.

Pretty sure this is just a temporary issue. We'll get Zortium for something shortly. RE: Trading BCV for Duralloy, we'd obviously ask them to declare war on the Meklars first. :crazyeye: Now, if we were playing on Kyrub's patch... I'd worry that they wouldn't declare if asked, but in standard moo, 95+% they'll declare as much as they like us.

I'm never afraid of saying I'm right and you're wrong:p I actually agree with BC mk5 over Planetary Shield V. It helps our missiles a lot and vastly improves our defensive ships. And it lets us try our hand at spying, if we decide to man up for it :)
That was pretty much what I was thinking when I did it.

I disagree strongly with research at any R or UR planet. We will be needing ships and reserves in the not too distant future, and we may as well produce those where it's far more cost efficient. Research would be a terrible waste IMO.

Agree 100% on UR planets. Rich planets are more situational. If it was me, I'd not do research at the rich planet till we had more reserves, but I don't think complete :smoke: to do what he suggests.

I agree with FF priority, but it's already well funded and mature. Seeding it further wouldn't be very cost efficient.

This.

I always focus too much on Planetology too :)

I have the opposite problem. I'm a weapons and FF hoe. I like it when their ships look at our planet and just go "Nope, can't scratch that one." :lol:

Speaking of scanners, should we go ahead and get battle scanner ships stationed around our empire?

I'm not opposed to these things, but, I also don't get the love for them. I use them when I'm thinking of declaring war on an opponent to see what I'm going to be fighting, but why have them one per world? Why not just build a base? Those come with built in battle scanner. If we want one over the UP and over Maalor, I'd concede that's a useful thing. We could scrap the LR laser ships whenever. They're basically just BC suckers now. (Not much BC, but still)


I'm with jmas, I say we take a gamble on superior missile technology. Our alternatives are not good at all, noone wants to trade us missiles.

Not sure it's that they WONT trade their good missles with us, I suspect it's a case of they DON'T HAVE THEM EITHER.

I've no problem with emphasizing weapons, but, we have a lot of areas that we're gimp. FF and Armor come to mind, and we don't want to ignore computers or planetology. We can probably safely scale back on Proplusion at least, so that's something.
 
Guys, just so you know, I played my turns and I am working on the report so you can continue to discuss directions for the game, but my turns are already over. :) I think I will be heading to bed soon, but should be able to finish my report tomorrow evening.

Teaser: Things went well, I think we're ready to mix it up a bit, our peaceful variant rules make it a bit challenging, but I think I found a good target and hopefully we can provoke them. :splat:
 
Guys, just so you know, I played my turns and I am working on the report so you can continue to discuss directions for the game, but my turns are already over. :) I think I will be heading to bed soon, but should be able to finish my report tomorrow evening.

Teaser: Things went well, I think we're ready to mix it up a bit, our peaceful variant rules make it a bit challenging, but I think I found a good target and hopefully we can provoke them. :splat:
Argh - Maniac, see what you started? These teasers are going to drive us crazy!!!

(Kidding. In case it wasn't obvious. I'm looking forward to the report!)

I'm offline Friday evening and most of Saturday (known in Europe as roughly "Saturday morning through Saturday night") but I should be able to post a "got it," play, and post, sometime over the weekend.
 
OK, so what happens if next turn we get the nova event somewhere. We'll feed the planet our reserves, but, oh, wait we CAN'T because we don't have any, and we lack a maxed out rich planet to generate them. Or the meklars declare war, and we ask the Silicoids for help, and they would, but they want something for help. They might have settled for reserves, but, instead, they ask for BCV...

If we had a reasonable supply of reserves right now, like 2-3K, I'd agree with maxing the rich planets by feeding them, but we don't, and I don't feel like 200 BC over the long haul is worth running the reserves dry. Sorta like when you buy insurance, it costs you up front, but your better off having it if something goes wrong. Again, just my opinion, and not necessarily right in all cases.
It'll take 106 credits to feed the UR per turn, and it'll be maxed in one turn. Then it'll be able to churn out huge reserves every turn. I don't suggest maxing the R planet. The returns from feeding an UR planet are too big to pass up. You really are a paranoid player :)
We CAN, however, research both a weapon and a construction tech at the same time. We can also get to state of the art here in 1 trade (I think). If you want to argue that the Armor is important enough to disregard this... then I accept that as a vaild point of view.
That'd be my main point, yes. Our bases are way vulnerable right now, shooting duds and having barely any protection. Zortium would go a long way towards fixing that immediately. My perspective is a paranoid one, I thought you'd sympathize :)
Agree 100% on UR planets. Rich planets are more situational. If it was me, I'd not do research at the rich planet till we had more reserves, but I don't think complete :smoke: to do what he suggests.
I'd never consider research at R planets unless I had several of them and few real research planets, along with dire research needs (being completely defenseless until next tech lands). -50% is too inefficient.
I have the opposite problem. I'm a weapons and FF hoe. I like it when their ships look at our planet and just go "Nope, can't scratch that one." :lol:
How surprising :p
I'm not opposed to these things, but, I also don't get the love for them. I use them when I'm thinking of declaring war on an opponent to see what I'm going to be fighting, but why have them one per world? Why not just build a base? Those come with built in battle scanner. If we want one over the UP and over Maalor, I'd concede that's a useful thing.
Erm... I sort of forgot about scanners on missile bases :blush: Ignore the idea.
I've no problem with emphasizing weapons, but, we have a lot of areas that we're gimp. FF and Armor come to mind, and we don't want to ignore computers or planetology. We can probably safely scale back on Proplusion at least, so that's something.
Priorities are starting to get tough indeed.
 
It'll take 106 credits to feed the UR per turn, and it'll be maxed in one turn. Then it'll be able to churn out huge reserves every turn. I don't suggest maxing the R planet. The returns from feeding an UR planet are too big to pass up. You really are a paranoid player :)

I hadn't crunched the #'s, but if it could indeed max in 1 turn of feeding, then it would have been ok to finish it off. Either way, 1 or 2 turns is very marginal gain.

That'd be my main point, yes. Our bases are way vulnerable right now, shooting duds and having barely any protection. Zortium would go a long way towards fixing that immediately. My perspective is a paranoid one, I thought you'd sympathize :)

Oh, I totally do sympathize, and, to paraphrase one of my quotes, it's not paranoia if the RNG REALLY IS out to get you!

I'll admit to being more paranoid than most, but I'm looking at it from a risk vs reward viewpoint. I really considered taking Zortium, but our problems are so legion, I preferred a likely permanent fix to one of them to a tech I figured we could highly likely get another way in 10 turns or so. It was all I could manage to pass on the planetary shields too, but I think AMB will still be useful 150-200 turns from now. Not sure about Zortium.

I do see your argument, and admit it has it's merits, but I suppose we'll just have to disagree on this.

I'd never consider research at R planets unless I had several of them and few real research planets, along with dire research needs (being completely defenseless until next tech lands). -50% is too inefficient.

I'm mostly in agreement with that, especially when you have an artifacts planet to feed, but in longer games, you do sometimes reach a point where you have more reserves than you know what to do with. That's pretty much when I use them for research.

It's really a case of what do I need more, reserves or RP. The answer is usually, but not always reserves.

Erm... I sort of forgot about scanners on missile bases :blush: Ignore the idea.

:lol:

Not opposed to making 3-4 of them, stationing at the immature planets that aren't ready to make a base, and maybe escort our fleets later on, but yeah.

Priorities are starting to get tough indeed.

Yeah. We were missing so many good techs in almost every field that we couldn't just trade to fill in the gaps as we had more gaps than things to trade to fill in those gaps.

Teaser: Things went well, I think we're ready to mix it up a bit, our peaceful variant rules make it a bit challenging, but I think I found a good target and hopefully we can provoke them.

This sounds encouraging. Sounds like we got Zortium Armor already (I can hope anyway)? Maybe planetary shields? Dare I even hope for IC or... missiles?!

Really looking forward to the report, especially because I think catwalk and I have just about said everything we have to say about our current debates, and we now need new debate material desperately, lest we end up doing this: :deadhorse: :)
 
I hadn't crunched the #'s, but if it could indeed max in 1 turn of feeding, then it would have been ok to finish it off. Either way, 1 or 2 turns is very marginal gain.
Would you pass up a 5-dollar bill lying in the street? ;)
I really considered taking Zortium, but our problems are so legion, I preferred a likely permanent fix to one of them
I'll concede the point here, a permanent fix is indeed a good thing. It's risky, but I'm fine with that really.
Really looking forward to the report, especially because I think catwalk and I have just about said everything we have to say about our current debates, and we now need new debate material desperately, lest we end up doing this: :deadhorse: :)
Was this a subtle way of saying "Let me just have the last word already, dangnabbit" :p
 
Would you pass up a 5-dollar bill lying in the street? ;)

I'll concede the point here, a permanent fix is indeed a good thing. It's risky, but I'm fine with that really.

Was this a subtle way of saying "Let me just have the last word already, dangnabbit" :p

RE: 5 bucks. Only if I thought there was a chance the bus would run me over before I was able to retrieve it. Not sure if it's more 5 bucks than a dime, but I'll concede I'm overly paranoid on this issue, especially if it was 1 turn to max.

RE: the second sentence, I've nothing more to say then :)

RE: :deadhorse: Not at all, the last couple of posts have been small as we've explained our reasoning, and we've either come around to each othersviewpoint, or we've agreed to disagree. We really do need new material. :)

We approach things very differently it seems. In most games that would mean one of us is clearly wrong on each point, but in MoO, that's not always true, and what might be best in one game might not in the next, so hopefully it's interesting to read for some.
 
Something's terribly wrong here: I'm supposed to be the one hopelessly trying to convince Maniac to run a completely defenseless empire!

I have the opposite problem. I'm a weapons and FF hoe. I like it when their ships look at our planet and just go "Nope, can't scratch that one." :lol:
Y'see my problem is that I much prefer scrambling at the last minute to try to assemble last ditch defenses just as the enemy death fleet arrives!

(Some of you might think I'm kidding. I think Maniac knows that I'm not!)

My method does tend to depend on good scanner technology and a wide sentry net ... and of course when it doesn't work, it fails spectacularly! Which is part of the reason I'm not arguing very loudly in its favor in an SG.

(Makes things interesting though. Of course, so does putting so much production into building "adequate" defenses that the AI gets an enormous tech lead....)
 
Something's terribly wrong here: I'm supposed to be the one hopelessly trying to convince Maniac to run a completely defenseless empire!

Y'see my problem is that I much prefer scrambling at the last minute to try to assemble last ditch defenses just as the enemy death fleet arrives!

(Some of you might think I'm kidding. I think Maniac knows that I'm not!)

My method does tend to depend on good scanner technology and a wide sentry net ... and of course when it doesn't work, it fails spectacularly! Which is part of the reason I'm not arguing very loudly in its favor in an SG.

(Makes things interesting though. Of course, so does putting so much production into building "adequate" defenses that the AI gets an enormous tech lead....)

Hey, I've come a long way from the days where I used to build more bases than everyone except Sirian.
 
Hey, I've come a long way from the days where I used to build more bases than everyone except Sirian.
Heh - I know it - and I'll bet even back then, your play was much better than mine back when I used to build ZERO bases ANYWHERE, throughout the entire game, because, "Why would I build missile bases when I could be doing research?!"
 
By the way, from the analysis in the strategy guide it appears that the Graviton Beam would have been more effective for most levels of shielding that we are likely to see on enemy ships, than the Mass Driver. That's okay, but I wanted to point it out.

Now on with the report:

Ssakkra Posst-Intelligensser said:
At lasst, Jmas III hass come to free the Sakkra from the military-indusstrial complekkssssss of Maniac II. No longer will our brethren toil to build misssile sshipss for the purposse of enriching a corrupt emperor! Now they sshall sstrive to build huge sshipss of no actual value whatssoever, ssimply becausse it buildss character!

:mischief:

As I mentioned, I boosted spy funding. Please let's try to keep spy reports a little bit more current. At the end of my turnset there are a couple of reports a few years old, which we should maybe update.

Taking into account the discussion, I did set both Beta Ceti and Dolz to building a huge placeholder hull. Behold, the costliest ship I could design without obsessing any further about how to make it more expensive!

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I tweaked tech allocations to maximize interest in all fields and then seeded Weapons, with the plan to seed Propulsion and then put more money in Planetology in succeeding turns. But as it says in Castlevania: Symphony of the Night (great game), "it was then that fate intervened."

I also did pump Beta Ceti to double production every turn during this turnset (unless if you count 2430).

2421: Beta Ceti maxes factories. As Ref suggested, I didn't let my blood pressure get to high about the few Meklar Nexuses approaching Antares. But this got my attention:

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:eek:

We get a spy into the Silicoid empire.

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They are strong in computer tech. And of course we would love to have RC 4.

I forgot to make a note of our net trade income in 2420, but this turn it is +164 BC.

In view of the 21 Meklar larges in the neighborhood of Trax, I thought it would be negligent of me not to 1) build a bunch of bases there and 2) finish doubling our puny shielding (i.e. finish Class 4 Shields) as quickly as possible. So I boosted the FF allocation.

IT: nothing

2422: We get a spy into the Meklar empire.

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That's a lot of propulsion tech! But probably not the most fearsome area in which they could've focused their research. They do have IT+40, class V planetary and class 5 ship shields (the last being primarily important to be aware of in case they actually put them on ships).

On the plus side, neither the Silicoids nor the Meklar have better missiles than we do, and the Meklar have no bombs and no Improved Robotic Controls.

I designed a medium ship with a battle scanner (and a laser) and arrange for one to be built per turn at Endoria, RELOCing first to Maalor, next turn to Kailis, then to Jinga, the only planets that might not have bases before alien ships show up. I figured the rich planets had probably already invested too much money in the placeholder to bother with making just three medium ships, although I suppose I may have been mistaken.

IT: nothing

2423: the Meklar now have Advanced Eco. :eek: But they still don't have any improved robot controls.

I see what the Meklar and Sili will offer us for trade. The Sili offer Neutron Blaster, range 6, class III shield, and BC 2. What do they want for the Neutron Blaster? BC 5. No deal.

The Meklar offer Ion Cannon, Duralloy, class V planetary, and ECM 2. What do they want for class V planetary? RC 3. No deal.

Over this turn and the next I moved 9 Misssssssssssssssssssssssss ships to Maalor and the other 9 to Kailis.

IT: class IV Shields come in; class V (16,000 RP) is the only next option, so no Repulsor. :(

Production rankings according to GNN are 1) Mek 2) Klack 3) Sili 4) Us 5) Bul 6) Humans.

2424: I seed Propulsion and Force Fields. I restart factory building on Dolz as it has nearly enough population to work all of its factories.

and prepare to put more money into Planetology .

Since it's not Maniac's turn, I'll say it: VOTE TIME!! :)

50 total votes. And the nominees are...

The Meklar and the Silicoids.

The Meklar have 11 votes, and the Klackons (10 votes) vote for them.
The Silicoids have 10 votes, and the Bulrathi (6 votes) and the Humans.(4 votes) vote for them. Which is a little bit silly since both the Buls and Humans are at war with the Silicoids as apparent on the Silicoids racial screen in both 2424 and 2425. (Of course those races are also at war with the Meklar). But that's MOO for you.

We abstain with our 9 votes.

We meet the Klackons, who settled Toxic Paranar.

2425: The Klackons leader is an Aggressive Expansionist. They control 13 planets and are initially at Unease with us. They are allied to the Meklar and, like the Meklar and the Silicoids, are at war with the Buls and Humans.

I decide to open trade with them at the maximum amount currently possible--850 BC/turn-- reasoning that it will improve relations the most and the fastest, and the Klacks are poor targets for us given their range from us currently. This does have the effect of lowering net trade income from +181 to -71. But hang on, it starts coming up nicely by the end of my turnset.

They are willing to trade Zortrium Armor for the Bio Toxin Antidote--done!

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IT: we finally get the Improved Space Scanner, at somewhere around 20% displayed odds (with the real odds being twice what is displayed, if I remember correctly). I had been tapering the funding down, but had been beginning to get a little frustrated. Our options now, including those from previous boxes (which, by the way, I think is a handy thing to have in a report, at least for some techs/tech areas... not that it's necessary, but reduces the, "gee, did we have Range 7 in the tree? Let's go back 3-4 pages and see" factor) are: ECM 3, ECM 4, ECM 5, Advanced Space Scanner, and Battle Computer 6. So, no RC 4. I go with Advanced Space Scanner (21160 RP) since we have BC 5 and the ability to scout planets remotely is very valuable IMO. We only have ECM 1 by the way, so it might be worth picking up a more advanced one at some point, especially for bases if the Sili come at us with Antimatter Bombs or someone else (besides us :sad:) ever gets a dangerous missile or bomb (besides the one we traded for, of course).

2426: One year after instituting the trade agreement, relations with the Klackons have already claimed to Neutral--nice!

We get a spy into the Klackon empire.

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They have some nice things like RC 4, Radiated, Repulsor, Class V Planetary Shield, and Neutron Blaster, but they don't have any bombs or missiles.

So here I was thinking about where we want to go from here. Steal techs from someone? Sure.

From the Klackons, we could steal RC 4, Class V Planetary, or Weapons.

From the Silicoids, we could steal RC 4 or ECM, or Weapons.

From the Meklar, we could steal IT+40, one of the eco-restorations (Enhanced or Advanced), Range tech, or Weapons. But, they are Xenophobic and likely to be pretty mad if they catch us, plus they are allied to the Klackons and Silicoids.

I ask both the Meklar and Klackons to break their alliance with each other, but they both decline.

I seed Comps & keep up with maximizing interest on Planetology.

2427: We are now at "Calm" with the Silicoids. I was continuing to ponder in what direction we should take this game, and I realize that, besides the fact that the human fleets we can now see with the ISS look pretty weak (especially compared to those of our other neighbors), Sol is just 6 parsecs away from Trax. Hmm, what if someone were willing to trade us some Range tech?

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For the Mass Driver. The Sili already have better guns than that. Thank you, Mr. Rock Monster!

Seeing that Trax has not been attacked so far-- perhaps the Meklar are just seeking to protect their nebula planet-- I start decreasing base funding there. I seed Comps & FF.

IT: Dolz maxes factories. Contact is restored with the humans-- we are still at Feud (andI still have no idea why). Their leader is an Honorable Ecologist (I don't remember if that was already mentioned). They are allied to the Bulrathi and at war with ALL other races except us.
 

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2428: I start allocating money at Jinga for terraforming since the population areas getting to about half of the current maximum (the point where population growth tends to be fastest). I suggest trying to keep it near that 1/2 point, raising the cap slowly.

Seeing that Maalor looks a bit weak and undefended, I design the MasssDrv3.0, a Mass Driver Medium (sorry, no specific screenshot; see fleet screenshot at end) and arrange Beta Ceti to build 22 of them with its accumulated shipbuilding investment and RELOC them to Maalor.

IT: nothing

2429: We get a spy into the Human empire.

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They have poor computer tech; Enhanced Eco; Class V Planetary; Warp Five; Pulsar; Fusion Bomb; Ion Cannon and Neutron Blaster; and Hyper-X.

I think we could make good use of some of those toys. And of all of our potential targets... their allies (Buls only) are the least worrisome! I increase spying against them and change the spy mission to Espionage.

2430: Unfortunately we did not get an infiltration. The "Caught" screen accessed with the "C" key shows the Humans caught 2 of our spies during the last inter-turn.

Our population is now 925, good for 10 votes instead of the nine we had during the election.

Be aware that there are big Silicoid fleets at Yarrow and Phantos.

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The Meklar still have 33 Larges at Antares, and they have five Larges at Arietis.

The humans look crushable to me, if we can just get them to declare on us. Hopefully, if we mass some ships at Trax it will trigger the "player massing a fleet at a star within two turns' movement" diplomacy penalty (described in the strategy guide)... unless the nebula effect on movement is taken into consideration, in which case maybe it won't do any good (bad?).

Here is a bomber design I looked at but did not build (Anyway, it had the wrong number in the name):

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I pumped Maalor in 2429 and it still has some surplus funding, but its production is probably not still fully doubled. The next emperor may want to keep it doubled to get it stood up faster.

We also have to keep AI votes divided. According to the strategy guide, the AIs remember whom they voted for in the most recent election (and ONLY the most recent election) and this gives them a whopping +60% modifier towards voting for that race again! The Meklar had the Klackons' votes, the Silicoids had the Bulrathis' and the Humans'-- hopefully if the nominees change, e.g. we get nominated, the AIs won't all line up behind one AI candidate.

Relations

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Stats

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Planets

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Fleet

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Map

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Tech

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Okay, long day, feeling tired, ready to quit for the day. Please ask if I have left something out that is important. :)
 

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Looks very good. I'd be inclined to try to trade with the humans for stuff before they declare (I'm looking at you, Mr. Hyper-X rocket and Mr. Planetary Shield). I'm leaving early in the morning. I'll try to have a look at the save and comment before I leave, but not sure I'll have time.

And before anyone says we should just steal those things, yes, we should steal from the Humans, but stealing is a crap shoot and the human's look rather pathetic. I'd give them whatever they want (Including Robotics III of absolutely necessary - Let them build more factories so we can steal more tech when we invade) other than BC V, Zortium, or AMB for, in order, H-X, Planetary V, IC (so we can make fighters) or Fusion Bomb (so we can make smalls) .

I'd prefer it if we had Warp 4 to 2 move the planet, but we probably won't need that vs the Humans.

Last 2 observations before bed. Going on past experience, we can probably get Robotics IV from the Silicoids for Atmospheric. We could also hold out and try to get something better later on.

The UP can now make a base in 7 turns. I suggest we let it do so. At least it'll be able to take advantage of the shielding that way.
 
Oh, and I think we can now build an even more wasteful ship, which I left in the design screen, but someone else can click up to the 90+ heavy lasers it can accommodate (I already clicked up to those numbers once, and it gets to be a bit much for my hands, which start to hurt). It's kind of scary how fast Beta Ceti can churn out an incredibly wasteful ship. :)
 
Looks really good :goodjob: Did you do research on Dolz? :p

And did you try out the research editor? I keep two DOSBox windows open, that way I only have to save the game to be able to open it in the editor. Also lets me keep that window open while still being in the game.

The lack of missiles everywhere just might mean that we can get away with warring whoever. Does anyone feel up to gambling with our relations? Although I suppose the only thing we can do is keep spying operations going and building up larger fleets.
 
Looks really good :goodjob: Did you do research on Dolz? :p

And did you try out the research editor? I keep two DOSBox windows open, that way I only have to save the game to be able to open it in the editor. Also lets me keep that window open while still being in the game.

The lack of missiles everywhere just might mean that we can get away with warring whoever. Does anyone feel up to gambling with our relations? Although I suppose the only thing we can do is keep spying operations going and building up larger fleets.

Couldn't sleep :p

Looks like he built placeholder at Dolz.

I'd be up for taking on the Meklar soon, keeping in mind that when they declare we need to bring both the Klackons and Silicoids in against them lest we lose an election. Might be best to tackle the humans first though, to boost relations with the Klackons and Silicoids.
 
Comparison of missile base technology:

Humans: No armour, Hyper-X, Shield 10, ECM 2, BC 2
Meklar: Zortium, Hyper-V, Shield 10, ECM 5, BC 5
Silicoids: Zortium, Hyper-V, Shield 4, ECM 5, BC 2
Klackons: Zortium, Hyper-V, Shield 8, ECM 3, BC 1

Corrected, thanks.
 
Comparison of missile base technology:

Humans: No armour, Hyper-V, Shield 10, ECM 2, BC 2
Meklar: Zortium, Hyper-V, Shield 10, ECM 5, BC 5
Silicoids: Zortium, Hyper-V, Shield 4, ECM 5, BC 2
Klackons: Zortium, Hyper-V, Shield 8, ECM 3, BC 1

The Humans have Hyper-X, otherwise correct. The Silicoids are ridiculously easy, but they are also the race we're best to have as an ally. Hmm.

And as for the proposed bomber design, considering what missile tech we're facing, I'd much rather have AMR on the ship than Jammer I.
 
Yeah, offensive action actually does seem to be way easy once we have Fusion Drives. We'd be able to outrun missiles easily with speed 4, wouldn't be needing AMR or ECM at all.

Tech table
name - current RP - RP required - optimal RP/year- optimal allocation - time until maturity
Code:
  NAME       CRP     TRP    OPT   ALL    TIME
Computers    1846 - 21160 - 138 -  8% - 12 years
Advanced Space Scanner

Construction 4314 - 12960 - 323 - 20% - 6 years
Improved Industrial Tech 6

Force Fields 1870 - 16000 - 140 -  8% - 11 years
Class V Deflector Shields

Planetology  7950 - 11200 - 596 - 36% - 2 years
Atmospheric Terraforming 

Propulsion   1793 - 12960 - 134 -  8% - 10 years
Fusion Drives 

Weapons      4294 - 16000 - 322 - 20% - 7 years
Fusion Beam

Max RP 1653
 
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