OSG 17a--Alkari alley

OlorinStormcrow

Warlord
Joined
Jul 18, 2006
Messages
204
Well, here we go.

Just as a reminder, this OSG is a vanilla Impossible game with the Alkaris.

We are in a small galaxy that also houses the Humans, Silicoids, Klackons, and Psilons--how's that for an opponent draw?

The roster for OSG17a is:
Olorin
ignatius
ungy

There are no variant restrictions, but we will be doing our best to avoid using any of the exploits mentioned here

Please take a look at that thread before you play your first turnset if you haven't already. If you have questions about any of the exploits, post them in the thread over at RB, or discuss them in this thread.

Okay, now to post my turn...
 
Here's the neighborhood:



My first decision is where to send the Colony ship. Not a tough call here--head for the yellow as it has the best odds, plus its close to the red, which has the second best odds.

3 years later:
Yellow, Keeta is Barren 40
Blue, Collassa, is Toxic 30
Red, Tau Cygni is Desert 45

I picked wrong, but it only takes 1 turn to get from Keeta to Tau Cygni. Altair starts building 3 Scout 1.0's to check out the rest of the neighborhood.

2304) Found Tau Cygni, 3 scouts set forth, 2 more are ordered to cover the rest of the planets.

2305) Start trickling pop to Tau Cygni, keeping Altair at 50 of 100. After sending 9 pop over 3 turns, I let Tau Cygni grow on it's own.

2310) GNN reports the Humans have founded their 3rd planet.



2312) I now have all the scout reports back. From North to South:
Green, Hyboria, Terran 90--Klackon colony :mad:
Yellow, Toranor, Barren 45--Psilon scout
Red, Cygni, Arid 75--Psilon scout
Yellow, Uxmai, Terran 65, 4 parsecs*
Red, Paranar, Jungle 85, 5 parsecs**

*Uxmai should be our next colony, but we need range 4. I opened Propulsion research with Tau Cygni, and R4 was the only option :)

**Paranar is 5 parsecs away now, but only 4 from Uxmai, so we can colonize it as soon as we get Uxmai. Paranar should be out of range of anything but scouts as long as Cygni doesn't get claimed.

On a related note, if we don't get Uxmai, we're going to be DOA. In light of that, I had Altair build 4 LR Def ships and send them to Uxmai (last one will arrive next turn). That should be enough to take out a lightly armed colony ship.

After shipbuilding, Altair split between research and factories to get R4 into the %'s. Now that it is there, I put Tau Cygni back on research to maintain our ~10% chance, and put Altair back on factories. Last I checked it was 7T to build a colony ship. Start building on when R4 pops, or if the build time gets down to 5T (as R4 should pop before it finishes). Paranar's ship can be built while Uxmai's is en route.

Our next research target should be Barren bases (if we have the choice of IT+10 or Barren, take Barren first, and get IT+10 after), we have one definite Barren colony to establish, and we might be able to grab Toranor if the AIs don't have Barren in their trees. If no one's claimed it after we get Uxmai, you could send 3 of our LR Def ships to stake it out (unless you want to try for Cygni).

This is a small map, so we'll be bumping into the AI right away. Still, there are 24 stars out there, and we want our fair share. If we can grab Uxmai, Paranar, and the closest barren, that gives us 5/24, which is slightly above 1/5 (especially considering potential asteroids, and Orion). If we can nab the Arid or the second Barren we'll be in pretty good shape--at least, as far as the Alkari can expect facing the Humans, Klacks, Psilons, and Rocks.

Roster:
Olorin -- just played
ignatius -- you're up
ungy -- on deck

As usual for OSG's, please let us know that you've "got it" within 48 hours, and try to post your turn within a total of 72 hours. If you know that you won't be able to play within the three day window, let us know and we can either skip you for that round, or just have the next person switch with you.

For this first round, we'll each play 20 turns, after that, it will be 10 years at a time.
 

Attachments

  • OSG17a_2320.zip
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I forgot to note the AI scout activity. The Psilons have been met at most of the furthest planets. They have also attempted to scout everywhere except for Altair. Since I haven't found one of their planets, they must either have alliances or have already upgraded their range (as they tried to scout Tau Cygni).

The planets that I know have not been seen by the AI are Altair, Tau Cygni, Collassa, Uxmai, and Paranar. The rest we should assume that at least the Psilons, and probably the Klacks have scouted already.
 
I was unable to open the save.
I'm a bit of a tech neophyte. I run MOO in dosbox and I see the save in the file but in zip form. I thought I unzipped but didn't seem to work.
Anybody got any ideas?
 
A couple of things to check. First, you need to unzip the save, and put the save4.gam file into your moo directory. Before you do that though, you need to initialize your MoO save slots. Basically, you just need to start a game, and save it once in each of the 6 slots. If you just paste a saveX.gam into the MoO directory, the game doesn't know that you added a save, you need to replace an existing one (note that the title of the save doesn't change in the save/load screen).
 
Wow, that was quick. And a tough game, too. Corner start vs. the most dangerous combination of opponents possible ...

Anyway, I got the save and will play today or tomorrow.

cu

ignatius
 
2322

  • range4 pops, nukes next (IS also available)
  • col still 7 turns, decide to do one more factories as it should make no difference.
  • open planetology

2323

  • barren only available tech
  • build a round of popfighters at Altair to free our LRs for Cygni

2324

start col (6 turns)

2328

send LRs to Cygni

2330

col for Uxmai completed

2335

Uxmai founded and no contacts. I decide to bet the farm and make a play for Cygni, so next col gets reloced to Uxmai.

2337

Orion scouted, the red nw of Toranor

2338

Morrig scouted, a green dead 50 west of Cygni, now Paranar is now officially backyard - time to max out Altair. :)

2340

Kailis scouted, a green Tundra rich 30 west of Toranor.

Things are looking good, the space west from us is basically empty, no contacts so far. Barren is at 8% and Altair is near maxing out. No col is currently in production, though.


Roster:
Olorin <-- on deck
ignatius <-- just played
ungy <-- UP NOW

Good luck, emperor ungy!

ignatius
 
Things are looking better than I expected. We are only three turns from getting Cygni, and Paranar and Keeta are easy grabs once Barren pops and we max out Altair to pump out another two colony ships.

ungy may want to have a free scout do a fly-by of the Klackon colony to see what they've got, and whether Toranor looks like a possibility. Also, after Tau Cygni seeds Keeta with pop, we will want to get it moving on factories. Altair will be maxxed, and if it's busy with ship-building, Keeta is a good location to take over research for a bit.

Uxmai and Cygni are not good options for research because they need to be stood up and defended before the AIs run out of planets to colonize and look for poorly defended colonies. After Altair pushes out the rest of the colony ships we need, more popguns would not be a bad idea to defend Uxmai, Cygni, and Toranor (if we take it). Figure a force of about 40 popguns for each (or 25 popguns + 2 LR def's).

I sure hope that we have RW80&#37; available in Construction, otherwise, our cleanup costs are going to hurt for awhile.

Good luck ungy.
 
Great going! Since this is my first SG I'll post a few thoughts tonight and plan on playing tomorrow night.
 
So here are my thoughts (and please criticize--I am trying to learn).

I promise not to be so long winded in the future.

Our REX looks pretty strong. We seem virtually certain to get 6 planets and we have play for 7 with Toranor. I would be inclined to build a turn of popguns (10) and send there for defense to make a play for it--building the barren ship after popguns as it should pop by then. Then Paranar --Keeta.

Do you think it is too aggressive to go for Toranor? My concern is that we need to go fast to get it but we really won't have proper defense for a while, esp as we need to backfill after.

The rest of our empire should be pretty safe for a while.

I would be inclined to forego building factories for now at Altair, and dribble out pop instead to help spur growth at newer planets.

Tech wise I would hope to get T20 --I don't like our chances for the tundra planet or dead with the opponents we have. If we don't pop T20 I'd be inclined to drop the plan for a while as our research is pretty weak now.

Form small trade agreements to get future NA pacts.
 
I think you've got a good plan. One point is that 10 popguns won't do much. They might be able to win the day if the AI brings an unarmed colship with a medium or two as escorts. I'd suggest trying to build 20 popguns if you want to try for Toranor.

As for maxxing Altair, we do want to make that a decent priority. It's close enough now that sending any pop out is not a good idea, plus the only planet close enough to seed from Altair is Keeta (the rest would be too long in transit). Keeta can be filled to 1/3 by Tau Cygni, and Uxmai will have to be the pop base for Paranar and Toranor. If needed, Uxmai can be put on eco spending to grow some pop if we end up colonizing both of them.

I agree with you on the Tundra and Dead planets. They are a long way from Altair (our only viable ship builder), and it would also take awhile to research either Dead or Tundra (and by the time we research, and fly a ship all the way out there, they would likely be taken by the AI). Since we are already looking at a decent sized land grab, we should focus on securing the planets we can definitely get, and start pulling in some cleanup and growth techs.

Once Barren pops, T20 would be a great choice (if available). Though I would also open Constr. and if RW80 is there, put most of our efforts toward that, with T20 second (RW80 is worth more useful production to us right now that T20--plus it's cheaper to research).

Last note: About NA pacts. Be careful about signing NA pacts too early. It allows the AIs to colonize planets that we have ships around (where even a scout might delay an AI several turns if they send an unarmed colship first). And especially be careful signing a NAP with the Silicoids. They could then come in and colonize that Toxic planet, and from there they could strike anywhere in our core.
 
@Archduke

Welcome on board!

Schaut aus als w&#228;ren wir &#214;sterreicher diesmal gut vertreten. A.E.I.O.U.

@ungy

Good plan, in fact, I would have suggested the very same strategy. One thing to consider is waiting for Nukes for the colships (you can build ahead using a placeholder huge design, then redesign once warp2 pops) - due to reduced travel time, it might in fact be faster on target or would only cause a minor delay.

@olorin

As for the 10 vs. 20 popfighters: remember that we are the Alkaris. Even with BC1, the AIs will only have a 5&#37; chance to hit out smalls (def6 vs. att1), so the fight value of our pops is much larger than ususal.

Also, the 9 popfighters at Paranar can be sent to a more exposed planet as Paranar should be safe as long a we have no contacts.

cu

ignatius
 
Last note: About NA pacts. Be careful about signing NA pacts too early. It allows the AIs to colonize planets that we have ships around (where even a scout might delay an AI several turns if they send an unarmed colship first). And especially be careful signing a NAP with the Silicoids. They could then come in and colonize that Toxic planet, and from there they could strike anywhere in our core.
Yes don't worry I won't sign any pacts. Just figured it made sense to start improving relations since once we get our territory I would think we would want NA. Good point about the sili--thanks.
 
OK here goes.

2421. send the 7 popguns from Paranar to Cygni. Paranar should be safe. Continue building factories in Altair and continue all else. Send 3 pop Altair-Uxmai. Barren at 12%
we pop barren. Unfortunately dead and spores, choose dead. Open con most research to prop.

2422. We have IT9 only. Researching IT9 and nuclear engines only. Altair starts building popguns and maxes prod.

we col cygni
2423. Send 16 pop from uxmai and 4/34 from Tau. Send LR def cyg-Tor. Sili med heading to Morrig(dead). Build another round of popguns (10) at Altair for Tor.

Sili med runs us off tundra planet--it has missiles.

2444. Alt-barren colony (5).

Sili med runs us off dead, actually had missile and a laser.

Vote: Humans and Psilons.
Human 4
Sili 2 for Hum
Klack 1 for Hum
Psi 3
We have 2 I choose abstain over Psi.

2345 send scout over to Klack planet--they only voted one might not be theirs anymore. Sili colonize Kailis-the rich tundra. Contact with Sili 4 PE. Send 3 popguns to Morrig-the dead just to keep the sili honest. Trade 25BC with sili.

IBT we run a sili colship off tor.
Tech leaders:
Psi
Sili
Klack
Hum
Us

2346...
2347...
2348..
2349 Barcol built sent to Toranar--Altair builds col(4)

scout Hyboria and it is now Psi with a large and 3 bases.

2350 vote and we are up vs Humans.
Hum vote 4
Sili 4 (hum)
Klack 1 (hum)
Psi 3 abstain
I abstain.

Hmm that was close. I'm not used to small maps and votes this early.
Contact with Human 4PE. They have range 7.
Trade 25Bc with Humans.

2351....
2352 Scout Nordia 10 Toxic the red to the s range 6.
2353 Alt builds col--Barcol(5) IIT9 at 2%.
2354...
2355 Scout reaches Aurora 1base 1 large 1 armed col.
2356 Run Sili med and col from Tor, build Tor.
Contact with Psi--3PE, trade 25 w/psi.
2357 1 turn to barcol open comp, ff, weap small and small alloc to plan
comp DS (only)
weap hand, gatling take hand.
2358 Barcol in change Alt to research. IIT at 20 Sili med runs us off toxic to N. Go all research this turn to try and jumpstart a bit.
2359 Paranar founded. IIT9 at 23 all but Altair fact.
2360 Psi med runs us off Nordia (10 toxic)

And my reign as emperor is over...the Archduke will lead us to glory.
 
save is here

sorry should have renamed it but I think this is correct. Save should be 2360
 
Well, looking at the map, we know where the Klacks are stuck pulling a 1PE.

We pulled off a nice land grab, our 7th planet about to be founded. Now we shall see if we can actually hold on to them (as the Silicoids will probably snap up the Toxic and Dead, leaving the other AIs no choice but to colonize with troops from now on). This could get ugly, especially with the Humans angling for a quick diplo win.

Good luck Archduke, it looks like you'll need it.
 
A few questions:

Is it worth sending a small force to the toxic and dead planet to try and delay the sili?

I wasn't really sure what to do research wise. Not to happy about the choices I had. Should we be pumping shields to try and get to planet shield (if we have it)? Or try and get more planet? Seems like we're running a little light on development tech.

Also I don't have a manual anymore--I was guessing that dead would advance us. Is the tech tree anywhere online?
 
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