O2SG1: The Ants Go Marching

Till, you can take a set of turns. Yuri's got real life stuff to deal with at the moment, so he suggested we go on without him for a bit.
 
Inherited Turn
The Psilons still refuse to hand out any of their techs for less than Advanced Damage Control. Our workforce seems to be distributed optimaly.


3
Juga grows. There is no pressing need for further infrastructure, since there is still more than enough room for the population to grow and our government makes the need for barracks as morale booster superfluous.
As our capital is still working in the Colony Ship ShadowLord ordered, i decide to build an Outpost ship in Juga. It will bring Mentar within reach and hopefully reveal if the Melkar can be taken down in the foreseeable future.
I also turn a worker to scientist on Kholdan II. The planet is poor and i feel the worker's talents are better used to further our research.

5
We meet the Meklar:
clipboard01ph1.jpg

They have the following techs we lack:

Deuterium Fuel Cells
Research Laboratory
Hydroponic Farm

Especially the research lab tech is of high appeal. Deuterium Fuel Cells would carry us 6 Parsecs, but the Psilon homeworld is 7 Parsecs away, so we would still need an outpost.
Unfortunately, all the Meklars are interested in is our Advanced Damage Control. Instead, i agree on a research treaty. This exhaust the Meklar's patience and a trade treaty will have to wait for the time being.


7
We aquire the technology of Battle Scanners! Research on Troop Pods begins. On an unrelated subject, Commander Sparky gains a level.

9
Director Rash-Ki offers his services:
clipboard02om0.jpg

A godsend! Just who we need to oversee the military build up. He is hired right away. I assign him to the Kholdan system, which drops our research from 33 to 29, but speeds up construction on both planets by a turn. Kholdan II finishes training a Spy and begins construction on a freighter fleet.


The current state of affairs:
clipboard03bi3.jpg


Juga will complete an outpost ship next turn, which should be send to Syntaxis. Segel will complete its StarBase during the next turnset and i think it is time to build up a war machine, assuming Mentar isn't too heavily defended.
 

Attachments

Sorry about the delays. Anywhoo..

3510.0 - All looks well as Till left it. I cue up biospheres and two spies At Juga for after the outpost is ready.

3510.1 - Outpost is done, and off it goes to Syntaxis.

3510.2 - Nothing happens.

3510.3 - One of our defensive spies is killed. I throw a replacement on to Segel's build cue. I rush-build the Colony ship at Kholdan Prime, which had seven turns to go. I plan to send it to Sal II - Despite being tiny, it's ultra-rich and won't be totaly dependant on imported food.

3510.4 - Outpost in Syntaxis established, colony ship completed and dispatched. I start on designing our future warships -

First the "Shotgun" Missile destroyer. Four 2-shot nukes (Each asigned to its own slot for easy multitasking) and a reinforced hull, no point defences. This thing is meant to pop in, dish out some pain, and then get the hell out if things go south.

To accompany it, the "StrobeLight" beam destroyer - One fully modified Heavy laser (AP, CO, AF, NR, Fx arc) and pairs of Ap/Co/NR/AF and Co/NR/AF Point defense lasers. All encased in a reinforced hull.

I'm not putting either of these into production yet, so if either of you have any problems with the designs, feel free to modify.

I tell K-Prime to build more spies for now. We'll need to protect every technology we have, and maybe even sneak away with some of our opponents' discoveries...

3510.5 - The Alkari issue us a friendly greeting. Segel's Starbase is done, and Spy production is begining.

The "Gnat" fighter-bomber Frigate is also added to our repetoire. (1 Co/AP/NR/RF laser, 1 nuclear bomb)

3510.6 - zzz.

3510.7 - Sal II is settled, their biospheres will finish in 8 turns. The Meklars tell us how much they appreciate our research treaty.

3510.8 - Breakthrough in developing Troop pods. (From 41%!) I take Space Accademy for the moment. It's low-cost, and we're trying to prepare for war.

3510.9 - Nothing new.

3511.0 - Segel II finishes its spies. I tentatively place a Strobe Light up for building. No other news arises.

So, yeah, Not much has happened and no screenies to show for it.

Here's your save, Take it SL -
 

Attachments

3511.0:
Modified the design for the Shotgun slightly - removed the optical computer, reducing its cost from 128 to 113 (which is enough to reduce the time-to-completion at Segel III from 6 to 5 turns, if we were making one there).
Negotiated a trade treaty with the Meklar (We already have a research treaty).
Obtained Research Laboratory from the Meklar in exchange for Battle Scanners.
Ordered Juga I, Kholdan I, Kholdan II, and Segel III to build research labs before what they were building before.

3511.1:
Our scout arrives at the Helios system. Helios I is small, radiated, abundant, with 3 max pop. Helios II is small, barren, abundant, 3 max pop. Helios III is a gas giant. Helios IV is also small, barren, abundant, with 3 max pop.
Kholdan Prime finishes its research lab and returns to training a spy.
Our scout is sent through a wormhole from the Helios system, which leads to the blue star north of Meklon.

3511.2:
Our scout discovers Bue, which contains one planet: Medium, Radiated, Abundant, 4 max pop. The scout is sent back to Helios.

3511.3:
Research labs completed on Juga I. It returns to building housing.

3511.4:
Our scientists invent space academies. They are instructed to research Tritanium Armor (8 turns).

3511.5:
Our scout discovers the Orion system (the red star just west of Syntaxis), and is destroyed by the Guardian.
Kholdan I finishes training a spy. I order the construction of a Space Academy (5 turns).
Kholdan II finishes a research lab, and returns to training a spy.
Sai Prime finishes a Biosphere, and begins work on housing.

3511.6:
I assign one spy to spy on the Psilons.

3511.8:
The psilons kill the spying spy.
We pay 150 BC to Kholdan II to finish its spy by next turn.

3511.9:
Breakthrough at 22%! We now have Tritanium armor. Research begins on neutron scanners (tractor beams are the next thing in that tree). That will take about 19 turns, and tractor beams will probably take around 26 turns.
The Shotgun design is improved (due to space gains from miniaturization): The first two missiles are now fast, heavily armored, and equipped with ECCM. Cost is now 111.
Kholdan I finishes the space academy, and begins building a Shotgun (6 turns).
Kholdan II begins training another spy.

3512.0:
The Psilons found a new colony at Udha (west of Mentar). Nothing else happens.



The Psilons have Shield I, ECM Jammers, Tachyon Scanners, and Mass Drivers. I don't think we'll be likely to be able to beat them in combat without tractor beam.
 

Attachments

The Save

3512.0
Negotiated a Research and Trade treaty with the Alkari. The Meklar would give us Deuterium Fuel Cells in return for Tritanium armor. No deal.
3512.1
The Meklars say thank you for the trade treaty.
3512.3
Sal's population grows. How to use the additional workforce? One option would be to let it farm, taking some pressure of Kholdan I. However, the freed up worker there could only produce 4RP/T or 3 shields. The better option seems to be to use the new worker to continue housing projects on Sal.
3512.4
The first shotgun-class spacecraft enters our service on Kholdan I. Another one is ordered.
3512.6
The first strobelight-class spacecraft enters our service on Segel II. Since the planet lacks a Space Academy, it comes with a green crew instead of a regular one. The construction of such an academy is scheduled, before work on the next StrobeLight begins.
3512.8
A spy completes his training on Kholdan II. Another one begins his training in his stead. One worker in Kholdan II is reassigned to be a scientist.
3512.9
Juga I grows to 7/8, causing our supply of freighters to go down to one. Furthermore, our food production needs to be adjusted to cope with the increased demand. Juga I starts the construction of freighters. A worker on Sal I is made farmer.
3513.0
Another shotgun is ready and the Space Academy in Segel II comes online

clipboard01tp2.jpg
 
It should be noted as well, that Yuri has said he can't get into contact with Shadowlord for his turn so he told me to take the turn, which means it's just me and Till for now...

Torn between making the empire great in my turn, or making it awful so he'll suffer during his :p
 
It should be noted as well, that Yuri has said he can't get into contact with Shadowlord for his turn so he told me to take the turn, which means it's just me and Till for now...

Torn between making the empire great in my turn, or making it awful so he'll suffer during his :p


It seems Shadowlord is MIA, so it is indeed down to us. Better don't try any funny tricks during your turns, or else...!
Spoiler :
eastwooddirtyharry2ku2.jpg
 
:lol: I'll probably be spending most of the time trying to remember how to play MoO2.

Turn should be done tomorrow - probable day off from work. If not then Friday - guaranteed no work.
 
Very little happens this turn, and I decide against taking the initiative. Pictures came out badly, so I'm afraid there are none for this turn.

3513.1 - New Freighter Fleet completed at Juga Prime. Orders switched to produce a new spy.

3513.2 - Director Grogg comes into our services for 400BC, and no upkeep costs. He provides a boost of 40% Financial, 20% Labour and +10BC from Megawealth, he is put to Sal to assist the upcoming colony there.

3513.3 - Spy completed at Juga, work begins on establishing a starbase there.

3513.4 - Neutron scanners breakthrough. We begin researching spaceport, to boost financial supplies.

3513.5 - The Meklar thank us for honouring our trade deals. Aww, they’re nice. New Shotgun class ship is christened, and work begins on a new StrobeLight class ship.

Nothing Happens

3514.0 - New spy is created at Kholdan. The production queue is left open for next player...


Save is here - I got a bit confused when I was uploading it, so I trust it's all correct.

http://forums.civfanatics.com/uploads/14851/MoO.rar
 
3514.0
Changed a farmer on Sal I to a worker (mineral ultra rich, building a colony base), as we had +4 food and that took us down to +1.
Changed two workers on Kholdan II to scientists (mineral poor, building trade goods). Our income is still +32.

3514.1
Segel II completes a StrobeLight. It begins constructing a marine barracks (3 turns).

3514.2
Breakthrough on Spaceport. We begin researching tractor beam. It'll take about 20 turns at our current research rate.
Kholdan II was building trade goods, but had several buildings available. It is now building Spaceport. One scientist becomes a worker to work on that (15 turns; it isn't essential yet).
Kholdan I is building a spaceport before its next ship now.

3514.3
Colony Base in Sal completed (by Sal Prime). We place it on Sal III (Large, Barren, 5 max pop, Rich, Heavy G. The alternative was Sal II, which is small, radiated, 3 max pop, and rich.)
Sal Prime begins constructing a Research Lab (with a Spaceport queued after it)
Segel II finishes a marine barracks, and begins working on a Spaceport.
Modified the StrobeLight design, creating a StrobeLight II: Added a battle scanner, and ended up with -2 space. To make room for it, I changed the 360 PD laser cannons to Fx, and the non-PD non-Hv laser cannons from Fx to F. (The Shotgun is still at its maximum space)

3514.4
The Alkari thank us for the research treaty.
Our food is down to +0, and we have -5 command points, reducing our income to +10.
Construction on the next StrobeLight (At Kholdan I) is delayed by moving all our workers to science. This drops our research time from around 18 turns to 15.

3514.5
Juga Prime completes a Star Base, and begins a spaceport.
Due to Kholdan being almost all science (and farming) now, we've assigned Director Emo, the emo scientist, to help Kholdan, and moved Director Rash-Iki (labor leader) to Juga (which has several buildings to build).
Our command points are -4 now, and income +16.

3514.6
An earthquake hit Mentar I, but did little damage.
GNN announces that we are growing in strength. A look at the statistics confirm it. We are the largest empire, and surprisingly, apparently the most technologically advanced as well.
Segel II finishes a spaceport, begins work on a freighter fleet (We're down to +2 out of 25, and I want to move some people to Sal III).
We have 11 turns left for tractor beam.

3514.7
Juga Prime finishes a spaceport, and begins a marine barracks.
Some workers on Juga Prime and Segel III are temporarily made scientists.

3514.8
Sal Prime finishes a spaceport, and begins a marine barracks.
Segel II finishes a freighter fleet, the scientists become workers, and it begins working on a StrobeLight II.
Two population points are shipped from Segel III (6/6) to Sal III (1/6). Unfortunately this uses more freighters than I expected, so we went from 7 to -1. One worker on Sal I becomes a farmer to eliminate the problem, and one farmer on Kholdan I becomes a worker to bring our food bcak to +0 while still leaving us with +2 frieghters.

3514.9
Juga Prime completes a marine barracks, and begins a colony base (for Juga III, a large 8 max pop mineral poor swamp, which should make a nice food or research colony)
Four scientists on Kholdan II become workers, changing the spaceport construction time from 8 turns to 3, and only dropping our research time from 8 to 9 turns.

3515.0
Two settlers arrive on Sal III, and it stops building housing to make a research lab.
Two scientists on Kholdan II become farmers, and the one on Sal I is moved back to being a worker. This brings us to +3 food and +6 freighters.
The rest is up to the next person.

State of the empire:
We are far above everyone else in population and buildings. Our fleet is superior to the others, with the psilon in second place, the alkari in third, and the meklar in last place. Our technology, surprisingly, is higher than anyone elses. The Psilon and Meklar are tied for tech, with the Alkari in last place.
33% of our income is going to ships, 23% to buildings, 10% to freighters, 7% to leaders, and 7% to spies.
We are gaining 25 BC per turn, have -4 command points, +3 food, +6 freighters, and will finish researching tractor beam (if nothing changes) in about 8 turns. Then we can begin construction of tractor-equipped boarding ships.
 

Attachments

3515.0 - Inherited Turn, I do nothing.

3515.1 - Meklar offer a Non-agression pact. I accept.

3515.2 - Kholdan II finishes a Spaceport. I move one of their workers to Science (losing only 2 production) and set them on the slow path to a starbase. Sal I completes a Marine barracks, moves on to Starbase as well.

3515.3 - THe Psilons remind us that they're enjoying our agreements with them. I assign Commander Kher to a StrobeLight in preparation for the war.

3515.4 - Sal III finishes research lab, starts on Spaceport.

3515.5 - zzz

3515.6 - Likewise.

3515.7 - Psilons try to trade something of theirs for Avanced Damage control. I refuse.

3515.8 - Tractors come in at 44%. I take Mass Drivers as our next tech. (5 turns) Sal III is done that spaceport, I line 'em up for a starbase.

I design the "Grappler" class Cruiser as a tentative Tractor-ship. (2 Tractor beams, reinforced hull, troop pods Cost: 303) One gets cued up at Segel II.

3515.9 - The colony base in Juga is finished, and landed on the third planet. (Size 8 swamp) 3 colonists are transfered from J-I, becoming two farmers and one worker (for a total of 2-2-0 on J-III) I can thus assign two farmers from Kholdan Prime to working on ship building.

3516.0 - End of my set, and all is quiet.
 

Attachments

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