O2SG1: The Ants Go Marching

Yuri2356

Test Screening
Joined
Aug 1, 2004
Messages
3,415
Location
Great White North
The great Hive wars are finally at an End. The shattered exoskeletons of the outsiders who would oppose the rise of our glorious Queen now pave the streets of the one true Hive of the Klackons. Beneath the soothing glow of Kholdan, we have toiled and fought in Her name, the destined ruler of the ground below. But what of those above? What of those above...

From the peaks of the grandest spires, we have looked up and seen the vastness of the universe. We know that we belong out there... Amidst the glittering points of light. We know that they belongs to us.



Looking to gather up a Team before I launch what will hopefully become the first in a series of MoO2 SGs.

Proposed Settings:
Species - Klackons
Size - Medium
Difficulty - Average or Hard
Galaxy - Average
Opponents - 4
Starting Tech - Pre-Warp

Random Events - On, No Antarants, Tactical Battles - On.

Version: 1.40
Who's up for a go?

Play in sets of 10 Turns.

Team Roster:
1. Yuri2356
2. Till
3. Shadowlord
4. Kan' Sharuminar
5.

*The Game has Begun, but new players will be accepted should they choose to join in.
 
I could do 10 turns/week, but anything faster than that would be hard to manage. If that's OK, I'm in!
 
I'll play if you're using MoO II v1.40b23 (I'm playing it in DOSBox, since I can run it windowed and potentially have multiplayer).
 
I'm out of commission for all of tomorrow, so I'll leave this open for newcomers until Sunday afternoon. Time will tell if I'll go with the 1.40 patch.
 
Ok, Time to get this show on the Road.

Behold, the Galaxy!
o2sg1turn1galaxyqj3.png


Our mediocre Home system:
o2sg1turn1kholdangk2.png


And our First wave of technologies:
o3sg1turn1techdl7.png


Our Uncreative Bug-Minds have stumbled upon the options of Biospheres, Reinforced Hulls, and Mass-Drivers! :)

They should prove most useful.


Since the Early turns are so Uneventful, we can each play a 20-Turn set ti Start things off. (Ten-Sets to begin at 3506.0)

I take Freighters first, so we can settle on Kholdan II in the near future, and set K-I to housing.

The Tech comes in at 3500.7, I move on to Biospheres and leave the homeworld as is.

Kholdan 1 hits 9 population on 3500.8. I assign the new guy to science, since most of his production would have been wasted.

3501.4 - Biospheres come in, I take Fuel Cells/Etc. Cloning Centres are the next Biotechnology available.

3501.7 - Kholdan I becomes Size 10. I place orders for a Freighter Fleet, to be followed by a colony base.

3501.9 - Fuel Cells/Nukes/Titanium Comes in, with Tritanium up next in the category. Orders for two scouts are slipped in between the freighters and the Colony base.

3502.0 - Emo the Administrator offers his 20% Research Bonus to our cause for the low-low-price of 30BC. He's Hired and assigned to Kholdan. Everything else is left up to my Successor.

I leave you all with this snapshot of our homeworld, as of my last act.
o2sg1turn20kholdanrl4.png


...And the Save:
 

Attachments

Got it. Our home system really is quite plain. Kholdan II looks like a future science colony to me. Will play sometime during this week.
 

Inherited turn
Took a look around. Given the size of the galaxy and the time it takes to build colony ships, i decide to kick out a scout of the queue.
The colony base takes priority, in my opinion. Everything else looks fine.

2
Freighter completes. Work starts on scout.

5
Scout about to be completed. One worker gets turned into a scientists to avoid wasting shields.

6
We learn about Colony Ships, Outpost Ships and Transporters. Research is set to Advanced Construction in order to (hopefully) get to
Automated Factories in the next step. In further news, our first scout completes. Work now commences on a colony base.
The scouts starts its journey to the nearest blue star.

8
The scout arrives at Segel:
segelclipboard01eo4.jpg


We hit 10shields and 20 research points/turn! No more waste.

10
Sal:
salclipboard03xo6.jpg


12
Delta:
deltasalclipboard03ez3.jpg


We hit gold!

13
Advanced Construction becomes available. Unfortunately, we can only research Heavy Armor next and not Automated Factories.
Frustrated, i opt for Electronic Computers.

16
We arrive at the Milaff system. It's rubbish.

17
Sparky comes along. He wants to join up for 100credits +1BC. In return he offers Advanced Damage Control. This is a fairly advanced
tech and extremly useful to boot! I sign him up.

19
We learn about electronic computers. Set research to Physics.

20
Colonize Kholdan II. Queue Biospheres. It should be a research colony in the future, i think.

Our Empire:
clipboard01az2.jpg



Looks like our homeworld will have to feed the colonies for quite some time. From the planets we have explored thus far, Segel II and Delta III look like the best targets for colonization to me.
 
Another lurker stumbles upon this game ...
 
Segel II looks like the best first choice for a new colony to me - Normal gravity, 5 production/worker, 4 max pop.

State of the Empire at inherited turn (3504.0)

We're at 0% tax, and gaining 8 BC per turn. We have +1 food, and 4 free freighters (out of 5 total).

If nothing is changed, we have around 7 turns until we learn Physics (laser cannon, laser rifle, space scanner), 23 turns until our colony ship (being constructed at Kholdan I) is complete, 12 turns until the biospheres on Kholdan II are complete, about 11 turns before Kholdan I gains a population point, and about 26 turns before Kholdan II gains a population point.

Kholdan II:
Kholdan II has one population, can reach 4 population, would likely hit 2 population in about 26 turns, if production were unchanged. We were building biospheres, and had 12 turns out of 13 remaining on it, but the biospheres would finish long before we even hit 2 population. So, I'm reassigning Kholdan II's production to housing, which should bring it to 2 population in about 9 turns instead. We can switch back to biospheres when we get closer to the current population limit (which is 4). (Our other choices for production were a marine base, a starbase, or trade goods - we don't need the marine base yet; The starbase would take a very long time to build; We're already gaining 8 BC per turn with 0% tax)

Kholdan I:
Kholdan I currently has 3 farmers, 6 workers, and 3 scientists.

If we reassigned all scientists to production, we would complete the colony ship in 16 turns (7 less than now), at the cost of having no research for 16 turns, but we desperately need research, so I'm not going to do that.

I am, however, changing one scientist to a worker, which reduces the colony ship production time from 23 to 20 turns, while raising the research time from 7 to 10 turns. I expect the future technologies will require significantly more time to research.

Technology:

I think these researchable technologies are particularly important (in this order):
Optronics - Optronic Computer (130 RPs): +50 starship weapons to-hit
Force Fields - Mass Driver (230 RPs)
Advanced Biology - Cloning Center (380 RPs)
Military Tactics - Space Academy (130 RPs)
Xeno Relations - Xeno Psychology (650 RPs): +30 diplo points to deals offered to opponents​
Advanced Metallurgy - Tritanium Armor (230 RPs)​

Ships:
We have one scout ship, which is currently at Milaff. I'm sending it back through the wormhole to Segel, for the time being.
3504.9:
Our Physics research has been completed. I have instructed our scientists to research optronics (optronic computer), which they estimate will take 28 turns.

We also have two people on Kholdan II now, and with continued production of housing, we would be likely to gain a third citizen in about 8 turns. However, I'm going to put the new guy on research instead. We should get a third population point in about 11 turns now, and our research time has been lowered to 21 turns.

The colony ship is on schedule to be complete in 11 turns.

3505.5:
Kholdan I has gained another citizen, who is now farming. We're gaining 10 BC per year, and have 3 surplus food. We also have only 3/5 freighters left. Kholdan II has 2,554k people, and is gaining 88K per turn (which is 6 turns to a new citizen - it gains 44K per turn instead if that guy isn't making housing).

I have hired a public engineering firm to complete our colony ship in one turn for the low low price of 228 BC (We now have 105 remaining). While they work on it, I have transferred our 7 workers on Kholdan I to the research division (which previously only had 2 members), where they will hopefully give a boost to our research effort.

3505.6:
The engineering firm has completed the colony ship, and it has been launched towards Segel II. Our scout ship awaits our colony ship there.

Kholdan II is now constructing freighter fleets (as we will need them soon), and has 5 workers on the job - It will take 3 turns to finish them. Our research boost took us from (15 turns with 2 scientists) to (11 turns with 2 scientists), which would save us 3 turns. However, I have assigned 4 scientists researching now, so it will only take us 8 turns to finish. At this rate, the freighter fleet will be complete in 3 turns. (3 scientists would only take 1 more turn for the research, but the freighter fleet would still take 3 turns)

3505.8:
The colony ship has arrived, and Segel II has been colonized. The colonists' first order of business is to construct more housing. Our population there should expand in about 7 turns (if we weren't building housing, it would be 26 turns).

I've reassigned two workers on Kholdan I to the research department to avoid wasting production.

Additionally, our scout ship is now heading towards the nearby yellow star.

3505.9:
First contact!
We have met the Psilons! Their home system is Mentar, and it is the white star directly west of Sal.

I've negotiated a research treaty with them, which should soon begin to boost our research rate. Unfortunately, we cannot trade any technologies with them - although they have deuterium fuel cells for trade, the only technology they will accept for it is advanced damage control, which is completely unacceptable. (They also have tritanium armor, but we can research that ourselves)

Although they liked the idea of a research agreement, they did not agree to my next suggestion - a trade treaty. They may be more amenable later, once we're both done implementing the research agreement's infrastructure.

In other news, our freighters have been completed, and I have instructed the workers at Kholdan I to begin building a second colony ship. I've assigned six workers to the project. We should have Optronics in about 5 turns.

3506.0
Our scout ship has arrived at Juga, and discovered a planet with gem deposits!


Here is Juga:


As you can see, the gem deposits are on a huge barren heavy gravity planet. 6 max population, 9 industry per worker, 3 research per scientist, and +10 BC per turn if it's colonized. Although it has a 50% worker penalty, I think it is very much worth colonizing. It'll be equivalent to a poor mineral planet until we get gravity generators, but the +10 BC, 6 max population, and the promise of 9 industry per worker once it is colonized make it look extremely good.

Kholdan II should gain a population point next turn.

Here's the nearest part of the galaxy as we know it:


By the way, you can click the technology category button (e.g. "Chemistry" or "Construction") in the tech chooser screen to see what technologies we can research in the future.

To my successors: I would be worried about the Psilons stealing our only advanced technology. Perhaps we should train some spies to help guard against enemy spies (Plus, spies may be our only way of getting useful technologies from the creative Psilons). Good luck!
 

Attachments

Looking good so far. From this point on, we'll switch to 10-turn sets.

And away we go...

3506.0 - Since Kholdan II will grow next turn with or without housing, I tell it to start on a biosphere. Our Scout at Juga is sent to explore a blue star that's now in range.

3506.1 - Nothing much. K-II's Biosphere will be done in 8 turns with the new pop point. It'll be done long before the planet would have grown again if I'd stayed with housing.

3506.2 - YARR! Pirates steal 60 BC from our treasury! Scouts arrive at the Virgo System and Find Commander L'Varr (Helmsman +5, Navigator +1, Weaponry +5, Megawalth +10) The lizzard is quite happy to enter our services. The system itself, Is just a ring of asteroids.

3506.4 - Optronic computers come in, With Security Stations following them. I take Fusion Beams for our next tech, so we can start trickin' out our lasers. The scout gets pulled back to Segel to be refit with a Laser (It has bombs right now), then sent out to Guard Juga.

3506.5 - Segel II Grows. Nothing else happens.

3506.6 -The Scout arrives and its refit is ordered.

3506.7 - The Refit completes, and the scout flies off to Juga.

3506.8 - The Psilons are very happy to share a research treaty with us. I descide to take advantage of their good mood and propose a trade treaty to add to that. They accept.

3506.9 - Kholdan II finishes Biospheres, starts on Housing again with +104 population. (It was only +80 with housing before)

3507.0 - Two Spies are cued up at Segel after the Housing and Biospheres. There's not much else to do. Fusion beams are ~6 turns away, and the trade agreement is at -4 BC. Should start to pay off in a few turns.

A pretty blah set of turns, but at least we're moving along.

The Galaxy:
o2sg1turn70galaxynj2.png


And the save.
 

Attachments

Got it.
Good progress thus far. If we settled on Sal or Delta, could we reach Mentar? Will check that. The Psilons are a race i generally like to cripple early. What do you think? It's not a issue i can see coming up in the immediate future, but once Virgo is settled we start to run out of good expansion targets until better drives become available.
 
The Save

Inherited turn:
All looks well.

2

clipboard01hk7.jpg

Rumor has it that the Pilots' Union is behind this!

Kher offers us his service. He excels in negotiating trade treaties. This is of little use to us at this point, however, with only one trade treaty running. I explained this to him, but told him that we might use his talents, once we have more trade treaties. He will be around for 30 more turns.
clipboard02tw2.jpg



3

SegelII grows to 3/4. I switch production from housing to biospheres.


6

We learn how to build Fusion Beams. I dial up the Psilons to see which techs they have available:
Deuterium Fuel Cells, Tritanium Armor and Fusion Rifles. Tritanium Armor would be useful as stepping stone to Merculite Rockets, which kick butt in the early game. Heavy Armor is made the next research goal. With a little luck we'll get it before the Psilons and will be able to trade.


8

Biospheres finish on SegelII. The colony now starts to train some spies, in order to protect our advanced tech.


10
clipboard03dp4.jpg

A promotion rounds up an uneventful turnset.
 
Er...

That saved game is from 3504.0.
 
:confused: Apparently, there is some flaw in the upload system, as it won't let me upload the zipped save game, claiming that "the file already exists".

Let's see if the attachment system works better...
 

Attachments

Inherited turn:
Two turns until our next colony ship is done, and the hyperspace flux is still out there.

I have diverted one worker on Kholdan I to the research department (the colony ship will still be finished on schedule).

With +29 BC per turn and 505 BC in the bank, I think we can definitely afford to hire Captain Kher. So he's hired now. Plus, his description says he adds +20 to the monetary bonus of trade agreements. I'm not quite sure whether that means +20, or +20%, or what, and it definitely wasn't immediate.

3508.2 (Turn 2)
Our colony ship is completed, and the hyperspace flux ends (O_O)! I've ordered it to colonize Juga I, which is barren, heavy G, ultra rich, huge, and has gem deposits. Kholdan I is now building biospheres (with 6 workers, 3 scientists, and 5 farmers).

Kholdan II is currently at 4586K people, with 2 workers and 2 scientists, working on housing, and gaining 86K people per turn. With 4 workers it would gain 112K per turn. With no workers, or not building housing, 51K per turn. For the time being, I'm leaving it with 2 workers on housing. It should reach 5/6 population in 5 turns.

3508.4 (Turn 4)
Breakthrough! We have heavy armor now. I've ordered our researchers to begin researching Tachyon Physics (Battle Scanner, 250 RP, Physics category). This is essential for beam weapons, but more importantly, it leads the way to neutron scanner (which helps reduce enemy missile evasion) and tractor beam (which, combined with troop pods, will allow us to capture enemy warships).

Unfortunately, the Psilons are not willing to accept heavy armor in trade for one of their technologies. They will only accept advanced damage control.

Segel II has finished training a spy now, as well. I have ordered it to temporarily work on housing instead of training another one. It will hit four population in 2 turns, whereas working on something else, it would hit it in 6 turns.

3508.5 (Turn 5)
Kholdan I, our capital, has completed constructing biospheres. I have ordered the construction of a freighter fleet (we have 3 freighters left and our colonies continue to grow). It will finish in 2 turns.

3508.6 (Turn 6)
Our colony ship arrives on Juga Prime. I have ordered the worker to construct housing. It will hit 2 population in about 6 turns. I had to change a scientist to a farmer to keep up in food production, and we are down to 1 frieghter now.

Segel II has hit 4 population. I have ordered it to construct a star base, which will be done in 19 turns.

Our scout ship at Juga has been dispatched to the red star northwest of it (which is near Mentar).

3508.7 (Turn 7)
Kholdan I finished the frieghter fleet, and Kholdan II grew to five population. I've ordered Kholdan II to train a spy, with 3 workers, which will take 10 turns. (Our time to research our next technology is now around 10 turns. With 2 workers, it would only drop to 9 turns.)

Kholdan I is now building another colony ship, with 5 workers and 4 scientists. Our workers estimate that it will be completed in about 27 turns.

3508.9 (Turn 9)
Our scout ship arrives at Syntaxis. Unfortunately, it has nothing but gas giants. It does, however, have a wormhole to a yellow star. The scout ship is going there now.

The Psilons now have Mass drivers and ECM Jammers, and still won't accept anything other than advanced damage control in trade.

3509.0 (Turn 10)
Our scout ship has found a small, barren planet with abundant minerals, which will hold up to 3 people. No alien races were found.

The known galaxy:


____________________

I suggest we consider putting an outpost at Syntaxis. We can build an outpost ship in about 6 turns at our capital, and this would likely put us close enough to Mentar to attack. However, we would also need to design and construct warships, determine if the Psilons have any warships, and build enough ships to overcome their superior military technologies to destroy their starbase. That may be difficult. (But if our ships are sturdy enough, we should hopefully be able to capture the starbase with marines instead. Troop pods would help with this.)

If we can get tractor beam and troop pods, and build enough marine ships, we should be able to capture enemy warships even if our technology is inferior - provided they can't just blow our ships out of the sky before we can get close enough to board theirs.
 

Attachments

This sounds like a good strategy to me. If yYuri agrees as well, i would propose we beeline for the required techs.
 
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