OSG 11 -- UnderKittens Story

I don't know if I've ever gotten an AI to part with an RC tech. I did notice that we have RW60% and RC3, both of which are highly valued by the AI, but trading them to the Psilons wouldn't hurt much because they already have RW40% and RC4.
 
They won't trade RC4 as long as its their best computer tech, though. The AI never trades their top-of-the-line stuff.
 
Pre-turn: Adjust tech spending to emphasize Planetology and Computers. Start construction of a LR Dead for Centauri. I don't increase trade with the Psilons as I want the existing route to mature to being considerably more profitable before I do. This might we worth considering during the next player's turn, though.

2411: That didn't take long. Psilons colonize Centauri and Hyboria, the small toxic on our border. I should start building a fleet to maintain our claim over the toxic rich world but it's probably too late.

2412: Colonize Galos, get contact with the Ruthless Ecologist Klackons. Start a minimal trade agreement. They only have 5 worlds and a whole backyard full of empty planets that the Psilons can poach from them. Neither they nor the Psilons are willing to trade us anything useful.

2413: We hold the 1st vote. We have 7 of 18 total votes, barely enough to block a Psilon vote win. The klackons voted for the Psilons. Obviously we need more votes!

2414: We get an industrial accident at our poor world, Antares. Oh, great. Transfer 8M pop to Volantis to save some refugees. I spot a Klackon fleet going somewhere.

2415: We repel a Psilon colonization attempt at Dolz, our Toxic 30 Rich world, with 47 NPG 2.0 fighters, losing 2 of them. (They had a large col ship with a couple neutron beams and a medium gatling laser-armed ship.) Another batch of 47 fighters is enroute, which should solidify our claim for now. The Klackon fleet, however, is going to Galos, and it looks like we are going to lose that world for the moment.

2416: I decide not to give Galos up without resistance. The Klackons have started to expand into their backline. If we don't keep worlds like Galos we might well lose the next vote, which is in only 9 years. I threaten to attack the Klackons to make them back off Galos, and they fall for my bluff. We need to start considering building a real fleet to make them stay away, though. Hopefully stabilizers will come in soon so I can design a better NPG fighter. Meanwhile I start Rana in on the design we already have and relocate them to Galos.

2417: Enhanced Eco comes in, and I have a choice between Radiated and Terraforming +40. (No Soil, waah!) I opt for Radiated of course. I trade the Klackons Controlled Dead for Range 5. I could trade the Psilons Enhanced Eco for Range 7... but the Klackons have already foreclosed any possibility of eastward expansion even with LR colony ships, so I judged the deal not worth it.

2418: Stabilizers come in. We also get a message saying the Psilons control 18 star systems, ouch. If we are not careful they will be able to vote themselves in soon enough. :p I get a new spy in Psilon territory and about choke on the tech report. Still no luck getting a spy in against the Klackons though.



2419: Get a spy in Klackon territory, finally.



2420: Nothing much. I'm still very concerned about the next vote. Both the Psilons and Klackons are still expanding, and aside from Galos, we aren't. Plus the accident on Antares certainly didn't help. Unless the Klacks decide not to vote for the Psilons next time, it will be a close vote that could go either way. Pushing planetology is important but will not yield dividends in time for the next vote. Assuming things don't go pear-shaped during the next player's turn, the push for planetology will be important by the following one, as will be taking the fight to the Klackons. We will definitely want fusion bombs as our next weapons technology.

If things don't go pear-shaped during the next election, that would be a good time to consider increasing the trade agreement with the Psilons. I would not increase the trade agreement with the Klackons, though, since we plan to be at war with them before any such agreement could mature to the point of usefulness.

The next player gets to decide whether it's better to gamble that the vote situation doesn't fall out against us, or risk playing diplo games to destabilize Klackon-Psilon relations. I don't envy that player that decision.

The save:
http://forums.civfanatics.com/attachment.php?attachmentid=140523&stc=1&d=1161048567
 

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A thought on immediate war with the Klackons, once we get the Psilons and Klackons to break their alliance: possible but tricky. We have the tools to penetrate their defenses, but not without taking substantial casualties along the way. Small nuclear bombers would make mince of their unshielded bases, if they can weather the enemy scatter pack fire. Sending in multiple stacks capable of smashing the planet and withdrawing the ones the missle bases choose to target is one way to get around that but is manpower-intensive.

We probably don't have enough time left to construct and field such an offensive prior to the next vote, however. We might be best advised to wait for sublight drives for better strategic speed. Or we could go sooner before the klacks get planetary shields.
 
Well again it falls to me to see if my weedy decisions can confuse the AI into letting us stick around for another 10 years. I will look at the save tonight.

My current plan is starting a spectator war between our two opponents. I really do not like this option as the Psilons will benefit more from it, but I like the other option (losing the vote) much less. We cannot possibly hope to hold the Klacks and Psilons at bay at this stage.

StuporMan
 
You might be able to simply ask them to dissolve their alliance. In that circumstance, the Klackons might choose to abstain, which would be sufficient. Formenting a war is less risky in the short term, but more risky in the longer term, so do whichever you think best.

Maybe we should worry about the immediate problem first, and take things one step at a time. ;) That would imply we should gear up for war with the Klacks quickly though so we can get our share of the spoils.
 
I would be all for the alliance break option, but normally I cannot get an AI to break an alliance. I normally CAN get them to declare war against an allie though. (Anyone else find this one strange?)

I am not sure who to work diplomatically though. We are on good relations with the Psilons, but they are honorable which means they are less likely to cancel any alliances. The Klacks, well I am not sure how well they like us currently, but I would imagine not nearly well enough to pull a diplo shift for us. I will see what I can do.

StuporMan
 
Olorin
Zed <<just played
Stup <<up now
Liq <<on deck
Yuri??
dathon

Long Live Emperor Stup :king:

Good luck with the vote!

@Yuri--if you're still around, please check in so that we don't skip you again.
 
Note: I had to do my turn quickly tonight due to this being the last chance I have this week to play (and not much time at that!), so please forgive my hastily made decisions:


preturn: throw some reserves at Galos to get it going.
2421: Psilons attack Dolz (rich toxic) they have 5 larges holding it, with one stack having repulsors, take out their colony ship at the cost of 30 odd npg fighters. Computers fall early at 11% (getting better handling beakers), Robotic controls 4 fall, it seems the obvious choice over BC5. We are last in tech according to GNN.
2422: nothing much
2423: 2 colony ships due at Dolz (along with another support fleet), I could attempt to assasinate them again, but I think I will let the Psilons have it. It will start costing more than it is worth to try and keep them out.
2424: Dolz is now a Psilon colony. :( It is time to see what diplomacy yeilds. Dial brains, up trade (max 625), ask for them to break their all.... wait a minute, there is no alliance! Ok, nevermind, how bout tech trades. They will part with Class 5 shields for Stabilizers. Hmm, not yet. I dial up Klacks to see if they are interested. I note that they will trade BC 2 for Improved scanners (trading this is not really a loss to us because they have greater comp tech and they have this ability standard). I still hold off on trades, I want to see if we can get a better deal later. FF @ 2%.
2425: The vote comes, Psilons cast 13 for themselves, Klacks ABSTAIN! We live another 25 years! We abstain our 8 votes so we needed the Klacks to go undecided. The Psilons have grown quite bold, sending a colony ship to Ajax (inferno near our core) unescorted. It will be met with the ex Dolz forces (we will arrive on the same turn). I about wet myself thinking this was a death fleet already. THey have another colony ship (heavy one large escort) towards the other inferno world within our reach. This leaves very few worlds left to colonize. Things will heat up soon.
2426: The large sent was one of the varieties with repulsors. We kill the colonyship and run, we lost several NPG fighters though. They were good cats and died with honour.
2427: Psilon fleet retreats from Dolz! Oh wait, a larger fleet incoming (22 of those large repulsor ships with popgun escort and col ship). Well, it turns out, that inferno is also a psilon world we have been babysitting for them.
2428: Our NPGs chase a Psilon Colship from Ajax! Hopefully we can manage to hold it against the brains. It would be unfortunate to have an enemy base within our territory.
2429: Planetaries fall, I shift 50% of all worlds to defense (will redo our developing worlds), choices are Class 3, Repulsors or Class 5. I elect for repulsors. Remember that the Psilons would part with class 5 for stabilizers, so we have but to dial the brains to get that tech (leave that to successor). Rana gets the nova event, so it gets switched to research and gets all current reserves pushed to it. It has 9 years till destruction. Meanwhile, the Klacks have a not insignificant fleet parked over Rayden. I don't know if it is meant for us or the brains.
2430: Rana needs 2480 research in 8 years or it goes nova, it generates 356 on its own, which means we will not need to reserve pump its research. Psilons now own half the worlds in the galaxy. Nice knowing us.

So good news, bad news from my turn. Psilons are nearing critical mass, but they did not get the vote.

StuporMan

Edit: IT is good to have you back Yuri.
 

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wow stup you totally effed me up there grats.

I thought I was on a serious cough syrup trip there:crazyeye:

That save you posted is 2420 not 2430.


Heheh.

As for what to do next.... build up for a klack attack or what.. this is looking bleak.

Cheers!
-Liq
 
Liq, is there some other decision I should have made?

I thought about building bombers but we only have nukes, and fusions are cheap and in our tree.

We didn't have a fleet capable of repelling the Psilons from the border worlds we could not colonize (and we would be hard pressed to build one now). We have some decent trade options, so check into that.

As to the save, let me double check it to see if I sent the correct one.

edit:
Oops, I sent the save from the beginning of my turnset and not the end. We have 2 options:
1) Liq can play 2 turnsets (mine and his)
2) I can see if I have a save from the end of my turnset (I am not sure I saved it now). If not I can try and play the rest of the remaining turns (I know I have a save from partway through). But I do not have much time and will not be able to complete the turns until this weekend (unless I get really lucky tonight with Graduate Numerical Analysis homework (for those of you who have not had Numerical Analysis the chances of this are as remote as us winning the next vote).

I do not care which happens. The autosave is likely from my last turn, so I can probably get that uploaded tonight, but it very well could be from a different turn (from my post game analysis) or from a different game. Liq could probably do a better job with my turns anyway.

StuporMan
 
I would try if at all possible to get your turns up. The quality of the decisions, good or poor, isn't the question; the point of the SG is to play as a team, and to play the hand you're dealt (good or poor!) from the other members of the team. At least that's what makes it fun for me :)

dathon
 
I just came down with a fever from my niece most likely. damed kids.

I should have known better last night as it took me 5 turns to figure out I was 10 turns in the past :sad:

My head is spinning right now and I'm not really able to grasp your last post stup.

Regardless, Absolutely nothing I said was meant to detract from your turn set stup, just that I was far far too slow to catch it was 24xx -10.

Best to just skip me though as this flu is gonna take me out for a few days I can tell.

Maybe swap out turns dunno I'm not really able to think.:nuke:

Cheers!
-Liq'd
 
It looks like that puts Yuri up, and Dathon on deck.

I haven't looked at the save but I know we need more territory. And right now there is only one place we have a hope of being able to get it from. Can we accomplish enough in the next 20 years before the next vote to secure 1/3 of the pop? Or are our ships too slow, forcing us to rely on the klackon vote to prevent a vote loss for the next vote as well? (Until such time as we can blitz the klackons, or the psilons decide to go to war with someone.)
 
Ok, here is the updated save file. (Continue game went to the correct year).

StuporMan
 

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Olorin
Zed
Stup <<just played
Liq <<skipped
Yuri <<up now
dathon <<on deck

Good luck Yuri.
 
well feeling better and see nothing happened, I'll hit the game later tonight and just assume dathon is after me I guess?

Had I known I'd have caused a dead week I'd have played, sorry.:(

Cheers!
-Liq
 
Sorry guys, this weekend has been a total write-off for me, and it doesn't look like things will get much better in the near future. I think I'll just pull out of this game and come back for the next one.
 
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