1. We have added the ability to collapse/expand forum categories and widgets on forum home.
    Dismiss Notice
  2. Photobucket has changed its policy concerning hotlinking images and now requires an account with a $399.00 annual fee to allow hotlink. More information is available at: this link.
    Dismiss Notice
  3. All Civ avatars are brought back and available for selection in the Avatar Gallery! There are 945 avatars total.
    Dismiss Notice
  4. To make the site more secure, we have installed SSL certificates and enabled HTTPS for both the main site and forums.
    Dismiss Notice
  5. Civ6 is released! Order now! (Amazon US | Amazon UK | Amazon CA | Amazon DE | Amazon FR)
    Dismiss Notice
  6. Dismiss Notice
  7. Forum account upgrades are available for ad-free browsing.
    Dismiss Notice

OSG 13 - Today is a Good Day to Die

Discussion in 'Other Civ-Related Games' started by dathon78, Jan 5, 2007.

  1. dathon78

    dathon78 Amateur Expert

    Joined:
    Nov 8, 2004
    Messages:
    424
    It was a pleasant, ordinary afternoon. A bright-eyed, intrepid gamer decided that a nice game of MoO would be the perfect way to spend it. Not wanting to be lazy, the valiant gamer chose to champion the cause of the perennially weak Mrrshan in their noble attempt to bring order to the galaxy. But not wanting to ruin the congenial atmosphere of the day, decided to limit the difficulty level to Hard.

    However, the brave gamer was not the only one bored that fateful day.

    For unbeknownst to him, the nefarious demons of the nation of Pseudo Random Numbers were also looking for relief from their ennui. And so as they cast their mischievous gaze on our hero, a cruel smile played across their lips. Into his game generator they slipped, to work their terrible curses.

    Opponents were changed.
    Planets moved.
    Environments altered.

    Until they sat back to watch with glee at the look of horror spreading across the gamer's face at what he saw before him. Our hero could almost hear their maniacal laughter echoing in his ears as his mouse hovered over the reload button.

    But he hesitated.

    A surge of righteous anger and determination swelled inside him. He would not be defeated by these minions of chance. No, he would gather a party of other brave adventurers and set out to conquer what the demons had produced. And he swore by the Guardian that one day, one day soon, the Mrrshan would triumph and the galaxy would bow before their mighty paws!!!

    Alright, enough of that. :lol:

    I apologize to those who's first language is not English, but the situation seemed to call for an over-flowering entrance.

    So here is the starting situation:



    We are up against probably the 5 hardest opponents in the game. The only planet in immediate range is size 90, but it's poor. Everything else is dead or worse, or 6 parsecs away. The red circle is Orion, and judging by the arrival of a scout at the Dead world, the Silicoids are at one of the two yellow circles. This is Hard difficulty instead of Impossible, but frankly I doubt that's enough to save us. But hey, one cannot attain great glory, without great risk
    :hatsoff: :bowdown: :worship:

    Even though we will, in all likelihood, be scraped off the boots of one of these opponents :lol:

    No variant rules. We are going to need every trick, tactic, and ounce of cunning to pull ourselves out of this mess.

    Roster is as follows:
    dathon78
    Stup
    Zed
    Olorin
    Liq
    IamI3rian (welcome!)

    Standard play/post rules apply, but as we have a somewhat large roster at 6, please try to keep the game moving along so nobody gets bored. That goes double for me :spank:

    Let the bloodbath commence!
     
  2. dathon78

    dathon78 Amateur Expert

    Joined:
    Nov 8, 2004
    Messages:
    424
    Ok, as usual, our situation hasn't changed too much after the first 20 turns. I've attached the latest pic of our situation. The three new planets are a small but rich tundra 5 parcsecs to the N, a size 90 jungle 6 parsec away in the SW corner, and size 75 ocean 6 parsecs to the SE. The toxic and radiated are both rich, and the Dead is a size 65.

    Thrax, our poor world, is growing pop and researching; Fierias should come online at full capacity in 9 or so turns.

    On the research front, I opened:
    Construction: RW 80% (only choice)
    Planetology: Controlled Barren (only choice - ouchie)
    Propulsion: Range 4 (only choice)

    Oh well, at least I can't be blamed for making poor tech decisions :lol: I set barren and propulsion equal prioirty with a one turn shot from Fierias at the beginning to boost the growth rate; they are both at about 2/3.

    We need to :please: that Range 6 and Controlled Dead are both in our tree, or this is going to be rough. I would suggest that the next couple leaders consider a substantial LR fleet to guard our hostile worlds from Silicoid advancement. I chased a scout away from the Tundra, so I'm betting their homeworld is where the finger pointer is below, or at least in that cluster. There's undoubtedly a homeworld (or two) in that cluster in yellows in range of the ocean world, we'll want to protect that as well if we can.

    Roster:
    dathon --> played
    Stup --> UP NOW
    Zed --> on deck
    Olorin
    Liq
    IamI3rian

    Good luck! :thumbsup:
     

    Attached Files:

  3. StuporMan

    StuporMan Chieftain

    Joined:
    Mar 28, 2006
    Messages:
    131
    As Fieras gets maxed out I shift production from industry to research, we land Controlled Barren quite quickly at 19% (No beaker dropping this time!). In our tree was Controlled Dead and Death spores, I choose spores naturally, oh no wait I misclicked. I guess we will have to get controlled dead first now. Planetology set to Very High priority so we can get those spores faster, despite my blunder. ;)

    We also get ranked as the 2rd most productive race behind Meklar, and just behind us are Silicoid then Klacks. Hmm, that is about right. We will drop from our spot shortly, however. At this point I also decide that Trax is not a very significant source of research, and so shift it to half and half between research and Pop to get it ready to push population when we can finally colonize again.

    Silicoids report getting 6 systems in 2327. Ok so it took them 27 whole turns to reach the first breakpoint, so we should be in good shape. :eek:

    A few turns later range 4 comes in (I really prioritized Dead colony). We have the choice of Nuke engines or Range 6. I misclick again so we are researching Range 6. I am really off my game after the break. ;) Priorities set back to even with Prop and Planet. We have a little light in the Planet bulb already now. I also design a LR Laser ship with 2 lasers and a BC 1, thanks to the propulsion tech. I start production of a few to guard our claims against our Rocky Neighbors. I plan on building 4, 2 for each Hostile planet near Silicoid Space.

    Fleet rankings come out and we are not last, the honor goes to the Silicoids? Hmm, wonder what is going on here. Humans are ranked 1 which is a good indication they are boxed in. Klackon and Psilon follow after.

    In 2337, Fieras maxes out factories at 99 pop (not to shabby timing). Trax is also at 89 pop and due to max out pop next turn. I change it from +1 pop a turn to +1 fact per turn and the rest to research.

    We explore Anraq (Blue to our East) and Talas (Blue to our South), and they are Radiated 10, and Desert 50 respectively. I note at this point I neglected to send a LR las to the East (Doh!). I queue one up for next turn and send it to Exis (the Oceanic world to our east).

    And so as my time as Emperor ends, I leave you with a sad heart and 2 more technologies. The future looks bright, as we are nearing breakthroughs in 2 scientific fields and have as of yet had no contact with another race in over 2 decades. May Emperor Zed lead us into a new age of prosperity!

    Stuporman
     

    Attached Files:

  4. dathon78

    dathon78 Amateur Expert

    Joined:
    Nov 8, 2004
    Messages:
    424
    Looks good! Thank the kitten gods that those techs were there. I'm a little worried about the Silicoids surprise-poaching up North, since their usual escorts are large ships, but as long as that doesn't happen we should be in decent shape. Or, well, as decent as can be expected under the circumstances :rolleyes:

    dathon
     
  5. OlorinStormcrow

    OlorinStormcrow Chieftain

    Joined:
    Jul 18, 2006
    Messages:
    204
    We seem to be doing as well as we could be. Range 4 was actually the best thing for the first rung of propulsion since it's the cheapest way to advance. And R6 being in the tree was very important. We could have gotten a little luckier with planetology if IT10 had been a choice, but Barren is cheap enough, and gets us to Dead soon.

    I would suggest putting R6 as a higher priority than Dead and try to get that Ocean planet before someone else does. The rich Tundra would be great for the second colony ship if Dead comes in fast enough, since the Jungle 90 is safe for a little while in the corner.

    If we can manage to take the Ocean, Tundra, Dead, Desert and Jungle that will all be in Range 6; that will give us a decent start of 6 planets. If we can also grab a few more planets in the South and East, we could be in decent shape.
     
  6. Zed-F

    Zed-F Chieftain

    Joined:
    Dec 25, 2001
    Messages:
    1,776
    Ok, got it.
     
  7. Zed-F

    Zed-F Chieftain

    Joined:
    Dec 25, 2001
    Messages:
    1,776
    Hm, didn't get to this today... perhaps tomorrow!
     
  8. IamI3rian

    IamI3rian Chieftain

    Joined:
    Jan 1, 2007
    Messages:
    68
    Hey sorry guys, had a pretty heavy work load this week. Tried to get on yesterday, but my brother and some of our friends wanted to go out to the bar to watch the Giants game:)cry: ... so close)

    Anyway, I grabbed the save to get a better idea what was going on. If we can only hold one of the two contested (?) planets, I hope we go for the ocean, to use as an outpost (at least) in the east. I figure there's a PRETTY good chance that those yellows a bit further east hold at least 2 AI's.

    Based on the fleet strength of the humans, if they didn't get any range tech yet, and the red star was uncolonizable, they could be an OPE on the far eastern yellow. I'd almost bet on it.

    In other news, the possibility of there being a runaway AI exists most perdominantly, in my eyes, in the north east. If only one of those two yellows up there is a homeworld, it really doesn't matter much if it's the klackons, meklars or the psilons. We're in a position to keep the 'coids in check, and (if I'm right) those two AI's to the east will keep themselves in check. If they're aggressive militarists, the humans might even enter the picture a bit later, to take a few worlds over there.

    I'd say that it's not as bad a start as originally thought. We've got a pretty decent quadrant, and no AI's in it, to bother us. The only problem we're gonna have is expanding out of it.

    Question: Is there an IRC channel where everyone hangs out?. If so I'd love to hear where...

    Question2: : Says the four best races are out there, I was wondering which one was the outsider '5th (?) best'
     
  9. IamI3rian

    IamI3rian Chieftain

    Joined:
    Jan 1, 2007
    Messages:
    68
    dual posts I see
     
  10. dathon78

    dathon78 Amateur Expert

    Joined:
    Nov 8, 2004
    Messages:
    424
    The answer is I can't count :lol: I would say that these are the FIVE toughest opponents out there. While this mistake is still in the post at RB, I changed it when I started this thread in the post.

    dathon

    P.S. Zed, do you need a skip?
     
  11. OlorinStormcrow

    OlorinStormcrow Chieftain

    Joined:
    Jul 18, 2006
    Messages:
    204
    Zed: I can take my turn tonight if you need a skip, or a swap.
     
  12. dathon78

    dathon78 Amateur Expert

    Joined:
    Nov 8, 2004
    Messages:
    424
    Olorin: It's 4 days since Stup posted. Go ahead and take the turns tonight even if we don't hear from Zed.

    dathon
     
  13. OlorinStormcrow

    OlorinStormcrow Chieftain

    Joined:
    Jul 18, 2006
    Messages:
    204
    Still no word...I'll start working on this turn.
     
  14. OlorinStormcrow

    OlorinStormcrow Chieftain

    Joined:
    Jul 18, 2006
    Messages:
    204
    Pre-turn: I check over our potential colonies. We have a Dead at range 3, a Tundra rich at 5, a Jungle and Ocean at 6, and a Desert at 7 (Jungle will bring it in range).

    Dead bases are much further along than range 6, so I will ignore my earlier post and go for the Dead first. That will be the only one I can get until range 6 comes in. Range 6 will allow me to send the next two colonies to the Ocean and the Tundra. I'll decide which order depending on how much alien activity is seen around them.

    2340: I put the Poor world back on total research, and pump out another LR Las for the Ocean.

    2341: Put everything I can into tech. I'd like a better defense fleet at the Ocean and Tundra, but I think it's better to try to get the tech pushed through and colonize them faster.

    2342: Dead bases are at 1%. Silicoids arrive at Tundra, escorted by 4 mediums. Their colony ship flees. I have 2 LR Las's and a scout. They launch missiles, I duck behind an asteroid. Unfortunately they stay after their 2-rack is done. My first Las is at 2 HP from the missile and goes down after 2 rounds of heavy laser. I get him down to 1 ship but lose the battle.

    Silicoids(Aggressive, Technologist) make contact from the Tundra. That means they have at least Range 5. They can reach both Trax and the Dead planet we are guarding. I set up a 50 BC trade agreement, but they are tight-fisted about their tech.

    2343: I design a laser popgun to reinforce the Dead world.

    2345: Silicoid colony ship spotted heading to Dead world. It is alone but will arrive before any popguns. Hopefully it is unarmed.

    2346: Silicoids turn tail, but they'll be back with escorts. Dead up to 7%, Range 6 at 1%.

    2349: Dead bases come in. Spores or Improved Eco, I take Eco, but put all tech spending over to Propulsion. Dead colony ship designed and started. 5 turns to build.

    2352: Range 6 comes in. Nuclear, Sub-Light, or Range 7. I go with Sub-Lights. I rearrange priorities a bit. Trax puts half it's budget to building one Las per turn, the rest to tech. Fierias goes all out for the Colony, since we need several now. I keep the first colony ship as the dead base because the Silicoids have visited it once already. There has been no activity near the Ocean. I equal the tech spending to see what else is out there.

    2353: ECM1: only choice; FF2: only choice; Gatling: only choice. I focus most of the research into RW80%. Silicoid fleet spotted going towards Dead world. 1 of the unarmed colonies with 2 mediums. This will be an easy win. We have 2 LR Las and 12 Las defending.

    2354: Colony ship built and sent to Dead. Designed a standard colony ship which only costs 414 compared to the Dead at 636.

    2356: Silicoid fleet turned away. The mediums didn't even stick around after firing their missiles. A scout found 4 Klackon popguns NE of the Ocean at the the small red star.

    2357: Colony ship finished and sent to Ocean. 3 years until the Jungle Colony ship is ready.

    2358: Rhilus founded. Pop sent from Trax. Scout reaches Yellow in nebula, finds Xengara, Arid Fertile 105. Silicoids have their 9th world 2 parsecs away. Xengara is very tempting, but it's really sticking our necks out. I decide to send one of the LR Las from Rhilus to see if I can delay the Silicoids from taking it, but it may be too late by the time it reaches it.

    2360: Colony ship for the Jungle world arrives. We chase two Meklar unarmed colships off a no planets east of the Ocean. The Ocean will be colonized in 3 turns, Jungle in 6. I have Trax pumping eco to be ready to populate both of them. I've got a Dead Colony in the shipyard to use for the Barren down south, but it may not be in danger, and you might want to pump up our defense fleet for a few turns before sending out more colony ships.

    Summary.
    The battle at Paladia may well have been a turning point. A little better luck and we might have held onto a rich Tundra. Still, if we can keep Rhilus, the Silicoids will need more range to reach the two Ultra-riches near Fierias. Our scouts have seen both the Klacks and Meks east of the Ocean, but no colonies yet. There are some scouts coming in behind the colship to use in that direction. The Silicoids still haven't come to Xengara yet, our LR Las is 4T out. I doubt we can hold it, but maybe we can slow down the rockheads by forcing them to escort a colship there.

    I don't know what to think at this point. Losing Paladia was a big blow. I wish we had a couple more ships there, but oh well. We're at 3 worlds now, with another 2 en route. Then there are a Desert and a Barren along the bottom edge that will be uncontested. We should be at 7 worlds by the end of the century, and we might get lucky and nab something else near the Ocean.

    Having the Silicoids control 10 planets is both a good and a bad thing. The good part is that of our opponents, they are the weakest, and being Silicoids, many of their worlds are likely small hostiles. They are also a race that loses power with time due to their bad tech skills. I'd be much more worried if the Psilons or Klackons were in their position. The part I don't like is the Silicoid proximity to those two Ultra-riches. If they have range 6, they are already capable of reaching Simius.
     

    Attached Files:

  15. Zed-F

    Zed-F Chieftain

    Joined:
    Dec 25, 2001
    Messages:
    1,776
    Hey guys, sorry about that. got wrapped up in stuff over the last couple of days and haven't been able to get online much at all. The skip was the right call! :) I'll catch the game next time I'm up.
     
  16. dathon78

    dathon78 Amateur Expert

    Joined:
    Nov 8, 2004
    Messages:
    424
    Ouchie at losing the Tundra world :cry: Not only did we lose an equivalent size 50 production world, that puts us at a significant strategic disadvantage to the rocks.

    We only had two ships there??? :nono: No way that was going to hold. We actually got lucky that the Rocks are using medium's; their usual MO is to send large's, which we would never be able to fend off at our current fleet levels. I usually assign 10 LR lasers to a planet I really want to keep. Yes it's a significant investment, but if you are going to make it, better to be sure that you have the planet.

    Oh well, guess that's just one more planet we'll have to come back and take later :) Good luck Emperor Liq!

    Roster:
    dathon
    Stup
    Zed --> skipped
    Olorin --> played
    Liq --> UP NOW
    Iam3Irian --> on deck (you mentioned that you were busy, let us know if you need a skip when your turn comes)

    dathon
     
  17. IamI3rian

    IamI3rian Chieftain

    Joined:
    Jan 1, 2007
    Messages:
    68
    I should definitely be able to take my turns. Saturday is the only day I'll be REALLY busy til next week, and I'm off sunday.

    As for ten LR lasers, that seems a bit excessive as the cats. Besides, I think that if we did pump out enough to hold Paladia, we might not have arrived in time (and we still might not have) to hold onto the eastern ocean Exis. I REALLY think that Exis is the better planet to shoot for, as it might even get us contact with both the Klackons and the Meks.

    Considering that we saw both the Meks and Klacks, I'm led to believe that the Psilons are the ones who are positioned in the north east, and, as usual, are the race to watch out for.

    Xengara, the north eastern Nebula bound Fertile 105, ought to be the next target for colonizing, in my opinion. We'd need to keep the brains and the rocks from getting such a big planet. Does fertile increase the pop rate of the 'coids? If so we should REALLY try to get it, but I don't recall. At range 6, those lasers orbiting Rhilus could be diverted and replaced, to better hold it. That would still leave the LR laser there, to fend off rock scouts. The dead col in the shipyard could be built as a standard and arrive fairly soon, I figure.

    Great turns Olorin. Good choice on sub-lights too :)

    Good luck Emperor Liq!

    p.s. Sucks not to have hand lasers in the tree. Cheap way to get closer to good missile tech, and a gropo advantage never hurts either.

    Edit: I thought about it, and we should definitely consider placing a defensive fleet at Simius. That would give the 'coids not only a UR but they'd have access to all our other worlds. Olorin mentioned this, I just want to reiterate its importance.

    Dathon: Are you SURE this isn't the setting 'No way in Hell'? It's just a hard game right?
     
  18. Liquidated

    Liquidated Goofed Up on Cough Syrup!

    Joined:
    Oct 31, 2005
    Messages:
    2,143
    Location:
    West Coast Nyquil Labs
    a bit swamped so expect turns tomorrow.

    man can;t we ever play the brains? lol.

    Cheers!
    -Liq
     
  19. dathon78

    dathon78 Amateur Expert

    Joined:
    Nov 8, 2004
    Messages:
    424
    Ok, looks like Liq is MIA; IamI3rian, you're up!

    dathon
     
  20. IamI3rian

    IamI3rian Chieftain

    Joined:
    Jan 1, 2007
    Messages:
    68
    Gotcha. I'll take these turns when I get home from work tonight. Liq, if you happen to show up before that, feel free to take 'em.
     

Share This Page