OSG 13 - Today is a Good Day to Die

I can barely keep up with the Civ3 SG and a Civ4 demo game I have going now. I am not able to visit this site at work either, so I have a hard time even reading all the threads I want to nowadays.

I try to stay up with the RB games though.
 
Preturn: Not sure why we are putting everything into IIT8, as we don't need it for regular LR colony ships. Are we hoping for LR Dead colony ships or something? Anyway, now that it's up into percentages we don't need to be pumping so much funds into it. I equalize research, with a small emphasis on computers, planetology, and propulsion.

We've discovered Aurora, which is at range 9, and can build LR colony ships, yet don't have one in construction or enroute. I put Fierias back on shipbuilding. Many of our planets are not yet maxed out yet are building tech, so I fix that as well, growing pop and building factories as necessary. I look around and find a lot of our scouts guarding worlds that are in range for our laser boats, rather than scouting. I start moving the ones I can up towards unexplored territory. I also build a round of scouts at Xengara.

2392: IIT8 comes in, and I start on Battle Suits next, with the full range of options available. IIT8 does not allow LR Dead bases so I'm not sure what the rush to get it was all about. Silicoids settle Crius in the north.

2393: Silicoids settle Gaius in the north and now span 12 systems. We didn't get scouts up north fast enough to push back their unarmed colony ships. Crius at least was in range for scouts from Xengara.

2395: Settle Kakata, get contact with the 5PE Honorable Industrialist Psilons, get a 40BC/annum trade agreement going with them. They are allied with the Meklars and at war with the Klackons, who are currently the weakest race other than the Humans. If we wanted to be really nasty we could make a play for Kholdan, which is within range 6 of Xengara so our warships (such as they are) could in fact reach it; we'd probably make some friends as a result, too. But I imagine this will have to wait until Xengara and Exis (our two closest worlds) mature a bit more.

This also triggers the vote. Everyone abstains but the Silicoids, with 8 votes, and us, with 6. Note that the Silicoids currently have greater than 1/3 of the total votes (21), but we don't.

2399: Talas becomes poor. Sucky, but at least it's a backline world and not likely to be doing much other than research or coming under heavy threat anyway.

2400: There is a Silicoid colony ship that looks to be heading to Anraq (though it just vanished off Xengara's sensors) and a Meklar huge ship that might be heading for Kakata! We don't have a vote this turn as someone recently wiped out the Klackon colony, leaving them with just their homeworld and putting the galaxy just under the vote threshold.

I did not start spying going as we are not really ready to attack anyone yet, but Xengara should max next turn so we could start thinking about building a fleet there, either for local defense or to pester someone with. However, we still have crap for weapons and no speed, so it might be better to wait for sublight engines to come in... unless the Meks really are making a play for Kakata, of course. You could try to bluff them off, or else start building a fleet next turn from Xengara to push them away... it will likely take a lot of laser boats to put a dent in that huge, though.

The save is attached.

Roster:
dathon
Stup
Zed --> just played
Olorin --> UP NOW
Liq --> On Deck
Iam3Irian
 

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I've got it. I'll get the turns done tomorrow.
 
Pretty uneventful turnset:

I was worried about the Meklar Huge near Kakata, so I offered them a NAP (we are not contesting any habitable worlds with them. Turns out they were using a Psilon alliance to send it to the far north.

Opened up spying on all the races. Silicoids have a huge lead, even the Psilons are trailing by quite a bit.

Silicoids took Anraq. They arrived with an armed colship one turn before the Lasers Zed sent over arrived. Not wanting to start a war with laser popguns, I didn't invade. I did beef up the garrisons at the Ultra Riches, as well as our front line worlds. Missile bases were also added at Fieras, Exis, Rhilus and Xengara.

I found Tundra between the Meks and Psilons, but LR Dead still not possible.

Aurora was founded near in 2407, colonists on the way from Trax and Exis (via presending from Trax). Aurora got us contact with Humans. They have two worlds, and are way behind in production and tech. We can't even trade with them, their economy is so small. I did swap them IIT8 for a Deep Space Scanner. I figured it wouldn't hurt us much since they are unlikely to be founding new worlds, and DSS gives us a nice boost in computers and revealed a lot more about fleet movements.

2409 saw Hyper-Xs arrive. I went for Mass Driver next rather than Fus Bomb or Ion Cannon because it was the only one that would let us advance (so much for Mrrshan being weapon specialists).

2410 we got RC3. I went for Imp. Scanner over ECM2 or 3. I've set most of our worlds to refit, with some of the Poor or backline worlds keeping some tech spending alive.

Ideas:
Our next priority should be to stand up the new factories everywhere, and then get a real fleet started. Sub-light engines are getting close, so hopefully by the time the new factories are finished, we can build some Warp 3 Hyper-X boats. The Silicoids already have PS5, so we should focus our initial aggression on the Humans or Klacks (Klacks preferably because they are at war with everyone else, and because their homeworld didn't get irradiated like Sol). Meks would also be a possibility, but watch out for their alliances. We don't want to get into it with the Psilons or Silicoids yet.

One interesting strategy would be to ask the Coids to join us in a war with the Meks. It would give us good relations with the Coids, but we would be able to snatch most or all of the Mek planets due to our proximity and faster ships. It should also force the Psilons to declare on us and the Silicoids, and having the Psilons at war with the Silicoids would be a good thing. We would probably be able to make peace with the Psilons after eliminating the Meks, and line up whoever is left into an anti-Silicoid alliance.
 

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Good set of turns! I would have stopped for Fusion bombs before the Mass Drivers; once somebody gets a Class V planetary, their planets will be immune to our weapons, even the Hyper X's. I think that will be a major factor in who we go after. Keep checking those spies! Good choice on the Human tech trade.

Alright Liq, you're up! IamI3rian, you're on deck.

dathon
 
I passed on the fusions because if we got them now, they would be too big to fit on a bomber. I'd rather get the next tier first, and then go back for them when they will have been miniaturized a bit. Plus there's always a chance that we'll steal or capture the tech in the meantime.
 
It's a toss-up without a clear answer; could go either way. I would have been tempted to pick them up because with the cats, we don't need to worry about fitting a computer on board at this point, so we might have been able to pack a few on some mediums, and get the job done that way. I really think we want to be attacking now, while the AI's are still very stunted by their bad land draw, and I feel a little uneasy that we may be seeing some Class V's soon that would put us cooling our heels for awhile, as we will have to research them anyways. That said, if the shields don't show up (and there's a chance of that with the stunted AI's not being able to research them) your choice will definitely be the stronger. But that's the fun of these games; seeing different choices than we might make, and debating the possible outcomes :) I tend to play it conservative and cautious, probably too much so at times, so I like to see the more aggressive choices, even if I don't necessarily agree with them. Either way, I think we are in good shape.

dathon
 
In this case I feel Mass Drivers were the more correct choice due mainly to this being a Hard variant and not Impossible. On Impossible, I feel that getting the bombs earlier would be the correct choice. With the difficulty setting the way it is, I think we are still a good turnset or two away from anyone getting a planetary shield and then it would only be the rocks. Once we get our factories filled out, going back and getting fusions to put on our speed 3+ smalls would take very little time.

Moving up the tree also has the potential to reveal Antimatter bombs or Stingers (or both). As I am sure we all know, either of these can be a make or break tech. Another advantage is that we are currently picketing two rich planets we cannot colonize that reside in the middle of our core. Bombers are ineffective at repelling fleets, which is what we will need until we can get Radiated tech.

On Impossible, from our position we would need firepower yesterday in order to gain a vote blocking position. And to nab some more useful techs from our fleshy neighbors. The relations bonus from enemy of enemy politicking would also be necessary to keep the rocks from assimilating our gains.

StuporMan
 
Having had the advantage of seeing the AI techs, I'm not at all worried about the Humans, Klacks or Meks picking up PS5 before we can take them out with Hyper-X boats. They are at FF2 right now, so they need to finish research on FF3 or PDS, and then research the PS5, if it's even in their tree. The Meks might be able to reach FF3 + PS5 before we get MD + FusBomb, but the Humans and Klacks don't have the economy (they are already behind us in tech).

The Silicoids already have it, and we wouldn't be able to take them on using Medium Fus Bombers with speed 2. The Psilons will probably get PS5 before we can go back for the bombs, but they are geographically the worst race to attack, and the only decent choice of an ally against the Silicoids.

I think our best move is to take Kholdan. We need to keep an eye on Phyco too, since the Meks and Klacks have been trading it back and forth. If the Klacks take it again, we should try to take it from them. That would knock the Meks back to a 2PE, with their colony way too far from Meklon for them to support each other. Once the Bugs are gone, we can take the Human colony and glass Sol (it's radiated). By then, we will hopefully have enough missile boats to challenge the Meklar Huges.
 
If the Klacks do recolonize Phyco, then we can potentially take Kholdan from the bugs without triggering xenocide race relations penalties. Let someone else piss everyone off by wiping out the bugs. ;)

Also, we probably don't need fusion bombs yet; nuclear bombs will work well against anyone we are likely to fight in the short term, and coming back for fusion bombs later is rarely a problem. I just wish we could have progressed by getting something better than mass driver. It might be worth considering going back for Ion Cannons to give us a decent fighter weapon.
 
I'd like to have Ion Cannons as well. The good news is that the Meks and Psilons both have them, so we might be able to steal or pointy-stick the tech rather than having to go back for it. The Meks are even behind us in computer tech, so we could start espionage now, but for sure we should when we go to war with them.

We could steal from the Klacks or Humans easily, but they don't have anything worth stealing except maybe Hand Lasers.
 
I agree with passing on the bombs. While they would definitely help our offense, I'm much more worried about our ability to defend our worlds. If it comes down to us v the 'coids right now, we'd be murdered. While they grow half as fast as we do, we've got no bonus to gropo. They've got quite the little soldier rocks, with PDS, hand lasers, and battle suits. We need to keep them away from our planets, not worry about glassing theirs. Not yet anyway. :satan: They're definitely something to come back and pick up though, but I'd much rather have those stingers, if we get them. Even the ion cannons would be nice.

I think zed's right about letting someone else finish off the Klacks. Would be much better for us to take Kholdan than it would for us to get Phyco. Besides, we can always take Phyco from whoever gets it :)

I like Olorin's idea of trying to get the 'coids with us to attack the Meks and, the even MORE brilliant follow up of making peace with the Brains, to form a coalition against the Rocks. At this stage, it certainly seems like we're gonna need some help.

As far as espionage is concerned, my wish list is RC4 from the rocks, and ARS from the brains. That duralloy the Meks have would be pretty sweet too. I tend to play pretty theft heavy though. Call it lucky (or the Meklar computer excellence :))

Anyway, I'm having a blast with this! So glad I came out of Lurkerville to actually play a round with you guys. I'm in for the long haul I think, as this is clearly my favorite video game, and I see myself playing a few thousand more games before I finally get tired of it.

vmxa- I see. Well, maybe when that's all out of the way, or during the next RB game, I'll be able to see how much better you are than me :thumbsup:

Just to clarify:

Roster:
dathon
Stup
Zed
Olorin --> just played
Liq --> UP NOW
I3rian --> on deck

I hope Liq can take his turns this time. I'm pretty eager to play, but the more the merrier, and I know how terrible it is having a comp that doesn't do what you tell it to.
 
I tend to play pretty theft heavy though

Keep in mind that we cannot steal a tech that is above our highest tech level. Also keep in mind that the Psilons run maximum security sweeps every few turns as a matter of course. Other than that, go nuts :) Of course noting that spying on the rocks could bring them down on our heads.

dathon
 
I would advise not wasting money trying to spy on the rocks. They already have RC4...they totally outclass us in espionage. The Humans and Klacks should be pushovers in spying, and we don't care if they catch us anyway. The Meks should be doable now that we have RC3, but it might take multiple spies to pry loose the good stuff. Sub-lights are around the corner, a Level 12 tech, which would allow either Duralloy or Ion Cannons to be stolen.

The Psilons are Honorable Industrialists this time around, which might make it easier to spy on them, but the Honorable is worrisome. Getting caught would be bad, especially since they are the only potentially effective ally against the rocks.

I'd go ahead and spy on the Humans and Meks. Humans have Hand Lasers and Meks have range 5 and Hyper-V which we could nab now, and Ion Cannons and Duralloy which can be taken once we get Sub-lights. The Klacks only have range 5, which isn't worth spending money on (as we'll either get it from the Meks on a lower level steal, or by invading Kholdan). I'd lay off the Psilons for now. We should wait until we arrange a mutual war with the Rocks, and have the enemy of my enemy diplomacy going to give us a cushion against getting caught. We REALLY don't want to face both the Brains and the Rocks allied against us. A bit more time would allow us to catch up to the Brains in computers too. Besides ARS and BC3, they don't have anything we can't get from the Meks anyway.
 
ok well work been kicking me but finally got dosbox and my pc to make up last night... er this morning er wait, just now.. :mad:

I'll catch up with the game today and play some moo finally after I collapse in a heap of sleep deprivation... sigh.

Allow me to test the swear filters of this fine forum....


Cheers!
-Liq
 
meh ok I see mass factories being built so not much to do here... Finally tweaked dosbox so it's effing stable, used an old moo screen to match my frameskip and cpu cycles from before lol.

uneventful stuff until 2414 where our scout makes it to jinga (50 Steppe) in the extreme SE at a range of 5. An unescorted psilon colony is headed there due in 2 or 3 turns so if it's unarmed I'll blitz a colony over

GNN Fleet strength comes in and order is
Sillys
Mechs
Psilon
Us
Klacks
Humans

we are moving up! blink

Since nothing better to report I'll go into details!

Rhilus hits max 195 factories leave it on research for now as we really need a round of techs
Xengara hits max 315 factories I build a few bases on it since it's so exposed
Fierias hits max 300 factories leave research
Xendalla hits max 90 factories leave research
Exis hits max 225 factories put into bases for a few.

Psilon colony ship was armed and chases scout off of jinga... send scout back over to harry it. Glad I didn;t waste time on a colony.

Gorra is 35 tundra at 8 range in the far east just north of jinga and east of sol. No redesire to even see if we can send a colony there as it's too far and too small.

population hits aurira and it tries to spam a few factories... p0 poor

Sillys send an armed colony to argus and colonize it meh nothing could be done, too far away

Trax is full pop... no place to shuffle off tropps so place 50% into factories.

and liq's turns are done after seemingly beatting the next turn button senseless lol

No research but Force/planet and prop are all in low %'s with constructtion about 3/4ths bulb

we are popular, everyone likes us, we are popular

I turn off all base spending so one doesn;t run away unawares

Techs will be in next round with major upgrades from sublight drives and eco restoration.


Time to build a new fleet soon, btw kitties own with gatlings, even the pathetic lasers.


Btw the humans still do not have enough production to fund a single 25 BC traderoute...

Cheers!
-Liq
 

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Good work Liq; glad you could make it :)

IamI3rian, you're up. I'll be out of town this weekend, so if you can't get this by Friday morning, let me know, and I'll take my turns ahead of you.

dathon
 
If you can get them up by 6 eastern time tomorrow night (thursday) feel free to switch with me, otherwise, I'll be taking them when I get home after work then. I haven't even had time to read Liq's turns yet. I don't want to hold up the game at all, but I don't want us to both end up playing the same turnset either... that would get messy I think :)
 
I took a peek at the save, and things look fairly good.

Humans have fusion bombs, so we might want to switch from hide to espionage since we have a comp advantage. We can perhaps pick up this tech cheaply while researching up the tree.

Heres hoping for a Radiated draw next in planetology, we really need to get some of those planets settled to defend against the rocks taking them (they will send some heavy escorts sooner or later). If we don't get Radiated, then I don't know what we are going to do. This is one of the few times I am actually rooting for Radiated over Soil (but I would definitely take both)!

Oh I also just noticed that Crypto (Toxic between Exis and Aurora) probably needs some real defenders. No one is sending unarmed colony ships anymore, so we may just want to scrap our current scouts and use popguns instead. This might can wait till sublights come in, but we definitely need to be sure to limit Rock expansion since they already are pretty significant runaways.

StuporMan
 
IamI3rian - Go ahead and play your turns tonight; I should have some time tomorrow to pick up the game.

dathon
 
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