OSG 13 - Today is a Good Day to Die

Didn't realize we could fire before repulsing a ship. Good stuff to know (thanks Zed). Is that a function of initiative, like because we're the cats, or is it a total initiative thing, including all bonuses? I've never fired before repulsing before (favoring Meks and Bears myself).
It's a function of total initiative. I'm not sure of the exact mechanics, but you can see the same thing in operation whenever the AI moves a stack next to one of your stacks that has not yet fired. If your stack has high initiative relative to your opponents, you'll often fire first before your opponent can. This is why it's often good to put a battle scanner on your ARS/Repulsor ships; not only is it a cheap +1 computer and lets you know what designs the AI is using, but it also gives you a big +4 initiative. You'll want a good battle computer as well.

Never occured to me to use the AI's fear of missiles to smash them with the bases Brilliant idea, whoever thought that up, though I suspect it's been around for years.
Yep, it has. I suspect a lot of different people thought of it independently as well.
Rock's still have Fusion Rifles and PDS, but the only way to even that advantage is to take it from them, so I vote to invade.
Yeah, I'll have to concur once we get Exoskeleton. Now that we have Soil and Atmos, we should have enough pop to be able to coordinate the huge invasion forces we'll need to take those first few worlds until we can acquire enough tech to reduce the casualty rate. Not sure how our computer tech compares to theirs, but espionage might help there as well.
 
Preturn: Tweak our poor planets to build factories (our IIT is good enough to build 4 or so fact per turn + 100+ tech). I also trade spying on Humans (down to 1 click to preserve our current 2 until they get caught), for spying on Meklar, Rock, and Brains (gotta see what they have).

First turn fusion drives fall, Choices Nuke, Pulsar, Range 9.

I decide to let Brains build Phyco for us, so we can take it and their juicy techs a few turns later with all the cheap pop we have in the area. I notice rocks gained another armour tech. That bodes ill for ground attacks as even with Exoskellies we will be -20 or more behind. I redesign the ARS ship, adding fusion drives and 14/7 heavy/regular fusion beams (speed 2). Resume building at Fieras (3 turns).

Xengara has an insane amount of bases (54) I dial it back to 1 per year.

Steal IIT9 from brains, I was hoping for Exos vs outdated computer tech. Only changes to their tree are IT +40, Andrium armour, Hard beams and a few weapons techs we already have. Late in the turnset they also pick up cloning. Rocks retake Phyco (dangit brains protect your gains!). Rocks also make a play at Mentar with their bomber FOD, Brains easily destroy it for us. Brains slowly losing ground to Rocks based on gropo differences. There are 3 spud worlds to our East. Their recent discovery of cloning will hopefully boost their ability to fend them off.

Psilons are making a heavy play for Kakata. They have 2 fleets inbound, each with an army of smalls of unknown configuration (named seekers, likely fusion bombs). Group 1 has 144 group 2 has 272 and each has a colship. Our first ARS huge is on its way and should arrive in time to meet the first group of brains. There are currently 3 more in production at Fieras, Meklon, and Kholdan.

Rocks have upgraded their colships to hold stingers so be wary of them. Their polaris model also holds stingers w/ antimissiles, these can prove deadly to bases in numbers. On the good side, I bombed out the hostile worlds in our backyard. They are all now currently unoccupied. We also have a full bulb on Omegas.


In other news, the Quake event hits coids at Helos for 26 pop and 406 fact (couldn't happen to a nicer bunch of rocks! or at a better time, it hit just before the vote!)

Silly 12, +1 humans, +3 Psilons, +2 Meks
Us 12

We can block the vote easily now. And that will only get better when we get some terraforming.

Edit:
We should probably make a play for Jinga (Psilon world in far SE). It is isolated and they only have hyper X + class 4 shields. It should be easy pickings for one of our new ARS that are due off the line shortly. Just make sure to send plenty of troops as they have a gropo advantage (+10 I believe).

StuporMan
 

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Preturn: I look around at the state of the galaxy and things look pretty good overall. Unfortunately our tech situation relative to the Silicoids is a bit weak. Most of our ship designs are pretty out of date as well. And our research distribution looks pretty wacky... that's easily fixed, though. I even out research except for a slight emphasis on computers and planetology. I find that this is the best general purpose research allocation except in the earliest part of the game. Sure we need Omega-V bombs... but there's a lot of other things we need too. Even when you're researching something that seems useless, like range 9 fuel cells, don't forget that making progress in every tree is important too.

So, having done that, I decide my objective for the turn is to try to make some progress toward evening things up with the Silicoids. I decide that the best way to do this is to capture a couple planets for tech. The Psilons are an easy target, with their weak shields, but we can't really get too much off them that's useful -- Andrium armour, Exoskeletons, Toxic bases, and that's about it. Bleh. I decide to go for a juicier target -- Paladia. It's conveniently near several of our worlds, it doesn't have a ton of bases up, it's a relatively small world, and it's rich. Plus the Silicoids have good RC tech, so it has a lot of factories; we'll get some good tech for taking it. The Psilons on the other hand, are stuck with RC II -- only their biggest worlds have enough factories to be worth capturing, from a tech point of view. But we already have a lot of shipbuilding points invested at Meklon and Kholdan, so we might as well use them to good effect on the Psilon frontier. Here, I pick Mentar for my target. We'll need a strong world near Psilon territory to be able to stage future invasions, and like all homeworlds it's a juicy target with lots of potential to be a powerhouse.

I scrap our existing bombers, our NPGs, and our las-3s as obsolete and not enough left to be worth preserving. Instead I design two new bombers, FusB 4.0 and FusB 4.1. The former is more expensive but has BC IV, whereas the latter is less expensive and has BC I, but the main reason for having two types of bomber is to force the AI to shoot at one stack while the other goes in to wipe out the bases. Even though the Silicoids have shield 11, they have little ECM, so our bombers will hit regularily and, with BC IV, have enough of a accuracy advantage to push the average damage on a fusion bomb up from 12.5 to about 16 or so. Research in our empire grinds to a vitual halt as I start shipbuilding nearly everywhere; I plan to build two more ARS 4.0 at Fierias and Meklon but otherwise build mainly bombers.

Silicoid Front: In the west, I build a fleet of about 200 bombers and one ARS 4.0, which concentrates at Trax. Once it's ready to go, I coordinate an invasion force of nearly 400 cats in two waves to take Paladia. This is a serious hit to our economy, but the invasion force outnumbers the rocks at Paladia by 6:1, so I feel confident. Before I can send the fleet in, I notice that the rocks have just researched Planetary Shield X -- this makes it all the more imperative that we strike now, while our bombers can still do damage through the Silicoids' shielding.

I send in the ships, timed to arrive with the first wave of troops. The Silicoids have very little shipping guarding Paladia, and what there is is obsolete; I mainly have to worry about the bases. Our bombers can only manage to kill 2-3 bases per turn, but the Silicoids only have 9 bases, and can't kill our bombers fast enough to stop them. We lose 50 bombers but take out the planetary defenses. Our first wave of troops lands... 231 cats manage to kill 53 rocks, leaving 12 behind. Fortunately I have another wave of about 155 cats incoming, and the next turn they finish the job, with enough left to fill the planet. We capture Class VI deflectors, Terraforming +40, BC VI, Stinger Missles, Nuclear Engines, and the big one, Tritanium Armor -- the Silicoids highest level construction tech, and a big boost to our construction level, as well as a boost to our gropo capabilities. No fusion rifles or PDS, but I'm not complaining; the terraforming is nice too since we didn't have any, and Stingers are always handy. With the capture of shield VI, we start researching Cloaking.

Psilon Front: In the east, our ARS and hyper-X boats easily brush off the Psilon attacks at Kakata; they are all small ion cannon fighters, which don't pose a threat to either our bases or our ARS. I build a new fleet of 1 ARS and nearly 300 bombers; I can build so many bombers largely because I converted a mostly-built ARS at Kholdan. I send these, along with half the hyper-X boats from Kakata, to Mentar, and coordinate an invasion of about 150 cats at Mentar, which had about 75 pop at the time. Our cats win with about 40 remaining, but Mentar only has 150 factories (must have got bombed at some point) and we only pick up ECM III. Plus, of course, a nice planet, but one in serious need of development. It'll be some time before we can use this world as a troop base for further conquests in the area.

Late turns: Nothing much other than rebuilding our population from the attacks on Paladia and Mentar, terraforming and building infrastructure everywhere, and trying to stand up Paladia and Mentar. We also got a couple minor tech thefts during my turn, but nothing to write home about. Paladia is nearly done maxing out; it has its Class V shield and a single base, and will need more. I'd use it as a source of reserve funds from here on out, at least until we're ready for another round of shipbuilding. Mentar has still got a long way to go, and many of our other worlds are also still working on new factories to go with their increased populations. There are a few smallish fleets coming in at Mentar, and some silicoid troop transports at Paladia, but nothing serious. Mentar is still pretty vulnerable if someone does come knocking, though. Additionally, you can probably consider our current bomber fleet as obsolete against the Silicoids, now that they have Class X shields, but they are still good against the Psilons. Most of our bombers are concentrated at Kakata, though I left a few back around Exis for spud-patrol duty to knock out Silicoid colonization attempts in our back yard. We'll need to wait for a better bomb before we can seriously consider going after the Silicoids; armoured exoskeleton would be nice too, but not strictly necessary as this turn's results should demonstrate. Omega V bomb is now in the %ages, so hopefully we won't have to wait too long before thinking about going on the offensive again.

The save: http://forums.civfanatics.com/attachment.php?attachmentid=147124&stc=1&d=1170480540

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

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Got it. I'll post my turn by tomorrow night.
 
Pre-turn: I look through Silicoid space, and I find that Crius has no bases yet. I also see that the Humans are on Phyco, seems high time they were gone.

I task the Kakata fleet with taking Crius, but send the bombers east to take down some lightly defended Psilon and Silicoid worlds. I also move the bombers from around Exis to Meklon, and build a few more to augment them for an attack on Sol.

Turn:
In the South and East, I focus on glassing enemy worlds that don't have fleet support and few bases. Sol, Keeta, Artemis, Argus, Crypto, Ukko, Hyboria, and Cygni are all eventually glassed. At the end of the set, I brought one of our ARS ships down to join with the smaller bomber fleet, and took Gorra from the Meklars, picking up BC5. Somewhere during the turn, the Psilons genocided the Humans on Phyco.

In the North, I send an invasion to Crius. In 2514, 224 Cats killed 60 Rocks (33 Cats left) and took it. Troops arriving next turn filled the planet. We stole:
Planetary Shield X
Range 8
Battle Computer 3
Personal Deflector Shield :goodjob:
Imp. Terraforming +30

Meanwhile, a lot of planets finished maxing out pop and factories, and several had to repop after the Crius invasion. We discovered Omega-Vs, I picked Auto-blaster next over Megabolt and Ion stream from old tier, and Pulson missile or tachyon beam from new tier.

I designed a medium bomber:
omega4.jpg


The shield 2 was decided because of the 54 hit points. Silicoid bases are firing stinger missile, 15 damage per shot. It would take 4 missile hits to kill each bomber. With shield 2, 4 x (15-2) = 52. So they need an extra hit to kill each bomber. I added the ECM because there wasn't room for an extra bomb, or battle scanner. Even so, once I started building them, I started to see why medium bombers just don't work. Even Paladia could only build a handful each turn. Then I took a closer look at Silicoid space, and saw that many of their worlds still only have Shield 5. I switched back to building Fusion bombers, which will still work against those worlds. I am favoring the 4.0 design because they hit for more points due to better comp.

Post-turn:
Our defenses are solid. Rocks haven't even tried to retake Paladia, and did not bother Kakata or Xengara during my turn. They do have ships inbound to Trax, the poor world near the border with no bases or shield. I redirected a new ARS there to handle it. Mentar is mostly stood up. It got a PS5 up and 2 bases, then the PS10 came in, so they are still in shield mode. Crius is working toward a shield, they've finished Atmospheric terra and have a good number of factories. Gorra was just taken this turn.

Here's the map:
2520map.jpg


We have the Psilons down to four worlds, and with the Kakata bombers now with the Mentar fleet, we can think about taking one of the bigger ones. The Meklars are basically finished as well. They only have one real colony left. We could easily wipe out one or both AIs at our leisure. The Rocks have a couple weed colonies just started up again, but I've collected a good bomber fleet at Rhilus ready to go.

You'll probably want to build a new design, either a stinger missile boat to replace the HyperX's, or a new Huge design. Keep in mind that most of the new Silicoid models have anti-missile rockets. An ARS Huge with tritanium armor would be very durable, and loaded up with combat speed and Omega V's, it could be the bomber we need to crack the PS10 planets. Feel free to scrap the Omega 4.0 if you need the design slots.

I'd recommend just glassing Jinga and Toranor in the SE corner. The loss of Jinga will limit the Psilon range, and even if we took it, I doubt we could stand it up in time to really contribute to the end of the war. Same goes for Toranor. And if the Meklars are genocided, and Jinga gone, then Gorra would be out of range of everyone, freeing up that fleet from defense duty. Some of the last three Psilon colonies might be worth taking, since they are pretty large, and getting Toxic bases would still be nice at this point. It's really disappointing that we never got to use those UR right next door to Fieras.

Good luck Liq!
 

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A large or huge bomber will work, but is expensive. On the plus side, we have the tech to build one now, though it would be nice if we could miniaturize the Omega bombs first. If we can take another good Silicoids world or two, we stand a decent chance at acquiring Antimatter bombs, which ought to fit on a small at this point.
 
Jinga may be useful to capture, even though it may not contribute to the war effort. Jinga has over 100 factories IIRC which means we will get 1-2 techs if we take it. This could yield Armoured Exos or Toxic colony which both make taking some more silicoid worlds an easier proposition. Toxic also opens up an ultra rich in our back yard and they never take long to stand up.

I think autoblasters were a good call on weapons tech. It moves us up the tree more cheaply to get Omegas miniaturized. I probably would have made the decision to go with pulsons to further our missile tech, but with stingers that is not necessary. As an aside, I thought tritanium would be enough to miniaturize omegas to a small. What tech do we need before these can roll off the assembly line (remember we also need/want combat speed 4)?

Two very good turnsets after my weedy performance.

StuporMan
 
Tritanium is a construction tech, which gives us more room on our ships but doesn't miniaturize weapons. In order to make Omegas smaller, we need more weapons tech.
 
I thought about the Pulsons, but they are only 5 more damage than stingers, and wouldn't be effective vs. Silicoid bases. I figured that advancing faster and beefing up or beam power for ship to ship combat were better than a small increase in missile tech.

Rather than taking Jinga, I'd say glass it with a small fleet, and send the Mentar fleet out to take one of the other three Psilon worlds. They are all better than Jinga, and they are close enough to Silicoid space to be useful for ship building once they are stood up. We'd get the tech from them just as easily as Jinga. All we really need to get from the Psilons is Cloning and Toxic bases. Our bulb is almost full on Exoskeletons, so getting them through conquest is not crucial.

Hopefully we can take out another Silicoid world before they all have PS10 and get AM bombs off it. Those should fit on a small, and it would be game over at that point.
 
Excellent work guys; I hear the band for our honor banquet warming up :band:

dathon
Stup
Zed
Olorin --> just played
Liq --> UP NOW
Iam3Irian --> On Deck
 
A quick note, if the Psilon ambassador is not recalled we may can negotiate peace with them. This will allow us to potentially trade for all their techs but cloning (top tier). Likewise, if we give them something like RC 4, they will improve their planets and we will get a substantial relations boost. If we decide their worlds are better off in our hands we can always take them (and any of their remaining techs) later. :mwaha:

StuporMan
 
Liq, are you out there?

If we don't hear from Liq today, Iam3Irian, you might as well grab it.
 
Will do, but I'm working til 11 tonight. I'll come check out wha'ts up over here, when I get done.

Tuesday Feb 6, 5:37 pm eastern: Got it, I'll play after naptime :)
 
Not tons of time, so a SUPER short report:

Preturn: set up attack on Jinga.

2521: Meklon and Kholdan finish Shields.

2522: Mentar Sheilded

2523: Nothing to note, but I botched attack at Jinga, and 8 brains survived. DOH!

2524: Psilons ask for peace :)

2525: Spies hit on Psilons. Comp/Planet/Weapon... I steal Toxic :) Capture Jinga, Get Andrium armor, and cloning. I begin assaulting Kronos.

2526: Silly's ask for Peace :lol: Send more cats to Kronos... it's a uh... peace envoy, yeah.

2527: Silly Spies pop, Planet/Weapon, I choose planet and get Terraforming +20 WE COLONIZE SIMIUS!

2728: Silly Spies pop again, all but construction. Choose comp, get ECM IV. Terraforming +50 comes in.
Bio Toxin antidote
Terraforming +60
Complete eco restoration <--- this one

Got slaughtered at Kronos, didn't quite coordinate the attack right. Again :( .Start terraforming the empire.

2729: Spies on Sillys again. Weapons picked, got anti missile rockets. Spies on Psilons, chose weapons, got Megabolt cannon. knocked Kronos down to around 30 rocks.

2730: Range 9 comes in Auto blaster comes in

Ion Stream projector
Pulsons
Tachyon Beam
Hand Phasors <--- this one

Energy Pulsar
Star Gates
Ion Drives <--- this one

Left everything else as it was, Hope it looks good, sorry about the short report (or you're welcome, whichever :)) and FINALLY, sorry about botching ALL invasions I attempted. Good Luck and remember, paper beats rock... er something.
p.s. somewhere in there everyone else finished shields too. I had another blue screen crash that set me back 4 turns... Stupid comp. I need to restart MUCH more than I do. Incidentally, the STUPID crash is what made me use all my time replaying those turns Grrrr....

dathon --> UP NOW
Stup --> on deck
Zed
Olorin
Liq --> missing?
I3rian --> just played
 

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I inherited the save file in pretty good shape. Fiddled with a few sliders to max out some worlds next turn, and we're off.

On the war front, the troops en-route to Kronos were handily defeated. However, with the help of some shiny new battle suits, a whopping 150 cats came in to avenge their deaths and take the planet. I also invaded and held Toranor and Phyco in the East. Why? Because I could :mwaha: That, and I wanted to set us up for a domination win on the next council vote on Stup's turn, and those planets added greatly to our population. I also put in motion a plan to greatly decrease our opponents population, but I'm getting ahead of myself... :satan:

Pulled ten techs this turn from theft, spoils, and research, including Armored Exo and Fusion Rifles. However, the key was anti-matter bombs, stolen from the Psilons. With which I designed a new bomber. 2 anti-matter bombs, Fusion Drives, Stabilizer, Cloaking Device, BC IV. Didn't even bother building factories at a lot of our worlds with RC V. We now have two swarms of 800+ bombers at Kakata and Rhilus, poised to glass the Silicoids into oblivion :nuke:

Fleets incoming at Mentar and Kronos, but nothing the bases can't handle, though I would leave Mentar with the current def spending before they arrive. Other than that, our worlds are maxing pop. Teach those rocks who's boss, Stup, and allow us to claim our rightful place as rulers of the Galaxy, and the Evil Pseudo Random Number Demons!

dathon
 

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Looks like the fat lady is warming up. Well fought game everyone! Coming back from that bad a start with the Cats is quite an accomplishment.
 
Yes, I think the most difficult part in this next turnset will be to leave enough planets colonized to allow a vote! I will try to get out victory knocked out today.

Stup
 
Well, I failed in my task to keep enough planets around to have a vote in 2550.

Instead, I decided to make future generations remember me as StuporMan the GlassMaker! :nuke: :king: :nuke:

Within 5 turns it is all over. Our new antimatter bomber proves too much for Rock defenses and the Brains get splattered by our older fusion bomber designs, both empires ending in the last turn. Now all former Brain - Rock coalition planets are part of the glass-frontier of our empire!

Congratulations all on a hard earned victory!

In your face PRNG!

StuporMan
 

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Well, I failed in my task to keep enough planets around to have a vote in 2550.

Heh, after I posted the save I went on my own glass-making spree with similar results. Man was it fun :mwaha:

Congratulations all on a hard-earned victory!
 
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