OSG 14 - Cold Blooded Killers

As to LR lasers, I don't see any candidates for them yet. We have yet to see even an enemy scout, so the worlds we've currently explored should be safe for quite awhile. Also, none of the worlds we've scouted are really worth using LR lasers to protect them. Getting 4 LR lasers built and out to defend a planet takes a good chunk of what it would cost for a new colony ship. As it stands, I'd rather get the next colony ship out a few turns faster than build a force of LR lasers when we haven't even seen the AI scouts yet.
Roger. This was also my assessment of the situation (although naturally I couldn't know of AI scout (in)activity).

The agenda is to get Range 4 ASAP and push into the middle of the map and to the east.

I've never properly played the Lizards before. I notice that the first Colony Ship was built at 91 factories, is this low development level so that the planets can be held at the ~50%-60% level where the population growth will be very fast? Or was there some other reason for training the colony ship at that level?
 
I'm not too worried about pop growth with the Lizards. I built the colony ship early because I wanted to get out to a third planet faster, and extend our scouting range. Other times, I'd wait for more factories, but this game, our second world is large (90 after IT+10), and will be able to push out colony ships itself when it gets developed.
 
2320: Raise propulsion spending.

2321: Micro eco slider, construction is unlocked and the only choice is Improved Industrial Tech 9. I intend to raise the factory count on Sssla to ~130 (60%) so that new worlds can be quickly filled with population.

2322: Micro eco slider.

2323: Don't mind the turn logging it's just so I keep track of how many turns I've played.

2324: Range 4 pops at incredibly long odds, I didn't check but it was 0% the previous turn and with only 22 BC/turn it can't have been higher than 2%. I didn't have scouts ready :P. Next up, Range 6, the only choice. I turn off research into propulsion and since I end up investing only 6BC this turn (due to training scouts at 2nd world) I decide to unlock Weapons and Computers.
Some scouts "shuffled" out to further worlds, especially the ones on asteroid systems.
Oh yeah I ended up sending 38 pop to Rigel (size 60) using the logic that pop is cheap so may as well ramp up it's factory growth curve.

2325: Computers ECM1, Scanner, CompII, I choose ECM1. Weapons, Hand Lasers and HyperV, I choose lasers.
To be honest the other tech choices don't excite me much so I put 100% into Planetology. Death Spores, now THOSE are exciting!

2326: Start a new colony ship at Sssla, due in 5 turns (hoping this is not "zomg you're ******** for not maxing factories" situation :p)

2327: To the west, scout Stalaz a size 55 Arid. Near the middle of the map, Kulthos, a size 100 Terrain, but Ultra Poor. I'm not sure what kind of priority to put on that planet especially since we can't invade, but I decide I'll colonize Selia and assuming that brings Kulthos into range 4 then we can colonize it, probably send some popguns.

2328: A scout stumbles across the Meklar Homeworld, it's in the "Dead Zone" to the south-west, also to the south west, at range 5, is Vox a size 65 Ocean (it looks to be about range 7 from Meklon). The yellow to the North is a Size 20 Tundra.

2331: Colony Ship complete, sent to Selia. Also queue up a couple of scouts at our 2nd world for some scoutage of the worlds which Selia unlocks.

2332: Size 40 Radiated discovered to the North-West.

2335: New colony Ship completed, I'm still not sure if the size 100 will be in range4 or not so I send the new colony ship to Proteus.

2336: Selia (30) founded, I send 20 pop to it.

2337: Bulrathi Ambassador drops in for a surprise visit. They reside to the South and their expansion Northward met with ours coming Southward. Aggressive Ecologist. It doesn't seem as if there's any rules about our dealings with inferior soon to be genocided species so I open a minimal trade agreement.

2338: Proteus founded and we get the 8 systems warning - it is the Bears.

2340: New colony ship complete, I direct it to Kluthos - the only other option is the size 60ish Ultra Poor Ocean in our north-west (that will unlock a size 60ish Arid).
Since we have basically run out of good worlds to colonize I turn off Colony Ship production to finish maxing factories.

lizards1wb2.jpg

Meklon is circled in Blue, our size 100 Ultra Poor is circled in Green.

In terms of future strategy, we are going to need Range 6 to get to certain worlds, although there are at least 2, maybe 3, available at range 4, and then another 2 with Dead Tech. Alternatively with an aggressive push into Planetology I expect we'll be able to build Long Range Colony Ships before too long.

This position does look pretty good - we don't have a great worlds, but we have a lot of decent size 60ish worlds, which with some terraforming will be great worlds. For a normal game I'd say it's too easy, but with this variant and the difficulty of gaining diplomatic support and tech I think it's about right.

Save is Slot 4.
 

Attachments

Looks good. I agree with your decision to push to the South rather than east. There might be an AI at the NE Yellow in that Nebula, but with the asteroid field blocking them, they are probably still a 1PE. It would be nice to know for sure if that's empty, as we don't want to wait on the three planets over that way, only to have them jump over the no planets star and take one or two of them away from us. Did you see any AI scouts up that way?

The other big question is who is to the east of us. I'm hoping that there are scouts on the way to check the next line that way. We definitely will want to get scouts and popguns over around Kulthos when it's colonized, and try to stake a claim on planets beyond it. We really don't want to have an UP Terran as a front-line planet.

Some amount of popguns might also be called for soon at those dead worlds buffering us from the Bears. They are ecologist, so it's likely they'll have the tech to colonize those after not too much longer. We could have been nearly there on Dead bases ourselves, if I hadn't gone for Spores first.

Good luck I3rian!
 
There hasn't been a single ship encounter other than the one on Meklon. Most strange.
Clearly we smell funny and the other races don't want to come anywhere near us.

edit: I trained something like 8 new scouts and I think there are some orbiting asteroid systems, ready to move out as new worlds come into range.
 
Ok, I got the save, and will play either now, or after naptime. Expect my set before midnight or so EST.
 
Preturn: Switched 21 BC/year spending on research to Rigel, trying to max Quayal. I'll leave Rigel to seed NW planets later. Build 10 'free' scout2's with excess construction at Sssla.

2341: Hyades scouted size 60 arid. Bears call up and ask for trade (I'm ashamed I didn't notice it preturn) I agree for 50 BC/year

2342: Mrrshans attack at bootis, toxic hostile 55 to the east. I pull scout from Proteus to scout ahead of them. Hopefully :)

2343: Nothing much. I do notice the Bears scrapped their fleet this turn.

2344: Tao scouted, minimal pop 30

2345: Nothing

2346; Omicron scouted, southern Toxic UR pop 30. Sssla maxes factories, and I start on colships.

2347: Bulrathi fleet now stronger than ours again :)

2348: Kulthos colonized, send colonists from Proteus. Scouts fan out.

2349:Scout Rha Arid 55 to the east. Chase an unarmed Mrrshan scout away.

2350: Nothing.

2351: Darloks to the south east. 2 Unarmed Colships at Cygni, dead hostile 30

2352: Meks attack at Omicron. Armed large ship. We retreat.

2353: Nordia scouted, Terran Poor 90 Darlok Colony. Our scout presently (2360) is orbitting Nordia. GNN report comes in: Fleet strengths:
1. Mrrshan
2. Human
3. Darlok
4. Bulrathi
5. Meklar
6. Us <--- Oh well :(
Sssla finishes another colship

2354: Quayal builds colship, All out spending on research there.

2355: Death spores come in. Choices are:
Improved Eco Rest. (seems pretty cheap too)
Imp. Terraforming +20
Control Dead <--- Thinking I shoulda picked this one... bad call on my part.
Cont Inferno
Enhanced Eco Restoration <--- What I picked
Terraform +30

Shift research to construction for IIT9 which will help with new colonies. Chase away Darlok colships from Nordia (their colony :)). Bulrathi colships prowling around the asteroids

2356: Gotta get to Hyades before bears!!

2357: Sent Colship out to Hyades

2358: IIT9 Comes in choices
IIT8 <--- picked
Duralloy armor <--- I figured we don't need the gropo
I also equalize research (more or less)

2359: Force Fields is opened, Class II only choice. Settled Simius (in the north west) Sent colonists there from Rigel.
One colship is headed to Simius, It's bound for Stalaz. Colship built at Sssla is sent out to Maalor.

2360: We beat the bears to Hyades by 1 turn! colship in orbit over Kulthos (just arrived) is sent to Tao. Nothing else is changed.

Zed, you may want to watch out for those Bears in the south. I get a bad feeling about them. Also, expansion east seems the next logical step to me. Please remember to send colonists to Hyades, and in 2361 to send the Colship from Simius out to Stalaz. Next turn one more colship will come out from Sssla, bound south east for Rha.

Good Luck Emperor Zed!

Roster:
Olorin<-- On deck
Blake
I3rian <-- Just Played
Zed <-- UP NOW

Map: Red Circle is (I think) The Darlok Homeworld. The Purple Circle contains whichever is the Mrrshan homeworld.
 

Attachments

  • osg14 2360.zip
    osg14 2360.zip
    6.7 KB · Views: 84
  • osg14 Map2.jpg
    osg14 Map2.jpg
    51.3 KB · Views: 97
Yeah, ok, so I'm just reading the thread now. I'm amazed we didn't snatch up Improved Eco right after Terra+10, and Dead bases right after that; it's a long time before we're going to want to be attacking people, folks! Spores were NOT that urgent. But whatever, the die is cast. :)

I'll grab the save and check out the game in more detail as soon as I get a chance.
 
I made the call on the Spores. In any other game, I would have gone for the ImpEco, but I wanted to get Spores at first chance due to our variant. I would have gone for ImpEco, then Dead (or Inferno) rather than the long jump to EnEco though. We are definitely going to want the ability to settle those Dead worlds soon.

I would also have probably gone with Duralloy over IIT8. We already got IIT9, and Duralloy is good for ships and missile bases, not just a gropo tech.
 
I heartily approve of the Death Spores choice because I always like making severely sub-optimal choices for the glory of variantland! Otherwise, I also agree that Durally and Controlled Dead would have been better choices.

At this point, I think I would put as much research as possible into Ecology since it is cheap and we know there is good stuff awaiting us (ie controlled dead...).
OTOH we might also want to be looking towards defense, especially with our land grab.

I'll be very interested to see how Zed plays it.
 
I dunno. ImpEco sure, though I really think I shoulda taken control dead. I think that not picking up duralloy was the right move though. I just don't think that duralloy is as usefel right now as IIT8 would be. Generally I pick up duralloy early for the gropo benefit, but in my own games, I tend to get into some heavy stuff early. Either way though, enhanced eco was a bad call :( seemed like such a good idea at the time.
 
Ok, I have the save, but I am not going to be able to get this done tonight.
 
Pretty quiet turns overall, just expanding as we can. Colonized several new planets eastward and westward, hit a limit of our range for a while. Got contact with the Darloks and Mrrshan, established minimal trade agreements with both. Eventually several techs came in:
ECM 1 -> RC 3
Hand Lasers -> Ion Cannon
FF 2 -> FF 3
IIT 8 (lets us build LR colships) -> Reduced Waste 60&#37; (only choice that advances tree)
Range 6 -> Sublight Engines
Enhanced Eco -> Controlled Radiated

Research is currently biased toward Planetology and Propulsion to get us better bases and better engines so we can spread like a plague across the galaxy.

We have a few planets building colony ships (now with yummy death spore goodness included in every batch!) to snag several colonizable worlds that were previously out of range. However they are, sadly, very slow. I've also been trying to keep pushing scouts outward as we go.

So far both the Darloks and the Mrrshan are 2PEs and not much of a threat, though the Mrrshan have a relatively big fleet. I have not built bases or defenders, and am instead concentrating on (1) expansion and (2) tech to further expansion. Building a fleet before Ion cannons come in is probably a waste of time anyway.

I think we're dropping to 10 turns per player from now on. Looks like we are going to run away with this one, folks.
 

Attachments

Uneventful 10 turns for me. 5 colonies started, 2 on the last turn which gave us the 17 planets message. Contact and trade with the Meklars also happened this turn, and I found Sol with a scout, it's the yellow in the lower-right corner.

Bulrathi discovered Dead planet tech or better, and took those two Dead planets from us with armed colony ships. I started building bases at any developed world within range of the AIs (4 clicks).

I let the current round of colships build, but then switched to research, as we had more ships than habitable targets. We got RC3 on turn 3, so I upped factory building by 25% across the board, and maxxed it at a couple of planets. The rest I left at 25% to keep a decent tech investment. Ions were stubborn and didn't come in, but they are now at 8% and Prop and FF are about to go to %'s.

When RC3 came in, I picked ISS for advancement and ETA tracking.

I was tempted to start building a fleet, but I didn't think that Warp one laser popguns would do any good. Once both Ions and Warp4 drives come in, our next leader should be able to start fielding a decent fleet. I'd also point out that if another colony ship is needed for a newly discovered target, it would be faster to wait for Fusion drives and then build one. Our developed worlds are a long way from the front now.

Olorin <-- Just played
Blake <-- UP NOW
I3rian <-- On deck
Zed
 

Attachments

Ion Cannon comes in, I pick Scatterpacks.
Sublight comes in -> Fusion Drives

We can design a Fighter with Sublight and Ion Cannon - with literally no other stats.

Class III deflectors -> Planetary Shield V

Pirates event. Geinah. It is the poor ocean world on the far side of the cats, due to be colonized by us.

Controlled Radiated comes in. Oh man, tough choice.

researchxf6.jpg


Cloning and Atmos will advance. Otoh we need some better terraforming tech than just +10... pretty much everything is useful... I wish I could defer this decision until later.
I decide to do just that and choose Terraforming +20.

I design a new Colony Ship... sheesh Radiated is expensive. I shrug and max it out with death spores (x5), which increased the cost by like 30. That should be enough to actually maybe wipe out a new colony.

Turnset was otherwise uneventful.

finalmapuw4.jpg


The green arrows show colony ships to the rich worlds, the Sssala colony ship has just been completed, the one to the ultra rich is due in 2 turns. 3 Planets are building col ships. (edited note: The long arrow is coming from the wrong planet, the planet it is coming from has a col ship due in 2 turns).

Orion is circled in red, the Pirates (arrrr!) are circled in Purple, I wanted to circle them in black ( :mischief: ).

I did not design an ion fighter, I figure that with the next construction tech (which is ripe) we'll be able to get some move speed on it too.
 

Attachments

Now more thoughts. For a start we're clearly running away. And with Planetary Shields and Scatterpacks on the horizon, nothing can stop us.


As for the Planetology tech choice. Cloning is clearly of little use to us and I'm not sure about Atmospheric Terraforming to be honest that tech is nearly invariably absent from my games tech trees so I'm not too experienced with it. It doesn't seem to do much unless you have large hostile worlds which will benefit muchly from soil enrichment.
Cloning is obviously of little use to us due to the variant.

The terraforming techs had a benefit/cost like this:
+20: +10 more pop for research of ~1400
+30: +20 more pop for research of ~4000
+40: +30 more pop for research of ~8000

The cheapest pop per BC invested in research was +20 so I decided that it at least wouldn't hurt to quickly grab it (and it'll make the spores smaller!). The idea then would be to either head for Atmos and hope for +50, or just grab +40 next, I guess.

On the other hand it might be time to look simply at how quickly we can win. We could just turn off planetology research and go into pseudo-final war, we have the population base now and although we can't design small spore ships, we could bury the other races with pretty much any design. I figure we could probably use a large with ClassIII shields to spore out worlds (I bet some neighbors are still using nukes), for orbital superiority we'll have ionfighters and larger scatterpack ships.
 
I'll have my turns up before the end of the night. Is that the consensus though, enter final war mode, and clean up the galaxy? I don't really see it as being even a little tough at this point. Are we planning a domination victory, or are we gonna take the vote when it's offered?
 
We need to check the techs of the AIs before we spark a Final War. If any of them have Antidotes, a Final War would leave us with every enemy planet immune to our spores.
 
Back
Top Bottom