OSG 14 - Cold Blooded Killers

As far as Planetology tech goes, in most games Atmos is really good, but we have a lot of non-hostile worlds here. Still probably more than worth it though, and much better than cloning. I think I would have picked Terra+30 (a bit more expensive but gives a better long-term payoff) and then Atmos, but Terra+20 then Atmos is good too. No complaints here!
 
ok. I'm unclear as to the official rules. Are we allowed to make colony ships with no spores? Is it ok if I biobomb the cats out of existence? I'd like to know exactly which win we are going for here. The colships and biobomb thing is really the hold up. If we can't make colships without bios, tha'ts fine, but if we can, then I'd like to do so.

Waiting on a reply
 
I think that we should leave the bioweapons on our colony ships. They add some to the cost, but we can easily handle the inconvenience. It is okay to spore the Cats out of existence. That's the only legal way to obtain their planets after all.

It's probably more in tune with the bio weapon theme to go for an extermination win, but I'm willing to go with the consensus on victory level.
 
I don't think it's absolutely required to put bioweapons on colships, for instance if there's no room left after the radiated base. But we should put bioweapons on if we can.
 
ok. I'm unclear as to the official rules. Are we allowed to make colony ships with no spores? Is it ok if I biobomb the cats out of existence? I'd like to know exactly which win we are going for here. The colships and biobomb thing is really the hold up. If we can't make colships without bios, tha'ts fine, but if we can, then I'd like to do so.

Waiting on a reply

I've already made the rad col ships with bios :D.

The cost of a rad col was something like ~700 I think, adding 5 spores (the maximum) increased the cost to ~730. Well, bear in mind that I don't bother redesigning the starting scout because I don't care enough about 2BC so suffice to say I also didn't care about increasing the col ship cost by 4%, especially when we are already in such a dominating position. (5 spores is enough to potentially kill 25 population, but without a computer they'd probably be lucky to kill 5, but it's enough to clean out a new colony)

And as far as I know the point of this variant is to use bioweapons, so please do turn the cat worlds a ghastly shade of green!

We should go for the toxic genocide victory, every single wretched alien choking to death on spores.
 
Sounds good to me. Didn't realize we could fit them on a Radcol, that was really the question. My set will begin momentarilly, sorry about the delay.

P.S. I second the toxic genocide victory :)
 
Interesting (boring at first then lots of choices) turns for me.

Preturn: No propulsion spending??? I fixed this (or messed it up)

2400: Nothing else

2401: Send out colships

2402: Send more colships

2403: Nothing to do

2404: Darlok fleet flyby a few hornets. They are allied with Bears I notice

2405: Scatter Packs come in

Hyper V's
Fusion Bombs
Mass Drivers
Merculites
Hard Beam <--- Picked to advance, though the mass drivers caught my eye

Then the vote happened. Us v Bears Humans and Mrrshan (and us) abstain. They have 2 votes a piece. Bears have 10 Darloks 2 Meks 3. We've got 12

Contact with 2PE Humans. I give a click to all races in spying

I also design a Fighter. Ion Cannons and Engines. They cost 18 BC's each
Send out more Colships, Trade 30BC's/year with Humans.

2406: Reduced Waste comes in, as does Imp. Terraforming

Duralloy armor
IIT6<--- to advance

Imp Eco Restoration
Dead
Inferno
Terra +30
Terra +40
Cloning
Atmos Terraforming <-- to advance

Next level has Doom Virus :)

Set up terraforming.

2407: GNN Report Hyades is poor now :( Bears are expanding south

2408: Imp Space Scanner comes in.

Deep Space scanner
Battle comp II
Ecm II
Ecm III
Battle Comp V <--- we need a better comp

GNN reports we've got 26 systems :)
The Mrrshans have a BIG fleet.

2409: Class V Planetary Shield comes in

Class IV
Class V <--- to advance
Got some spies around now. So far Bears and Humans have no antidotes

2410: Found Orion again... Scouts got chased away down there by Bulrathi colships (armed) and I ran one back into Orion. Ahh well.

Next Emperor Check the spies. No need to waste money on them, after we see who's got what. I've got a few fighters Maybe 50 or so in the north east, I'm hoping to get enough to dent the mrrshan fleet. Also, during the terraforming and factory management, I stopped building colships. Scouts are on their (slow) way to Omicron, to check out the planets down there. Spores are STILL not small enough to fit on small ships, Mediums can hold 3 and a comp I believe.

Good Luck Emperor Zed!

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

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Ok, I have the game.

Looks like we're short on pics so I'll try to take a few.
 
Inherited turn: First thing's first -- empire review. I go ahead and adjust spending on several of our planets. Fix some worlds that are not terraforming but need to. Fix some mature worlds that are regrowing their last few pop after sending off new colonists the old fashioned way, rather than by eco spending. Discover that there are a couple worlds in our backyard that nobody's bothered to colonize yet, and start building colships for them. In the far south there are several planets that we might be able to stake claims on, but I don't see any scouts in the area or colships on the way. Design a faster scout and a LR radiated colship (with spores) so that we could in theory colonize them. Note that we have Class V planetary shields but nobody's building them. Rebalance tech spending. That sort of thing.

Early turns: Not much going on other than establishing new colonies in the far north and far northeast, scouting the unoccupied planets in the SE corner of the map, and getting LR radiated colships on the way. Another few quiet building years. Mostly I try to get our new rich worlds stood up as quickly as possible.

Late turns: Things get slightly interesting when the Mrrshan declare war on us out of the blue. Well not quite out of the blue as we've eaten up all their possible expansion spots, but whatever. Anyway for a bit I think they are going to make it a phony war but then they send their SoD at Rha... a foolish choice as it's one of our mature planets on their border and will easily be able to build a shield in time to defend itself from their popgun weapons; The Mrrshan have nothing better than Neutron Blasters so are unlikely to be able to penetrate our shields. Nevertheless Rha will need to build bases as the Mrrshan have a significant number of larges enroute which could be carrying heavy neutron blasters which, with their accuracy bonus, might be able to put a dent or two through the shield.

Also in the diplo front, the Darloks complain about our massing ships on their border. What ships? I haven't been building any, at least not once we eliminated the Pirates even up in the NE corner of the map... but that's on the Mrrshan border, not the Darlok one. I find a group of 39 scouts sitting at one world. Surely they can't be complaining about that?!? Silly AI.

Our first few LR radiated ships arrive at the SE corner of the map, and on the last turn we establish 3 new colonies down there. The next couple turns should see us establish 3 more. Our ultrarich Omicron is currently pumping out more LR radiated colony ships to go scout/colonize possible worlds in the Bears' backyard, once a couple of our southward colonies give us the range. It has one built and is working on a second. Of course we might run into problems with asteroids that prevent this from happening, but colony ships are cheap at this juncture. Incidentally, we have very little population to spread around down here, so watch for that and try to ameliorate it as best you can with pop sent down from the north. There is one non-hostile world in the far SE we've colonized -- Spica -- so you might want to set that up as a pop source for the other hotile worlds in the area, most of which are small in any case.

Omicron is the key to our hopes in the south. It's the only planet in the area with any ability to build a defensive fleet to protect these small and vulnerable worlds, should the need arise. In fact the Meklar already have a colship on the way to one of our new colonies so it might be called upon to swap off colony ship production for a bit to build a defensive fleet for the area.

On the tech front, no new techs came in on our turn but we made lots of progress toward the techs we are researching. IIT6, Atmospheric Terraforming, and Fusion Drives are all in percentages, and the bulb is full on Battle Computer V and Hard Beam. We have better tech than everyone but the Bears, who are the only significant race in the galaxy other than ourselves. I'm not scared of them... not when we hold such a commanding territory advantage -- we're close to occupying fully half the stars in the game. With Atmos and some more terraforming tech we'll be able to vote ourselves in with no troubles, should we choose.

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

Pictures to come momentarily. For now, here's the save:
 

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There are 5 pictures attached.

1) The map at the start of my turn (2410)
2) The map at the end of my turn (2420), with 6 new planets colonized, and 3 more due in 1-2 turns
3) The Mrrshan send their entire fleet but 3 mediums toward Rha
4) Hyades sends a bunch of population toward Volantis, in anticipation of Volantis running itself dry sending colonists everywhere else
5) The Meklar colony ship enroute to our new colony at Mobas
 

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Nice turns Zed. Yeah, it's entirely possible I missed a few planets while terraforming. Some were too small (IMO) to start on it, but I was trying to keep research resonable also.

As for the stack of scouts, I'm pretty sure I only sent a couple. The others must've been built at the planet in question, or sent a few hundred turns ago, from the other side of the galaxy. Silly Darloks, no wonder they are always getting themselves in trouble.

When I've got a fully mechanized planet, with even a few pop short, I try to grow them back. Those few extra turns waiting for 5 or so pop to grow back, really takes away from the output of the planet. With all those factories sitting idle more often than not, I find that the lost production more than out weighs the cost of growing them. I'm sure you know this though, and I'm preaching to the choir.

Speaking of choirs, should we get live music for the afterparty? This one's not gonna last too much longer I think :)
 
I think those 39 scouts were probably leftover production from when I scrapped our old colship designs in favour of the LR radiated design, so no worries on that score.

And yeah, regarding the fully mechanized planets, that's exactly what I was doing. Some of them had not bumped up the eco slider when sending pop offworld and were left with full facs and not enough pop, so I fixed that. I think we should be good on that score now. Always good to do a planet review every so often to catch these little oopsies. :)
 
I've got it, I'll play and post tomorrow.
 
Pre-turn: We have 3 of 6 techs in %, and 2 more almost there. I will be waiting for those to pop before designing new ships. I also need to get more pop down into the SE corner for the new or about to be colonies there.

2420-22: Not much going on, I send colonists to new colonies and build some fighters to prepare for the Mrrshan attacks at Berel and Rha, as well as the Meklar colony ships elsewhere.

2423: Berel is attacked.

berelattack.jpg


Missile bases easily win this one before the fighters even get in range.

Rha is also attacked:

rhaattack.jpg


The spore ships are the threat to the planet, I have 162 ion fighters and 5 bases with Scatterpacks. The Mrrshan heavy beam gunners take their toll on our ion ships, and 12 of the large spore ships reach the planet, the mediums having been killed off, and the rest of the Mrrshan ships retreat. The spore ships reduced our planet from 75/75 to 48/50, and manage to escape with 3 ships left.

Also this turn, IIT6 comes in. RW40 or Duralloy. I go for Duralloy because its very fast, and might be handy for ship construction and is so much cheaper.

2425: BC5 comes in I choose AdvScanner over BC6 to advance.
Atmos terraforming comes in, I take IT50 as it's the only choice for advancement (sorry no Doom Virus). I put our hostile planets over to Atmos terraforming.

Galactic Senate: Bulrathi: 13, 3 Humans, 3 Meklars, 2 Mrrshan
Abstain: 2 Darlocks
Us: 21 of the 44 votes.

We can now make a small spore ship, but with no BC, and only spd 2.

2426: Fusion drives and Hard Beams come in. I choose Range 9 rather than Warp 5 and Megabolt over Ion Stream and Fusion rifles for advancement.

I design two new ships:

Spore 4.0: 1 spore, Warp 4, spd 3, no extras, 13BC
Scatter 4.0: 5 shot scatterpack, BC5, W4 spd 3 (medium)

I start building missile boats and spore ships near Mrrshans as Rich planets finish terraforming and new factories. Also build some missile boats at Omicron.

2427: Nothing big.

2428: Duralloy comes in, RW40 is only choice. Draconis founded, using last colony ship. I redesign colony ship with warp 4 engine.

2429: Stole ImpEco from Mrrshan

2430: Scout a Tunda planet toward the SE. Next emperor may want to colonize it to get range to the rest of the unclaimed planets. We also have nearly 100 spore ships at Berel, along with some Ion and Scatter ships for escort. It will take a large fleet to take out the Mrrshan worlds...they will take three turns to reach the planet, facing attrition from both bases and the Mrrshan fleet. I also don't know how the lack of computer will affect the performance of the spore ships.


Here's how the galaxy looks now:

envmap2430.jpg


and the save.
 

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We are in good shape. There are still lots of planets in the middle of either atmos terraforming or the following fact/pop production. The Mrrshan have also sent a large fleet to Proxima. It's working on a shield, and has some ships being vectored in for support. If we get the shield and a couple bases up, it should be OK, because the Mrrshan don't have too many spore ships inbound, and the rest can't scratch the missile bases.

This variant definitely takes a lot longer before we're able to start taking out enemy planets. I wonder if the other group elected to use larger spore ships for earlier aggression.

If cracking the Mrrshan seems to difficult, another option is to hit those Dead planets the Bulrathi took from us early. They don't have many bases protecting them. Just remember to build some colony ships to take the planets after we gas them. Plus, if we pick a war with the Bulrathi, make sure you have ships available to defend all those new worlds in the South.
 
The Mrrshan don't look to have a lot in the way of defense, if you can hit them while their fleet is elsewhere. You shouldn't need all that many spore ships, say a couple hundred per planet. I don't know that I'd bother with many scatterpacks; if we run in, spore the planet to 0, and retreat at both planets, their ships will all vanish anyway and we can colonize at our leisure. Since the Darloks and Humans each only have 2 planets, the same tactics will work on them.

As far as no computer on the spore ships, it shouldn't be a big problem. The Mrrshan don't have very much ECM so their bases' missile defense is weak. It might be more of an issue when facing someone with more ECM. We can redesign a new spore ship when we get more construction levels, such that it gives us enough more space to toss on a computer. But these should work as is anyway, and are cheap.
 
Playing Turns.

Turn 0 stuff...
The small spore ship has no computer meaning it wont be much good against any advanced AI... fortunately the cats aren't advanced.

Micro'd lots of worlds for defenses and ecolocy and stuff.

The first few turns involved assembling a fleet to attack the cats, they attacked our world with a significant fleet but 11 missile bases ate it for breakfast.

I design a new colony ship for the express purpose of colonizing cleansed worlds. Normal colony module, move 3, durally, battle scanner (we need a scanner ship anyway) and comp1. About 11 spores too. The additional stuff is actually pretty cheap, even for a throwaway (like 150BC for 11 spores with significantly better to-hit than our small disposable sporeships have)

We research Class5 shields -> Planetary X, also steal HyperV from the cats.

The invasion of catworld 1 is launched, only 83 our of 255 spore ships survive!
But Fierias is left a dead husk! ripe for colonization!

The bears immediately call to ***** :D.
The humans call and whine about our use of biological weapons being inexcusiable. Well excuse me silly pink hairless apes, it's only inexcusable to those who HAVEN'T been genocided yet! Don't hear the cats on Fierias complaining.

The attrition in destroying the first cat world had been awful but fortunately the spore ship creation rate was ~125/turn and I had sent a bunch of reinforcements to the 2nd cat world (Those 2 turns away) in anticipation of taking out both worlds in consecutive turns.

However upon arriving in orbit there's only 182 spore ships... with 14 missile bases, capable of knocking out about 40 ships a wave, with 3 waves, that'd leave only 62 ships getting into range, then a turn later 20, then a turn later, none. And the problem is the defenses don't get any weaker. I decide to hang in orbit a turn (retreat without firing shots but then re-rally back to the planet) and wait for the next turns reinforcements.

After this battle some cat ships were caught loitering at Fierias (and shot down) and the colony ship landed - only to find there was a hitch! Al tough the planet WAS now perfectively terraformed it was also neck-deep in dead cats! Leaving precious little room to live until all the cat carcasses are cleared away. The planet is set to ecology, 7 additional pop is sent in to help with the cleanup and funds are diverted from the reserve. Although a tragedy, things will be made right.

The cat leader calls up and asks for peace. I accept.

The next turn the cats learn just how much my word is worth when not 182, but 315 death ships turn up at their remaining world ( :evil: ). The one cat ship in orbit runs away :lol:, yeah that'll help! The population is wiped out in a single volley.

GNN reports the demise of the Mrrshans at the hands of the Mrrshans:

deathtothecatskh1.jpg


:lol: :lol: :lol:

Apparently the remaining cats on their fleeing ship, instead of seeking refuge, decided to commit mass suicide :goodjob: . That or the lizards have a great ssspin department. (It wasssn't usss, it was the pesssky feline insssurgents)

The Sakkra call not to ***** about the extermination of the cats (at their OWN hands! GNN says so!) but about our reckless expansion and how they'll have to stop us. Bark more silly roborodents.

The Humans declare war on us!
Altough cunning, their plan to make the lizards die laughing ultimately failed.

Next turn I've amassed enough ships to make a probing attack on the Darkloks,
before:

darkfleetrv6.jpg


The darkships despite their high mobility had immense trouble hitting our fighters (a welcome relief after fighting the cats), due to a miscalculation their planet survives (I was trying to figure out when a ship adjacent to a planet will drop it's spores when ordered to retreat). Meaning, the next player gets to gas both darkworlds.

Anyway, AFTER running out of missiles:
afterfg4.jpg

:D
(I had no beamers)

On the final interturn the Bulrathi declared war. Maybe they have a slightly better plan than the humans, but I doubt it.

Also the RNGods have a going away present for me, or maybe it's for the next turnplayer, dunno, but usually comet events are for me.
cometjs8.jpg


IMPORTANT NOTE: THE PLANET IS OUR WESTERNMOST PLANET. I HAVE NOT SET UP COMET DEFENSES
 

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Ok stuff time. The comet is on the wrong dang side of the universe but you can set up a second attack fleet there.

I got pretty much all of our worlds stood up, there's plenty of cash going into the reserves from our rich worlds, you can return some of it to the rich worlds to insta-build a fleet.

We need a new beamer design because our old one can't keep up (being only warp 3).
I was having fun tossing missiles at enemy ships so I just built lots of the Scatter5 things.
Also I scrapped our Scout1 design to make it easier to see where the real ships are.


Ok on strategy: While it would work to just fly in and gas the worlds, I decided to actually shoot down their ships too.
1) Because the idea is to KILL everything, that includes the ships :lol:.
2) Lets not be cowards, now.
3) You have to wipe out the fleet to colonize the world on the next turn.

If you want to wipe out the 2PE's that way though, it wouldn't bother me. I just like blowing stuff up. The darkships pretty much can't hit our small spores so you can go in and kill their planets with near impunity.
Also we can now build ships with Shield5, which will be nearly completely immune to anything the AI's can throw at us.

But our position is so dominating that I say just do whatever you find most entertaining, and if that be lizard waves of disposable ships, so be it! We could probably easily win now without firing a single shot (well beam or kinetic anyway), just gassing worlds with smalls or indestructible spore bricks and flying out.
 
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