(0) 2320 First MOO succession game turn! Let's see how things turn out. I have a major strategic choice to make right at the start: do we go for colony ships now, building the first one in six turns, or opt to max Sssla first, which will take 6 turns - and after which colony ships should follow every four turns. I'm a major fan of maxing the home planet ASAP (you can see I've learned from the Sirian school here), so it probably doesn't give anything away to say that this is the plan I chose to follow. I read Dathon's post, and his reasoning is sound, but ultimately I disagree for the following reasons:
- Dathon mentioned in his post above that it was worthwhile to get that first colony out faster at the cost of "delaying the back colonies by another 5-7 turns". This, however, is an incorrect way of looking at the situation! We are not delaying the back colonies by 5-7 turns, we're delaying EVERY future colony by at least that long, if not longer. Now it may well be worth that in some cases, but I just don't see it in this situation, with no AIs bearing down on us. Every turn you wait on maxing the home planet represents a MAJOR loss in production, so it REALLY needs to be worth it!
- Equally important, Dathon didn't mention any AIs pressing up against our scout blockades. With no Silicoids or Psilons in this galaxy, I'd rather play the long-term strategy, because I don't see any of these AIs (especially on Hard) poaching planets from us in the near future.
- Finally, it's a Large map. The AIs start further apart, and we have need for a greater number of total colony ships. With that in mind, I will "build a granary" before producing any settlers (Civ3 terminology) and max Sssla first.
Dathon's done a great job of building scouts, but I think we have enough for now (with 17). I'm going to plow that production from Quayal back into research for now, to make sure we get Range 4 ASAP. Shuffle some scouts around.
One other difference I have to point out between the way I play and what Dathon has done here: Quayal has 76 population (yay Sakkra!) but only 8 factories. That's because we've been using it to produce our early research thus far. I probably would have had the planet work on factories until Sssla was maxed, then have Sssla run research to get increased range, after that switching research over to the second colony. In other words, trading short-term advantage for a better overall growth curve longterm. Dathon's strategy may well get us planets we could have lost otherwise, so this is merely a difference of opinion, not a bad play. It's EXTREMELY rare for me to do anything but max factories at new planets ASAP; what can I say, I hate having immature planets! Since Dathon's largely set our path here, I leave things alone at Quayal and don't change anything.
(1) 2321 Sssla: 150 factories (colony ship ETA drops to 5 turns - at the very least, we should have built factories for ONE turn!)
(2) 2322 Sssla: 162 factories
(3) 2323 Sssla: 176 factories (colony ship ETA drops to 4 turns; note that we would still be only halfway done the FIRST colony ship if we had gone with Dathon's plan. Just sayin'
)
(4) 2324 Sssla: 190 factories
(5) 2325 Sssla: 205 factories. I'll put 50BC into polishing off factory construction, and the rest (110BC) into our first colony ship. With those extra BC, I should be able to build the first colony ship in just 3 more turns. That means I'll be only 3 turns behind Dathon's projected pace for the first ship, and EVERY FOLLOWING COLONY SHIP will come out faster. Oh, and Range 4 tech hasn't come in yet either, although that was just chance. With the percentage up to 21%, I'm having Quayal plow 10BC into research to preserve our tech investment and plowing the rest into factory construction. Past due to get that started there!
(6) 2326 Just realized I had Sssla optimzed for 210 factories and not 220. Whoops!
Well, I'm going to go ahead with the first colony ship now and get the last 10 factories done after that. (Going against my own logic above, heh.) It is indeed due in 3 more turns, as expected. Still seen absolutely no sign of any AI presence at our scout blockades, so we don't appear to be in a rush. Range 4 at 23%.
(7) 2327 Range 4 at 25%.
(8) 2328 Range 4 comes due, yay! Our only choice is Range 6, which is a bit of a drag (Nuclear Engines would have been a better deal, especially on this Large map). Since we have ZERO BC invested in any field, I opt to turn off research completely to concentrate on factory construction at Quayal. Normally I would never do this, but it costs us nothing to do so, and we'll be MUCH better off in the long run by building up the second colony now. Once Quayal gets to roughly half factories (90ish), we can turn research back on, sending the excess population to stand up our new colonies. Dathon did a good job getting us started here, but now I have to go back to fixing some of the economic minutiae.
I also shuffle our scouts around to scout some of the new systems in range. Much to my disgust, I realize we still need some more scouts. Darn it, Dathon! Making me look bad with my veto action on the first turn!
I'll squeeze some more out from Sssla next turn.
(9) 2329 First colony ship finishes. Obvious destination is Proteus, the size 65 Arid system to the east. No AI interaction in the northwest so far means we're almost certainly safe back there, so we should push east and south with all speed. I finish maxing those last 10 factories at Sssla this turn, using the excess BC to pump out some more scouts (12 of them, as it turns out; should be enough to last the rest of the game).
Quayal has ALREADY maxed population (geeze, Sakkra!) and is building 6 factories/turn (the rate of course is continuing to go up rapidly). In about 8 more turns we should be up to roughly 90 factories and ready to start researching there again. Sssla, of course, will be cockroaching the colony ships for some time to come.
(10) 2330 Sssla maxes factories, now producing 154BC after waste cleanup costs. That's enough for a colony ship every 4 turns, and once every 3 turns after we get Improved Eco. In other words, looking like a pretty good situation.
Between turns, a scout runs into MEKLON!
Meklon is directly southwest of the two Dead planets. Given our Excellence in Planetology and their Poor-ness, we can probably get those worlds. Another scout also finds a Darlok colony (Terran 100, but Ultra Poor) just to the east of Seila, the desert planet in the south. The shapeshifters only JUST founded it (population 2), so we were one turn too late to deny them settling it. Argh. Should be able to get to Seila first, barring some early disaster (crosses fingers).
(13) 2333 We settle our first new colony, yay!
(Cursor hand is pointing to Meklon above, by the way.) Another scout also finds the Meklar second colony, Xengara, a Steppe 45 world. I retreat it to avoid irritating them. Quayal sends 20 lizards to Proteus, which should be more than enough to get it started. I do the scout shuffle to reflect our newly extended range to the east.
(14) 2334 Scouting reports inform us of a Tundra 20 in the north, and a much more interesting Ocean 65 in the west. We'll probably need Range 6 or LR Colony ships to reach it though. Sssla produces colony ship #2 and sends it to Seita, the threatened Desert world.
I have to point out, our maxed homeworld is able to produce the next colony ship in THREE turns, thanks to overrun from the previous ones. Beats building them at one every SIX turns, no?
(15) 2335 We retreat a Mrrshan scout from Bootis, a Toxic world in the east. Did they scout it? Probably; too much of a coincidence otherwise. Cats look like they're at one of the yellows in the east; good to know.
We also find Hyades, an Arid 60 to the southeast, in the heart of the galaxy. This current colony ship isn't going there (since we still have to wait 4 more turns for the one in transit to reach Seita), but the next one can possible go there (?) That would be a sweet location to claim!
(17) 2337 We meet the Darloks, who are Xenophobic Industrialists (wow, weird personality for them). They must have discovered Range 5 tech. They have only 4 systems?! (been a while since I played on Hard, heh):
Cursor is pointing to Nazin. So we have Meklar to the south, Darloks to the southeast, Mrrshans almost certainly dead east at one of those yellows over there. All in all, a pretty friendly draw on the terrain. Darloks rebuffed my efforts at a trade agreement, but I'll come back again and see if they change their minds.
Sssla also produced another colony ship this turn (#3 of my turnset) which heads west to Rigel, a Desert 60. Expansion continuing to proceed nicely.
(18) 2338 Turn away another Mrrshan scout in the east at an Arid 55. Too bad we have no realistic chance to get this system (Range 7 and no planets nearby to drop that), but at least we can delay the cats in staking their claim there!
Quayal has hit 86 factories, enough to keep half the population employed, so I now turn research back on again. We can now send half the lizards off Quayal without suffering much of a loss in research capacity.
(19) 2339 Research fields open up, and I have a tough initial choice in Computers with all three options available. While I debate between the uber-cheap ECM I and Mark II, I ultimately go with the Battle Computer. It's the most expensive of the three, but also by far the most useful (sucks having a level 1 computer for your bases if you get into early war). Hopefully we'll be able to get a better scanner in two more generations of tech. I do take the uber-cheap Hand Lasers over Hyper-Vs, however, and the default (no options) Class II shields. I'll leave research balanced for now, letting StuporMan adjust the sliders as he sees fit.
We scout one of the Darlok systems, a Minimal 30. (Too bad these scouting reports don't mean a lot with invasions outlawed in our variant! But at least we can keep an eye on bases.) I retreat him to avoid irritating the Xenophobic Darloks.
(20) 2340 We colonize Selia, thus getting both of the "at risk" planets Dathon was worried about. (I also get to avoid looking like an idiot, whew!) It's only size 30, so usually I would send 10, but since 1) Selia is in a border region and we need to stand it up fast, and 2) we're the Sakkra with crazy population growth, I'm sending 15 from Quayal. Initiate the scout dance to take advantage of our new range.
Summary: We have four worlds, and will settle another one next turn. Sssla will produce yet another colony ship next turn. Unfortunately Hyades, the Arid 60 in the southeast, is 5 parsecs away. It looked like 4 to me, but I was wrong. Bummer. We're going to have to send the next couple colony ships west, at least until we get additional range. We're all but guaranteed 7 systems at this point, plus whatever else we find in the west (and that's not even counting the Dead worlds and Tundra planet in our backlines which are extremely likely to be ours). In short, I like our chances here.
One last comment: we may want to build some LR ships to defend the Ocean planet indicated below. If we can hold that one, we can probably seal off that whole western corner.
Map:
Dathon <<< on deck
Sullla
StuporMan <<< UP NOW