OSG 24 - The Guns of Sssla

Good play and thank you for the reports, RefSteel and Catwalk.

(Catwalk, I did scratch my head a little bit over your description of Sol as the "first yellow star to the west", but I'm pretty sure I have it figured out).

Codehappy (Edit: or you, Maniac/Todd, if you feel better), if you are able and willing to play, by all means go ahead. If not, I can probably play tomorrow although the report could still take me another 24 to 48 hours.
 
Yeah, meant to indicate that it was the first of the unexplored yellow stars to the west which were put in range after colonizing Trax. For my next turnset I'll make a screenshot with star names on it to put at the start of the post. Any comments on my research decisions?
 
My apologies for the lack of images, I've been really short on time and didn't want to mess with it. Please comment on the quality of the report and which images you would have most liked to see it included, I'll try to do a better job on the next one.

I wish my successor a whole lot of luck!
Thanks, Catwalk! Great job expanding our empire - especially claiming Endoria before the 'Coids could! (Now let's make sure to hold Beta Ceti until we can land Inferno or Toxic bases!)

I liked the report overall - more detailed than either of the previous ones (including mine) and especially for a succession game, I think that's a good thing. Pictures are particularly helpful when they provide a better sense for what's currently going on than words can (or do so more quickly, clearly, or appealingly). At this stage of the game, tactical maps from the "normal" command screen and strategic maps from the map screen are probably the most useful, but it won't be long before spy reports and battle scanner read-outs of alien fleets will become invaluable as well. (Apart from that, of course, pictures are always nice just for making a report pretty.)

Considering the challenge we've created for ourselves here, forward-looking strategy discussions (like Maniac's suggestions re: scouting before my turns) will probably be helpful; we've got a veteran-heavy roster here, so we may be repeating things the current player already knows, but two heads (or five) are nevertheless often better than one. Other than that, if I had to make one request for future reports, it would be for a zipped save instead of a .rar

I'm not well, so I won't be playing tonite. (Oddly I would have been able to play either of the previous turnsets, I was just to slow to got it.
I hope you feel better soon! Take care of yourself, okay?

Looks pretty dicey. We'll probably lose that toxic planet to the silicoids, but if we can at least get the rest of the planets we've explored, we MIGHT have enough good land to win. Probably do. I'll try to get it tomorrow if I'm feeling better, or someone can get it first.
Looks like codehappy's got it, so we're good to go either way. Rest up, and you can play the next set, in 2360!

Got it. Looks like a challenging start, especially with the restrictions we've given ourselves.
It does indeed - particularly with our miserable tech tree. Should be fun though!

One Last Thing: Turn sets from here on out should be for 10 turns each, since there's a lot more going on now than in the early turns of the game. Bear in mind as well that events are on, and will likely be hitting us shortly....
 
2350: Took stock of our empire, running over each of our worlds; for some reason Sssla's Eco slider was running a little high, we're picking up ten extra RP per turn now.

2351: Sent the wayward colship off to Vega. IIT 9 goes into the percentages.

2352: We stumble upon the Human colony of Argus, pop 97/87 factories/1 missile base -- they've quite boxed us in to the west, no luck there. ECM I into the percentages.

sg1.PNG


2353: SScout arrives at Rotan, Arid Poor 18: yes, colonized by Sillies. The other planet scouted this turn, Ajax, Toxic Rich 15, is uncolonized, but we're unlikely to get that before the Silicoids (boy, do I hate having them for neighbors).

sg2.PNG


We drive off the humans from Beta Ceti with our fleet of fighters. Hurrah for Sakkra arms supremacy!

We get a spy report on the Meklars:

sg3.PNG


I like Improved Eco and CPU level parity, a lot, but with our (lack of) defenses it'd be crazy to try and steal anything just yet.

2354: The Silicoids arrive at Ultra Rich Beta Ceti with an unarmed colship. Ha ha, not yet, rocks. Our SScouts in the "galactic west" have run out of things to scout, I send them back towards the central Rich planet Simius.

SG4.PNG


Hello! Where are you coming from?

2355: Klackons attack at the nebula Tundra world. We have no chance against thirteen fighters and retreat. When these bugs scout these bugs scout!

Tau Cygni is about to max out on factories, so I get to play with the sliders some more. The Death Spores lightbulb is about full, so hopefully we'll see our vital next Planetology tech very soon.

2356: A truly exciting turn: we find that the neutron star by Ajax is nothing but asteroids.

Oh, go jump off a cliff:

sg5.PNG


This, however, is very good news:

sg6.PNG


Death Spores are in the percentages just now, along with ECM I and IIT 9, so putting Tau Cygni on research isn't the best idea. I think it's much more prudent to put Tau Cygni on fighter duty for a little while. If we go full-bore on ship building it can build 12 PewPewPews per turn. These fighters could be put down in the systems threatened by Silicoids (pretty much everything in the south) -- the Meklars, Humans and Klackons aren't going to be snapping up the tundra/toxic worlds for a little while yet, but if we fortify the planets near the Silicoids we might save a couple of them for ourselves.

The Ultra Rich world is obviously priority #1, I set Tau Cygni to RELOC its fighters to Endoria; from there it's a short hop to Beta Ceti. To fortify anything else of note, of course, we need reserve tanks. The Rich worlds Simius and Ajax would be worth fighting for, and even the Ultra Poor world would be worth having if only for some extra research (alas, no good for transport duty in this variant.)

If we don't pop tech in the next turn or two, it's probably best to put Sssla on fighter duty as well. Come on IIT 9! Come on Death Spores! (Sad game when you're cheering to get Death Spores.)

2357:

sq7.PNG


OK, I'll take it. With the extra space we can stick an additional laser on a medium hull/reserve tank ship; more guns make Sakkras happy. IIT 8 is the only choice to move forward, and a worthy one. Unless my memory fails me badly IIT 9 + IIT 8 + our Planetology levels should allow for at least a reserve tank standard medium-hull colship with a laser.

2358: We discover a habitable world, unsullied by the Silly Clods, covered in sapphire oceans!

sq8.PNG


It has roughly the mineral content of hard vacuum, but you cannot have everything! This surprises me a little, as I think we all suspect the yellow star near it to be Cryslon. We have a scout en route to that planet, anyway.

I move Tau Cygni to producing reserve tank medium fighters; I think we will want some fighters around the other interesting planets in this area, and we have lots of PewPewPews for Beta Ceti.

2359: We pop ECM Jammer I. Improved Robotic Controls III is the only CPU choice.

I go ahead and do this:

sq9.PNG


It puts us back in the red for some turns trade-wise but a 25 BC/year deal, while fine for diplo, isn't going to do much for our economy now; we are nearing 700 BC/year in planetary production, even though our newer colonies are growing very slowly.

Looking at the spy report, the Meklars have an alliance with the Bulrathi now.

2360:

sq10.PNG


Here is a map of the galaxy as we know it:

sq11.PNG


That is 10 years in office, and the Ssslian Congress grows ressstless; even my own Praesaurian Guard are whissspering among themselves that my rule has gone long enough. To avoid a consssstitutional crisissss I turn over my powersss of officcccce to a new Gunsslinger. Our initial ssscouting efforts are nearly at an end. We know that the galactic sssouth is rich in valuable planets but unfortunately also rich in freakish alien beings that sssmell funny, dirty things that only wear one skin. Although we are aware of the general location of our opponents, we ssstill have only contact with the Meklar. We did not get a lucky breakthrough in our Death Sssspores technology during my term, regrettably, but my resssearchers assssure me it will arrive any year now.

We do have two matured planets capable of research or building warships, and we'll have our third soon enough. We do have ssssufficient production to defend the planets encroached upon by the living rocks, if we move our ssships quickly. Seizzzzing the mineral-rich planet Beta Ceti would make an excellent prize, and give us a sssolid, if unspectacular expansion.

OOC: Our options for coming in contact with the other races are limited, and that's a pain. We won't meet the Humans or Silicoids ourselves without settling a hostile world, though that's our top priority anyway. Inertial Stabilizer will take forever to research and be of limited benefit (except for opening up the next Propulsion techs and as trade bait, perhaps). I'd hate to see us get first contact simply by them researching improved range or by settling closer to us, although that might be what ends up happening (especially with the Silicoids).

Looking at the map: The Humans appear to have a worse start than we do, assuming the Klackons are indeed beyond them in the northwest (they reached the nebula via AI-alliance with the Humans, apparently; they weren't allies with the Meklars). Looking at the Meklars' expansion pattern I'd venture a guess that the Bulrathis may be at one of the yellows in-between their north and south. If that read is true, the southwest is wide open; we're looking at strong bots and/or bears, never fun. The Silicoids have eight planets already, so the southeast must be mostly rock planets by now.

Save attached. Good luck Maniac!
 

Attachments

Thank you for the report, codehappy, I quite like it. I agree that getting Beta Ceti should be a high priority, and I think you phrased it well as a "solid, but unspectacular expansion". You are correct also that diplomatic options will be limited if we cannot make contact with more races, and in my experience this increases the possibility of an AI winning through cheese alliances. But that's the risk you take when you open up this game, especially on Impossible (and probably, larger maps, not that I play them very much in "single" player :p).

I did want to explore this statement further and see what others think:

even the Ultra Poor world would be worth having if only for some extra research (alas, no good for transport duty in this variant.)

Well first, to clarify, it would not be useful for transport duty during our land grab. However, no matter what backwards farm planet you come from, a lizard can still sling the best ground weaponry available for invasion. :ar15: However, and this is where I would like to see what others think: personally, although I'm pretty okay with Poor worlds... I really don't like Ultra Poors very much. Their development is sooooooooooooooooo slow. :badcomp: When they are well behind the front lines, this may not matter much, but that isn't going to be the case in this game. My past experience has been that you either have to be prepared to lose them after having them for a while (and I hate losing planets I've colonized), or accept the liability that they pose and be prepared to devote a lot of resources to defending them-- and they usually require a lot more starfleet defense than you need for your non-Ultra Poor worlds. And the only thing worse than losing a planet you've held for a while , is having tech stolen upon conquest in the bargain.

On the other hand, this being Impossible, we may find ourselves near the bottom of the tech totem pole for a while anyway, and ironically it could be a net benefit for us to lose a UP planet and then take advantage of its poor defensibility to recapture it and hopefully get better tech from the victim race.

Just some food for thought. We are boxed in in this game, so if Ultra Poors are what we can get, we may still want to get them. What do others think?
 
I think if I were playing, I'd take my chances and hope it can get powerful enough to put down, say, 2 useful missile bases, which takes a lot of pressure off of the need to keep a substantial fleet there, but not expect to hold it against a serious fleet.
 
To the next player: Although Tau Cygni is working on the medium fighters right now, you might want to change that to make more PewPewPews for Beta Ceti -- first, to make sure we can defend that planet, and second, to send off to the ocean UP world once we do settle Beta Ceti and it comes into range. The medium LR fighters we have now should be able to prevent Silicoid feeler attempts at settling the blue toxic rich world (which they might not even have the range to reach for a little while yet). That asteroid neutron star might help us get those worlds, as it makes it much more difficult for the rocks to hop over there; if we manage to settle the ocean UP world, I think we have a good chance at landing both the Toxic Rich and Arid UP as well.
 
Looks like some crossposting happening here. No problem, we'll all see each other's posts eventually.

if we manage to settle the ocean UP world, Ithink we have a good chance at landing both the Toxic Rich and Arid UP as well.

Getting a rich planet (although one with only base size 15, and remember Toxic tech isn't too cheap either) would make a UP planet (aka stepping stone) more palatable. If only the other planet we could get from the deal... weren't Ultra Poor. Yeah, not looking like the easiest game I've ever played.
 
Just some food for thought. We are boxed in in this game, so if Ultra Poors are what we can get, we may still want to get them. What do others think?

It's certainly not the end of the world if we lose the UP worlds (especially to the Silicoids with their ultra-slow pop growth), and they may make easy targets to capture in the inevitable war -- although, the ocean UP world is in a good strategic location to slow Silicoid expansion to the Rich world if we can settle it, and any planet is still a planet; even if we forego factory building on the UP worlds entirely (which also keeps the AI from capturing tech from them) they'll provide some research points, some council standing to block cheesy AI diplo wins (Humans are in the game after all), soldiers for combat transports, and help with spying. I agree that they aren't very high priority for settling, though.
 
Excellent report codehappy, you did a good job. I think the UP would only be worth colonizing to the extent that it's removed from front lines, failing that I agree with jmas that it could be highly useful as an initial tech grab later. Granted, our hostility restriction might keep us from taking proper advantage of that. If we do get it, we should definitely ignore factories for quite some time.

I'm doing a Meklar game with the same restrictions, adding the colony ship restrictions on top. I really like it, it's pretty tough to expand and I have to think more about when it's worth it. Especially with new colonies developing at snail pace. I'm doing Large with 2 opponents, so there's a lot of expanding to do. At the same time there's also a lot of industrial potential, so improving my infrastructure through industry remains easily available for a long time.


EDIT: By the above, I was referring to deliberately letting an AI settle it because they hardly build any bases on UP worlds but put up quite a bit of industry. Means we get industry for free and an easy point of entry in a war.
 
Great work, codehappy - the empire is looking good, and that was a terrific report! I pretty much agree with everything you said, including the idea of building more PewPewPews instead of Ssscouts, and your take on ultra-poors, so I don't have a whole lot to add - it looks like Maniac's got some resources to play with, but with challenging times coming up.

[EDIT: Also, good catch, jmas! Those Ultra-poors could indeed be useful Soldier Training Camps in case of war. I wouldn't put any factories on the things - with our current tech levels, they wouldn't pay for themselves for 60 years even in pure BCs, even if we could hold the worlds - but I would claim the worlds as soon as (and if) it becomes convenient: There's of course their value as stepping stones, but since war is more or less inevitable, we will likely want them as troop bases, and since we can't send transports to them, it's probably best to get their lizard growth curve started relatively soon. On the other hand, if we let the Silis take them and build some factories for us, we can send enough transports when war comes to seed the world properly....]
 
Good points everyone. Ref,I like your ideas about the UPs. Hopefully we'll hear from Maniac tonight, I hope he is feeling better. I am on call again tomorrow, so I could end up working a long shift... or no shift at all. If I don't get a shift, and we want to proceed with the game, I would be happy to start playing.
 
Maniac is sick as a dog still, and will not be playing tonite, but can probably play tomorrow night unless we can't wait that long.
 
Maniac is sick as a dog still, and will not be playing tonite, but can probably play tomorrow night unless we can't wait that long.
Feel better soon! I think we can take this as a soft "got it" if you'd like to play tomorrow. If it looks like you won't be able to play before Friday, we can always swap you with jmas to give you time to recover. Take care of yourself, okay?
 
^^What Ref said (although be aware that if I do get a long shift tomorrow then I will probably not be able to play before Friday evening either). Hope you feel better soon. :health:
 
There are 5 other planets to get before touching the UP worlds, of which 2 would be high priority to defend. I don't think we should stretch ourselves that thin, with that land grab we should have plenty to win. We'll be boxed in, but we'll also have a whole lot of infrastructure to see too before that becomes a real limitation. Any thought on when to start spying?
 
I usually just try to keep reasonably updated reports on other races with spying, until I am at war and feel like I have a decent sabotage target planet (often on Impossible it doesn't hurt to have some help taking out missile bases). I saw that people pulled off amazing tech steals in the Imperium where the greatest number of steals was the goal (the game was played with the Darloks IIRC), but my own tech steals have almost always been underwhelming, even WITH the Darloks-- usually requiring a lot of money allocated and/or time (I would say both, usually) and then getting a low-level tech, often one I skipped over for convenience, for my trouble. :mad:

Edit: Oh, and also I've gotten caught much more often than not with "successful" steals, especially when it mattered, i.e. when I wasn't so powerful I just didn't care about getting caught.
:mad: :mad:


So I prefer "pointy stick research" as a means of acquiring tech from other races. :hammer: but if someone has had better success with spying, please share about it.
 
FYI folks, I am now scheduled to work 3 PM to 11 PM tonight and then I have school until 4 PM tomorrow. So I may keep checking the forum periodically until about 1:30 today and then I might not be back online until tomorrow evening.
 
I'm a bit more keen on spying than that, provided that there's Computer tech parity or better. Especially if there's one or more techs I really want. In the case of Meklars, we really want range 6 or improved eco restoration. Hand Lasers would be worthwhile too. I say we start funding a 1-spy operation right away :)
 
Back
Top Bottom