OSG1 - Team One - Da n00bz

My goals for this turn are to focus on retooling our industry to take advantage of our new Robotic Controls technology, while strengthening our defenses and finishing our last bit of expansion, grabbing the tundra in the south. I would also like to upgrade/reorganize our fleet if possible, replacing our slow scouts with fast ones, and designing (and maybe building) a new faster ship to replace our Gatling and Laser1 designs. In order to do all that, I want to avoid distractions from the Alkaris, so I am going to seek peace as well.

Pre-Turn. I start with diplomacy, to see if we can get our peace. Not only will the Alkaris not agree to peace, they remove their ambassador. :( The Psilons are just as impatient. Although Battle Computers II is available, they will only take Robotic Controls III, and when I refuse, they also withdraw their ambassador. Warp 3 drives wasn’t even an option. Now that I think about it, if Jabah had already proposed those trades on this turn, then said “forget it” we would have already exhausted their patience, and so had a negative modifier to any dealings. One thing about MOO diplomacy, unlike Civ3, there IS a cost to ‘comparison shopping’. If you open an audience with a leader, it automatically increments their ‘patience modifier’, and once it gets too high, they will withdraw the ambassador. Similarly, every agreement/treaty/trade you propose, even if not accepted, increases the negative modifier toward that agreement, meaning asking repeatedly for something will get increasingly worse odds. So it’s always a good idea to do your homework before an audience (read your report on their techs and alliances, know what techs you have or are working on, etc) so you can make the deal while you are there, without backing out to check on something. For SGs, it means it’s more difficult to have discussion about possible trades, because the act of checking the possibilities lowers your chances of actually making the deal, at least temporarily. Probably better off to avoid diplomacy on the last turn, so the next leader has a clean slate with no negative modifiers. :)

Anyway, back to the game. First priority is to design and build a new colony ship for Antarres, the tundra to the south. The LR Colony2T is designed, with reserve tanks, Tundra base, Warp 2 engines, and 2 ion cannons, since it will be going without escort (we don’t have any LR ships left). I swap Argus over, which can build it in 3, and set Reloc to Rana. It should complete and move to arrive on my last turn. I also redesign a Warp 2 scout, called Scout 2X to distinguish it from our Scout 2s. I set Trax and Dunatis to build 6 each, for the north and south. Some will be used to cover planets from prying eyes, but I also want to be able to check on our neighbors worlds if we can. Also, several of our planets with scout coverage have bases now and no longer need the scout. I also move a couple Laser1’s from Xudax to cover open hostile worlds, in case we start to see armed colony ships.

On to industrialization. Rather than just setting every planet on blanket refits, I decide to prioritize a little. As mentioned, a few planets delay a turn to crank out our new Scouts and Colony ship. I also postpone Gorra. It is poor, and at the point where it would spend a long time in refit status, without increasing output at all. Instead, I set Gorra up to carry our research burden while the other planets industrialize, and then it can refit later. This allows me to continue research at least over 100rps, which will avoid wasting as much ‘interest’ on existing research investments. Xudax is also not included in the refit program for now, as an ultra-poor it will be slow going. However, it is starting to grow out of the fat part of the growth curve, and hasn’t terraformed yet, so I prioritize that first.
I leave research spread evenly, as we aren’t putting much more than maintenance in, and I don’t want to reduce any of the categories any further than they already are. Once our main worlds start to come back on line, I will prioritize computers. I also shift our spying around, put a couple ticks toward the Psilons to establish a network there.

IBT: Produce 13 Scout 2Xs, swap Trax and Dunatis to factory refits.

2391 (1): We get a report on the Psilons, they are Honorable Technologists, and allied with both the Silicoids and Alkari. They are ahead in tech (surprise!). Just the latest: Battle Computer III, Industrial 7, Shield III, Death Spores, Range 8!/Warp3, Mass Driver, plus more filler techs. No problem. ;) Still won’t talk to us, though.

IBT: Chase a silicoid scout from Primodius.

2392 (2): Nothing interesting.

2393 (3): Our LR Colony 2T completes, and is auto-sped on it’s way to Rana. Argus starts the refit process. We can finally talk to the Psilons again, and are able to swing the Battle Computer II for Tundra deal, but his patience is again exhausted. The Silicoids will trade Hyper-V rockets, but want too much, so I pass. Our scout reaches Yarrow, and we can see it’s at 46 pop, 38 factories, 2 bases. In orbit are 31 Falcons (medium), 17 Sparrowhawk (Small), and 4 colony ships, this looks like their staging base. Can’t stick around here!

2394 (4): The first Vote! We are nominated, as are the Psilons. Voting is as follows:
Psilon (5) themselves, Silicoid (5) Psi, Sakkra (3) Abstain, Darlock (2) Abstain, Alkari (4) Psi, and we (9) abstain, rather than anger the Psilons unnecessarily. Vote total is 28, so we don’t quite have enough to block if everyone voted against us. Our scout has arrived at the Psilon world of Esper, which is undefended, it is a Fertile Arid 80, 68 pop, but no bases.

IBT: We get a successful steal from the Alkari! We can choose between Computers, Construction, or Planetology. I know they have cheap and/or obsolete computer (ECM) and Construction (Industrial 9) techs, but we already have the cheaper planetology techs, so it would have to be at least level 8, and I choose that. We are rewarded with Terraforming +20, which was missing from our tree. I say no to the auto-adjust dialog, I prefer to do those myself. Then we get a strange message:
OSG1_Team1_PsilonWar.jpg

What did we do to deserve this??

2395 (5): I look around, but don’t see any Psilon fleets. In fact, our scout is still orbiting defenseless Esper, which would seem to be their closest planet, and can’t see anything. (I hope having a scout there wasn’t enough to provoke a war, I wouldn’t have thought so. Maybe the Alkari asked them to honor their alliance). Try again for a peace deal with the Alkari, but no dice. In fact, the Alkari fleet has left Yarrow, looks like it’s headed for Jinga again. Still 4 Colonies, 31 Falcons, and 17 Sparrowhawks. Looks like they will arrive in 4 turns? What can I do in time for that. I swap Ursa and Gion, who were maxed and working on Terraforming, to my newly designed Ion Cruiser 2. Ursa can finish and relocate in time, Gion will probably be a turn late, but I do it anyway, as we need some defenses. I also switch Jinga to building a second base, it should complete just in time. There’s a spare Laser1 at Klystrom, I send it over. Other planets can’t get there in time for this battle, so they focus on factories for the next one. In good news, Gienah is maxed out on factories, and swaps over to terraforming, and is also able to start some research again. Since we are at war, I boost spy spending, trying to get multiple networks vs. the Psilons, and switch them over to espionage, as we KNOW they have some good techs.

2396 (6): After reviewing the planets, Klystrom (poor) does Terraforming before factories, it can be a marine barracks to reinforce or launch attacks from.

2397 (7): Scout Obaca, an Ultra-Poor Silicoid world. Time to send our Colony 2T on to Antarres. I know it’s not the best bargain, but I trade the Silicoids Warp 2 engines for Hyper-V rockets, we have to have some firepower for those bases at Jinga. The only other choices they would settle for were all higher-level techs (Duralloy, Robotics, or Terra +20).

IBT: When it rains, it pours! Our spys are successful vs. both the Psilons AND Alkari. Vs. the Psilons, we have a choice of all fields. I know they have techs at various levels, so I don’t know what level of penetration for sure, but looking at the chart, I know we have everything in Force Field short of Class III, so I chose that one, and sure enough, we get Class III shields. This will also help our bases, and maybe allow for another redesign. Against the Alkari, our choices are Computers or Construction, which both have older techs, I chose computers, just to help our spying percentage, and get ECM II.

2398 (8): Time to prepare for the big battle, we have our first Ion Cruiser in place. I look at a redesign, but putting the new shields in takes away weapons, I’ll leave it for the next leader to decide on a new design.

IBT: Fourth Battle for Jinga. He’s bringing the fleet, we are relying on our bases and our new cruiser.
OSG1_Team1_JingaForces.jpg


I send the cruiser to take on the Sparrows first, while the base fires it’s missiles at the Falcons. The colony ships have a much higher HP/firepower ratio, so I’ll leave them for last, I want to reduce his firepower as quickly as I can. It takes several rounds to eliminate the Sparrows, and the Ion cruiser takes some damage from the Sparrows and the heavy lasers of the bigger ships. Our Laser1 absorbs the missile salvo from the Falcons, and dies. The bases missiles are gradually taking out about a Falcon per turn, until they back off, and then I target the colony ships. After many rounds of constant pounding, our Ion cruiser is finally destroyed, but the Sparrowhawks are gone, he has lost 8 of the Falcons, and 2 colony ships, and retreats. I probably should have focused everything on the Falcons, as the Sparrowhawks had trouble damaging the cruiser, but at least Jinga holds.

We also chase another Silicoid colony ship from Primodius…but it doesn’t run away! Ruh roh. We have a Laser1, a Scout 2, and a Scout 2X, and he has . . . I don’t know, I don’t have scanners. Well, I’m not giving up without a fight, bring it on. I have 6 lasers, but only 18hp to his 100, this could get ugly. I approach, and do 10 pts the first round, he fires back and only does 1. That’s good! The scouts move on him aggressively, for no real reason, he doesn’t waste time firing on them. Many of his attacks cause no damage though, he must have left the battle computers at home. ;) It’s still pretty tense, as I have some rounds where I only do 4hp, but at least I am doing something every round, whereas his are hit or miss. Finally I get down to 5hp, but destroy his colony ship! Chalk another one up one for the Da Bears!

2399 (9): Our Scout 2X’s and Lasers are in position to replace all our old scout 2’s on blockade duty, so I scrap the old ones, but leave the money in reserve. We could also scrap the 2 Sentinels, as there are Laser1’s there also, but I’ll leave that for the next leader. Jinga starts on a third base, due in 5.

IBT: Antarres is founded on the tundra to the south. We have another vote, as it’s 2399. Results are similar: Psilon (6) Psi, Silicoid (5) Abs, Sakkra (3) Abs, Darlok (2) Abs, Alkari (4) Psi, and we have 10 votes of the 30. Still not quite enough to block, but we are growing. Another Cruiser completes and is enroute to Jinga.

2400 (10): Haven’t done much, except to MM planets. Most have completed the +20 terraforming, and refits, and are just filling in factories for the new growth. Ursa and Gion are building Ion Cruisers, with enough going into factories to keep ahead of growth until they re-max. Argus has been working on an Ion also for the southern border. We need to send colonists, and probably some defenses, to Antarres, it may be a reach, but it gives us a base for more exploration. Scouts should be able to push west along the southern boundary now also.

Haven’t done much with tech this round, just keeping it steady, as most of the time we were only at around 100-150RPs. We are up higher now, as Gienah is mostly back online, so I will let the next leader reprioritize our research. I haven’t done any diplomacy this turn either, mostly because they won’t talk to me anyway. :rolleyes:
I would try to make peace with the Psilons if we get a chance, still haven’t seen any ships, but when they do come, they will undoubtedly outclass us, and they are too far away for us to launch an assault on them.

Here be Interesting Times
 
I am a bit short on time this morning so this is going to be a quick and dirty report.


2400: We are in very good shape to start my turn. I think it would still be possible to take another Alkari world if we can field a decent bomber design. Since the Alkari only have nuclear missiles I setup a medium ship with level 3 shields, 3 nuclear bombs and internal stabilizer and the best computer I can fit in. This ship will be almost immune to current Alkari missile bases since they will only do 4 damage each. We will still need a good fleet of escort ships too so I leave our two worlds producing ion battleships for now.

I tweak a couple of other planets but mainly leave things setup as they are. I also update our trade with the Silicoids, doubling it to 250 a turn, and sign a non-aggression pact with them. I increase our espionage level on the Psilons since they have lots of goodies that I want. Of course it’s usually damn hard to steal from them so I will reevaluate this at the end of my turn to see if it’s worth continuing. I reset our research to focus heavily on force fields. Once we get the first level or planetary shields I will break to do a general defense buildup to get shields and at least one missile base built at all our colonies.

Once we get our colonies built up to that point they are A. Safe from any fleet that cant penetrate our shield level B. Ready to rush build missile bases of a big fleet starts heading in. Of course our frontline colonies will get more then one base.


2401: I order Jinga to start teraforming. The two missile bases we have plus our fleet is enough to protect it. I tweak a couple of more planets.


2402: We grab industrial tech 9 from the Alkari (the only option).


2403: The Silicoids break our non-aggression pact. Looking at the races screen they have allied with the Psilons! If we aren’t careful we might end up with 3 races at war with us. The Psilons don’t want to make peace ATM and the Silicoid ambassador is gone so there isn’t much that I can do at this point.


2404: The Alkari ally with the Psilons as well. I set a few more planets to build ships. In another few turns we should have enough ships to take a shot at an Alkari world.


2405: Tweak ship production and a couple of planets.


2406: Tweaked a planet.


2407: End turn


2408: The Silicoid ambassador lands at our homeworld long enough to declare war and then takes off again. Nothing surprising about this but now we are in a 3-way war. The Psilons are allied with both the Silicoid and the Alkari but so far the Alkari and Silicoid are not allied with each other. I am still not seeing anything that worries me from any of these races. No signs of large fleets or even any attacks. The Psilons are ahead of us in technology but we are ahead of the Silicoid and Alkari.

Of course they probably do have a fleet of doom someplace in the wings but if we can get our shields up in time we should be fairly safe from it.

The Silicoid colony of Proteus is a rich minimal world. It’s right next door to Xudax, which happens to have a small fleet in orbit. Since Proteus doesn’t have any missile bases up yet I am going to throw some transports at it from Xudax and move our fleet over. Since it’s a rich world it can probably throw up a missile base quickly to assist our outdated fleet in defending it.


2409: There is a Psilon colony ship heading to an inferno world behind our lines. I order one of our ion ships to intercept it at its destination. Cant have them settling behind our lines, especially on worlds that we don’t have the tech to invade yet!


2410: Our spies steal battle computers 3 from the Psilons and an unknown spy destroys 5 factories on our homeworld. I think our fleet is large enough to launch an attack. Possible targets are the Alkari or Silicoids to the south. The Alkari are a softer target since they have a weaker missile tech then the Silicoids but the Silicoids are probably more of a threat. Our research in force fields is maturing very quickly and could pop at any time. Once its done we should have enough shielding technology to provide complete protection from the Alkari and Silicoids and partial from the Psilons, depending on whether they bring their new bomb along or not.

I leave the matter of spying to the next leader. We aren’t getting great returns from the Psilon net but it might be worth keeping it around of buffing it up since the Psilons have such a nice store of technology.




http://www.civfanatics.net/uploads7/OSG1_Team1_2410.zip
 
Interesting times, yes indeed. That computer theft from the Psilons should help a bit.

Garath is up. :)


- Sirian
 
Got it, but it's 10 in the morning here, and I haven't been to sleep yet. might be a little while before I can actually get the turns up, I'm certainly not playing them now.

Garath
 
quick answers/comments

To Sirian about the Ship design

Yes, I keep forgeting that battle Scanners give attack bonus and therefore are more than a expensive tool for checking the AI's ship weapons/design.

To everyone about Ship design.

Do we want to have only normal Ion instead of Heavy Ion (or mixed).
One one hand (AFAIR) heavy cost (more or less) the double for only 50% more damage, so against no shielded Alkaris they should be better, but against shielded ship (or planet) or if ever some AI manages to get repulsor, the 1 range will be useless.
On a (very) minor point, the Scout2X have the old armor, was it on purpose (since no fighters), the new Duralloy is quite cheap (both in price and space) why not use it.

To Justus II about last turn diplomacy.

Yes, that can be a problem trying to see what an AI has to offer and pass the game. The facts are that we had contact with the Psilions just the turn before turn and I contact them to sign a trade aggrement, so while there, I check the other options. It is probably better to have the trade ASAP, if so either I should have stop the 'discussion' right after to let the next leader decide the tech exchange or do it right now.

To everyone about military plan.

From what I remember from my turns, the Silics colonized (or were going to) the Tundra system just north of Jinga. Since this is very close to home, we should invade that and have the bonus of 'officially' contacting the Sakkras.

Jabah
 
Yarrow, the next Alkari world, would be a big stretch outwards, whereas some of the nearby Silicoid worlds would fit much more easily into our empire for reinforcements. Also, if I wait much longer they're likely to get planetary shields, rendering our current bombers basically useless. I launch the fleet at Helos, and also throw a few transports at Incedius, which is too young to have any bases up, and has no local fleet.

I also put a tick or two back into bases at our developed worlds, with no spending at all I don't think they'll even be upgraded. There seem to be a couple of Psilon colony ships also heading into our back lines, so the next cruiser I get is going to go and guard the other planet there. I decide to leave the espionage with the Psilons, we aren't too far down on Computer tech, and there are some nice goodies up for grabs, whereas the others have nothing much.

2411: The invasion fleet at Proteus lands, and shatters the Silicoids with a combat differential of 40, I think. REgardless, we lose 3 of 30 invading troops, they lose all 25 of theirs. It comes with 18 factoreies, and a decent rate of building more. I send a scout out from that fleet to find out what the defenses of nearby Tyr are like.

2412: THe fleet arrives at Helos, the four bases all fire at the Ion Cruisers, and so the bombers get in to the planet easily. NO losses, planet ready for the taking. I send 30 troops from Ultra Poor Klystron, they'll land in 3 turns and should be plenty to take the planet. But I send a few more from Jinga also, to have a few more to build Helos up.

2413: Steal Range 6 from the Silicoids with our 1 tick in the slider, and frame the Psilons. Planetary shields come in, switch to Deflector V, skipping IV. Tyr turns out to be Toxic, so we can't invade it anyway, but I do get in, so we'll have a count of bases now. The range 6 allows us to meet the (Pacifistic, Expansionistic, 2PE) Sakkras, who we get a 125 BC/year trade route with. I also put a single tick in the espionage slider to find out their current tech situation, I'll take it out when that's done. Oh, and the Alkaris come a-calling, and I take the offered peace treaty. Phew! What an interturn! I choose not to put any more spending into the planetary bases, nowhere is in great danger, so they can wait until they come in with normal spending. I put our extra tech spending into Planetology, the cleanup will be useful and I want to get an antidote to the Death Spores that the Silicoids and Psilons have, I've had bad experiences with them in the past.

2414: nothing much. tracking a couple of incoming Silicoid ships, but nothing to worry about. Remeber to take the single tick out of the Alkari espionage slider, no point in antagonising them further.

2415: troops land at both Incedius and Helos, taking both easily, and we get the 18 systems message. We also steal Speed 3, Hyper-V and Death Spores from the ruins of Helos, pretty good that. send a small task force out to Nitzer, which also lacks bases.

At which point my Classic Environment shut down on me, quitting MOO.
And blast it, I have no autosave either, so I'm going to have to start from scratch. I'll try to replicate everything as closely as possible, but I';ve run out of time, so it'll have to be late tonight or tomorrow, I'm afraid. Sorry about that.

Garath
 
MOO autosaves during every turn. If you hit "continue" on the main screen you should go back, at most, to the beginning of the previous turn but I doubt you'd go even that far back.
 
At which point my Classic Environment shut down on me, quitting MOO.

Classic Environment? A Mac-specific issue?

I'm surprised about the autosave. My game seems to autosave each turn, or perhaps two at most. If your version does not autosave, I suggest using F10 to force a save each turn before pressing Next Turn. Uh... call it "manual autosave". :lol:

We await your results.


- Sirian
 
Quite an interesting set of turns! I hope they 'count' :(
Just hitting 'continue' should do it, as far as snagging the autosave, which is kept under SAVE7.GAM in the moo folder.

On the subject of saves... do you guys NOT regularly save your work??? :confused: Whether in gaming or research paper or coding for a client, there's no substitute for saving your work often, AND for backing things up on a regular basis. Please don't wait until your hard drive fails and you lose absolutely everything you have (at least the 1's and 0's on that machine)

I couldn't conceive of not saving every turn, and if there's a lot of action, I sometimes save several times per turn. Don't be burned guys, make regular 'saving' a habit in all aspect of your computer usage :hammer:

Charis
 
Hmmm.

Having got back to the game, I discover that while I can't find what should be an autosave (the Mac version doesn't have the same naming system, I can have as many saves as I want with whatever names I want), the original file that I started from is now in 2415. It seems to have autosaved over the old game. With regard to saving, usually I save quite regularly, but it must have been that absorbing that I didn't. Anyway, nothing lost, so here we go:

2415: Interestingly, I can replicate the crash. It seems to come up when attempting to enter the ship design window. So I won't be looking to see if we have enough miniaturisation to make it worth designing something to use the Warp 3 Engines that we got. Fortunately I don't think it's *that* urgent, so I'll leave it for Sirian and try to make sure I have it fixed by next time.

2416: scout at Exis discovers 1 missile base, and we drive off a Psilon colony ship from the Inferno world behind the lines. I send half the task force to check out Exis, but I can't send any troops yet, and indeed it might be hostile anyway. I realise Nitzer is Tundra and without bases, so I send a small task force to take that out as well.

2417: not a whole lot

2418: discover 1 base at Darrian also, and none at the Psilon world of Phantos. Take out the 1 base at Exis and send in the troops to land in 3 turns. Gorra maxes factories, left on tech since the Psilons are somewhat ahead.

2419: troops arrive at Nitzer, take it fairly easily. only 10 of 20 left, though. For your information Sirian, we are currently managing about a 4:1 kill ratio against the Silicoid At least the transports have finally sped up with the Sub-Light Drives now.

2420: Blasted research in Planetology has still not come in, after maturing for most of my turn. That leaves you with 3 different fields almost done. I would dare to suggest that going back to some more priority in computers might be a good thing, the Psilons are pulling ahead with Factory Controls IV. You also have an invasion about to land on Exis this next turn. The fleet has been broken up a bit more as I took more worlds, but since I haven't seen the slightest sign of the vaunted Silicoid fleet (the Status claims they have a pretty decent one) that shouldn't be a problem. They have 16 or so large ships in a chain going to their most recent Northern colony, but they're travelling at Warp 1, so they shouldn't be an issue for us for some time. You'll probably want to take a look at Ship Design too, I haven't been able to do that.

Comments and Criticism Welcome.

Here's the save (I hope):

http://www.civfanatics.net/uploads7/MOOSG1-team1-2420.GAM.zip

Enjoy, Garath
 
IT 2420AD: Our Ion warship is packing obsolete engines and other outdated technology. I call a halt to ship production. I'll design a new ship later in the round, after ripening research hits. In the mean time, I would feel better with more static defenses. We're lounging around in a few cases, and in others focusing on shipbuilding. Except in true back line systems, I increase defense spending. In some cases, I shift everything to defense, get those shields built quickly, get a few more bases built, freeing next player to move more aggressively on offense, research or anything besides homeland security. I'm the sort who says, "We learned a new planetary shield? Build it yesterday, on the double."

Although I look everything over, and I've read the preceding reports with some care, I don't have the "feel" for momentum and where our opponents stand. Other than the strategic shift, on the economic front, I pretty much don't touch anything. An attack at Exis will commence.

osg1-team1-2420ad.jpg


Garath said we're losing about 1 to 4. We lose 12, take out 40. Good eye, Garath! That kind of info could be very valuable to pass on during an SG.

No techs grabbed. (Factories need to be measured in hundreds, not dozens, to be assured of finding loot, but then, if you wait for factories to mature, bases come with them, so forget the no-brainers, they don't exist).


2421AD: Our forward position on the Alkari front is weak.

osg1-team1-2421ad.jpg


We are not currently at war with the Alkari, or that site would be toast. Note to Charis, this is a Kitten Kaboodle situation. We must stand up defenses before the next hot war or we could lose our gains here. The defenses here (and some other sites) will have to come on your watch, as the economics are just too weak to start now.

Meanwhile, I will stand up defenses at our new planets on the Silicoid front. The rich planet and the large planet at Helos will be secured on my watch. Others, I can only "move toward" securing. Our fleet is losing steam and now stretching to cover what we've taken. I'd like to consolidate our gains, rather than pull a "Civ3 AI" and press ever onward until we run out of gas.

I do see one important target for this round, though. Esper. That's the forward Psilon position, and I note no bases there, now that we have Exis in scanning range. If I press our frontier to its max, I can round up about 100 troops to deliver at Esper. The order is given.

Pound some dirt. Boots on the ground. Knock some heads. Mix it up. :hammer:

TARGET ACQUIRED. PSILONS HO. :sniper:

Let's rock-n-roll! [plasma]
 
What an excellent SG team, this is. Buncha really nice guys. They got together and have delivered up a Psilon target for me on a silver platter. Aw shucks, fellas. I didn't know you cared so much! :lol:

Saving the first Psilon pounding for me?!? :thanx:

Lock and load. :shotgun:


2422AD: Ever concerned about our environment (and more importantly, our bottom line, because pollution is bad for business) we implement new cleanup technologies.

Our scientists are directed to look further into controlling hostile environments. (Those Silicoids can't hide forever!)

osg1-team1-2422ad.jpg


Soil Enrichment would be good, but controlling any environment not only gains us access to a pack of idle planets, but also the wartime application of being able to invade and take over hostile worlds, too. Plus we're still parked at Tundra? Not good.

Terraforming, we might steal from the Alkari. In fact, I order a change in our espionage emphasis, to pursue the few techs the Alkaris have that we want.

I check techs for the Psilons and Alkari. Psilons have Battle Computer IV which is ripening, so we don't want to steal that. I would go for construction tech, it looks like, on a full penetration. Alkaris have one propulsion tech and two planetology that we lack.


2423AD: We penetrate the Alkari! Should I grab a planetology tech or get that Range 8 tech they're holding? Tough choice. The bastids sure are good at propulsion research, aren't they? I decide to go for that while we're here.

We steal... Range 7 ?!? Uh...

OOPS. I confused the Alkari with the Psilon. The Psilon are the ones that know Range 8. I've just stolen a tech we were almost through researching!

:smoke: [pimp] :smoke:

Uh... sorry guys. My bad. I plead "hazards of SG play". Too many techs in play for me to keep track, apparently. Strategic malfunction. SILVER LINING: Um... On the up side, I've provided an example of how easy it is to blow an espionage opportunity. You really have to be on top of the current tech situation across all opponents to maximize espionage results. My first gambit failed, and now this. Uh... "Do as I say, not as I do!" :lol: :lol:

Now that we have Range 7, we are brought into contact with the Darloks, the last of our neighbors.

osg1-team1-2423ad.jpg


Filthy Bulrathis? Big talk for a three planet empire.
 
2424AD: Our forces converge on Esper.

osg1-team1-2424ad.jpg


Klystron (u-poor) sent all it could, and is being allowed to regrow naturally. Jinga sent all it could and is now spending max on Eco to regrow (plus I may send some from Klystron). Helos sent a lot, but you can see incoming replacements from the eastern u-poor at Xudax. Exis sent a few. I also sent all ships in the region except one ion to guard exis vs feeble Silicoid retaliation.

By the way, here's a peek at the stats now that all players are in contact.

osg1-team1-2424ad-a.jpg


The Darloks are behind even 2PE Sakkra in population. Now that's sad.

Hmm... Date = ##24? Election year! That graph LOOKS like we're in the clear (over 1/3 total pop) but my eye could be telling me wrongly. Let's get some insurance.

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If the Sakkras choose wisely, perhaps they will be spared in the coming storm.


TARGET ACQUIRED. PSILONS HO.

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Mmm, nerds. Grape and strawberry, lime and watermelon. Nerds in all flavors.

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"I see dead people."

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Doing this on Average, where these are but the little cousins of the variety I'm used to facing, ought to mitigate the sweetness of watching those swollen head types blinking out of existence, but you know what? It doesn't. :lol: Git em, Boys! GET THEM.

Yeah. :goodjob:

Brainiacs sleeping with the fishes. :fish:

We're gonna party like it's 2999! :band:
 
OK, now that our feature presentation is over, we have some smaller dramas to present. First up, "They Chose Wisely."

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After taking Esper (which counts toward this vote, btw) we're now easily in the clear on avoiding any "untoward incidents" at the high council meetings.

osg1-team1-2424ad-g.jpg


2425AD: Oh, by the way, Mark IV's came in recently, and the only choice was to move on to Robotics IV. I'm still kinda-sorta hoping to obtain that from the Psilons. Plus, with nary a glimpse of better scanner tech, I opt to "go back for" Deep Space Scanner. Won't take long. In fact, we're already ripening after two turns.

osg1-team1-2425ad.jpg


That weapons project is being stubborn, though. And it's holding up our new ship design. We've completed shields at our core worlds and even some backline worlds, and building bases now. Charis won't have to worry about bases in the core, I'll make sure of that!

Press next turn... Bingo.

osg1-team1-2425ad-a.jpg


Uh... darnit. I can't remember what the weapon tech is in the low range. (This is clearly not a deep penetration). The planetology tech is Controlled Dead. That much I know. Fearing accidentally blowing another espionage theft on something like neutron pellet gun or anti-missile rockets (obsolete at this point) I opt for the planetology option.

osg1-team1-2425ad-b.jpg


Aw nuts. Disaster strikes us on the Silicoid front.

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2426AD: When there is an industrial accident, you get one (and only one) opportunity to save the lives of millions of people. GET THEM OUT OF THERE.

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Check the new planet size on the planet screen, shown above. Size 50 in this case, while 74m currently live there. Evacuate anybody above that number, and maybe one or two more for good measure, if possible. I send 28m to our point position on the Alkari front, where their needed reinforcements got rerouted to join the Esper assault.

osg1-team1-2426ad-a.jpg


Nitzer will receive the refugees. Make sure to spend enough into Eco to clean up the mess immediately.

By the by, Zed-F was right about the accident event. It -IS- buggy. Once Atmospheric Terraforming and Soil Enrichment techs are learned, the planet can be terraformed back to its original value, PLUS the 20m for converting from radiated to normal environment, making the planet's final size larger than before the accident! Nothing to be done about this bug now, though. The accident is a penalty at first, then later becomes an asset. Go figure.

With Xudax now over 100 factories, I swap it to defenses to build a shield and a few bases. Ultra Poor planets are ungodly slow at building defenses. Nevertheless, unless you want to leave them wide open forever (not wise) at some point you have to decide "we have enough factories to build some defenses now" and just do it. I make that move at Xudax. When it gets to, say, 3 to 5 bases, depending on the situation with Silicoids, put it back on its long slog of factory construction.

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OK, time to press next turn again.
 
We have found Orion.

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Message received from our scout ship:

"An alien vessel is orbiting this planet. Wow, that thing's bigger than my mother-in-law! ... The bogey is moving toward us. They are powering up some equipment. This could be a first contact situation. ... Incoming transmission from the alien vessel. I'm putting this onscreen."

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"Holy Honeycomb! Command, are you seeing--"

Transmission ends.


2427AD: Our weapon research finally breaks through. Urg. Not a stellar list of choices. We could use a new gun upgrade, but instead we can only choose between a bomb the Psilons already have and yet another missile tech. Sometimes when it rains it pours.

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I opt for the missile tech. Significant jump from Merculite-10 to Stinger-15.

It's finally time to design a new warship. I look around and settle on a typical missile boat. However, Merculites are still a bit slow, so rather than a single 5-rack and lots of goodies, I opt for two 2-racks (with bonus to-hit and bonus speed) and fewer goodies. Goodies include max engine, max maneuverability (defense rating), our best armor, and a Mark III. Should be a viable shock unit, but can't hang in a fight worth spit. Best we can do at the moment. Note, no shields, no scanner, and no stabilizer! This is a hit and run vessel, good for shock strikes or escort, but not for prolonged fighting or defense. Strong initial damage value, but runs out of gas almost immediately. Should retain value for some time, though value against planetary targets runs out against anybody who learns a planetary shield tech.


2428AD: Psilon probe force checks our defenses at Exis. I saw the attack coming and moved some Ions back there. We have three ships to their two. Note, one has death spores.

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I target the death spore ship first. Their weapons, computers, and whatever else are doing little damage to us. We're doing significant damage to them. I manage to wipe out the death ship (barely) before it drops any spores.

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Then mop up the other ship. No losses on our side. These Ion ships are an effective design. They beat any equivalent ship from any opponent, in this era. Nice work. And we have enough, for now, to protect our gains, as there is no sign of an alien SoD. Still a priority (IMO) to stand up shields and bases on our newly acquired planets, though. Plus accumulate an impressive number of missile boats for the next push.

I'll get us started off on the right foot in that regard!

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2429AD: I would like to cultivate the Sakkra as a friend. Would be nice to have at least one friend in the galaxy, right? Even if they don't have a lot to contribute. Be good practice in terms of diplomacy. I hope.

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Giving tech away offers the most benefit to diplomacy, except for bombing the tar out of somebody else's enemy. THAT really gets their attention. A gift is appreciated, too, though. Sometimes it will buy you a "return favor" when they agree to something they would otherwise not have agreed to, to "repay their sense of indebtedness". You can't predict that with certainty, though. The value of the gift is linked to its amount of sway.

Giving away certain techs the AI prizes (especially unique techs like Soil Enrichment and Inertial Stabilizer) can bring major boosts. Too much of this could potentially "buy votes" and swing an election outcome, Civ3-style. I've never maximized this in my own play, so it's one of the items I'm keeping an eye on for the tourney, as an area of potential regulation, if it turns out to be an imbalancing or fun-reducing factor.

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Meanwhile, this small gift (the Sakkras have learned NO advances at all in computers or construction at this point) doesn't even improve relations a single category, so my goal of being able to sign them to a NAP now falls short. Oh well.

2430AD: Here's the galaxy to end my round.

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Militarily, we have reached a winning position. Diplomatically, though, we have no friends yet and could theoretically fall back out of the "safe" range on avoiding Final War if we slack off.

Charis, I set our four westernmost systems to max defense spending on THIS TURN. If you want to go with more factory spending first, no investment into defense has been made yet, so you have flexibility to choose your own priorities. The system in the far south is also in that category.

The system in the far northeast has just maxed out and is about to finish its shield. Should be a good research facility.

I tripled our base count, or more. Our defense costs are now measured in single digits of percentage, rather than fractions of one percent. Other than the worlds that still lack any defenses yet (all recent acquisitions, as you'll see), our defenses should be solid and you are free to fly in any direction that looks good to you.


Vice Marshall Charis Ursan - 2430AD

Good luck, soldier. Come home with your shield... or on it. :hammer:


- Sirian
 
Much progress indeed! Twas too late a night out tonight, but I hope to get to this tomorrow. Should be an interesting turn.

Charis

PS EDIT - Update! I'm a few turns in, so far so good, and I've been told I have to take my 3 boys (and me) for a haircut. At least I'm on it, more tonight :hammer:
 
Pardon the delay, I've had a few nights of expected RL activities, then two more nights
of unexpected ones - all good at least. Anyway, here we go...

Quite an interesting turn for Sirian. A good one, of course, although it comforts me
to see an occasional: "We steal... Range 7 ?!? Uh... OOPS." :lol:
The graphs all look 'right', and I would start to view this as an 'essentially won'
game. Does that mean the engine will recognize it as such soon? I imagine if we wanted
to specifically shift it in that direction, we would get a dogpile on the Psilons just
shortly before the next election in 2449, and be sure we had an attack on them in the
preceeding year, but I'll not assume that route - our next leader will have that option.

In the most recent turns we fended off a Psilon attack on Exis (which in my mind I called
Ember, surely a Freudian slip?!), and designed a new Merculite missile boat (I've never
used such a beast, should be interesting)

I have the choice, coming in, of maxing defense or shifting to max factory on the four
western worlds. The overall direction however, is wipe open, let's take a look.

On the map, the 'shape' of our border with the Silicoids bothers me. They have two systems
which directly impinge in our core lands and which I would prefer to be in our camp, but
with a hot war with the Psilons, and with no friends, taking on a new enemy for worlds
which are radiated and toxic makes no sense, especially when we're still learning to
control radiated. What's that? We *are* at open war with Silicoids? Hmmm... !
(edit note- we must have got some other bypassed useless tech. We do NOT have Con Radiated)

My, we're doing well in tech. Most races are backward, the Alkari are ONLY up in
Planetology with Terra+40 and Control Inferno. The Psilons have: Robotics IV (Comp),
nothing up in Force Fields, Range 8 (Propulsion), ImpTech 7 and Zortium Armor (Constr),
Control Toxic and Soil Enrichment (Planetology), and Fusion Bombs, Scatter Pack V and
Anti-Matter bomb (wpns). That's quite a bit, I see why we have 3 spies there. I might
even go to 4 (will be double, iiuc)

Fleet? 9 Scout2X, 16 IonCruiser2, 35 Merculites (again, what do you do with these?),
2 sentinels and 32 bombers (are these to knock out planet defenses, or do bombs work
on ships? My n00biness is shining through here...) Our ion cruiser seems to be our
air superiority ship, bomber for planet, merculites are glass cannons which could be
good if they had cover. We don't have 'every' planet scouted, so may as well keep
around the scouts. There's room for one more design, and from the tech screen I would
say this will be a Stinger ship with Fusion drives. It would be nice to see these techs
come online around the same time, as we wouldn't want to use our last design slot with
just one of those techs. We want all six techs though, so I do not adjust sliders.

The four 'western' cities on defense are: Ember, Exis, Nitzer and Promedius. I'm going
to let the shield complete then swap to factories - without the shield done there is
no way to know how long it's going to take, and no way to know how long to put up a new
base. Spica is undefended and no bases planned, but it's backline.
Klysron seems particularly vulnerable - no ships, no base/shield, not far from front.
Tis much harder for me to 'grok the situation' here than in other games, and so
I have to hope my predecessor left me in good shape and pointed out any must-do's :P

I really do need to find out what the Merc's can do, so I'm going to have to hit the
dirt, get some boots on the ground, and mix it up. But where? After we get the tech to
own them, the two silicoid worlds, but apart from that... Phantos of the Psilons.
It's unexplored, so I'm going to have to remedy that.

2430 - Two ion cruisers and six bombers depart from the safety of Esper with a mission
to scout Phantos. Two cruisers shift from Exis to cover the ones leaving Esper.

Two ions, five bombers, 10 mercs ship out from Jinga to Esper.
12 colonists shift from Klystron to Exis. Spica shifts 35 to Klystron to cover and prep.

IBT - Wow, lots of movement, red ships on the prowl everywhere. Not much else. 14 mercs.

2431 - Bootis completes its class V shield and swaps to pump 300gpt into research,
plus finish two bases within the next 8-10 yrs. The only Psilon ship of note is a
Sun Wing moving towards Phantos. IBT - We meet up at Phantos at the same time!
Our two Ion Cruisers and 9 bombers vs his Sun Fire, with 2 Hvy Ion, 5 Ion, shield 2,
and Death Spores. There's also 4 lil Star Wings with 2 ion cannons, and the planet
has 3 missile bases, 1 beam, lvl 2 shield.

Admiral (Corporal??) Charis does manage to split the defenders, and take out their
cruiser while the bomber slipped into the planet and wailed on it. They did manage to
retreat 2 of their Star Wings.

Then in equally good if not better news, we managed a tech steal off the Alkari.
Planetology was the only choice, and we got Control Radiated (yay!) Even better,
we got to frame Psilon or Silicoids for it. (Psilon chosen) This all happens BEFORE the
scouting of a 'new system'. Phantos is jungle 77 with 93 factories. What I wish I knew is
the impact of planetary bombardment. 77 is a lot to defeat - would bombs prune the
defenders (good) or knock out 'our future factories' (bad) or something in between? I'm
afraid there's just one way to find out, and I pull the 'bomb' trigger. (??!)
Result: 6 mill killed, 31 destroyed. Ok, now I know. If we plan to invade, not best,
if we plan to disrupt, a good call. Let's get some boots on the ground!!!

2432 - I look around and see no Psilon ship that can beat us to Phantos, so I call forth
some gropos. (Conveniently pre-envisioned two turns ago)
Specifically, 46 from Esper to Phantos, due in 2.

I'm confused on research. We just got Control Radiated from our spy, but it doesn't
look like we're researching anything new or have any choice to?
I hit 'C' by accident and do see Psilons' captured 1 spy. Was it this turn? I look
at the race screen and see we have five (!) spies there? Total spending still 6%? Odd.
I look at their techs and see they've picked up both Impr waste +40% and 'Omega bomb'

I look at the Alkari fleet at nearby Yarrow. YOWZA! 6 warhawks, 500 baby fighters,
45 Falcons which look good size, and 28 medium ships. Tis not open war, I think I
would prefer to open up some trade with them and stand down on that front (we don't
need 3) Then again, I've not see them do anything. I'll hold a bit.

No other changes... IBT - We chase off a Psilon colony ship then two baby wings,
then we penetrate Psilon network and have choice of Wpns or Planetology.
It's 50-50 good stuff on Planet, and 66+ good with wpns - I choose the latter and get
Fusion bomb. We decline to further bombard Phantos.

2433 - Jinga shifts 100gpt from defense to research. Espionage situation looks odd.
I hit 'C' and see the Psilons have caught *6* of our spies (1 left), the Silicoids
caught 1 and the Alkara caught 1. Yowza, sounds like a major galactic sweep.
We even caught one Psilon spy. In fact, I kick slider up in counterespionage.

IBT - We beat back a silicoid Mako, then run away a Star Wing on Phantos.
I choose not to bomb, and our 46 gropos arrive, vs 73 on the planet. Good odds!
We win, and have 19 left, about a 2.3 kill ratio. It would have been better but
they have Zortium armor. The planet is ours, with 70ish factories, and a new tech found:
Omega-V bomb (yay!) and Control Toxic.

In worse news, the Alkari say they've had enough and pull their ambassador!

2434 - Esper completes its planetary shield, base due in 2. 'c' reveals Psilons caught
3 of ours (bah) and we caught 1 silicoid.

I send mixed Ion Cruiser/Merc forces to two near Psilon worlds to explore them -
Xendala and Mobas. On the way in, not close yet, is a single large/huge Psilon ship.
Kylstrom shifts 20 colonists to Phantos. Esper sends 21, Exis a dozen. Spica->Kly 12.

IBT - Contact broken with the Darloks. One of our long range scouts finds empty system.
Antarres finishes its shield, swaps to tech.

2435 - The huge Alkari fleet at Yarrow has dropped out of Orbit! Where is it heading?
Jinga? Two Psilon Coraona perhaps headed to Nitzer. A dozen Mercs from Jinga are
dispatched there, and shield construction goes forward as fast as we can.

IBT - A big old Sun Fire comes calling at Phantos, with a colony ship, but our pair
of Ion Cruisers blow them out of the sky. In research, Improved Tech 6 comes in.
Our sole choice is Reduced waste 40. Fleet production is 1 Ion Cruiser, 15 Merc, 2 sent
Xydrax completes its planetary shield.

2436 - Xudax sends 22 troops to Tyr, a Toxic silicoid planet. It will rendevous with
an Ion cruiser. Rama starts to produce a toxic colony ship.

IBT - Expeditionary force arrives at Xendalia, facing just 5 star wing. But... planet
has 3 scatter-pack-V launchers. I think (??) they would chew up our ships and I may
not stick around for this battle :P The Ion Cruiser allows itself to take one hit,
and indeed, it would not survive a second. They kill one wing but must retreat.
Mobos is about the same in planet defenses, and a 200hp ship with 5 scatter pack V's.

Psilon base infiltared. Choice in everything but Force Field. That suggests pretty
deep penetration. Computers will help us keep on doing this, and should finish off
Robotic IV. Although we're researching it, we're not many 'beakers' in.
Indeed, that's what we get, and I'm given a choice of ECM 3 or 5, I pick 5.

The Psilon's come to talk to us. Do they want peace?? (Do *we* want peace*?)
I think with the capture of Phantos I, and outclassed by their planet defenses, I
have no further desires on Psilon planets.

I take peace with the Psilons.

Nitzer, Incedius, Gorra, Exis all finish their shields, good.

2437 - Ok, time for 'core' worlds to make another factory push, now that we can handle
four factories per unit pop with the new Robotics. I do this manually.

I don't know where the Yarrow fleet is headed, but it's halfway there! I have a chat
with the Alkari. No I don't, diplomat is gone. Ok, I'll talk with the Psilons, and
work out a 600gpt trade agreement. IBT - Nothin!

2438 - We're pulling ahead on the graphs, almost double pop of next competitor,
equal in fleet, almost equal in tech, top in production. Next phase we have a
Silicoid invasion of Tyr, and that Alkari fleet bothers me.
IBT - Our Ion Cruiser reaches a 'neutral' world that a Silicoid Mako and Colony
ship get to just now to face our Merc ship. We splat both of them. Next at Tyr,
there is no orbital defense, and we have choice to bomb the 30 pop / 34 factory
planet. We have 20 troops on the way, which should be sufficient, so I don't.
We capture Tyr with 20 left, and start to make use of those factories for defense.

2439 - That Yarrow fleet is past Jinga, and our armada there. They are quite likely
to go for Klystrom. Too bad you can't 'intercept'. If they do take it, they won't
likely hold it, but I don't think I can stop them. 8-\
I stick with a build-up turn, and plan no further invasions. 'Next turn'.

IBT - Indeed, it's Klystron. Our scout cannot defend it, and retreats. They have
508 Pelicans and 28 Sparrowhead smalls, 45 medium falcon, 4 colony ships, 7 warhawks.
Our planet is size 70 with 47 factories, no launchers. They'll never successfully
beat our troops though, and will have to bomb us out of there. They do, and how!
37 mill troops killed, and all 47 factories go poof! Worse... "Your transports trying
to land on Klystron were destroyed" :eek: OH GAH! I had used it as a minor staging
zone for troops. I 'thought' it was ok as it was behind the front lines. The AI
hit a weaker supply line planet instead of a strong point defense at front? Wow! :P
I think that means 'only' 20 colonists - my bad.


2440 - Our toxic colony ship completes, and I send it from Rama to the nearby green star.
ETA is just one turn (after which the design could be scrapped).
Most planets are working hard to finish their 4X factories, when research can go back
to normal, or when we can build a more offensive fleet. Gion for example is just
about done. Force field is due before long techwise, other things show moderate progress.
Hitting 'c' showed Psilons caught 4 of our spies last turn 8-\

Contact with the Darlocks is reestablished. I give them tribute of Improv Tech 9
(they are way backwards) and when I ask for a trade agreement of 50, they tell me
how "Imp Tech 9 has been invaluable to us, how could we refuse?" Ok, nice :P

Our next leader will have to decide if we send our Jinga armada at the Yarrow
fleet. My read would be that we would get annihilated if we tried that. We need
a huge auto-regen ship to crack that nut.

I would send an Ion cruiser and a few small ships to Promodius to dominate the
orbit, and as soon as we learn controlled Radiated, capture it.
The air is thick with Silicoid ships, but I see no killer SODS like the Alkari one.

That'll do it! We lost no ground, I took another Psilon ship, kept up the spying
and snagged several techs, and the only mishap is that Klystron is under pressure.
We're due to colonize a new planet next turn, have good defenses, and are near a
25% increase in factory output compared to 2430. Not superb, but it'll do :hammer:

Sirian
Charis
Jabah <-- UP, and here is The save for 2440
Justus II <-- ON DECk
Isit
Garath

Good luck to Jabah...
Charis
 
A productive round. :goodjob: Gains both in the game and especially on the learning curve. :cool:

Some quick comments for now, more details later.

* I think you stole Controlled Inferno from the Alkari. Otherwise we would not still be researching Radiated. (This makes my previous espionage goof even worse, though, because we'd have learned +40 terraforming on your grab, most likely, if I had stolen Inferno tech already. :smoke: Spilt milk, though. Spilt by me, that is, not you. :lol: ).

* Missile boats are the ideal force to use against massive enemy SoDs when you can't win a full engagement. Your boats meet their fleet, you fire off a shot, maybe two, before they can close. You attrit a few ships, then retreat, taking no losses (you hope). Sure, it's evil to hit and run, giving the enemy no fair fight, but this is war, my man. War's not supposed to be fair. :lol: The AI will pull the same tactic if it goes heavy on missile boats, so don't hesitate. Stick-n-move. Rinse, repeat.

* Klystron is now officially a hot potato. They'll wipe it out, on the next turn or two, or stop short and send troops. Either way, all those factories are gone. Forget rebuilding them. We have no way to stand up defenses there. Swap all spending to Eco to grow more people or to Tech to get a few RP out of there. Don't even try to rebuild there unless/until it is firmly in the back lines and nobody can reach it. NOTE: This is what will happen to any planet when a rival has a SoD you can't beat with your ships, during the middle game, and war is on, hot or cold. If they can overcome defenses at any system, they will, and then they'll wipe it out or capture it. This is why I tend to err on the side of building too many bases. Build too many, no big whoop. Build too few, whole systems go spudly on you, lost to you as far as production and defense go. In the worst cases, the AI may even be able to assimilate them against you, adding to their collective, although that won't happen at Poor systems.

* We're not playing for diplo victory. Keep that in mind. Check the scenario parameters, note that conquest is the minimum victory condition. That means we don't stop until we have 2/3rds or more of total galactic population. (That's actually intended, in this case, to extend the game past the "winning position" so we have more time with it to conduct warfare across more tech levels and situations, and get to see more toys in action). It's akin to going for a domination win in Civ3, rather than stopping in the late middle ages when our Cavs have put the smack down and ensured our eventual victory. (If that depiction helps anybody) :p


OH GAH! I had used it as a minor staging zone for troops. I 'thought' it was ok as it was behind the front lines. The AI hit a weaker supply line planet instead of a strong point defense at front? Wow! :P

Yeah, this is isn't Civ3. :lol: Due to the nodal nature of the game, and how fleets in transit are "in hyperspace" and cannot be intercepted, there are no real "lines". There are only targets in range of the enemy or not in range of the enemy. Thus the real split between "front line" and "back line" is what the AI can currently reach, or not. And that can differ per AI. As their tech advances, they can reach deeper and deeper, too.

And yes, this AI can smell weakness. It plays, at times, with very adept strategy. But again, not many variables it has to cope with in a nodal environment. Easy to amass a SoD. Easy to choose a target. Forces cannot be distracted en route. Combat takes place at the level of entire fleets engaging, rather than single units engaging in series. Due to these differences, even a feeble AI ten years old can put in a strong performance.

Would be nice if the next Civ AI could operate strategically. One can pray, yes? :p

More comments to come later. Don't wait on me, though, Jabah. Play as soon as you're ready!


- Sirian
 
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