OSG17B - Alkari Alley

Inherited turn: Construction at 20+%, I pull funds out of there to emphasize planetology. We need more pop, more production, more cleanup, and planetology is where we will find all of it. I take Morrig off base-building and onto factories. I look at the possibility of tech trades but the humans won't talk, the psilons won't offer anything we want, the rocks don't get cleanup tech, and we don't have contact with the bugs. Turn on minimal spying at the 3 races we do have contact with to see what they have.

Early turns: Duralloy and Personal Deflectors come in, I select Battle Suits and Class V Planetary shields next. No reduces Waste 60% in our tree. Don't like the medium hyper-X boat design as it's inefficient space-wise -- only one missile rack per medium is not good for hyper-X boats. We could design and build a half-decent large missile boat but I decide against it for now.

Middle Turns: BC III comes in and we start on Improved Space Scanner. Terraforming +30 comes in at low %ages and we start terraforming. Our only new option is Terraforming +40! We've been getting totally boned on economy-related tech choices here... no Soil and no Toxic or Radiated bases. I suppose at the next level our only option will be Cloning, when we desperately need both Advanced Eco and Atmospheric Terraforming.

Late Turns: Research slows to a trickle and nothing much happens as I concentrate on building up our economy. Manage to get spies into Human and Silicoid territory, and note that the Humans are nearly as bad off for cleanup as we are - they only have reduced waste 80%. They do have RC III though. The rocks don't have much that's interesting other than scatterpacks. Still working on a spy for the Psilons, but I've turned off spying on the humans and rocks. Maybe the Psilons have more cleanup tech. It's pretty sad when a size 130 homeworld can only produce 240 RP at this point in the game.

The galaxy is at peace, but we're going to get hit periodically with those 'you're too big' messages until someone goes to war with us. We might want to start gearing up for some sort of limited war of our choosing and enlist some allies to help, rather than having one not of our choosing forced on us. Right now the humans are not allied with anyone, whereas the rocks and bugs are allied with the psilons.

Save file attached.

Roster:
Zed-F << Just Played
Blake << UP NOW
mostly-harmless << On Deck
Stuporman
Azoth
 

Attachments

Trade with Humans:
Duralloy for NPG

Cyngi comet event, joy.

Spy hit on human... I choose construction and get IIT 6, eh?
Turns out to be good anyway, I trade it to Psilons for Planetary Shield V. I wasn't putting real research into that.
I also trade IIT 8 for Hyper-V, we don't need Hyper-V but it clears some chaff.

My turns were mostly spent hitting enter and hoping for a spy hit (and for the comet to go away).

End of Turns Summary:

I'm sending NPG 3.0s to the comet threatened world, I think we have nearly enough ships there (judging by the % destroyed) but we wouldn't want any less. Unfortunately both Humans and Psilons have repulsar beam, which mean our fighters aren't going to be too effective... or at least we need some secondary firepower.


The only ecology tech the humans have which we don't - is now Enhanced Eco Restoration! They got it on one of my last turns. Steal it or trade for it if he'll make the offer.

I decided that the best route for us to get tech is stealing it. In retrospect at least that proved correct since we got the new Planetary Shields.

Towards the ends of stealing the spy slider is at about 2/3rd on the apes, because they have the best tech.
I've maxed out trade with the rocks and got a NAP with them, NAP with rocks isn't entirely ideal, but we do need friends. We might want to start stealing from the rocks but they might also serve us better as friends. The Psilons maybe should be befriended too, I'm not sure. They are honorable...

Research is also nearly all towards computers, to improve our ability to steal.

I'm not too experienced with stealing, should we just max out the spy slider on the humans? How does diminishing returns work?

Final thing, we might want to put real research into Range 8, in order to trade it around. We might get something good for it.
 

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Ok, looking around:
Cygni threatened by a comet and we don't know how to settle the two worlds remaing in out vicinity, ... great! :(

Comet destroyed. Fleet splits to deny toxic worlds.


Council vote: Humans (6), Klacks (1) and we (8) vote for the humans while the Silicoids (4) and the Psilons (4) abstain.

... and as of 2427 we know Enhanced Eco Rest from our spies and are officilly at war with the Humans.
I bring in the Silicoids and Psilons on our side.

Morrig is the only planet the Humans can hit, so I have it on base contructing. Shields are up everywhere except Altair and Paranar our most remote worlds.
Human fleet is incoming on Morrig next turn. Next player might want to call the 80 NPGs back from the toxic world nearby. I dispatched a scout to the Human jungle world Aurora, just to check things out. Improved Space Scanner is in and I went with IRC4. Adjust the tech as you wish.
We can trade Enhanced Eco Rest with the Psilons for range 6 if we want to get some fleet going to Aurora, but I would be against it now, as we lack the gropo techs to follow it up.
With the Psilons into the war as well, we might see the some action around the rich world Kailis in the middle, if it gets hit and changes hands a few times, that would help us a lot.

Good luck.
mh
 

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Ok guys, I will need a skip this time (and possibly the next few). I just have too much going on right now.

Sorry,
Stup
 
Sounds like you might miss out on the game entirely, Stup. :( Well hopefully we can save you a bit of the action.

Guess that makes Azoth up!
 
All right, got it.
I should be able to play and post the save by tomorrow morning.

-Azoth
 
2430 (Inherited Turn)
I dial down spying against the Humans.
Like Blake, I'm not too experienced with spying.
I do know that each spy you hire costs twice as much as your last, starting at 25 BC.
I also know that one bad roll can cost you all of the spies you have.
So, I tend to spend very little on spying each turn, inserting just one or two spies over a long time. I'm not sure if it's the most effective use of empire funds, though.

I also transfer some RCs from Computers to Propulsion...and hit Next Turn.

2431
7 Escorts: large, 13 Graviton Beams, Shield 3, Hits 100, Battle Scanner
They all come to call at Morrig.
I destroy 6; the last one retreats. We sustain no losses.
Also, enemy spies destroy ALL 4 BASES! at Toranor. I start building more.

In other news, the Humans (re?)establish a colony at Herculis, a dead size 20 world, practically worthless. It was unclaimed last turn, but I'm pretty sure the Humans controlled it in the past. It is 7 parsecs away from us, and thus technically within range of long range dead colony ships, but it's hardly worth the trouble. In any case, Herculis won't be around for long: Psilon and Silicoid fleets are both incoming.

2432
More visitors at Morrig:
4 Escorts, AND
3 Dreadnoughts, large, 2 5-pack and 2 2-pack Stinger Missiles, Shield 2, Hits 150, Speed 2, Battle Scanner

I concentrate fire on the Dreadnoughts. We lose a few NPGs and various obsolete ships; they lose their entire fleet. I suppose I could have simply retreated everything and let the bases handle the Dreadnoughts...but we will in case be scrapping our LR Defs soon, we might as well use them to take down a few obsolete Human designs.

And Herculis has been destroyed (spored, to be precise.) A Psilon fleet with colony ships is currently orbiting the system.

2433
Our scout arrives at Aurora.
29 missile bases, at 75 hits, and assorted Escorts and Dreadnoughts are seen.
Our scout hasitly retreats.

The Psilons don't establish a colony at Herculis. Instead, they are kicked out of orbit by the Klakons.

2434
More tourists at Morrig:
6 Escorts, 2 Dreadnoughts, AND
1 Warship, large, 3 5-pack Stinger Missiles, 9 Graviton Beams, Shield 2, Hits 100, Battle Scanner.
Once again, I lose a few ships, eliminate everything except for one Escort.

2435
More Human fleets are incoming at Morrig and Toranor.
Construction, Planetology, and Weapons are in the low percentages.

2336
I destory more warships at Morrig.
The Silicoids establish a colony at Herculis.

2337
Battle Suits ---> Armoured Exoskelton (over Automated Repair System)
Uridium Fuel Cells ---> Impulse Drives (over Inertial Stabilizer, Fusion Drives, Reajax II Fuel Cells)

We establish contact with the glorious one-planet Klackon empire. Minimal trade is established. In other news, an absolutely massive Human fleet, 1628 smalls and 63 larges is heading for the rich Psilon tundra colony (Kailis).

2338
I destory a Dreadnought at Toranor.

2339
Ion Rifle ---> Fusion Beam (over Galting Laser, Ion Cannon, and Hard Beam)
I am *thoroughly* unimpressed with our research choices. NO cleanup technology thus far. NO controlled environment beyond dead. NO soil enrichment. NO missiles beyond Hyper X thus far. NO bombs thus far. Good grief!
I actually had a hard time deciding between Fusion and Hard beams. Thoughts?

In other news, 70 Human transports are incoming at Kailis.

2340
And, that's the end of my reign.
Rather uneventful, I must say.
Planetology still hasn't come in.
A large Psilon fleet has been order to regain air supremacy over Kailis.
The colony at Herculis has been destroyed (again.)
A sizeable Silicoid fleet, with colony ships, is headed for Nordia, the size 10 Toxic world. We cannot do anything with just 20 NPGs; hopefully, the Humans will destroy the colony before too long.

Good luck to the next emperor!

-Azoth
 
I dial down spying against the Humans.
Like Blake, I'm not too experienced with spying.
I do know that each spy you hire costs twice as much as your last, starting at 25 BC.
I also know that one bad roll can cost you all of the spies you have.
So, I tend to spend very little on spying each turn, inserting just one or two spies over a long time. I'm not sure if it's the most effective use of empire funds, though.
Not if you want to steal anything, no. You generally need multiple spies in an empire in order to be able to steal their best techs. So in order to steal stuff, you need to allocate a sizeable chunk of money to espionage.

I actually had a hard time deciding between Fusion and Hard beams. Thoughts?
I'd say you made the right call. The shield-halving weapons typically require a lot of miniaturization to be worthwhile.

Inherited turn: Check out our spy situation. It's been quite a while since we had a spy in Silicoid or Psilon territory. I put a click of spying in each to Psilons and Silicoids. All these races have some tech we would love to steal, but our computer tech level is probably too low in most cases for it to be worth it. Might be worth a few dollars anyway if we can steal some computer tech. With respect to our own research, we really need to be focusing on computer research right now. RC IV will really help things out when it comes in, and better computers will help with our spy problems. We were spending a lot of money on force fields, which is the last place we should be spending lots of money since we are Alkari. Getting out to a big propulsion lead would be better, but not at the expense of our economy.

As far as ship designs go... I scrap everything except the MPG 3.0s. Everything else is either a placeholder with no ships built or hopelessly obsolete. I would dearly love to be able to mount an attack on a human world and steal some tech off them! However, our weapons are rather pathetic at the moment, and since we have other priorities for research, the only way we will get some is to steal or trade for them. Accordingly, there doesn't seem to be much point in building an attack fleet now; we'll have to wait for Impulse Engines, probably Inertial Stabilizers and/or Auto-Repair, and a decent fighter/bomber weapon first. I do decide to trade the Psilons Ion Rifle for Fusion bombs, though. I also up our trade agreement to 600/year.

In other news, the Silicoids are about to take advantage of the NAP we signed with them to colonize Nordia. They might do the same with Collassa. Probably not worth breaking the NAP with them at this point, though, since we can't colonize them anyway and it keeps them out of the hands of the Humans and Psilons.

Early turns: Terraforming +40 comes in, no Atmospheric Terraforming -- of course! Our choices are Cloning or Advanced Eco Restoration. Since we now have Enhanced Eco, we don't need to focus here so much, but I choose Advanced Eco over Cloning anyway as we have no waste reduction techs. I think this tech choice was pretty much a toss-up, and we can always come back for Cloning if we don't get Advanced Soil Enrichment.

We also beat back a Human attack at Morrig. Watch out for the Human Omega-V bomber ships, they also have Warp Dissipators and will try to freeze our defensive fighters. Fortunately I have enough missile bases on hand to destroy a half-dozen or so of their bombers before they close on the planet. If the Humans start fielding these in numbers, watch out.

Late turns: Spot an incoming Human attack at Cygni but we have time to crash-build bases before they arrive, as they include a colony ship in the attack fleet. We destroy the bulk of the Human fleet at a cost of about 45 fighters. Get a spy in Silicoid and Psilon territory, then turn off spying and increase spying on Humans accordingly. We get a penetration in Human territory and steal ECM III -- helpful against those bombers and for spycraft. RC IV is right around the corner.

Also right around the corner, we have three incoming attack fleets, two Human and one Psilon. The Psilon is one ship, headed for Altair. We should be able to beat it off easily once Altair's shield is built and it has a few bases. One Human attack at Toranor doesn't look too bad, consisting of 15 missile boats and 7 bombers. The other Human attack at Cygni (again) is more serious and contains 14 Omega-V bombers and 10 missile boats. Cygni will need 20+ bases to hold them off (though better missiles would help.) I doubt the Psilons or Silicoids will trade us better missiles at this point, though.

One other point of note is that the Silicoid fleet headed to Nordia has disappeared, so it's still unoccupied at this point. The Silicoids, Psilons, and Humans all seem to be squabbling with one another over Kailis and Herculis, with the Klackons siding with the Psilons.

Vote is split between ourselves and the Humans... the Silicoids prefer the Humans while the Psilons prefer us. I think the Silicoids might throw their vote our way next time though, since they are now at war with the Humans and bad blood is bound to develop. This might give us enough to win a vote if we can ever get some decent planetology tech or capture a world or two from the Humans.

I think spying on the Humans is still worth it for the moment. Once Impulse Engines come in, we should get Stabilizers next. With both of those, we should be able to go on the offense and start really capturing some tech. For the moment, I think we want to prioritize Computers, Planetology, and Propulsion spending on tech... right now I have upped Computers a fair amount to get RC IV quickly, it might be worth it to dial back on that a bit once it comes in.

Save and a pic of the current Human designs...
 

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Roster:
Zed-F << Just Played
Blake << UP NOW
mostly-harmless << On Deck
Stuporman
Azoth

Blake, you there?
 
Yess just haven't had time for MOO. I'll be able to play either very soon or tomorrow.
 
Turn 0:
...

Turn 1:
Bah?!!! Radiation event on Toranor?!!!

Well I guess that makes it harder to invade...

Turn 2:

Cygni. We lose half our bases (18->10)

Turn 4:
Gah another planet badly torn up by those damn Omega Bombers.
RC IV comes in, at least. Next up, BC VI.

Psilons are attacking, not war, but incoming fleets.

Turn 5:
Out of desperation I trade for Scatter Pack V from Rocks, in exchange for Range 8.

Turn 6:
Humans make peace, thank god! They also give us RC III for this peace.
Psilons have 6 Shield 6 larges inbound.

Humans offer us Stinger Missiles for... RC IV. ... I take it. Desperate times...

The remaining turns involved some Psilon attacks. Their ships aren't that good now that we have stingers.


I regret trading for scatterpacks (remember to turn them off or automate combat to ensure that stingers are used), but we were in SERIOUS danger of losing worlds, particularly since Toranor getting nuked transfered some attacks to other worlds which weren't so well defended, and I wasn't expecting the Humans to come crawling for peace and then trade Stingers.

Note that Psilons have repulsar beam ships with 6 shield, so we probably may as well just build stinger boats.

RC IV is still upgrading too.
 

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Ugh. I do NOT like giving up RC IV for Stingers, though I suppose if they are fielding shield 6 ships we need something. At least, if they already had RC III, they won't be getting quite the jump from it that we will. On the bright side, it also means when we do invade, that we are more likely to get good tech off them. We are getting closer to Impulse Engines and Stabilizers, and thus the point where we might be able to start thinking about doing that.

I checked the save and Blake put a bunch of RP into forcefield tech. As Alkari, we suck at force fields! Computers and Planetology are starved for RP, when those are the fields that will contribute most to increasing our economy and our ability to spy and defend against spies! Our tech allocation is in serious need of rebalancing.

Also, watch base building, as we have several planets building bases at full speed. Altair has enough bases and should go back to factory construction and/or research. Paranar needs to start building its own factories at some point too!

Note that our NPGs have been moved off the two toxic worlds we were protecting and now the various AIs are all making plays for them. (Why didn't we just build more instead of doing that?) We might want to get some ships back in place there.
 
ok, I played and it gets worse.

I micro some things in the IHT.
The fights against a few Psilon fleets go well, with loosing only a few bases but inflicting serious casualties. The toxic planet north of Altair gets settled by the Silicoids and glassed by the Klackons.
The Humans suffer from a virus in their weapon lab. Good.
I maxed out all planets apart from the poor on factories and get some bases up all over the empire.
In 2464 I spot the bulk of the Human fleet headed for Cygni! :eek: 44 omega bomber and 57 stinger boats. All large designs. Ack. I put a few planets on pumping reserves while hecticly building bases on Cygni.
I try to threaten the Humans but just get ignored.
In m last turn the Humans attack and I have 40 bases up on Cygni. I manage to kill all but 15 bombers and then loose all the bases. In the following bombing Cygni is almost destroyed.
I don't know what I could have done to prevent that.

mh
 

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Unfortunately we kind of need better force fields, everyone is totting Repsular ships so we can't rely on short ranged ships and with high comp levels and high accuracy stinger missiles being used we can't really get a dodging advantage (small super-agility ships can't get in range, larger ships which can tott real weapons can't dodge and eat full missile damage).

Normally I would never trade away RCIV... but against shield 6 ships totting stingers and omega bombs with only poor shields to protect the bases, I daresay it was a no-brainer.

The NPG fleets on the horsehockey worlds were recalled in order to SURVIVE, in my turn set two of our worlds BARELY survived human attacks. The Psilons attacks would have been bloody murder without the Stinger trade (I recalled the NPG's before that trade) and the Psilons are range 9 and all over the place attacking pretty much every planet.

It'd be "nice" to just build more NPG ships which can't get in range due to Repulsars anyway, but we also desperately need to invest in the new factory controls, and we need to invest into research, and we DESPERATELY need new bases because the AI can destroy them with such ease and are also targeting every planet indiscriminately. At some point it's necessary for consolidation and focus on pure survival.

What the heck is a toxic10 going to do for us anyway? The AI's already have range 8/9 so most our planets are in range. If anything making the world available as hot potatoes may help us.


Btw speaking of desperate measures, maybe we should gift the backwards Klackons a whole lot of well-known tech (missiles shields and robotic controls and stuff), they aren't really an immediate threat to us and they'd be able to provide better pressure on the backlines of our enemies, or at least avoid being assimilated by one of the runaway AI's. We'll only come to direct blows with them once we're firmly winning the game.
 
Some thoughts...

Wow. This really is impossible...
I spent a sizeable amount on Force Fields during my turnset because we really needed something better than Class II; Class V shields might not lessen the impact of Omega Bombs by much, but we'll need them to field large sturdy ships...when we get around to building a real fleet, that is.
I agree that we shouldn't blockade the toxic worlds anymore...I don't know if anyone except the Silicoids can settle them anyway, and if that's the case, we'll never own them...
Maybe we should have threatened the Psilons way back when they started attacking us? As for now, I wonder if we can align the Silicoids against them?
Finally, I'm not sure how useful the Klackons will prove if we gift them technology. They only have one planet and cannot afford to support a decent modern fleet. At the very least, we probably shouldn't give them anything everyone else doesn't already know...we don't want it being looted from Kholdan a few turns later.

Waiting on deck...

-Azoth
 
Wow. This really is impossible...
I assume you mean the difficulty level, not that we cannot win. ;)

I don't know what I could have done to prevent that.
mh
Maybe nothing, but you did take out a lot of their fleet; they will have to rebuild before they can do that again. And soon we will have Impulse and Stabilizers so we can start trying to do unto them.

In any case, at this point I think better missiles, battle computers, and ECM would be more helpful for our bases than better shields. For two of those we need computer tech anyway. Shields are just too expensive for us to research at a fast pace, unless we find Class XV planetary shields in our tree or something, though keeping a smaller investment there is a good idea. I don't think it's likely we'll be interested in building too many ships with big shields when we could be fielding small fusion bombers once we have Impulse and Stabilizers. As far as enemy Repulsar ships go... about the best cure for that is missile boats on our side. Missile boats don't need shields either. Our attack fleet, when we build it, will probably consist mostly of missile boats and bombers. We should also have some small fighters to deal with left-overs and non-repulsar ships, but they won't be the focus of our fleet.

If it were me I'd equal out research and take a bit out of construction and force fields to slightly emphasize either Computers and Planetology, or Computers and Propulsion. I'd leave Weapons and either Planetology or Propulsion at base level, and I wouldn't take a big bite out of force fields or construction -- just small ones.

Right now we can expect to lose Cygni, but we might get a chance to steal it back, which could net us some tech captures, depending on how many factories there are left at that point. Alternatively, we can try to ensure that it remains a spud.

Roster:
Zed-F
Blake
mostly-harmless << Just Played
Stuporman << UP NOW
Azoth << On Deck
 
Skip me again, I will be out of town for another week or so.
 
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