OSG5 - Paranoid Communists

2380: The glorious Consul Bob becomes Emperor of the New Regime, after the retirement of Empress Moon The new Avenger craft, which comes with a laser cannon and two missile racks, is designed. Damage control is standing by-the Meklars have a fleet of doom stationed at Tao, which is basically capable of killing us all. I press "Next Turn".

2381: The glorious Communist Colony Ship "Glass Onion" lands at Gienah, to begin a new era of peace and prosperity on the jungle world. All of the cash we have under our control is dumped into Quayal again. Industrial production at Proxima continues. Our Needles continue heading to Gienah and the system of Beta Ceti. I press "Next Turn".

2382: Bad news. A Meklar Ajax is headed to what is almost definitely Proxima. I send all funding to Proxima and hope to construct a new ship in time. I click "Next Turn".

2383: Made a mistake, apparently-the Meklar course was different from what I suspected, and thus we are averted from a potential colony loss. Our ships continue moving. I divert more cash to Proxima.

2384: Fairly quiet, but some Meklar transports have been detected coming in...Paranoia doesn't hurt. Building extra defenses. Next turn-end of 2384, we get a chance to sabotage! I attempt to incite at Escalon. Woohoo, *REVOLT*! Long live the glorious Darlok regime! Unfortunately, our friends the erratic Klackons decide they don't want us around anymore, and randomly declare war. This could get ugly.

2385: Our ships on the rim, blissfully unaware of the current political crisis, continue heading to new worlds. Back at home, we continue with Prudence Moon's plan-but switch Quayal from "MAX" Industrial to start producing Avenger warships. Meklar transports-all 28 of them-are still in-flight, and that disturbs me. Next turn. Ah, another sabotage, this time against the Klackons. Let's put Bootis to the test...eh, only one rebel, with 6% unrest. Not good, but not bad.

2386: The Meklars are either about to attack our homeworld with their transports, or they launched towards their colony before the rebellion (and will now be able to fight it out with themselves). The plan continues peacefully. Whoops...forgot to transfer cash each turn. Hope that wasn't required. I now transfer it to Paladia. I switch construction from Avengers briefly to make a new Colony Ship at Quayal-it'll be done in six turns. Next turn. Ah, here we are. Beta Ceti is about to be colonized by our glorious empire. In honor of communism, it is named "Moon". But wait! GNN pops up-the Meklars now have 13 systems, "outstripping all the other races". Not good. And then Council pops up...

We aren't even in the running.

Silicoids versus Meklars-I intend to stand by the Meklars for this one, unless they'll win. As it goes...

The Meklars vote for themselves. 6 votes.

The Silicoids vote for themselves. Surprisingly, they as well have 6 votes. It looks as though we may have a superpower clash here-which we'll be in the middle of. Ah well, better to keep the enemy you know.

The Klackons vote for the Silicoids. 2 votes.

The Sakkras abstain with 1 vote.

We have four votes. I will vote for the Meklars, so as to gain their support without compromising anything. The Meklars call me up, pleased with our support. Good.

2387: Not good-I look at the map, and the Meklars have colonized Whynil! Ah well, nothing our propaganda ministers can't solve. :lol: Our single Avenger is dispatched to Guradas-maybe the Meklars will get the hint. Other than insane Meklar expansion, all is well. I have Moscow support itself once again, and start building up on industry. We're going to need the extra points. Next turn.

2388: Things are pretty quiet. Another Scorpion gets built. I switch production at Proximia (where that ship came from) to Avengers-we'll need the long-range ability. Next turn, since not much is happening.

2389: Things continue on peacefully. The ten-year anniversary of Emperor Bob is about to happen. The Meklars have some really ugly Cruisers out there, but there's not much we can do yet.

2390: I transfer our cash-which I forgot to keep transferring-to Moscow. Production of our next Colony Ship is about to be finished, and then we'll be off to another world.

2391: I divert production of Avengers in Proxima to defense missile bases instead. Moscow maxes out in industry, and is back to research now-with double what it had before. I send cash to Gienah. Next turn...ah, more sabotage, this time to the Meklars. Let's look around...let's try Omicron, and see how far we get.
One rebel. Not much.

2392: ...those Meklar jerks! They just took Guradas, before our ship sent to protect the system from colonization arrived. This means revolution!

Well, there's not much we can do now, so I'm continuing the twenty-year development plan. I toss more cash at Gienah-it'll be a good world when we're done. Next turn.
New technology in the Construction department. I opt for Duralloy Armor.

2393: Quayal maxes out in population. I increase our sabotage efforts by two notches to the Meks-I really want that planet they stole, but don't have the guts to take it by force. Oh, great...click Next Turn and here they come.

---The Battle of Proxima---
My scanners indicate the presence of two Colony Ships, one Nexus, and an Ajax. Nexus ships are equipped with Death Spores, so let's blow that away. My planet bases lock on target, and my two Avengers close in and fire. Meanwhile, my Needles and Scorpions move out of their weak starting positions. Our agile Needle fighters come under attack from the Ajax, a traditional cannonship. My fighters will get slaughtered attacking it, so let's move them to a weaker target-like the Nexus. Missile batteries aim now at the Ajax, a closer and more significant threat than the faraway Nexus. My Avengers move in front of the planet and fire.
My Avenger missile batteries have been drained; time for them to start attacking. They open up on the Ajax. No damage done...

Our Needles are wiped out by enemy ion cannons.

The new goal of this battle-destroy the Nexus. We still have a prayer, if we can get rid of that Death Spore-loaded thing.

Too late...it drops the first load. Not much damage so far, but there will be.

Our Scorpions have been reduced to their compenent atoms.

Even my Avengers fall. It now comes down to the missile bases.

The Meklars were out for blood, and I realized too late that the Ajax was more of a threat. Proxima's defenses are gone. But, we can incite revolution on a Klackon world. How lovely. I choose Bootis again.

Next Year:
Yes, we really *are* ruined. I see incoming Meklar transports to Gienah, and Proxima is going to get wiped out. Oh well.... Next turn.

Next Year: ...oh my. A huge fleet of doom is arriving-well, let's give those Meklars our best shot. For great glory, we will send our troops at Gienah, en-masse...
...to Lenin.

Evacuation has begun, let's get ready to die.

(Next turn.)

---Battle of Gienah---
We get squashed like bugs. What'd you expect? The enemy has almost as many ships total as we do, and our highest class there is one class below the enemy, plus less advanced. I just evacuate and watch as orbital bombardment destroys Gienah.

Proxima is still under attack...it looks like the Meklars are going to land transports this time.

They do, next turn. We barely hold the front-19 troops surviving of around 60 to their attack force of 20 or so Meklars.

It is 2397. Our front has collapsed-last turn, I gave orders to our planets (that aren't building industry) to build defenses. Moscow and Quayal may be safe, but Proxima is lost to us. Next turn....wait, what-oh great, it looks like the Meklars are about to attack Lenin! With 19 transports!

We're doomed.

I hope-and start transferring people off the planet. End turn.

2398: Our newly activated defense base at Proxima puts up token defense. Although it manages to damage the enemy Ajax to an extent, it is not enough. It's destroyed without any significant damage. Great. And now the Klackons are over Proxima...we're doomed. *sighs* Next turn.

2399: Not much happens here, except our continued mobilization of industry, and that the enemy is still preparing to kill us all. I divert extra sabotage stuff away from the Meklars, bringing them to minimal par. Next turn.

2400: The Meklars control 18 systems now-fortunately, their transports trying to take Proxima were all destroyed, probably by our "friends" the Klackons. Council...let's see how that goes.

Meklars and Silicoids again.

Meklars vote for themselves. 7.

Silicoids vote for themselves. 7.

Klackons vote for the Silicoids. 2.

Sakkras abstain...1.

I vote for the Meklars. This won't result in a victory either way, and it might convince them to back off. The Meklars call me up again, and are "pleased".

Emperor Bob's Reign, The Summary:
Bob's career started out peacefully, but Meklar aggression soon started the near-destruction of the Darlok empire. Empress Moon's efforts may have been ridiculed at the time, but Darlok citizens (if they survive the coming days) will look fondly back at her career as a time of peace-whereas during Bob's rule, there was no such luxury. Dark days are ahead for the Darloks.

Zip file enclosed here-hopefully it'll work for y'all.

-Bob
 

Attachments

Sorry for the triple-post here, but it doesn't look at though the Edit button works.

It looks like I messed the 10-turn bit up-well, I don't think it would have made a drastic difference in this case. The Meklars are out for blood. Sorry, though. :-\

-Bob
 
It is difficult to find hope in this despairing situation, but I'm confident that I'll get another ten turns to perform impossible miracles.

This variant probably is too tough. We can't outgrow them, we can't outtech them and we can't outwit them. If we have another go at it (I expect the Darlok empire to be going down in flames on my watch), which restrictions should be moderated? Should we simply go down to Average? If I could pick a restriction to go, it'd be forced tax.
 
Well... yeah, it's brutally tough. To be totally honest, I never expected us to win. With this list of restrictions, we'd be challenged on average with the Darloks. Somone WILL INVARIABLY declare war on you early as the Darloks when you don't trade.

I'm not giving up however. I've seen even more impossible looking situations won. Most notably Factoids game where he got down to 2 planets at one point.

Assuming the worst does happen, I'd be up for a return engagement. However, I think we either need to lift some of the restrictions (perhaps tech stealing and invading allowed), OR play as the humans, which was my original idea for the tax varient. I think it was underestimated just how much of a drag the tax is on your econ.

I think this scenareo is more winnable as the humans on impossible, than as the Darloks on hard.

-Maniac
 
Well, I know what we could do to claim a moral victory. After we've built up the sandbags on our remaining worlds and fortified up, let's try to make sure the Silicoids win Council victory. Being in part of a New Republic we can minister to is better than going extinct.

-Bob
 
Had to do some work on my computer this weekend, so I haven't had a chance to peek in on how we're doing until now. Um, can I go back to my world of ignorant bliss?? :lol:

Well, we're now in full blown turtle mode. That's the only way we're going to survive. And I DO mean turtle. My advice:
*Lenin = lost. Research only until it is taken over.
*Proxima = toast. We can't build a base before the Klackon transports get there. Research only until it is taken over.
*Paladia = long shot. Will take 5 years to build a base (btw, glad I'm not the only one missing rules, as both Paladia and Lenin have no defense spending right now :mischief: ) I would say let it build bases only, hope it can survive, not counting on it.
*On the research front, we need missiles and shields. Ships aren't going to help much against the Borg's fleet, except maybe as decoys, and will do nothing against those spores. I'm shocked that we're researching gatling lasers after Hyper V's, but so it goes. We're also losing out investment into BC II as there is no research spending currently.
*As for propaganda targets, I like the idea of hitting their new colonies. I've heard that unrest can spread on its own if left unchecked, so if we can get a few small worlds in revolt, maybe that will cause some collateral damage at some of the bigger dogs. That will also slow the growth curve on those new planets.

Alright, that's my 2 cents, advice only for what it's worth. d00m, you're the :king: Good luck Comrade! :thumbsup:
 
Just for grins, I tried another game with this variant on Average as Darloks, wound up with Pacifist Psilon and Sakkra neighbors, and didn't have too much trouble at all, as they never declared war. The 100% to reserves thing was still very annoying, but it IS possible to win with this variant. In general, however, we shouldn't expect to be that lucky and should expect early wars, for which Darloks are especially unsuited, even though they are thematically appropriate.
 
Right, I have the save. I'll try my best for the might of the Darlock empire!
 
Right, first glance gives me one cunning plan which seems to be our only option, just checking its within the rules.

They have 35 transports on route for Quayl. I evacuate Quayl down to 25 pop, and then send reinforcments from Moscow to defend it to arrive just after they conquer it. (Only the true Darlocks from Moscow are fit to defend our planets from the invading borg, only they are free from the corruption which has obviously affected our other Darlocks and resulted in these losses!)

This should get us all the tech we are missing from the meklars.
 
Sorry this is late, I haven't been reading the reports thoroughly. dathon, why did you decide to send the colony ship to Maretta after you learned that the Meklar were in range for it? And why did you elect to put up the colony when it arrived, knowing it was extremely unlikely to last for long? I can understand going for Maretta if the Meklar weren't in range, as per your first (sensible) reasoning, but going for it with Meklar in range seems like the wrong decision to me. 115 pop is great, but I still think Omicron was a more urgent objective, especially with the plentiful reserves.
 
This should get us all the tech we are missing from the meklars.
Good luck with that! We might need it. Don't forget:
- If the Meks have a fleet in orbit, they will shoot down our transports
- The Meks have a significant ground combat advantage tech-wise at the moment
- The number of techs we will get from this, if it works, depends on how many factories are on the planet. I very much doubt we will get all the missing techs, but we ought to get some of them if Quayl has a good number of factories.
 
I vaguely recall that a 10% GC advantage would yield a 3-2 kill ratio on average. Does anyone know? If so, it'd be better to let it stay at 40-45 million.
 
acutally we are missing any form of space scanner tech and the transports aren't going to Quayal. Never mind. :(
 
Damn, that would have been a nice gambit. I think it would be in violation of the spirit of the rules of the variant, though, as you'd be intentionally weakening your defenses, letting imperialist alien scum ravage the glorious empire's most prominent colony.
 
@ Catwalk

You may be correct. I was not expecting war that fast, and probably got greedy. I wanted it all, darn it!! My usual approach is to expand right into the teeth of the AI and force them to claim planets like Maretta if they really want them; rarely does this lead to war. In light of this variant, I probably should have curtailed that. However, I still would not have been able to go directly to Omicorn after Proxima as the tech was not near completion, though I suppose putting both Moscow and Quayal on full tilt research would have helped that, at the cost of slowing our expansion even more. Not that it appears that it would help all that much, given the Borg's fanatical expansion :borg: Given hindsight, I probably wouldn't have taken the gamble at Maretta.
 
d0om, just checking in... have you played your 10? (It's still within your window of opportunity, I just wanted to make sure you were still planning to play.)

Given hindsight, I probably wouldn't have taken the gamble at Maretta.
I agree, the gamble at Maretta was probably not for the best, since the Meks had already declared on us and a check of the status screen would have showed they already had a significant fleet. I think Omicron, Gienah, and Paladia would have been the limit of what I hoped to grab... still, we probably could not have held on to even that much.

Possibly if we had concentrated entirely on defense immediately or soon after the Meks declared we might have been able to put enough ships together to defend ourselves from their initial attack, but only at the cost of losing access to planets we could not afford to lose. The usual key to the Darloks' ability to come from behind is espionage, and we'd already foreclosed that option. So if we didn't attempt to expand, we would have wound up doomed to obsolescence and obscurity, and thus only been delaying the inevitable. And the Meks would have sent an even more impressive second wave at some point, since we would probably never get out of war with them.
 
After we've won :rolleyes:, I'll have a go at the save after my turns, I still think Omicron could be settled fairly rapidly if we got Dead colony bases first.

I know where you're coming from, I usually force the AI's hand as well unless I'm in a really bad position. I didn't really think about the lower production, I just went about my business as usual.

What could have been done differently on my shift? Go for early grabs on the western planets (delaying Omicron) and then advance cautiously?
 
After we've won :rolleyes:, I'll have a go at the save after my turns, I still think Omicron could be settled fairly rapidly if we got Dead colony bases first.

I know where you're coming from, I usually force the AI's hand as well unless I'm in a really bad position. I didn't really think about the lower production, I just went about my business as usual.

What could have been done differently on my shift? Go for early grabs on the western planets (delaying Omicron) and then advance cautiously?
 
Lets not get too down on ourselves. This is an insanely hard varient, and a lot of you hadn't really played in a while and were rusty to boot. IF we do go on to lose, lets consider it a learning exp and move on.

Besides, don't overlook that we're up against runaway MEKLARS. While it's true that runaway Psilons are the biggest menace, and the Humans are a threat to get elected when huge, runaway Meklars is right there in danger because they are more agressive and build early larges and death stars. Runaway Meks is rare because they are usually slow to expand, but when it happens, they usually win.

@ Zed. Pru tried 10 starts on hard of this varient, and all 10 times somone declared war almost immediately. Your luck with that start on average was deffinately not the norm. Of the 3 test games I did, one of them had us get 10 planets. EVERY planet within 8 parsects of the first 2 worlds was tundra
+ in hostility! I simply beelined planetology and grabed them all (silicoids present but in the complete opposite corner). Again, thats an abberation.

If doom doesn't "I got it" before thursday afternoon, then I'll get it and play.

-Maniac
 
Your luck with that start on average was deffinately not the norm.
Agreed, which is why I was saying we shouldn't expect that kind of map luck, and should expect early war. I think we all knew early war was in the cards.... just not quite THAT early. Next time we'll know better, and need to change some things around accordingly.
 
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