OSG5 - Paranoid Communists

Go ahead and take it Catwalk; no sense skipping both of us :) Just a reminder, consider me skipped until next Monday morning. That is, if we're even still around by then... :rolleyes:

dathon
 
Well, it looks like I've lost the save somehow. So I'll have to replay the turns =/

Edit: Turns replayed. Absolutely nothing diffrent happened (at least within visual obseravtion). I appologize for the problems :( I'm not sure what was going on, but the game was refusing to overwrite the saved game I had in slot 4. It refuesd to do it twice again. Fortunately I didn't close dosbox. I had to send my save4 to the trash, and THEN it saved the game properly..... very weird.

http://www.civfanatics.net/uploads10/OSG5Save.zip
 
Possibly your save4 file was set to read-only? Anyway, glad the problem got sorted.
 
Okay, this was uneventful. I gave top priority to Planetology, believing that we can do nothing but grow as much (=little) as possible while waiting for miracles to happen.

2424
Election: We vote for Meklar (14), all others vote for Silicoid (10)
2426
Get Deuterium, W-3 is the only choice
2428
Incited 1 rebel on Meklar colony Moro to explore it, Terran 105
Meklar get free techs from an ancient derelict
2430
Realize that I turned off Weapons research by accident, turn on minimal research at 2%

I suggest that we break all the rules and see if we can pull it off that way, I don't see anything but certain doom (in too many turns) waiting for us. With the gloves off, this will still be a very tough challenge. We only have contact with the Meklar who have excellent Computer technology and range 6 just flew us by. Is range 7 in the same group?
 
The MEKLAR get the derelict?? Talk about the rich getting richer X_X. I can't disagree with planetology being the priority, but I wouldn't abandon computers or construction. We need cleanup via any means possible! Too bad about the weapons, as GL was poised to hit when I passed off....

Range 6 is NOT in the same group as Range 7. The only 2 ranges in the same group are 4 & 5.

I'd vote we continue on with the varient, but if everyone would prefer a little "revolution", I'm game for it.

We can retry the varient with the humans or something next game.

-Maniac
 
Zed is up. There is no hurry to play considering it is a holiday weekend here in the states. If you can play any time this weekend Zed, go ahead and do so. If not, we'll just wait till monday and dathon can take his normal turn.
 
I'd rather continue with the variant as well. If we're going to break from the variant rules entirely, then we might as well just spare ourselves the wait and start a new game. :) Minor modifications to the variant in order to deal with unexpected circumstances might be more tolerable... for instance, allowing espionage as well as sabotage, or something similarly small that nevertheless offers us some hope of being able to catch up someday. Moreover, if we stay out of wars and the others do not, there is always the possibility of being able to snatch up a hot potato here or there, or of finding a small empire out there we could conceivably tackle.

I have it, and will probably play tonight.
 
How about just allowing Espionage then? I know I'm the one who suggested it (primarily in order to make sabotage more interesting, combined with picking Darlok), but it's the one thing that would give us a tiny shred of hope.
 
I'm ok with that -- I exepct the Meks to win by election long before we have a prayer of catching up, but what the heck. :) However, I won't start espionage on my turns, as I'd like to get everyone else's opinion before we do. So for my turns I'll continue to attempt to inspire rebellions. Playing now.

EDIT: Ok that was quick. 10 turns go by in a blink when you are just sitting there, huddled on your 3 worlds hoping not to get noticed, and have few decisions to make. :) We researched Terraforming +30 and Duralloy, and started on IIT7 and Controlled Radiated. Still no cleanup techs in sight. I increase computers research at the expense of weapons so that (a) we might have a prayer of being successful at espionage some day and (b) so that we might eventually be able to research a RC tech.

The save: http://www.civfanatics.net/uploads10/osg5_2440.zip
 
I'm cool with allowing espionage. I don't think I'd try stealing from the meklars just yet, however. I would steal anyone else blind (the Klackons in particular SUCK at counter espionage).

Lets see if we can get a hot potato or 2. Our chances really depend on the Silicoids. If they are strong enough to stalemate the Meklars, then there is hope.
 
Well, we have to have 1.2% on spying against Meks anyway; if we allow espionage, doesn't it make more sense to use that rather than sabotage? Unless you're proposing we also drop the 1.2% spying rule...
 
I think allowing espionage is good, I mean we still can't send in ground troops under most circumstances so its our only hope of ever catching up in the tech leagues!

And if we can steal some computer tech then we will be able to steal the rest rather easily :)

We really need some cleanup tech though... it really hurts having none and the reserve donation sucking away a large chunk,
 
I'd be fine with just allowing Espionage. Although I'd *love* to get rid of that sadistic rule about forced reserves too :devil:
 
@ - Zed Yeah, I wasn't thinking when I made the post aparently. We might as well go to espionage

We probably shouldn't have had as many varient rules as we did, but the forced reserves was pretty much a core rule. If we abandon that, we might as well just start a new game.

Pru's asleep. She should play when she wakes up.....
 
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