OSG5 - Paranoid Communists

Well, I'm having trouble getting the game to run on my new cpu.... still trying. If it won't, I'll play tomorrow on annother cpu =/

OK, I got it running. Now I just gotta play

I'm half done.

@ catwalk - I don't think you're going to get a turn, sorry. I'm taking lots of pics (I must be sadistic), so give me a bit to get the thing posted.
 
OK, the situation looks desperate. I'm not sure Catwalk is going to get a turn. There is a Meklar Dread inbound for our 2nd planet, which has ZERO bases on it. Looks like they'll roll us up. Even if we DID have bases, we've got only hyper-V rockets.... They've got other Dreads all over visible space too. We won't survive this war. It's even more desperate than I'd realized.. I take spending other than one click off other areas and set it to weapons and force fields... what choice do we have??

In case you hadn't been keeping up, here is the current Meklar tech level



Were trying to stop that with a couple Hyper-V bases and shield 2. Nope. It's over. Time to start the discussion thread at Realms Beyond for OSG6

You can complain all you want about runaway Psilons, but for my money, runaway Meklars are right there with them. It happens so rarely, but when it does, they can overwhelm you even on hard sometimes... thats WITHOUT varient restrictions. BTW, for grins, here is the Silicoid tech level



They are #2 AI. We're even with them in tech. Against THEM, we'd have a chance *sigh*

I feed reserves to the planet and bend over as I hit next turn.

[1] We steal Jammer 1 off the rocks (only choice was cpus)

[2] So the thing arrives. What's it got on it?



Yeah, We've got shield 2, 3 hyper V bases, and 2 mediums with 2 heaqvy lasers. Someone warm up the fat lady mmmmkay?

The missles hit it for 6 points. It hits the planet for 55. I pull the 2 ships out. It's pointless to have them slaughtered. Hell, they may spore the planet to death

End result



TWO Dreads are inbound to our capital. Looks like the artifacts planet may be our last stand. Oh, and contact is broken with the Silicoids

[3]



Why did they do that?? Oh, they are only sending 13 transports (from somewhere in the southwest). Aparently we aren't even worth a real invasion X_X

[4]







Nope. We weren't worth a real invasion. The real shocker there is we had 4 techs the Meklar didn't :rolleyes:

Goodbye, sweet Lenin

 
[5] This is what arrives at moscow



We've got the 2 worthless ships and 10 bases. Please note our missiles cant even penetrate the shielding on the dread. We manage to get off like 3 shots before we die. The missiles almost took out the bases before the dread even reached the planet :(

The grand fleet of the republic shows up at Lenin



I just hit auto, the heavy ion cannons take out the bases in one shot... Shield III hits..... We go for class V planetary shields.....





I put everyting into growing pop. It's a futile effort, but we might as well take some of the bastids with us.

[6]





Oh good. Now I can die in peace....

We're only worth 21 transports??? Oh the indignity! (sorry no pic). It's going to take them 3 turns to get there too. sheesh

[7]



[8] We have contact with the Silicoids again. I star espionage.

 
[9]







At this point, I dial up the Meklars and offer peace. Yes, this is against our varient rules. But I consider this game is now over after this turn anyhow. They refuse. I click next turn.

[10]



Thats it folks. Game over. I'm not even going to upload the save. NOthing in the universe can save us from 42 of those transports. We have 12 pop. GG All. Lets start the RBO6 Discussion thread over at RB. PErsonally, I'd like to cut this into 2 varients, or try it again as is with the humans (but espionage allowed)

Good Game All :)
 
WHAM! :spank:

Don't let the door hit you on the way out. :whipped:

Well, it's not like we didn't see that one coming. :lol:
 
Good job killing us with style Marshall! :thumbsup: I think this was a great game and am definitely ready for another.
 
Well comrades, it was a glorious fight, even to the end :salute:

I'd be willing to give this another go, and maybe we should just do one variant this time :lol:

My initial, just-woke-up-a-little-bit-ago suggestions would be:
*Paranoid Darloks. All rules but C1 and P6. C2 modified to "Espionage must only spread propaganda to any race we are not at war with" In other words, if somebody declares on us, we can use our spying for anything. The propaganda will provide a significant economy drain, but at least we'll have SOME production to work with. And the invasions/tech spying will allow us a gateway to keep up in tech.
*Communist Humans. Rules C1, C2, and P5. Adopt C3, but I would suggest backing off the requirement, maybe 0.4% per race. No alliances. The goal here would be to play a duplicitous diplomacy startegy, trying to keep them happy with trading while pissing them off with propaganda. Kind of like the old USSR or China, unlike this last variant, which played more like Cuba or North Korea.

My personal vote is for the latter, as it sounds more interesting to me.

dathon
 
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