OSG7a Always War Hard -- Once more, with feeling!

No hurries Maniac; my Dad is in town this weekend, earliest I'd be able to get to it is Sunday night, and depending on how tired I am, that might turn into Monday :)

dathon
 
OK, this one DOES look like it will be much harder.

I adjust one of the planets to get a colony ship a turn sooner.

Xudax is at its pop limit, so I tell it to terraform a bit harder

I like our research choices so far except.... Why the heck did we go back for Barren when we had Tundra?? I know its cheap, but what good is it? Will it let us make LR colony ships? I don't do the spreadsheet thing, so I admit I may be missing some subtle trick here.

2351 - The first colony ship completes, heads for the nearer of the 2 Tundra worlds. I think we may get a chance to scout annother couple plantes. I want one more Scout, but a single click at the home planet yeilds 2. Oh well

2352 - :sleep:

2353 - The second colship completes. I send it forward for redirection.

2354 - Hyper-V Rockets hit, Choices are: Gat L, Hyper-X, and Fusion Bomb. Hoping for one of the Good missiles at 3rd tier, I select Pelet Guns. Bah, I forgot to take Dunatis off shipbuilding :smoke:

2355 - Range 5 hits - Choices are: Range 6. We select Range 6

Arietis Settled. Scout sent to explore an unknown red planet in the southwest. I send 32 million to Arites from the homeworld, and order it to regrow the pop. The other planets are too small and/or too far for me to want to send from there.

I send the 2 harrsaaing scouts at the white planet forward to do actual scouting. I send a replacement harrasser

2356 - :sleep:

2357 - DSS hits - Choices are: Robotics III or BC MK III. We follow the Zed Hop™ and select Robotics III

Class II Deflectors hit - Choices are: Class III Deflectors. We select Class III deflectors

Controlled Barren hits: Choices are: Death Spores, Enhanced Ecco, Terra +30, Controlled Toxic. I can't see beelining for ONE planet, so toxic is out. We select Enhanced Ecco


2358 - Xudax maxes factories and pop. A scout arriving at the blue west of the Klackon white planet finds more Klacons there :( Our colony ship reaches Arites, and redirects to
Rana.

2359 - A scout arrives at the red along the bottom and Finds size 45 Desert Phyco. We'd sure love to grab this puppy! Only, the Klackons allready have :( This means, with the possible exception of one green planet we can't scout yet, we are now completely surrounded, facing the prospect of being a 5PE.


2360 - :sleep:

Might want to consider making a batch of fighters to defend the tundra planets. I expect a war declaration within a couple turns of contact.

Here is the save.

http://www.civfanatics.net/uploads10/OSG7a_2360.zip

Edit: It occurs to me that, this time, it might have been worth beelining toxic because we could have also grabed the Inferno planet in the north and got out. Then again, that would have been risky and we did desperately need cleanup.
 
The Barren is the casualty of an SG. I had forgotten we had Tundra. Bouncing from one game to the other got me. If it was Moo2, I could have selected a project and then look to see what we had and changed it. Not able to do anything in Moo1 once the screen pops up.

Yes the Klacs must be getting pretty sore about now. It won't be long till it is not a pretend AW.

Anyways, I knew we could finish the Barren in about 6 turns and someone else could decide what to select between ECO and +30. I figured Toxic was too far away and offer too little.
 
OK, that makes sense. I tend to agree with toxic being too far away. We'll benifit more from the cleanup than 1-2 more planets I think.
 
Dathon, we might be able to get another round in before you can get the game. Should we, or would you rather we wait?
 
I'm all for waiting. I've got a lot going on, and not just all thes MoO SG's. Report day for Epic 1 is monday, and I've got a ton of things to do this weekend anyhow.
 
I'm most likely out of action until tuesday night or wednesday morning, though I might find time to finish the other game if somone has it basically won. No need to save it for me if somone wants to finish it though. It was grand fun writing all those reports. I forgot how much I came to love writing MoO reports. Unlike civ reports, they basically write themselves for me :)
 
I took a look at the save. In 2 years we will have contact with the Klackons. We have no fleet yet and we can be sure they will have one. And while they won't yet be annoyed with us, we will be taking steps to ensure they become annoyed with us. Our Tundra worlds are very exposed and we cannot protect them without a fleet. We are not yet near researching NPGs, but at least have Hyper-V. We also need cleanup tech badly. I'd recommend increasing research to Planetology, and also Weapons until we have NPG (not to the exclusion of all other fields though.)

I'd also recommend not investing too heavily in our two Tundra worlds just yet as we can't defend them at the moment. Arietis has a ton of pop already; it can send some of that pop to Rana, sparing the need to send more pop away from our core.

Note that we don't need to have ships pestering the Alkari worlds just yet, as we don't have contact with them. And we don't need to have ships in orbit around every Klackon world, just to have enough there to get him to declare war. :) Once he's declared war, it's still good to have a couple ships roaming around in his territory to check things out, but you don't need to keep sending them back to the same planet turn after turn. That would get old quick. ;)
 
IIRC the Klacs had a ton of ships already. I stopped posting the numbers. Our problem is we have no engine or gun or even missile.

So any ship at this point will take forever to get anyplace. The jungle needs to be allowed to get some factories now and then some bases as it will be a fat target, once the Klacs do start up.

I had send pop off of it to boost the artifact and rich neighbors, bit not to those two tundras (if that is what they were) that were right on the Klacs door.
 
Hrm? What jungle? (We have 2xterran, 1xminimal, 2xtundra.) What artifacts & rich? Are you getting this confused with RBO6, vmxa?
 
Probably, I seem to be unable to walk and chew gum at the same time. With three Moo1 games here, I need to start writing down what is going on. Too easy for me to lose track of the ball.

I have to get some better habits and stop being so lazy. Not to mention I have being playing Diablo LoD whenever I am not up.

I still am red faces about not checking on being able to add a ext range in whatever game that was. Although I am not sure that planet would have been long for the world being so close to the Silicoids and us not having any shipping to defend with.

But on the bright side, I will stop maltreating UR planets and join everyone else in the world from now on (assuming I don't forget again). Even if I never see one in my small maps (lol).
 
Oh wow, you guys waited :love: I figured I'd get :bump: by the 24/48 rule. Haven't had time to check the forums until now, but my Dad's visit was good :goodjob: I will play now and post soon.

dathon
 
Pre Game

I agree with Zed's analysis. We are two turns away from contact with the bugs, and probably at most 10-20 turns from war with them, and that's if they have unusual patience with us. The tundra worlds are toast if they learn the tech unless we can amass some kind of a fleet. Looks like the bugs are favoring fighters for the moment, though there are two larges in sight. My goal will be to provoke the bugs to war, hopefully without losing anything.

2360:
*Reset research priorities, giving 10% each to RCIII, Duralloy, Fields III, and Range 6, and 30% each to NPG and Enhanced Eco.

IBT: All scouts chased away, except at Phyco and Hyades.

2361: :sleep:

IBT: Scouts do their jig
*Rana founded

2362:
*Bugs are erratic industrialists, and are uneasy with us. And, uh, wow at their military rating.

rbo7a_2362_status.jpg


*13 pop sent from Arietis to Rana.
*After reviewing the rules, I don't believe it is out of line to continue the scout harrassment until NPG's come in. The bulb is full.
*Design a medium LR scanner ship, Xudax can build one in a turn.
*Add two clicks towards espionage. Our sad little economy will take 5 years for a spy at this rate :eek:

IBT: Scout jig.

2363:
*First scanner built, I'd like two at this point, one each for the birds and bugs. Each is employing larges, and I want to know what they're packing. Besides, it's extra harrassment :mischief:
*NPG at 6%

IBT: This scout dancing is getting old real quick...

2364:
*Second scanner built, Xudax back on research.
*NPG @ 14%

IBT: Dances with Scouts

2365:
*NPG @ 23%

IBT: The Scouts of the Dance
*NPG comes in. Woo hoo :ar15:
*Choices are Fusion Bomb, Ion Rifle, Neutron Blaster. Hmm, do I grab Ion Rifles hoping for Stingers, or grab the Hyper X's first. Well, I like having bases with teeth, and I'm more of a defensive player, so my first instinct is to grab the Hyper X's. And that's what I choose here, because that might be all we have for a LONG time if Stingers are missing from the tree.
 
2366:
*While checking the racial screen to check on our spies (1 turn), I see that the Klackons are allied with the Darloks, and at war with the Alkari. Interesting.
*Divert 20% from weapons to Enhanced Eco, meaning that is getting half our RP's.
*Let's see. I can design an NPG with a computer or a shield. I opt for the computer given that both our immediate opponents have significant numbers of fighters that will be hard to hit. Might be interesting to have two stacks at some point, one with shields to attack the larges and the computers for the smalls. Not having any engines hurts.
*Dunatis set to build fighters first. I figure a few turns of this to build a decent number, then Xudax can take over.

IBT: Dance of the Sugarplum Scouts
*Klackons declare war. Well, that didn't take long :lol:

2367: :sleep:

IBT: It don't mean a thing, if you can't scout that thing... do wap do wap etc

2368:
*Spy network reports back

rbo7a_2368_spyreport.jpg


Enlightening. Those small's must be laser fighters (not enough tech to fit a bomb on, I think). The large's also can't have anything more severe than lasers and nukes, though they might have some bombs. Those engines sure would be nice to steal...

*Considering the bug's can't invade Rana, and Arietis is 6 parces from their nearest planet, I go ahead and terraform it so it can grow faster.

IBT: Have You Ever Scouted with the Devil in the Pale Moonlight?
*Scanner ship arrives at Endoria.

rbo7a_2369_endoria.jpg


Ouch at those heavy lasers. Maybe I should have chosen shielded fighters. The Avenger is new.

2369: :sleep:

IBT: Emperor Dathon fires his jestor before he can make another inane joke about dancing scouts
*Scouted Blue star W of Klackon space, it's empty.

2370:
*Reset all scouts, next leader can configure as he likes :king:

Post Game
Well, we are at war with the Klackons and I didn't lose so much as a single scout, so my goals were accomplished :) Still not sure about my fighter design decision, but it's done, and could be easily remedied in the next few turns. I would suggest pulling Dunatis off ship duty in favor of Xudax, unless we really want to get aggressive and take some chances early. However, I think that RC III, Duralloy, and Enhanced Eco are all key techs that we would benefit from having sooner rather than later.

The Save
 
Regarding the fighter... well beam defense 3 isn't all that great, and they are slow. We already have +4 to hit/initiative due to being Mrrshan, so these really are eggshells with sledgehammers; they can be sure of getting a first shot in but will wither under significant pressure. Maybe in keeping with that philosophy a computer to maximize that first shot is not a bad idea. Or since we have decent innate gunnery and computers are expensive, add neither and just build more fighters!

Tough call on the weapons tech. Hyper-X won't advance us in the tree, but is the benefit now worth it? None of the next-level techs were really all that thrilling... but if we can steal Fusion Bombs from the Klacks before we finish Hyper-X, we won't have to research any of them. The question is, will it be possible? We've had a lot of strange tech progressions this time around -- Range 4->5->6, Tundra->Barren, now HyperV->NPG->HyperX. Hope that isn't too much :smoke: on our part...

Got it.
 
I can't fault the missile. Did you say they can't reach us? Now if we knew that before hand, we could have bypassed Hypers.

IIRC we get the discount on research for weapons, so it should not be all that long coming. Wish we could say that for a better engine. We could sure use one.
 
When playing Mrrshan, I have had good success with First Strike and Hit'n'Run tactics. I really like Mrrshan missile boats, and I think Mrrshans are (a little) better than their reputation.
 
Regarding the fighters: Agreed that their defense/speed sucks, but unfortunately I didn't have any engine tech to juice them. Would have definitley picked that over the computer. And if they're too expensive, plenty of other slots for your own variant :)

Regarding Hyper X: My thought was threefold.
1) We don't have access to Merc's or Scatter's, and Stinger's are unknown. I really HATE not having good missiles.
2) From my own experience, Hyper-V bases just don't cut the mustard for long, whereas Hyper-X's seem to hold their own for awhile. Plus, with our weak economy, we can build less bases and more ships :hammer:
3) Hyper X boats will be very useful for harrassment and bombing, and again, Hyper-V's just never seem adequate enough in that regard.
 
Regarding range, the Klacks have range 4. The only place they can hit us is Rana, though I don't know whether they have scouted it yet. My gut tells me no, I think our scout would have been there 1st and chased any they sent there off. Now once they get range 6 they can hit Xudax and Arietis. Fierias and Dunatis should be safe for a good while yet (unless we lose one of our other worlds of course.)

I don't think the Hyper-X was a bad call, just not the usual one. Of course this is not your usual game either. :)
 
Initial glance:The thing that strikes me about the Klackons is that they have no pollution cleanup tech and a large fleet. Their economy can't be all that great, I'd tend to think. Class III shields plus a missle base makes that fleet pretty much junk. Of course, if they start building lots of bombers, all bets are off. Still, class III shields looks like a good place to go... plus RC III and Enhanced Eco, natch! Our expansion phase is already just about over, so there's not much point in delaying RC III. I sacrifice some spending from Enhanced Eco (50->30% to get RC III and Class III shields (10->20% each) more quickly.

I also add a third tick to Espionage against the Klackons, design a new NPG fighter without a computer (which cuts the cost from 16 to 12!) and switch our shipbuilding from Dunatis to Xudax (more RP, fewer ships.) I think given we already have 'leet gunnery skillz and the sizeable reduction in cost of the fighters, the redesign is amply justified; a computer gives better damage but more fighters gives better damage AND better survivability.

2371: Scanner arrives in Alkari space, spot a design with 6 heavy lasers & 2 nuclear missles. Nothing special. Planet has shield 2, ECM 1, nuke missles. Rather than have ships go back to the same planet and have to redo their movement every turn, I have pairs of scouts switch places so I only have to have them dance every 3 or 4 turns.

2374: Alkari have a large ship design with 7 Gatling lasers on it... not nice for our NPG fighters. Well we don't have contact yet anyhow.

2376: RC III is up to 2%.

2377: The Alkari seem to like large ships this game. Now they have 4 large designs plus their col ship for a fifth. The latest one has 9 gatlings on it. The Klackons continue to bulk up their military but seem to prefer smalls; they now have well over 600 laser fighters and a couple larges. We've just passed the 100 mark for our NPG fighters and are at 4% fleet maintenance. Hm, I can't see us wanting to spend more than 5% or so on maintenance for warp 1 fighters. If the Klacks decide to send a big fleet at us, NPG fighters won't stop him. A missle base will, however. Hit next turn by accident.

2378: Still no fleet incoming from the Klacks, though they are forming a really nasty one at Kholdan. Lots of techs coming due soonish. We will soon have our hands full re-maxing worlds when RC III comes in. I figure when RC III comes in we should stop fighter production and concentrate on building up our core worlds while still maintaining a decent tech pace. I also think that when RC III comes in we should forget building facs on our Tundra worlds until they each have at least 1 base. Xudax will need a base too, but I figure that can wait a bit there until Xudax remaxes.

2379: Speak of the devil... RC III comes in. Core worlds go on half research half factories. Now that we are doing less research overall I put Enhanced Eco back up to 50% to make sure it still comes in quickly. Tundra worlds get put onto missle base construction. I set it up so that it will take 7 years to build a base for each, barring reserve pumping. Of course we have no reserves and can't build reserves with industrial spending while building factories, but perhaps the option is still there with Eco spending.

2380: A stroke of luck -- Fierias becomes rich! Coolness. I increase research spending at Xudax and Dunatis to allow Fierias to go 100% industry and re-max quickly. Enhanced Eco is at 1%. And the Klackon death fleet is on its way to Vox, in their own back lines, so our new colonies look like they will live to see another day.

With Fierias able to help our Tundra worlds and missle bases near completion on the Klackon border, I think our Tundra colonies are secure for the moment. We should concentrate on infrastructure after those bases complete and just generally make progress on the tech front.

One thing we *could* do is try a raid with our fighters, trusting our bases to be able to repel a Klackon counter-attack. A raid with warp 1 fighters sounds rather bizarre to my way of thinking, but heck... why not? :D So far this war has been all phony. The Klackons are at war with the Alkari, Sakkra, and us, and have no allies, so perhaps they have a target selection problem, or perhaps our unarmed assault fleets are confusing the AI. Maybe we should try to stir things up a bit, blow away a missle base or two, and scout a couple worlds? Obviously we won't want to go straight into the teeth of the enemy's main fleet, but that doesn't mean we have to sit at home twiddling our thumbs either.

The save: http://www.civfanatics.net/uploads10/osg7a_2380.zip
 
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