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

Got it, will play later this morning. After that, unless it comes back to me tomorrow (unlikely, but who knows?) I'm out until Tuesday.

dathon
 
I am pretty sure the larges can't attack a shield 3 base -- that the 7 damage gets cut to 3.5, which is rounded down to 3. At least I don't remember ever seeing a heavy laser boat attack a shield 3 base before (not that it comes up all that often!) IIRC it will autoretreat if the base is the only thing there.

So the fighters can safely head elsewhere, unless we need them to shoot down transports.
 
Yeah it is going to ato retreat. That is why I like to leave a dither ship if my bases can bust their ships.

They will stick around to try to take out the ship and die in the attempt. I hate to let them safely retreat.
 
Pre Game/2400:

*Fixed the eco spending :)

*Phyco's defense immediately stands out. Looks like there are 2 fleets heading for Phyco, one with 4 each col ships (nuclear bombs) and Avengers (heavy
lasers), ETA 4-5 turns it looks like. The second fleet has 34 mediums and 2 larges, of unknown configuration (I checked Maniac's report, no mention of
what's on those puppies) ETA 2 turns. My scanner at Kholdan should tell me about the mediums next turn, but that's too far away. While it's unlikely,
those ships could have fusion bombs, and if the mediums do that's of extra concern considering how many the bugs are building. Phyco can build another
base in 2 years, so I go ahead and order it up. It won't go to waste, and if we want to keep pressing the attack, Phyco will need to be able to defend on
its own to free up those fighters, plus I'm not confident that 1 base can shoot down 4 large nuclear bombers before they can do some damage.
*I won't know about Vox until the fleet arrives next turn. Similarly, I don't want to consider my next fleet design until I know what's on those mediums,
also next turn.
*Design a warp 2 toxic colony ship, divert a click away from Fierias' reserve spending so it can be built in a year.
*Dial 10% away from Planetology each to BC IV and Class V. I'll re-adjust again as Duralloy and Fusion Bombs come in.

IBT:
*Whew, those mediums are a flying heavy laser, no computers, shields, or engines.
*All Alkrai designs @ carry gatling lasers.
*Attack @ Vox: Lose about 10 fighters per stack destroying the 2 missile bases there. Vox is a size 60 ARTIFACTS planet :eek: Well, we'll either be taking
or bombing this puppy. It's fully developed, too. I hold off bombing for the moment.
*Duralloy pops, we can choose Battle Suits, IIT7 (or IIT8, but I don't see that as a good option), or Reduced 60%. I think we're fine on the eco side with
Enhanced, so now the choice is IIT7 or Battle suits. IIT7 would let us stand up captured worlds quicker. However, Battle Suits will allow us to invade
intact worlds better, negating the need for more factory construction, and we don't have another RC tech on the horizon. I choose the Suits.

2401:
*Col ship complete, sent to Rhilus, will arrive in 2 turns. I could adjust Fierias to produce the next ship in that time, but I don't. Why? You'll see...
*Ack! The slider lied! Phyco is STILL 2 years away from a base, even pumping with reserves. Well, might take some fighter damage taking out those larges if
they have bombs on them.
*Looks like the bomber/Avenger fleet is NOT heading to Phyco, my guess is Endoria.
*I want Vox. That's all there is to it. Now, we have 190 1.1 fighters and 25 of the originals. Is that enough to hold out for 13 turns? I'm not sure. So,
I design a missile boat. 5-shot Hyper-X, Nuclear engines, no computers or shields but I do add the Duralloy armor. I can also fit an NPG on and only
increase the price from 70BC to 76BC. I think that's worth it, and gives the ships some added utility. Next up is troops. My usual rule of thumb is to
send in 150% of the population wherever I'm trying to invade (Powell Doctrine... bring DECISIVE force to the battle). That means I need 90 pop. Best
source is Dunatis. However, that means the troops won't arrive from there for 13 turns. Plus, Dunatis is carrying a full half our research, which will be
stunted if the planet has to regrow. So I'm going to send troops from every planet but Phyco to spread the pain, all coordinated to arrive together. here's
the plan:

Dunatis --> 30, Now
Fierias --> 25, In 3 turns
Xudax --> 15, In 3 turns
Arietis --> 10, In 5 turns
Rana --> 10, In 7 turns

That minimizes the number sent from the Tundra's, where pop costs more. This is a pretty major gamble, but that's what early war is about, right?
Right??? :mischief: 30 troops order from Dunatis.

*Now, the only other question is can I get Battle Suits in time to give me a ground advantage (currently, we're even). Suits is a level 11 tech, and we're
poor at construction, so we're looking at a 5294 BC tech (call it 5390). Current funding is 10%, so about 60 BC a turn, since research is going to drop
some when the troops leave. In 13 turns, that won't even be a third of the cost. Playing with the numbers, I need at least 40% to make it in time. I'm not
willing to concentrate that heavily on the tech just for that. I do shift 10% away from Planetology to Suits in anticipation of futre invasions, though.
Now we are at 10% each to weapons and propulsion, 20% to the rest.

*Alkari scouts switch positions so the scanner will head to Altair; I want to see what's on the designs there.

IBT:
*20 some Lancers attack at Vox, take out 10 NPG's from the small stack.
*Alright, those 2 large Paladins also have heavy lasers. No bombs :woohoo: I decide to test Zed's theory and retreat our fighters after the fleet gets in
range. :eek: It works, and I was even able to use the fighters to keep the fleet around long enough for 4 mediums to die.

2402:
*Klackons are now allied with the Darloks. Interesting. Even more interesting, they now have a colony way out in that white star in the SW corner of the
map. Hopefully, that will draw some of their fleet to protect it.
*Fierias produced the col ship; can produce 8 missile boats a turn, RELOCated to Phyco.
*Fusions Bombs now at 1%.

IBT: Nothing of interest.

2403:
*Rana maxes out, goes to research.
*Rhilus founded, 13 sent from Dunatis; Rana will make up for the research loss.
*Col ship departs for Jinga, will make it in 4 turns.

IBT:
*All Alkari designs have gatlings, couple of the larges have a heavy laser or two. No threat there.
*Bugs ask for peace. Must see the shoe descending to stomp them :lol:

2404:
*Bugs are building Lancers out of Vox, meaning they aren't researching much from there. Excellent.
*Following the plan, troops sent form Xudax and Fierias. Fierias temporarily stops building missile boats to re-grow.

IBT:
*Disaster strikes. Industrial accident on Dunatis :cry: :mad: :wallbash: OUCHIE!!!!!!

2405:
*Rather than let them die, 20 pop sent from Dunatis to Rhilus. Eco at Dunatis set to max. Wow did that suck.
*50 fighters sent from Phyco to Vox to reinforce. Probably should have done this a couple turns ago.

IBT: Nothing of interest
 
2406:
*Dunatis is now size 62 :cry: HEY where's the pop I ordered to Rhilus!?!? Not on the map. My only guess is that I misclicked. Double ouch. :sad:
*Fierias and Xudax finish re-growing their population.
*10 pop sent from Arietis
*First 8 Hyper X's, sent to Vox as backup.

IBT:
*1 avenger, 1 paladin, and 10 lancers arrive at Vox. We defend successfully, but it costs us our short stack of NPG's, and 25 more 1.1's. Down to 50 odd
fighters there, but backup is on the way.
*Jinga founded, contact established with the Sakkras and Alkari.

2407:
*Sakkras are Pacifistic Militarists :confused: :lol: while the Alkari are Xenophobic Militarists. They are allied, and at war with the Humans, Darloks,
and Klackons. Oh, and Peaceful and Amiable towards us, respectively, due to our war with the bugs, heh. Mandatory espionage initiated.
*Scanner/scout pair at Hyades dispatched to Sakkras world of Tauri for harrassment. Scout remains at Altair. Can't do more at the moment.
*13 pop from Dunatis to Jinga.
*Looks like the bugs are sending a large portion of their fleet to Talas, their extreme backline world. All their current larges, 50 some mediums (the
lion's share). Silly AI :smoke:

IBT: Nothing of interest

2408:
*Rana sends the final batch of troops. 6 turns from now, 90 will land on vox :ar15:
*Bugs have learned Ion Cannons. That could make things a little interesting.
*Our tech is developing slowly, but surely. Fusion Bombs @ 15%.

IBT:
*Um, the bugs decided to put those new cannons to use :eek: 2 new larges pop up at Kholdan. 6 Heavy Ion cannons, shield and attack lvl 2, battle scanner,
warp 1. Could... get.... ugly
*2 Paladin's, 5 Lancers, and 2 new mediums at Vox. The mediums are Horsemen, must have been produced there. We have 16 Hyper X's, 112 NPG 1.1's. They
decide to attack. Horsemen and lancers run, we kill the Paladins. Lost a Hyper X.

2409:
*A lone Human medium is incoming at Kholdan.
*Arietis back to full.
*3 Hyper X's sent from Phyco to Vox.

IBT:
*Vox built both a base and a horseman. Base destroyed with no casulaties, horesman ran.

2410:
*8 more Hyper's ordered to Phyco. Those Heavy Ion ships are enroute there, and I want plenty of defense.
*Rana set to max next turn.
*Darloks and Klackons are no longer allies.

Post Game Commentary
Well, I took a major gamble in trying to invade Vox. Looks like the invasion will at least succeed, so that should net us two techs. Next leader should
make sure Fusion Bombs pop by then (they're at 20% now, troops arrive in 4 turns). Whether we can hold the planet or not is another issue, but I think it's
doable unless they launch a full-scale attack, which is unlikely given their other wars. The accident at Dunatis was a MAJOR blow, but nothing to be done
but swallow it and go on. I'm guessing those Horsemen are probably single Heavy Ion cannon ships, based on the bug's previous designs, so they will have to
be watched. Might want to keep some of those Hyper's at Phyco if they start accumulating at Endoria.

Map:
osg7a_2410_map.jpg


The Save
 
Just a reminder, I can play tomorrow up until about 4:00 or so, and then I'm out until Tuesday.
 
Nasty about Dunatis. Since we need a roster on each page (I think):

Zed-F (up
vmxa (on deck
Maniac (skip 26th till Jan 3 maybe
catwalk (withdrew
dathon (last player

I am not sure of the staus of Maniac and catwalk. I think Maniac is out till Tuesday??? Catwalk dropped from at least one game, but I am not sure which one.

Edit: dathon78 says this is th game catwalk withdrew from and Manic is out rest o the month, so updated.
 
Catwalk withdrew from our game, and Maniac said he was out until January.

And I just noticed the horrible formatting on my submission, sorry about that :sad:

dathon
 
Seemed fine to me. I thought that was the case, but did not searchback to verify it. I will update the roster.
 
I might have time for this game if it comes up before the 26th. I'm on skip for all other games till the 3rd period. I'm headed to Atlanta for the holidays.

My gf is moving and doesn't have a net connection because of it, so I likely wont be on from the 26th-3rd, though I might get on from her parents... kinda dubious.

It's also possible that I'll lug the labtop to a hotspot one day and if my # is up could take a turn.

- Maniac
 
Make that I can play tomorrow until about noon. My fiancee has the afternoon off :love: So that probably means a skip :)

dathon
 
I made the change to roster. GF and Fiancee are fine, it is wives that are scary. Well not as scay as ex wives.
 
Good turn, Dathon! :goodjob: Too bad about Dunatis. :( I'm pretty sure we can get another turn in for Maniac before the 26th. ;) Probably not get around to dathon a second time by noon tomorrow tho. :eek:

Got it. :D
 
Inherited turn: Mostly looks good. Rather than sending a bit of pop from everywhere, I would have sped things up a bit by sending lots of pop from nearby worlds and then backfilling those nearby worlds with transfers from farther away, but it will all work out in the end I'm sure. I design a new scanner to pester the AI races. I'm not going to bother with scout harassment any longer, I'll just send the scanners to go harass the AIs instead. Transit 20 extra troops from Phyco to Vox.

2411: Fusion Bombs comes in, we don't advance to a new tech bracket and have to pick Neutron Guns or Ion Rifle; I go with the former. I want to design a new fighter, however, I expect to capture Vox in 3 turns. Maybe I will just keep building missle boats for now. Or, since we're at 8% fleet maintenance, maybe I will stop building for the moment. Mediums are more expensive to maintain than smalls.

2412: Snooze.

2413: Still waiting for troops to arrive.

2414: Jackpot! We capture Vox and all 3 techs the Klackons have up on us: Ion Cannon, ECM II, and the biggie, Improved Space Scanner! That will be extremely helpful in the future, I am sure. We claim the colony with 39 troops out of 110, a bit worse than average luck (should have had 10 more left) but we should be able to get some defenses up quickly this way. Like in 1 year. Next up, Endoria! But not just yet. First I want to upgrade my fleet. Here's what I come up with:

osg7a_1.JPG


Fierias can build 52 Ion 2.0s in a year, or slightly less with some reserve pumping.

2415: Our scanners pester people for their fleet designs...

osg7a_2.JPG


...and the Alkari get annoyed with us. They can take a hike!

osg7a_5.JPG


Here's what the latest Klackon design looks like:

osg7a_3.JPG


Xudax starts a base in anticipation of planetary shields arriving soon. Checking diplo status, everyone seems to be at war with everyone else! That's good for us...

2416: BC IV and Class V Planetary Shield at 1% each. Otherwise, nada except scanning the Sakkra.

osg7a_6.JPG

osg7a_7.JPG


2417: Scan Darloks and the Alkari.

osg7a_8.JPG

osg7a_9.JPG

osg7a_10.JPG
 
Klackons have a fleet incoming at Phyco. It has 2 Heavy Ion Cannon larges and 5 Fusion Bomb mediums.

osg7a_11.JPG


Not too scary, I think our local fleet of 26 missle boats plus the base missles will be enough to overcome. I start on extra base construction anyway. Endoria has 6 planetary bases, but is otherwise not looking too scary. Most of the Klack fleet is not around to do much, or about to get smacked at Phyco. I send in the ships to try to beat down the defenses. We have 130-odd Ion 2.0 built so far, plus our NPGs and the other 26 missle boats. Except for the Phyco defense force, I send it all.

2418: Darloks declare war. Ho-hum. Ship maintenance approaching 10%. We scout a radiated 40 in the middle of the map and a toxic 30 up by the Sakkra. I stop building warships for a moment to build a colony ship for the latter.

osg7a_12.JPG


We also get a spy into the Sakkra empire.

osg7a_13.JPG


2419: Class V Planetary Shields comes in, we start on Class V shield. We get a spy into the Alkari empire.

osg7a_14.JPG


Force Field spending reduced -> 10% in favour of Planetology -> 30%. Klackons have another fleet incoming to Phyco. Phyco, Vox, and Xudax start in on planetary shields. Ruh-roh... Klackons have just learned scatter pack technology! The forces headed for Endoria might be beating a swift retreat here in a moment. Maybe we should think about going after the Alkari next instead?

osg7a_15.JPG


2420: Battle Suits at 2% this turn, and we get a low-level tech theft from the Sakkra. Since I just took a screenie of their tech, I see what I can get, and decide to go with Reduced Waste 80%; it was that or Improved Eco Restoration (we have Enhanced) or a low-level Jammer tech, probably Jammer 1.

The Klackon fleet at Endoria moves off to attack Phyco just as my attack force is arriving. :smoke: I decide to chance attacking the planet, even though it has scatters up. The reason? It starts off by firing at my Ion fighters... well I don't want to risk those, but my missle boats can still run in while the fighters sit back and draw fire. After those are done, the bases start shooting at the NPG fighters. Ok, fine. Ultimately the missle boats unload everything into the bases and kill them all, losing only a few missle boats and about a third of the NPG fighters in the bargain. And the planet is a Minimal 45 Rich world! Sweet. We should be able to capture that, get a tech or two (hopefully scatter packs!) and stand it up quickly, without too much cost in pop.

osg7a_16.JPG


Meanwhile, Phyco will need to build a shield to defend against the nasties coming in from Endoria.

osg7a_17.JPG


Also in other news, I forgot to move the Alkari scanner back to one of the Alkari worlds, so please fix that when it gets to Jinga.

osg7a_18.JPG


And we scouted a nice little Sakkra world we might be able to take someday. We could try to take it now, of course... but it would be tough to hold, with it being halfway across the galaxy, and with us having no troops in the area. Xudax is our closest planet with any real population, and it's 11 turns away by transport. Still, we could probably get a tech out of the deal, and it is conceivable that we might be able to keep the planet. And it would certainly annoy the Sakkra...

osg7a_19.JPG


I have set Fierias to transport a bunch of pop to Endoria, and next turn Xudax should do the same, unless you want to have it send some to the Sakkra world, in which case you'll have to draw some extra troops from some of our other worlds. We are sitting on a fair-middling reserve, some of which might be useful at Phyco to hurry the planetary shield, but some of which should probably be retained to help Endoria set up defenses. I'm not sure whether Phyco can complete a shield in 3 years even with reserve pumping, but it may be possible. Or you can perhaps draw some of the fleet at Endoria back to protect Phyco, as currently the Klacks don't have much enroute to Endoria. I would be careful about that though as the Darloks could try a sneak attack.

The save: http://www.civfanatics.net/uploads10/osg7a_2420.zip
 
Zed-F said:
I'm not sure whether Phyco can complete a shield in 3 years even with reserve pumping, but it may be possible

It should be possible, as I understand the math. Planetary shields cost 100BC per class, so that's 500BC. Phyco is currently producing 121BC after taxes, 3 clicks (12%) to eco, so that's about 106BC per turn to the shield. Double that each turn from reserves, and you'll just make it. Sound right?

Nice set of turns Zed :thumbsup: I imagine Endoria will be the last planet we take from the bugs for awhile; taking Kholdan with scatter packs would be painful :suicide: We could probably outright eliminate the birds at their current tech level if we hurry. Nuclear missiles and gatling lasers are no match for Hyper-X boats and Ion fighters. And that will give us a good jumping point into Sakkras territory.

dathon
 
I just had another thought... going northwards first could be a bad idea. Recall in the last election, the humans had a ton of votes while the Alkari and the Sakkra voted for us due to our war with the Klacks. Maybe we should go after the Darloks first? The humans are likely to be scary when we do encounter them.
 
Definately Darloks first. I was about to say that, but you allready have.
 
If either Maniac or dathon want to squeeze in a turn now, go ahead and swap with me. I will check back later to see if anyone grabbed it.
 
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