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

I hate it when I know I need to sleep, but can't. :(

Anyway, regarding the Saks, the only thing we can do is encourage them to declare; we can't declare ourselves (not possible in the game!) We had been and should be doing this by scanning their planets, but we've never made a priority target of them for a serious invasion as it was more useful to focus our attention elsewhere. The only reason the Sakkra have not declared by now is because they happen to be at war with the same people we have made priority targets of, and so are happy when we do well. For that, they are willing to overlook our relatively minor incursions with scanner fleets that do no actual harm. Just having scanners over their worlds would not be sufficient to annoy them at this point; we would have to start launching full scale invasions and/or glass one or maybe even a couple of their worlds to make them angry enough to declare.

In Always War in Civ, while you are at war with everyone you meet, there is nothing that says you must go on the offensive against all enemy AIs simultaneously; in fact, it's usually logistically impossible to do so. You're free to use what forces you have to the best of your ability to defend your borders and make gains as you can, where you can. In general, I think the same should apply here. Moreover, IIRC 'enemy of my enemy' diplomacy works in Civ as well, to some extent; at least, if two of your opponents go to war and the flow of their units in your direction drops to a trickle, you're free to take advantage of that in whatever way you see fit to.

Here, the 'must attack all AIs' proviso is an artifact of the fact that the AIs are reluctant to declare war without some form of provocation, and we can't declare war ourselves. When there are no other positive modifiers to relations involved, scanner harrassment will (usually) eventually trigger a war declaration. In the interest of scenario balance, however, I tend to think we want to retain the ability to take advantage of enemy-of-my-enemy diplomacy to forestall too-early final war. IMHO, early final war should always be one of the big threats in an Always War MOO game, but never a certainty from the moment you start the game.

Forcing the use of harassment scanners to trigger AI war declarations is already sufficiently artificial. Dictating more than that, in my view, crosses a line from a rule that is a bit annoying but necessary to get the right feel, to being overly prescriptive. Does anyone feel like this game has not been Always War, even if the Sakkra have not declared war on us in particular? I think if we were to look back at the history of the game, there hasn't been a single year where we haven't been at war with someone, and often more than one other race, since a couple years after we made contact with the Klackons.

Always War MOO will never be exactly like Always War Civ, but it can strive to capture the same feeling of constantly being under the gun. Even though the nature of the gun is a bit different in MOO than in Civ, I hope we have achieved that here, at least in some measure.

Having said that, if we have established that the variant as presented has the correct Always War feel to it, I prefer not to sweat the small stuff -- there is no point in adopting a rules lawyer mentality. For instance, since the point of the scanners is to get the AIs to declare war, once that state has been achieved for a particular race, keeping scanners in that race's territory is a formality that might get us useful info from time to time but needn't be slavishly observed. Again, the spies and so forth are there to encourage war and wartime behaviour; if the Klackons dropped out of contact and we stopped spying on them, it's no big loss; we had nothing further to gain from spying on them anyway. The 'must vote for self' rule is similarly meant to provoke war with the election opponent; if we're already at war with them, then it's not a big deal if we forget to apply the rule once or twice.

The spirit of the rules is that we must strive to prove ourselves through trial-by-fire. It means that the Sakkra are on The List. They just happen to be at the end of it. It doesn't mean that we must convince them of the error of their ways on any schedule but our own. Perhaps the Sakkra have convinced themselves that they will be spared, that our constant scanner incursions are not a harbinger of times to come, as they were for our other foes. Perhaps they have sought to appease us by making common cause against our current foes. But we know better. Their time will come before the end, just as it has for everyone else who stood between us and destiny. :ninja:
 
That is the way I feel, not to sweat the small omisions. I was just not sure as I have seen a few games where rules were applied more religiously.

I just wanted to try not to run afoul of them and understand what is allowed and what is a deal breaker.
 
Pre Game
The goal of the game is extermination. Fair enough. We need to take one more planet for that, to reach those last two human colonies up in the corner. Willow and Selia are in ideal positions, but are unfortunately poor. Berel is a little small to be standing up quickly, so I guess Imra it is. Size 110, make a good base in the back lines. Also, don't need much more tech at this point, we've got a pretty good lead on the Humans, and it's just going to get worse as we burn down their worlds. Everything else gets burned to the ground. Burn baby, burn. Wonder if I can finish it off in 10 turns...

2500:
*Factory building increased across the empire, in anticipation of building massive amounts of ships.
*Hyboria set to build some bases to insulate it against the incoming threats
*We currently have three bomber fleets, one moving to Helos, one to Talas, and one at Ryoun. Well, with a little pumping, Ryoun can build a base and a shield by next turn to protect it, so let's go paste Denubius and seal the bottom corner.

IBT:
*Destroyed Helos
*Hmmm, Humans have a new large design (Cruiser) with 10 auto blasters and a repulsar beam at Denubius. That could make things a little interesting. Too many ships and bases at once, I pull back the fleet for now, but not without taking out their 8 large torp boats.
*Destroyed Talas

2501:
*Design a counter to the Human repulsar boats

rbo7a_blaster.jpg


Best 2-space gun I can fit on a medium with max engines, max computers, and scanners (both for attack level and initiative). I also took the next maneuver level as it only cost 2 BC.


IBT:
*Destroy Nitzer

2502: :sleep:

IBT:
*Destroy Sol :hammer:
*Humans lose their entire fleet attacking Hyboria; we lose 10 odd fighters :mischief:
*Same deal at Neptunus, only we lose nothing this time.
*Humans moved their cruiser off Denubius, so we take the opportunity to smash the planet.
*Hercular's pop. I choose disruptors, not that it really matters at this point...
*We capture Helos? Didn't realize we had troops headed there. Oh well, good things the Humans re-colonized it :lol:
*Apes come begging for mercy. I don't think so :evil: So do the bugs. They get the same answer.

2503:
*Factories begin maxing all over our empire.
*Um, some how I don't think we're going to be able to hold Helos :lol: 'sok, didn't really want it anyway. In fact, I go ahead and schedule 15 off the planet towards Imra to soften it up.

rbo7a_helos.jpg


*Schedule 70 from Altair to Imra.
*We've built enough of those Blaster's for now, switch production to a bomber fleet for Sakkras space, adding planets that have maxed factories to the bomber production.

IBT:
*Berel bites the dust
*Humans actually get smart and retreat from Hyboria.
*Holy cow! Those two systems in the corner are each ultra riches, size 90 each!! No wonder the Humans have been able to keep building a fleet.

2504:
*Begin building some more grav fighters in the West to act as sentry fleets to prevent recolonization.

IBT:
*Destroy Willow
*Humans take massive losses at Hyboria
*Eliminate bases at Imra
*Selia burns
*Wow, our Vanguard of 15 soldiers takes out about 40 of the Humans at Imra.
*HAHAHAHAThis is too funny...

rbo7a_sakkras_friends.jpg


Guess they don't see the hundreds of bombers gathering at Altair ready to eliminate them. :nuke:

2505:
*50 from Hyboria to Imra, help it stand up fast.

IBT:
*The first Sakkras world to fall is Hyades.
*Re-bomb Nitzer
 
2506:
*The war machine marches on...

IBT:
*Lizards burn at Tauri
*Paste Yarrow
*We capture Imra, with exactly 110 troops left, which is the planet size, ha!
*The amoeba shows up.

2507:
*Yikes! The ameoba is right next to Jinga/Vega. Fighters ordered up to the area to defend, both planets go on bases.

IBT:
*Sssla is destroyed

2508:
*Dogs of war march on...

IBT:
*Ha ha, we get a sabotage penetration at Rha, the last Klackon world. 12 pop, 8 factories. Or, rather, there WERE 8 factories... :mischief:
*Berel re-bombed.
*Maalor destroyed
*Centauri glassed
*Phantos burned
*Hyades re-razed
*36 Humans unable to take out our 14 cats at Helos. Even worse, we only lost 3 troops.

2509:
*Ameoba is heading south, won't have time to get to its destination. Looks like it's heading for Orion, heh.

IBT:
*Beta Ceti razed
*Tauri re-destroyed

2510:
*Didn't quite make 10 turns, but the game is almost done, so I'm just going to finish it off.

IBT:
*Tauri destroyed, finishing off the Humans.

2511: One more turn should do it...

IBT:
*Rha and Sssla reduced to rubble. Game Over :hammer:

rbo7a_final.jpg


Good game guys! Didn't end up really needing that blaster boat, or losing Helos. So what should we do for our next adventure?

dathon
 
Does the Space Ameoba actually attack the Guardian? I never seen it head there, I think if I did I would wait to see if it would attack.
 
Good game, all! :goodjob:

I expect we can start planning the next MOO SG sometime around mid-January.
 
just auto count me in if you need the person...

I forget to troll the moo board at times lol

hard is a bit too easy it seems.. once you get rolling you just keep rolling.

Cheers!
-Liq
 
Checking in. Great win guys. I'm still in Atlanta and will have plenty to do when I get back.

This win shows what you can do with low level beams/mid level missiles and any real bomb :)

Early war IS fun.

I think we should take a couple weeks off (from reading my pm's, I think others probably need that too) and look at starting one the middle of january. I'm still planing on restarting the Imperia tournament at some point, hopefully in February, it just hasn't been feesable yet.

- Maniac
 
Back
Top Bottom