RBGC SG3: (almost) ALWAYS WAR!

As I load the game, I see the anti-save/reload police have caused the Drengin to buy the Diplo Translators. Not that it really matters to us. Set up the Kolaz queue and set all our planets to it, instead of Starbase Resupply (whatever that is.) Phasers due next month.

Jan 2180: All ships on autopilot, nothing to do. Lower spending to 55%, still getting Phasers next month.

Feb 2180: Phasers complete, research started on Corvettes at 85% spending, due in 3 months. Found Xasica I, get a morality event - Bug Wars. Kill 'em all, for no bonus. Found Andersona II, get a morality event, underwater research domes. We occupy them for a +59% research bonus. Found Andersona IV, get a morality event, enslave stone age life form or live on the polar caps. Gee, tough call. We get a 41% production bonus. Found Russom III, seed pods grant pain but also increased intelligence. No pain, no gain! We get a +58% research bonus. I'm happy to get lots of big morality events, but would have preferred PQ bonuses... anyway, we are now at Evil (7), and truly deserving of our nasty reddish-Klingon interface.

Mar 2180: Due to our new research planets, I can drop spending to 76 and still get Corvettes next turn. We do so. Colonize Markus I, surprisingly no event. I think I was a bit spoiled last month... :) Hero finds a +1 to something Freeform Gas and is looking for something to do. I send it south toward a cluster of 3 planets, looking for a minor. I suppose I could try to send it to the other side of Arcean space on that mission, but I suspect it would be quite vulnerable if war were to break out... better task a Corvette for that job. If it had an attack rating, I'd attack an Arcean colony ship. AARGH! Sure there's no pirates onboard? Ah well. Arceans have impulse drive, btw, as evidenced by speed 3 colony ships.

Apr 2180: We have Corvette Technology as scheduled. Start research on Medical Theory, spending at 18%. We are actually gaining money this turn. Don't worry, I'll spend it all next turn. I want to found all planets before starting on Corvette construction, but it looks like 1 colony ship will still be enroute, oh well.

May 2180: Get Medical Theory this turn, going to Basic Environment, due next turn at 85% spending.

Jun 2180: Get Corvettes. Contemplate building some. Unfortunately it takes 3 months at our best planets, and 5 months at our worst ones, at 100% spending, to accomplish that. Yuck-er-oni! We need a government swap. Of course, we also need a bunch of other stuff right now, like some PQ improvements for starters, before our initial capital runs completely dry. I decide that gets next priority, and switch spending to social.

Jul 2180: The 3-system sector to our south probably doesn't have any minors in it as the Arceans just settled there. Not too sure where to send Hero next, I guess it can just putter around our area looking for anomalies. Expecting war to break out on either at the end of my turn or at the beginning of the next player's turn, so it shouldn't wander too far afield. IT: Drengin build Aphrodesiac.

Aug 2180: Complete some improvements, move Hero.

Sep 2180: Ditto. Ooops... move Hero into a wormhole. Funny, I thought that graphic was for a science anomaly, not a wormhole... Hero ends at the very top of the map, almost due north of our starting position. Well, I guess this will get us more contacts sooner than expected, unless we are careful to keep Hero out of sight of major influence regions. On the plus side, could open up some minor trading opportunities. Notice Yor influence to Hero's east, but nothing to the west, so we will head that way.

Oct 2180: Russom IV colonized. More improvements built. I think I will continue with basic (+PQ) infrastructure until the end of my turn, at which point we should be ready or nearly ready to switch off infrastructure and onto military or science, and we will have to drop spending to a sustainable level.

Nov 2180: Not much, move Hero.

Dec 2180: Not much, move Hero, collect a minor anomaly. IT: Hero discovers Scotty! At least this may give us some trade opportunities when we research UT. I notice we also somehow have contact with the Drengin, though I don't recall any mention of this, didn't see them pop-up during my turn, and can't see where their planets are. :confused: This seems to be a bug. I have also lowered spending to approx. break-even, next player can feel free to tweak from there. We are over 400BC in the red, but since we aren't planning to pay any bribes this is less important than it might otherwise be.

rbgc4-2180ad.JPG


End of year summary: Most planets are working on Habitat, a couple are complete. Options are:

  • research Comm Theory and UT, insert banks in the governor queue, trade tech with Scotty (hopefully getting Diplomacy for a gov't swap), declare war on Drengin and Arceans, switch spending to military, and build some Corvettes. Also prioritize finishing Habitat and getting some Banks up as we could certainly use more funds.
  • build military first, then Comm Theory and UT.

I prefer the former option in order to speed Corvette builds with the gov't swap and in order to decrease the risk that Scotty gets Corvettes before we can trade them to him. Right now spending is still set to 100% social but it probably would be better to switch to science; you could delay one month to let some more infra builds complete but after that Earth will run out of useful things to build (we don't need shipyards yet, for example, we need a bank first) so I would not hold off swapping off social spending longer than that.

Remember when trading that if you trade for Diplomacy, and need the +10 diplo bonus for better subsequent trades, you will have to wait one month for that diplo bonus to kick in.

The save: http://www.civfanatics.net/uploads6/rbgc4-2181ad.zip
 
Our position looks good. Looks like the Arceans will present our first target.

I agree with Zed. Get the gov't swap, then declare, get our planets defended, and rush out a few corvettes for "pillage" duty.

That should give us a window for soil-bank-ent net.-habitat (or a subset), then back to get some more powerful ships (ultimately frigates) for the next warring phase.
 
We have Soil done (except 1 planet) and have finished or partly finished Habitat across the board, but we still need some time for Banks and Entertainment Centers. We will need some corvettes first though. Maybe ~1/2 year's worth to start, and see where we are; if that looks like enough to start with, swap to social. We do have a lot of planets to build them with. I expect it will be Bam-Bam's job to get us on the path to transports (if we don't get the tech in trade with Scotty) so we can capture the closest Arcean planets, assuming we don't get another player.

Remember that offense is our best defense. We also don't need to fight every battle, only the ones we can easily win -- so don't squander corvettes attacking Axes, for instance, unless that's the only way to nuke a transport.

Now that I think about it, we probably need at least 3 shells of corvettes, probably about equally weighted in numbers:
  • raiders - out looking for contacts (esp. minors) and freighters to nuke
  • scouts - forward defense, looking for targets of opportunity, esp. transports, and to give us advance notice of a strong force escorting transports so we can amass enough force to deal with it
  • home defense - the last line of defense, and reinforcements for scouts that get injured/killed in the line of duty. We don't necessarily need one for every planet, as the scouts will take some of the defense burden.

The scouts will be critical. The AI doesn't tend to mass its ships too much, so we should get chances to pick off the key targets (transports) before they get covered by enemy warships. If we wait until they approach our worlds, we are more likely to have to fight through defenders to hit the transports. Since the scouts and home defense are defending a fixed position and have to stay in their patrol zones in order to do their jobs, I expect these corvettes will get replaced with heavier ship classes in time. The raiders, not defending fixed positions, are free to avoid combat when possible. Depending on how effective they are at avoiding combat, we may wind up using corvettes in this role for a good portion of the game.

More simulator news: we will need about 2 corvettes to take out a standard battle cruiser. That's a good deal in one sense, but we don't want to have to do that too often, as there's a lot more of *them* than there are of *us*.
 
Absolutely! :) In fact, in a limited time offer, if you get the game now, you can play before Isit. Since you played before Isit in SG3, IIRC, I leave the decision as to whether you want to do that to you.

EDIT: whoops, missed Isit's got it. Hope that doesn't introduce too much confusion.
 
As I said over at stardock--Aviator, you were the first RB type that I had in mind for this game. Welcome aboard.

I noticed that you have already patched to 1.2 based on submitted games, so you are all set. If you have the time to play now, then perhaps you can squeeze in AND Isit can play later this evening here on this side of the pond.

Zed--thanks. I couldn't remember how far we were along on our social builds. I like your thoughts about the shells of 'vettes. In fact, since 'vettes are cheaper than axes, we should build a whole lot more of them and use our offensive power as our defense. Since we have max sensors, this should be fairly easy to execute. I think I would still like some axes (1/planet) for extra insurance in high traffic areas.
 
If Zed objects then we can kill it....:)

But I have the game and I have a couple of hours free right now so I'll take it and get back in a couple of hours.

And thanks guys...:love:

Aviator
 
No worries, Aviator. You are always welcome. And it's no BS that you were one of the folks I wanted on board for this effort. I think always war is right up your alley.
 
Allllright we have a bug.

I can load Turn 1 ok
I can load Turn 2 ok

But turn 3..........

Lokkee here..


bug 1


So I changed the social build only to find a planet looked like..

bug 2

Where do you want me to go ?

Aviator
 
Whoa. Hold off on your turns. I will post this in the Stardock bug thread with links to the pics. Could you save where you are at and email it to Carielf?

thanks.
 
I have posted about this in the GalCiv v1.2 bug forum. I will look at the save tonight and see if I can reproduce the problem. As for now--let's keep you on hold, Aviator, and let Isit run with the game--seeing if he can finish the turns.

Odd. I have submitted two 1.2 games with no problems, and I know you have submitted one as well.
 
That is a strange one. I am up to six 1.2 games and I have yet to come across one bug. I am loading up the save now, I will see if I get the same problems.

On another note, welcome to the game aviator99_uk! I am glad you decided to join up. :)
 
I am at work, so I cannot say. Peace Phoenix clued me into a compatability problem between 1.20.086 and 1.20.085 games. I wonder...could everyone on the team chime in to what version of 1.20 is installed. I started the game in 1.20.085 (first released version of 1.20, not the update).

I suspect that we have a TKO here folks, which means we'll have to start again.

Check out this thread at Stardock.
 
I'm on 85...... 86 is available. (1.2.0.xx)

I guess as I can load Turns 1 & 2 they are 85 and Zed is already on 86 perhaps ?

Aviator
 
I get the same bug. Our planets have lost all their improvements and gain terraforming. Since we are not very far in I would suggest a restart. I am running 1.20.085, 1.20.086 is the most current version.

Yes, the improvements of all kinds are saved by IDs, rather than by name. So that accounts for people's save games getting messed up. I didn't even think of it to warn you guys because I didn't actually change the code.

Thats from CariElf.

I would speculate that someone here is running the new version and the ID numbers of our improvements got messed up in the conversion. I would guess that updating everyone to the newest version and restarting would fix the issue.
 
I suspect I have 1.20.086, since I only upgraded a couple days ago, not having previously played a 1.20 game. In fact I didn't realize there was more than one version of 1.20 going. I am at work and can't check for sure, however.

Sucky, that. :(

If everyone upgrades to 86, would that potentially fix it, and we could keep going from here? Might be worth a shot, if not then we restart.

EDIT: Actually, having read Bam-Bam's linked thread, I am somewhat optimistic that just upgrading to 86 might work. Since we did not start building any planetary improvements until my turn, we don't have any improvements built under the 85 ID numbering scheme. If everyone upgrades to the 86 ID numbering scheme, the improvements should show up correctly. If there are no other issues besides improvements ID numbering, we should be ok.
 
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