RBGC SG3 - Masochistic--Just Win, Baby!

Bam-Bam

Hammerhead
Joined
Mar 20, 2003
Messages
895
Location
Alexandria, VA
This is a succession game sponsored by Realms Beyond. In a succession game, members of a team take turns at the helm of a single player game, playing a specified number of turns before passing the game to the next player. This game will involve three teams, each playing with a different stragetic slant toward a different victory condition, each on the same map from the same start file. Our team in this thread is the Good Team. We will be playing Galactic Civilizations with the following specifications:

Version: 1.13
Difficulty: Masochistic (All Incredible AI's)
Map Size: Large
Habitability: Occasional
Star Clusters: Loose
Political Party: Pacifists
Bonus Picks: 3 picks Sensors and Range, 1 pick Defense, Repair, Trade, Weapons
Victory: All conditions enabled

24 hours "got it" notification
48 total hours to play and report a turn
Twelve Turns (one year) per player.
Autoturn: On.
Changeover: At the beginning of the first turn of each year.

VARIANT RULES:
None--Just win, Baby!

The only tactic that is definately banned is the Bait Rape Exploit

Surprise attacks, even coordinated surprise attacks, are allowed. Bribing AI's to war on one another is allowed. Bribing AI's to fight, for the express purpose of luring away your target's fleet, so that you can deliver a deathblow surprise attack on undefended colonies is not allowed. This is a gross hole in the AI that (we hope) will eventually be fixed.

As usual, no reloads for strategic errors--a reload for a misclick is ok.

I think everyone here is familiar with how to upload screenshots and savegames, but look here for an excellent description of the basics.

Team Roster:

Bam-Bam
Zed
Aviator
Isit
open


Here are links for those who may be interested in GalCiv or Realms Beyond.

Galactic Civilizations

Realms Beyond GalCiv Page

RBGC Forum (feel free to decline any ad related postings)

Realms Beyond Empire Thread, for Realms Beyond players, at Stardock

RB Metaverse Empire

Like the last round of games, we have guests from other empires, who are welcome to post links to their resources and introductory information about their empires. We all hope that everyone playing and watching has as good a time as we have had in the last two games.


- Bam-Bam
 
Here we go, folks! Welcome to the first RB GalCiv Masochistic Succession Game.

rbgc3-start.jpg


Let's see, Earth is a PQ18, and Sol has another PQ13 in the system. The start immediately to Southwest is worthless (PQ10/8/crap), and we have a morale resource within spitting distance. Looking at the tactical view...

rbgc3-start2.jpg


We can see Yor influence two sectors north of us. That leaves the single planet three sectors north of us as the Yor homeworld, since starting influence extends only to adjacent sectors. Our sensor range must not be allowing us to see the sector two north and one east, since that surely has Yor influence from the starting location. All this can be done without resorting to influence scouting using F8.

Oh yeah, and that white star is junk, too.

January

Spending set to 100% military/91% rate/40% taxes for colony ships every third month @ 100 morale on Earth. Colony ship sent north, surveyor sent Southeast.


February

:sleep:

March

Our surveyor discovers another morale resource to our southeast, and our northbound colony ship spots a yellow star (PQ16).

April

First colony ship completes--100M loaded. Second star in the north adjacent sector is a PQ10. New colony ship heads northwest.

May

Colonize Nestor (PQ16 north of Sol sector). Set queue to Kolaz (as was done for Earth) and begin colony ship production.


June

:sleep:

July

Another colony ship completes. PQ15 spotted in sector NW of Sol. Our surveyor runs across this anomoly

rbgc3-2178a.jpg


The surveyor also reveals an empty white star system. New colony ship heads west.

August

Spot Arcean influence to the Southeast (where our surveyor is heading. Looks like their home is in Sector 8-7 (4 planets) based on the technique used above. First

September

Nut and honey.

October

Two colony ships complete. The sector NW of Sol has another PQ15--Nestor colony ship enroute. Colonize Jotunheim, getting this event.

rbgc3-2178b.jpg


I take the neutral option--we haven't yet seen our good friends, but a starship event on a PQ15 is not worth the morality hit, IMO. PQ event or production event (or this event on a PQ20 planet) would be a different story. As if on cue, we spot Altarian influence to the west. Surveyor spots a double PQ15 to the SW. Colony ship just built from Earth enroute.

November

Ship movement--nothing of note.

December

Ship movement

End of Year 2183

Colony ship completes @ Earth. Launched with 100M.

The NW colony ship is enroute to Quatrale. I suggest clicking it to Autopilot so that it will settle in January (I have noticed that autopiloting will give +1 movement when enroute to a planet). The SW colony ship is enroute to the double PQ15. There is a colony ship heading west from Sol and one just launched from Sol I suggest sending the recently launched colony ship to the double PQ15.

Here is our situation.

rbgc3-2179map.jpg


The C is for colony ship, S is for surveyor. Yellow stars marked--everything else is crap.

Notice I gave two alternatives to the Alterian start--I am not sure which one it is, but they definately have a colonized planet in each of those sectors.

Good luck to Zed!

Roster:

Bam-Bam (just played)
Zed-F (UP)
Aviator (ON DECK)
Isit
OPEN

Just Win, Baby!
 
A look at the save file:

rbsg3_av_im001.jpg


Shows a LARGE [COLOR=royal blue]Alt[/COLOR] pie segment with thin Yor and Arch segments,

Does this mean that the Alts have a multiple planet homeworld sector which they colonised fast getting a good economy going, whereas the other two are as we are ?

If so then as they are close neighbours should we consider a "good" morality strategy ? Or is it too early to tell?

Otherwise I am absolutely amazed at the start we have here. :rolleyes: In almost any game I would have played on these setings I would have regarded myself lucky to get any planet and certainly wouldn't have expected to get 3 in the first year.:worship: AI's must be traveling at 3 to our 2 by now and as they know where to go normally It'd be ctl-N beconing by now.:( At this level the only picks that work for me are speed (vital) & sensors (desirable) & influence or possibly diplomacy (useful). As we started I would have said impossible, but what did I know...........

The next year will be very interesting.:ack:

Aviator
 
Yes---this did turn out to be a good start. After the last game, I do really like putting 3 picks to sensors. :D

As far as maso games go--I have only used speed picks on gigantic maps. While I have played max diplo games, I think I have been all over the map on other bonus picks. I have tried to deliberately vary my picks and choice of political party (I have won with each party twice) so that I do not become too dependent on one strategy. No foolin--this is the first start I rolled. I have been lucky with starts recently--my last two gig masos (one complete and one in progress), I have pulled a whole lot of space with lots of room between me and the majors. I thinks it's karma, because I have been stuck with 3 planets on both huge and gigantic maps. :lol:

That said--my picks on a gigantic map would be 8 to speed and 2 to sensors. That +2 speed on a gigantic map is tremendously helpful--especially when playing with loose or scattered stars.

We may be well served to play good--though, in this situation, I usually stay neutral unless BOTH the Altarians and Torians are strong. Of course, though my profile doesn't show it completely yet--I am mostly an neutral-evil player. I have never played a pure good game. I am willing to listen to alternate ideas, of course.
 
Just checking in here. :)

So you guys know, I have only played three games at this level and they were all on a tiny map with a fast military win. I am still working out how to survive on a larger map in which you can’t just rush in and take out the AI's systems in the first couple of years.

Any comments or suggestions you guys have for me would be most welcome. Also any after my turn comments you had would also be welcome. I hope to come out of this game with a better idea of how to play at meso level. :)
 
Isit--don't worry about it too much. Your level of play in the last SG means that you are ready. You've been stomping crippling, so it seems, so taking it up a notch should not be a real problem.

We have an excellent position here--better than many I have gotten. No "screw you" map draw here. With a large map, we will not be immediately harassed (I have found mediums to be the worst). No worries--we are all here to play and learn.
 
Isit--Playing maso isn't easy, and failure is only a bad move away in the early years. Things you can predict are, if you are weak (offensively) the Dren and your opposite morality AIs will attack you early on, its very easy to get 3 hostiles by year 3, and unless you get enough resources (systems etc) in the land grab years you will fail in the medium term (or later) if one of the AIs becomes very dominant early on (or later).

Here it looks like the Alt could be on a high roll already, and the Dren are already becoming powerful, unfortunately they don't seem to be neighbours (to each other) so they may start hunting the small fry first, if we align to good that may keep the Alt off our backs, but align to evil doesn't have quite the same effect on the Dren, hence my tendency (here) to lean towards good on morality pics.

It looks like we are going to have to tread carefully and diplomatically while we build to avoid early conflict, especially with the Alt who look like they could be very powerful neighbours.

Bam-Bam-- I don't do gigantic, I find even at maso I can play to a formula and be successful most/some of the time. On smaller maps I find it much more chalenging, especially with more planets to colonise, the land grab becomes truly vital and this is why I always value speed v. highly and sensors highly as picks. As I said I have started games with the same settings and never got another planet in the land grab, :cry: and would doubtless have been wiped out by year 4 if it wasn't just a game (and alowed me to have another go).

For my style of play speed is by far the single most important pick on any size map, and I always try to get Grav Alt & Eyes of Uni to give me that vital edge, especially if you are starting from a weak (but not unplayable) position and I confess that I find it dificult (at maso impossible) to go cold turkey off the speed kick :arrow: so this will be interesting for me............ Otherwise I would agree that you can play any political party and it makes little to no odds at all to me either.

Aviator
 
I've not yet tried speed picks on map sizes smaller than huge.

Hmm. I need to add that to the to-do list. :lol:


if you are weak (offensively) the Dren and your opposite morality AIs will attack you early on

Actually, Stardock changed military strength a few patches back to include defensive rating. Offensive still counts more, but ONLY because offensive rating is artificially boosted for orbiting ships.

Also, economy is factored in the weakness assessment. Thus you can have zero or near zero military and not be bothered, if your economy is strong enough and you can get some trade going.

Now what you DO need military for, and for which only military will do, is to end the extortion threats. However, if you can pay them, or get the AI's too busy with one another to have time for you, then you can still run no military for quiite some time, particularly if the Drengin are far away.

This is one more reason I like defenders and especially vettes in the early game. Vettes in orbit give more military rating bang for your bc. It doesn't take that many cutouts to avoid falling to the back of the pack on military rating, at least for a while. Still, until you have those PQ boosters in place on all your core worlds, it hurts your growth curve too much to make a military run unless you are going on a rush attack.


Speed is a powerful pick, but I regularly play without it even on huge maps. I find it tough to do so on gigantic, but I've got no problems on anything smaller, so you will learn to adapt. You have all your teammates to help support you.


I see that BamBam has reserved for me the opportunity to lead the first unboosted-sensors SG. :D


- Sirian
 
Aviator--the variety's the reason why I have not become wedded to any particular strategy (other than I am partial to terror stars :D ). On most maso games, the main decision point in the early game is when to shift from military to research/social; that is, when do you feel you have enough colony ships in space to meet your early expansion needs but not extending too far that you will meet the majors too early. That's at least how I play it, but it's less of a concern on bigger maps. I like to meet majors when my first freighters are nearing their territory.

I have played gigantic with no speed boost--definately a whole different ballgame. As far as grav. acc--I will always build/trade for them as soon as possible. Same with Aphrodisiac.

And yes Sirian--I toyed with the idea of a "journey of the blind" 1st maso SG, but decided that I wanted a bit of an edge here--thus full sensors picks and a move to large map in lieu of medium.

BTW--do you plan on opening the first "blind maso bluff" game concurrent with the release of 1.2? That would be a worthy theme. :lol:

Nota Bene: Team--please hold off on patching to 1.19 on Friday--we want to finish this game in 1.13, hopefully before 1.2 comes out next week.

- Bam-Bam
 
A chalenge I (often) play:

Never build any military other than constructors, freighters, and colony ships. what you get from white rocks is acceptable, in fact often vital. ;)

So far I've won on all map sizes I've tried up to painful, but only some maps at maso, needless to say its a culture type victory but I turn culture off, so it plays out as a military victory, and although I've never tried this gambit of getting two AIs into a fight, I suppose that would be acceptable in such a scenario.

I suppose that gives insight into my lack of understanding of the nuances of the military. :crazyeye:

We all play a diferent game, that's its beauty. :love:

Aviator
 
I was going to say if you can't fill the fifth slot then count me in -- but I plan to patch to 1.19 tomorrow and start a new huge/maso game. Ah decisions, decisions. The start DOES look good so far. :goodjob:

I see now that Jaxom may claim the fifth spot, so that makes life simpler. I'll watch this one and add my comments/questions. Maybe I can ghost-write for Jaxom... :lol:

TBC
 
Pre-turn: Look around at the state of the empire, all is pretty much as expected for this stage of the game. Set up the Kolaz build queue, though we only have 2 things to put into it as of yet, and set research to Comm Theory though we are not spending anything there yet. We have only been sending 100M colonists per ship out of Sol, so the population there is already starting to grow to the point where morale is a concern; Sol is in fact the limiting factor on our taxes. Raise taxes to 40% and set propaganda at Earth to 50% (3bc). This will need to be revisited once we start our social builds and build some PQ/morale improvements; generally speaking we don't want to be spending cash on propaganda at our best planets, but for now this is the best solution to local morale issues there.

Jan: We colonize Quatrale, which gives the following event:

rbgc3-2179ad-Jan01.JPG


I could take a big morality drop for a big production bonus, but I am not interested in that with potentially powerful Altarians right next door; I'd rather stay neutral for now. Still, I'm not taking the neutral path if it has a worse penalty than the good path! A -2% production penalty is trivial, however, and only worth 1 morality point. It will take 6 months for a colony ship, though, and the planet can't really afford the population loss yet, so I set it to build a scout first. The new colony ship heads SE for now toward Dubhe, the double planet system, but I may divert it south if I spot another habitable system in that direction.

I consider sending the surveyor westward to scout the chain of stars heading in that direction; if so the question is whether it turns SW now, or keeps going SE to scout the two planets in that direction (toward Arcean space) first. I don't want to wake up any majors too early, but there's also the question of whether scouting that western chain directly with colony ships and allowing the surveyor to continue outward might not result in better overall intelligence. I decide to scout the two planets to the SE first before turning south (and possibly west.)

Feb: Our cultural borders expand, and we make contact with the Yor. They still seem to be stuck on their homeworld:

rbgc3-2179ad-Feb01.JPG


Our SW-bound colony ship explores Geta, which is useless. Travelling further west would be to travel ever deeper into Altarian-claimed space, so I elect to turn the ship a bit more southward. Our surveyor, however, discovers Betelgeuse, which has a PQ14, and Octavia, which has nothing useful.

March: The Yor have managed to settle a second system. Jotunheim and Nestor have produced colony ships. The Nestor ship launches with 20M pop heading in the general direction of Betelgeuse, while the Jotunheim ship also launches with 20M pop and heads NW into uncharted space north of the Altarians, looking for unclaimed worlds.

April: The Yor have colonized another system, this time to our NW. I also see a Drengin colony ship peeking out of the fog to the SW of our surveyor. It looks like it is heading to Dubhe, and might well beat us. It's 11 moves away, while ours is 13 before taking its move for this turn. If we are lucky and the Drengin don't have/get Impulse engines, we might have a chance... but odds are if the Drengin don't have engines yet, they will soon, so it doesn't look good.

Our Jotunheim ship will require over a year to reach the NW corner of the map. I'm now unconvinced that we can get up there before the Yor & Altarians snag everything worthwhile, and the newly-completed scout out of Quatrale can do a better job of scouting out Yor space. Sol has also completed a colony ship, but there is still a small hope of being able to grab planets to our south. The fact that Altarian influence has not expanded into our territory yet suggests the next sector to Jotunheim's west doesn't contain any PQ15s, so perhaps there's a PQ13-14 there it can snag. Sol's colony ship launches with 20M and heads south, also looking for PQ13-14s.

It looks like we are too far away from everything else too be able to win any more races, and I don't want to settle many PQ13-14s in what looks like it will be pretty deep in enemy territory, hard to defend culturally and militarily. We have 6 colony ships outbound and I doubt we will have that many viable targets for them. I turn off military and start us on research.

May: Bad news...

rbgc3-2179ad-May01.JPG


The Drengin are now only 8 tiles away from Dubhe, meaning they have impulse engines as expected. We will lose this race. Currently they have only 2 systems, but I doubt we can beat them to anything south of Dubhe, meaning Betelgeuse is a lost cause as well for being too deep in Drengin territory. That doesn't leave many options for our colony ships, though there may be a couple PQ13-14s on the fringes of our space it may be safe to grab. The colony ship from Nestor is now earmarked for PQ13 Sol IV. The NW colony ship has had no luck so far, having found that neither Hatch nor Hyadea have useful planets. Options for our colony ships on the way to Dubhe are very limited, due to the vast expanse of nothingness between us and the Arceans; I turn them SW and hope for somewhere to settle not too far away from our core and too close to Drengin space.

In other news, we research Comm Theory and start on Translators.

June: UT researched, next up is Diplomacy. Some good news: We discover Devoa in Altarian-influence space, which has 2 PQ14s and a PQ13. If we hurry some colony ships in this direction we may be able to claim this system. We will have to fight an influence battle to keep it, but it is right next to a sector with two PQ15 planets of ours so I'm not too worried.

Talk to the Drengin and Yor, to see what they have. Somehow the Drengin are still missing Deflectors! They will surely research them soon, however. At max research rate it will take us at least 3 months to research Deflectors, and another month if we have to research Defense Theory first. Drengin are also missing Comm Theory, though it's not worth much to them -- a 3/99 discount on Defense Theory, for instance. I'm pretty sure that the Drengin can come up with Deflectors within 4 months. What about getting Medical Theory and trading it plus Comm Theory for Diplomacy or Trade? It's worth a shot.

July: The Drengin are suddenly up to 4 systems and have yet to colonize Dubhe. We also meet the Arceans, who have just 2 systems, one in the middle of what soon will be Drengin space! I guess Alva was one tile closer to their homeworld than Dubhe, but Dubhe would have been a better choice for them... In diplo news, now everyone we know has Comm Theory, so I guess no 2-for-1 trade will be possible. Options are research Basic Environment and swap that plus Medical Theory around for Diplomacy/Trade, or self-research Diplomacy first. We will try the former this time as it looks like we have a shot at getting good value for it.

Our SW colony ship spots a 3rd morale resource a couple sectors SW of Sol.

August: zzz...

September: We meet an Altarian freighter heading NE, either for us or for Yor space, and get contact. The Altarians have a nice compact empire of 4 systems, and their pop curve is looking good. It's still looking like the Altarians and Drengin are the top dogs, and both are about equally powerful so far. We will see if that continues to hold as time goes on.

rbgc3-2179ad-Sep01.JPG


We also settle Devoa I (PQ14) and get the following event:

rbgc3-2179ad-Sep02.JPG


I could take a 1-point good or evil shift, but we have both Altarians and Drengin on our border, plus the Yor up north; I don't want to push too far in any one direction alignment-wise for the moment. I suppose I could have taken the good path as a buffer in case we got a PQ event we really did want to take, but enh...

October: It looks like the Arceans beat the Drengin to Dubhe by about 1 turn, good for them! :) Our surveyor spots an influence resource way down SE in Arcean/Drengin space. Otherwise, it's pretty much just moving ships. We get Basic Environment next month, and while the Altarians already have it, none of the others have so much as Medical Theory, so here's hoping something good comes of this gambit...

November: Basic Environment comes in. For sure I want Diplomacy and Trade, after that I'll start looking for other goodies like Phasers, Impulse Drives, and so on.

  • Arceans have: Cold Fusion, Defense Theory, Deflectors, Industrial Theory, Trade
  • Drengin have: Artificial Gravity, Cold Fusion, Controlled Gravity, Defense Theory, Deflectors, Diplomacy, Impulse Drive, Industrial Theory, Propulsion Theory, Trade, Weapons Theory
  • Yor have: Cold Fusion, Defense Theory, Deflectors, Diplomacy, Impulse Drive, Industrial Theory, Propulsion Theory, Trade
  • Altarians have: Cold Fusion, Defense Theory, Deflectors, Diplomacy, Impulse Drive, Industrial Theory, Propulsion Theory, Trade

Thus, the following trades are made:
  • Basic Environment, Medical Theory to Drengin for Artificial Gravity, Weapons Theory, 12 IP
  • Artificial Gravity, Weapons Theory 1bc/7mo to Altarians for Diplomacy
  • Artificial Gravity, Basic Environment, Medical Theory to Arceans for Trade, Cold Fusion, 15 IP
  • Artificial Gravity, Medical Theory to Yor for Industrial Theory

I could have gotten more value out of the Drengin if I had been willing to spend 3/99 to upgrade to Controlled Gravity, but am not really sure the results would have been worth it. I might have been able to get Impulse Drive from the Yor if so, but it's hard to say. The deals were getting awfully stingy toward the end. Research set to Nano-metal composition in forever, and several new improvements added to the Kolaz queue. Revolt to Republic. I go back onto military builds to get some freighters out.

December: Ship movement.

Year-end summary:

rbgc3-2179ad-Dec01.JPG


Our last 2 southbound colony ships have explored all the planets along the Drengin border without finding any PQ13-14 planets, though there was a PQ12. These ships each have 100M people onboard and I suppose will have to return to our core. Alternatively they could continue to wander around as scouts, looking for PQ13-14 planets near minors and away from strongly enemy held sectors. We have another 2 colony ships en-route to Devoa with 20M colonists apiece, plus one with 100M sitting next to Sol IV which should colonize as soon as we have pumped out a few freighters. I recommend 2 more months of freighter builds to get us to a total of 5 before colonizing Sol IV and starting our social push.

Our surveyor is heading to the SE corner to look for minors, while our scout is heading to the NE corner. We are building another scout at Devoa for the NW corner, which should also be done right away.

The save file: http://www.civfanatics.net/uploads6/rbgc3-2180ad.zip

Good luck, Aviator!

Bam-Bam
Zed-F << just played
Aviator << UP
Isit << On Deck
OPEN
 
and so on

First thoughts:

The land grab is over, we got a lot in the first year and then it fell to zilch as the AIs did their thing. As they are now all travelling at 3 they can cover 3 squares in a year and on ‘large’ that means that anything worth colonising has already got a faster ship heading towards it well before now. Range doesn’t allow us to get to the far flung systems and it probably isn’t worth trying to get a stepping stone in place because its just tooooo late anyway. At least we didn’t come up with a totally dry hole which has certainly happened to me before on these kind of settings.

Our stats show us to have the weakest military and the weakest economy which means that we are already hanging out a shingle saying ‘target’, we haven’t found any minors yet, who are probably scattered in corners with a planet or two each, and we are bleeding cash with no obvious way of replacing it. Right now all the majors are still neutral so all is not yet lost but it doesn’t look good, the two major players have opposing alignments but probably won’t think about taking each other on when there is easy meat like us on the plate. At this level where the AIs get sooo much more bang for every buck they have, and with the abundance of resource they have available, its obvious that they will all easily outstrip us very quickly and would take us out like ants if they declare war in the next few years, my favourite gameplay with speed picks allows me to survive an early war but without it we couldn’t survive.

So strategy has to be to try and avoid looking like the easy meat we are, and not pissing anyone off.

The Dren are likely to turn mean anyway so I think its best to snuggle up to the Alts and hope someone else (Toria?) takes on the Dren, so freighters to Alt and good picks on colonising if available, research towards corvette and see if we can look defended before we get trashed, it will be a while before we can be aggressive if ever.

Start position:
start position
start relations
start economy and military
Jan

Vary spend to get freighter & spare next turn, rest to social & research.

Feb

News : Yor take Diplo Trans
They also expand with a 4th planet to the NE (well they did have 6 colony ships in flight)

And Monkey boy comes knocking with a very big stick.
rbsg3_av_im005.jpg

I never give in to demands so our relationship goes cool.
rbsg3_av_im006.jpg

Expected, but I hope that we can stave off war for a little bit longer.

Military to 0, social & research 50:50

Mar

Soil at Sol completed and I never got the what to do next screen, went investigating and found banking already selected then realised, Governors of course! Did it get the right choice I wonder? and look to see that we are on 16bc income with 100 morale and decide that habit or bank would be bank in this instance so leave it (this time).

Apr

:sleep:

May

Get Nano elec research complete and see if we can do any trades.
Dren swap it for propulsion which I take and hope that will keep Monkey boy happy. No one else will deal anything, as we will get Zero grav by the end of the year I leave it and hope for better then.

June

Colonise devoa3 and the Alts send us a freighter.
Then the Yor decide to come knocking.
rbsg3_av_im007.jpg

And we now have 2 neutral & 2 cool and are looking more like a turkey.


more later.
 
Continued

July

Colonise Devoa4 and get a morality roll but pick up only 2 points for 52.
rbsg3_av_im009.jpg


rbsg3_av_im008.jpg

If it wasn’t for bad luck we’d have no luck at all

Turn down the spend as our economy is right down the toilet (and I can’t see any way out of that) as our freighters won’t make a significant contribution even when they get to their nearest destination sometime next year maybe.

rbsg3_av_im010.jpg


Aug

zzz

Sep

Altaria gets an Economic Capital
We get soil on Devoa1

Oct

zzz

Nov

Our Hero gets a corvette from a white rock and now we can look fierce. :sniper:
rbsg3_av_im012.jpg


Dec

Scottlinglas get Econ Capital
We get Zero grav research and tout it about but there are no deals going, nada.
But at least the Alts go Warm !! [party]
rbsg3_av_im011.jpg


Jan

Drengin get an Econ Cap
And we finally meet a minor !! it’s the Carinoids. :dance:
And there is at last a tech deal to be done, but its down to someone else.

Here is the final map and the final military and economy.
rbsg3_av_im013.jpg

rbsg3_av_im014.jpg



We are pretty much in the hole (possibly the weakest as everyone else will be growing at 160% of our rate) and the target sign is still up in neon, we just need to keep a very low profile and prey that no-one picks on us for several years.

The game

Aviator
 
Not caving in to the Yor was a bad move, it would cost a 1000 gold to fix the relations from cool to neutral, he wasn't asking for that much. Why go looking for war when war will come looking for you soon enough? The ugly Ape was asking for too much, so you did well with him.
 
Well its never worked for me in the past. :( They just come back a month or two later and bleed you dry, after telling their mates who come knocking as well.:eek:

I've never found a good strategy for handling the blackmail, other than trying not to let yourself get so vulnerable and when once they start to bleed you dry the chance of building back to any kind of strength just isn't there.

Its the second time you refuse them they get pissed off.

Aviator
 
Yes this is pretty nasty. We are a ways into the red with a weak economy and its a sure bet someone is going to come looking for tribute the moment I load up the game.

My thought is to rush to corvettes or some other combat ship and do a quick military build to get us a bit more competitive in that area and to stop the tribute demands, followed by a social build.

I probably wont have time to play until late this evening so any suggestions you guys want to throw in would be welcome. :)

P.S. aviator99_uk could you please post a shot of our economics screen? It would be nice to know if we can afford to give out a 500 credit tribute when I load the game.
 
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