RBGC SG5: Training Day OFFICIAL GAME THREAD

Hello team

I am sorry that will be delay this turn. Our small company had I change in ownership yesterday. The new owner has put some demands on me. It might be better if Bam-Bam or someelse takes my turns.

I will try keep everyone inform

Blacksmoke
 
Consider that a swap. I will play the next official game turn, and you will slot in after me, unless you are still unavailable. Please advise us when you think things settle out. I hope the ownership changes are a turn for the better.
 
First things first. Again, I have to tip my hat a bit to Rojo. You ran a pretty good last turn. Ok. Emperor Bam-Bam decides to pull out the veto stamp and change our spending from research to social.

Time for some trading. Dial up the Alterians and make this trade

rbgc5-2182a.jpg


Torians are up Controlled Grav and Deflectors, and down basic env., ind theory, impulse drive, shields and interstellar refining. Alex is up controlled grav, down a bunch, and caranoids are up deflectors and down a bunch. Ok, I'll make the following trade with Alex:

rbgc5-2182b.jpg


That's it for trading.

January

Send the colony ships on their way. Hero picks up a starfighter. Our first trade route completes with the Alterians. I set research to Advanced Trade to pick up any research anomalies.

February

Nothing much. Majors have weapons theory available.

March

Settle PQ15 @ Thebes with 77M colony ship, getting this event.

rbgc5-2182c.jpg


Our morality is now 55.

Colony ship just SE of Thebes spots a yellow system, Sidal, with PQ16/PQ15/PQ14. PQ16 settled, no event.

April

Habitat completes on Earth. Second trade route connects with the Torians at Gauss.

May

Northernmost colony ship spots a PQ12 system. Tagged. Spot another alexian system. PQ 12 system spotted south of Piers. Tagged.

June

Habitat completes on 6 planets.

July

Earth completes its fusion plant and starts on Econ capital. Habitat completes on 2 planets, soil on Umeria. Junk system spotted in the NE, and a PQ16 yellow immediately thereafter. Hero finds a +1% economic anomaly. Caranoids connect a freighter.

August

Two planets complete manufacturing centers. Spot another PQ16 system in the northeast. Colony ship enroute.

September

Two soils and an entertainment center. Settle Betelgeuse PQ16 and get this event.

rbgc5-2182d.jpg


I take the good choice in line with our bent toward good, even with the 9% penalty.

The Torians come a-calling and offer Photons for interstellar refining. Oh my, you want to give me a 120bc tech for a 200bc tech? :rolleyes: No thanks fish-boy.

October

Another manu center completes.

November

Manu centers and two fusion plants complete. Rather than let two planets build nothing, or something I don't usually build, I switch to research for a turn, wake SiBCaT from napping, and set spending to get Zero grav. research in a month.

Hero picks up +4hp from some space junk.

December

SiBCaT goes back to napping, as zero grav. research completes. Back to social, with research labs added to the end of the queue.

Spending is set to have all planets (except one) complete their current social build in three months. The one planet that will not finish is building a manu center, so no big deal.

PQ20 spotted just east of the 3-star cluster with two PQ16 yellows (one settled). Colony ship rerouted, and Thindor (PQ20) settled with the following event.

rbgc5-2182e.jpg


Again, I take the good option (-12% morale will not greatly affect a PQ20). We are now at a morality of 60, in which the game calls us saintly, and we get the good interface :rolleyes:

End of Year

One habitat and one manu center complete. Spot an influence resource to the SE, along with another PQ15/PQ13 yellow. That one has two colony ships within settling distance. There is another PQ15/PQ12 just southeast of Sidal, with a colony ship a couple of months out. We may need a come military spending (and buying of colony ships) to get some more planets up to the northeast. We should have enough to pull all the southeastern systems.

Remember, the spending is set to complete some needed social builds in 2 months. Up to the next player whether military spending (for more freighters/colony ships) or research is in order.

Here is the tactical map. The yellow stars of which I spoke are highlighted in yellow.

rbgc5-2182f.jpg


The Game
 
Ok. We are ready to go to the next round. I apologize for the delay in posting my turn--I had a bit of medical event last night--a strong allergic reaction to a antibiotic I took. One ambulance ride and 4 hours in the ER later, I got to come home and try to sleep off the effects. Let me tell you, it is not a feeling I wish on anyone. Thank God I live in a community where a 911 call means that the EMTs show up at your door in about 5 minutes.

Now, onto the game. Blacksmoke should take the next official turn, since he switched with me. However, I am not sure he will be available, and G-Force has been MIA. So, before we move on, let's give blacksmoke 24 hours to post "I got it". That means that Rojo and I (and G-Force) can play our shadow rounds. Brackard, you should go ahead and play, but hold off on posting until we get word from blacksmoke. If he waves off, then you post the next official round.

Roster:
Bam-Bam (just played)
Brackard (up if blacksmoke cannot play)
G-Force
Rojo
blacksmoke (UP)

Good luck to the next player!
 
I am still bury under work with the new owner. I can post a game on Friday night (PST) let me know
 
Friday night is good enought. Consider yourself UP.

Roster:
Bam-Bam (just played)
Brackard (on deck)
G-Force
Rojo
blacksmoke (UP)
 
blacksmoke, where are you??

You have until tomorrow, when my comments go up. If your official turn is not posted, then we will use Brackard's turn.
 
Ok, we open this puppy up:

We’ve got a few colony ships on the way towards their destinations, a few more planets needing colonizing, and in the process of completing some social builds which includes the Econ capital on Earth. (should help bring in some much needed cash).

Although I’m generally a research freak, I’m actually thinking another round of military for a few more ships might be in order. We have quite a few double/triple planets that still need work and quite a few 13/14’s if we decide to use those as well. (Why not)

As far as the military victory goes, we need to push for a few trade goods such as Tristonium steel (I believe) and gravity accelerators. That means pushing towards the appropriate tecs, tri-stronium alloy and controlled gravity (which we have). We will also need a good size population base for invasions. This would indicate that we need to grab as many planets as possible, if nothing else for use in invasion forces. Look out PQ13/14 planets, here we come. This will also make the growth techs/trade goods more valuable. Because of our massive landgrab, our initial social/research push has been delayed, but if we can make it out of the slump, we’ll be just about unstoppable. Or those are my initial thoughts anyway.

Let’s take a look at the research side for trades:

Torians:
+ weapon theory, photons, deflectors
- interstellar refining, 0 grav research

Altarians:
+ weapon theory, photons, deflectors, phasers, battle armor
- interstellar refining, 0 grav research

Alex: Nothing to offer
Caranoids: deflectors, photosns

No trades made.

Jan: Free ship, moving to Beetlegeuse (most likely where needed) Anderson scouted PQ14. Tagged. Jotunhem PQ15 settled.

Feb: Research, 2 fusion, manu, and Econ capital come in. 1 more turn of social to go. Grav accelerators and Diplo set up in social queue for two planets. 17 months to complete apiece. I didn’t really know what else to queue. Thebes 2 settled with 150M. Thought it was more. Got this event.


yr5-event1.jpg


Chose the good option. Settled Pithra I. Got this event.

yr5-event2.jpg


Ouch, on the PQ. I chose neutral.

Mar: Alexians freighter hits. 2 fusions, 2 habs, and a soil complete. Amber I, PQ15 scouted. Colony ship en route.

April: 2 researches and a fusion hit. I have several planets without anything viable to move on in social, so I’ll have to stop right here. Moving over to military spending. Looking at our colony ship needs:

Needed:
2 colony ships at Sidal: PQ15/14 (east)
2 colony ship at Thebes PQ15 (east)
1 colony ship at Alva PQ16 (way up north, immediately)
1 colony ship at Piers PQ14 (central)
1 colony ship at Anderson (possibly one of the two already down there)
So that’s a minimum of 5-6 colony ships

So looking at my military spending graph, let’s see what we have here: The worst needs are in the north. Beetlegeuse, Umera, and Thindor having build times of colony ships of 3, 4 and 4 turns. Ugh. That will be difficult. I’ll have another army from the rest of the fleet by that time. Sivil will have a colony ship out next turn. Good. That will be the best we can do for the NE. The others can wait from planets currently in construction.

Due May:
Sivil: Load with 200M, head to Alva (PQ16)
Unukalhai colony ship: load up with 200M, head to Thebes (PQ18)

Due June:
Freighters: Earth, Sol IV, head up north to Dren/Yor
Cherryh I: Load with 100M, head to Sidal
Cherryh IV: Load with 150M, head NE

Due July:
Piers: Load with 50M, move to Piers (same system)

Due August:
Umera I: Load with 100M, head to Alva area, explore NE (or switch with the Sivil CS depending on distance)

Due September:
Beeltegeuse: load with 50M, explore E
Thindor: load with 50M, explore N

We’ll need some additional ships, but we’ll need to switch back over to social/research here shortly.

May: Meet the Kwinlisians. 3 colony ships produced.
Unukalhai: 200M to Thebes PQ15
Sivil: 200M to Alva
Cherrryh II: missed this one, 150M to Sidal PQ14

Kwin: up phasers, deflectors, wpn thry, down a lot

June: CS
Cherryh I: 150M to Sidal
Cherryh IV: 150M NE
Colonize Amber – event below, chose neutral

yr5-event3.jpg


July: Dren pull in diplo translators
2 CS
Sivil: 200M, heading NE
Piers: 100M settled the PQ14, pirate event, chose the good side
In the above CS calculations, I didn’t take into account the small amount of time for some of the quicker planets, thus the multiple CS per planet. Good stuff. So with that being said, I can take off the last month. I only have 1 more month of CS production before back to research.

August: Umera, load 100M, head E Move the ship. Autoturn moves into next turn before I have a chance to change spending. Damn.

September: 3 colony ships produced.
Sivil – load with 100M head NE
Beetlegeuse – load with 50M for exploration
Thindor – load with 50M for exploration

Change spending first. 100% research Nano-metal comp. 500 needed, 416 dial up sibcat. Spending set to 230 for 2 turns. We COULD get it in one turn, but would take huge financial loss.

October: ships move

November: Gladstone scouted down in the bottom corner. Colony ship in route.
Vote: we win, 95 votes. Research comes in. Next up: Imp Env, spending set to make it for next turn.

December: Imp Enviro comes in. Gladstone settled, no event. Research set to adv trade for the extra trade routes for the freighters in progress.

Take a look at end of turn trades:
Alex: they are up adv trade and the weapons tree techs, let’s see what they want for adv trade (even though we’re one month in already, yeah, I’ll take the smack for this one).
Shields (500) & Basic enviro (220) for adv trade (900). Well, they won’t move from those two techs for adv trade, let’s see if we can get something else from them: phasers (250). Sure what the hell. I’ll take it.

Kwils would trade, but it was a bit uneven, so I declined for the moment. Same with Caranoids. Same with the majors.

Close with Torians, Friendly with Altarians.

End of year map and populations graphs:

yr5-end.jpg


yr5-pop.jpg


Save

edit: Posted from shadow thread per BamBam. Note to next emperor, on the military build, I have many prebuilds of constructors for those planets that were not moving ahead with colony ships. If you choose to start spitting out military ships, these planets should have a good head start on anything you decide.
 
Brackard, solid turn. Your rationale for most of your moves makes sense, even if you chose differently than I would have. A couple of points, though.

Be careful with the pop size on the colony ships bound for PQ14s. I like to keep them at or below 100M, and stick with 150M for the PQ15s (of course, if there is a 200M ship next to an unclaimed yellow PQ15, I'll take it). This is for the 2nd/3rd round of settling, mind you. You don't want these planets sitting too long with lower than 100 morale, while you research or wait for their initial social builds to complete. Likewise, you would not want to lower taxes throughout the empire just for the last few rocks settled. What you want is a balance.

You noted that you didn't shift off military soon enough--you also could have split spending between military and research to get those last few ships to complete. Good call on the freighters from the Sol system--that's smart thinking.

You noted that you had invested some research into a tech and then traded--that's not necessarily a bad thing--it just shows that you did not check what was available before beginning research. I do not claim to be the best at this--remember, this game is about NOT micromanaging for me (I am now a reformed Civ3 junkie :lol: ). That is one of the things I do check--what is around before I start investing my own economy.

You probably could have made some more trades, too, but the game doesn't seem to trade as much between AIs on reloads as it used to in earlier builds, so no harm done.

One other note--you should have either shifted spending to social or shifted research to another tech-so that the next player would not mistakenly research weapons tech as some of us have...

Should have put econ exchanges at the end of the queue after getting advanced trade.

Good settling, good exploration, solid work.
 
Ok, here is the roster.

Bam-Bam
Brackard (just played)
G-Force (UP--Please claim in 24 hours)
Rojo (ON DECK)
blacksmoke--MIA

Rojo, be ready to play and post an official game turn if G-Force does not claim by tomorrow evening. We all play from Brackard's save posted above. Good luck, everyone.
 
I start by looking around:
- I marked another militairy resource in sector 12-6
- I add economic exchange to the building queue after fusion power plant
- The Torians are close, the Altarians friendly.

As both the Torians and Altarians have the exact same techs, I'll only put them here once:
+ Improved Environmental Control, Interstellar refining, Nano-Metal composition, Zero Gravity Research
- Battle armor, Deflectors, Energy Channeling, Photons, Space militarization, Weapons Theory.

Opening status:
intro.GIF


JANUARY:
- Basic ship movements

FEBRUARY:
- Basic ship movements

MARCH:
- We colonize the Alva System(PQ 16, no events)
- I cancel the 2nd colony ship heading for that system, a PQ 10 is not worth it.

APRIL:
- Sad news: the Yor got their hands on Gravity Accelerators

MAY:
- Earth is set to Manufacturing Capital, Cherry IV to Galactic Stock Exchange
- Research is Nano Electronics, spending 0/75/25
- We find the Apeori System(15,15,7,12,2)
- I mark an economic resource in 12-6

JUNE:
- Altarians build Economic Capital
- We complete: 2 research centers, 1 soil enhancement and 1 manufacturing center

JULY:
- We meet a freighter from the Scottlingas
- Yor steal the Apeori system from under our noses, colony ship was 1 spot away :(
- We devellop Nano electronics and go for instant communication
- Spending set to 0/60/40
- I trade with the Yor: they get some techs the Altarians & Torians already got:
tradeYor1.GIF

- By meeting the Yor it seemed we also met the Drengin, they got diplomatic translators, I can't make a deal with them that would be in our favour.
- We complete: 1 fusion power plant, 1 banking center

AUGUST:
- We complete: 2 soil enhancements, 1 research center

SEPTEMBER:
- We complete: 1 soil enhancement

OCTOBER:
- Instant communication is researched, I head for anti-matter
- We colonize the Umeria system, no events
- We complete: 1 habitat improvement, 2 banking centers, 1 fusion power plant

NOVEMBER:
- Ship moves

DECEMBER:
- We complete: 1 habitat improvement, 1 soil enhanement

End game screenies:
endGame.GIF

endPlanets.GIF


Final thoughts:
- We should start getting some resources, as we're going for a militairy victory, a militairy resource will come in handy.
- Our influence is good, as you see the Torians are almost surrounded :)
- Being good now also has its disadvantages now that we met the Yor & Drengin.
- 2 good trade goods are being held captive by the enemy, we should release them ;)
- I hope I didn't screw up, I'm still a little confused about that SibCat thing ans research manipulation.

Save is here

G-Force
 
I am not sure what your spending was at the start of the turn. You missed out on an opportuninty to push social for wonder/trade good building.

Too bad on grav accelerators, but you couldn't have built it that fast anyway. This gives us a bit more of a challenge for the game.

I am surprised that you lost the system to the Yor--none of the other players did, and the colony ship was in the same position. Did you waste movement getting there?

Your halfway and later spending priority is putting more of the trade goods/wonders at risk to the AI to snag. We have enough tech right now--we need to snap up those wonders/trade goods that are available, the research the rest of the first wonder/trade good tech and blow through those.

Splitting spending hurts a game. I generally do not generally split spending unless I am at the end of a run of military/social, and I do not need 100% to complete the things I want at the time I want. I may also split spending later if I am researching and have a surplus. Otherwise, I am a 100% focus. When you are competing for wonders/trade goods, it is especially important to focus on your goal.

I cannot evaluate your tech trades--you did not specify what you got from the Yor.

Overall--some work needed.

Team comments--

Overall the team seemed to miss some of the points made in the shadow thread about concentration on wonders. Jaxom in particular greatly stressed the 100% drive to get wonders/trade goods when he shifts to that focus.

Research also needs to be focus. WHAT do you want out of the tech ? Why is it worth putting our economy to it vs. trading from another. Since it is relatively easy to trade for non-capital ship tech, it does not always make sense to be the one doing all the research.

FOCUS. That's the key.
 
Ok, time for the next round. I don't have an active MoO game going, so I should be more available this round. Sorry about my absence.

Roster:
Bam-Bam
Brackard
G-Force (just played)
Rojo (UP--show us that maso form :hammer: )
blacksmoke (where are you??)

Turns up by Saturday night, my comments up by Sunday. Good luck, and remember to keep you moves focused.
 
Got it. Oh sure... put the pressure on me. I make no promises that I will not make some goofs, but I will try and do my best to give us a solid turn.... I hope.
 
No pressure on the maso vet, eh? :p :lol:

Seriously, I probably dole out the :smoke: too easily, but I'm getting paid to be critical. :lol:

Don't worry about making mistakes. It's a game, and we are all here to learn.
 
Rojo (2185 - 2186)

We open up and we have the following:

Tax Rate: 42%
Spend Rate: 60%
Net Income 95bc
Treasury: 1907
Approval: 81%

Income Distribution: 60% Social, 40% research

Relationships are as follows:
rbgc5-2185b.jpg


We are currently researching Advanced Engineering, and Earth should produce the MFG Capital next turn.

Jan 2185
I check in for trades to see what is available. Overall we are under by Corvette, Deflectors, Energy Channelling, Space Militarization, and Turbo Phasers. It appears most have a combination of these. We on the other hand have a handful or more techs that we could work with. Drengin have Diplomatic Translators and the Yor have Gravity Accellerators (got to get those somehow).

Before making trades, I decide to see what is available on the market in terms of Wonder/Trade goods.
- Aphrodisiacs (we can pass on those)
- Frictionless Clothing (no big loss. A nice to have)
- Galactic Exhibition (Would love to have this)
- Galactic Stock Exchange (A major benefit, first priority)
- Tri-Strontium Steel (For military victory, a major plus)

Decisions, decisions. I see that the Yor are willing to part with Gravity Accelerators for anti-matter, instant communication, improved environment, interstellar refining and cultural trade. I can live with all except Cultural trade as this allows the Yor to work towards Galactic Exhibition and is a tech that no one else has. I am able to remove this from the equation and add 29bc for 50 years, but this could help make it difficult to get some of the wonders etc a little earlier. I decide to wait until earth builds the Mfg Capital next turn to see what options I have.

I switch to 100% social and boost spend rate to 73%. Since we are doing ok tech wise, I feel putting all to social is better as we still have plenty of planets trying to get the basic social builds such as soil and habitat.

I look around and notice we have colony ships on the move and some sitting around on planets. My thinking is that there will not be too much to get anymore so I do the following:
I sent 150 colonist back to Alva. Launch 20 colonists from Betelgeuse and send NW to explore and laucnh 20 from Silva and also send NW. The other ships I continue on their merry way and also decide to split up the the 2 freighters going north and send 1 each to the Drengin and Yor.

Feb 2185
Earth builds Mfg Capital. I now check to see what my options are. If I boost social spending to 100% and not touch tax rate (not much effect here) I can produce the Galactic Stock Exchange or the Galactic Exhibition in 4 turns. I notice that Cherryh IV is currently working Galactic Exhibition and will get it in 10 turns. However my math tells me that Earth can produce BOTH the Galactic Stock Exchange and the Galactic Exhibition in 8 turns, so Cherryh IV is better off working on something else, say Tri-Strontium Steel and get it in 12 turns. The only downside of all this is the -202 to the income and the possibility that someone else develops these. It would be a wasted effort, but I think the risk is well worth it considering our relations, not too bad off technolgy wise and we have some cash in the bank. I decide to go this route.

I then think about the trade and the Yor for Gravity Accelerators and realize that my plan cannot really afford having the Yor get a chance at the Galactic Exhibition nor do I want to give them 29bc a turn as that would hit me further in the pocket. So I do not do any trades.

Mar 2185
I settle last planet in Thebes system and get following event:
rbgc5-2185c.jpg


I go neutral.

Apr 2185
I settle Sidal IV with no event.

May 2185
I settle Sidal II with no event.

June 2185
We get Galactic Stock Exchange. I switch to Galactic Exhibition. I check in to see how we are doing on the tech front. Nothing has really changed. We are still down only the same techs as we were we we first started the year and it appears that majors and minors are doing alot of swapping. We are still up a fair number of techs. Getting GSE helps drop negative income from -202 to -185. Anything helps, especially with all the social builds going on.

July 2185
Spot Aldra system (14) just north of Lasitus and I decide to settle with 20 colonists. Get following event:
rbgc5-2185d.jpg


I go good this time around.

I notice that some planets are starting to run out of social builds. I put them on some of the other trade goods.

Aug 2185
Ships move

Sept 2185
Ships move. Earth should build Galactic Exhibition next turn, so I check in for trades with the various people. The Yor are still willing to trade to me for the Gravity Accelerators. I make the folowing trade with them:
rbgc5-2185e.jpg


I also decide to make the followng trade with the Alexians:
rbgc5-2185f.jpg


I notice that the latest tech to come on the scene is Interstellar Tactics of which only the Drengin and Scottlingas have. Scottlingas are willing to trade for it but want the following:
rbgc5-2185g.jpg


I do not think so, considering we are able to get in within 2 turns, so I turn it down. So after all this, we are only down Corvette, Deflectors and Interstellar Tactics, and still have a handful of techs to work with.

Oct 2185
Earth builds Galactic Exhibition, and Carinoids build Aphrodisiacs. Now I have another decision to make. Do I continue and go for Tri-Strontium Steel which I can get in 4 turns, or do I move onto research as some planets are running out of social builds that I feel are important. I decide to continue and have these other planets work on Embassy as it does contribute to morale and and the economy. I also change spend rate from 100% to 88% as I notice that Tri-Strontium Steel can still be built in 4 turns but we can save about 100bc per turn this way.

Nov 2185
Ships move.

Dec 2185
We win election.

Jan 2186
New Minor makes the scene: Debians, but we do not make contact. United Planets meet for the following and the decision:
rbgc5-2185h.jpg


Year end notes:
We should get Tri-Stontium Steel next turn and should focus on research as most planets are starting to run dry on builds. We are only down 3 techs and still have some to work with. Here are the year end shots:
rbgc5-2185i.jpg


rbgc5-2185j.jpg


rbgc5-2185k.jpg


Save Game
 
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