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RBMoo SG1 - Oh the Humanity - Team A

Discussion in 'Other Civ-Related Games' started by Sirian, Mar 4, 2003.

  1. Sirian

    Sirian Civ Map Programmer

    Joined:
    Dec 20, 2001
    Messages:
    3,651
    Location:
    Pennsylvania, USA
    Scenario Information:

    Difficulty: Normal
    Race: Humans
    Galaxy: Large, 2-arm
    Starlanes: Short, Few
    Random Events: Normal
    Specials: Average
    Computer Players: 8
    Combat and Turn timers: Off
    Victory Conditions: All


    ROSTER:

    Sirian
    Jaffa Tamarin
    Jester
    Charis
    Griselda


    Rules:

    * The first player will play twenty turns to open the game. Thereafter, all players play exactly ten turns.

    * Since games can only be saved at the beginning of a turn, all games will be saved on a turn ending in 1. So the team captain plays from T1 to T20, saving the game at the start of T21. Next player plays from T21 through T30, saving at the start of T31. Etc.

    * Reports must include notice of any vital SitRep items from the last turn, as this info will not be preserved in the saved game. Important items include military encounters, tech breakthroughs, colonization notices, senate bills, unrest news, espionage news. The rest can be ignored.

    Additional rules involving procedure are posted at RBMoo forum.

    Additional teams will be playing also, in separate threads, although each team will have its own unique game to play, using the same scenario parameters.


    In addition to playing the game here, I also intend to establish some conventions to use in standardizing the naming of ships and task forces, so that SG players can glean at least some accurate information about fleets and ships at a glance.

    I'll post my report from the first turn next.


    - Sirian
     
  2. Sirian

    Sirian Civ Map Programmer

    Joined:
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    Location:
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    About senate membership: I originally intended to start in the senate. However, you have to customize your race to guarantee a senate start. When I generated a start, we did NOT start in the senate, but the situation looked too interesting to waste, so we're sticking with it.

    Here's part of why this start looks interesting:



    Turn 1: We get a splinter colony in our home system! We have two worlds!

    My first activity is to pull up the Empire tab and change Regional Zoning to "Specialized". This will allow us to maximize effective use of our worlds and also set the viceroys to try to do the same, for any regions we leave blank for them to plan. This efficiency comes at the cost of increasing interdependency between worlds, vulnerability to blockades, and need for player attention to empire-wide supply and demand, but we're going to try that out in this game. Future games or other teams in this SG might try another approach.

    Next I zoom our homeworld, Balren 7, and assign four new DEA's to the economic plan. Three mining zones and one industrial zone have been requested by Imperial leadership (me).



    Next I survey our home system. There are seven planets. To my complete astonishment, four of these are in our habilitability range! I have never seen such a thing. We have our homeworld, the splinter colony, and there are also two uncontrolled sweet spot planets, besides these two. What a bonanza!



    Because of this, I decide that our first construction projects should be two system colony ships. They are cheaper than colony starships, because they don't need warp drives. We'll grab these two worlds in the home system before my round ends! So I make applicable changes to our military build queue (MBQ).



    Now it's time to take a look around the interstellar neighborhood. We have three starlanes leading out of our home system. A red star 4 to the northeast, a gold star 3 to the south, a red star 3 to the southwest. I send the colony ship to the gold star, which is most likely to have a hospitable world.



    That completes the first turn.


    Turn 2: It is time to plan the economy for the splinter colony. This world is mineral poor and somewhat hardscrabble. I elect to assign all the DEA's:

    2 Farming (the one fertile region)
    2 Industry
    2 Mining (in the mountains, of course)
    6 Research
    1 Government
    1 Recreation

    Homeworld has no unrest reduction DEA's, but DEA effects do overlap and accumulate, so I will probably assign a second recreation DEA to one of the two unsettled worlds. I will also slip one or two military DEA's in there. If we end up with more unrest reduction than we really need, we can later raise taxes only in this system and thus get full use of the happiness surplus, if any.

    The local mining is in a mountainous region, and is intended to fuel the local industry, which is needed to construct all the other DEA's, their eventual improvements, planetary defenses and add-ons. The research emphasis is to try to use our faster research to get a jump on the competition. We have another mineral poor world in the system as well, which will also not be worth mining, and without mines, industry won't function. That leaves farming and research, and if the land isn't fertile enough to farm, research makes a good "fall back". That fits nicely with our racial strengths of economy, research and spying. The sooner we research improvements like hydroponic farms, deep mining, spying upgrades and economic support, the more we can make of our empire. Lacking a rich world as yet for heavy mining, heavy industry (for more shipbuilding) is out of reach. At least by setting up these research facilities in the home system, they will be secure, and we'll have wiggle room with other systems to emphasize mining and industry later.

    I leave migration turned off for the moment, to let homeworld build its base pop a little higher. I'll turn it on, to increase the population at Balren 1, in a few turns.


    Turn 3: An industry DEA completes on homeworld.


    Turn 4: A mining DEA completes on homeworld. Our colony ship and one of our scouts arrive at their destinations.

    Turns out the gold star (where I sent the colony ship) has only hostile worlds, while there's a very rich, small G2 planet in the red system.

    OK, convention time. Planetary classifications:

    Par - Paradise - Perfect conditions
    SS - Sweet Spot - just like homeworld
    G1 - Green 1 - highly desirable
    G2 - Green 2 - habitable
    Y1 - Yellow 1 - requires life support, farming possible
    Y2 - Yellow 2 - requires life support, farming not possible
    R1 - Red 1 - hostile planet, but within terraforming range
    R2 - Red 2 - covers everything else, extremely hostile worlds.

    G+ - Refers to worlds of Green 2 or better - habitable.
    F+ - Refers to worlds of Yellow 1 or better - farmable.
    Y+ - Refers to worlds of Yellow 2 or better - inert/habitable.
    X - (Skull and crossbones) Refers to red zone worlds - all hostile.

    Note, some R2 may be way WAY out of our habitable range. Note the big sea of dark red surrounding the brighter colors in the Environment panel, on the planet control screen. Different races have different habitability ranges, so these worlds might be good for friends, allies, or magnate citizens, but would only be useful to us after about TL30, when we have multiple terraforming advances. Y1's are farmable, so if they meet other conditions (gravity in the right range, rich minerals, fertile lands) they might be worth grabbing, probably with an outpost and migration.


    OK so where was I? We've spotted a G2 at the red star. It's a rich world! We'll have mining! I send the colony ship over there, it will arrive in two turns via a convenient shortcut lane and take one turn after that to settle. Also, a rescued leader special was found.



    Turn 5: Another mining DEA completes on homeworld. NE red star explored, no G+ worlds. As shown in the SitRep, we also discovered a weapon tech here. There's been an incident on the splinter colony which affects mining output. No mines are operating yet, but I wonder how long this event lasts?


    Turn 6: Industry DEA completes on homeworld. I increase the Military slider for the first time, emphasizing production on our system colony ships, as the last unfinished DEA on homeworld is due next turn, and does not need the entire budget.


    Turn 7: We locate a colony of Darloks. Their world is red to us, but that may be a good thing. Our homeworld now has all of its DEA's constructed. Spending on colony ship production increased.



    Note that our colony ship has settled the rich G2. I turn on migration for the first time, to both the G2 and the splinter colony.


    Turn 8: No significant activity. Here's a shot of our rescued leader, a Eoladi spying expert with ties to the Darloks.




    Turn 9: Our southern scout encounters an Ithkul scout! They actually attack our scout vessel!


    To Be Continued...
     
  3. Sirian

    Sirian Civ Map Programmer

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    Turn 9: Our southern scout encounters an Ithkul scout. They actually attack us! I opt not to retreat, as I want to scout this system, not be forced to turn back. The scouts fight to a draw.

    This is in a system next door to the Darlok system. Could... be... interesting...

    The system itself has two Y1 worlds. Normally, these would be ignored, but one of them is very rich. That may be worth pursuing, once we've grabbed all the nearby G+

    The gravity at the rich Y1 is "High", which is in the yellow range for us. That's not good. Gravity is a MAJOR factor affecting DEA efficiency. Gravity in the yellow range means only "major" loss of efficiency/production. Gravity in the red range for your race is "truly crippling" -- not enough to chase you away from G+, but certainly should be accounted for in evaluating colonial priorities. Another key factor, of course, is strategic location, and this system (Talitha) looks to be a strategic location perhaps halfway between our home system and an Ithkul home system. If you follow me. We might want to consider setting a blockade fleet here to prevent any of their colony ships from moving past this point. Too early to tell yet, but something to ponder, as this decision may need to be made before my next turn comes around. (MOO3 games move faster in the early going than the typical Civ3 game, or even MOO1/MOO2 games).



    So, after finding five G+ in the first two systems, we've found none in the next four. Only this rich Y1 and the Darlok magnate world appear desirable enough to pursue.


    Turn 10: A second leader joins our cause!



    Also note that the first colony system ship was produced, and we'll settle the better of the two SS worlds remaining in the home system. (Better as defined by green gravity range and average minerals, vs low gravity - yellow range - and poor minerals on the other one).

    Here's our new Meklar pal:



    He's not the most effective leader I've seen, might even be hurting us short term, but I don't know that we want to reject him. At the very least, he provides a second target for assassins, which may spare the life of our more valuable Eoladi hireling.

    Speaking of assassins, I order up a Political Spy to help protect the life of our two leaders if/when we establish official channels with the Ithkul.


    Turns 11-13: The first few DEA's complete at the splinter colony in our home system. I take the time to obsolete most of our ship designs, replacing a few of them with new ones. Let's talk about ship designs a bit.

    First, here's our new troop ship design.



    Now, perhaps you look at that and wonder what I'm smoking. An expensive Light Cruiser just for troop transport?? However, each troop pod carries only four units. You don't invade with single divisions and expect to win vs all but the newest, smallest colonies. Troops are easy to train. (Just go in and compare the cost of even a small starship to the cost of a TEN PACK of infantry or even marines. You'll see what I mean). So... rather than build four small troop ships to carry four divisions, at a total cost of 1900AU, I've designed this single, larger ship, which costs less than 1200AU and can transport a whole Corps. Thus, we save 700AU on the cost of being able to transport up to 16 gropos, money which can be used to do other things. The only thing we don't have is the flexibility to send a single division, but I don't expect to do much of that. When it comes to troops, they are so cheap, it's better to send too many than too few. In fact, I'm going to queue up a couple batches of infantry at the splinter colony (10packs) so that they will be hanging around training, gaining experience, and we'll have them ready to go on short notice if we want to take over someone's colony. It's not like we're going to make friends with the Ithkul.


    Convention Time:

    When it comes to naming ship designs, I believe the most indispensible information is the warp speed. Starship engines come in various levels, with Retro Engines being Warp 1. Nuclear Engines are Warp 2, Sub-Light Drives are Warp 3. We need a reference list of the engine names and their speeds, because the game only shows the names.

    EVERY ship design ought to have its warp speed number in the design name. This allows any player to identify at a glance the speed of any design, including designs made by others, so as to be able to group ships of like speeds. You don't want a sluggish design bringing a speedy task force to a crawl. The fleet moves only as fast as the slowest ship.

    No other information is as vital as the warp speed. Sucky ships and obsolete designs may still have SOME value, when grouped with the right partners. They have NEGATIVE value if they bring modern TF's to a crawl.

    So the number one naming convention for ship designs is to always put the warp number in the design name, and to use numbers ONLY to identify warp speeds.

    Note the name of my transport ship design: Corps Trans1. This is a sterile sounding name. If they ever give us more characters to make longer names, we can improve on this, but even then the conventions remain the same. The design name should provide as much vital info about the function of the ship as possible. In this case, the ship is designed to transport a Corps size ground unit, and it has warp one engines. You get all that info in the name, at a glance, if you know how to read the convention.

    If I were to design another similar transport, still with warp one engines, I should NOT name it Corps Trans2. That would indicate a warp two speed vessel, and that's not correct. So it would be named Corps Trans1A, to differentiate it from the older design.

    What do you put in the name? Depends on the design and its intended use. That will be up to each designer, but for SG play at least, ship names need to convey information and reminders, so players can work together effectively. Save your flashier, role playing ship names for non-SG play.


    Now here's a new scout design:



    I've replaced the laser with a fighter squadron. This reduces the cost of the vessel (cheaper scouts are better scouts), while the ship may see more use long term (if scouting duties are finished) as a warp one picket offering fighter support to fleets.

    NOTE: because of piracy, you never want to scrap old starships. Obsolete fleets make for great service to the empire in backwater or frontier worlds to combat piracy with permanent starship garrisons. Piracy often causes a lot of unrest on new and especially newly captured worlds, especially later in the game when population increases from heavier migration outstrip production of DEA's and facilities that combat piracy or unrest.

    There's good blurb in the MOO3 readme about piracy that everyone should read.

    As for the name of this design, "Ftr Recon 1" indicates that this ship carries fighters as its weapon, its mission is recon (picket is another good word for this function), and its speed is warp 1.

    This IS the current scout design, so build these (they're cheap) if you want extra scouting or some cheap escort units for a possible blockade vs the Ithkul.


    Finally, I designed a frigate-class carrier with more fighter squadrons, and especially with fighters that do more damage (so they aren't obsoleted as much by the advent of shield techs). This small vessel replaces the Eagle Attack as our early combat starship of choice. Again, even after its lifespan has come and gone, any of these we build can run light piracy duty, so don't be afraid to build a few IF the Ithkul give us reason to want or need some space superiority, short term.



    Note the name. MiniCarrier indicates that this is a small ship, as compared to "Carrier" or "Car", which will tend to be used for our largest class super carriers of the day. And of course, the warp speed is shown in all my design names.

    Humans with our research bonus and my early focus on research in our home system, should reach new ship techs faster than usual, so we may end up redesigning these vessels before we field very many of them. Don't worry about that. As far as I know, there's no limit to the number of old designs we can have. If a new tech can give us an edge, go ahead and try to get it into play faster. Just stick to the ship-naming convention, and remember to obsolete any old designs you replace, so they stop being built.

    I currently have no system ship designs in place. Next player or two may want or need to change that, but at this point we can only build ships off the homeworld anyway, so I took system design all out of circulation, to have colonies focus on bases or shipyard upgrades, or gropos.



    Turn 14: Our scout locates an Ithkul outpost.

    Turn 15: We encounter the homeworld of a new race, at Thok, the orange star north of Rotan. Their system ships chased our scout away. We had to retreat, without making contact. This is in the opposite direction from our encounters with the harvesters.

    Turn 16: The fourth good planet in our home system has been settled. Both it and the Splinter colony are Mineral Poor, so I have set them up to be research planets (mainly). This new colony is low gravity, but it has lots of fertile regions, so I set it to do a good bit of farming. Since we are strongest on research and on spying, I believe we should focus some on these strengths.

    I decided to set up the DEA's for all five of our worlds.

    Here's the arrangement for Balren 5 (std gravity):

    2 Farming (Alluvial mtns)
    2 Industry
    4 Mining (mountains, average minerals)
    1 Military
    1 Government
    2 Research (these are in Arable plains, could be replaced with farms if needed -- depends on whether we find other fertile worlds to farm)


    Here's what I did for Balren 4 (poor gravity):

    4 Farming (all Alluvial mtns)
    1 Industry
    1 Recreation
    1 Government
    5 Research

    With poor gravity and poor minerals, mining would be a waste.


    Nitzer 7 (std gravity, very rich minerals):

    6 Mining (4 mtns, 2 mixed)
    2 Industry
    1 Government
    1 Military

    Obviously, this world is vulnerable to blockades at the moment.


    Turn 17: We have located the Ithkul homeworld. It's at Saak, the red star south of Corona. Also, one of their scouts is coming toward our homeworld.

    Turn 18: I've built a new ship: "Ftr Recon 1". This is a scout vessel.

    Turn 19: That Ithkul scout blockades our only colony outside the homeworld, Nitzer 7.

    Turn 20: The Ithkul ship has moved on. I built another new scout.


    OK, the first MOO3 SG turn is in the books. :)

    Galaxy map and final thoughts up next.
     
  4. Sirian

    Sirian Civ Map Programmer

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    Location:
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    Pink Dot: our home system.
    Green Dot: Ithkul home system, 6 lanes away.
    Light Blue Dot: Home system of unknown race, 4 lanes away.
    Yellow Dot: halfway point to the Ithkul system, contains two Y1, including one very rich with our favored gravity.

    The two systems between home and yellow dot contain our mining colony and the Darlok Magnate world. I have two scouts flying east to investigate rimward.



    After the biggest bonanza start I've yet seen, with a splinter colony, four G+ worlds, all in the home system, and a G2 very rich fav grav next door, we have not found a single G+ since. Not one. At best, an X magnate and a couple of F+

    So what looked like a great start has turned into the most barren, infertile, inhospitable start I've yet seen! If we don't turn up some G+ to the east, we're in dire straits.

    I love it! :)

    Oh, and of course not being in the senate increases our risks of losing by senate vote. We'll want to make friends with somebody in the senate and try to get in. We need contacts to take advantage of our spying abilities.


    Next player or two need to focus on scouting, on colonizing any G+ we find, on sending colonies or outposts to the magnate civ and the rich Y1, training spies, and setting up a blockade of the Ithkul at Yellow dot. Other than that, not enough intel yet to make plans, so have fun forging our destiny. :)

    ROSTER:

    Sirian
    Jaffa Tamarin << UP NOW
    Jester <<<<<< On Deck
    Charis
    Griselda


    RBMoo1 - Team A - T21



    - Sirian
     
  5. Zed-F

    Zed-F Chieftain

    Joined:
    Dec 25, 2001
    Messages:
    1,776
    A possible good solution to the barrenness of your start: Colonize the darlok magnate immediately. They like large worlds that will be Red to you, and apparently breed like rabbits. Plus it will give you a big pop boost immediately for a possible high-production world similar to your homeworld. 4 colony ships are expensive, but it's probably worth it, especially since there's nothing else around nearby to colonize... :)

    EDIT: You'll probably need some blockaders first to cordon off some space for your empire...

    Another point, it's going to be a long while before you have a significant amount of pop at your mineral rich world. Your pop is going to be much more interested in migrating to nicer in-system worlds than it is going to be interested in migrating to a yellow planet outside the system, compounded by the fact that there are several insystem worlds to migrate to. Minerals are probably going to be a problem for a good while.
     
  6. Jaffa Tamarin

    Jaffa Tamarin Monkey Cult

    Joined:
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    Messages:
    570
    How does one get elected into the senate if you start outside it?

    My first game, playing the Sakkra in a large 2-arm spiral, ended around turn 200 when some unidentified other race was voted to senate president. 200 turns isn't a lot of time to make much impact playing a "we don't need no stinkin senate, let's just go out and conquer the galaxy" strategy, so I think getting elected into the senate is the best option.

    Also, warp speed governs time between stars, and system speed is the speed ships move in combat, right? I think it's at least (if not more) important to have ships grouped with the same system speed, for maximum combat manoeuverability, and not care so much if they take a bit longer to reach the target system because one of them has a slightly substandard warp engine. Especially since they all get free instantaneous travel to mobilization centers.

    Also also, will get it when I get home from work today.
     
  7. ikarius

    ikarius Chieftain

    Joined:
    Mar 5, 2003
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    Ack! Your start sounds ridiculous- I'm working on my first game, and so far, at 20 turns in, I have yet to

    a) see a single leader offer to join

    b) find one world above "average" mineral status

    c) find one world at or above"hard scrabble" environment besides my home world

    d) find one world in the "green" range outside of my home system

    e) get a splinter colony


    I have explored 6 systems beyond my home system, not one of them had a planet that was a) worth a damn either in minerals or in farm production, or b) was in the green for habitating.

    Your start, on the other hand, sounds incredible- are you running any mods in your game? I'm just stunned because I felt the start-up in MOO3 was obnoxiously slow, and now I'm seeing your starting options so far beyond mine that it seems beyond the likelyhood of the RNG. I'm curious whether you would consider what I'm seeing more typical of a MOO3 game, or what you're seeing more common?

    --Ikarius
     
  8. Zed-F

    Zed-F Chieftain

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    No, you just got a bad start. :) I've seen as good/better starts as this before in MOO3.
     
  9. Brackard

    Brackard Chieftain

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    Jaffa: If you don't start in the senate, you CAN be voted into the Senate if you become buddy/buddy with someone currently on the senate. (in other words, kick your enemies off, bring your friends on)

    Ikarus: Sirian start was extremely good. Your start sounds extremely poor. So a 'typical' start is somewhere in the middle. And no, there aren't any mods being used.

    Good luck in your game. :)
     
  10. Brackard

    Brackard Chieftain

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    Edit: Trying to remove double post ;)
     
  11. Sirian

    Sirian Civ Map Programmer

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    What Brackard said. :) I don't know exactly how that goes, but we do have to make very nice nice with a senate member, to get them to nominate us over and over. We may have to make nice with a second member to get them to second the vote, and we may (or may not) have to wait until the members can outvote the NO's, which could be dangerous.

    Turn 200 is NOT a lot of time, I agree. If there are bugs or gasbags, we may have to move quickly. If not, or if there are TWO of these that can balance vs one another, we may have more time. To lose an early senate vote, one race has to jump out in front of the others, as I did playing Klackons.



    At the very least, getting into the senate would allow us to keep track of the voting and gather intel on our rivals. If someone gets close to victory, we could try to go after them or line others up against them.


    Upgrades to both engine types will tend to go hand in hand. Only two cases where you'd see warp engines upgrading without system engines also upgrading:

    1) If your system engine tech options have a "gap", where the choices given to you this game are missing several consecutive engine classes, you may be stuck with one engine type across a couple of warp drive advances.

    2) If you redesign your ships often, may have different versions of the same warp engine number, with early versions having a slower system drive than later versions.

    In case one, JT, your point would not matter, because all the ships in that window of no-system-drive upgrades would have the same system drives, different warp drives. In case two, the difference in system drive speed would probably be minor, and there would be information in the design names to differentiate the early designs from the later ones (eg: "HvyCarrier5" vs "HvyCarrier5A" - you'd see that the A group would be the ones with the faster system drives, so you'd still be able to group them by system drive if you wanted).

    There's one other case, and that's point one above in reverse: if you get a gap in your warp engine speeds that lasts a while, but system drives continue to improve, you'd have a long period of time where ALL your ships would be stuck at that one warp level. This is the only case where you'd see a wide gap in system drives (over time) while having the same warp speed. In this case, again, using a secondary indication for "batches" of designs (HvyCarrier5, HvyCarrier5A, HvyCarrier5B, HvyCarrier5C, etc) would still show the later designs vs the earlier ones, and they could be grouped accordingly.


    The importance of combat maneuverability of capital ships is not yet clear. Most fighting takes place before ships close to gun range, with packs of fighters and missiles, with the guns mainly used to shoot down incoming enemy fighters and missiles. There can be exceptions to this principle, but if you have overwhelming fleet strength vs the target, then the maneuverability won't matter at all in these cases. While warp speed will almost always matter, since whole turns can be "lost" to the fleet if being a warp speed or two (or more) slower gets them to a destination one turn later. If we end up fighting senate members to stop them from being able to win a vote, fleet turns could be important.

    And again, there should still be info in the design names to convey additional information about designs. Designs should mostly be done in groups, making a whole new fleet design when enough upgrades have come in to warrant it, and obsoleting the previous batch of designs in one move, rather than adding designs piecemeal every few turns. Most of the time, the system engine speeds and the warp drives will both be upgraded.


    - Sirian
     
  12. Sirian

    Sirian Civ Map Programmer

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    Ikarius: in my experience, MOO3 seems to average about three green worlds for every four systems, or about .75 G+ for each system. This MAY vary for some races, I don't know.

    I've had a start where there was my homeworld, and only one other green world in the first eight systems I explored. There turned out to be a goodly number of green worlds beyond this "barren patch" though.

    Finding five G+ in the first three systems is way above that curve, but then we didn't find any more, so this start is averaging out to what I see normally.

    Sounds like you just got a dud start.


    Zed: our mineral rich world is a G2g. The one at yellow dot is a Y1g, that's a second rich world. We're OK on minerals for the level of industry I ordered up in DEA's planned so far. I'm more worried about food! We may end up settling a number of yellow worlds just to claim systems, and none of these will be able to feed themselves. Most won't be able to grow anything at all.

    The Darloks may indeed help out. And since they make good spies, they are a nice magnate for us to have on hand.

    As for stock humans being the weakest race in the game... that remains to be seen. They aren't the strongest, that's for sure: those high pop races seem strongest to me, so far.


    - Sirian
     
  13. Jaffa Tamarin

    Jaffa Tamarin Monkey Cult

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    First executive decision of the incoming supreme lord and absolute ruler of the RBMoo empire. We become a democracy. Some citizens might question how a democracy can have a supreme lord and absolute ruler, but those citizens are rounded up and summarily executed.

    (Sirian didn't say anything about government type, so I'm guessing he left us on the default -- parliamentary -- by default and not by design. I was looking for a government type with a bonus to research, so we could play our research advantage to the max, but none of the representative governments offer a research bonus. Or maybe they do, but it's not mentioned in the skimpy one-line description of the in-game effects.)

    Second executive decision. To boost early-game expansion, I put all of our discretionary imperial spending into planetary grants.



    Third, I set up an "All Planets" development plan. Research primary, manufacture secondary, morale tertiary (I want unrest reduction -- not sure if this should be morale or recreation or military). I don't know how much attention the viceroys pay to the "All Planets" plan, but it can't hurt. I hope :)

    Not much else to do. The economics screen claims Balren VII is running at a loss, so I reduce the military budget a tad.

    Inter-turn. At Tegmen, our scout finds a planet belonging to the Kraakta empire which we blockade (since we're not given the option to just fly peacefully by :p )

    22

    Balren I builds Hydroponic Farms. Balren V builds Industry DEA.

    Tegmen has three planets. Tegmen II is already claimed by the Kraakta (insects). The other two are both R2 and of little interest.

    Our scout continues west.

    23

    Our people protest against Titanium. Maybe they don't like the color? Anyway, it slows our research by eight turns. Balren I builds Research DEA.

    The economics screen still claims Balren VII is running at a loss, but the bank balance is increasing each turn. Go figure. I increase the military budget a tad :)

    I randomly look at the budget screen, and find we have a deficit in the imperial treasury. Umm. Oops? Why wasn't I told about that?



    24

    Protests against Titanium continue. Far more reasonably, the people also protest development of Armor Penetrating Fighter Mass Driver. Bio DEA completes on Balren V, Mining DEA on Nitzer VII. Scout arrives at Tewaz.

    Tewaz IV is G2 (high gravity) with a pharmacopoeia special (which is one of the good ones, iirc). Tewaz I-III are all red.

    25

    New spy (Spectre) trained. Colony ship constructed and dispatched towards the magnates on Cebalrai V. Scout explores Nagar. Some stuff was built, but I'm not going to keep listing everything :)

    Nagar has one R2 planet.

    26

    Scouts arrive at Fahd and Karaken.

    Fahd has one planet, but it's G2 with moderate (green) gravity. And it has Rare Aphrodisiac and Ancient Battle Damage specials. It also has a wormhole, leading west.

    Karaken has:

    Karaken I: Y1, toxic, low gravity, no specials.

    Karaken II: G1, moderate gravity, Thriving Ecosystem (but is barren!) and Eccentric Orbit (no idea what that does). Very poor minerals.

    Karaken III: R2, toxic, low gravity, no specials.

    Karaken IV: G1, moderate gravity, Elerian Labor and Stratosphere Ring (ditto). Poor minerals, subsistence fertility.

    Karaken V: G2, low gravity, no specials. Poor and barren.

    27

    Scouts arrive at Tyr and Mu Aquilae.

    Mu Aquilae is at the end of the wormhole. Four planets, all red, but Mu Aquilae IV has Rare Metals and Rare Gems.

    Tyr has eight planets. Tyr I is sweet spot, with Rare Aphrodisiac. Tyr VI is G2, others are varying shades of yellow and red. Tyr also has a wormhole.

    28

    Protests against Continuous Laser. Scout arrives at Seki (at the end of the Tyr wormhole).

    Seki has six planets, two of which are G2. Seki IV is the more interesting, with rich minerals and subsistence fertility.

    29

    New technology -- Titanium, Armor Penetrating Fighter Mass Driver, and Armor Penetrating Laser. Titanium and APFMD both had positive overrun. Yay!

    I'm not quite sure what happened to the nine-turn delay on Titanium that happened five turns ago.

    30

    New spy (Mikal) trained. Colony ship lands at Cebalrai V. Laser Miniaturization I complete. Colony established at Tilimas I. Colony established at Tilimas IV. Colony established at Laan II.

    Ummm. What??

    Okay. We just found three Splinter Colony specials!!! [party]

    Tilimas I is G2, low gravity, Splinter Colony and Thriving Ecosystem. It claims to be barren, but the Thriving Ecosystem special is in an arable plains area. I assign Bio DEAs to take advantage of the special, and one military DEA. There's an industry DEA already in progress. I leave the other two regions blank for the viceroy or later rulers to fill in.

    Tilimas IV is G1, low gravity, Splinter Colony and Random Technology. It gets Mining DEAs in all the mountain areas, and a Government DEA. One blank region.

    Tilimas has three more planets, one of which (III) has a Silicoid Labor special.

    Laan II is G2, low gravity, Splinter Colony and Hostile Flora. Bio DEAs allocated to arable plains, Mining in the mountains, Government and Military in the region with Hostile Flora.

    There are two more green planets (I and V) in the Laan system. Laan I also has Random Technology.

    We also had a scout reach the Alar system. Four planets, two of which (III and IV) are green. Alar III is G1, moderate gravity, and has Natural Wonders.

    I order Ftr Recon 1 ships in the military queues of all three new colonies, since I think we need more scouts (never seen such an open galaxy layout before), and we're definitely going to need something for piracy suppression soon.

    I turn off migration to Balren V and Balren I (both at size 6), and turn it on for the three new colonies. I'm not sure how migration works, but having too many migration targets would seem like a bad idea -- either each target gets less and it takes longer to build up the small worlds which need it most, or it's going to cause more depletion of the more developed worlds (which still aren't particularly developed -- Balren VII is up to size 14).

    31 (sitrep)

    We get our free techs from the Random Technology specials found last turn. Fusion Gun and Interchangeable Policy Structures. We also finish research on Continuous Laser.

    Diplomatic channels with the Kraakta are now available.

    Another colony ship completed on Balren VII and dispatched towards Cebalrai V. I think we need four ships to colonize a red planet -- maybe less if we turn on migration, which I forgot to do.

    Minor unrest on Balren V.

    Turn 31
     
  14. Jaffa Tamarin

    Jaffa Tamarin Monkey Cult

    Joined:
    Dec 5, 2001
    Messages:
    570
  15. Sirian

    Sirian Civ Map Programmer

    Joined:
    Dec 20, 2001
    Messages:
    3,651
    Location:
    Pennsylvania, USA
    Sounds good. More splinter colonies, wow. That's four this game! Incredible. Now that we have found some G+ worlds, we can do more colonization planning, too.

    Changing governments adds to unrest, for ten or so turns, so you can't do it successfully too quickly. Jester may need to add to Unrest spending under finances, if unrest levels are climbing.

    Frankly, the descriptions of what the various governments do are, like so many other things in the game, too vague.

    Good luck, Jester. Sounds like we have some interesting gaming ahead.


    - Sirian
     
  16. KingOfPain

    KingOfPain Chieftain

    Joined:
    Feb 20, 2003
    Messages:
    4
    Eccentric Orbit - IIRC, it cost much more to terraform and difficult for biohavesting too.

    What happened to the nine-turn delay on Titanium that happened five turns ago. - AFAIK, the game calculates the penalty (in this case) relative to the funding available on that turn. A 2 percent on the slider, for example, can mean 100 AU this turn and 200 the next if your income, or allocated spending, increase by 200%

    Gosh how do you guy find time to play, read and report!?

    KoP
     
  17. Iester

    Iester Entirely Without Humour

    Joined:
    Jan 23, 2002
    Messages:
    259
    Okay, I'll admit it up front; I'm a bit of a micromanager, and it drives me nuts the way they tweak small, almost irrelevant things for no reason. So, inheriting my empire, one might find that there are a lot more "100%" and a lot less "98%/2%" splits.

    Anyway, onto the report.

    Very nice, very open. This is a sweet start, sweeter than any of my single player starts except for one really smooth aphrodisiac-laden one.

    Turn 31

    I immediately dove under the hood, and tinkered with nearly every planet, shaving turns off things, resetting sliders, stopping "due in 408 turns" scout ships, things like that. I don't know how helpful it will be, but I figure every bit of savings helps for an investor race, whereas I know for a fact a lv. 1 scout 408 turns from now isn't going to make much difference. :crazyeye:

    First thing I notice is that our spies rule the world. I mean, I've seen Psilon spies before, and they're good. Same with Cynoid. But for rock-bottom tech tree spies? These guys are killer. I didn't use any in my turn, but I think I found us a pretty good target for some of them. :p

    I send off a TA: research "reason" proposal to the tachidi. After much deliberation, I take my turn.

    Turn 32

    Lv 3 social science comes in. Balren V is still in unrest, and is complaining of pirates. Bloody 'ell. They've got the biggest ships we have, all three! What do they want, their own personal guardian? Sheesh. I notch the unrest spending to 100 Au.

    Turn 33

    Tachidi accept Research. I offer Econ.

    Kled: 2 Xs, 1 G2 with high grav.
    Kuaa: SS, G2, Y2 and a Y1 with... HUNAM SLAVE LABOUR! OPRESS THE HUNAMS! :whipped:

    Turn 34

    I run into a Guardian at Altair, which is west of Tilarmas and Fahd. I defeat it handily, and any claims I just ran like a coward are simply the viscious lies from the worthless Hunams of the Kuaa system. Oh, and don't send any more ships there. :D

    Lv. 3 Econ and Math come in. Horus is trained, and he pretty much sucks compared to our other spies. I ask the Tachidi about improving our TA research.

    Turn 35

    The Tachidi accept our TA: Econ. Lv. 3 energy comes in.

    Unrest is becoming a major problem. I crank spending to 150.

    Turn 36

    We get contact with the Ithkul, who are in 10th place. :lol: Our relations start at -149. Scary stuff. The Tachidi accept our TA:Res+, and offer a non-aggression pact. Why we would fight the next-largest-power, I don't know, so I accept.

    The colony at Cebalrai V comes under our control. The Darloks are ours, yippy skippy. Cloaks are coming back in fashion this summer. I very tenatively give this HUGE planet the division of 4 bio, 4 mining, 1 mil, 1 gov, 1 rec, and 7 research. Anyone who wants to change that, feel free. It's heavy on the research, but it's not very fertile, and I mined all the mountains already. (Looking at that list, I see no industry... either I didn't write it down, or that needs some :smoke: removal. Check on it, would ya, Charis?)

    Oh, and lv. 3 bio and phys come in.

    Turn 37

    We get attacked at Tilamas, having nothing to defend it with. They've only got a scout, I don't think it matters, but there you are.

    The Ithkul impose sanctions. Wow, how threatening.

    Aba: Totally empty!
    Meilas: Y2, moderate grav., natural wonders and pollution. Yecch.

    Lv. 4 social comes in.

    Turn 38

    I turn off migration to one of the Baldrens (looks like I wrote II, but it could be a warped 4). I ask the Tachidi about a TA:Econ+. I send a scout back to baldren, having few places to send it. I figure it is pirate control, if it works that way. Feel free to redirect him.

    I send a colony ship to Tyr 1. Sweet spot with natural aphrodisiacs? What else, an open bar and hula dancers? We should have been on this planet yesterday! :cool:

    Turn 39

    The Ithkul declare war. Cheerfully.

    The Tachidi ask us if we'd trade phaser rifle for Spinal Mount and Class 1 shield. I'm kind of an amateur diplomat, but that seemed like a pretty smooth deal to me. I take it.

    I crank the unrest spending up again... this is getting vaguely disturbing.

    Lv. 4 econ comes in, as does nuclear engines. I make upgrades for pretty much everything we have. Feel free to redesign or obsolete the old ones.

    Turn 40

    The Tachidi accept our TA:Econ+. I offer them an Open Border treaty.

    L5 social comes in, as does L4 energy and math.

    Sitrep, turn 41

    Hand Blaster positive overrun
    Research DEA on Balren IV
    Ind. DEA on Cebalrai V
    Bio. DEA on Tilamas I
    Bio. DEA on LAAN II
    Exploration of Munsee complete (hint: it's a rathole)
    Lots of irrelevant immigration messages
    Lv. 4 bio comes in
    Automated Biocare becomes visible

    And that's all she wrote. Give my empire a quick :scan:, there may be residual :smoke:.

    Jester

    Ah, fercryinoutloud... the file, even zipped, is still twice too big to post. What should I do about that? E-mail it? Find a different zip program?

    There, see if this works...

    Turn 41
     
  18. Borealis

    Borealis Northern Light

    Joined:
    Nov 4, 2001
    Messages:
    473
    Location:
    Michigan
    A comment from a lurker about getting into the Senate...

    As far as getting into the Senate... if at all possible, make friends with two Senate members, even if it means making distant outposts to do so. The New Orions usually don't like letting people in, as it means more votes potentially cast against them in an election, and you need two races to even get a vote: a nomination and a second. Either that, or you can give a small, out-of-the-way, terrain-hostile colony to the NOs, and they will love you. I'm not sure if this works all the time, but it did once when I wasn't in the Senate and needed to make it in immediately- apparently the NOs at least didn't vote against me.

    Also, as unmodded Humans... get at least one Social and one Diplomatic spy before you make official contact, as the Ithkul have excellent spies and will cause your unrest to skyrocket- either by Social means or by destroying your Seats of Government.

    Apologies for butting in if you didn't want to hear it, but I didn't find the RBMOO forum for a few days, and missed out on the initial SG teams. If I'm mistaken about some things feel free to correct me if you want to take the time. :)
     
  19. Sirian

    Sirian Civ Map Programmer

    Joined:
    Dec 20, 2001
    Messages:
    3,651
    Location:
    Pennsylvania, USA
    Jester, are you using the file upload server, per the instructions in the organizational thread at RBMoo? The file server takes large files, the forum does not. We don't want to attach anything to the forum anyway, though. ALL files to the file server.

    No Industry on the Darlok world? Yeah, that needs fixing. :)

    Nice turn.


    - Sirian
     
  20. Jaffa Tamarin

    Jaffa Tamarin Monkey Cult

    Joined:
    Dec 5, 2001
    Messages:
    570
    Afaik, there's no real benefit to having savings, even for an investor race. It seems to be always better to spend the money now rather than waiting and spending it less efficiently later.

    And you can't actually trust the turns-to-completion estimate for any project, least of all on new planets, since it ignores the impact of imperial grants that will, for a new planet, dwarf the local economy.

    (You expected the viceroys to give you useful and accurate information. Hah! What were you smoking? :smoke: :lol: )
     

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