RBO - OSG3 - Hard Rock Cafe

Umm. Does anyone want to go for Conquest, or are we all ok with 50% of the vote + leaders preparing to merge (which isn't 7/16th's aparently, but one planet less than half to trigger)? I need to know before I play my last turn. Basically if you are all ok with the former, you may not get annother turn.

-Maniac.
 
So am I.

Of course, it would all be dependant on the Kitties vote, but they :heart: us at the moment, so I'm pretty sure they'd vote for us about 75% of the time.

OK, maybe 5 bases WAS turtling . Is there a known treatment for baseous buildeous paranoia yet? :(

I'm 90% sure we have half the pop right now. I can't see it getting past dathon's mid turn vote at this rate, especially if we crash fund Ecco for a bit more terraforming. I can't see either of the erratics surviving past your early turns at latest as the klackons are about to have 2 planets and the Sakkra 3. The only thing slowing progress down is how far away our troops are getting sent from, and thats becoming less of an issue as the war progresses.

I'm surprised we got this much pop this fast, though to be honest a lot of the blame goes to the kitties who have aparently suicided large chunks of their population. :(

-Maniac
 
I'm ok with either victory condition.

The scatters were intended as a flexible solution to the fusion beams not hitting and the humans dropping into the depths of bad diplo because of our expansion. I didn't want to build bases, but I wanted the ability to rush defenders somewhere and npgs didn't seem the thing for defending planets vs bombers nor did they seem to be worth building just for fighting the klacks/sakkra ships.

*Shrugs* I WANTED the fusion bombs and beams to hit early on my turns, what actually happened was an agonizing waiting experience. So I built some scatters when the humans warned us the third time and it was obvious we needed to go bomb the erratics to restore diplomatic relations.
 
Well, whatever the reason you built them, I got good use out of them, which I wasn't expecting to.

As far as no fighters, I've had bomber stacks chased out of orbit while troops are in transit more than once, so I allways escort my bombers with something. Yeah, I know if you get enough bombers compared to what they bring, they will retreat, but im *paranoid* :lol:.

Maybe the scatters would have been enough on their own. I don't usually build 5 shot missile ships, so I'm not very familiar with them, and when I'd built scatter V ships previously, they weren't very useful, but they did a good job here.

Regardless, I had all the fighters I needed in 3 turns anyway so no biggie.

I'll wait for the others to weigh in. I'll play the final year and post the report tomorrow night. If no one objects to the "lesser" (although going in I figured with the silicoids they'd be about equally difficult. I didn't expect to get SO many size 100 planets) requirement, I'll take that IF the Kitties vote for us, which isn't ceartian.

-Maniac
 
It wasn't so much that we got a lot of size 100 planets as we were able to break out of our corner and claim a lot of planets. Any time the Silicoids can do that, they are a threat. I actually find Silicoids easier on larger maps simply because they are better able to break out and grow like weeds. On smaller maps, not being able to grab one or two planets can box you in a corner, but on larger maps, you can usually find a way around the obstruction.
 
Last night was busy. Go ahead and take the early victory if it is available; it's pretty much a given that we've won this game.

BTW, "baseous buildeous paranoia" has saved my bacon on more than one occasion, particularly those diplomacy dogpiles that aren't always avoidable (such as getting framed against the Humans, who were allied with everybody, who then promptly declared and brought the entire galaxy down on my head :eek: ). I tend to go a little light on the fleets early on (probably too light), so my bases probably see more action than all but the most paranoid maniacs ;) :lol: :thumbsup:

-dathon
 
It seems as though the RB Senate has voted for early victory. Now all that remains to be seen is:

1) Is my eyesight still good enough to judge "over half" by staring at lines?

2) Will the Kitties go along with the RB senate :p

I just wanted to make sure the whole team was ok with an early win that basically didn't involve any combat by anyone except me.

@ Zed - Your point is well taken. Still, if we'd had a bunch of size 20 Toxics instead of Size 100 wowsers worlds in our early uncontested area it would have made life much more difficult than having huge lush paradise worlds on our doorstep (then again, we had a lot of "not even the silicoids can live there" systems on our doorstep too). Having those big Terrans nearby helped our later growth curve enoumously AND denied some of the biggest/best worlds in the galaxy to the AI, making for a nice pop swing in our favor.

I suppose the best truth is we got a nice combination of both worlds.

I KNEW this shouldn't be a very hard game (above average race on hard), but I wanted to experience being "pop screwed" to its fullest extent outside of huge map land, and I didn't want too stiff a test for my first SG. This, I dare say, was NOT a stiff test :lol:

I'm off to click "Next Turn" now. Some time tonite the world should find out if Therlun is up, or if it's game over.

-Paranoid Maniac I
 
I've had a blast with this SG. So if you convince the cats to vote correctly what's the next SG for the team? Alkari with a no ship larger than medium unless it has a colony base on impossible?
 
the alkari setting on hard i would suggest.

with impossible there is IMO a too large chance for a "no chance at all" game.
 
Impossible is the only game in town, unless you want a real variant, which Alkari using only smalls is not. :)

Bear in mind that SGs tend to actually be easier than solo games since you have the benefit of several minds contributing good ideas. In Civ SG play I found this tended to substantially outweigh any weaknesses of any individual player. Besides, it's not like it's the end of the world if we draw an Impossible map that really is impossible. Worst case, we lose the game and try again. On the other hand, some of my most satisfying games have come from maps like that, clawing and scratching my way out of a *really* deep hole. Like the time I was playing Meklars on a large map like this one, and due to a large gap between my start and the rest of the galaxy I was lucky to get 5 planets by the time the expansion phase was over... or Factoid's game as Meklars in Imperium 4.
 
I'm willing to play another hard, but my preference is for impossible. If we are looking for a variant how about alkaris with no basic weapons but guns--no bombs, no missles etc--unless we take them in invasion or are forced by tech to research them? That might force some interesting *Alternative bomb* ship designs and the invasion clause allows for a solution to tedium in the mop up phase :) without bombs we might be using pulsars vs bases or something equally silly.
 
Either small/hard "bad race" or medium/impossibe with somone usually winable (not the Kitties or Bears) is my preference.

I DO have an idea for a variant though. Therlun gave it to me ;). I'm NOT suggesting it for next necessarily, but what if we played a game with the planetary tax allways on at maximum :eek:. Now THAT could be interesting. It might even prove worthy of finally trotting out the Humans. Premise: What if the Soviet Union had won the cold war? (RBOX - The Human Cosmonauts?)

I'm not sure where everyone here lives. I know Therlun isn't from the US, but I suspect the rest of us are. With Thanksgiving coming up next weekend, I'd suggest we take a short break before starting the next one or at least take a hiatus week next week.

Anyway, I took a long nap since I am still feeling bad, and I may still go back to bed. The turn is completed and it will get posted in the next 12 hours.

I know, the suspense is killing you :satan:

-Maniac
 
Not killing per se---just waiting on the edge of my seat. Full planetary tax? :eek: We like 0 production from our newfound worlds don't we comrade... :lol:
 
OK, lets look at the fleet situations.

We have 40 scout II's. Some may not like this, but I don't like having scouts arround when war starts as I'll either forget to send some ships out or screw up and include the scout sometimes. Plus, we have Shields, Imp Scanner and Warp 4, allowing us to mount real responses on medium to short notice, so I fail to see that these things are any real deterrent any more. I scrap them.

We have a warp 1 LR Colony ship which probably got built by accident. God knows I build something accidentally every single game myself. This ship is just taking up design space imho, so it gets axed.

We have 132 Warp 2 NPG fighters at Beta Ceti. I fail to see the unsefulness of keeping this design slot arround now. They definately served their purpose, but in a pinch the local huge righ planet could make about this many warp 4 ones in a turn. I scrap this design.

We have our buddy "placeholder" who also served his purpose, but his day is now done. He gets purged as well.

We have 1400 warp 4 fusion bombers, which appears to me to be enough to make 3 stacks that can wipe out bases in 1-2 shots. I deem we have enough of these.

We have 176 of those mobile bases, which could be useful. I don't usually build 5 shot racks. I prefer to have the speed of the 2 shoters. I definatly wouldn't have put scatters on a manouver 1 ship as they lack range and speed. This is a personal preference, not a criticisim. I doubit I'll ever find a use for these, but I don't scrap the design as somone else may. I do d/c making them though.

I design a warp 4 pelet gun fighter to play traffic cop and be a better escort for our bombers. I'll make these about equal to the bombers, then stop. As luck would have it, it exactly holds our top of the line stuff (BCIV/Duralloy/Warp4/Maneuver4) with nothing left over.



Actually, I do tell the 2 planets in the south to keep up building bombers to get a southern taskforce, but switch 4 planets in the north to fighters. I turn the rest of the core planets off ships alltogeather. I don't see the point on waiting on the Sakkra. We'll just have one nice big simultaneous war. :D

I decide not to invade Iranha till I get a look at Nordia. Whichever planet is worse will get to be their zoo. (we know their other 2 planets are Terran size 100+). I leave the scatters in orbit to deal with fleet suppression.

OK, planets situation

I do a planetary tour, mainly looking to make sure all of our maxed out planets have a "minimal suite of bases" where minimal suite = 1 :p

I feed reserves to the planets that ARE still making ships. Hopefully just 3 turns or so and ship building will go on hiatus.

Then I look at tech and notice Robotics IV hit but we arent building factories, so I cycle through and put almost everywhere on factories except the Ultra Poors, who do research, 2 planets that terraform, and the 6 planets building ships. I keep the 1 base build in place though.

IBT - A force arrives at Nordia. It's size 85, so we want this baby instead of Iranha. We didn't bring enough toys to the fight, so our force does a quick turnaround retreat.

2441 - I do the planetary tour and turn off bases. I feed the planets still making ships reservers. not much else.

IBT - We slag the bases at Nordia w/o breaking a sweat. Repulsor Beams hit. Fusion Beams hit. I select PAS over Class VI, and weapons offers Omega-V bomb and Ion Stream Projectors. I go back for the cheapie/might be useful Anti Missile Rockets.

2442 - I sent half of Tauri at Nordia. Others will join them en route. I do what I should have done earlier by increasing spying on the Klackons and Sakkra and telling them to go for Espionage. I take the last 2 non rich planets off building ships and onto factories. This is the last turn of ship building period.

IBT - I use our scatters to lightly bomb Iranha 12 mill killed. Oh yeah, that should boost relations. Yep, they are all neutral now :). The Bugs threaten to declare war :lol:

2443 - I send half of Seidon's pop at Nordia. That should take it easily. Seidon is told to grow em back.

IBT - We bomb Iranha again. Wow 33 million this time?? Thats an unexpectedly huge swing. They do survive with 10 million still. The bugs declare war. The humans disolve our nap. *I REALLY don't like that*. Factories max out all over the palce.

2444 - Everyone is Peaceful with us now. I use this opportunity to re nap with the Kitties. I don't care about naps with anyone else. I send the southern force attack Kholdan. The second northern force will depart next turn and is earmarked to start the Sakkra war. I set the Ultra Poors to terraform as their research is no longer needed.

IBT - Sakkra decide to horn in on Nordia. Yeah right, as if pal :rolleyes:. Our npg fighters trash their large/medium stacks easily. At Kholdan we win taking out 7 large, 20 mediums, 78 smalls, and 22 bases, though we do lose about 150 bombers. I made the mistake of thinking 400 bombers would be enough there and it almost cost me. Ah well, we can replace those fairly easily if we need to. What saved me in this battle was the scatters. Because of the all warp 1 fleet the klackons used, the Scatters could move in unchallenged with an assist from the fighter and bomber stacks drawinf attention. The bombers were only getting like 3 bases a shot, the scatters got 10 in one shot :) Sorry for dissing these things, they were great in this battle. Go combined arms :)

2445 - I start cooridinating the Invasion of Kholdan by sending 65 from Ryoun. It SAYS 4 turns, but they are flying through a nebula so that may not be accurate :(. I rotate the fleet at Moro to Nordia and the one at Nordia to Selia to start the Lizard war.

(to be continued)
 
IBT - Our ships arrive at Selia and find 12 bases and 11 mediums. It's size 95 and not poor, so probably a keeper. This is a complete cakewalk. their ships run. We lose like 20 bombers.

Its 112 of ours vs 59 of theirs at Nordia.



We pull Range 4 and Jammer III from the wreckage :( Would have nice to pull some of the USEFUL techs [pissed] . The Sakkra get all Pissy :lol: .

2446 - The Klackons are sending most of their fleet at Iranha to try to dislodge our scatters. I send about 100 fighters to assist them from Nordia. Maybe I should just let them arrive, but I want them to be helpless if possible. I wish I had a few hundred more ships, but I allways wish that, and this should be enough. I order Seidon to invade Selia and order the pop regrown. More troops will join them from closer in in a bit. I have Spica join the invade Kholdan fun. I start shiping reserve out to regrow the marines sent out faster.With all the ground invasion coming up, I give exoskeleton absolute priority, leaving only single clicks elswhere. I should probably have grabed Fusion Rifle instead of AMR, but we are going for PAS and Exoskeleton....

IBT - We get a computer or weapon steal off the sakkra. I pick weapons and get... gatling laser. I figured it was too low level and I should take computers. Oh well.

2447 - Not much. Feeding reserve to grow pop. I have Stalaz join the invasion of Kholdan because there isn't anywhere else really.

IBT - We lose like 30 fighters at Iranha, kill about 100 of theirs, then they run from our slow scatters :(. We repel some joke counters. Exoskeleton hits in time to help save some rock lives. The new choices are Improved 4 and Andrium Armor. I instantly select the armor.

2448 - I have Morrow join the Invasion of Selia. Thats only like 5 short of what the planet holds, so I don't send any from the rich world in the corner. I send the bombers at Nordia on to Sssla. There are only a couple of small stacks left incoming there, and 150 fighters can handle it easily.

IBT - 120 of ours vs 132 of theirs at Kholdan (sure enough, 30 were late due to the nebula eta problem). We win. It isn't even close.



From the wreckage we pull BC III, Soil Enrichment :crazyeye:, Stingers, and Mercs, which is all the tech they have. Now the next leader can design a nice merc or stinger medium if he likes :)

(To be continued)
 
I build lots of bases? :mischief: Nonsense. The rest of you just like to run around defenseless like naked mages. :lol:

Seriously, I've never had more than, oh, two hundred, maybe two-fifty, except inside a nebula. :crazyeye:


- Sirian
 
2449 - The Klackons have retaken that little Barren planet from the Humans, so maybe we can make that their zoo afterall, or better yet, let the Humans be the genociders. I send most of the fleet at Kholdan to there to chase off the Humans, and pump Kholdan with some fighters from the rich planet next door. Kholdan will have a shield and a base up and 100 fighters in orbit, that should be enough. Nordia is going to complete a Shield and bases on the interturn, so I send the fighters off to Sssla.

IBT - We repell a joke attack of 9 mediums at Selia, We trash 7 larges at Iranha w/o a scratch using the fighters as bait and the Scatters as slayers. We over run "formidable" defenses at Sssla.



Only one of those large ships lived to chicken out annother day, though we did lose about 100 bombers or so. Our 2 bases at Nordia (yes, Nordia allready :cool: ) drive off a small "force" of Klackon ships. Our real force at Drakka drives off 19 Klackon mediums, then reloads and drives off a cowerdly human force.



At Kholdan, our :cool: bases and 115 Fighters easily trash this fleet



although one of those 19 mediums chickens out and lives.

Scouts explore Sssla. We tell our forces NOT to bomb Selia, Iranha, Sssla, and Drakka.

Our invasion of Selia commences... Its 82 of ours vs 95 of theirs. WTF, the Sakkra have learned Battle Suits on this interturn?! :eek: We could lose...... But we get good rolls, and 8 rocks survive.



It's 20 vs 19 at Iranha, where we get BAD rolls but manage to eek out a win.



That triggers this all important report from GNN



From the wreckage of our new acquisitions we pull Battle Suits, Jammer I, and Neutron Blasters.

(To be continued)
 
The senate Convenes.




With our fate in their hands (maybe), the Kitties anti climactically vote first:



Hmm, if we have exactly HALF at 25, that WONT be enough. We'll be one vote short:



Well, now it all comes down to do we have half. The erratics weigh in next, and of course vote for the humans since we are at war:




If you are keeping score at home, this means the humans need 13 votes to keep their hopes alive



They don't have it!




We win! Hit it Maniac's Minstrels :band:

(To be concluded)
 
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