In thinking about my turn set I have concluded that the biggest mistake that I made was in tech. As research completed I equalized tech spending and basically ignored it. The correct course of action would have been to put all tech spending toward Neutron Blaster which is the tech we sorely need right now. Other than that I think I played a solid set to prepare us for war (with Lasers, but still...). I can't wait to see where we go from here!
The only useful teach is neutron blaster, my research will concentrate onthat for now.
I stop our spies except for the minimum with everyone else.
Only the Psilons are worth our time with espionage.
I increase Trade with our non targets.
2391
Some more bombers, I definetly think that building lasers before we have blasters is a waste of time and money.
2392
More fine adjustments, reserve spending, more bombers.
2393
Going on, population shows as having the most.
2394
Laan has been scouted, the westernmost human colony has only 8 bases!
Target numero uno.
2395
Some more lasers. I will try a quick run at Laan.
2396
Going for Laan
2397
Nothing
2398
Closing in on Lan.
2399
With losses of about 110 rockfalls Laan is base free, thanks to a sakkra attack in the human south we did not have to fight a single ship!
With 130 factories it is a prime target before Sol where we need vastly more ships.
We probably loose about 500 bombers before coming into Range!
I dispatch troops from Bootis and Centauri, planning to send more fromTauri in the takeover turn.
We can always sacrifice some more off Paranar, but I would prefer not todeplete our border factory too much.
I take the decision to give away RC III to the Meklars, if they had more then 4 planets and insane move, but the Battle Suits should make our time much easier with the humans.
And of COURSE they stop offering it after I dial them up again after writing this..
2340
Give over after I order 27 more pop from Tauri to Laan.
I heavily discourage cancelling this, as I rather overkill and loose 10 pop instead of loosing a pitched battle for a factory rich planet.
We need to make haste to conquer Sol after Laan as the measly nuclear missiles are too damn good a oppurtunity to attack them!
Wow - a human world's bases down already and an invasion in progress, including transports en route and more requested on the inherited turn? Research focused on Neutron Blaster as the first real beam in our tree? Sounds like you brought out the hammer! I can't wait to see what Thrawn does with this one!
A couple of questions about the state of the game:
1) I could check the save for this one, but how's Drakka coming along? (For the record, I strongly support a policy of never launching troop transports from Drakka or Paranar.)
2) It's presently 2400, right? Obviously there was no winner, but what did the vote look like?
Hmmm. I disagree about espionage. The Psilons are pretty far ahead on Computer tech so significant hits against them are unlikely. Planetary 5's, Repulsor AND Autorepair are available from other sources (I think). We desperately need tech, although with 2 missile bases across our empire we also do NOT need large-scale war.
There were several uncolonized stars in the NE corner in Alkari space. I had scouts en route. Are they worth the trouble of going after?
I think that for the moment we need to concentrate on eradicating the Humans. We can take all of their 4 central planets as they have that lone colony off in the SSE where they are welcome to stay. From there we will need to consolidate and advance to be able to take on the big boys in this galaxy.
(January 5th, 2017, 11:27)thrawn in the first report of the game Wrote: Don't expect it to be so neat every time though
(January 7th, 2017, 09:35)thrawn shortly thereafter Wrote: Ref, it was neat this time but probably won't be nearly as neat next... I only hope I won't leave you with a seriously underpowered fleet at the enemy door and a very specific battle plan where the smallest deviation would be a disaster...
Looks like some good times ahead! I won't be at my MoO computer to download the save until tonight, but I've a question that the save won't answer anyway: How many facs and pop points did our bombers destroy last turn at Phyco?
For my own planning purposes, even though the save will tell me tonight: Are those bombers already en route to Psilon space, or can I still give them different orders if I so wish? (Not that I have an alternate insane plan in mind! How could I make an alternate insane plan when I haven't seen the save yet? - Especially when you've already presented me with such a beautifully insane plan to continue carrying out!)
I agree that we should focus on the Meklars after the Humans. The Sakkras will never be a threat and there is always only so much technology the Psilons can run away with.
Okay, GOT IT! I should have a chance to play a few turns later tonight, and hopefully I can finish the set tomorrow night.
First of all: Whoever named our scanner ship the Seismometer wins this SG forever. I'm likely to scrap the ship soon as we have other means of scanning, but I love the name.
Second of all: It looks like the humans somehow have taken Psilon Tau Cygni's orbit (and have a bunch of 'sports coming in through the nebula). I'm pretty sure this will not have cleared the bases though, due to a bug in the game. Similarly, the Alkari have taken Psilon Beta Ceti's orbit with a totally inadequate (remaining) fleet and have transports on the way from Altair. I'll see if I can keep these worlds in Psilon hands until they fall into Silicoid hands instead. Against the Psilon worlds themselves ... well, we'll see what our Rock'n'Rolls can do.
Tech-wise, I might be able to get the antidote on my turns, but other than that, it looks like nothing's even been started, so I'll see what I can do to get things rolling for the next player via scientists, spies, and pointy sticks.
And the fleet. We need some space superiority ships, but have no idea what the Psilons are piloting. For now, I'll design some high-accuracy ion fighters because they should work well against the humans' awful ship designs and be good for shooting down transports. Once I see the Psilon and Alkari ships, I'll reasses.
The Sakkra don't have Scatters, but I'm not planning to fight them during this turn set anyway unless everybody else gets actual missiles (and the lizards don't). Note our bases are still firing nukes as well.
The Meklar should make things interesting if they can leverage their production and tech into further expansion, but we're not ready to take them on just yet.
(January 23rd, 2017, 05:18)thrawn Wrote: Do you mean neutron ships rather than ion or small instead of huge? I didn't build any because the bombers were more urgent and fighers weren't really needed (except for Centauri, but I thought they'll send transports rather than glass it...) but now it would definitely be nice to have some.
Ion smalls. (I use "fighter" as synonymous for "small hull" as a rule.) Blaster huges might come later if enemy fleets warrant it, but we need beamers now. I'm planning to build a lot of them.
It turns out all I had time for tonight was to go over the inherited turn and attendant galactic situation though, which is quite complex. For instance, there are Human Warship dreads due to arrive at Phyco (one plus an Escort) and Sol (two plus a bunch of cruisers) next turn. Maybe they'd just run from a Lava Mixer if I send one, but I'm not going to rely on that level of AI stupidity. (I don't think they could actually kill one, but without those ion fighters, they can certainly time us out, and they could shoot down ~all of our transports if they did so in three turns at Phyco.)
Also, have any of our ships visited Mentar? If it's in the nebula, we're going to need a different plan for it. (I should find out one way or the other in a few turns anyway, though preferably not with a dread....)