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codehappy's Imp 31

Quick version:

The Mrrshans are actually the faction most ill-suited to my playing style. I like to maintain peace as long as possible, while the cats' starting diplomatic relations are abysmal. I like to maintain a small (or even nonexistent) navy for most of the game, while the cats' only advantages are in combat. Further, this variant presented some interesting technology-related challenges in that I could not lean heavily on computer research (for espionage/RC), planetology/propulsion (for expansion) or weapons (the cats' strength, for trading around or building a navy), and that the best techs of any field were not in play. Throw in an interesting opponent draw, with erratic Psilons, Alkaris and Darloks nearby, and this one made for an interesting game.

Scouting went quickly, though there were significant pauses in factory building to throw out some long range laser ships as I quickly found the Alkaris and Darloks were next door. Started research in 2331, was thrilled to find that range 4 was available, as this meant all of the habitables I had found would be in colship range. Third colony was founded 2350, pretty late but I suspect that's how this game went. Four colonies and contact with both neighbors was achieved by 2353. The Psilons reached me in 2380, and espionage operations on the crazy brain faction began immediately.

Inertial Stabilizer in 2411 was a big tech, it was traded out for Controlled Inferno (Psilons) and Automated Repair System (Darloks). Shortly after this I was in hot wars with the Silicoids and Psilons, and cold war with the Darloks. To bolster my defenses I finagled Scatter Pack V rockets from the Darloks (in trade, for Merculites) -- three turns after this trade they declared on me! -- and stole Class V planetaries from the Psilons. With a number of roving ion fighters I was feeling pretty secure at this point. By 2435 I have twelve colonies.

If you have read any of my previous reports, you know what I did in the mid-game. I released Boris and Natasha to fill up my remaining tech holes. Despite starting slow thanks to the variant, through tech trading and espionage my Computer tech was superior to everybody else's. Pleasingly I was capable of stealing from the Darloks and getting frames on Psilon hits. Notable thefts included RIW 60%, Controlled Radiated, Class X planetaries, and range 7 cells.

In 2482 the Silicoids, hated generally by the galactic community, made the foolhardy act of declaring war on me. This guaranteed a visit from my new navy of ARS/Repulsor battleships and fusion bombers. Capturing the artifact world of Rayden and bombing out Celtsi improved relations with almost everyone. Settling Celtsi gave me contact with the Sakkra, who were immediately at "Peaceful" relations. Surprising how often love springs from hate in this game. Peace with the bellicose shifters and a final 2525 bombing run on the Silicoid homeworld allowed me to squeak in the council vote that year for a diplomatic victory.

As usual there is a long turn by turn account with pictures at http://www.codehappy.net/games/rbo31/

[Image: rbo1060.png]
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Wow - great game, codehappy! Thanks for proving my "Notes from the Sponsor" wrong: This variant COULD be played with standard research, as you amply proved! Some thoughts:

- What astonishes me about the first Psilon Loony War Declaration is that the makers of this game actually got the quote right. ("Cry havoc, and let slip the dogs of war!") Obviously from Shakephasor's famous play, "Julius Zygot ."

- I fell apart laughing at the Rocks' Morey Destroyer song, by the way. This site has not had nearly enough silly puns since Sirian went quiet.

- Down with the AEBSFA! Long live the GNFBFWHCFE! Yay!!!
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