My report is up in the usual spot! Fear not: It's not nearly as long as the last one.
Notes:
I kind of threw this game together at the last minute because of my computer trouble; I meant it to be a relatively Gentle Imperium, but (depending mostly on whether the Psilons made a couple of critical early jumps - there are variables on every map) it may have turned out even more so than intended. The idea of the game was in part just an opportunity to design ships on an individual basis, and in part to try out a different style of ship building: For a number of reasons, in a normal game, large fleets of small ships are best under most circumstances, supported by larger ships only when and as necessary. Obviously, "large numbers" were not an option in this game.
The galaxy was small so the player wouldn't have to deal with too many fronts at once, the Klackons were selected so that individual worlds could produce enough BC to make huge ships reasonably feasible (without playing as the Meklar, who we've seen a lot of recently). And the game was set to hard difficulty since we played at Impossible last time, and I was looking for a gentler imperium (admittedly, the last game was easy too for those who added reserves to their homeworld in 2300, but for those who didn't it was a good, challenging game).
Imperium 31 should open next Monday - if any of you have suggestions, requests, or a desire to sponsor it (meaning, create a map and a ruleset and hopefully playtest it a bit) let me know; otherwise, I'll use one of the ideas I've been kicking around for a bit. In any case, I hope everyone enjoyed this game!
Notes:
I kind of threw this game together at the last minute because of my computer trouble; I meant it to be a relatively Gentle Imperium, but (depending mostly on whether the Psilons made a couple of critical early jumps - there are variables on every map) it may have turned out even more so than intended. The idea of the game was in part just an opportunity to design ships on an individual basis, and in part to try out a different style of ship building: For a number of reasons, in a normal game, large fleets of small ships are best under most circumstances, supported by larger ships only when and as necessary. Obviously, "large numbers" were not an option in this game.
The galaxy was small so the player wouldn't have to deal with too many fronts at once, the Klackons were selected so that individual worlds could produce enough BC to make huge ships reasonably feasible (without playing as the Meklar, who we've seen a lot of recently). And the game was set to hard difficulty since we played at Impossible last time, and I was looking for a gentler imperium (admittedly, the last game was easy too for those who added reserves to their homeworld in 2300, but for those who didn't it was a good, challenging game).
Imperium 31 should open next Monday - if any of you have suggestions, requests, or a desire to sponsor it (meaning, create a map and a ruleset and hopefully playtest it a bit) let me know; otherwise, I'll use one of the ideas I've been kicking around for a bit. In any case, I hope everyone enjoyed this game!