OSG-26 Part 1 - 2300 to 2320
2300: I’m not used to playing on Large maps. There are a LOT of stars out there.
This is the very first map I rolled, and it already has 3 of the 5 proposed races: Psilon, Meklar and Silicoid. Plus the Sakkra to offset our ability to effectively invade, and my own personal arch-nemesis the Alkari. I enjoy playing AS the Alkari, but I hate Hate HATE playing against them. I just don’t like their attitude I guess. It will be so sweet when we cook those birds once and for all! Anyway on to the game:
First off, yellow star analysis. By my count there are 11 other yellows on the map. The western edge of the galaxy is wide open to whoever can claim it first. In my experience that is classic Runaway AI territory, so count on the Psilons getting over there somehow. Ursa is located in the center of a large area of nice colorful stars, but then my corner is in turn surrounded by yellows. To the north is a large band of mostly red stars, so I think that getting up there will be important as a back line. Expanding south will be difficult with that big empty hole below the first ring of stars, and depending on how many of the southern yellows are inhabited things could get tight down there. Aggressive scouting is certainly called for.
As for my immediate neighborhood the green to the northwest and the red to the south are both in colonization range. After dithering over the choice for FAR too long I decide to take the unusual (for me) step of sending my two scouts to the two colonize-able stars. Both of them seem desirable; the southern red extends my range into a likely more contested area, while the green leads into my back lines. Conversely the red leads to more potentially hostile stars which could block expansion in the short term, while the green leads away from the center of the map.
Not counting the two stars 3 parsecs away there are 9 other stars in scouting range. Ursa says that it can build 2 Scouts, but it will actually build 3 with population growth. Normally on a Large map I would not bother with scouts right away but the ring of yellow stars surrounding me is making me nervous.
2301: 3 Scouts are produced at Ursa, and I send them to the red, white and purple stars to my southwest. I plan to send my two original Scouts on to stars at longer range in two turns once they tell me which star I should colonize first, thus saving some time. Ursa starts building factories.
2302: Nothing interesting to report. My ships fan out and production increases.
2303:
Hmmm, which planet should I colonize? Good thing I sent out the scouts first! Now I only need to wait 3 turns instead of the 5 it would take me to travel from Artemis to Keeta if I had sent the colony ship there initially. This is going to make it difficult to expand to the south though. On further inspection of the map I notice that Keeta will bring one of the red stars to the north to 3 parsecs, so depending on whats at that star I may not need additional range. I allocate to build one Scout at Ursa to explore to the north.
2304: Back to full factory production. This single Scout will be enough to reveal the north, which don’t look to be in too much danger unless the Silicoids are at the yellow in the NE corner.
2305: My scouts find Jungle 85 Talas, Dead Rich 20 Gienah and Dead 30 Dunatis. Sadly Talas is range 4 and will stay that way even when I colonize Keeta next turn.
2306:
NO! NOT THERE! ITS TOO GREEN!
Also: SURPRISE! The Alkari are at the yellow star to the southeast of Ursa. There is nowhere else this scout could have come from on turn 6. I send 10 million bears to Keeta and tell Ursa to build a Scout to cover Artemis.
2307:
Fantastic! When it rains it pours. So now I have birds to the east and rocks to the west. I suspect that the rocks are at the topmost yellow star almost due west of Ursa. My scouts also discovers Dead Rich 55 Proxima, which along with Dunatis and Gienah form a barrier of Dead worlds blocking expansion to the south. I hope that Dead is in my tech tree! On the positive that will keep the Alkari from bothering me for a while.
I spend a while wondering how much population to send up to Keeta. My usual target is 1/3 of total pop, but given that Keeta is Fertile I will send much less. For this turn I send 3 more.
2308: 3 more pop to Keeta.
2309:
Oh my! I hope that the rest of the worlds up there are as nice! I also discover Barren 35 Primodius over near what is most likely Chryslon. With the arrival of my first 10 colonists the population explodes to 14 and will continue to grow nicely, so I am not going to send any more from Ursa. I send my northern Scout off to another nearby world.
2310: 3 more colonists arrive on Keeta, and two more grow, bringing the total to 19.
2311:
You have got to be kidding me! This corner of the map is shaping up to be prime bear habitat. The northern Scout moves east and my planets continue to grow. Just wait until I can build colony ships! To that end I trickle 11RP into research to see what my options are.
2312: My tech choices are: ECM1 over DSS, RIW80% only choice, ClassII Shields only choice (duh), IT+10 over Controlled Barren AND Improved Eco (for now), Range 4 only choice, and Hand Lasers over Hyper V’s. The only choice I struggled with was Planetology, so let me explain my thinking. There are currently two barren worlds in my neck of the woods: Artemis at range 3 and newly discovered Primodius over near the Silicoids. I want to stop the rocks from expanding from Primodius into all of those rich dead worlds to my south, but to colonize Primodius I need both Range 4 AND Controlled Barren. Now I have both of those techs available, but they will take a long time to build. On the other hand if I put up token resistance at Primodius and go straight for Range 4 I can colonize Talas that much sooner and cut the Silicoids off from the Dead worlds until I can (hopefully claim them myself. And once I have Controlled Dead I can take Primodius away from the rocks with minimal effort. But for now I turn off research and get back to factory building.
2313: Nothing to report.
2314:
The Silicoids arrive at Primodius with an unarmed, unescorted Colony Ship. My Scout runs it off, but I’m sure it will be back with some friends really soon.
2315:
And the habitable planets just keep on coming! I really can’t wait to start building Colony Ships. Anticipating range 4 I start building additional scouts to have in position when additional range comes in.
2316-2317: New Scouts are dispatched, planets continue to build.
2318: The Silicoids are back at Primodius with 2 Colony Ships, but still no weapons. Won’t be long now.
Also the entire top of my territory is habitable, and claimable without the need for any additional range. Wow.
2319: Pretty quiet. I consider switching Keeta over to research to push for Range 4 but decide against it. Keeta currently produces 40BC or 40RP per turn. It will take 9 turns to build up the 360RP needed to even reach the percentages for Range 4. On the other hand if I spend those 9 turns building more factories I will have more than doubled Keeta’s factories (not even counting the turn-by-turn increases to the planet’s production), and at that point I will be able to generate 360RP in only 4 turns. So Keeta stays on factories for now.
2320:
And my turns end quietly. Here is what we know about the galaxy so far. Also the Alkari are HERE:
and the Silicoids are HERE:
. No sign of any other races so far.
Thoughts for the long term: we are just about to start our expansion phase into the back lines to the north, potentially reaching around and down to the east to clean up the northeastern corner of the map. If there is an AI at the yellow star in the corner they are being very quiet.
My inclination is to keep the Silicoids out of the Dead systems to our south. I realize that we are the Bulrathi and as such are a pretty good foil to the Silicoids’ slow growth, but I don’t like the idea of turning the rocks loose that close to our core, particularly given that there are two rich worlds down there. However I can certainly see a viable strategy in letting the rocks take those worlds while we settle in the north, then researching Controlled Dead (or similar) and clearing the Silicoid infestation out of the region.
Overall of course we need to expand. Right now we only have 6 (7 if the rocks cooperate) colonize-able worlds available to us. If we can manage to get past the Silicoids in the north the western edge of the map looks to have a lot of available space. Otherwise I think our best bet in the short term is to expand down through the Alkari and hopefully snap up as much of the east as we can, before we sweep to the west like the Mongols from the steppes, putting all before us to the claw!
Roster:
-
Psillycyber - Ready to rumble up to 2335!
- RefSteel - Up next, bearly able to wait to take us to 2350!
- Plenty of porridge still available for other hungry bears!
- Ianus - Slumbering soundly until Spring!
- Thrawn - Still hibernating