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[LURKERS/SPOILERS] Never Gonna Tell A Lie, And Hurt You! |
Posted by: BRickAstley - February 19th, 2014, 09:48 - Forum: Diplomacy Game 4
- Replies (51)
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We've known each other for so long
Your heart's been aching, but
You're too shy to say it
Inside, we both know what's been going on
We know the game and we're gonna play it
And if you ask me how I'm feeling
Don't tell me you're too blind to see
Never gonna give you up
Never gonna let you down
Never gonna run around and desert you
Never gonna make you cry
Never gonna say goodbye
Never gonna tell a lie and hurt you
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Pitboss 18 IT and Tech Issues Thread |
Posted by: plako - February 19th, 2014, 09:21 - Forum: Pitboss 18
- Replies (4028)
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This is the once in the life-time opportunity to play in a massive 33+1 player civ game. Skillwise it is free for everyone. However you need the real dedication to the game and be able to log in daily for a long time so don't join too lightly. For short absences you should be able to recruit a replacement player or a lurker who could play it through with instructions.
Sign-ups are now open and we'll wait until all 33 slots are filled and then start the game assuming all the other practical arrangements are done at that point. This could be very fast or we might need to wait for a while to get some of the currently running pitboss games finished. Be patient.
This thread is dedicated only to sign-ups and resignations and nothing else. Discussion thread for the game is here:
http://realmsbeyond.net/forums/showthread.php?tid=6769
Map will be done by Commodore and current guidance to him is this: Lakes or Continents type of map. Roughly balanced, but having some differentiation from player to player. A bit less breathing room than in standard RB games.
Settings that are pretty much set in stone. Minor alterations are possible, but you'll need to convince several people to get the changes through and do it in the discussion thread:
Server: pitboss.watto.no:2058
Game tracker:
http://pitboss.watto.no
Game Host unified tech thread (for all Caledorn hosted games):
http://realmsbeyond.net/forums/showthrea...pid=494726
Host: Caledorn
Admin: Sullla, Commodore and Sunrise
Map maker: Commodore
Starting date: When we've 33 signups (Sullla controlling the 34th monitoring civ)
Mod: RBmod's latest version. Minor tweaks are cooked up in the RBmod thread so please check things from there.
Leaders/civs: PB13 Method - Random roll - Players have 2 chances to pass - Can't pass 3rd roll. All passed leaders/civs come back to rereolling rounds.
Difficulty: Monarch
Speed: Normal
Vassals: off
TT: off
Huts: on
Events: on
Barbs: on
Espionage: on
Diplo: AI-diplo
Double moves: Don't be a jerk. Peace time or when you're not planning to start war play as soon as it is possible and most times no need to be taking into account potential double moves. During war preparation turn and war times double moves are not allowed.
Other:
* No city gifting or trading
* No using trade window to communicate (e.g. using letters or numbers in a way that could be interpreted something else than a real trade offer)
Player Signups + leaders and civs
(March 5th, 2014, 08:44)Commodore Wrote: Ruff/Augustus Caesar/America
Azza/Washington/Arabia
Old Harry + Fintourist/Victoria/Aztecs
Krovice/Willem/Babylon
Queeg/Zara/Byzantium
Jowy/Alexander/Carthage
Barry Lyndon/Hatsheput/Celts
pindicator/Qin Shi Huang/China
Cyneheard/Mehmed/Egypt
Dhalphir/Hayuna Cupac/England
dtay/Mao/Ethiopia
Plako/Louis/France
spacetyrantxenu/Kublai Khan/Germany
Oxybaii/Catherine/Greeks
darrelljs + Ichabod/Joao/Holy Roman Empire
Hashoosh/Stalin/Inca
Sullla (lurker civ)/Fredrick/India
wetbandit/Montezuma/Japan
Dazedroyalty/Elizabeth/Khmer
MYKI/DuGaulle/Korea
HitAnyKey/Saladin/Mali
Nakor/Darius/Maya
WLP/FDR/Mongol
The Black Sword/Gandhi/Native Americans
yuris125/Tokugawa/Dutch
Scooter/Shaka/Ottomen
Bacchus/Churchill/Persia
Molach/Genghis Khan/Portugal
AutomatedTeller/Peter/Rome
Boldly Going Nowhere/Pericles/Russia
BRickAstley + Mardoc/Wang Kon/Spain
Caledorn/Brennus/Sumer
Whosit/Hammurabi/Vikings
Cheater Hater/Bismarck/Zulu
RB/Smegheads mod 2.0.6.4
Change log
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Imperium 40 - Ianus |
Posted by: Ianus - February 18th, 2014, 15:33 - Forum: Tournament Reports and Discussion
- Replies (11)
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The following consists of excerpts from the journal of Emperor RBO40, ruler of the Mrrshan Empire during its tumultuous expansion from Fierias out to the stars.
2300 - From the ascension speech of Emperor RBO40: "This is a glorious day for our empire! I, RBO40, today assume the mantle of Emperor. I have triumphed over all other aspirants to the throne, and today I stand alone. As I survey my empire I see much of which to be proud! Our artificers have made great strides during this time of conflict. Our empire is prosperous and productive, and our soldiers are well armed and armored. But with these technological marvels comes a dreadful imperative! Our historians tell of a time, perhaps even the beginning of time, when this galaxy was ruled by a terrible empire. This empire controlled the stars and tread most cruelly upon the backs of our people. Legends tell that this dreadful empire conducted its rule of terror from the Orion star system, and that even today the monstrous Guardian, which generations of Mrrshan mothers have used as a bogeyman to compel obedience from their kittens. Well I say enough! I vow to pursue the Guardian of Orion to its lair and to slay it there for the glory of the Mrrshan Empire! Let our enemies tremble!"
That should hold the rabble! Now to the business of building an empire. The damn succession wars have left us with only a single useable ship. I have instructed my soldiers to round up two million conscripts off the streets of Fierias and to pack them on board. The ship will launch at once for the unexplored star system to the south. The great god Kzin has told me that there is a world there which can be added to our empire.
2303 - For the glory of the empire! The world Crypto comes under our dominion!
Reports indicate that the conscripted colonists were none too pleased at being sent off to glory, and very nearly tore the ship apart. I have instructed our shipwrights to provide additional shielding and entertainment for future emigrants. I really don't know what those ingrates are complaining about! Crypto is a lush world, maybe a bit more water than a cat finds ideal, but our colonial base will be perfectly dry. Besides, my scientists assure me that the monsoon season is very short there!
Now that the colony ship is no longer draining our treasury for its upkeep (who do you pay to upkeep a ship in deep space, anyway?) I decree that we must scout the stars around our empire to plan for the future! I commission some Laser Scouts to discover and guard more worlds for our people to colonize. Make it so!
2304 - The first two Laser Scouts roll out of our shipyards and are sent off to the west, in hopes of stalling any enemies hoping to move into our sector from that direction. Two scout ships per turn seem like enough while still growing more factories. I also ship 3M pop off to Crypto. This time I packed them into flimsy Titanium tubes, so if they decide to get rambunctious they can chew space!
2305 - Two more scouts off to the North, and 3M more off to Crypto. I shall continue to do this until all planets within range are known and Crypto has reached 1/3 its total population!
2310 - The population of Crypto is now self-sufficient. I decree that the world shall henceforth care for itself!
2311 - Victory! My armed scout has chased away an unarmed Klackon scout from the Minimal world of Beta Ceti! Bugs beware! The paws of the Mrrshans are death! We also discover the Barren Rich world of Celtsi, the Toxic world of Maalor, the Dead world of Kronos, the Toxic world of Kulthos, the Tundra Rich world of Proteus and the Arid Poor world of Uxmai. What a neighborhood!
2313 - The Dead world of Willow and the Inferno Rich world of Maretta are also within our grasp!
Now for the stars!
2315 - The Klackons are back to the North. This time they seek to scout the Rich world of Celtsi. Again they are no match for my Laser Scout! I expect trouble up there in the future, however.
2320 - My lone Laser Scout has repelled a single Klackon laser fighter from Beta Ceti to the north! I have reinforcements on the way, but things should heat up fast up there!
2527 - With 201 factories built I turn to Colony Ship Construction. In order to keep the colonists from tearing the ship apart on its 6 year journey I equip the ship with a Class I shield which should hold the ship together until it arrives at its destination.
2331 - And the Colony 1 is off to Beta Ceti. Go kitties go! Construction shifts to the Colony 2 which on top of the Class I shield also comes equipped with a Mark I computer to keep the colonists entertained. The computer comes pre-loaded with Mouse & Bird Screensaver 3.
2333 - A news report! I rank dead last in Fleet Strength! Soon all shall know the power of my Laser Scouts!
2334 - Colony 2 is christened and sent off to the Poor world of Uxmai. Construction of the tundra class Colony 3 begins!
2335 - Beta Ceti is founded, bringing me into contact with the Xenophobic Industrialist Meklars
and the Aggressive Ecologist Klackons.
The Meklars have only a single planet, while the Klackons have three, but have nowhere else to go except through either the Meklars to the west or us to the south.
I vow not to give them the chance! I send 35 colonists from Crypto up to Beta Ceti to put a rush on my war. I also design two warships. A small Fusion Bomb design and a small Ion Cannon fighter with a Class I shield. Just in case.
2338 - Now a tactical choice. The Colony 3 has been built, and is ready to be sent to either Proteus or Celtsi. Proteus is a Tundra Rich 50 planet which will open up additional range to the West, while Celtsi is a Barren Rich 50 in the north which will put me closer to my enemies. The Colony 3 has the most advanced shields and computers I possess, which means that until I gain further tech any more colony ships I build will be torn apart by my rambunctious colonists. I think that I will choose to take Proteus now and wait for the Klackons or Meklars to move on Celtsi, so I can take it away from them. I don't like neighbors!
2339 - Uxmai is colonized and I direct my Colony 3 off to Proteus.
I begin research out of Crypto as it is now feeding population off to my new worlds. I also begin minimal trade with the Meklars and Klackons. The Klackons are not especially happy with me, so hopefully they will warm up over time.
2340 - Research begins. I take BCIV, Reduced Industrial Waste 60%, Class V Planetary Shields, Controlled Toxic and Range 7.
2341 - Bad news! The Silicoids are up to 8 star systems!
Also the Meklars are packing a rather hefty fleet.
2342 - But not as impressive as the Klackon fleet.
2344 - And here are the Darloks at Nazin. Still well out of range for now.
2345 - Proteus colonized.
2355 - Nothing significant to report. Tech bulbs are filling and my fledgling colonies are building. Starting with Improved Robotics 3 is providing a significant drag on my economy, though once my worlds finally max their factories I will be rolling along.
2372 - An Industrial Accident event strikes the Psilons. Couldn't happen to a nicer bunch!
2392 - And here are the Psilons! Gulp!
Also the latest production numbers are in. The results are significant.
2401 - With increased range comes increased contact with other races. Xenophobic Technologist Darloks should make things interesting.
2412 - Battle Computer IV comes online permitting the design of three more colony ships, the Colony 4, 5, and 6. I will send these to the three Rich worlds I have around my sector of space. The Darloks are starting to move into my territory, and I'm thinking that I will have to go to war to push them out, even though they are allied with the Meklars. I'll give them a bit more time until some additional tech comes in and then I'll clean up my corner of space.
2424 - Morrig rebels, all 1 million of them. Colonists are already en route.
2427 - The high council meets for the first time. The Silicoids and the Psilons are nominated. Emperor Meson has almost half of the vote to himself. I cast my four paltry votes on his behalf in the hopes that he will leave me alone.
2428 - I would say that the Darloks are looking like a better and better target!
2431 - And the Silicoids keep on expanding! I hope that a war breaks out soon!
2438 - I'm getting pretty lucky with the events here. Stupid Psilons!
2442 - And here is the status of the galaxy.
I'm actually doing quite well, but the Psilons are starting to push into my territory and I'm really nervous about antagonizing them.
2448 - Poor Psilons!
At least they are keeping busy grabbing up ALL of the unclaimed worlds in my area. Fortunately I already have all of the good ones, and without any more shield or computer tech due any time soon I'm content to let them take the leftovers.
2449 - And the Psilons now possess LOTS of worlds! At least they like me!
2458 - And the weapon I plan to make the basis my Anti-Guardian strategy arrives!
Unfortunately it is just a _little_ bit too big to fit on a small hull at the moment.
I pause to consult the ancient text: the MOO:OSG. According to the Mooosg weapons miniaturize at a rate of 50% per 10 tech levels above the weapon in question. Since Megabolt Cannon is tech level 25 I need to reach roughly tech level 50 to fit it on a small hull. However, hull space increases 2% per level of Construction tech researched. Thus I should be able to cut down on Weapon techs by researching Construction too. Time to reallocate my research! I cut Force Fields to nothing since I don't plan to shield my fighters from the Guardian; I'm just going to overwhelm it. I drop Computers, Planetology and Propulsion to a trickle and focus mostly on Construction and Weapons in order to miniaturize faster.
2479 - Man the Psilons just can't catch a break!
Too bad for them! Also I finally get some Terraforming tech, specifically +40 so I can add more pop and factories in preparation for shipbuilding. Megabolt is still too large, and I would really like a faster engine than Fusion. Maneuverability 3 just isn't going to cut it against the Guardian and his High Energy Focus!
2482 - Oh yeah! The largest empire in the galaxy, which could stomp me flat without breaking a sweat, wants an Alliance! This could not be better! Plus this will give me range to reach Orion! Yes please!
2486 - And with Range 9 I finally meet the Silicoids, the other resident superpower in this galaxy.
I'm actually not doing badly at all so far. Solidly third in most categories.
I immediately sign up old Sedmin to maximum trade and hope for the best.
2487 - Money!
2499 - Oh no! The One Planet Empire Meklars are coming for me!
And their entire fleet consists of ten large ships! Whatever will I do?
2524 - With the discovery of Zeon Missiles I reach Weapon Tech level 44 and can finally fit a Megabolt Cannon on a Small hull with Combat Speed 4 and a Mark I computer. I'm going to build them in two stacks to try and distract the Guardian. He is pretty old after all.
2546 - And now the Silicoids want a piece of me! I'd better make for Orion while I can!
2547 - It looks like I'm starting to annoy my neighbors!
Time to take on the Guardian! A total of 4740 fighters are escorting one final Colony Ship sporting the latest advancements in Shield and Computer tech. Three years away! I hope that the colonists can hold it together!
2550 - Victory!
The dread Guardian falls to the valiant Mrrshan armada! Despite inflicting horrendous losses (2028 of the original 4740 ships survive) the Guardian proved to be no match for my Megabolt fighters! Victory in 2549! And I never got above third in any ranking.
I'll bet those feisty colonists are glad they came now!
After Action Report: I have to admit that this game was very smooth and easy! I managed to grab ALL of the Rich planets within my reach, and by maintaining a low profile and trading I kept my neighbors happy. I actually think that keeping colonization to a minimum might be an ideal strategy. I got all of the best planets I could reach before the Psilons blew through and grabbed everything else, and the small size of my empire kept me 3rd overall in population meaning that I could sit out the elections and let the two biggies (Psilons and Silicoids) stalemate each other. I'd say that when the Psilons offered me the Alliance the game was essentially over, at least as far as the objectives of this game went. If the #1 race in the galaxy was willing to leave me alone there wasn't much that could stop me. Speaking of Alliances, one oversight in this game's rules was in allowing the player to vote in elections. I basically voted for the Psilons in every election, except for one early on before populations started growing when I could have voted them the winner. Other than that one abstention I was basically able to use trade and relations bonuses from voting to make the Psilons absolutely LOVE me. They signed an alliance with me (without me even asking) in 2482 and kept it for the rest of the game. Also I did not deploy a single spy during the entire game, and aside from trade I pretty much ignored everyone else.
I really have no idea how my time stacks up against other games. 249 years seems like a long time to build toward one specific objective, but I don't think that I really wasted any time. Starting with Improved Robotic Controls III definitely slowed down the growth of my planets, but by following a Meklar-like start I don't think that I started producing colony ships very much later than normal. Slowed planet growth coupled with the higher starting tech level definitely slowed down research, but once planets 3 and 4 started contributing to the research effort things picked up and stayed that way. I am very interested in reading other players' reports and seeing if different Guardian-killing strategies yield different results. I concluded, and I expect most others will reach the same conclusion, that stacks of small ships would fare best against the Guardian's Scatter Pack X's and would actually minimize attrition against all of the other basically non-streaming weapons it packs, i.e. losing 1 small ship per hit seems like a much better deal than losing 1 large ship per hit.
As for playing beyond this objective I'm not sure that I will be able to do so. I basically shut down all research that did not contribute directly to fitting the Megabolt cannon onto a Small, so in 2550 I am woefully behind in Force Fields, Planetology and Propulsion. The Silicoids are currently coming for me with a pretty significant fleet, and I'm not sure that I will be able to hold them off for long.
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RB Diplomacy Game #4 |
Posted by: BRickAstley - February 18th, 2014, 15:12 - Forum: Diplomacy Game 4
- Replies (113)
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I've been talking to a few people about the game Diplomacy recently, and been wanting to lurk a game of it myself. It's been a while since the last game ran on here, and I'd be willing to run a new game if anyone is interested in playing.
So, anyone wanna play a game of Diplomacy?
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[SPOILERS] Joey gives Darius of Celtia a Chance |
Posted by: eastway - February 18th, 2014, 04:58 - Forum: PBEM 59
- Replies (23)
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My leader is Darius of Celts. This is a boring leader and I wanted to change. After seeing start which we were allowed to see before I stick with Darius.
You all know what he does but this is for my benefit to help remember. Organized is good because it is immortal difficulty and we get half price courthouse, lighthouse and civics. And factory but that is not important for so long.
Financial is the same as before but does not work for riverside tiles. Both are just passive ways to make me rich. So, my plan is to expand more than everyone because I can afford it. Coast is extra nice because of financial bonus still working.
Celts are shit. Has anyone won as them before? No. Because they are shit. Hunting lets me build pasture now so I can live with it.
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Imperium 40 - Zieman's report |
Posted by: Zieman - February 18th, 2014, 04:11 - Forum: Tournament Reports and Discussion
- Replies (9)
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RBO 40 – Zieman
Oo-kay, sending the Colony ship to the closest star, green one straight south of Fierias. Designed a scoutship, Sunracer, with as much offensive capability as we could muster in such small frame.
Crypto colonized and a couple of Sunracers built in the same year (2302). Scouts sent to northeast big red star & southwest green star. Aaugh – impossible Psilons, Klackons, Silicoids & Meklars to contend with – this one will be short! Still, one has to try ? Sending a trickle of colonists to Crypto.
Northeast (Kulthos) turns out to be Toxic, on to next red star northwest of Kulthos. Next turn we see that the southwest planet (Uxmai) is habitable & fertile, but mineral poor. Sent the scout to southeastern red star.
Building a new batch (5) of Sunracers, to speed up scouting of the neighbourhood.
On 2311 a Klackon Scout is detected heading for the red star due north of Fierias.
Next year we meet them at Celtsi (Barren, Rich), but the cowards run away before we have chance to test our weaponry on them. That Sunracer is stationed at Celtsi for now.
Big red star northwest of Fierias houses a Dead planet (Kronos), one Sunracer stays there awaiting further orders. That southeastern red star has an Inferno Rich planet (Maretta), scout moving westward to the other southern red star. Orbiting big blue star northwest is a Minimal planet, Beta Ceti. Sunracer chased away a Klackon Scout from there too, stays stationed to delay their expansion. Designed Colony 1 with Reserve Fuel Tanks & Mark 1 computers – if nothing better turns up soon, we’ll try to grab Beta Ceti.
On 2314 started pumping colonists back from Crypto. Toxic Maalor & Rich Tundra Proteus scouted next year, Scrapping Colony 1 (none built) & designing Tundra 1 (just switched Tundra Base in place of Standard colony Base), start building Tundra 1 with trickle funding.
2316: Yay, 100 factories on Fierias. Decrease factory building to ~5 factories/turn, rest of available resources allocated to building Tundra 1.
Southwest red = Dead. No new reachable stars, so the Sunracer stays there.
In 2326 Fierias at 100 pop. 2 years later, GNN tells we have most population in the Galaxy! Tundra 1 ready & dispatched to colonize Celtsi (Barren Rich straight north). Colony 2 designed (Standard Colony Base, BC 1 & Shields 1) and construction started on trickle funds.
Colonizing Celtsi in 2333 brings us in contact with the Meklar. Klackon homeworld revealed on the map too. Establish one more colony or start war immediately, hmmm?
Apparently war is not an option yet.
In 2340 Fierias is at max factory capacity, “opening” research for computers, planetology & propulsion with a whopping 227 RPs. Going for BC2, Dead landings & Nuclear Engines. Beta Ceti colonized next year. Hopefully we can stand these new colonies up before Meklars try to grab either of them – two early huge ships should slow down their economy a bit? Erm, make that four in 2348! Argus, Terran 100 scouted next year. Hope we get the new engines & BCs soon, both in percentages already…
Oh well, bugs are on war footing in 2351, let’s build some Wasps! Interesting, Nazin spotted northwest of Meklon. Nasty three-way pileup there, Klackons getting a couple of extra planets and the others none.
In 2356 we’re second last in GNN production report – no surprise there. Mbots have scrapped their behemoths though. Klackons’ fleet is already scary.
With range 6, what’s keeping them – ah, they have not yet Barren landings, and Beta Ceti is too far away for them. But wait! Bugs are allied with Mbots, hellpp! And of course, Meklars join the fray.
2357 – Oh well, Darloks grab Argus, and after Dead landings only options are Inferno or Toxic, I take Toxic. Building a batch of Darts for defending my border colonies.
2370 - Nice.
Now we’re doomed. Anyway, building Colony 3 (BC 1, Shields 2) for the Poor Fertile planet, and using that as a stepping stone, Tundra 4 (BC 2, Shields 2) for the Rich tundra planet. And Meklars took Argus from the shapeshifters, with ease.
What a crap techtree! After Range 6 the only option for advancement is Range 7 ?. In 2378 we finally form a colony on Proteus, the Rich Tundra planet (bringing Darlok Spica colony within range…).
In 2385 the bugs finally make their move, let’s see if Celtsi can be saved… Nope, not against that much firepower and no Planetary Shields yet.
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2393: Revenge is sweet, even if it is inflicted upon the other enemy.
But:
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AAAUUUGGGHHH!! Psilons pretty much control the Galaxy. Byebye Kitties, not much time left.
Klackons grow tired of war, we gladly accept peace. Now constructing Tundra 5 (BC 4 & Shields 1) to reclaim Celtsi, neither bug or bots have colonized it. 75 BC trade pact with the brains signed.
In 2410 we have the first vote. RBO 40 vs. Meson. Phwew, bugs vote for us & rocks abstain – game continues !
2425 Another vote, this time a tie with Sedimin & Meson. Captured & lost Spica – really bad dice for me this time, I had better gropo tech & was the defender, still losses were 1:2 in AI’s favor ?.
Frantic shipbuilding & trying to stand up Celtsi &Morrig (Rich Dead) which we colonized with Dead 6 (BC 4 & Shields 2). Also was going to capture Spica and/or Phantos, but brains got there first.
2458 – And now Celtsi goes Poor – this game has something against me.
2470 – Now the damn Silicoids declare war! Ok, we take some of them.
BUT, 2475: So long and thanks for the fish!
2516: After glassing a couple of my planets, the brains ask for peace. I accept, and they still give Gauss Autocannon to us!
Next vote – Psilon leader elected as Galactic Ruler. Mrrshans do not yield to foreign governance -> final War!
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Around 2560 with Fierias already in spy-incited rebellion, presumably last colony under my control goes to revolt too on same turn as the other one gets glassed. Diplomatic defeat / killed in Final War rebellion.
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Online Users |
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