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OSG-39-B - The Meklar Revolt (Again) for Freedom

Looks good, shallow_thought! And I was able to download and load the save. And it's always good to be reminded that even when I think I'm completely sure of something like the Dragon heading for Friction, I can still be entirely wrong! Those Improved and Advanced Space Scanners are very valuable tools.

I agree that expansion is going to be difficult from here, though I like some of SpaceOwl's ideas! (I doubt we can get ourselves elected in the next election, but it's still fifteen turns off, so who knows!)

Roster:

- haphazard1 (UP!)*
- RefSteel (on deck)*
- shallow_thought (just played)

* - Unless someone not yet on the roster wants to (and has a chance to) step in first! Please just say so if you'd like to - it's always great to have more players on the team!
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I have been having problems posting again. frown I have the save, and should be able to play sometime today.
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(August 24th, 2023, 17:04)SpaceOWL Wrote: - attack the Alkari directly - crazy idea but looking at the save the Alkari are in war with (at least) 3 other races...
  

I got so used to checking each turn and seeing them in alliance with at least two other races that I didn't actually noticed that the block of three was a war not an addition to their alliance duh ! I had to go back and check a T2405 save to make sure I hadn't been stupid enough to mis-read that all set.

Diplomatically, if we're sure we're up against the Alkari in the next vote, attacking them would make sense because we'd pull votes. If we're up against one of their enemies, it could be a disaster because both the birds and the hostile block would vote against us. Wading in on their side if we're up against them could similarly be problematic. I wish we had better visibility on the other races to judge the pop.
It may have looked easy, but that is because it was done correctly - Brian Moore
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Of course the really tricky issue is that if by going to war with the Alkari you decrease their pop to the point that a new race takes over their position. Always got to be careful of that.
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2410 (inherited turn)

Adjust spending at several planets to force grow pop, as we have factories sitting idle.
Otherwise things look pretty good. I would like to start Soil Enrichment research, but need to complete current projects first to have funds.

2411

Fighting plague at Reactor, growing pop, building factories

2412

Fighting plague at Reactor, growing pop, building factories
I start building a single base at planets that have max factories, just to have one in case we get plantary shields later or need it.

2413

Alkari fleet drives our scan ship away from the Stalaz, the toxic in the south, and they claim the planet.

[Image: 2413-alkari-fleet.png]

Some death spores, some scatter packs, and note the energy pulsar -- keep our NPG fighters away from it. Otherwise not too scary.
Alkari get the derelict event. frown As the galaxy's leading power, they did not really need even more help. Can't tell exactly what the birds got. They already had PS5 and stinger missiles. Maybe Deflector 4? Or Graviton Beam?
Fighting plague at Reactor, growing pop, building factories

2414

Fighting plague at Reactor, growing pop, building factories

2415

Plague at Reactor is finally cured. smile
Fusion Drives completes.

[Image: 2415-propulsion.png]

I choose a big boost in range for our next project. Research spending is adjusted to seed planetology, propulsion, computers for new projects.
With lots of factory building, our production has now passed the Alkari. Development is good. nod
Checked Alkari, and their derelict techs just took a turn to show up. frown

[Image: 2415-alkari-tech.png]

Phasors, omega-V bombs, personal absorption shield, repulsor beam? cry Not like the birds needed the help....

2416

Klackons chase our ships away from both no planet systems in the south.

2417

Building factories, single bases, and researching

2418

Building factories, single bases, and researching

2419

Building factories, single bases, and researching

2420

And another quiet turn of building factories and researching. Our luck with tech has been terrible; zortrium has been over 35% for about 5 turns now. frown
The Alkari just picked up High Energy Focus. frown
On the hopeful side, they are currently at war with the Bulrathi, Darloks, and Klackons. Too bad the council vote is not this turn.


Overall this was a quiet turnset of building factories and growing pop. We have a single base at most of our worlds, only a couple still maxing out factories. We are much stronger in pop and production. But the Alkari got the toxic world and the derelict event, and are just running away with tech everywhere. Beating them at the next council vote may be our best hope for a victory.

I believe RefSteel is now up. Good luck!
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And a link for the save, since the forums are still not letting me attach files.

https://drive.google.com/file/d/1ECSvphz...sp=sharing
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Sounds like good turns, but I was a little baffled about the strategic way forward before the Alkari picked up demi-god-tier weapons. I guess we could try a sneaky backstab and just grab them for ourselves, maybe maybe?
It may have looked easy, but that is because it was done correctly - Brian Moore
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What is this derelict event favoring the largest AI? I thought it only favoured the weaker empires..

Well even before the derelict I should take back my idea of attacking Alkari  banghead

At least I said it was a crazy idea, but that's just too many flying objects to deal with...
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The good thing about the Derelict event is that you still have superior computer tech, so it presents more targets for espionage.
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(August 26th, 2023, 13:53)rgp151 Wrote: The good thing about the Derelict event is that you still have superior computer tech, so it presents more targets for espionage.

I did consider turning our spies loose on the AIs we have contact with. But I did not want to potentially turn them against us right before a council vote. If the next player wants to risk it and try for some tech steals, I am fine with that. There is a lot of valuable tech out there to get: controlled toxic, better clean up and reduced waste, and of course weapons and shields.

Or we could go all in on conquering an Alkari world or three to gain techs. If zortrium ever finishes we could build some auto repair huges and try to crush our way through their nasty missiles then overwhelm their ground troops with numbers. It would be painful but we could probably do it.

Or maybe the birds will stay at war with enough AIs for us to squeek out a council win. Or maybe within 5 turns they will all be allies again -- who knows?
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