Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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OSG 11.1 or maybe 12 - planning thread

Made a test run of this also.. found without diplomacy in any kind its hard control the way the votes swing.. Still playing and have managed to conquer two races but am destined to loose as the Heads have ran rampant threw the systems picking up almost every mineral valuble planet available and withou any half decent ground weapon im being slowly cooked off by the bases after managing to clean away all space fleets..

and yea totaly agree with the font.. makes your eyes strain eek
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Did you do your test run using the save posted by Liq? If so, for future reference, we try to avoid playing ahead in OSG games. If you play it solo and find out where the rich/arti planets are, it would be hard to play your turn in the OSG and not use that knowledge.

If you played it on a different map, that's great. If our variant rules don't inspire some of us to play some solo games on the side with them; maybe it isn't that great of a variant. Plus, having some experience trying to follow the variant rules will help when playing your OSG turns. This variant I think the tough one is going to be keeping an eye on the tech spending...if you've played a solo game, you'll be more familiar with where the tech spending trys to creep into the planetary budgets.

The other nice thing about having a few reports of solo attempts at a variant is that it helps us judge how hard it was. Sometimes the map we get makes a game overly hard or too easy. Hearing about how things went on other maps helps us determine whether the variant rules or the map luck was the deciding factor.

Welcome to the OSGs!
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I have downloaded the save game but havnt looked into it yet, the solo i played was completly seperate. Tech spending didnt seem to much of an issue, the difficult part to overcome was allowing other races to advance to the point of 50 factories before assimmilation. Some points of the game i would come across key planets that were required to step stone into areas of space that was key to mineral or art locations but couldnt take the planet as it was a poor mineral colony planet and factories production seemed to be at a crawl, by the time they had aquired the 50 factories the planet was well defended by armadas of ships.

Also the vote was a hit and go situation, at any time the vote could have swayed to 3/4. I found that by planting as many scouts around as possible at the beggining helped secure most of the key planets to make my move into populated regions.

Should be a good one..
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as for my save, I made sure there was a planet at range 3 lol but otherwise saved and posted. Lets hope this roll was better than my last =/

as for the font color I cut and pasted that comment from civ fanatics and forgot the red and green were bad... sorry!!! fixed.

Cheers!
-Liq
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Just as a clarification on the assimilation--it's okay to invade a planet that has less than 50 factories. We had thought about going with a no bombing period rule, but decided that it would be okay to glass worlds with minimal factories if we didn't want to take them (mostly to speed up the end game, where spuds and weed colonies would be annoying to take and hold).

Invasions are fine at any factory level...just don't expect to get much tech out of it tongue
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Ahhh, well that will certainluy help soften up the competition early in the game..
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