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OSG 29B - The Socially-Awkward Diplomats

I am! I was waiting because Archduke said that he wanted to go next... Consider this a conditional Got it!. I'll play my turns Wednesday evening, unless Archduke posts a "Got it" until then.
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Added the third and final part to my report above. Good luck, RFS-81 and/or TheArchduke!
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I'm not at my computer right now, so I can't look at the situation in more depth, but...I guess Tyr is a lost cause. For Phantos, I don't see any plan better than RefSteel's: Our only hope is to let the Alkari and Mrrshan fight it out, and then drive away the winner and hope to intercept enough transports for the colony to survive.
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Report for my first few turns:

2350: Well, this is awkward. My presidential campaign was all about how I would tell those aliens what's what, unlike my predecessor. And now I can't bring myself to push the button. I mean, I don't actually know them at all! I guess my voters would be equally happy if I let guns do the talking, but that requires guns. My first - rather unpopular - step was however to cancel the plans for missile bases on the threatened colony at Tyr, as recommended by our first president. Instead, we'll be building a scanner ship to know what we're facing.

Darrian is building a SafePlace, but I don't see any nearby planet that it could colonize. Well, there's Cygni, but I don't think this is the time to colonize a minimal planet this close to the Meklars. I switch it over to Industry (and some research) instead. On top of that, Darrian has quite a lot of idle population, so I ship of some of them to Collassa. Sol keeps working on the Deadlands ship to colonize the Ultra Rich planet in our backline.

2351: The Meklars' bombardment kills 1 million people and destroys 4 factories at Tyr. Our Shy1.0s drive away the Alkari colony ship orbiting Phantos. Still, I order the evacuation of this colony and send 11 million people to Collassa, since we are in no position to fight over two worlds at the same time. The Shys are sent to Palladia, in case I need them at Tyr. Sending them directly to Tyr would have been suicidal.

2352: The scanner ship at Tyr is ready and catches a glimpse of the Meklar fleet before retreating to Palladia:
   

...and now I interrupt for some advice. The Meklars have no shields, at least! Unfortunately, our shields will be somewhat less effective against their heavy lasers (compared to 3 small lasers). Oh, and also there are some more Meklar fleets that didn't head for Tyr:
   
The Intruder is headed for Collassa, I think. One of the other fleets, consisting of a colony ship and 9 Tormenters, is not on the right trajectory for that, but I have no idea where they're going.
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(May 24th, 2017, 14:25)thrawn Wrote: Great moves! And thank you for the pause. Give me a moment to do some calculations and I'll post a suggested battle plan.

This Tormenters aren't scary at all fortunately! They don't have a scanner or battle computers so no to hit bonus. Against small ships, they'll have a 20% chance to hit at best, but since the AI usually fires the heavy lasers from far away that drops to 10%. Also it doesn't matter if they do 4, 5, 6 or 7 damage because the damage doesn't transfer to the next ship. So we shouldn't have a hard time but let me crunch the numbers to say how many ships will be good to bring. And with Ref's fighters from Phantos we have a head start.

They're scary to those of us used to cowering behind missile bases  scared .

I've found one of the key things about studying - or even better, playing alongside - more experienced players in strategy games is being shown that things aren't a lost cause just because you're behind in socre/production/troops (depending on game). Another is being shown the range of tools available, and how to adjust to the circumstances.

This particular game looks like a good learning experience... although I'm personally very satisifed with my jump in to play the second turn set before life got too exciting.
It may have looked easy, but that is because it was done correctly - Brian Moore
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No better way to lean than to play in exciting times! And to learn from mistakes of course, including those of "more experienced" players like myself. Thrawn touched gently on some of these, but I played too late at night and made some significant strategic and tactical errors during my turns that helped lead to the present mess:

1) I focused too much on colony ships ASAP when a delay of a turn or two - in some cases for back-lines worlds - would have reaped rich rewards. This was my main strategic error, and it was a mistake because it led to things like...

2) I didn't build even nearly enough factories. Thrawn and I can disagree about where I should have built them, but facs are important and I built way too few during my turns. Also...

3) I realized after seeding Controlled Dead that I should have seeded Nuclear Engines first, and more seriously, since our empire was going to become quite extended. Having realized this, I still failed to seed Propulsion as soon or as heavily as I should have.

Those were the main strategic errors, but toward the end, playing in a rush because it was late and I wanted to post the save, I made things especially ... exciting ... for us:

4) Once I knew the front was contested and any new colships would have to go to our back lines, I should have made an effort to prepare defenses in various ways. In particular, when I saw the birds and cats incoming to Phantos, I should have switched our core worlds from colony ship to war ship construction immediately.

5) I started building a missile base on Tyr in spite of knowing I had no reserves and no chance to complete it before the Meklar fleet arrived, not knowing what was on their fleet, and the fact it would be firing nukes with battle computer mark 1, protected by ECM0, Titanium Armor, and Class I deflector shields. I ... have no idea what I was thinking.

Fortunately, I'm with Thrawn here: It should be possible to save Tyr unless the Meklar have powerful engine tech, and it does help that at least I built some kind of fleet during my turns (and that the colships I started can be turned into prebuilds for more). I guess after Thrawn and shallow_thought's excellent turns, we were due for somebody to misplay things and make the game interesting. Wasn't the role I imagined myself playing going into the game, but if we're going to learn from them, somebody's got to make the mistakes!
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Also, I loved the in-character introduction and detailed report, RFS-81! Also note that though I said we have no way of getting reserves, if it's absolutely urgent we can scrap our en-route colony ship for (I think) over 100 BC of reserve funds. It's bound for a great planet, and that's wasteful overall, but if we absolutely have to have that extra production ASAP, Tyr is more important than anything in our back lines.

Another thing I should have done as soon as I saw that fleet coming to Tyr (I knew it could be heading Tyrward as soon as it showed up on the screen) was to fund a spy in Meklar space ASAP to see what kind of tech they've got right now. We may have to weather their first round of transports in as little as five turns - or less if they have sublights already - so there really might be nothing we can do to hold the world since I failed to fund Nuclear Engines adequately. I think we have to try though; it could be that transports are being sent from a more-distant world and we'll have time to get a fleet up even from Sol!
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Cross-posted with Thrawn there, but his battle plan looks sound from here. One small wrinkle to add is that particularly on Tyr itself, we should build a placeholder ship (a huge hull we don't intend to finish) until the rest of our main fleet is about to arrive or the transports approach. This saves on maintenance, allowing us to squeeze a few more ships out sooner, and if you're not sure how many ships the placeholder will turn into, you can switch the design in the build queue to the fighters, note how many of those you'd get, and switch back again.
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Thanks, Thrawn! And I'm definitely with you on Nuclear Engines: I realized on I think my second or third turn that I should have seeded it first; doing so would have made our entire situation just straight-up better. But I compounded the mistake by seeding it inadequately when I finally did so around 2340, because I was tunnel-visioning on colships! I'm not that upset about the mistakes I made - but I definitely made some doozies!
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I was ridiculously lucky! This went much better than expected!

2352 (cont'd): Evacuating Phantos was definitely the right decision, as I see 50 Mrrshan transports incoming, plus an unknown number of Alkari transports. I can't see the exact number because there are Meklar ships occupying the same spot on the map. In case anyone's wondering, the kitties and birds are already formally at war. The Mrrshan are at war with the Bulrathi and Meklars as well, while the Alkaris are at war with the Sillicoid. There's only one course of action here: Keep evacuating Phantos. I don't think this is too bad, since I don't think anyone else will hold it for too long.

Regarding the conflict at Tyr, our shipyards at Darrian can re-purpose the partially built colony ship to send 25 Shy1.0 fighters to Tyr in seven years. Tyr itself can build 5 fighters per turn (using RefSteel's trick of building a huge hull and later switching to fighters), so by the time the ships from Darrian arrive, we'll have a total of 60 fighters. Paladia can build two fighters per turn which gives us an additional safety margin of 8 ships, because they take 3 years to move to Tyr. My scanner ship will add 3 more lasers. Oh, and since Sol will finish the Deadland next turn, I might put in some planetary reserve spending.

2353: Our scout chases away a Silicoid scout at Celtsi. Another one of our scouts arrives at Proteus and is forced to retreat by missile bases. The Alkari colony at Simius is hit by a Pirate event. Serves them right! The Meklar fleets near Tyr appear to be heading for Artemis (the green star near the cursor) which has a tundra planet.
   
I choose to produce a second wave of 10 fighters at Darrian. I worry that they might be too late, but otherwise, our numbers will be on the lower end of what Thrawn suggested. The Deadlands is on its way to colonize Exis, and Sol builds the last few factories to enable reserve spending. I spend a trickle on research to avoid losing any progress.

2354: The Mrrshans capture Phantos. We lose 4 million colonists. I send one last wave of fighters from Darrian. If they arrive in time, I can field the recommended 85 ships. Nothing to do but wait...

2355: Uxmai (Terran, 100 pop) is colonized. I send some colonists from Darrian to seed it, and shift spending on Darrian to research - no point in building more factories when the people who would work them are sent off. Oh, and a piece of good news: I actually forgot about 19 fighters that I sent from Phantos to Paladia on my first turn. (That sometimes happens to me when the travel times are so long.) This also means that Sol can switch to research instead of reserve spending...

...and I just noticed that all Meklar ships have disappeared from the map, save for 19 transports presumably heading for Tyr.
   
This can only mean that they got tired of their weak designs and scrapped them. What this means for us is that we need better tech to face whatever they come up with next. Getting a spy into hiding will also be important so we know what to expect. Speaking of tech...Nuclear engines are at 3% and DS2 will be in the percentages soon. With the increased research spending from Sol and Darrian, I have a lot left over to seed a new field. I'm going with Planetology first, and then I make some investment into Weapons.

I switch Palladia to industry spending. I will do the same at Tyr, but first I'll cash in my shipbuilding investment.

2356: Nuclear Engines completes at only 3% discovery chance! I choose Sub-light drives next because I think better speed and defense will serve us better at the moment.
   
A scout explores a promising new planet at Rha:
   
I'll build a colony ship at Sol. I think Tyr and Collassa will be able to seed it when all the refugees from Phantos arrive.

2357: I'm having crazy luck with the science breakthroughs. DS2 finished with a chance below 5%, just like Nuclear Engines. The only choice for the next tech was Personal Shield. The 19 Meklar transports will arrive in one or two turns at Tyr. If they arrive in the next turn, the bulk of our fleet won't be there to intercept them. I therefore build 5 more fighters at Tyr.

Finally, one of our spies was successful, and we have an overview over Meklar technology.
   
DS4, yikes! I stop seeding Planetology and instead open up Weapons.

2358: Our initial choices in Weapons were Hand Laser and Hyper-V. I go with Hand Laser to unlock the next level as fast as possible. 3 out of 19 transports land at Tyr, and we defeat them without any losses. Ok, let me just take a moment to appreciate how lucky I was here! Imagine if that Meklar fleet from before had stuck around. All our ships sent from Darrian were still in transit! (On the other hand, there still were only 19 transports, and their personal shields only cancel out our defender advantage...we would have lost some population, but not the colony.)

In other news, my nuclear-powered colony ship is completed and departs for Rha. Sol goes back to research. In tech, I make a small down-payment on Sub-light Engines.

2359: I twiddle the resarch sliders a bit...

2360: Exis (Dead, Ultra Rich) is colonized. The refugees from Phantos start arriving at Collossa. And with that, the next turns are up to either Archduke or Thrawn!



Notes for the next player:
- You probably should emphasize weapon research so we can punch through level 4 shields if necessary.
- I think I should have spent more on seeding Terraforming. You might want to rectify that.
- Endoria looks about ready to seed other nearby planets.
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