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OSG 30 - It's just a number, nothing to worry about

OSG-30 Report - Turns 2390-2400

(Note:  see the attached PDF file for the pictures that go with this report). 

Coming back to the leadership of the Klackon Empire, I smelled blood. My predecessors had done a thorough and commendable job of motivating our worker ants to build up our glorious empire. But our soldier ants were hungry for more. And the Alkari were weaker prey than many realized.

This was from 2394, after the Alkari had acquired Battle Computers Mark III. Even with that, the Alkari would only be armed with nuclear missile bases with an attack level of 4. We could build nuke bombers with an evade rating of 7, meaning that only 20% of Alkari missiles would hit our nuke bombers. Plus, with a speed of 3, our nuke bombers would be able to dodge, or at least delay, some of the missile impacts.

Plus, it appeared that the Alkari had missed out on Class V shields. Planets with only 4 points of shielding and no ECM defenses will melt surprisingly quickly against even vanilla nuke bombers.

Many in the Klackon Empire had voiced worry about Celtsi’s 24 missile bases, thinking it an impregnable target. Hah! During my 10-year reign, I vowed that these missile bases would melt under the radiation of our nuclear bombs like the fat melts off of our rotisserie turkey dinners.
Here were the initial designs our engineers proposed, along with a huge hull design to encase our spare parts until the last moment when we were ready to assemble our attacking fleet for sure.

And here were the planets that I inherited in 2390 that would have to build these ships.

When I bragged that we already possessed the production capacity to build an offensive fleet and take Celtsi before my time in office was up, many thought I was mad. But my predecessors had built some splendid planets with some fine production facilities. I immediately switched almost all planets over to spare parts production, with just a few on the backlines held back to finish our research in planetology and construction.

In 2391, controlled dead environment researched finished at about 40% odds. Although we would not be diverting resources to colonize the dead world of Escalon on our frontier in the immediate future, the tech was useful in creating an immediate and noticeable increase in the production of each of our worlds—perhaps as much as a 10% increase.

The next year (2392), technology for reducing our factory waste by 60% came in at 15% odds, boosting our planets’ usable production by at least another estimated 10%. Zortrium armor was our only research option for the next level of construction tech.

In 2392-2393, the honorable diplomatic humans apparently acquired good enough range tech to come into communication with us.

The humans were apparently sporting a modest 4-planet empire. Our meeting with them would end up being momentous for us—not so much because of our minimal trade deal that I signed to please them diplomatically, but because of the technology that they were willing to trade to us.

This was a fantastic deal! I didn’t care about making the humans stronger. They would never seriously challenge us. And energy pulsars were just the thing we needed to fight the swarms of Alkari small fighters in ship-to-ship combat.

I also traded ion cannons to the humans for nuclear engines simply in order to give us enough propulsion tech to be able to fit an ion cannon, a sub-light drive, and inertial stabilizers on a small hull.

I immediately put the energy pulsar technology into action against Alkari swarms that were attacking our frontline worlds. For the most part, these attacks were not a big deal. Some of the Alkari fighters were still sporting lasers, which could do nothing against our missile bases. And most worlds could easily emergency-build a few additional missile bases any time an attack looked imminent. But poor Trax had a hard time even getting a 2nd missile base built, and the Alkari started to show up with ion fighters and heavy ion medium-size destroyers. However, the Pulsir-352 design made missile bases a moot point, except against any larges that the Alkari might bring.

For example, in the battle pictured below at Rotan, one single Pulsir-352 ship instantly vaporized 150+ Alkari ion fighters. The Pulsir-352 and its successor, the Pulsak-354, were designed to have the pinnacle of defenses, evasion, and initiative on the battlefield so that they would get the first strike against Alkari small ships AND have staying power to hang in the battle against them to finish them off if the first pulsar shot happened to not be enough. Everything else, including most weaponry, was sacrificed for this single purpose of making the most of the energy pulsar special.

Besting the Alkari in ship-to-ship combat was now going to be a piece of cake. One pulsor capital ship of ours, plus some small ion fighters to deal with any Alkari larges that showed up, would easily maintain air superiority. Now all that we needed was a bomber fleet.
A few turns later, our bombers were also ready. Here is our fleet converging on Celtsi in 2398 (with transports already en route following behind, so sure was I of our victory!)

Our bombers destroyed 8 missile bases in their first volley, and then another 7 missile bases in their second volley before even taking any missile hits. Eventually, the missiles caught up with them, destroyed about 60 bombers. Obviously, that was not enough to deter us.
The invasion was a little trickier with the Alkari having impressive ground combat technology, but I was not afraid to empty half of the population of our frontline worlds for this strategic objective.

The results? We snagged ion rifle and DS4, plus Battle Computer Mark II (not pictured). I also traded BCIII to the Humans for gatling laser beforehand off-screen in order to maximize our chances of getting good techs from this conquest. Pretty decent!

Also, once our rich world was done building bombers, I had it build a long-range dead colony base, so we also got to colonize Escalon.
Meanwhile, the 2400 Election was inconsequential. Everyone still hates the birds, although fewer races hated them so much anymore as to vote for us instead.

So, here’s where things stand as of 2400. (By the way, capturing Celtsi put us into contact with the Silicoids. I have not attempted any diplomacy with them yet). 

The next logical target is probably Dolz, which should easily fall even with just the forces already gathered at Celtsi:

As for incoming Alkari attacks, they are of little consequence. I have a Pulsak-354 and some ion fighters set to complete and relocate to Trax to defend that poor planet; otherwise, it might have some trouble defending itself. But our other planets are perfectly secure and hardly need any additional missile bases or ships to guard them, especially now that we have Battle Computer Mark III to help our missiles hit those pesky Alkari ships, and Class IV shields to protect us against Alkari ion fighters. I think we are set to continue going full-bore on the offense…not just against Dolz, but immediately thereafter against even Altair itself! Altair cannot have more than about 34 missile bases, which should fall almost as easily as Celtsi’s 24, unless the Alkari get some dramatically better technology in the interim. All the more reason to hit them hard and fast, I say!

With that in mind, I have some planets building yet more spare parts, which I recommend turning into more bombers whenever the next Emperor deems the time to be right. There are also 326 BCs in the reserve to spend if the next emperor would like. I have done a few things to set up the 2400 turn the way I would play it (such as getting population queued up to transport from Trax to Escalon), but nothing irrevocable has been decided. Good luck!


Attached Files
.gam   OSG30-2400.GAM (Size: 57.65 KB / Downloads: 1)
.pdf   OSG-30 2390-2400 Report.pdf (Size: 706.54 KB / Downloads: 9)
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Note to the next player: be VERY careful when maneuvering and firing the energy pulsar ships. If you are horizontally, vertically, or even diagonally adjacent to any of your own ships, the pulsar will hit them too! (This applies to where your pulsar ship is, and not where the enemy ship that you are firing on is. So, you might think that you are firing on an enemy ship several tiles away from any of your other ships and think you are safe, and yet you might still hit some of your own ships. And our nuke bombers and ion fighters are extremely vulnerable to pulsars, and an entire stack could be easily wiped out with one misclick.) wink

Also, I forgot to mention our tech situation. I continued a trickle of research into graviton beams, and the stem of that lightbulb is now filled up. We also have a little bit of accumulated research into enhanced eco restoration in planetology, and we probably have a minuscule amount invested in propulsion.

In my opinion, we can finish up graviton beams (and enhanced eco restoration), backtrack to fusion bombs, and then pretty much turn off research for a while as we assimilate the Alkari empire, subsisting off of tech conquests. Even if the Alkari were to get something like scatterpack missiles, we could probably still crack their bases with something like 1000+ bombers, which takes less time to produce than you'd think if you single-mindedly focus on it.

The Alkari ground combat advantage won't be quite as nasty next time now that we have ion rifle. Now we just need to steal zortrium armor and battle suits from them...(we could research zortrium ourselves, but I think it would be easier to conquer Dolz or Altair for it).
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I need to read this more carefully tomorrow, but for the moment dancing .

It was probably all doable anyway - with care -  but trading for Pulsars ... oh yeah. The birds are an ex-problem.

My next concern would be not getting caught out by a vote after crushing the Alkari but before we have a block, but we've got a couple of turnsets to deal with that.
It may have looked easy, but that is because it was done correctly - Brian Moore
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Will also need to read more carefully when I have a bit more time, but it is looking good. smile Thanks for stepping up so promptly -- and effectively! -- Psillycyber. thumbsup

Last few days have been crazy. frown Been to the emergency room twice (for my brother, not for myself, but still not at all a happy experience). frown Everything seems to be stable again, thankfully. This whole summer has just been one thing after another....
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(August 16th, 2017, 15:45)haphazard1 Wrote: Last few days have been crazy. frown Been to the emergency room twice (for my brother, not for myself, but still not at all a happy experience). frown Everything seems to be stable again, thankfully. This whole summer has just been one thing after another....

I'm sorry to hear that. Here's to a speedy recovery!


So, it seems that the next player would be me? I've read the report, and it looks like Psillycyber got some cool new toys for us hammer I'll have a look at the save (and probably play my turns) tomorrow. With the Imp43 closing date, it looks like it's going to be a MOO marathon weekend...not that I'm complaining! My plan is to grab as many worlds from the Alkaris as possible, except for one, to avoid the diplomatic penalty. I've thought a bit about whether it would be useful to maintain them as our opponent in the council instead since they're so unpopular, but I think we should be able to have a veto in the next election if we go after the Alkaris now.
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Good luck, RFS-81! If we can annex some more Alkari worlds and build them up, we should be in a pretty strong position. Council votes are a potential problem, since we still know so little about the rest of the galaxy. But I think if we can conquer some bird planets that we should do so. hammer Only the rocks seem to be strong (or at least have a lot of planets) from the remaining races, and hopefully their population is not all that large yet.
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Turns played, report tomorrow!

It could have gone better. We have two new planets, and another one ready to take. I was attacking some smaller planets, hoping to steal Battle Suits before going for Altair, but didn't get it. Later on, I traded for Battle Suits with the humans to deal with an Alkari counter-attack (50 transports against a 55 pop planet). Unfortunately, the Alkaris have PS10 now. They must have gotten it on one of the later turns, I don't know if we can still make it if we go for it now. I might have squandered our window here.

Speaking of the humans, they're trying to poach our colonies! After the first time, I signed a NAP, but on my last turn, they broke it again. But their most advanced weapons are gatling lasers and ion cannons, so no big deal.


Attached Files
.gam   OSG30-2410.GAM (Size: 57.65 KB / Downloads: 4)
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I just had a quick peek at the save (even though it's not my turn), and I think it all looks good!

True, we won't be able to finish off the Alkari right away if they have 15 layers of shielding on their planets. But their empire looks like a wreck. Their fleets are all disorganized into small ineffectual packets, and they've fallen behind in population. They are no longer a serious threat.

And, if they just researched planetary X shields, I doubt they have planetary X shields built at Bootis yet, which we are about to attack next turn. That's good. Assuming there aren't too many missile bases there, we should be able to take that planet's bases out. And here's the funny thing: even if they subsequently build a few new impervious missile bases with planetary X shields while our transports are en route, it won't be a huge deal as long as we send large groups of transports (i.e. empty half of Rotan, Mu Delphi, etc.). If our transports get there and they have a couple of new missile bases, a few transports in each group will get shot down, but it won't be the end of the world. Normally we would also have to worry about a fleet building up there and adding to the firepower capable of shooting our transports down, but our Pulsak cruisers with their class IV shields can hang around all day against the pitiful Alkari nuclear missile bases, which means we just need to have a Pulsak arrive at the same time as our transport wave to clean up any orbiting fighter fleet before retreating from the impervious missile bases unscathed. We could use the Pulsak that is currently on the backlines at Trax for that job. (Surely, Trax, Kholdan, and Simius can protect themselves and can spare the ships currently orbiting them, right?)

I also see that we are set to gain air superiority over Mobas. That's great! Another rich world! The same rule as at Bootis would apply here as well. It currently doesn't have any missile bases, but it might build one at the last second that is impervious to our bombers. But, as long as we have a Pulsak arrive the same turn as our transports, we can make sure that our transports have to face only any newly-built missile bases without any accompanying fleet of fighters to help shoot down our transports. Speaking of which, we already have scouting information on Mobas, so we could send pop from Celtsi right away to land in 3 turns, while we schedule the Pulsak currently orbiting Dolz to arrive at the same to clear up any possibility of a fleet hanging around for our transports.

If we get 1-2 more Alkari worlds, we will be sitting in a good spot, getting close to a veto for the council. We might think about immediately going after the Silicoids next. They will be our opponent on the council, so it doesn't matter quite as much if we tick them off. They will vote against us anyways.
And most importantly, they still only have 5 layers of shielding on their planets and Hyper-V's with Battle Computer Mk II. We can still get some good use out of our nuke bombers there while we research better bomb tech. And although the Silicoids have personal absorption shields, they don't have any other ground combat tech, so we would actually be at an advantage fighting them!
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Will look forward to the report, but it sounds good overall RFS-81. thumbsup Even a couple of smaller planets taken from the Alkari weakens them and boosts us. And as Psillycyber said, we may still have a brief window before the birds' plantary shields actually finish.

The humans will need to be firmly discouraged from attempting to attack our worlds. hammer But unless they have suddenly grown a lot more powerful/added a lot of planets, they should not be too threatening. We can work on some better tech (maybe going back for Fusion bombs if needed?) and then resume crushing the Alkari. Or if we think the rocks are vulnerable to our current tech, we can see about taking some of their worlds. Not sure what they have within our range (I need to look at the latest save) -- being the rocks they may have worlds we do not have the tech to land on. But that would not stop us from glassing those worlds, if we can get a superior fleet over them.
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Wow, turn pace has picked up ... caught me a bit by surprise. lol 

I've had a quick look and yes, things are shiny. I'm not used to seeing such a high player fleet strength at this point in the game! We really, really want to capture at least one more Alkari planet, just for the tech if nothing else.

Our tech position looks pretty sound, with Graviton Beam and Enhanced Eco in the percentages. I do think I'd probably dip back for Fusion Bombs next in weapons, almost regardless of what else is available. I'm not quite clear on why we're researching Warp Dissipator rather than something from the next tier - oh we traded for the Pulsar didn't we duh . We do need better drives, but pointy stick research may provide. We're also low on defensive techs (planetary shields, missiles) but are probably better off investing in ship weapons and the tasty specials we've got lined up. Repulsors and Dissipators can stop bombers nicely. I think we actually have a small edge on the birds in gropo (they have Zortrium against Duralloy, but we have PDS) - Battle Suits were a nice pick-up.

We also need to keep an eye on pop. There are two ways I can see this will go wrong in the short term:
a) Next council vote: I doubt we'll  have a block. The rocks are probably a lot more popular than the birds. We'll want to try and make peace with the birds at some point while keeping the Silicoids at war with them.
b) The Silicoids have some nasty tech, and we're only at Neutral despite a common enemy. We could be in for some pain if they decide to come after us. Hmm. Oh well, killing more birds will help with the diplo there hammer EDIT: alternatively, attacking them to keep them off-balance and avoiding having a pre-prepared death stack coming for us might be the smart move, as kind of suggested by Psillicyber above.

Mobas should be a straightforward target, as it's close and we can get transports en-route immediately. Bootis is a bit more of a stretch, as the birds may be able to get their defenses built up. Hmm. It's going to be a judgement call which one to invade first. Going for Mobas should guarantee one of them, but going for Bootis first may have the better chance of grabbing both. Of course, we don't actually know how much is on Bootis yet, so the immediate question is whether to launch on baseless Mobas straight away.

Anyway, what I actually wanted to say before I got too involved (several paragraphs ago) is that I probably won't be actually able to play for a couple of days. So the option is open for Haphazard to step in and play his missed turn if he wants. Otherwise I should be able to get round to this in the first couple of days of next week (maybe even start tomorrow morning if our guests sleep in). So, no "got it" just yet.
It may have looked easy, but that is because it was done correctly - Brian Moore
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