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OSG-31: Land of the Lounge Lizards

Here's the report.  Text version in this post, while the full version with pics is attached as a PDF. 

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OSG 31 – 2460-2470 Report – Psillycyber


Pouncing on the Meklars and grabbing Class XI shields from them was a brilliant move.  The previously-invincible Klackon bases were about to be shredded our new “Gilamonster” class of cruiser.  This cruiser would be invulnerable to all Klackon bases and nearly all the existing ship designs (all except the Pegasus class destroyers with their hard beams and cloaking to get past our repulsors). 

The Klackons needed to come up with some better ship designs pronto if they wanted to survive.  (Sadly for them, they did not). 

In the meantime, we had to fend off a sizable Klackon attack at newly-conquered Meklon.  The only dangerous ships here were the cloaked Pegasus destroyers and the large cruisers, which were dispatched with ease thanks to our ion stream projectors and heavy fusion beams. 

Meanwhile, I also did some scouting, sparing one of the old stegosauruses for the duty.  Lo and behold!  There was an uncolonized radiated planet in our neck of the woods!  I scrapped our stegosauruses for good and designed a new radiated colony ship.  (We ALMOST had high enough tech levels to fit a radiated base on a medium hull!  Oh well…)

Now for the slicing and dicing of the Klackons!  Our first Gilamonster to roll off the assembly lines took aim at Mu Delphi.  There was nothing the Klacks could do in this engagement.  Watching their Scatterpack VII missile bases get whittled down by our ion stream projector was just sad.  (And their nuclear missile fighters in this battle were equally useless).

Meanwhile, we were able to use our existing fleet to take a few planets from the Darloks and Bulrathi.  Anything to get our population up!  Note that it was actually not too difficult to defeat the Bulrathi in ground combat. 

Sadly, no new techs from these backward races.  But at least several new, developed jumping-off points for the upcoming invasions of the Klackons!
 
Around 2462, we did face one decent Meklar attack.  But it could do little against our repulsor ships. 

Phasors popped in 2462.  I picked particle beam to continue up the tree, although in all likelihood I won’t be putting any more research into weapons from this point on. 

During the interturn between 2462 and 2463, we colonize that overlooked radiated world of Neptunus. 

In 2463, the Grand Battle for Kholdan commenced.  In one corner we have:  the remains of the Klackon mega-fleet!  In the other corner, we have…one lone cruiser.  Except this cruiser was by itself more than a match for this entire obsolete Klackon fleet plus Kholdan’s missile bases.  That’s what good shielding + repulsor beams + ion stream projectors will do against the AI. 

Our first invasions against the Klackons arrived at Phantos.  Ground combat against the Klackons was not difficult (and about to get even easier with the seizure of their andrium armor tech!)  LOTS of other juicy techs were obtained, including IT+60!

We also finished cloaking that next turn.  (I picked Personal Absorption Shield for the next rung, but in all likelihood we will not get a chance to research that before the end). 

I considered designing a new ship at this point, but I wanted to wait one more turn because I knew that we would be cleaning up the rest of the Klackon tech tree the very next turn.  Here’s what that looked like:

And here’s the list of techs that we got from these conquests.  Megabolt cannon was the prize I was most happy about.
 
These techs put our tech levels up to ridiculous heights.  

NOW I was ready to design a new ship.  This Megahydra would be an all-purpose escort design that would shorten battles against weak Klackon forces immensely (no more waiting for ion stream projectors to whittle down the enemy!)
 
The Megahydra would prove its worth against this new Klackon design:  a large cruiser finally equipped with doom viruses (2x), good attack level (8), and cloaking + zyro shield.  The Achilles heel of this design, though, was its pathetic speed of 1 in combat…plus its arrival too late in the game and in far too few numbers to make a difference.  20 of these about 20 turns ago might have given us some real headaches!  (Well, if the design had also had better speed and evade too.   As the Klackons designed this ship, it only has an evade of 6 even when cloaked, so we could have easily designed a ship with a similar attack level to counter this.  The Klackons needed to also give this design inertial stabilizers + the best evade, which would have given it an evade of 10 when cloaked, making our best ships hit only 10% of the time). 

The rest of my turns were fairly straightforward.  Clear out Klackon missile bases, invade, defend against weak Klackon counter-attacks, rinse, repeat. 
As you can see from the map and bar graphs below, we have probably 90% of the galactic population now, and our victory in the 2474 election is assured, even if we don’t take any more of the few remaining Klackon planets.  Class XI shields really single-handedly turned the tide!


Attached Files
.pdf   OSG31-2460-2470-Report.pdf (Size: 1.22 MB / Downloads: 15)
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Sounds like excellent turns, Psillycyber! thumbsup Lizard domination of the galaxy, coming right up! smile

I don't know how the Meklar got Class XI deflectors, if they researched them or somehow got them from the Klackons. But it was certainly a huge break for us. nod
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Great work. Klackons go from superpower to also-rans in a single turnset. Just thankful they didn't have Stingers (or Pulsons - I'll have to check their weapons level in game).
It may have looked easy, but that is because it was done correctly - Brian Moore
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Aargh - I'd not noticed Psillicyber's first post with the save, only the report! Sorry.

Will pick it up and find time to press "N" five times over the next couple of days...
It may have looked easy, but that is because it was done correctly - Brian Moore
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I don't think we are in any real rush. And it looks like Psillycyber has left us in very good shape to wrap things up. smile Lizard power for the win! nod
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Nice, short report.

IRC5 came in, so I built factories everywhere that wasn't poor, followed by shields for something to do (wow: 31 layers of shielding... even Omega-V would struggle against that). Some trivial skirmishing also happened, and I grabbed Moro from the Klackons as we already had space superiority. After that I started offering peace - birds and borg took it, bears wanted tech and the bugs said no ('shifters were at Feud so I didn't bother).

The AI seems to have just given up. It leaves ships just sitting there to be shot at. And why are the Klackons running around with multiple designs with Heavy Lasers and Nuclear Missiles? This is troll stuff dancing !

Then the vote:
Alkari   -  1: for us (thanks, but, not necessary)
Bulrathi -  2: for the bugs (boo, hiss!)
Klackons -  3: for themselves
Meklar   -  2: for us (wow, the Klackons have made themselves unpopular)
Darloks  -  1: for the Klackons
Sakkra   - 42: that's a lot of votes shades .

So we actually win with 88% of the vote, 82% just from our own, scaly people.

[Image: kqw5T3B.png]

As Haphazard1 says, Lizard Power for the win!

That was a really fun game - I think it took a solid team effort to break out through (and over) the Alkari. If we'd delayed, or not managed the breakout properly over that  40-60 turn period, we could have found ourselves boxed in and struggling to avoid a bug victory. And taking down that runaway was satisfying, if almost too easy once we had the right combination of tech to exploit the gap in theirs.
It may have looked easy, but that is because it was done correctly - Brian Moore
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Solid work in wrapping things up for us, shallow_thought. thumbsup Victory for lizard-kind! jive

This was a fun game. smile We had our recurring nemesis the birds to deal with early on, an annoying nebula and some dead star gaps making galactic geometry difficult, and then a runaway AI to chase down and overcome. I still have no idea how the Meklar acquired Deflectors XI for us to capture. And that was not the only critical tech we stole or got just in time; Repulsors were huge earlier, and the Ion Stream Projector played a very big role as well. I had not previously appreciated just how powerful that last special can be, particularly against bases. Still learning new things in MoO after all these years. nod

And it is always interesting to see how the tech tree plays out in this game. Even as advanced a race as the Klackons had a key gap in their technology. There is always something you have to adapt to or find another way to accomplish, but the game has enough alternatives that you can do that.

On the bugs still having ships with heavy lasers and nuclear missiles at the end, maybe they just never wanted to scrap the invested production? crazyeye In one of my turnsets during the Alkari war when a bug fleet attacked us, I intentionally avoided destroying those older ships in the hope the Klackons would continue to tie up a design slot with them. Maybe that crazy idea actually worked? lol

And an empire our size with IRC5? eek Wow, what did our final total production number look like? It must have been huge.
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Congrats, guys! It was pretty amazing to see how quickly you turned the Klackons from "runaway bugzilla against whom we dare not fight" to "squishy insect parts ground under our heels!" Well-played all around!
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The speed of the reversal with the Klackons was pretty shocking. The bugs had the tech to destroy us for a long time, but the AI never actually moved against us in a serious way during that window. Part of that was our efforts to keep relations decent -- some trade, mutual war with the Alkari -- but some was just the AI not exploiting its advantages effectively.

Of course, if the AI was capable of using its advantages effectively, it would be truly impossible to beat on high difficulties.

Any interest/thoughts on possible OSG-32? smile Given our last couple games, I was thinking perhaps we should avoid yet another early struggle with the Alkari by playing the Alkari. lol It would also give us a challenging race to try to win with, since we seem to be doing pretty well.
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Hmm. I have to say that I've never got on with the Alkari when playing them (they're also, obviously, annoying to play against). When I was just trying to cross off a "hard" victory with every race they ... embarrassed me quite badly.

Which probably makes them ideal for the next OSG!

(I'm also considering trying an IMP where scores is reduced for the use of specials on designs; this game is an excellent argument for such a game. However, I was going to suggest Humans to make it more survivable).
It may have looked easy, but that is because it was done correctly - Brian Moore
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