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OSG 32-A: Two games with one bird

Yeah, impossible difficulty would have been better.

This is straightforward. Grabbing it now. Got it.
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2390

Looking good.

2391

Quiet

2392

Duralloy in, Automated Repair next, a "I win" Button on a huge design against the AI imo.
Finished colship. Going full research

2393

Quiet

2394

Volantis will go supernova, Mu delphi colonized.

2395

The Klackons are not our main target anymore, they are vastly superior in tech, hosting Scatter Pack V! and Neutron Blaster. I invest a bit of money into espionage to snatch it, maybe.

   

2396

More reserves into Volantis

2397

Personal Deflector Shields pop, Planet V next.

Fusion Drives pop, next up Warp Dissipator.

Designing some suboptimal but at least fast designs, small and medium, we are the Birds after all.

2398

More tech

2399

More tech

2400

More tech, council vote

   

2401

I played one turn longer, so I could colonize Zoctan and the Mrrshans actually manage to kill our 11 bugaways and my col ship that turn (It was risky, but turning around for 10 turns? Rather build a new colship.) And I lost.

We got 4 spies with the Klackons, which hopefully prove successful as they have really nice tech.

Sorry for the boring turns, but we needed engines before anything else.


Attached Files
.gam   OSG-32-2401.GAM (Size: 57.65 KB / Downloads: 1)
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Hmm, the bugs will definitely be a challenge between their missiles and their computers to make them hit. Fortunately our defensive bonus as the birds will carry us a long way. The other option is to wait for ECM3, but I think a large fleet of small ships, particularly with maneuver 3 will be plenty. It's not like the AI builds lots of bases on Hard anyway. At least the bugs only have 2 points of shielding so we can go in with nuke bombers. What did the bears want for Fusion Bombs?

And only two votes short of victory, AND the bugs are at war with everyone. Sounds like we can put this one to bed in short order! Commence fleet building!
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(March 22nd, 2018, 09:56)Ianus Wrote: Hmm, the bugs will definitely be a challenge between their missiles and their computers to make them hit. Fortunately our defensive bonus as the birds will carry us a long way. The other option is to wait for ECM3, but I think a large fleet of small ships, particularly with maneuver 3 will be plenty. It's not like the AI builds lots of bases on Hard anyway. At least the bugs only have 2 points of shielding so we can go in with nuke bombers. What did the bears want for Fusion Bombs?

And only two votes short of victory, AND the bugs are at war with everyone. Sounds like we can put this one to bed in short order! Commence fleet building!

Bears wanted IRC3. Expensive trade, but an option if the Klackons develop decent shielding. Might want to consider trading with the Silicoids for Inertial Stabilzer - that + fusion drives will laugh at Scatter Pack Vs, I think.
It may have looked easy, but that is because it was done correctly - Brian Moore
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Inertial Stabilizer is always nice to have although not critical with combat speed 3 plus our defensive bonus. If it's not too expensive then we should go for it, or trade IRC3 if we are confident that this will end the game. Otherwise giving the rocks all those extra factories would be a Very Bad Thing™!

Also a terraforming tech would not be bad to have. We could go for +20 ourselves or trade for one and apply it. +20 by itself might be enough but I want those big juicy bug planets! It's the only way to be sure!
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Okay, I see it.  I probably cannot play this evening, and can likely play tomorrow.

Yeah, I hadn't remembered just how easy Hard is, because I haven't actually touched it in a while, but Impossible tends to be far more unforgiving of mistakes or bad luck, so I personally didn't want to test that in my first SG.
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That is fair. I'm curious how team B is doing. Their thread was much more active while we were struggling through the first round, and now it feels like we are just about finished. The B squad hasn't popped in here to gloat yet so they must still be playing.

Speaking of which, Dark Savant if you can get a decent fleet built by the end of your turns we should be able to put this one to bed at the 2425 council vote. The other thing that would help with that would be to backtrack for IT+20 once Controlled Toxic comes in. As I said before the extre 220 population IT20 would give us plus adding two size 100+ worlds (Morrig and Kholdan) will be enough to put us over the top. Of course that depends on us getting those same five votes we got at this last election next time, but luckily the bugs are at war with everyone so attacking them will earn us major brownie points. I wish that the bugs would colonize a forth world because Yarrow looks to be at least an Ocean planet and is likely decent size too, but we can't genocide the bugs if we want to win.

So what I'm trying to say is: Get me a fleet please! We are going to war!
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I'm a little surprised we don't have a fleet yet, actually!

I actually probably cannot play tonight, either -- it's 10 PM and I'm actually still at work.  I'll have to play tomorrow, I'll definitely have free time then.
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Okay, commencing play.

Additional comment (do not read if you are playing/dedlurking Civ 4 PB38 or otherwise remaining unspoiled there):

We're in a strong enough position that I'd be hard pressed to deliberately screw ourselves over as much as I shot myself in the foot there.  lol

Also, I need to play some game where I didn't just make an awful mistake in front of 24 other players!  eek
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Speaking of Automated Repair being an "I win" button, I've played a couple memorable games on Impossible where a fleet of Huge ships with High-Energy Focus, Automated Repair, and Gauss Autocannons were just the ticket to ... not quickly win as normally is the case, but just stave off invasion by runaway Psilons.  eek

Year 2401 Pre-flight check

We have reserves ... I throw them all at Volantis.  ($5 says Daenerys Targaryen does the same if/when Winds of Winter comes out.  lol)  I cut down on deliberate reserve funding for now, since it's inefficient, and the reserve funding TheArchduke has already thrown at it already should be enough to stave off the supernova if it spends everything on research.

Research looks good; ECM III is about to pop, so I bump down spending so the Kyrub red light barely remains on.

Espionage adjustments:
  • Klackons: I shut down most spending: we already have 4 spies there, and the effectiveness of espionage spending scales logarithmically.  It's worth turning up again if we lose a bunch of spies there.
  • Mrrshans: we already have a spy there, and our relations are awesome (err, by Mrrshan-Alkari standards), so I cut to zero.
  • Silicoids: no spies currently there; I up spending to one tick.

Technology trade:

We're going to get Mass Driver relatively soon, and since the AIs have more advanced beams, I don't think trading Neutron Pellet Gun will help them much at all.  So I trade NPG to the Silicoids for Hyper-V Rockets, and to the Mrrshans for ECM I Jammer.

I like to do this when I can for the +1 to tech levels, and making it more likely a spy steal or conquering worlds gets better tech.  It also reduces spam on the tech trade screen.

I'm not trading any of Duralloy Armor, Fusion Drives, Improved Robotic Controls III, or range 6+ for now.


Colonizing:

I was going to start a colony ship for Thrax, but the Klackons now have the tech to colonize it, so they'll actually attack that planet, and it'll be a liability to defend.  I'll just let them build the colony ship for it.  smile
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