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[Let's play] RFS-81 doesn't wait for a damn firing solution

Welcome to Realms Beyond, SpaceOWL! And I'm happy to see all of you reading along!

I picked up my save again for 25 more turns and after getting my bearings ("Why is there an unexplored star right next to my home system? Oh, right...") I executed what I'd consider a pretty successful land grab, overtaking the Sakkras in number of planets and roughly pulling even in population. It's not quite RefSteel-quality, but this paste-up summarizes my expansion.




The Sakkras gave me quite a scare down at Talas just one turn before my colship arrived:




But it turned out to be a still-unarmed colony ship.

I started researching the Tundra colony base in 2350 with a round of seed spending from the whole empire. Poor Gion then continued with the "trickle" spending while Fierias kept cranking out all those colships and Obaca (and the rest of the empire) built up industry. Once I got enough spending into the research project so that Gion alone couldn't reap the full bonus, I had Obaca join it. When it reached the percentages in 2360, I moved tech spending to the less developed planets while Fierias and Obaca pre-built colony ships that would be converted to tundra colships once the tech arrived. It finally popped in 2365 with the first tundra colship finishing only one turn later. My next choices for planetology were Inferno and Toxic Colony Base. With quite a bunch of toxic planets around, the latter was the clear winner. Unfortunately, it doesn't look like I will get the final barren world:




There's also an escorted Sakkra colony ship moving north probably to Rayden, so I'm amassing some fighters there. I hope it works out better than last time...




As you might guess from these pictures, the Alkaris and Sakkras are allied (in a on-again-off-again way). We like to complain about AI alliance cheese here, but I feel that they've earned it through honest pointy-stick diplomacy because both have been at war with the Bulrathis and Meklars the entire time. It's awfully nice of them to leave me alone this entire time. They also both have alliances with the Psilons. I did not get contact with any other races besides sending some lost scouts home, but relations with the Sakkras are at neutral and at relaxed with the Alkaris. That's most likely because they asked me for an increased trade deal of 100 BC in 2361.

After this round of colony ships, I finished the last factories on Obaca which then took up tech spending. Meanwhile, poor Gion was finally allowed to build factories. My farmer's gambit worked far better than it had any right to, with the Alkaris as neighbours, but I decided to finally open up weapons tech and to research the Inertial Stabilizer. That will make my fighters a bit harder to hit and hopefully open up better engines (fingers crossed!). My weapon choices were Hyper-V Missiles and Gatling Laser. The Gatling Laser would be useful against Alkari fighter swarms, but after my successful land grab, I picked the missiles as the more defensive option. In hindsight, I should have thought about how long it will take me to get up missile bases on the frontier... so far nothing bad has happened though.

I finished the battle computer in 2372 which added Improved Robotic Controls 3 and Battle Computer 3 - robotic controls was another obvious choice, but I didn't start research into it yet. Reduced Waste 80% finished one year later (for all the good that does) which left me with IIT8 as the only next choice - can't complain about that. Meanwhile, I checked what techs my neighbours had to offer. The Alkaris didn't want any of my techs for a pretty long time, but are finally offering the Gatling Laser, but I didn't want it badly enough. The Sakkras at first offered only an ECM Jammer (boo!) but have finally expanded their selection:




The IIT9 is tempting, but with IIT8 in my tree, I didn't trade for it either.

That's all for now! Here's a picture of the Alkaris about to meet the Guardian:




Bar graphs:




Planets and population are looking nice. If  I can hold on to them.

And finally a map without my ugly paste job:


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Your cats are doing well. thumbsup Hopefully your land grab will stay grabbed.

Ouchie on that ultra poor steppe world. Only size 50 for an ultra poor? Still worth having for the pop, but what a terrible planet.
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That's indeed a pretty nice land grab. Good to see more MOO action - it's something I need to get back into when I have time. I'm going to have to start again with the strong races though: I don't think I've finished a solo impossible game since IMP42, so I am terribly out of practice.
It may have looked easy, but that is because it was done correctly - Brian Moore
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(June 12th, 2019, 01:45)shallow_thought Wrote: That's indeed a pretty nice land grab. Good to see more MOO action - it's something I need to get back into when I have time. I'm going to have to start again with the strong races though: I don't think I've finished a solo impossible game since IMP42, so I am terribly out of practice.

I'm also out of practice, I only did a warmup game on hard with the Mrrshans before this. YOLO shades

I've played until 2400 (both in-game year and the current time here lol ) today. Actually, a bit further because I wanted to see Toxic Colony Base pop and it was stubborn. I probably won't have time to type up a report until Saturday, but the most important points are:
  • Land stayed grabbed so far.
  • Survived the first two council votes and got unexpected support.
  • I was close to a veto block with 8/26 votes.
  • Still slightly ahead of the Sakkras in planets, but they're pulling ahead in population due to superior terraforming tech.
  • I had a NAP with the Sakkras that they just cancelled. Luckily, my border colonies all have bases already.
  • Contact with the Psilons.

Also, I wanted to share this because I find it hilarious:
   

Si vis pacem para bellum, I guess...

Every race has a 50% chance of rolling their normal objective (e.g., Technologist for Psilons) and a 10% chance for each other objective. So yeah, that's a thing that can happen. That explains why the Psilons don't rule the galaxy yet, if they hurt their economy by overspending on ships instead of doing what they're good at.
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That does look like a less than optimal personality roll for the Psilons. lol

Lizards and their planetology tech. frown Good luck dealing with the immense hordes of reptiles!
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(attaching images this time because my hosting provider is acting up)

Years 2375 to (roughly) 2400:

I didn't claim any further colonies, but held on to the existing ones. The Alkaris predictably picked up Phantos, the barren world North of Rayden, in 2377. I scrapped my Tundra colship en route and later used the reserve money to put up a missile base on Rayden before even making any significant industry investments.

I fought off a Sakkra colship escorted by a large combat ship at Rayden in 2380, before the missile base was up. My 45 fighters made short work of them. The large ship had heavy lasers which are less than optimal against fighter swarms. With a gatling laser (which they also have researched), it would have been much worse. The colship was equipped only with bombs.

Reticuli, the ultra-poor star system in the corner, was settled by the Sakkras in 2385.

I built a bunch of more fighters at Obaca to protect Talas on my southern border with the Sakkras. To have some advance warning for the classic MOO1 unofficial border wars, I've signed NAPs with both of my neighbours in 2385. That could have ended up biting me in the ass if they'd got to Toxic Colony Base before me.

Besides teching Inertial Stabilizer, I researched Hyper-V Rockets which I finished in 2380, with Hyper-X as the only option on the next rung. Next, I decided to get Level 2 Shields out of the way since it's cheap, which finished in 2390 with Personal Deflector Shield as the only next choice. The Inertial Stabilizer was hanging at 40% for quite a while, during which I put the bulk of my research into Planetology for the Toxic Colony Base. The Stabilizer finally popped in 2392, and I got to choose between Range 6 and Sub-Light Drives - finally, better engines! But since Toxic Colony Base is pretty expensive, I decided to get it into the percentages first.

The first council vote was called in 2392, with me and the Sakkras nominated. I forgot to check the reports during the last few turns, so some things caught me by surprise completely.

Total: 26 vote
- Sakkras: 8 for themselves
- Psilons: 2 for me (weren't they allied with the Sakkras?)
- Meklars: 2 for Sakkras (weren't they at war??)
- Alkaris: 1 for me (weren't they allied???)
- Bulrathis: 5 for me (still at war, then?)

That was 8 for me, 10 for the Sakkras with my 8 votes not cast. I was two votes away from winning in the first election, though that would certainly not have been a deserved victory. Also, I was one vote off from at veto block.

With that unexpected support, I finally stopped neglecting my diplo reports.

Sakkras:
Alliances: Meklars
Wars: Psilons, Alkaris, Bulrathis

Alkaris:
Alliances: None
Wars: Sakkras, Meklars, Bulrathis

Quite a shake-up! Also, look at those relation bars:

   

Fire and brimstone, cats and dogs birds living together, mass hysteria!

In 2398, the Sakkras dissolved our NAP, but none of my frontier worlds were attacked so far. If they want more planets, why can't they take them from their many enemies?

The next election happened on the interturn of 2399/2400, of course. It turned out to be a near-exact replay of the previous one, except the Sakkras are up to 10 (out of 29) votes, the Meklars now abstained and the Alkaris are up to two votes. I was still at 8, now a bit farther away from that veto block.

In 2402, the Psilons must have aquired better fuel cells because they made contact with me. They rolled a pretty funny personality as Pacifistic Militarist (see screenshot in the last post) and are in a lot of wars. I commented elsewhere that "DOOM story trailer" was the funniest combination of words I've seen that day, and MOO just said "Hold by beer!" As you can see on the map below, they're only a one-planet empire! Well, runaway Sakkras are more manageable than runaway Psilons, at least!

In some further tech news, I got Toxic Colony Base in the percentages and started seeding my new engine. The colony base tech would finish in 2402, and with some pre-building on Fierias and Obaca, two new colships are almost ready to go! This added Soil Enrichment and Radiated Colony Base for my next choice. Well, there are no radiated planets around, and Soil Enrichment will give me some more pop points to keep ahead in the council.

With the Sakkras plotting war against me, I decided finally get some espionage going, and here's what my spies found:

   

Robotic Controls 3 and Terraforming +40. Oh dear! (Also note that the alliance is gone again.)

Also, the pirate event happened in 2394 at a star that I don't see on my map, so it doesn't affect me for now.

Map:

   

Bar graphs:

   

What to do now? I think I'm going to have to declare war on the Sakkras soon. I need to steal their terraforming tech one way or another to keep up in the council. Going after the Alkaris would be easier, but I'm pretty sure I could also ally with them before the next vote. And even if not, votes tend to be "sticky" in the sense that AIs are very likely to vote for the same leader as last time, unless they're forced to do otherwise by a war or alliance. So the prize for attacking the Alkaris would just be a bit more production. The Sakkras don't have too much shields to be immune to nukes yet, so that's good. I should crunch some numbers to find out how many bombers will take out a base. But I also want better engines before building the next round of war ships.

EDIT: One more thing to consider is that Sakkra ships are potentially immune to lasers now, and my Weapons tech tree has given me only missiles so far...
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Cats with good relations with both birds and lizards? Crazy. lol

Those lizards are looking scary. yikes Lots of pop and IRC3? frown Fast drives with good range, plus a strong assortment of weapons including missiles. frown That is going to be a tough fight to hit their worlds.

The possible support in council from other races is promising. I guess the lizards have gotten big enough to offend the other races. Their land grab may also have stepped on some toes. Do any of the other races have any useful techs you could get via trade?

Good luck!
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I played until 2415, roughly ten turns, but they were very eventful.

Immediately after loading up my save, I checked in with the Psilons to check for tech trades. I hoped that they'd have some better guns for me to punch through Sakkra shields, but that was not the case. Instead, I traded Reduced Waste 80% for Deep Space Scanner. That additional point in computer tech level seemingly broke the spell over my spying efforts, and I received hits in all fields two times. In both cases, I picked Planetology of course. The first time I was rewarded with Death Spores (boo!) and then, in 2407, with Terraforming +40!!! What a lucky break! The Sakkras were finally fed up with my spying and declared war, however.

My newly-stolen tech opened up new tech trade opportunities with my neighbours, and I didn't hesitate to spread this technology among the anti-Sakkra coalition. I traded it for Improved Industrial Tech 8 with the Alkaris and for Planetary Shield V with the Psilons. "What's that, you're giving me stuff and in return you give me more council votes? Uh, I meant to say, well, Mr. Farseer, you're driving a hard bargain, but I'm forced to accept." Since IIT8 was my current Construction project, I got to pick a new one. I could choose between Battle Suits, Automated Repair System and RW60%, and went with ARS. I completed Sub-Light Drives in 2408 as well and chose Warp Dissipator next. (The alternative being Fusion Drives.) My research then went into Hyper-X Missiles and Robotic Controls 3.

I colonized the toxic and inferno planets in the neighbourhood during the period from 2409 to 2013, hitting the 13 planet mark in 2410. This turn also brought me into contact with the Meklars who rolled an Erratic Technologist personality. I signed them up for a small trade deal to improve relations, but I won't invest big money into an erratic leader.

So far, one colony was destroyed:




The Sakkras attack fleet was a colony ship and a single Titan class ship. Here's a picture snapped earlier by a missile base on Obaca:




Against that, I had about 25 new fighters equipped with Sub-Light Drives and Inertial Stabilizers. I was lucky that this ship has bad targeting and no shields, and my fighters stood up to the Gatling Lasers as well as I could hope for, but ultimately, they were worn down enough that they couldn't punch through the auto-repair any more. I did take out the colony ship which was a mistake: if I had allowed the Sakkras to resettle this world (they acquired Radiated Colony Base in the meantime), my colonists could have taken it back the next turn. But without any base at all, they just died...

Obaca didn't hold up too well either, with two Titans attacking before the Planetary Shield V could go up. The Sakkras achieved space superiority and with troop transports approaching I was going desperate and went for a round of tech shopping: Class III shields for Sub-Light Drives with the Psilons, Ion Cannon for Class V Planetary Shield with the Alkaris (look at me tech-brokering!) and Personal Deflector Shield for Inertial Stabilizer with the Meklars. I'm probably going to see this used against me at some point... Anyway, this allowed me to pick a new Force Field Tech to research: Class IV shield, Class V shield, or Repulsor Beam, which I picked.

With the new tech in hand, I designed an anti-Titan ship:




Three of those at Obaca were not enough to punch through the Titans' auto-repair, but the gatling lasers could punch through the shields only on perfect rolls, so I activated auto-combat and went to put a pizza in the oven. When I came back, the turn limit had run out and the Sakkra ships retreated. That left only the ground invasion to worry about:






The same story repeated on Talas, except that I didn't make a pizza this time, and that the Sakkra ground troops haven't landed yet and might well take that colony. As if all that wasn't enough, the Sakkras arrived at Crypt first in 2414, a rich toxic world. Luckily, I have a rich planet of my own, colonized in 2410 and right next to my home system:




Sure, it looks crummy now, but just wait until I go over it with my stolen terraforming tech!

In another unfortunate turn of events, the Alkaris cancelled our NAP in 2414. I hope I can patch up relations again after that episode is over. I should have gone for an alliance when I had the chance! They're much more likely to go after someone else when boxed in in that case. (Though if you're the only one in reach, they still come for you eventually.)

Map and bar graph time:



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Lots of exciting developments! eek Thanks for sharing your game with us, RFS-81.

Some nice tech steals and trading there. thumbsup Terraforming+40 to help close the population gap, plantary shields, a better scanner -- nice stuff. If you can finish IRC3 and catch up in production, you should be in pretty good shape. The non-Sakkra races can't really challenge you, looking at the graphs. So cats and lizards will fight for control of the galaxy.

The auto repair on those titan ships is actually pretty decent ship design by the AI, better than it usually manages. Tough to deal with at this stage of the game. frown

Good luck!
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Seems like pretty solid positioning. From my view, this is the point in the game where you want to stave off the #1 empire (Sakkra) and start expanding by attacking the weaklings.

It's too bad they're already deploying Fusion Bombs -- otherwise you could potentially try to stalemate the Sakkra with good planetary defense.
Quote:Get the heck out of here, you nerd!

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