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OSG-35 - Social Distancing

(April 10th, 2020, 16:17)shallow_thought Wrote: Yeah, that's exactly it. I worked backwards from Ianus' game constraints to develop an entire civilization's philosophy. I do my best work when provided good limits :lol: .

Cool! I also find it easier to work within arbitrary self-imposed restraints a lot of the time.

Quote:We should look to get this kicked off, as we seem to have some interest, including some new players :dancing: !

Definitely! Here's the ruleset Ianus proposed again:

(April 5th, 2020, 18:34)Ianus Wrote: Difficulty: Hard
Galaxy: Medium
Races: 5
Player Race: Darlok
Variant: No trade/espionage/sabotage/diplomatic overtures/ground invasion.  We must Abstain from all galactic council votes unless we vote for ourselves.

I read this to mean we're allowed to agree to AI peace requests, as long as we don't make requests ourselves an don't agree to any horrifying proposals that other races might make for things like (gasp) trade! (And of course leave all spies on Hide and we never vote for any other race in the High Council).

Let's get this off the groud then!

Tentative roster(s) - if lots of people want to play, we can always split into two groups like we did for OSG-29 and OSG-32!

- Ianus (Did you want to start us off?)
- shallow_thought (May I assume you're in?)
- Arnuz (Still interested?)
- utwig (Have you found your Mask of Clever and Amusing Succession Game Play and Reporting, perhaps with the help of the Ultron? And have I totally lost any playeers who didn't also play Star Control 2?)
- Cyneheard (If you only want to play if you're needed to fill out a roster, okay, but if you'd like to play either way, I'm sure we can make it work with either one large team or two small ones!)
- RefSteel (Sure!)
- Anyone else want to join in?
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Yay!  Lets get ready to rumble!  Would anyone else like to get us started?  If not I should be able to play in about twelve hours, so if no one else posts a "got it" before that I'll roll up a map and see what things look like.
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I’m in. I don’t want to be the person who starts it, so someone else can have a go.

I assume we’re using kyrub’s patch?
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(April 11th, 2020, 07:18)Ianus Wrote: Yay!  Lets get ready to rumble!  Would anyone else like to get us started?  If not I should be able to play in about twelve hours, so if no one else posts a "got it" before that I'll roll up a map and see what things look like.

No, please, get us kicked off!

And yeah, I'm in.
It may have looked easy, but that is because it was done correctly - Brian Moore
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2300
We-are-back!!!
   
Our starting neighborhood looks reasonably decent, though that nebula directly north of Nazin is going to cause problems down the road.  Nothing much to be done about it though.
Overall the galaxy looks pretty standard, with a fairly average group of AI races.  The Silicoids are always frustrating in their land grab phase, so we should be prepared to fend them off as much as possible.  Other than that I don’t see anything to be concerned about.  We are on the edge of a relatively thick cluster of stars so hopefully we should have enough targets for early expansion to keep things going.  I’ll start fanning out scouts and get the lay of the land.
   
Only one star within 3 parsecs, so our starting colony ship heads there.  At least its in a good direction for expansion.
   
Did I mention that the nebula will cause problems?  Because the nebula is already causing problems.  I’m going to wait three turns to start building scouts.  I don’t see any benefit to starting early.
Our second starting scout is going to the eastern purple star, and if there is an AI at either of those two yellows just beyond we are going to be under early pressure.  We will find out soon enough.

2303
   
Ugh, really?  So its going to be like that.  Keep Out seems fitting.  I’ll start sending 3 pop per turn next turn when Nazin hits 51.  Usually I would’t send much to a poor world but we need a population source for further colonization.  Time to build some more scouts.

2304
Two scouts fan out to the east as that looks like the most likely source of pressure.  Two more will follow next turn.  For now I plan to stop at 6 to save money on ship maintenance.  That may change depending on what I find later.

2306
   
Asteroids to the east.  Good for a buffer, but that cuts both ways, limiting our own expansion.  I’ll see what those yellows hold.

2307
Now that population has started to increase at Keep Out, and since building factories is basically useless at the moment, I open research there on Propulsion and Planetology to see what we have available.

2308
Improved Eco (over Controlled Barren) and Range 4 (only choice).  Could be worse.  I willl spend the turn seeding Propulsion from Nazin and let Keep Out finish the tech while its population builds before tackling Improved Eco.
   
Vega looks nice if we can ever make it there.  I foolishly bypassed the blue star in the nebula to get there, so it will take a while for my spare scout to make it up there now.  Sloppy!

2309
Oh no!  The bears are after our picnic baskets!  Fortunately its just a scout.
   
And what a picnic it is!  We may need to push for Range 6 ASAP!

2310
We scout the Moro asteroid belt and minimal 35 Gion.  I’m much less excited about that.  Scouts push on.  I send one last colony transport to Keep Out and call it a day.  That should put us right around 32 pop in three turns.  From there Keep Out is on its own.

2311
Another Bulrathi scout at Terran 90 Collassa to the east.  Those stars are PRIME real estate!  There just isn’t an easy way to get there.  Curses!

2313
Two more prime worlds scouted at range including Artifact 60 Kailis (no tech found).  We are going to have to push for advanced range, and unfortunately we will have a lot of ground to hold while we do so.

2315
We repel a Meklar scout at Vega in the north.  At least we aren’t under a lot of early pressure.  We also have a nice path to two good worlds to our northwest once Range 4 comes in.

2318
Range 4 discovered.  Range 6 next over Nuclear Engines AND Inertial Stabilizer.  I hate to pass up an engine upgrade but the range is just too important.  I just wish I had the production to spare for the three colony ships we need right now, but with only 109 factories on Nazin and none on Keep Out we just can’t do it.
This is where having a Poor second colony hurts the most.  We need to be building colony ships AND researching for increased range while maxing our home world, and we can’t do either of those things because Keep Out produces 12 production or 24 research per turn.  Ugh!  I hate to say it but the difficulty level may have to save us here.  I don’t even think its worthwhile to build long range laser fighters to hold our coveted colonization targets because our production is so limited and there are so many planets to cover.  Or maybe I just rely on a farmer’s gambit too much and don’t know what I’m doing.

2319
The Mobas asteroid field is scouted in the northern nebula.  We are really confined until we extend our range!  Since we have one extra scout at the moment I send it deep into our back lines to investigate the two stars that I couldn’t reach before. Oh I also apparently seeded Range 6 from Nazin, so Keep Out goes back on research again.

2320
And that will do it for me.
   
So far we have two planets, with prospects to pick up three more.  There are four more prime worlds just out of reach, but we have the tech available to reach them all if we push for it.  We are way behind in just about every way though.  Save attached.  Good luck!


Attached Files
.gam   OSG35-2320.GAM (Size: 57.65 KB / Downloads: 3)
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(April 11th, 2020, 08:38)Cyneheard Wrote: I’m in. I don’t want to be the person who starts it, so someone else can have a go.

I assume we’re using kyrub’s patch?

Excellent! I think this'll be the first time I've gotten to play an SG with you! And yes, good question; this is being played with kyrub's patch - I can tell by the screenshots of the map in the report! Speaking of which:

(April 12th, 2020, 08:01)Ianus Wrote: 2300
We-are-back!!!

Yeah! Thanks for starting us off, Ianus! It looks to me like we have a very winnable game here, but with real challenges ahead! I would actually pursue Improved Eco Restoration ahead of Range 6 because we'll need its boost to our econnomy if we're going to push out those three colships and get that range tech and produce the colony ships Irridium will (hopefully!) allow us to claim, with or without long range combat ships sent ahead of them. Improved Eco pays for itself very quickly as long as we're building good numbers of factories on our homeworld.

Good job getting those scouts out everywhere too. We may not be able to hold the AI off from all the range-6 superstar planets we've found long enough to colonize them ourselves, but at least we can delay them and give ourselves a chance perhaps!

I won't take the second turnset, but I may take the third, depending on how many other players check in between now and then. The roster order will be set once everyone's played their first turn set, and may yet split in two if we get enough confirmed interest. For now, just to have a roster posted, I'll set it up like this:

- Ianus: Just played, and got us off to a great start!
- shallow_thought: NOW UP for 15 turns until 2335! (unless you ask to go later in the order or another player posts a "got it" first!
- Arnuz: On deck if you post before shallow_thought is done to let us know you're still in ... or you could be UP to play the next 15 turns if you want to and post a "got it" before shallow_thought does!
- utwig: Please post here to confirm you'd like to participate in this one! And if so, and you're the first to post a "got it," you could be the one who's UP to play until 2335!
- Cyneheard: On deck if the others don't confirm by the end of shallow_thought's set ... or if you have time to play and are first to pos a "got it" then UP!
- RefSteel: Eager to pick up a turn set later on this week!
- Anyone else: If you'd like to join in, please say so (soon, so we can get an accurate count and decide for sure whether to split into teams!)

If anyone has questions about anything, from strategy to game rules to the variant to the way our Succession Games work (e.g. "what does all this 'on deck' stuff mean??) please ask! It's great to see new faces and to get this started up again!
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Thanks Ref! I agree this one should be a lot of fun. I also have a starting save available if needed if we decide to split into two teams. Can’t wait to see how things progress!

I agree about Improves Eco. It wouldn’t cost all that much and Nazin could knock it out in fairly short order once we max factories there. Interesting choices ahead!
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Definitely still around smile

I'm not a complete noob to the game, I could win impossible more often than not but I haven't played in a long time and I never bothered to do the trickle thing. Good time to learn it, it sounds... Pandemicy wink

Do you guys use any mod or other things I should know?
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Ok kyrub's patch to look for then!
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Got it. And just at the point of the game I struggle with most, keeping the enemy off the good planets in the early game lol .

Let's be honest. On hard, even the planets in our backlines are enough to give us a chance, with those Terran 90s. But priority is almost certainly expansion towards the centre, into the snouts of the bears.

Initial thoughts are IER+factories, probably going to need extended range fighters, then Range 6 + colship + fighter escort, push to Keeta + Collassa + Vega, although we have a little more scouting to do. Only then backfill.

Hmm...

@Arnuz - welcome (cross post). As stated earlier, we're using Kyrub's patch. IIRC, it mostly just fixes bugs, adds some UI features (the tech screen "lights" that indicate the point at which you stop getting the trickle boost for a particular tech - ask Ref, he loves to explain this stuff) and improves the AI a bit. The relevant thread is listed towards the top of the MOO sub-forum.
It may have looked easy, but that is because it was done correctly - Brian Moore
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