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OSG-35 - Social Distancing

The actual rules for RC3 are the same in v1.3 and kyrub's patch:

- The cost of each factory you build equals your Improved Industrial Tech level (default is 10 with no tech) times your RC level (default is 2 with no tech) divided by 2.

- If you are Meklar, the cost of each factory you build equals your Improved Industrial Tech level (default is 10 with no tech) full stop; increasing your RC level does not increase your per-factory costs at all.

- Sargon said there's a purely nominal one-time refit charge of a few BC per planet each time you increase your RC tech. I haven't been able to confirm it, but Sargon was usually right. I think this one-time cost applies the first time the number of factories you're building exceeds the number you could have worked with your previous level of RC; in any case, it can pretty safely be ignored because it's such a small number.

Getting RC3 therefore increases costs of new factories everywhere, immediately. I therefore wouldn't recommend seeding it very heavily. We want it, definitely, but we shouldn't commit too many resources to getting it before we can afford to use it!

I agree with Ianus that we need a clear plan of action here. It's going to become increasingly difficult to keep up even with Possible-level AI since we can't acquire their techs by any means. At this stage, I think we have to build up the worlds we have and keep researching toward our critical techs - when those start to come in though, we need a target and a plan to overwhelm it. Before we can make a clear plan though, we need more intel (from Hide spies and/or battle scanner) and we need to get the techs we need! In answer to utwig's question above, I mentioned that we could try a desperation move sooner than we have all the techs we would normally need - and it may be that such a move will be necessary! But we'll see what shallow_thought's report reveals at the turn of the century - and whether we're even still in the game after the voting!
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There is something buggy about the Refit cost application with IRC. On the turn that a planet reaches its default (pop*2) factory count and is ready to build toward its increased factory cap with improved factory controls the Production slider reads “Refit” no matter how many BC are being spent to refit and build more factories. With Planetology techs for example when more BC are assigned to Eco spending than are needed to complete Atmospheric Terraforming (for example) the slider assigns the excess spending to pop growth and displayed the appropriate number of pop to be grown. This does not happen. Of course the obvious question is are factories built on the Refit turn or is all spending sunk into the Refit depending on value. I know that I have looked at it in previous games but I can’t for the life of me remember what I found. I am also pretty sure that I tried putting one tick into Refit, and I THINK that that failed to clear the Refit displayed, but again I just can’t remember. This is definitely something that needs to be investigated. I’ll try to fire up a test game and see what I can learn. I’d also be very interested to know what the actual game code says about this...
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Yeah, I always forget to mention that display bug. The game displays "REFIT" instead of the number of factories it will build, just as Ianus said - but it is lying. This is easiest to see at an Ultra-Rich with good IIT: You can feed it full reserves and pour everything into industry and it still says "REFIT" instead of displaying a number of factories. But then you end turn, and you get the "[UR World's name] has completed its factory infrastructure" message, and find it has indeed completed all its facs to the new RC level and added to your planetary reserves on top of them (if its production was high enough to do this, naturally; other times, you might just have way more factories than you had on the previous turn).
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The following notes were taken from the room where the madman was finally subdued. After careful analysis, they are not actually believed to be harmful, although any normal person will find them deeply disturbing.


T2390
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OK, lots of factory building going on and we don't have any more use for new colships right now. Need to tweak the research (Ianus left it balanced, presumably as a courtesy). OK, we're looking to finish three techs, what to start next? We do need weapons, but any gun upgrade is two techs away: I'd probably rather have sub-lights for strategic speed and better bombers going forward. So propulsion it is...

Hello, what's that Alkari fleet? Hmm. Coming for Water's Edge or about time? Mask 2.0 fighters might be able to tackle the mediums, and a missile base the fighters, but in combination they might be a problem. We should have DFII by the time they arrive though ... dammit, I want to build factories, not bases and fighters!




T2391
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RIW80 is in, and Duralloy is the only choice (so that solves that). Not that it's a bad tech at all. Looks like the Alkari are coming for the Edge - I should have a second missile base up to help plink away at the fighters, plus reinforcing Masks from
About Time. Sadly, I can't force the base - I could have pumped the reserve last turn but chose not to; I think I have one more turn before they arrive ...

I leave a bit more RP in BCII and DFII than I normally would - both would be great, right now, please.

The good news is that Gion is about to max - it can already start contributing research. Shame it's only size 35.

T2392
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Both techs in. I choose IRCIII in comp, and DFIII in Force Fields - no choice in the latter, an obvious choice in the former.



I'm no longer certain the Alkari are heading for Water's Edge. They seem to be moving past it, but not in a direct line to About Time either. Hmm.

Keep seeding Sub-Lights, start on Fusion Bombs.

T2393
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We colonise Imra. The max available pop gets sent from Keep Out. I look at trying to find a more efficient shuttle, via other planets: hmm, let's send 41 to Nazin, then send on from Nazin just before they arrive. Some will still be in space at the vote. That could be either good or bad ...

Shelter can also send half its pop while still working all its factories. Lets push.

In bad news, the Alkari do seem to be headed for About Time. Let's shuffle the fleet around. We should have two turns to get the cruisers there, but I send the Masks ahead.

T2394
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Our Masks kill a Silicoid colony ship at Sand Line. Unfortunately, I've screwed up and the Alkari arrive at About Time this turn. This could be bad shakehead . I need to engage the heavy-laser ships with Masks, and keep the base alive to deal with fighters.




Dammit. That was a pure misclick that just cost us 10 Masks. I'm not the tactical player that Ref or Ianus are, and I manage to lose them all while trying to both damage the colships, and draw them away from planet. That leaves the Alkari with one colship and it becomes a plink war with the missile base: on we win easily, which implies I could have withdrawn the Masks earlier. Bah.

Oh, and we have incoming Mrrshans at Water's Edge, although nothing too scary?




After some discussion, I decide to prioritise Duralloy over IIRC3, as we still have a lot of non-improved factories to build and critical research to do, and stronger missile bases are an urgent need (at least with my tactical skills).

T2395
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Our cruisers are still going the wrong way, but a brand-new cluster of Mask keeps the Mrrshan hyper-X rockets busy while the missile bases kill the fusion bomber/gunship hybrids long before they can get to us. There are more incoming though, this time with the Panther design (heavy blasters). So I still need to keep pumping Masks to kill that. Sigh.

With 41 transports incoming to Nazin next turn, 50 set off for Imra. I hate to lose the production for even a turn though.

T2396
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I think 48 Masks are enough to handle a Panther, Colship and four Cheetahs, along with our cruisers and a couple of bases, so Water's Edge and About Time spend a turn on factories / resarch. If I'm wrong I'm going to feel very silly.

T2397
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I lost 12 Masks, probably more than I needed to. But better than them getting into orbit.

I think we have Alkari coming for Keep Out, so Nazin will have to do some Masks. This grates my soul.




T2398
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Great. There are two Alkari fleets (both a single colship with a 3 Pelican escort, oddly). If I had a missile base at Keep Out I would be relaxed, but that's not happening on our poor world any time soon (11y if I tried). More Masks.

T2399
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One turn before the crunch vote (and some Alkari action). We look to be behind both the Meklar and Alkari in pop, based on a crude plumb-line: which is worrying, in itself, but about to be someone else's problem.




T2400
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We only narrowly manage to defeat the Alkari at Keep Out. They had double the Pelicans I was expecting (6) but only one Colship. With hindsight, this means I got confused flipping between the fleets.

Oh FFS. We're nominated (against the Meklars) yikes . And thus dead. Except that those smelly, parasite-ridden, horrible, horrible, sweet, cuddly, huggable, snugly bears abstained! How I love them, and want to pet them and call them George, and, and, and ... dancing


It appears that the former director attempted to turn part of himself into an alien of some type (furry, somewhat fangy) and then hug himself all over. He was eventually tranquilised by automatic security bots: our finest medical minds are unsure if he will ever recover, or if we want him to.

More seriously:

Well, that was lucky rather than good at the finish. We're slowly bleeding, having to keep building Masks, which is no fun. Worse, I grossly underestimated how dangerous the Alkari colony ships are to stacks of Masks (say 30), although there is a lot of RNG involved (they have Heavy Lasers and some smaller Lasers). So I don't think we can keep them from getting orbit over Keep Out next turn. Throw in some mediocre tactical play and misreading speeds / destinations and that could generally have gone better

There are some odd bits of pop flying about (again, bad/lazy arithmetic/guessing) - Nazin is about to receive some and needs to send some on to Sand Line this turn to avoid death by over-crowding; there will also be more than we need arriving at Shelter soon, which will probably have to send some on to Imra.

I'm afraid I was not very inspired in terms of writing until the very end there - you'll note I didn't rename Imra to anything fun either.

And I should have noted down the actual pop values in the vote smoke . Oh well, I guess it would be allowable to go back and just replay that.

- Ianus
- shallow_thought - just played!
- Arnuz - UP!
- utwig - on deck!
- Cyneheard
- RefSteel


Attached Files
.gam   OSG35-2400.GAM (Size: 57.65 KB / Downloads: 1)
It may have looked easy, but that is because it was done correctly - Brian Moore
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I have a question to all you playing: how long did you take to play your set of turns?

Yesterday I played a (theoretically) quick game in a small galaxy, and even if I now have nightmares about small Alkari ships with fusion bombs and beam defense = 8, I was able to vote myself the Emperor in 2525 after about 10h of play...
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Hey all! Sorry but this time I'm going for a bare bones report.

2400
Scout sent to Kailis - let's see what these birds are up to on our research colony!
The meklars need to be resized, but until we have a lot of bombers that isn't happening.
I assess the issue at Keep Out. The colony can create a ship! I build a single Bumblebee - small design with only our max shield - to try and stall the enemy fleet until they run out of fuel, but that reveals to be unnecessary as the 7 Mask 2s can also move around and we end the fight with a single fighter per design left.

2401
Send a single Mask to Yarrow and Jinga, let's see what our cyborg neighbours are up to - I fear them more than any other alien, with their propensity for neural connections they make isolation impossible!

2402
We get both techs at very low odds! My bad luck with nuclear engines has brought good karma now. We start Inertia Stabilizers and Scatter-pack Vs.
Great alkari fleet seen moving possibly towards Water's Edge, and a small Mrrrshan one too. I build defences.

2403
The scout landing in Kailis meets an Alkari Sky Hawk - sub-light drive - and two missiles bases. That's doable! Yarrow has 11 bases, Jinga 16.
While I'd love to teach the birds a lesson, it's probably safer to get ready for the inevitable Meklar fleet. I decide to invest research in factory and pollution controls for now. Still, a research colony with only 2 bases is a good opportunity, so I start building a bomber and a laser ship in our eastern colonies.

2404
Alkari fleet with some destroyers and 130 fighters aiming at About Time, I build some more missile bases.

2406
The Alkari fleet is decimated for the loss of 3 Mask 2s. However they have 26 Pelicans coming for Keep Out, this poor planet is hard to defend!

2407
The Pelicans are procrastinated into retreating. Our eastern worlds achieve a respectable 5 missile bases.

2408
I send the old LZRs towards Kailis to reach it at the same time as the newer ships.

2409
Our scientists discover Inertia Stabilizers. This will come in handy in future wars! But then I misclick and we're studying energy pulsars - ops...
How did this even happen? I left a single pixel in propulsion after discovering sublight. There's no way it could go up to percentages. I have no idea what happened here.

2410
A larger Alkari fleet is moving towards Keep Out. I send there the Nazin defence fleet of Masks but this time I don't think we'll be able to procrastinate this time as they have many designs, although not so many ships. Unfortunately this poor planet is not yet capable of self defence, despite building up factories these last turns it'd still take 7 years for a single missile base.
A Mrrshan fleet headed towards Water's Edge does not seem to be threatening enough to pull off the attack to Kailis despite a large unknown model.

I then hit turn by mistake (trying to remember to send the ships at the right turn filled up my memory space) and get IRC3 at 11% in 2411... I'll send you both turns, you decide! If you redo 2411 don't forget to send the ship created in About Time towards Kailis.
The attack at Kailis is a bit of a gamble admittedly, but the investment has not represented that much and if it goes well it should make the pesky birds lose attack range. If you do replay probably build some ships at WE! I didn't think about that.


Attached Files
.gam   OSG35-2410.GAM (Size: 57.65 KB / Downloads: 1)
.gam   OSG35-2411.GAM (Size: 57.65 KB / Downloads: 1)
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I'm up, will need to ponder and discuss my set before I play.

I played some similar games with Darloks on possible and vote is biggest problem as everyone unites against you. Also since we can't steal techs our primary goal should be blocking majority and more worlds so we can research and produce.
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(April 24th, 2020, 16:34)Arnuz Wrote: I assess the issue at Keep Out. The colony can create a ship! I build a single Bumblebee - small design with only our max shield - to try and stall the enemy fleet until they run out of fuel, but that reveals to be unnecessary as the 7 Mask 2s can also move around and we end the fight with a single fighter per design left.

I completely forgot that this was an option duh .

Looks like a good set. Going forward, Fusion Bombs + Sub-lights may be enough to grab us something, throw in Inertial Stabilzer as well and we'll have a decent cutting edge against bases. And scatter packs could be a good defensive option for a long time on Hard (although both the Meklar and the Silicoids tend to favour huge designs that might out-shield them). We still need a gun though!
It may have looked easy, but that is because it was done correctly - Brian Moore
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(April 25th, 2020, 02:42)shallow_thought Wrote:
(April 24th, 2020, 16:34)Arnuz Wrote: I assess the issue at Keep Out. The colony can create a ship! I build a single Bumblebee - small design with only our max shield - to try and stall the enemy fleet until they run out of fuel, but that reveals to be unnecessary as the 7 Mask 2s can also move around and we end the fight with a single fighter per design left.

I completely forgot that this was an option duh .

Looks like a good set. Going forward, Fusion Bombs + Sub-lights may be enough to grab us something, throw in Inertial Stabilzer as well and we'll have a decent cutting edge against bases. And scatter packs could be a good defensive option for a long time on Hard (although both the Meklar and the Silicoids tend to favour huge designs that might out-shield them). We still need a gun though!

Reminder: the ship you create needs to be armed. Otherwise it needs to retreat.
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I would have gone for neutron blasters over scatter V as they don't do that much damage against technically advanced oponent.

Notes
Send ships from About Time to Kailis
Build ships at Water's edge

We have invasion going towards Kailis, which is enough to probably establish orbit and send transport but we will need to reinforce it to take it.

We have Alkari incoming toward Keep out in 2 turns which we can parry with what Nazin can produce and 29 Mask 2.0

We have Mrrshan incoming towards Water's edge and 5 bases are probably enough.


Here is the situation in 2410

   

   

   

   

   

   
There are some strange ship designs. Must have been influenced by supply chain shock and scramble purchasing due to pandemic. smile

Any input or ideas welcome before I play.
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