Ok our situation as I see it is: we expanded very well so far, we have 4 big planets at size 100 and a 65. That's great! But further expansion is not so promising.
We absolutely must secure the Jungle 80 system south of the nebula. This system is critical.
To achieve it, it I think we will need:
- Kholdan at full-load production ASAP.
- Controlled Dead (to get a LR Colship)
- Nuclear engines (less risk of getting there too late)
So these are my goals for this turnset. After that, Controlled Toxic (Inferno at least) is mandatory to get the last 4 / 3 planets within our reach. Let’s see how far I can advance our research in that direction
2335 cont’d:
I decided to change the transport strategy set up by my predecessor RefSteel, to prioritize Kholdan maxing up:
a) Love is sending 7m to Hope but there are already 46m in their way ( )... So these guys will go to Kindness instead, 3m per turn.
b) That will be also the order for Peace. 24m is too much people to move at once – a lot of production!! So 3m for now, more next turn.
c) The 10m leaving Kholdan will stay there. Sorry guys.
Factories are mostly needed at Kholdan than at Peace & Love, so I switch the sliders. That’s only 11 RP less, we should be fine with that.
Our fleet positioning is OK - no new orders to be given.
2336: everything is quiet.
3m more from Love to Kindness.
As Love is supporting nicely our new colony, I decided to move most of the 21m left at Peace to Kholdan instead. They will be needed there in 3 turns to max up. I start sending 6m
Little rebalancing of Tech spending to lit up Planetology diode. Duralloy will have to wait – just a single tick for now, to avoid losing the investment. The rest goes to Propulsion
2337: Everything is so quiet. I’m tense.
Stick to the plan. 6m more to Kholdan. Grow +2pop there using ECO.
2338:
Our friends the Bulrathi finally make contact! I’m so happy! Let’s offer them a welcome gift!!
Ooops they are not so friendly as I thought… they don’t even want to make a small trade agreement with us!
OK… maybe next year they will have a different mood.
The Bears are running an OPE. Erratic and Ecologist, allied with Meklar and at war with Sakkra.
So probably Sssla and Meklon are to their East, and the Lizards have quickly taken all nearby systems, leaving them (and possibly the Meklars too) stuck to a tiny empire.
Also, Hope is now at their reach, so I must be careful. We will not have more than 3 years of warning, and a missile base would take 5 years to build. Another good reason to max up Kholdan: it needs to be ready to cash reserves in case of an emergency!
If they attack at once, we will have nothing but popguns to deal with them. Hopefully, we will have some turns to make some factories and prepare ourselves better. The 46m travelers just arrived, and we can now build 5.5 factories per turn – not bad at all!
4m more from Peace to Kholdan, and it should be it. We will grow the last ones with Eco spending.
2339: again, everything is so quiet.
Well, maybe our friend will now accept our welcome gift?
Ugh… no he won’t. Neither he is in for any trade. And now their diplomat is gone… well, maybe when he comes back he will accept (I hate being rejected!)
Planetology is now at 3% to hit. Nuclear engines at some 20% of the bulb – just enough to get full interest.
2340: scout arrive at Whynil (Dead 35) just East from Ursa.
Other than that, all is very quiet.
Kholdan will max out this turn with 12RP to spare. ?
Planetology at 9%. Transports arrive at Kindness and it will supporting research with some few RP – every RP counts.
2341: all is so quiet. Man this silence gets me nervous!
I was thinking of checking Ursa for a fleet. I thought of sending our scout at the blue star to go there, but I rather let it be. I find a scout parked at Love, and I send it for a little recon – ETA 5 turns.
BTW, Love is also 5 parsec from Ursa! I didn’t realize that at first- I thought it was 6. Well, at least it can build defenses faster than Hope anyway.
Kholdan is maxed-out and can produce 246BC net per year.
A standard Colony ship takes 3 years now – hopefully will take only 2 once Dead hits.
What next? Should I pre-build colony ships? No, not really, better to push research instead, at least for one more turn.
I resume factory building at Love, as I just found it to be in range of Ursa. Kholdan and Peace do research. Set planetology to 20% flat odds, and all the rest to boost Nuclear Engines.
Hope has pop 57/95 – time to terraform! I normally do it in 3 turns of 16BC.
Hey I forgot to see if our friend Monch is back! Yes, he is! Will he take a gift now?
No… and he leaves… didn’t even bother to talk about trade! Well, he must surely be busy!!
2342: everything is quiet (OMG I’m freaking out).
Still asking myself whether I should prebuild or not. But decided not to. Not only the ships will be cheaper when Controlled Dead hits, our production will also increase! So let’s stick to the plan. Planetology at 32%. Propulsion bulb is half-full.
2433: YAY! Planetology hits! We are offered Enhanced Eco and Controlled Toxic, I have to go for Toxic (haven’t I?)
OK let’s go AGAIN try to be good neighbours AGAIN…
Monch is so busy… again, no need of my toys… Who can refuse a toy!?
OK so what now? Dead Col (642BC - 3 turns) first? Or LR Col (458 BC – 2 turns) first?
The scouts parked at the Jungle planet would take NINE YEARS to go back to Kholdan (I hope Kyrub fixed that nebula ETA thing).
If we make LR first, it’s 2 + 9 = 11 years. If we make Dead first, it’s 3 + 2 + 5 (maybe 6) to get there. OK it’s faster.
I just need to hit Nuclear engines in 4 years... I think it’s doable… at least it’s worth the risk and we break even if get warp2 in 5 years. Anyway I don’t think we can manage to grab and hold the jungle world at warp 1 anyway…
Actually… as Kholdan has 295 free BCs, we could make both colony ships in 4 turns! But we will need W2 to hit first, so no need to rush. Some of the BCs can go to research. Peace & Love will also go back to RP – each of them is now producing 110RP per turn.
Just a few clicks at Construction to keep the bonus, and full speed ahead for Propulsion!
2344:
An encounter with a new friend at Whynil! Meklars show up with a colony ship (luckily, alone, and unarmed) and it retreats. Glad I left the scout there!
Our busy grumpy friend is not back yet. OK, we can wait.
Hope finishes terraforming and its adding 12 factories per year (oh the Klackons!). We can now pop a missile base in 2 turns. I am a little bit less nervous now
Propulsion at 3%! Fingers crossed!
2345: All is quiet, and Monch is not back. So sad. Propulsion is now at 17%.
2346:
We take a peek at Ursa. Well, there is no one home…
The missiles are quite fast, Hyper-Xs I think. I manage to retreat, and decide to send the scout to the Dead planet nearby , so I can switch scouts and have another peek at Ursa in a few turns from now (I hope this doesn’t count as an exploit)
And look who is here!
Next, Sub-light drives or Dotomite Crystals. I hesitate a bit here… but I pick range 7. We can settle one planet with LR Colony ship but we can’t really rely on reserve fuel tanks much longer; we need the real range extension.
Col Dead is ready at warp 1… now in retrospect, could we have gained one more turn with the ship production overflow? Maybe... but again, maybe not: would Nuclear Engines have hit without the extra 200 RP push from Kholdan? I guess we will never know.
Anyway, I’m happy it worked well. Dead colony ship to sail, update our Col LR to warp 2. We can spare some BC at Kholdan for tech, just enough to keep the bonus for Duralloy. I resume factory construction at Peace and Love.
I think I’ll also spare some RP now to open the rest of the tech fields. If it needs to be ECM I and Hand Lasers, I can at least push the cheap techs to hit in the beginning of the next player’s turnset.
2347: I contradict myself as I choose Deep Space Scanner over ECM I. ECM I is cheap but pretty useless, at least DSS can be of value. But maybe I shouldn’t have open it at all, and left the decision to the next person up . Sorry about that.
For Weapons, Hand Lasers or Gatlings. I didn’t mess up with the choice this time: Gatling really sucks. Hand Lasers it is. I messed up the screenshot though.
Kindness is at half pop, and ready Terraform. 16 BC during the next 3 turns.
I design Scout 2s, and make 5 of them at Peace. I usually put combat speed 2 in them: no extra cost, and maybe it can help our pilots to avoid some missiles one of these days!
2348: Nothing new on the horizon. Except our friend Monch is back! I don’t want to talk to him but… gosh I can’t resist!
DISHONORABLE? Why? What do you mean? I mean… well nevermind. Of course, he won’t accept to trade anything.
Col 2 LR sets sail to the south – ETA 5 turns. Scout 2s also dispatched to the nearby stars so our next emperor can explore the neighborhood.
Start seeding Toxic and put Hand Lasers at half-bulb.
2349: Nothing happens. Emperor Munch is still gone.
2350: We settle our first dead planet. Dead? Dead is so sad… How can we call it? Oh I know, let’s bring this planet some…
It was a pretty quiet set of turns. My notes for the next person UP:
- Kindness finished terraforming, so I adjusted the sliders – just because it’s so easy to forget to do this. That’s the only play I did in 2350.
- A scout 1 is getting to Ursa next turn, so you can have a look at their fleet (if any)
- A lonely Meklar scout entered scanning radius nearby Hope. Not sure where it goes, it seems to be heading to the unsettled blue star.
- I didn’t set any transports to go to our new colony Life yet.
- One Scout 2 is due to arrive at the Human poor planet at the same turn the LR col will settle, so you can relay it to the unknown stars nearby.
- Other than that Scout 2, you will also have 3 at our new colony, and a fifth at the Inferno Rich planet close to it.
- Our three colonies are growing fast! Should max-up in less than 10 years.
- Research: there is a little investment in Controlled Toxic, Construction is just trickling, Hand Lasers is at percentages. Zero money in Computers / FF / Propulsion (I’m sorry for opening Computers btw).
- Also, it is time to think about what we should build to defend our soon-to-be-colonized Jungle planet. I decided not to make any pre-builds, as the LR col needs 2 more turns to arrive and we can’t send off anything before that. You will have some turns to think about it.
Finally, a note to all the players:
Our beloved neighbor Monch has been a real b****. It was never interest in any tech (not even trade agreements).
In fact, as they are an OPE, we are currently AHEAD of the Bulrathi in tech!! I think we were ahead even before Controlled Dead came in.
So, in this situation, we don’t really have a variant rule to play… you just propose a deal, piss him off, and send him away for a couple of turns.
Maybe we should slightly change the variant and OFFER A TRIBUTE if they first refuse a tech trade. Not that I did it during my turnset, it just came up now as I’m writing the report. But it’s a suggestion to keep the variant alive.
Good luck to the next OSG emperor!
OSG-36-2350.GAM (Size: 57.65 KB / Downloads: 1)
We absolutely must secure the Jungle 80 system south of the nebula. This system is critical.
To achieve it, it I think we will need:
- Kholdan at full-load production ASAP.
- Controlled Dead (to get a LR Colship)
- Nuclear engines (less risk of getting there too late)
So these are my goals for this turnset. After that, Controlled Toxic (Inferno at least) is mandatory to get the last 4 / 3 planets within our reach. Let’s see how far I can advance our research in that direction
2335 cont’d:
I decided to change the transport strategy set up by my predecessor RefSteel, to prioritize Kholdan maxing up:
a) Love is sending 7m to Hope but there are already 46m in their way ( )... So these guys will go to Kindness instead, 3m per turn.
b) That will be also the order for Peace. 24m is too much people to move at once – a lot of production!! So 3m for now, more next turn.
c) The 10m leaving Kholdan will stay there. Sorry guys.
Factories are mostly needed at Kholdan than at Peace & Love, so I switch the sliders. That’s only 11 RP less, we should be fine with that.
Our fleet positioning is OK - no new orders to be given.
2336: everything is quiet.
3m more from Love to Kindness.
As Love is supporting nicely our new colony, I decided to move most of the 21m left at Peace to Kholdan instead. They will be needed there in 3 turns to max up. I start sending 6m
Little rebalancing of Tech spending to lit up Planetology diode. Duralloy will have to wait – just a single tick for now, to avoid losing the investment. The rest goes to Propulsion
2337: Everything is so quiet. I’m tense.
Stick to the plan. 6m more to Kholdan. Grow +2pop there using ECO.
2338:
Our friends the Bulrathi finally make contact! I’m so happy! Let’s offer them a welcome gift!!
Ooops they are not so friendly as I thought… they don’t even want to make a small trade agreement with us!
OK… maybe next year they will have a different mood.
The Bears are running an OPE. Erratic and Ecologist, allied with Meklar and at war with Sakkra.
So probably Sssla and Meklon are to their East, and the Lizards have quickly taken all nearby systems, leaving them (and possibly the Meklars too) stuck to a tiny empire.
Also, Hope is now at their reach, so I must be careful. We will not have more than 3 years of warning, and a missile base would take 5 years to build. Another good reason to max up Kholdan: it needs to be ready to cash reserves in case of an emergency!
If they attack at once, we will have nothing but popguns to deal with them. Hopefully, we will have some turns to make some factories and prepare ourselves better. The 46m travelers just arrived, and we can now build 5.5 factories per turn – not bad at all!
4m more from Peace to Kholdan, and it should be it. We will grow the last ones with Eco spending.
2339: again, everything is so quiet.
Well, maybe our friend will now accept our welcome gift?
Ugh… no he won’t. Neither he is in for any trade. And now their diplomat is gone… well, maybe when he comes back he will accept (I hate being rejected!)
Planetology is now at 3% to hit. Nuclear engines at some 20% of the bulb – just enough to get full interest.
2340: scout arrive at Whynil (Dead 35) just East from Ursa.
Other than that, all is very quiet.
Kholdan will max out this turn with 12RP to spare. ?
Planetology at 9%. Transports arrive at Kindness and it will supporting research with some few RP – every RP counts.
2341: all is so quiet. Man this silence gets me nervous!
I was thinking of checking Ursa for a fleet. I thought of sending our scout at the blue star to go there, but I rather let it be. I find a scout parked at Love, and I send it for a little recon – ETA 5 turns.
BTW, Love is also 5 parsec from Ursa! I didn’t realize that at first- I thought it was 6. Well, at least it can build defenses faster than Hope anyway.
Kholdan is maxed-out and can produce 246BC net per year.
A standard Colony ship takes 3 years now – hopefully will take only 2 once Dead hits.
What next? Should I pre-build colony ships? No, not really, better to push research instead, at least for one more turn.
I resume factory building at Love, as I just found it to be in range of Ursa. Kholdan and Peace do research. Set planetology to 20% flat odds, and all the rest to boost Nuclear Engines.
Hope has pop 57/95 – time to terraform! I normally do it in 3 turns of 16BC.
Hey I forgot to see if our friend Monch is back! Yes, he is! Will he take a gift now?
No… and he leaves… didn’t even bother to talk about trade! Well, he must surely be busy!!
2342: everything is quiet (OMG I’m freaking out).
Still asking myself whether I should prebuild or not. But decided not to. Not only the ships will be cheaper when Controlled Dead hits, our production will also increase! So let’s stick to the plan. Planetology at 32%. Propulsion bulb is half-full.
2433: YAY! Planetology hits! We are offered Enhanced Eco and Controlled Toxic, I have to go for Toxic (haven’t I?)
OK let’s go AGAIN try to be good neighbours AGAIN…
Monch is so busy… again, no need of my toys… Who can refuse a toy!?
OK so what now? Dead Col (642BC - 3 turns) first? Or LR Col (458 BC – 2 turns) first?
The scouts parked at the Jungle planet would take NINE YEARS to go back to Kholdan (I hope Kyrub fixed that nebula ETA thing).
If we make LR first, it’s 2 + 9 = 11 years. If we make Dead first, it’s 3 + 2 + 5 (maybe 6) to get there. OK it’s faster.
I just need to hit Nuclear engines in 4 years... I think it’s doable… at least it’s worth the risk and we break even if get warp2 in 5 years. Anyway I don’t think we can manage to grab and hold the jungle world at warp 1 anyway…
Actually… as Kholdan has 295 free BCs, we could make both colony ships in 4 turns! But we will need W2 to hit first, so no need to rush. Some of the BCs can go to research. Peace & Love will also go back to RP – each of them is now producing 110RP per turn.
Just a few clicks at Construction to keep the bonus, and full speed ahead for Propulsion!
2344:
An encounter with a new friend at Whynil! Meklars show up with a colony ship (luckily, alone, and unarmed) and it retreats. Glad I left the scout there!
Our busy grumpy friend is not back yet. OK, we can wait.
Hope finishes terraforming and its adding 12 factories per year (oh the Klackons!). We can now pop a missile base in 2 turns. I am a little bit less nervous now
Propulsion at 3%! Fingers crossed!
2345: All is quiet, and Monch is not back. So sad. Propulsion is now at 17%.
2346:
We take a peek at Ursa. Well, there is no one home…
The missiles are quite fast, Hyper-Xs I think. I manage to retreat, and decide to send the scout to the Dead planet nearby , so I can switch scouts and have another peek at Ursa in a few turns from now (I hope this doesn’t count as an exploit)
And look who is here!
Next, Sub-light drives or Dotomite Crystals. I hesitate a bit here… but I pick range 7. We can settle one planet with LR Colony ship but we can’t really rely on reserve fuel tanks much longer; we need the real range extension.
Col Dead is ready at warp 1… now in retrospect, could we have gained one more turn with the ship production overflow? Maybe... but again, maybe not: would Nuclear Engines have hit without the extra 200 RP push from Kholdan? I guess we will never know.
Anyway, I’m happy it worked well. Dead colony ship to sail, update our Col LR to warp 2. We can spare some BC at Kholdan for tech, just enough to keep the bonus for Duralloy. I resume factory construction at Peace and Love.
I think I’ll also spare some RP now to open the rest of the tech fields. If it needs to be ECM I and Hand Lasers, I can at least push the cheap techs to hit in the beginning of the next player’s turnset.
2347: I contradict myself as I choose Deep Space Scanner over ECM I. ECM I is cheap but pretty useless, at least DSS can be of value. But maybe I shouldn’t have open it at all, and left the decision to the next person up . Sorry about that.
For Weapons, Hand Lasers or Gatlings. I didn’t mess up with the choice this time: Gatling really sucks. Hand Lasers it is. I messed up the screenshot though.
Kindness is at half pop, and ready Terraform. 16 BC during the next 3 turns.
I design Scout 2s, and make 5 of them at Peace. I usually put combat speed 2 in them: no extra cost, and maybe it can help our pilots to avoid some missiles one of these days!
2348: Nothing new on the horizon. Except our friend Monch is back! I don’t want to talk to him but… gosh I can’t resist!
DISHONORABLE? Why? What do you mean? I mean… well nevermind. Of course, he won’t accept to trade anything.
Col 2 LR sets sail to the south – ETA 5 turns. Scout 2s also dispatched to the nearby stars so our next emperor can explore the neighborhood.
Start seeding Toxic and put Hand Lasers at half-bulb.
2349: Nothing happens. Emperor Munch is still gone.
2350: We settle our first dead planet. Dead? Dead is so sad… How can we call it? Oh I know, let’s bring this planet some…
It was a pretty quiet set of turns. My notes for the next person UP:
- Kindness finished terraforming, so I adjusted the sliders – just because it’s so easy to forget to do this. That’s the only play I did in 2350.
- A scout 1 is getting to Ursa next turn, so you can have a look at their fleet (if any)
- A lonely Meklar scout entered scanning radius nearby Hope. Not sure where it goes, it seems to be heading to the unsettled blue star.
- I didn’t set any transports to go to our new colony Life yet.
- One Scout 2 is due to arrive at the Human poor planet at the same turn the LR col will settle, so you can relay it to the unknown stars nearby.
- Other than that Scout 2, you will also have 3 at our new colony, and a fifth at the Inferno Rich planet close to it.
- Our three colonies are growing fast! Should max-up in less than 10 years.
- Research: there is a little investment in Controlled Toxic, Construction is just trickling, Hand Lasers is at percentages. Zero money in Computers / FF / Propulsion (I’m sorry for opening Computers btw).
- Also, it is time to think about what we should build to defend our soon-to-be-colonized Jungle planet. I decided not to make any pre-builds, as the LR col needs 2 more turns to arrive and we can’t send off anything before that. You will have some turns to think about it.
Finally, a note to all the players:
Our beloved neighbor Monch has been a real b****. It was never interest in any tech (not even trade agreements).
In fact, as they are an OPE, we are currently AHEAD of the Bulrathi in tech!! I think we were ahead even before Controlled Dead came in.
So, in this situation, we don’t really have a variant rule to play… you just propose a deal, piss him off, and send him away for a couple of turns.
Maybe we should slightly change the variant and OFFER A TRIBUTE if they first refuse a tech trade. Not that I did it during my turnset, it just came up now as I’m writing the report. But it’s a suggestion to keep the variant alive.
Good luck to the next OSG emperor!
OSG-36-2350.GAM (Size: 57.65 KB / Downloads: 1)