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OSG-36 Over-Friendly Bugs

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 ( eek )... 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.  rolleye
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!


.gam   OSG-36-2350.GAM (Size: 57.65 KB / Downloads: 1)
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It seems I don't really know how to attach images yet. At least I can't see them...

Newbie problems, sorry for that.

But at least it seems that the save is up and available. Let me know if you can't get it.
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(June 5th, 2020, 19:28)SpaceOWL Wrote: It seems I don't really know how to attach images yet. At least I can't see them...

Newbie problems, sorry for that.

But at least it seems that the save is up and available. Let me know if you can't get it.

I can see the images just fine.

Don't intentionally do 16BC for Terraforming - it only stores in sets of 5, do 15, 20, or 25 (and be willing to check and change that each turn).

I'm fine with offering a tribute next set if they won't make a deal by 2355 (so halfway through the turnset, you must tribute an opponent you're not at war with if you have been unable to make a trade).

The tech choices make sense - Deep Space is great, Weapons are basically always Hand Lasers or Hyper-Vs before Gatling, and we definitely want Toxic to keep expanding.
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Got it. Not sure if I'll get the game back up tomorrow night, but we'll see!
Quote:Get the heck out of here, you nerd!

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(June 5th, 2020, 20:04)Cyneheard Wrote: Don't intentionally do 16BC for Terraforming - it only stores in sets of 5, do 15, 20, or 25 (and be willing to check and change that each turn).

How do you do that? Checking the exact number and setting the slider to an exact number?
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Good turns, SpaceOWL! Harking back to shallow_thought's original suggestion for the variant, and to avoid tedium (and pointlessly annoying AIs) I'm going to say that once you've asked an AI for a tech exchange once during your set and they've said they're not interested, you don't have to keep checking in to see if they've changed their minds even if this means making no tech trades at all. The Bears are backward, but the variant will start coming into play in future turns. At the same time though, I'm happy to go with the suggestion that any time we fail to complete a tech trade in the first five turns of the set, we have to offer someone a tech as tribute instead.

(June 6th, 2020, 02:11)Arnuz Wrote:
(June 5th, 2020, 20:04)Cyneheard Wrote: Don't intentionally do 16BC for Terraforming - it only stores in sets of 5, do 15, 20, or 25 (and be willing to check and change that each turn).

How do you do that? Checking the exact number and setting the slider to an exact number?

You can see the exact number by putting clicks into the Tech field (BCs convert to RPs at a 1:1 ratio for non-Psilons). So if we have 12 factories, we know that cleanup will cost 12 x 0.8 (RW80) / 2 (standard eco restoration) = 4.8, rounds down to 4 BC, so to get exactly 5 BC of terraforming, you would click until you have 9 RP in TECH, lock the TECH slider, put everything else in IND (or whatever) and lock that slider, then unlock TECH and pull all 9RP = 9BC from TECH into ECO and unlock the other slider(s).

In practice, it's not usually straightforward to line things up in even multiples of 5 + cleanup though. I generally like to minimize the number of turns I spend terraforming for this reason: If I can put 50BC + waste cleanup into ECO in one turn, I'll practically always do that; if I can't put in at least 25BC + waste cleanup, I'm more likely to leave ECO at the minimum CLEAN.

[EDIT: SpaceOWL, I can see the images fine too! And...

Roster:

- Arnuz
- RefSteel
- SpaceOWL - just played
- Bionic Commando - Has Got It!
- Cyneheard - potentially on deck
- shallow_thought - potentially on deck
...depending on which of you is first able to play after Bionic Commando!]
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(June 5th, 2020, 20:04)Cyneheard Wrote: Don't intentionally do 16BC for Terraforming - it only stores in sets of 5, do 15, 20, or 25 (and be willing to check and change that each turn)

I wasn't aware of that.
Does it change to 4/8/12 etc for terraforming +30, and so on?
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Allergies have me down, so I’m not feeling very RP-y today. Sorry! Turned out to be a quiet turnset.
 
Notes
  •  Inherit an LR colony ship heading to a jungle world at the red star south of the nebula
  •  About 50% of RP is going to Toxic
Goals: 
  •  Populate Life
  •  Crank factories at other worlds
  •  Explore & Colonize our Southwestern border further
  •  Colonize East if possible. I can’t do this at the outset without a huge Dead/LR unit which I’m not a fan of.
 
Game Map / Planets Screen
 
   
   
 

 
 
2350
 
I attempt tech trade with Smurch:
 
 
 
   
 
 
Start trickling population to Life
 
On the interturn, Scout arrives at Ursa. Smurch is annoyed and now has a Huge!!
 
   
 
We get Hand Lasers:
 
   
 
I decide to get NPG as this will be a great technology to give our future allies!
 

 
2352 -- boring
 
2352 interturn:
 
Good news! We will soon have new friends to share our knowledge!
 
   
 
Bad news: our South-western reach will be much more limited soon…
 
   
 
Our fleet also arrives at Talas which is now guarded by a Human Corvette.
 
2353
 
Decide to scrap the LR Colony
 
Love & Hope are in MAX for industry, so I shift to a missile base since I saw that scary Huge!
 
2355
 
Love & Hope complete missile base and shift excess to research. Move excess industry for Peace to a missile base
 
2356
 
Deep Space Scanners pick up the Huge Bulrathi Grizzly flying around out there to Aurora.
 
2357
 
Kindness hits max, shift production to research. Peace creates a missile base and shift that production to research as well.
 
Construction research is getting too high, so I shuffle RP to other fields.
 
2359
 
Peace maxes factories!
 
On the interturn Duralloy finally hits at 55%! This will be a fantastic technology for our next emperor to share with the galaxy! Our scientists only came up with one new construction option – Battle Suits.
 
Love officially maxed factories!
 
Summary:
 

     
   

 
Notes for the Next Emperor
  • Southern expansion halted by the Sakkra with the loss of Galos. Such is life in kyrub’s impossible – just one turn late! Oh well, opening up this sector would either make this game too easy or be an obvious and easy target for the Sakkra.
  • With Duralloy, we can finally manage an LR/Dead to continue Eastern expansion
  • You’ll get Toxic and NPG pretty soon. My recommendation would be focusing on the local hostile planets and an advanced IT tech to hopefully build a veto. The NPG/Duralloy/Nuke should allow us to build a massive defense force to hold off everybody.


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.gam   OSG36-2360.GAM (Size: 57.65 KB / Downloads: 1)
Quote:Get the heck out of here, you nerd!

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Hmm... not sure what's going on. The images aren't showing up in my post. They're displaying as tags...
Quote:Get the heck out of here, you nerd!

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I can't see images here either. More than that, the text is all light gray, had to highlight to read.

Sad to read the LR didn't make it... Would LR lasers help if I had sent then? Would guns in the colony ship have helped?

(Hard to tell without looking at the images)
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