PDA

View Full Version : Aldebaran Succession Game


smacksim
July 21, 2004, 05:00
We're ready for our first Succession Game on Aldebaran! Since all of us are totally new to this world we've created, we'll be playing a single faction as a team, trading turns every 5 or 10 years and comparing strategies. Perhaps we'll then be ready for the first ever Aldebaran-2 pbem. I can't thank the beta testers enough for all the feedback, and I'm looking forward to playing alongside you. We welcome others to join us in the gameplay or commentary. There is no real limit on how many can play a succession game.

If you'd like to join, you'll need the Aldebaran Mod for Smax, which can be found in the Creation Forums or through the link in my signature.

The Game

Transcend Level
Pods On
Directed Research
Survey On
All victories on, except Transcendence

Here's a look at our faction and the list of factions we will come to confront:

smacksim
July 21, 2004, 05:01
And here is our starting position:

smacksim
July 21, 2004, 05:15
Brief Backgroud

The year is 2301 and we've just landed with our rag-tag crew of fellow Cloning Farm Escapees. We know the Galactic Alliance is on their way to Aldebaran, and we have a rumor that some fellow 'humans' from Alpha Centauri have recently landed on the planet. Fortunately we have 2 Colony Pods, a Terraformer, and a motly looking scout who calls himself a 'shroud'.

Rules of Play and Turnorder

We're all on a team together, so decisions that are agreed upon should be followed by each player. On the other hand, allow each player some leeway to progress as they see fit. This isn't the ACDG after all :cool: . The initial round of turns will be played by the beta-testers. If others want to join in later, that's great.

Turn Order (edit: current turn order)

Darsnan
Chaunk
Smack
GeoModder
#endgame




Turn Length: Each player can play up to 10 years of the game, if they are on a roll. 5 years is a minimum unless we get bogged down in the late game. Post notes and screenshots of your progress. That's it! Lets have a blast learning our new world.

-Smack

(brief reminder that this is a mod for Smax, so the save won't be playable unless you have Aldebaran)

Chaos Theory
July 21, 2004, 07:24
Ooooh, shiny.....
Don't have time to look at it right now, but soon enough.

smacksim
July 21, 2004, 07:31
Originally posted by Chaos Theory
Ooooh, shiny.....
Don't have time to look at it right now, but soon enough.

Ah, the racoon trap worked again! They love shiny objects....don't we all? Please God, let me be hired by Firaxis. But only work 20 hours a week. :)

GeoModder
July 21, 2004, 08:33
What would you do with the remaining 40? Creating Betelgeuze? :cute:

BTW, I'm interested, I can play a bunch of turns from midaugust on for sure (for now, at least).

O yes, is this a map made by your worldbuilder adjustments?

#endgame
July 21, 2004, 08:36
Excellent.

khslinky
July 21, 2004, 12:33
I would prefer not to be part of the game (sorry). I'm actually trying to cut back on my game-playing right now.

smacksim
July 21, 2004, 19:02
Ok kshlinky, no problem here. Just wanted to give everyone a seat at the table.

Geo, yes, the new world-builder got incorporated into Aldebaran around 2.0.4 or so. Still not as much shallows as I'd like, but it does make nice continents instead of islands.

extra 40 hours? Yeah, I'd work on other stuff. I can't program 40+ hours a week for very long, I've found.

Darsnan
July 21, 2004, 21:29
I've played the turn and posted here. Essentially my thoughts: research the tech for Aldebaran transports, and maybe pod a few of these. Beeline towards Illicit Controls and get Probe capabilities so we can build our own Probe Crusiers. Then beeline towards Quasi Controls.

I've founded our first base and directed our second CP to a nice looking cove. However upon arriving why the bay is choked with fungus. Its up to the next player to determine whether to plant the pod or move on.

I chose to build a Former first at our capital. The next player can either rush build it now, or wait (I'd vote for rushbuild myself!). I also podded an artifact and 25EC's during my turn. FYI.

I've moved our probe inland, eschewing popping pods with it in order to infiltrate anyone else that may be on our island-continent. Turn to Chaunk the Intelectual?


D

Chaunk
July 22, 2004, 10:22
Built the new colony (Chaunk Cove - egotistical I know :D) where the CP was.

Rushed the former when it cost only 15 e.c.

Popped various pods. Got some worms, an Ogre Mark 1, some more worms, and the comm frequency for Sarita :D

Called her up, and traded for Social Controls. Also got a treaty. Then gave Illicit controls for a pact. With our economy bonus this is very useful :D

We got Industrial Structures. As we already have Illicit controls, I didn't take the prerequisit tech. Instead, I took Aldebran environments. Our starting location is very dry, only one +2 nut square around. With no police units, doctors are essential, and therefore so are +2 nut squares. Farms ergo, are the order of the day!

Ended my first stretch in 2110 (End turn attatched.) We need to build farms at both bases before they grow. The formers are rushable at Chaunk Cove should the next player so desire!

smacksim
July 23, 2004, 20:36
I'm going to play the next turns as #endgame appears to be away for a couple days...

Played 2110 --> 2120.

Notable Events:
Met Shi Tarza, Princess of the Galactic Empire
Infiltrated them (the Colonists)
Uncovered great base sites West of Noncomplicity Base
Finished a farm and uncovered a monolith for our 2 bases
ran into heavy mindworms stirred up by the aliens
researched Aldebaran Environments in 2214
Now researching InfoNets

smacksim
July 23, 2004, 21:15
The Galactic Colonists discovered in the Southwest!

smacksim
July 23, 2004, 21:18
Turn position at 2120. We have an MW to kill, a CP to move, and production choices to make. I started an Aldebaran Transport because I wasn't sure that our HQ should be making colony pods with such a better location right next door. Perhaps our HQ should provide infrastructure support for our CP factory to the West?

smacksim
July 23, 2004, 21:22
Turn 2120 is to #endgame or Geomodder. Whoever shows up first. I suggest we do get to sea and possibly colonize to the east if it's not yet occupied.

GeoModder
July 24, 2004, 02:30
I've downloaded the turn. I'll do the next 10 rounds then.

smacksim
July 24, 2004, 21:19
?

GeoModder
July 25, 2004, 02:44
Sorry, have a busy schedule this weekend. If you want progress, please go ahead and play the turns... I can only do them the earliest tomorrow (24 hours from this post).

GeoModder
July 25, 2004, 13:20
Played 'till the end of 2330.

Had troubles with a random occuring mindworm, he destroyed the former of Chaunk Cove.
Popped some pods around the bases, results were mixed. 1 extra AA came up, 2 spore launchers. The last must still be destroyed as you can see on the screenie.
Moved the Ogre with a colony pod near the Silicon Ridge. I meant the current location to be a base site, so next player can do so. It's on the crossings of our two neighbours and is a good one IMO with 2 nut tiles next to eachother plus the Silicon Ridge.
Constructed an extra scout in Noncomplicity (for the earlier mindworm) and changed back to a transport afterwards. Chaunk Cove constructed a new former and just finished a rec commons.
Outlaws is busy with formers as well.
Current research is Tacit Controls, and takes 12 turns.

GeoModder
July 25, 2004, 13:24
Here is the 2330 pressend save:

#endgame
July 25, 2004, 21:56
Looks like it's my turn, then. Might not be for a couple of days, but I'll see what I can do.

#endgame
July 27, 2004, 01:45
I now have the turn. Will play soon. Upload in about <18hrs.

#endgame
July 28, 2004, 00:11
Next turn. Not much happened.

smacksim
July 28, 2004, 10:30
Current turn order, as we played the first round.

Darsnan
Chaunk
Smack
GeoModder
#endgame

Darsnan
July 28, 2004, 10:47
Originally posted by smacksim
Current turn order, as we played the first round.

Darsnan
Chaunk
Smack
GeoModder
#endgame


I'm at work currently, so won't get to play the turn for about 8 hours from this post. If Chaunk wants to take his turn now (and possible SmackSim as well), why please feel free, and I will pick up this evening. Looking forward to seeing what everyone has done since I originally left off! :b:


D

Chaunk
July 28, 2004, 15:00
Originally posted by Darsnan
I'm at work currently, so won't get to play the turn for about 8 hours from this post. If Chaunk wants to take his turn now (and possible SmackSim as well), why please feel free, and I will pick up this evening. Looking forward to seeing what everyone has done since I originally left off! :b:


D

In view of this I've downloaded the turn and am playing now.

Chaunk
July 28, 2004, 15:51
2336 end turn - Wow so many doctors! Set one at survival to prevent riots. Unset the one at Outlaws and inlaws and rushed the CP for 33 ec. In reterospect this was probably too much, I could have gotten away with 20 ec, but this way we get 5 min carry over. I decided a second aldebran transport supported by noncomplicity base was too many, and changed to a CP. I know we said we should try to use that base as a production base, but rioting at size two cripples the base, so I'd rather have a new size one colony.

2337 - Tacit Controls.. Chose Psionics as our next tech. Massivly expensive, 203 cost. We're making only 10 tech/turn! Expect the new tech in 19 turns. We need more bases. Outlaws and inlaws (OaI) produces a CP. Set to make another. Suggest we resource pulse it, alternating between working the forest nut square and the forest min square when it's size 2. The base won't starve providing there's at least one nut in the box. CP at Chaunk Cove (CC) rushed for 5 e.c. I note we're not using stockpile so I've not inserted it into the queue. Our might is wanting.

2338 - Our might is unsurpassed :D Hero's Waypoint (HP) built. Our transport pops an aldeb rover. Start moving to the largish continent to our E. Decide to pick up a CP on the way. Also decide to hopefully rehome the tansport to CC. The 1 min drain at Noncomplicity base (NB) is too much since it's production is tiny anyway.

2239 - Dozer factory started by Peacemakers. One already under construction by the Universality. Down to potent :( Formers rushed at Survival for 16 e.c.

2340 - Infiltrated Peacenik datalinks. Bah! Aldeb rover landed on Eastern continent. Already claimed by galactics :( Decide to set sail with CP for largish island to our north. Should be room for 4 bases on it. OaW grows next turn, set doctor.

2341 - Disband scout supported by OaW towards CP at Survival. The base grows in 10 turns yet produces CP in 11. We could end up with significant drone problems there. Nothing much happens.

2342 - back to unsurpassed :D Nothing of great note...

2343 - The peaceniks have only 1 military unit on land... So tempting to start a war. In fact, I will as soon as the transport has dropped off it's CP. Which it does this turn. ARGH! There's a roaded farm on the island. Unless Smack has been prefarming, we've made contact with someone :( Unload rover to try and see who. Sir Lindly of the Lovers. Doubtless will hate us because we've got little military presence. He's quarrelsome and demands Information Networks... Hmm. I refuse. Planet isn't big enough for the both of us says he, before I can see his multiple 2-2-1's and 2-1-2's in his base. ****! Rover will doubtless be destroyed, hopefully the CP will survive though :( OaW produces a CP next turn.

2344 - Neither rover nor CP were attacked. Stupid ai... Both were removed from the island.

2345 - Rover unloaded onto the northern part of the large continent to our east. Discovers a universality mindworm. No contact as yet due to bounce out of fungus. Decide to give up on attempt to land CP on virgin soil and bring it home :rolleyes:

2346 - Start bringing home CP, bump into an IoD. Ho hum! Unload CP for safety. If worst comes to the worst, it'll make a forward base against the univerality. It's still supported by the aldeb rover after all. Varius terraforming objects finished. No rushing done this turn as yet, leaving that for my successor.

Notes:

My intention for the CP near silicon ridge is to make a base where the former is to try and grab a bit of land back from the peaceniks. Survival will grow in 3 turns, don't forget to set a doctor in 2. Lets try and bring the CP and aldeb rover from up north home, but we may not be able to. Expect a navel attack from the lovers soon.

smacksim
July 28, 2004, 16:01
Great details. I get a good impression just from reading it. Sounds like we are surrounded! Maybe a nice quick war is in order....

Keep in mind that a base only needs 3 pop to use specialists, if the doctors are giving you a headache.

Chaunk
July 28, 2004, 16:39
It's not that doctors are giving me a headache, just they're annoying. The best way of dealing with a drone at size 2, is to make that into 2 size 1 bases IMHO. Our cash flow is so poor that it's almost impossible to do that consistantly though. NB has had a doctor for almost all my turns :(

GeoModder
July 28, 2004, 19:07
What happened with that CP and Ogre I put on the edge of the Silicon Ridge? Couldn't a base be founded there?

Darsnan
July 28, 2004, 22:10
Originally posted by GeoModder
What happened with that CP and Ogre I put on the edge of the Silicon Ridge? Couldn't a base be founded there?

The Battle Ogre is in our base "Survival" on the Silicon Ridge. The Ogre is 70% damaged.

Originally posted by Chaunk
It's not that doctors are giving me a headache, just they're annoying. The best way of dealing with a drone at size 2, is to make that into 2 size 1 bases IMHO. Our cash flow is so poor that it's almost impossible to do that consistantly though.

Oh Chaunk,
when will you ever give up your Morganic ways! :shame: I spent a total of 8 EC's during my ten year tenure. Our Faction is now relatively "flush" with a whopping 68 EC's! :dance: Regardless, I agree with and have embraced Chaunk's approach of dividing bases down into non-Drone producing bases. The following is a synopsis of my ten turns:

2347:
- gave Universalis' Tacit Controls so that their MW wouldn't kill our beached CP @ 59/21.

- Galactics transport w/ troops sunk by IoD @ 40/40!?! :eek: That was too close for comfort, IMO!

- boarded our CP and rover and headed towards pod @ 51/21.

2348:
- More Drone Riots.... :argue:

- native IoD @ 41/39 destroyed by Galactics Heli!?!

- Fierce Vengence founded @ 18/28.

- brought our one Probe Team back to Survival, reason that it is our only defense unit currently.

- our transport podded a kelp farm @ 51/21... :angry:

2349:

- Vendetta w/ Riley..... Can this get any worse.... :(

- podded Batle Ogre MK1! :b:

- We Will Not Comply founded @ 38/40.

2350:

- Universalis builds Dozer Factory.

2351:

- Built Secrets and Lies @ 33/29 with CP from transport.

2352:

- moved Ogre into our HQ, and we still can't support two workers without Drones!?! :mad:

2353:

- Psionics discovered. Have decided on "The Chironator" for our next tech, due in 14 turns. I made this decision based upon the fact we need defensive capabilities, IMO. We live on a long peninsula which is easily invaded either by sea or land at many points, and so we need a quick riposte to an invasion, so as to ready ourselves in case of another invasion on a different front in the immediate years following. Because the Galactics possess a chopper, we can't just depend upon NL's to defend this border (or offer as riposte to an invasion), nor can we defend our western border effectively with mindworms against the Colonists who already have 3r armour. My reasoning on the subject.

- I have brought our transport to Chaunk Cove and started building a Shroud there with the intent of infiltrating the Galactics so as to be able to judge their strengths against us.

2354:

- not much....


As I leave off, some parting thoughts:

1. Too many Drones! I would say for the short term ignore nutrient bonus squares, farms, and anything that gives our Factions an above average nutrient bonus.

2. I have initiated in several cities Probe Cruisers. Please build them, and lets explore the high seas!

3. Infiltrate the Galactics: we really need this, as they were flying their chopper over our eastern coastline more often than I liked!

4. I have constructed a road between Survival and Fierce Vengence on Silicon Ridge. Essentially this position mirrors Kesselring's Winter position in Italy in 1944, only in reverse. Essentially with the road build, we can easily ferry troops back and forth between any threatened front in this sector. We can also use these bases to quickly concentrate our forces for an attack. I suggest finishing building the road infrastructure I have undertaken along the spine of our peninsula.

Good luck and look forward to seeing how our empire expands! :b:

D

smacksim
July 29, 2004, 02:43
2355:
Addded Stockpile to unit build queues. Set garrisons --> Hold, from Sleep. What's up with that?
Switch to State Economics for Police and Industry. No more doctors. In my current build, State = 2 Police, 1 Industry -2 Efficiency.


Objectives:

Find Matsumura. Get a governor elected. Start trade, which will pacify the AI a little bit.
Find new base sites. There must be free land somewhere! Perhaps it's time for sea-colonies?
Pacify our neighboring Galactic Colonists, if possible.
Continue terraforming infrastructure.

2356:
Made Peace with Galactics in exchange for Social Controls. Continued builds. Moved Transport out to sea. Lindly of the Lovers has started the Field Institute!
Founded Defiance Freehold. All but two of our citizens are drones by nature. Ack.

2357:
Founded Persist and Persevere. The clever Peacenik Former is making a road across our territory to her base 'Raja City' at the south end of Silicon Ridge. Quite nice of our pactmate to include us in her plans.

Mindworms landed next to We will not comply. Killed the worm, but Darn, there's a spore launcher sitting on the IoD. Must make a navy to deal with this...

Notice that the Galactic's Capital is not Aldebaran One, which means they lost it, possibly to the Syndicate? We'll have to explore their lands a bit more. Now that we have some peace, it shouldn't be a problem...

2358:
Shroud, Formers, and 2 Scout patrols finished. Starting on a laser destroyer in our new base, Agreement by Force. Spore Launcher took out a forest. No big deal.

Librarian in Survival base takes care of the extra drone (size 3). Still no doctors needed.

Two probes now boarding the ferry in Chaunks Cove. Will infiltrate the Galactics, then go steal techs from the Lovers. Who cares if they hate us. They are far away and have Zak and Riley as neighbors already....One note: I would have started a Secret Project instead of the probe-cruiser at our base with the nut+mineral bonuses. But I'm finishing the probe-cruiser as Darsnan requested.

2359:
Syndicate secret project 'The Bank of Aldebaran' is nearing completion. Ho hum.
Galactics started project 'The Shroud Guild'. Two forests grew. Go trees, go.
One shroud built.
Rushed former at Secrets and Lies for 11 ECs. We now have 72 ECs.
Starting another Transport in Chaunk Cove. We'll send this full of probes around the south end of the galactic empire, looking for Matsumura. Normally I'd be building probes to help rush-build a secret project or two. But we're a little behind on that front, so let's get tech parity and get the next batch of projects.

2360:
Syndicate finishes the Bank of Aldebaran
Former completed in Secrets and Lies. Starting Scout.
Generally I'm aiming for building rec commons everywhere. That way we can get our core bases growing without drones, and possibly with more specialists. We need the Huge Gnome Project!
I leave it to you to choose targets for our 2 probes....perhaps infiltration is enough this mission?
Rushed Former at We Will Not Comply: 13 credits. We now have 69 ECs

smacksim
July 29, 2004, 02:50
Our Western Empire as of 2355, fifty five years into the game and we have 10 bases. At 2360 we have 13 bases:

smacksim
July 29, 2004, 02:51
2355 Eastern Empire:

smacksim
July 29, 2004, 02:54
Turn to GeoModder

GeoModder
July 30, 2004, 17:04
MY 2360

- Infiltrated the Planetlovers, and stole the Charinator from them. We're at vendetta now, partly since I couldn't get out of the probe screen again to take a look at who better put the blame for the tech steal.
- Hurrried former in Hero's Waypoint and the Probe Destroyer in Outlaws and Inlaws.

MY 2361

- Hurried the transport in Chaunk Cove.
- Let all free formers start on roads or forests.

We're at war with the Planetlovers, and they already have a transport an a laser destroyer next to We Will Not Comply.

MY 2362

- Infiltrated Riley.
- Traded Field Sciences with Riley and mediated a Truce between Riley and the Universilaty.

MY 2363

- started Cascading Networks (Field Sciences was the previous).
- hurried some rec commons and formers

MY 2364

- Transport with 3 shrouds on the way to the Planetlovers intercepted by a laser destroyer.
- Tried to take out that IoD with the laser destroyer from Agreement by Force, failed.
- Started the Shroud Guild in our capital, have not used the AA's yet, perhaps the next player sees better need for another project.

Frankly, I have no clue whatsoever anymore what and how I have to play this game, I better stop with it before I wreck it completely for you guys.

Lord Raptor
July 31, 2004, 14:17
I have been watching with great interest the development of the game since it started. It is very interesting, and I'm really having a ball trying to guess the next moves being played bay the players. I have one objection, though. I think it would be a lot more interesting if every 10 or 15 turns, the poster would also post pictures of the empire so far, and also, the statistics tables, in order for a more "visual" game, for us guys that are sitting on the side. Kinda like smacksim is doing, but a little more information. And every 20 or 30 turns, maybe a series of pictures showing the disposition of forces in and out of the empire. What do you guys think? Just a thought.

GeoModder
July 31, 2004, 14:40
Join in, I would say... ;)
Besides, the game is not password protected. Nothing stops you from downloading it and opening in the Aldebaran mod.

Darsnan
July 31, 2004, 20:14
Originally posted by Lord Raptor
I have been watching with great interest the development of the game since it started. It is very interesting, and I'm really having a ball trying to guess the next moves being played bay the players. I have one objection, though. I think it would be a lot more interesting if every 10 or 15 turns, the poster would also post pictures of the empire so far, and also, the statistics tables, in order for a more "visual" game, for us guys that are sitting on the side. Kinda like smacksim is doing, but a little more information. And every 20 or 30 turns, maybe a series of pictures showing the disposition of forces in and out of the empire. What do you guys think? Just a thought.

Heah Lord Raptor,

This is a good idea and I'll see about doing this in the future. Essentially during the week why I am relatively busy, and so don't always have the time to flesh things out as much as I'd like, but I'll make a more conscious effort in the future.
I also picked up Photoshop today, so I'll see about editing some pics for the mod as well! :b:

D

smacksim
August 1, 2004, 06:16
I don't know about the rest of the team, but while Smack is constantly tweaking and updating things, I don't see the need to take really close detailed notes, as strategies are always in flux. Oh wait, I'm Smack. :)

But I do agree that reading the old Succession games is quite enlightening because a lot of players do analysis while the game is going on. I think of this game as a bit more relaxed, and giving us all a venue to complain about how tough this or that faction is, or to suggest improvements. I've already begun to think that the United NonComplicity Front's (The Outlaws) -2 Police penalty is too high. We are veteran players and we are finding it to be quite painful. Their bonus's are not that strong +2 Eff, +2 Probe, so why not just get rid of their penalty altogether? We shall see.

Thanks for the input too. And Darsnan, glad to hear you have the editor of editors. It's much fun!

Turn, I think, is to #endgame.

-Smack, from vacation...

#endgame
August 1, 2004, 06:32
I'm going to pass for this round, and pick up on the next cycle in ~20-30 M.Y.s. RL calls and sometimes can't be ignored.

Darsnan
August 1, 2004, 08:48
Originally posted by GeoModder
Frankly, I have no clue whatsoever anymore what and how I have to play this game, I better stop with it before I wreck it completely for you guys.

All right, if GeoModder has backed out of playing then I am probably up next. I'll get to the turn in about 4 hours or so.

D

Lord Raptor
August 1, 2004, 13:17
Thanks for taking my thoughts into consideration. :) The reason I can't join is the fact that I don't have SMAX. I couldn't find it in Romania, and I haven't downloaded the Aldebaran mod. I'm looking forward to the next moves.

Darsnan
August 2, 2004, 22:33
Originally posted by Lord Raptor
Thanks for taking my thoughts into consideration. :) The reason I can't join is the fact that I don't have SMAX. I couldn't find it in Romania, and I haven't downloaded the Aldebaran mod. I'm looking forward to the next moves.

Have you tried E-Bay? I know for a while the SMAX disks were high priced, but now they should've come down in price since the release of the Laptop Collection CD's.

Anyways, onto the report from a tumultuous 10 years!

2365 Observations:

- Raja City surrounded by Colonist troops.
- Galactics base of Ta Chu is building a transport in 2 turns and the base is full of troops!
- I'm starting the turn with a whopping 13EC's. So much for fiscal restraints I initiated on my last turn, eh guys! :shame:

2366

- podded free Rec Commons @ Agreement by Force! :b:
- Redirected Outlaws and Inlaws to build a Tokamat and moved 3 artifacts to city. I agree with the comment previously that this city should become our SP city, and so am setting it up to be Drone proof, at least for the forseeable future.

2367

- traded with Peaceniks for Colonist map by giving them Field Sciences. Rejected tradnig further at this point.
- Colonists are building worms in 3 of their 5 cities currently!
- Planetlovers land two 4/2/1 Infantry and a 4/1/2 rover next to Chaunk Cove! :eek: I've moved several Formers, the Battle Ogre out of our HQ base, and our rover towards Chaunk Cove.

2368

- Chaunk Cove falls to the Lovers! :mad: Oddly enough the 2 4/2/1 Infantry have remained outside the base, so that my Ogre kills the lone rover that is in the base. I've retaken Chaunk Cove with our rover and stuffed the city with 2 Formers as well.
- Probe Cruiser gets washed out of the Sargasso by a tidal wave and ends up way farther south. The cruiser pops and IoD with another pod! :mad:

2369

- Lover Infantry destroy our rover and a Former in Chaunk Cove! One Former left in base, which goes into Drone Riots! :mad:
- Peaceniks call again wanting Zak's commlink for 30 EC's, which I accept. I also trade the Chironator for our current research tech of Sentient Algorhythms. For some strange reason my right index finger then chooses our next tech to be Information is Power !?! :confused:
- Peaceniks also gift us a heavily damaged Aldeb Garrison (1/2/1).
- Found base "The Quiet Rebellion" @ 18/20.
- gamble and attack with my 2/3 movement points Ogre and destroy one of the Lover Infantry, but heavily damaging the Ogre. Move a new scout towards Chaunk Cove as well. Our Probe can't subvert the remaining Infantry unit - we're about 25EC's short.... :(

2370

- lost heavily damaged Ogre at Chaunk Cove to Lover Infantry. Still have 2 Formers in city plus scout(s) on the way!
- Still 20 EC's short to subvert Lover unit.....

2371

- lost a Former to Lover Infantry, but moved a scout into Chaunk Cove.
- Probe Cruiser pods an IoD. While trying to get away runs into another IoD. Only option is to move onto fungal square with pod, and yep, another f'ing IoD! Argh! :mad:
- 15EC's short for subverting Lover Infantry....

2372

- Lost Probe Cruiser to IoD, and lost a scout in Chaunk Cove causing Drone Riots as pop is reduced to one!
- 10 EC's short to subvert the Lover Infantry.....

2373

- lost last Former in Chaunk Cove. Scout still two turns away. Not good....

2374

- Chaunk Cove destroyed by Lover Infantry. CEO Chaunk is rumoured to have perished defending the base! :( Finally have enough EC's to subvert the 4/2/1 Infantry - a turn too late..... :shame:
- started building new CP @ "Agreement by Force" to replace Chaunk Cove. Suggest new name be "Chaunk Memorial" to our dearly departed CEO.....

2375

- Peacemakers call again (I think Sarita's got the hots for me! :naughty: ) . Offer Syndicate comm freq for Cascading Networks, which I accept (note: I am not contacting Syndicate on my turn - I'm leaving that to the next player in rotation).
-Sarita calls election for Governor. Electoral College consists of the following:

Lovers: 21
Matsumoti: 23
Zak: 32
Pacifists: 20
Us: 21

Zak calls me and asks us to vote for him in return for a donation of 100EC's, which I accept. We now have 109EC's in the bank! :b:

Observations at end of my turn:

- suggest start building "The Greatest Game" when we finish researching current tech in 2 turns. I've set up several "feeder cities" which are building infantry scouts which we can quickly move to the city and disband for the minerals.
-there is a Lover Laser Infantry outside Colonists HQ of "Colony Prime". The silly Colonists have panicked and stopped building an SP in order to rush a Chironator Infantry! :lol:

Anyways, sorry no pictures this time - been a long day, tomorrow I've got a 5km run, Wednesday I chase a little white ball, well, you get the idea....

btw SmackSim, how many more little blurbs have you put into the text files like the one I found tonight for "Informationnis Power"? :lol:

Anyways, after having repulsed ther first Lover assault group, I look forward to seeing how th rest of this turns out! :b:

D

smacksim
August 3, 2004, 09:09
suggest start building "The Greatest Game" when we finish researching current tech in 2 turns. I've set up several "feeder cities" which are building infantry scouts which we can quickly move to the city and disband for the minerals.

Probes make slightly better disbanders because they are free in the travels and consist of more minerals (less going to waste while building).

btw SmackSim, how many more little blurbs have you put into the text files like the one I found tonight for "Informationnis Power"?
:)

Geo, sounds like you got rather mauled on your turn. We might recover ;). So what are the team's thoughts on reducing the Outlaw police penalty?

Sounds like a **** of a turn. #endgame is busy. Who's up? Chaunk I think....yeah. Turn to Chaunk.

GeoModder
August 3, 2004, 10:11
Yeah, really did. :(

Luckily I've got better luck with the Planetlovers' graphics. Check the Creation section :cool:

Chaunk
August 3, 2004, 13:48
I won't be able to play this until tomorrow sorry. Whoevers after me (Smack?) feel free to jump in.

Lord Nword
August 9, 2004, 13:25
If needed I can jump in and play some as well...

Though this small base thing is new for me :scared: , that makes me at least as dangerous to the effort here as Geomodder claims he is :)

smacksim
August 9, 2004, 17:38
Jump right in. We're all learning :)

Lord Nword
August 12, 2004, 22:21
Sorry for the delay, but the mod is so much fun with it's challenges in my own games...

76:moving probes towards west. Building a road to the monolith, but not using it, since i'll assume that's what you guys wanted *shrug*.

Building another sensor near "The Quiet Rebellion"

The disbanding for minerals is new for me...:idea:

77: Got a secret's tech, "Information is Power". With that bonus, got the "Subplanet Structures", which allows 3+ minerals, perim defense, first impression, subs, subsurface environs, etc.

Going for "Projectiles in Practice" now.

Didn't use Network nodes when I switched to the Greatest Game SP

Contacted the Syndicate; got the Wheel for a tech of ours (didn't keep track, o well)

78: Primus Matsumura contacts me, want's to attack the Galactics, declined. Demands Chironator, I demand tech, no deal.
He found my unwillingness to cooperate disturbing :naughty:

The disbanding for minerals is SO slow... still at 61 turns to complete project:(

79: Mindworm appears at "The Quiet Rebellion." Easily disposed of my militia.

80: Colony pod built, but nowhere for it to go. Ordered a transport.

81: Sealurk approaching our base building SP. Militia are steadily being disbanded there.
Removing some fungus too.

82: Sealurk dies... militia upgraded, then put it as a defender instead of disbanding it (disbanded another one instead)

83: :zzz:

84: Yay, a mindworm!

85: Forest expands... yay.

Well that wasn't too hard, nor was it too exciting... *wanders off for food, drink and more comfortable seating*

Mart
August 17, 2004, 05:59
I could play some turns. Mod looks very interesting

smacksim
August 17, 2004, 19:05
Go for it. I just got back from vacation. Will be 12 hours till I can play a turn

Mart
August 17, 2004, 22:14
Thanks! :) I play to 2396 and submitt report and save game today.

Mart
August 18, 2004, 00:53
==== 2386 ==================

- Contacted Sarita. She wants Subplanet Structure (E3) for University territory. Refused. Update of a map - she is Pacted! Asked for research exchange. She agrees: Subplanet Structure (E3) for Human Ecology (E3). She has two more techs, but refuses further exchange due to current project The Transmitter Trials.

- Aldebaran transport hurried by 2 EC to allow for a new militia in 2 turns in Noncomplicity Base. Present militia dispatched for escort duty of a colony pod to establish new base at (39,35).

- Contacted Zakharov, who is solicitous. He informs that he just completed a chironator Rover (4-1-2). He asks for Subplanet Structures (E3). I agree if he discloses Weak Fields (C4). He egrees for this exchange. He is willing to exchange further. He wants Information is Power (D3) for Mental Harmonic (D3). I could choose Robotics (B3), but I stay with firdt offer. Unfortunately I have no other techs for exchange, so Zakharov says no for question to continue.

- Designed Psi Hoover 1e-2t-3. Current cost 27(prototyp 45)

- Designed new unit.ECM Psi Garrison 1-2+t-2. Current cost 18 (proto completed)

- Changed Econmy 50%, Labs 50% - no penalties. 8EC/turn, 28 Research/turn (23 turns)

==== 2387 ==================

- New base founded, Monolith Post. Militia from Agreement by force rehomed to this base. +1 Econ, +2 Research.

- Changes in base production, since Recycling tanks are available.

- Contacted Sarita. She refused tech trade for the same reason as the last time.

- Contacted Zakharov. Asked for Pact. Refused. Asked for tech for friendship, he wants to trade only and I have nothing for exchange.

- Hurried formers in The Quiet Rebellion and We Will not Comply for 4EC + 6 EC. Hurried Shroud in Survival for 13 EC. Hurried Probe cruiser unit in Speak Softly for 13 EC.

==== 2388 ==================

- Noncomplicity base recycling tanks hurried for 34 EC. next Network node

- Sent Probe cruiser in Lindley direction.

- Contacted Sarita and Zakharov. Both refused tech trade for The Transmitter Trials reason.

- Lindley has Robotics (B3)

==== 2389 ==================

- Forest expands near Defiance Freehold

- Economy +10 EC/turn, +34 Research/turn (19turns). Commerce rate 3, Commerce income 9/turn.

- Risked to contact Riley of the Galactics. They ask for help in war against Colonists. I rufuse. They have Rail speeder 6-1-2. Reily asks for Subplanet Structure (E3). I agree if traded for Projectile in practice (C4), but they refuse and claim Outlaws arrogant for not releasing (E3) tech. I ask for Peace with Syndicate, they agree. They sign treaty of friendship.

- It appears that Syndicate mood improved from Obstinate to Ambivalent, so I contact them. They want Mental Harmonic (D3) but I say only for Field Manipulation (C3). They refuse. I trade Mental Harmonic (D3) for friendship treaty, they agree. I hope for further improvements of relations. They refuse trade tech as they are building Transmitter Trials.

- Rec tanks hurried in Survival for 22EC. next Network node

- Rec tanks hurried in Hero's Waypoint for 36EC. next Network node

- Spoted 2 tiles north-east from Secrets and Lies cruiser transport with 6e-3r-1; 6-1-2; (6)-1-1; 1-3+r-1. Invasion force? I hope it will be turned back since there is peace now, but there is problem - are they still in fight with Colonists? they signed friendship with Syndicate - it was the only option for peace - no Colonists there???

- Sarita refuses tech trade - Transmitter Trials. Zkharov politelly refuses to speak!

==== 2390 ==================

- Universality almost completed Transmitter Trials

- Galactics start Transmitter Trials

- Galactics start Huge Genome Project

- Syndicate discovered Transcendent Practices - burst of research

- Matsumura of Syndicate start Ascetic Virtues

- Contacted Zakharov - he refused research trade.

- Economy +14 EC/turn, +37 Research/turn (17turns). Commerce rate 3, Commerce income 13/turn.

- Destroyer Probe on tile (43,13) in fungus - 2 tiles from Lindley base Flowers Preach. He has 2 techs unknown to us.

- Galactic transport stays in the Secrets and Lies base area. I hope they will not attack. Apparently locked by something if wants to attack Colonists.

- Designed Chironator infantry 4-1-1 (18) and Chironator Tank 4-1-3 (36(proto54))

- Tender Forest (Universality) builds Transmitter Trials.

- Zakharov starts Greatest Game

- Peacenik redirects to First Impression

==== 2391 ==================

- Forest expands near Hero's Waypoint

- Lindley Planetlover transport spoted on (41,39) empty. Galactic transport no move, and there is another Chironator Cruiser (Galactic) (4)-3r-5 near We will not comply.

- I contact Sarita, as soon as commlink opens she offers Field Manipulation (C3) for Weak Fields (C4). Then Gastric Frontiers (E2) for Mental Harmonics (D3). 2 new techs!!!

- I contact Matsumura, as soon as commlink opens he offers Nautical Traditions (C5) for Subplanet Structures (E3). Then Commercial Applications (B2) for Cascading Networks (E2). He wants Information is Power (D3), but I say only for Transcendent Practices (D4). He refuses but offers Pact. I agree. Then I ask for tech trade, he refuses coz of Ascetic Virtues. Transcendent Practices (D4) is the only tech he has but we don't. anyway 2 new techs!!! Matsumura is magnanimous now!

- Zakharov refuses to speak. not good.

- I contact Galactics. They ask to join war against Colonists. I refuse. They ask for Nautical Traditions (C5) but I say only for Projectiles in practice (C4). they refuse.

- I have choice now - steal Robotics from Lindley or wait for possible tech trade with Zakharov. Lindley may not have any better tech for long so I decide to conduct Probe action. I make clean gateway (100%, 75%) but probe team compromised.

- I try Zakharov once again - no response. Galactics - the same story as last contact with them.

- Rec tanks hurried in Defiance Freehold for 14EC. next Network Node.

==== 2392 ==================

- Matsumura convenes planetary council - Governor

Lindley 30 votes -> Zakharov
Matsumura 35 votes -> Matsumura
Zakharov 47 votes -> Zakharov
Sarita 24 votes -> Matsumura
Awen 27 votes -> ??

Zakharov (current Gov) 77
Matsumura 69

Zakharov wants to bribe me 150 EC. Cheap freak! He refused to trade Robotics, which costed me Probe Destroyer. 150 EC certainly does not offset this. We are pacted with Sarita and Matsumura, so I go fo this side.

Zakharov 77
Matsumura 96 Elected!

- Economy +34 EC/turn, +54 Research/turn (12turns). Commerce rate 4, Commerce income 49/turn. Reserves: 67

- Rec tanks in Speak softly hurried for 14EC. next Network Node.

- Colony Pod in Agreement by Force hurried for 2EC. next Recycling tank

- Network Node in Survival hurried partially by 14EC. next Colony Pod. Reserves: 37

- I contact Zakharov, he is cooperative. Now when he is no longer Governor maybe he is nicer man. I want to trade tech. He offers Projectiles in practice (C4) for Nautical Traditions (C5). Done. Further Field Modulation (C5) for Commercial Applications (B2). Done, but he turns off the commlink after that. Probably we have no more techs fo trade.

- I contact Matsumura in hope for tech trade - no luck.

- Renaming Monolith Post to Chaunk Memorial. Just noticed that note.

- Difficult decision about new tech after Projectiles in practice (C4) were acquired. There many good choices, but I decided that defences, and in particular land defences are crucial at the moment, thus command structures selected. ready in 2 turns. Unfortunately there was no Quasi Autonomy to choose.

- Buffer Sentinels designed 1-3+tr-1, ECM Psi buffer resonance 3 armor infantry unit for base defences. cost 27(proto 45).

==== 2393 ==================

- Rec tanks hurried in Quiet Rebellion for 16EC.

- Rec tanks hurried in Fierce Vengeance for 22EC.

- No luck in attempt to tech trade with Syndicate.

==== 2394 ==================

- Some environmental changes near Defiance Freehold due to Syndicate actions.

- Command structures researched! Next technology Quasi Autonomy (E4) -> supply transport. total cost:1744, 28 years to completion.... very long.

- I switch building in Outlaws and Inlaws to Command Nexus 235/270. Ready in 4 turns! Then bases can start to build higher quality defensive troops. It's time for it.

- I decide to attempt to acquire a tech from one of the alien artefacts. With luck it will be Quasi Autonomy!!! AA leaves for Noncomplicity Base.

- Production in Noncomplicity Base now switched to Skunkworks. It will be useful for new prototypes.

- Rec tanks in We will not Comply hurried for 18EC. next Network Node.

- Contacted Zakharov. He asked for Command Structures (C3). I could choose for exchange for Planetweapons, but I think Command Nexus is too important. I prefer to trade it after the SP is completed.

- Matsumura as usual refuses to tech trade coz of Ascetic Virtues.

- I gift Robotics (B3) to Sarita. Hopefully she switches for something usefull so we can trade later.

==== 2395 ==================

- AA gives The Planet Pill (D4). No Quasi Autonomy...

- Chironator infantry design 4-1-1 upgraded to Rail Squad 6-1-1, cost 18(proto 27)

- Rail Battery designed (6)-1-1 cost, cost 18(proto 27)

- Rail Tank designed 6-1-3 cost 54 (proto 81)

- Building in Outlaws and Inlaws set to after comand Nexus -> Rec tanks -> Greatest Game again. Hopefully this project will be completed when supply units are going to be built. First construction of mines has already started and mineral restrictions are already lifted.

- Recreation Commons in Chaunk Memorial hurried for 16EC. next 2 former units.

- Recycling Tanks in Secrets and Lies hurried for 28EC. next Network Node.

- New Colony Pod from Survival moving towards (23,19) to establish new base on the peninsula. Escorted by Ogre MK I.

- Matsumura refuses to tech trade - Ascetic Virtues.

- Sarita switched to Transcendet Practices (D4)

- Zakharov is now Solicitous, so I asked him for Pact - he refused. I refused earlier for his request for Command Structures.

==== 2396 ==================

- Sarita almost completed First Impression

- Lindly starts First Impression

- This time Planetlovers have changed rainfall near Defiance Freehold.

- Economy +39 EC/turn, +67 Research/turn (27turns). Commerce rate 4, Commerce income 54/turn. Reserves: 78

====================================
Some final remarks from leaving government of United Noncomplicity Front.

- Completion of Command Nexus in 2 turns recommended. Presently it is 257/270, and base has 11 minerals/turn. It is possible to make Command Nexus in 2397 for only 8EC (sp are priced 4EC/mineral). I leave this decision for next player.

- Recommended not trading Command Structures (C3) before Command Nexus completed.

- After command facilities are present in every base from Command Nexus, production of high morale Buffer Sentinels 1-3+rt-1, prototyped in Noncomplicity Base where Skunkworks will be completed soon (4 turns). Possible hurrying of this structure is proposed for the next turn - in order not to exhaust all EC reserves in this turn. Right after that Buffer sentinels - they cost only 3 rows!

- Present United Noncomplicity Front military is very weak and seething Galactic forces nearby may find it an easy prey.

- Mass construction of Network Nodes in almost every base will allow soon for accelerated research - thus Quasi Autnomy (E4) might be completed faster than in 24 turns. It is needed as soon as possible for reinitiation and fast completion of Greatest Game Secret Project. Zakharov is building Greatest Game SP from 2390!

- According to last remark, it is recommended to consider using 2 remaining Alien Artifacts for connecting to new network nodes (Noncomplicity Base is already used for that - the only one). Possible obtaining of Quasi Autonomy from them - this would be much better than using AA for SP - if succesful IMHO.

Presently leaving United Noncomplicity Front Government thanks for wonderful 10 years!

smacksim
August 21, 2004, 11:41
Going to play the turn now...with Aldebaran 2.1

smacksim
August 21, 2004, 16:05
2196: After some production changes, I launched our navy (A single transport!) with a probe team, from Secrets and Lies. I promptly have Riley of the Galactics demand Command Structures. I refuse and head north. I find the Planetlover Navy. Lindly also demands Command Structures. I refuse. He offers truce (cowardly). Our scout patrol army heads to Secrets and lies to defend the incoming invasion of (2) 6-1-1 arty, and (1) 6-3r-1 Galactics.

2197: A galactic Chironator Cruiser pulls up to our transport. I sell off a Tokamat facility to pay for the pleasure of subverting the cruiser at sea. The cruiser crew head back to S+L to defend vs. Arty. Our MW kills one arty unit and is promoted to pre-boil. Scout Patrol #3 is designated defender.

Production continues. I've switche to building the HGP instead of the Nexus as I believe we can have both this way. Probe teams moving East to invade the Galactics and steal their 3 techs.

2198: Close call. I see that the Planetlovers are retreating 2 invasion forces. Good thing we have a truce. Our cruiser defends vs. the arty, kills off the Galactic transport. The MW kills off another 6-1-1, and our disciplined scout patrol finishes off a badly damaged 6-3r-1.

Building another transport in the south to carry CP's to the southern continent.

2199: Founded Ploy Station on our NW peninsula. Moving 4 probe teams around the coast to invade the galactics with probe actions. Bases working on Net Nodes and probe teams to get ready for a run at the Greatest Game

Stole Matter Transmission, Sapiens Galacticus, The Fungus Amongus, and ? from Ghast Hold and Ta Chu (Galactic). 3 Probe teams promoted to Elite, 1 lost. Not bad.

Call for Global Trade Pact. Everyone agrees.

2400: Started Rail Tank at NonCom Base (Skunkworks completed). Rushed Transport, Rec Tanks. All bases will have, or be working on Net Nodes next turn. Shuttling extra scouts south to go across the sea with our CP.

Tech: 11/16 years left to get Quasi Autonomy (crawlers). Generating 116 labs/turn.
Econ: Sliders remain at 50/50 == +68 ECs/year.

2402: Galactics pronounce vendetta on the Universality. This should keep those ******** occupied. Sending 2 probes up to the Universality to infiltrate and steal from the Galactics

Four turns till HGP. Eight turns till Quasi Autonomy.

2403: Universality about to finish the Greatest Game. Darn. We'll just have to take it from them....We could rush it, but it would use both our AAs, 2 probes (in range), and all our EC's. Have to let it go.... Rushed the HGP by disbanding a single Probe Team.

Traded Illicit Controls for Adaptive Doctrine (Foils) with the Syndicate

2404: Uni builds GGame. We build HGP.

2405: Communications disrupted due to atmospheric haze....

Galactics land a 6-1-2 at Chaunk Memorial. Have Scout, Elite Rover, and MW ready to pounce. They have a 6-1-1 arty on an Isle of the Deep there too. Good thing we're building some 1-1-7 empath foils....

Stole Transcendent Practices from Nu-Data Labs of the Universality. Framed Lindly! (Gotta love Elite Probe teams)

Landed CP, MW, police on southern continent. Discovered Manifold Nexus

Switched from State to Utopian Economics.

2406: I finish my decade with things looking up. It's time to ICS, whether at sea or on the southern continent. Green looks a tempting SE choice, now that we have +4 Efficiency.

Labs: 2/9 turns remaining till Crawlers 213 labs/year
Econ: 83 ECs per turn

Recommend: Focus on SP building and ICSing with sea-colony pods. Switch to Green (?)
B-line to clean reactors for invading our enemies. It's not really worth it yet...

Darsnan
August 26, 2004, 19:57
bump - whose turn is it anyways?


D

smacksim
August 26, 2004, 20:10
Since Chaunk has been on sabbatical, whoever's ready can go right ahead IMO. Endgame or Darsnan are likely for the next turns...

Darsnan
August 27, 2004, 19:56
MY 2406

- Probed Galactic Rail Arty at Chaunk Memorial.

- built "Galactic Downfall" at Nexus - +1 Planet baby! :b:

- cashed in some probes to rush build a Sea Former @ Outlaws and Inlaws. I still feel this is our best base for building SP's, and so will continue to build infrastructure/ etc. to support this.

MY 2407

- upgraded worm and Rail Tank at monolith as I'm still expecting attack.

- popped pod near Galactic Downfall and fell thru interdimensional gate. In retrospect, this now leaves our base at the Nexus undefended from Probe action. FYI.

MY 2408

- researching "The Seeker Disturbance" in 12 turns.

MY 2409

- popped pod near Galactic Downfall giving a river!

MY 2410

- used amp gun foil to kill a Galactic IoD

- shifted from 50/50 Econ/ Research to 30/70 as we had 650EC's at the time, and are earning good income.

MY 2411 - MY 2415

- rush-building ASU's, and built a kelp farm/ tidal harness next to Outlaws and Inlaws.

- fighting a small naval war against the Galactics along our east coast. They have several rail gun cruisers in the area (their currently going for repairs as I've inflicted some damage on them). I've also stationed several rail gun tanks just behind Chaunk Memorial and the base just south of it so we can easily counterattack if necessary. FYI.

Beginning of MY 2416

- chose new tech "The Bernouli Effect" in 8 turns (needlejets!).

We are now moving steadily up the Power Graph, and are in good shape. I'd say my one mistake is leaving our Nexus base unprotected from probe action. Please move to remedy this. Good luck to the next player in sequence! :b:


D

Lord Nword
August 27, 2004, 23:41
Well i'm glad i'm not the only one that had so little to say during my tenure...

I don't think i'll be doing the sucession game in the future. It's clear to me I much more prefer SMAX as single player or hotseat with a friend.:)

Mart
September 2, 2004, 02:58
Is Endgame around?

smacksim
September 2, 2004, 13:16
He's a weekly poster, but if you're itching to play the turn, I say go for it...

Mart
September 3, 2004, 06:33
I think I will wait for Endgame some time more... :)

Mart
September 7, 2004, 03:05
Ok, just started the game, soon a report and the save file

Mart
September 7, 2004, 06:29
========================
Year 2416

Just a quick overview.
Science:
Outlaws - 387 (8 turns)
Lovers - 54 (9 turns)
Syndicate - 199 (6 turns)
Colonists - 25 (7 turns)
-
Galactic - 41 (24 turns)
Peacenik - 41 (20 turns)

Economy:
Outlaws - +58
Lovers - +7
Syndicate - +140
Colonists - +12
-
Galactic - +12
Peacenik - +10

No communication. :(
Enacted Green Protocol
Destroyer Probe spoted Lindly transport north-east from Secrets and Lies
Two tiles to the east Galactic rail cruiser. 212 cost to subvert, Hmm... nope.

Designed Ampli-Skimmer 1e-3pt-3, cost 54 proto complete
Designed Rail A3 Destroyer (6)-<1>-5, cost 45, proto complete

Syndicate announce the loss of Komoru to the Colonists

Lost Probe Destroyer - Galactics...

========================
Year 2417

Designed Probe Sub Foil. Does bathymetry help here? I have heard AI always sees subs. Anyway this one is underwater. 0-1-7

Sub, cost 72 proto complete
Enacted Military Production

========================
Year 2418

Galactic Chironator Cruiser and AAA Rail Cruiser east from Chaunk Memorial.
Outlaws and Inlaws builds Command Center
We will not Comply builds Maritime Factory
Artilery from Chaunk Memorial bombards AAA Rail Cruiser - 30% damage
I move upgraded Rail A3 Destroyer to a fungus tile 2 tiles south from Galactic Fleet. Long range fire duel won with

Chironator Cruiser which sank. Rail A3 Destroyer 30% damage.
Attacked Fungal Tower on eastern shore of Manifold Continent. 70 EC.

========================
Year 2419

Solar burst - triple energy.
Lost Rail A3 Destroyer which was 30% damage.

========================
Year 2420

Pod near south pole gave a new scout rover - dimentional shift
Another Fungal Tower on Manifold continent defeated - 70 EC.

========================
Year 2421

Atmospheric Haze Ended. Communications restored.
Primus Matsumura opens commlink. Asks for help against Colonists, and he is noncomital. I have to refuse, there is no strong

Army near Colonists territory. He becomes Ambivalent, but proposes to exchange Planetweapons (D4) for The Hunter Disturbance

(D4). I go for it.
I hurry Secret Project to Command Nexus - ready next turn.
I contact Sarita - she wants The Hunter Disturbance (D4) for Pseudopsionics (D5). I trade it.
I contact Zakharov - he ask for joining his war against Lindly - no, we have a truce. And he has Rail Tank. Scary...
He wants Adaptive Doctrine (C6), yes but only for Planetpark (D6). He refuses. Goodbye.
I contact Lindly. He ask if I would join his war against Zakharov. No, it's impossible. He wants Command Structures (D3), but

I will agree only for Planetpark (D6). He does not trust me, but offers Treaty of Friendship - yes. Then I ask again, if he

techtrade, no, cause of secret project Manifold Harmonics?

Votes:
Outlaws - 48
Lovers - 50
Syndicate - 57
Zakharov - 76
Peacenik - 37

========================
Year 2422


The Forest (Universality) builds The Manifold Harmonics.
Zakharov attempts to build Command Nexus.
Sarita opens commlink. She wants Nautical Traditions (C5) for Bernouli Effect (C5). I offer Adaptive Doctrine (C6). She

agrees.
Found new base on Rebellion Island - Duap Station.
Designed Rail Invaders 6~-1-1 Nauti, cost 27 proto complete.
Designed Rail Penetrator 6-1-10, cost 36 (proto 72)
Designed Rail Tactical <6>-1-8, cost 45 (proto 81)

Research switched to Chirons Legacy(E4).
Contacted Zakharov, but he does not want to tech trade.
Contacted Lindly. I trade Planetpark (D5) for Command Structures (D3). He wants The Hunter Disturbance (D4), but I refuse. He

asks for Pact, but only if I attack Zakharov. And it's Zakharov who is agressor.
I contact Zakharov, but he dos not want peace with Lindly.

========================
Year 2423

Really nothing interesting...

========================
Year 2424

Colonists start Nautical College
Zakharov pops in, he wants a oint attack on Lindly. Refused. He wants 125 energy, but goes well with 60. Zakharov admits,

that he has no technologies unknown to us.
Chiron Legacy discovered. Next Practical Genetics. Ready in 10 turns.
We are pretty the best technologically.


========================
Year 2425

Really nothing interesting...

========================
Year 2426

Galactics start Nautical college.
Established new base on island west from Rebellion Island. Zetro Station.

Science:
Outlaws - 388 (9 turns)
Lovers - 89 (7 turns)
Syndicate - 260 (5 turns)
Colonists - 21 (8 turns)
-
Galactic - 109 (10 turns)
Peacenik - 78 (11 turns)

Economy:
Outlaws - +103
Lovers - +20
Syndicate - +154
Colonists - +12
-
Galactic - +27
Peacenik - +16


========================
Some final comments:
Planetary governorship is in our grasp. Syndicate has only 62 votes, and we have 56. In next 10 years it is possible to grow enough to start in elections.
All factions are building Nautical College, but we have it expected in 15 turns. Syndicate is the next closest faction - 17 turns. It is very likely we will win this race.

smacksim
September 7, 2004, 14:36
Yes, the AI always sees subs, so that's only useful for MP games. Fun though!

Mart
September 8, 2004, 03:52
Updated report above.

Natalinasmpf
September 8, 2004, 15:26
Is it too late to join now?

I'm quite interested, (if I can get the whole Loki Linux version of SMAX resolved, or if desperate *gasp* boot back to WinME)...

smacksim
September 8, 2004, 18:21
Turn to Natalina. See the linux posts in the Aldebaran thread if you have trouble with the text-files format, etc...

Mart
September 22, 2004, 20:05
bump :bounce: anything new here?

binTravkin
March 8, 2005, 10:14
:bounce:

smacksim
March 8, 2005, 11:02
bah, leave it to a russian woman to be less present than even me!

binTrav, if you want to replay my last turn that I posted to Natalina, go for it. Otherwise, I'll try to dredge it up from the dark corners of some hard-drive........in a few days.

binTravkin
March 8, 2005, 11:29
Well, I just bumped this for you!:)

Actually I havent installed Aldeb 2.

I copied it, but there were some things I didn't like in it - particularly a human faction looking (and being) alien.
I think one day I'll fix it making something like Aldeb2.bT, but till then - nono, aliens make me sick whatever is their name and appearance.

Mart
October 13, 2007, 15:27
Ok, I got 2426 and restarted from there. It was difficult to get around all the details quickly after this long time.

Proceeding to year 2427

- Colonists open commlink and warn against Peacenik. Then request a technology, but say their military power is comparable to ours. Zakharov almost done with Nautical Colege.

- The Nautical Colege needs to be hurried. And there is not enough ASU, so I sell 1 Research Hospital and Tokamax

- ...Hm, I could just take a loan from Sindicate we got 351 EC

#endgame
October 13, 2007, 15:32
Well, this is a blast from the past! I'm interested to see how it all goes. It's a shame that aldeb2 didn't get completely finished, though.

Mart
October 13, 2007, 15:44
I'll describe the situation on the planet, here power chart and who's who

Us, Colonel Awen is first in the Tech, We are Outlaws (O) and University is leading.

I put the map of the planet with marked territories:
http://img142.imageshack.us/img142/7247/aldebscreen02fo4.th.jpg (http://img142.imageshack.us/my.php?image=aldebscreen02fo4.jpg)

Mart
October 13, 2007, 18:25
- Hurried many building facilities
- We can build another SP: Thu University Syndrome. With our commerce, this will boost research, I think worth effort. Needed approximately 13 ASU, and I moving them towards Persist and Persevere base.

Year 2428

- We have rail penetrator prototype complete.
- Nautical College complete. Noone continues on other projects, so we have some time to gather needed ASU for the next SP.
- Two colony pods in build. The expansion is possible in the south.

Year 2429

- Peacekeeper Raja City taken by Colonists. That is the city - southern Peace outpost, it was isolated there.
- Galactics open a commlink and ask for help in vendetta against Colonists. They just unloaded invasion force on our continent and I am wondering if our forces can deal with it. I decide to try and refuse their demand of Gastric Frontiers technology for Truce.

The Galactic offensive comes right away. A rail tank attacks ASU and a penetrator a former, we loose both units. Then a rail tank fails an attack on Chaunk memorial to mindworms.

- Sarita opens a commlink, she's noncommital. Wants help in the war against Colonists, but with vendetta against Galactics we simply cannot afford trouble on the other side of our territory. I refuse, but yield to request for 50 EC. I close the commlink, but note that we have a tech in 5 turns, while Peacemakers will have an important tech on the way to fusion power in 3 turns. We should exchange it!

- Time to see Galactic invasion force:
SW from Chaunk Memorial - (6)-1-1 and 2-3r-1.
NE rail hovertank 6-1-3
in the air rail penetrator, and in the bay Aldebaran transport

http://img153.imageshack.us/img153/7194/aldebscreen03yb7.th.jpg (http://img153.imageshack.us/my.php?image=aldebscreen03yb7.jpg)

Mart
October 13, 2007, 23:04
Sweet, we have 2 rail tanks in the vicinity, one even elite - 4 move points! the other commando. Rail penetrator just after patrol can strike too.

Elite rail tank takes heavy defense unit 2-3r-1 from the farms, then using commando unit cover moves to Chaunk memorial and takes rail tank. Commando rait tank finishes lone artilery in the forest.
Hmm... I forgot. Our artilery alone sinks the lone Aldebaran transport in the bay, we do not need to use bombardment by penetrator.

- Penetrator makes sea patrol and lands in We will not Comply. Moved ampli-skimmer from Chaunk Memory too for reinfocing defenses.
- Moving ASU from the area.

Year 2430

- End turn, Riley starts SP The People Factory
- We have 20 years of increased native life activity
- Lindly of the Lovers wants to talk. For vendetta against Zakharov offers 125 EC and Pact, but refused - too risky. Wants technology, but refused. Then asks for Pact! Ok, but if we cannot go to war with Universality - no Pact...

- Establish new base Elgo Station on a 1-tile island
- Established Vuq Station near Manifold Nexus

Made some hurrying, among others, the probe foil in We will not Comply - we need The People's Factory (In original PTS) so we get a huge boost in population, and Galactics simply cannot get it - we have vendetta with them.

Other things, I started to move our Aldebaran Transport towards Galactic front, and designed new unit type - Marines 6~-1-1. Counterstrike on the way. I plan to start offensive through Shred the Wave.

Designed Gate Tank Supply: 0^-3r-3, Gate, Secure, cost 369! Trying to pop it from pod... well poped 2 worms + spore launcher. Captured one of the mindworm and got 30 EC from the other.
Another pod gave Alien Artifact.

Designed UNS Silent. Hopefully it will be soon built in Deny the Sea and be able to infiltrate Universality. We lack this infiltration so far.

Year 2431

- Zakharov starts The People's Factory, and it is nearing breakthrough right away, must be accumulated stuff from Nautical Colege.
- we have The Universality Syndrome SP - additionally to increased research - military production social settings looses negatives for us, we have it currently, so that is good.
- Galactics have Extractive tech, but Peacemakers will have it in 1 turn, plus I speed research to 60%. Now, next turn I will attempt to probe Galactics for the second tech we do not have, but Galactics do. Makes 100% pick chance, not 50%.
- Survival base will be the first one to cross 5 population limit, hurried Subsurface habitat to not loose accumulated food.

Year 2432

- Universality builds The People's Factory.
- Got Practical Genetics tech, started Aboreal Beginnings. Tree Farms may be useful soon, we start to get ecodamage.
- I contact Sarita and exchange Planetweapons (attack 5) for Extractive Economies. But it seems we have a few units outside borders, so switching economy might harm us a bit. I decide to consider it later.
- Started to raise land on Rebellion Island in order to connect it to smaller island where Zetro Station is. Will be beneficial for the region, I think.
- Succesful probing Galactics. We get Bioadaptive Resonance technology. Unfortunately, foil shroud unit is lost.
- Anyway, I switch to Extractive Economy, and we get huge boost to income, faster research too:
612 Research per turn, tech every 6 turns.
+173 EC/turn

- An observation, Peacemakers establish quite few new sea bases.
- Just noticed a new Universality base south from New Euxine fungal sea. Maybe over here it will be possible to infiltrate Zakharov, I must see the options. Ok, In Galactic downfall I switch production to UNTS Awen, the foil transport fast ship and move shroud unit there. Hopefully Universality infiltration next turn!
- Start a first borehole near Hero's Waypoint.
- Spoted an empty Galactic Aldeb transport 2 tiles away from Chaunk Memorial in fungus during air patrol. but I cannot find our artilery! Disappeared somehow. We have a ship with (6) in the base We will not Comply, but I would expose it to Galactic Rail Noodle attack, they have now 2 noodles + 1 rail tactical nearby. It is going to be fighting again soon.
http://img91.imageshack.us/img91/9648/aldebscreen04di9.th.jpg (http://img91.imageshack.us/my.php?image=aldebscreen04di9.jpg)

http://img91.imageshack.us/img91/2249/aldebscreen05oz4.th.jpg (http://img91.imageshack.us/my.php?image=aldebscreen05oz4.jpg)

Mart
October 14, 2007, 00:39
Year 2433

- Heavy fights between Peacemakers and Colonists.
- Prometheus virus in Juboi base (Syndicate sea base).
- Second fungal bloom since 2426 near Chaunk Memorial.
- Succesful infitration of Universality. Finally we can see the last faction.

http://img355.imageshack.us/img355/5151/aldebscreen06bvv3.th.jpg (http://img355.imageshack.us/my.php?image=aldebscreen06bvv3.jpg)

- Contact Syndicate, exchange Chiron Legacy (E4) for Subsurface Diets (E6), which give us Core Fungus Facility (nutrient satelites) so we need aerospace complexes. I was thinking about Cloudbase Academy.
Also Syndicate complains, that we do not want to help in a war against Colonists. That makes 2 of our pact mates wishing we fight Colonists. We should consider opening the second front against Colonists. Problem is, they seem to be militarily strong.
I asked Syndicate if they parted with Nethanka sea base - size 1 with no units and drone problems at the moment, it would go for 535 EC, we have only 222 Now.

Year 2434

Nothing really interesting

Year 2435

- Universality takes Greenhouse Gate from Lovers
- Primus Matsumura of the Syndicate starts The Fungal University
- First borehole completed!
- Syndicate refuses to trade technology cause of SP.

Year 2436

Beginning and nothing very interesting.

I submitt turn to another player, whomever wish to play and has Aldebaran 2.0 mod for SMAX.
If noone appears in reasonable time, I play next turns.

binTravkin
October 14, 2007, 10:26
Wow, this is a necromancy! :eek: :):b:

Mart
October 14, 2007, 16:33
There are some good changes to the game mechanics, I think terraforming is good. I did not play original Aldebaran for smac, but here AI seems to perform very well. Many first terraforms are 3 turns not 4. On the other hand my former payload costs more - basic formers 3 rows... I checked infitration and AI really does not build many of them.