Darlenia 3 terraforming.
Term of the glorious leader: 160-170!
I have decided that at the end of this term the ministers and citizens will have more power.
Turn 162:
Darlenia 3 finished its terraforming project, it is now a lifeless desert!
Turn 164:
A glorious new addition to our space fleet has been completed, another missile ship has
entered service!.
Soil enrichment on our heavy gravity colony world has finished.
With this new food producing equipment, our homeworld can put more workers to industry.
Turn 168:
Contact troubles between the Bulrathi and the Silicoid have blossomed into all out war.
Turn 170:
A new space battlestation has been launched into the skies above our glorious capital! this will be useful to my internal security force to maintain order, as well as to thwart off attacks from our capital!
Defense Minister: Our forces now orbit the vela star system, Intelligence gleaned from long range scanners indicates that the silicoids are building up a fleet of warships at Shalako.
We have 2 missile ships, and 1 scout at Vela, should the scout go off to the star north of here to scout it out? Or should the scout stay at Vela in case of an attack?(the scout tactic listed by old&slow in the other thread is the reason to keep him there)
Minister of Affairs:
Darlenia Two has:
22 population points, 5 of which are farmers, 17 of which are scientists.
All buildings built except for an armor barracks, a final terraforming, and a cloning center.
This colony is building trade goods right now.
This colony produces enough food for itself, and 4 extra.
This colony produces 47 billion credits and spends 20 billion credits.
How should population be distributed?
what should be built if anything at Darlenia 2?
Darlenia one has:
6 population points, 2 of which are farmers, 4 of which are workers.
All buildings except an armor barracks, a star base, a battlestation, and terraforming have been completed.
This colony is building terraforming right now, and will complete it in 5 turns.
This colony produces enough food for itself, and 1 extra.
This colony produces 21 Billion credits, and spends 24 Billion credits per turn.
How should population be distributed?
what should be built if anything at Darlenia 1?
Darlenia Three has:
8 population points, 4 of which are farmers, 4 of which are workers.
All buildings except an armor barracks, a star base, a battlestation,a fighter garrison, and terraforming have been completed.
This colony is building terraforming right now, and will complete it in 15 turns.
This colony produces enough food for itself.
This colony produces 23 Billion credits, and spends 21 Billion credits per turn.
This is a High Gravity world.
How should population be distributed?
what should be built if anything at Darlenia 3?
Tycho Two has:
1 Population point, who is a worker.
No buildings at all have been completed.
This colony is building a research lab, and will finish it in 19 turns, or we can purchase it.
This colony is importing 1 food for itself.
This colony is producing 2 Billion credits per turn, and spending none.
This is a low gravity world.
How should population be distributed?>
what should be built if anything at Tycho 2?
Citizenry:
Our tax rate is at 30% due to ship concerns, should be disband a ship to lower taxes, or do the people recognize that the glorious peoples army must have all it needs?
rename save8.gam.sav save8.gam
Darlenia 3 terraforming.
Another missile ship
The new war.
Our forces at Vela
The current state of the Galaxy.
Darlenia Two(homeworld) Front screen.
darlenia 2 build screen.
Darlenia 1 front screen.
Darlenia 1 build screen
Darlenia 3 front.
Darlenia 3 build
Tycho 2 front
Tycho 2 build
Whoha,
first:
Again a good job![]()
allthough took me some time to read/scroll through
instead of disbanding ships, might it not be better to build more stations?
Why do we need such a high tax-rate? How many command points do we have and are in use?
As we are already spending quite a bit on our navy(why navy, there is no water
), maybe as mentioned before we might want to build star/battle stations.
General I would say, as many scientists as possible![]()
I have no intention of disbanding ships, its a ploy :P
We have 7 right now, with 1 battle station and our original 5 points. we are 2 over with 2 battle ships and a scout.
When we get battlescanners we will have 8(which is another reason to have interspersed that with class 3 shields).
I want to wait until the colonies are fully populated before starting on a star base or battlestation, but if the Minister of Affairs and the people he is responsible to feel otherwise then the stations will be started.
It's mainly thrown in so that we can argue about. In the beginning of MoO2, I didn't really realise and was paying heavy money for my fleets![]()

If we want to go adventuring in the west, we may want some troop ships as well...![]()
Those with lower expectations face fewer disappointments

I'd scrap the scout, if we want to use that hit and run tactic, we can always build a new one, they quite cheap and 10 BC a turn is quite a lot just to keep one scout.

I'd like we to play in a more offensive manner :-) Do we hate the aliens, or not? Now the bears and the rocks are at war and this is the proper time to hit them ..... We'll need some transports though. These rock colonies are very tempting, and we must have them at all costs !
Against stupidity the very gods themselves contend in vain.

I have noticed another thing from the screenshots - our missile ship designs can be improved just by spreading the missiles along all of the slots. We'd better have 9 slots with 2 or 3 missiles each, than just two slots with many missiles in them ....
Here I'll post a good beam ship design for the time when we'll be able to build it. This is the first good beam ship available, and soon we'll be capable for building it:
5 Hv AF Mass Drivers - Spread them in many slots
10 Pd AF Mass Drivers - Spread them in many slots
Battle Pods
Havy Armor
Inertial Stabilizer
Battle Scanner
Class III shields and Positronic(?) Computers
5 empty space! - it adds some defence and must be left empty!
Another note: Imo our ships do not need both heavy armor and reinforced hulls. The reinforced hulls should be sacrificed for more weapons, and the heavy armor is the better special. Anyway if we lose our heavy armor it is time to run, because if the ship takes hull damage it opens the possibility for the ship being immobilized which is almost sure death, or directly destroyed.
Against stupidity the very gods themselves contend in vain.

Do we even need the heavy armor? Won't class III shields be enough?
I often use 360 AF Mass Drivers & skip the Pd altogether. Maybe we should have a little mix for flexibility
Those with lower expectations face fewer disappointments
360? What for?
It takes far more space (IIRC 50%). We better just use uni-directional.
I tend to run as soon as my shields are damaged to much, avoiding, as bakalov mentioned, the death through internal structure damage................

If we have inertial stabilizers turning the ship becomes almost unexisting issue. The class III shields are not enough, because they only give a few HPs. The heavy armor is what actually absorbs the damage. Inertial stabilizer gives the opportunity to use the 4 shields of the ship for absorbing damage with the proper play (turning the unharmed shields towards the enemy).
Just try the design above. With the proper play with a race like ours may have a ship with such design at turn ~110, and one of these ships may conquer 2 alien races ALONE at that time ...
Against stupidity the very gods themselves contend in vain.
inertial stablizers also add a crapload of beam defense, it is awesome. Why not reinforced hull though?
Wait for war until class 3 shields and refitted ships though?
Also i'm going to cast a vote for HV AP AF mass drivers, it adds about 8 space at this point in the game, but it is worth it generally.
Or alternatively, some HV AF and some HV AP AF, the HV AF for just shield busting, the HV AP AF for killing.

Yes, I usually have a mix of HV AF and HV AP AF -- (with the 360, but now I'll try the PD as slot three). I try to end up with only a point or two left over, as exact count costs a speed unit.
Those with lower expectations face fewer disappointments
Paging Mr Pave...

Reinforced hulls add HP that we are not willing to spend - if our ships are so damaged to start losing hull points, then it is time to run - either with reinforced hull or not. We'd better use the space for some more weapons. Anyway the Heavy armor, Class III and Inertial stabilizer seems to give the ships enough defence to survive lots of fire targeted on them.
I agree that AP may be partially useful, but only against ships / starbases. And from my experience it is not the ships or bases what is hard to kill - it is the planet defences, and more weapons help against them, while AP does not. If an alien race develops planetary shields then we'll need some bombs too.
Against stupidity the very gods themselves contend in vain.

If we keep some missile ships they may care about the planetary defences though ..... Then some AP may be a good option. May be I've got used to conquer with a single ship, and that's why I'm a little against the AP.
Against stupidity the very gods themselves contend in vain.
AP is a nice feature. It just bypasses the enemy armor.
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