I’ve played the game mentioned above out, and will give a general synopsis here, to be followed soon by more detailed notes with each segment.
In general though, here’s the score:
Began with a huge planet, lots of erosion, average water and native life, playing the research hound, Zak. Started off on a cozy little island, big enough for eight bases spaced three apart….some would call this too small to be viable, but I’m quite happy with it, and I think it’ll do splendidly for these purposes, so off we go….
Early game beeline:
Since there’s no pod scattering, the early game mobility techs are pretty much unimportant to me for the moment. Centauri Empathy IS important, however, and in an attempt to get out of the habit of gunning for crawlers really early, I decided to make sure I got SotHB first….to that end, I went with Centauri Ecology as my free tech so I could build formers while scoping things out, then to biogenetics, social psych, coasting into SotHB and widening my tech lead.
From there, it was back to the diehard builder stance, with Planned coming just in time to help fill up the continent, and Wealth/Crawlers arriving just when I needed them (and had a number of coastal tiles terraformed up). I find that this beeline actually serves me better than a straight shot to crawlers, as it gives me the free tech from secrets (which I can’t quite get first if I go straight for crawlers), and it gives the formers more time to work.
Thanks to a bit of advanced planning, I had one of my earliest bases start work on the ME, switching to the EG as soon as the tech became available and snagging that project shortly thereafter (along with the HGP, by the way!). Those two projects in hand, I wrangled flex out of somebody (Santiago?) in trade, got myself elected governor, and started building crawlers mostly, but also some sea formers to start making those shelf squares pay, while switching to Market to pick up faster tech and money for rushing of crawlers.
Once the mineral counts were where I wanted them, I determined that it’d be possible to completely surround my island with an array of 12 fringe bases, and so set about creating the necessary pods, timing the founding of my first fringe base to fall just after the completion of the Planetary Transit System.
After the resource restrictions came off, it was a short stop to pick up Plasma Armor (getting lasers and impact weapons in various trades), and I was on my way to MMI and Fusion!
At this point, leading in tech and population but being dead last militarily, everybody decided they hated my guts. Well….everybody ‘cept Morgan (who had a treaty with me, and had a military only a half step above mine) and Lal (who died TWICE at Yang’s hands, escaping in a pod the first time but finding his way into the ol’ punishment sphere the second)
The festivities began when Yang sneak attacked me, taking out two sea formers. That same turn, Santiago called up and demanded 300 EC. She was none too happy when I told her to go play in traffic and promptly joined forces with the Gaians against me.
Miriam (who had been giving the Gaians a royal pasting for the course of the entire game) decided she didn’t want to be left out of the fun, and called me a godless dog when I sank two of Yang’s attack foils and two of his transports. So she joined the fray too.
Morgan was actually doing well, research wise, snagging most of the projects I either didn’t want, or didn’t have the tech for yet, and I was okay with that, but had to draw the line when he started work on the HSA.
Probe foils were built, and soon I was working on that project as well, completing it one turn before Morgan in what turned out to be quite a contest, with the AI actually cashing in units and crawlers in an effort to speed build the project!
Of course, I got caught in my efforts to steal the tech, and now, EVERYONE had declared vendetta against me.
Just for grins, when I got Planetary Economics, I convened the council and tried to pass the Global Trade Pact to give them more money….the dummies wouldn’t pass it!
So….with the whole world suddenly out to get me, and my core bases held with an army of…..ready for this….
4 Scout Patrols and 4 Trance Scouts (the fringe bases had infantry based probes (plasma + trance), plus a handful of rover prototypes (synth, plasma, laser, impact, and gatling)….oh, and I still had my indie scout and a unity rover too! Can’t forget those!
And a fleet presence that amounted to one laser cutter and three gatling foils, I figured it was about time to make use of the industrial might I had been so carefully building…..
In short order, I had several strong patrols in the water, more on the way, and found myself working on the CBA and CF.
I tried to make up with Morgan, but he wasn’t having any of it, so I began contemplating making him my submissive trading partner…..
Soon as the choppers were flying, I sprinkled a few at fringe bases to take the tedium out of constant naval patrols, and thanks to the arrival of the choppers, I was able to pull an odd ship off of the patrol routes here and there to construct an attack fleet to go party with Morgan.
My initial fleet consisted of 3 Chaos Foils (recently upgraded to fusion reactors, too!), a probe foil (not upgraded to the new reactor), and a fusion transport with four 8<3>2*2’s in it. These, along with four “Thunder-Class” Assault Choppers (8-1-12*2) and a single “Dragonfly-Class” Anti-Air Chopper, headed out with a new fusion sea colony pod to found a base I simply called “Staging Area” about three spaces from Morgan’s coast.
The following turn, with rovers loaded and ready, the choppers flew out and emptied out a nice, lightly held coastal base.
Rovers moved in, and we had our beachhead.
The following turn, some additional choppers began making their way toward the staging area, and the attack proceeded in earnest. As the battle drew out, Morgan was able to put AAA defenders in his bases, and they began to MUNCH my choppers, but we had the industrial might to keep pressing the attack, and in fact, we could crank them out faster than they could kill them, so conquest was pretty simple. Choppers attack (even if I had to use 2-3 to be rid of the AAA defender)….once the AAA defender died, MORE choppers attacked until the base was empty, rovers move in to claim the prize.
Some notable combats though, including the TOTAL destruction of the Morgan Airforce (‘bout twelve planes, sitting under the protection of two AAA garrisons), along with some dozen planes belonging to everybody’s favorite Chairman.
Sunspot activity prevented a quick submission, but I did take advantage of the time to kick Morgie off of his starting continent completely, demanding his surrender as soon as we could talk again.
Surprisingly, I still had to take one of his coastal bases to force a submission, but the odd thing was that, Dee landed on former Morgan soil asking for a cease fire. When I refused, she surrendered too!
I promptly gave Morgan all but one of his bases back (keeping one to maintain a presence on his land….my “fort”), and made plans to take the now elite attack force down to visit Miriam….after all, my lovely pet Dee needed some more bases, and Miriam had plenty! It’s only Christian to share, so I figured I’d send some Chaos choppers and Battle Buggies down her way to see if I could convince her that sharing would be in her best interest.
And that’s where the game is now. Me, Morgan, and Dee pacted together and having wild seaside parties on a regular basis, the defense scheme mentioned above in place having COMPLETELY locked the bad guys out of my continent, and my spare units from that defense being utilized on the attack (along with several reconfigured garrison troops I got back when I gave up all the Morgan Bases I had conquered).
At present, the choppers are in one of Dee’s bases near Miriam’s continent, making sure that the two closest bases remain nice and empty, one transport (with the aforementioned 4 battle buggies) is one turn off the coast and under the protection of a AAA foil (not that there are any enemy planes in the area anyway, having been smashed by the choppers on the scene, but hey….I’m a careful guy!), and two more transports are further back, each loaded with four 6-<3>-1*2 garrisons inherited from those Morganic bases.
I think we’ll all be home by Christmas….Miriam doesn’t have Fusion or AAA yet…
-=Vel=-
In general though, here’s the score:
Began with a huge planet, lots of erosion, average water and native life, playing the research hound, Zak. Started off on a cozy little island, big enough for eight bases spaced three apart….some would call this too small to be viable, but I’m quite happy with it, and I think it’ll do splendidly for these purposes, so off we go….
Early game beeline:
Since there’s no pod scattering, the early game mobility techs are pretty much unimportant to me for the moment. Centauri Empathy IS important, however, and in an attempt to get out of the habit of gunning for crawlers really early, I decided to make sure I got SotHB first….to that end, I went with Centauri Ecology as my free tech so I could build formers while scoping things out, then to biogenetics, social psych, coasting into SotHB and widening my tech lead.
From there, it was back to the diehard builder stance, with Planned coming just in time to help fill up the continent, and Wealth/Crawlers arriving just when I needed them (and had a number of coastal tiles terraformed up). I find that this beeline actually serves me better than a straight shot to crawlers, as it gives me the free tech from secrets (which I can’t quite get first if I go straight for crawlers), and it gives the formers more time to work.
Thanks to a bit of advanced planning, I had one of my earliest bases start work on the ME, switching to the EG as soon as the tech became available and snagging that project shortly thereafter (along with the HGP, by the way!). Those two projects in hand, I wrangled flex out of somebody (Santiago?) in trade, got myself elected governor, and started building crawlers mostly, but also some sea formers to start making those shelf squares pay, while switching to Market to pick up faster tech and money for rushing of crawlers.
Once the mineral counts were where I wanted them, I determined that it’d be possible to completely surround my island with an array of 12 fringe bases, and so set about creating the necessary pods, timing the founding of my first fringe base to fall just after the completion of the Planetary Transit System.
After the resource restrictions came off, it was a short stop to pick up Plasma Armor (getting lasers and impact weapons in various trades), and I was on my way to MMI and Fusion!
At this point, leading in tech and population but being dead last militarily, everybody decided they hated my guts. Well….everybody ‘cept Morgan (who had a treaty with me, and had a military only a half step above mine) and Lal (who died TWICE at Yang’s hands, escaping in a pod the first time but finding his way into the ol’ punishment sphere the second)
The festivities began when Yang sneak attacked me, taking out two sea formers. That same turn, Santiago called up and demanded 300 EC. She was none too happy when I told her to go play in traffic and promptly joined forces with the Gaians against me.
Miriam (who had been giving the Gaians a royal pasting for the course of the entire game) decided she didn’t want to be left out of the fun, and called me a godless dog when I sank two of Yang’s attack foils and two of his transports. So she joined the fray too.
Morgan was actually doing well, research wise, snagging most of the projects I either didn’t want, or didn’t have the tech for yet, and I was okay with that, but had to draw the line when he started work on the HSA.
Probe foils were built, and soon I was working on that project as well, completing it one turn before Morgan in what turned out to be quite a contest, with the AI actually cashing in units and crawlers in an effort to speed build the project!
Of course, I got caught in my efforts to steal the tech, and now, EVERYONE had declared vendetta against me.
Just for grins, when I got Planetary Economics, I convened the council and tried to pass the Global Trade Pact to give them more money….the dummies wouldn’t pass it!
So….with the whole world suddenly out to get me, and my core bases held with an army of…..ready for this….
4 Scout Patrols and 4 Trance Scouts (the fringe bases had infantry based probes (plasma + trance), plus a handful of rover prototypes (synth, plasma, laser, impact, and gatling)….oh, and I still had my indie scout and a unity rover too! Can’t forget those!
And a fleet presence that amounted to one laser cutter and three gatling foils, I figured it was about time to make use of the industrial might I had been so carefully building…..
In short order, I had several strong patrols in the water, more on the way, and found myself working on the CBA and CF.
I tried to make up with Morgan, but he wasn’t having any of it, so I began contemplating making him my submissive trading partner…..
Soon as the choppers were flying, I sprinkled a few at fringe bases to take the tedium out of constant naval patrols, and thanks to the arrival of the choppers, I was able to pull an odd ship off of the patrol routes here and there to construct an attack fleet to go party with Morgan.
My initial fleet consisted of 3 Chaos Foils (recently upgraded to fusion reactors, too!), a probe foil (not upgraded to the new reactor), and a fusion transport with four 8<3>2*2’s in it. These, along with four “Thunder-Class” Assault Choppers (8-1-12*2) and a single “Dragonfly-Class” Anti-Air Chopper, headed out with a new fusion sea colony pod to found a base I simply called “Staging Area” about three spaces from Morgan’s coast.
The following turn, with rovers loaded and ready, the choppers flew out and emptied out a nice, lightly held coastal base.
Rovers moved in, and we had our beachhead.
The following turn, some additional choppers began making their way toward the staging area, and the attack proceeded in earnest. As the battle drew out, Morgan was able to put AAA defenders in his bases, and they began to MUNCH my choppers, but we had the industrial might to keep pressing the attack, and in fact, we could crank them out faster than they could kill them, so conquest was pretty simple. Choppers attack (even if I had to use 2-3 to be rid of the AAA defender)….once the AAA defender died, MORE choppers attacked until the base was empty, rovers move in to claim the prize.
Some notable combats though, including the TOTAL destruction of the Morgan Airforce (‘bout twelve planes, sitting under the protection of two AAA garrisons), along with some dozen planes belonging to everybody’s favorite Chairman.
Sunspot activity prevented a quick submission, but I did take advantage of the time to kick Morgie off of his starting continent completely, demanding his surrender as soon as we could talk again.
Surprisingly, I still had to take one of his coastal bases to force a submission, but the odd thing was that, Dee landed on former Morgan soil asking for a cease fire. When I refused, she surrendered too!
I promptly gave Morgan all but one of his bases back (keeping one to maintain a presence on his land….my “fort”), and made plans to take the now elite attack force down to visit Miriam….after all, my lovely pet Dee needed some more bases, and Miriam had plenty! It’s only Christian to share, so I figured I’d send some Chaos choppers and Battle Buggies down her way to see if I could convince her that sharing would be in her best interest.
And that’s where the game is now. Me, Morgan, and Dee pacted together and having wild seaside parties on a regular basis, the defense scheme mentioned above in place having COMPLETELY locked the bad guys out of my continent, and my spare units from that defense being utilized on the attack (along with several reconfigured garrison troops I got back when I gave up all the Morgan Bases I had conquered).
At present, the choppers are in one of Dee’s bases near Miriam’s continent, making sure that the two closest bases remain nice and empty, one transport (with the aforementioned 4 battle buggies) is one turn off the coast and under the protection of a AAA foil (not that there are any enemy planes in the area anyway, having been smashed by the choppers on the scene, but hey….I’m a careful guy!), and two more transports are further back, each loaded with four 6-<3>-1*2 garrisons inherited from those Morganic bases.
I think we’ll all be home by Christmas….Miriam doesn’t have Fusion or AAA yet…
-=Vel=-
Comment