Posted by: Boro - July 13th, 2017, 00:09 - Forum: Variants
- No Replies
Guild wars has been a game on maintenance mode for the past five years. With the september 2012 update and the release of GW2, ArenaNet pulled the proverbial plug from the update team, and all upcoming balance updates were put on indefinite hold. This is sad since the game's balance is far from finished, with professions like the necromancer barely seeing the light of day aside from using ritualist healing skills fueled by their soul reaping primary attribute, or the paragon who is all-but-obsolete thanks to Soul Twisting ritualist abundance and the ease with which dagger spammers can spam save yourselves, or how mediocre the warrior is compared to the assassin and the dervish. Or any damage casters compared to mesmers.
In these five years, the most effective tactics (Mesmer damage, Dagger spam, ST rit, N/Rt healers) have been discovered, and nowadays not only there are very few builds in the "meta", but even the different ones look the same: Aside from 1-2 optional skills, there is exactly one Illusion magic bar, one domination magic bar, one dagger spam bar, one ST, SoS, or SoGM bar, etc. I think it goes without saying that this leads to a very same-y gameplay, and one that isn't much fun in a game that's got hundreds of skills for a reason. Furthermore, most tactics involve exploiting the AI in some fashion, or exploiting game balance loopholes that were left in with the unfinished state of the game. Be it through the way AI doesn't react to Mistrust and Panic, or how they attack themselves to death with Ineptitude, or how dagger spam carries enough +damage effects from other buffs AND generates so much adrenaline that makes it superior to every other martial weapon, or even every other dagger skill combo.
In light of this, I propose the variant known as the Honorable Code.
There is one rule: Don't exploit the game.
To clarify:
Don't exploit the skill imbalances.
Don't exploit the AI with your build.
There. Now that the game breaking stuff is off the platter, you'll find that you have a LOT more options in tackling the game's challenges.
List of exploits, or forbidden tactics:
-Dagger spam: Using Jagged Strike, Fox Fangs, Wild Strike, and Death Blossom in your build. You can have only ONE of these. Two or more (ex: Jagged-Fox, Jagged-DB, Fox-DB) are exploitative and are forbidden.
-Mesmer Power: The following mesmer skills are banned from the Honorable Code: Energy Surge, Mistrust, Panic, Visions of Regret, Empathy, Wandering Eye, and Ineptitude.
-PvE skills: Your bar may not include any PvE only skills. Exceptions may be made for certain classes (E.g. Warriors may be allowed to use Whirlwind attack OR I am Unstoppable, while Necromancers can make good use of Necrosis.) to allow ONE pve skill from a limited set for that class.
-SoS, SoGM, Soul Twisting: these skills are expressly forbidden from the Honorable Code.
-Hundred Blades and Vow of Strength are forbidden in any teams that use Mark of Pain or Barbs.
-Splinter Weapon is expressly forbidden above Channeling Magic of 9 or higher, after rune bonuses have been applied.
-Vow of Silence, Shadow Form and Spell Breaker are dishonorable, and as such forbidden.
Other restrictions:
-Elementalists with Ether Renewal may not include any other enchantments on their skill bar.
Build
Gnolls
2x Life (Holy Armor)
2x Death (Cloak of Fear)
1x Chaos
3x Nature (Resist Elements, Water Walking)
Warlord
Tactician
Omniscient
Reasoning
This build is exceptionally good at taking neutral cities early on. Wolf Riders with Water Walking can explore the entire map in no time, and they're capable of taking out many neutral cities unaided. To complement them, I've chosen cheap spells: Cloak of Fear renders many enemy units completely useless. I've taken out a full complement of wolf riders and gnoll halberdiers with just 2 wolf riders enchanted with Holy Armor and Cloak of Fear. They had 5 resistance and did 80% less damage to me, that's crazy. Holy Armor supplements Cloak of Fear nicely. It's a very cheap spell with no upkeep, taking my early wolf riders to an impressive 6 defense. Resist Elements counters enemy shamans perfectly. Without this, 4-5 shamans are often able to take out a unit of wolf riders (especially those pesky Halfling shamans). Water Walking is crucial for early exploration and conquest. I much prefer this over Earth Lore now, at least when I'm playing gnolls. Gnolls are amazing out the gate. Wolf Riders are incredibly powerful for their cost and low building requirements, letting me field a strong force much earlier than all other races. Barbarian cavalry are also very decent, but are much more fragile and lack scouting and pathfinding. Other than wolf riders, gnolls are decent. I have access to all important mid-game buildings, and I can build Amp Towers for late game power. Basic gnoll units are also decent, gnoll spearmen are actually able to do damage. With Warlord and Tactician, they're 5/2 units out the gate.
Strategy
I'll be pushing heavily for neutral cities. With my retorts and spells, wolf riders can take out any neutral city with little trouble. I'm counting on this to give me a large economic edge early on, as well as access to additional races. Nomads and barbarians are a big scoop, giving me access to complementary 5 movers. One big downside of gnoll riders is that they can't take out sprites, horsebowmen and barbarian cavalry help with that.
Along with taking neutral cities I'll also be exploring massively. I plan on getting 4 wolf riders before moving on to other things, probably spearmen for unrest control. After taking out a handful of neutral cities I need to pick an AI early on to target for easy cities. This is where it gets tricky. Taking the cities is trivial, keeping them will tie up my forces. If I save one unit of wolf riders for each conquered city, I'll quickly run low and expose myself to sprite attacks. I will try to do so anyway, though. A handful of size 1 cities with sawmills will help tremendously. The main threat at this point is Confusion. All other common spells won't take me out, even Black Sleep can be survived if the enemy doesn't have ranged units.
I'll build a single gnoll settler to found a good production city: At least 50% production bonus, iron or coal, maybe mithril. I'll use my conquered neutral cities to settle resource sites, halflings are obviously best for this. I'll rush builder's halls in high pop sites, sawmills in high production sites.
I don't really have much of a mid-game strategy, other than what Nelphine mentioned. I'll be going for unit spam to overwhelm the AIs early on, hoping to finish off the first AI after stealing 4-5 cities and then quickly moving on to number 2. I've been doing a lot of early game practice lately, haven't really played that much to mid-game and beyond. This challenge should prove interesting! I fully expect to win all 3, but my confidence may turn out to be misplaced. I don't think I've even played with the latest build yet, these games will be played with it.
I really wanted to finish this one, but my schedule really didn't want me to, and it won. I'll try to post a report (and finish the game) as soon as I can, but in the meantime my partial game only (yet) qualified for two awards:
My early game involved researching Range 4 and quickly settling the nearby habitable planets. The Darloks got the "6 star systems" announcement in 2342.
I met the Meklars in 2351 when they settled Tao, the Ultra Poor world to my northeast. They also had a strong 6 star system opening. Because I expected poor relations and conflict with the rest of galaxy, I buddied up to the Meklars with a large trade agreement; 15 years later we signed a non-aggression pact. I hoped to use them as a partner against my enemies, good for wartime distraction and a vote bloc in my favor.
In the period from 2357 to 2366 I met the Darloks and also the Sakkras, who pulled the old "let's declare war two turns after meeting you" maneuver. I was getting concerned with the diplomatic situation and what I assumed was an imminent first Council meeting.
Sure enough, in 2370 the Meklars broke our non-agression pact, and the interturn continued to the Council with the Darloks and myself as the nominees. The voting went like this:
Darloks voted for themselves - 5
Sakkra voted against me because of war - 2
Alkari were allied with the Darloks - 3
Meklar were allied with the Darloks - 4
Klackons abstained - 2
I had 5 votes, but it was 14/21 in favor of the Darloks. What a bummer. I hadn't met the Alkari or Klackons so I had no opportunity for diplomatic influence with them. The Sakkra and Meklar votes were locked in with war and alliance, respectively. And of course the Darloks voted for themselves.
In retrospect I could possibly have created a different Council result by persuading the Darloks or Meklars to break an alliance or declare war, and I should have at least tried that in the 2366-2370 period. But I didn't, and frankly it was unlikely to happen anyway. Too bad, I was excited for this game.
Here's my situation at the end, in 2370:
Thanks to thrawn and RefSteel for getting this going!
*Pant pant pant*
Did I make it? I spent all month trying to find a chance to play, and even gave up hope, and then on closing day I carried out a marathon game, foregoing sleep and sanity to get a result to submit before the close. Let me apologize up front and say that I don't have a report OR any screenshots to post right now, and I didn't even take notes while I was playing, so I will have to cudgel my brain to remember as much as I can. I haven't even finished the game. I conquered Orion and came straight here to post. So here we go:
I defeated the Guardian TWICE, in 2530 and 2531. How you ask? By exploiting the bug that if a space monster happens to attack Orion it triggers a battle with the Guardian instead. This required some planning because although the Space Crystal took almost 30 turns to cross the galaxy and approach Orion I couldn't be sure where it was going until fairly late. I initially planned to divert my anti-Guardian fleet to deal with the Space Crystal before tackling Orion but it kept bypassing all of my planets. Then when I was sure that it was actually going toward Magrathea and I knew that I could exploit the bug I had to plan my fleet to be able to survive two encounters with the thing. This made the battle even more exciting as I had to minimize attrition which meant dodging as many Scatter Pack X shots as possible. I wound up with three roughly identical stacks of ~1500 speed 4 Megabolt fighters which I used to dance around as many missiles as possible while whittling down the monster's 10,000 health. I doubt that I could have fought it a third time as two of my stacks took a volley (one in each battle) with the result that I lost more than half of each stack hit. It got dicey at the end. My overall tech was very low in this game, although I was developing some late game toys toward the end. It didn't help that my stacks had BC2, 3 and 5 respectively as I was able to miniaturize while building up for the attack.
Lets see, my overall game:
I ran a complete Farmer's Gambit at the start and got a ridiculous number of worlds. I hit every single Colonization notice and had 13 planets after researching Controlled Dead fairly early on. Oh and I terraformed a Tundra world in 2387. I had the entire string of Rich/Ultra Rich worlds around our start after being the first to Controlled Radiated, but in spite of this the game felt very slow to me. Maybe its because I tend to play the Klackons for fun because I love how fast they play, but I was still fielding NPG fighters up to around 2500 or so. Then I was finally able to fit Megabolt Cannons on a small hull and from there I built up to attack the Guardian. I originally planned to build a stack of 32000 fighters for style (the most it is possible to build of a single ship design) but exhaustion and lack of focus killed that plan. I struggled to tech early as I basically built nothing but Colony Ships from the time I maxed Fierras until roughly 2400. I didn't bother to research Nuclear Engines so it took a long time to grab all of those worlds. I was frankly amazed that I was able to grab as many as I did.
The early game was very quiet. I didn't see a single enemy ship until roughly 2350, and by luck I voted for the Darloks when the Council met in 2374 and again in 2375 for MAJOR brownie points. They were the leaders for the early game until the Meklar got their 8 or 10 planets up and running and blew past them into the lead. I had a NAP with the 'Loks for roughly 100 years, and we left each other alone for the entire middle of the game which allowed me to focus on running my massive empire. Because I played all night in one sitting I definitely didn't pay as much attention as I should have with the result that my empire ran very inefficiently at times. Sullla would not have been happy with me.
Still I was able to make opportunistic attacks against various enemies, and I stole some key techs. The Sakkra never got beyond four worlds and were easy pickings for some really strong terraforming and cleanup techs. The Alkari were the same; I got two worlds, the Meklar poached a third while I was organizing an invasion, and I left them on their homeworld after I got all of their techs. I cracked three or four Meklar worlds and cleaned up a lot of their advanced toys, and when the Darloks finally broke our NAP I took all but three of their worlds and cleaned them out. They had RIDICULOUS Computer techs but not a whole lot else. They had IRC6 which I really wanted as I couldn't get anything better than IRC4, but it took capturing ALL of their technologies to finally land it.
I had the Super Nova event hit a brand new size 2 colony, and apparently it rolled 0RP to fix as the event resolved itself the following turn with no research spending at all. I wasn't worried about it as I had colonists en route and I wanted to see what the news droid would say about how many RPs I needed if I ignored it for a while only to see it resolve. I never got the Assassination event and one of my Toxic planets became Poor soon after I colonized it which didn't hurt very much. The Meklar got the Rich event which was the only Rich planet in the galaxy I didn't control by the time I took Orion. The Plague event hit a mature Rich colony and took a while to resolve so that hurt, but could have been worse.
As of 2531 I control 25 planets (not including Orion) and lead in Total Power by a very large margin. This game would have been MUCH harder if I had experienced more pressure early from the AI but everyone seemed to expand toward the NE and left me largely alone. And when wars were declared lack of range seemed to limit their scope so that my missile bases could keep me safe.
Thats about all I can think of. I'm really sorry I don't have pictures and a more detailed report, but I just can't manage to find the time right now. Maybe I'll be able to come back and grab some from my saves at a later date (I'll definitely save the records from this one, it was quite a fun game to play) but I can't promise anything right now.
Cheers!
Edit: If you want to see if you too can defeat the guardian twice in a row using my motley collection of ships (or look around my empire) I'm attaching the 2529 save file. Just move the stacks from Trax (heh) to Orion. The Space Crystal will arrive in two turns, so don't dawdle!
So...I haven't won any impossible practice game with the Mrrshans yet, but I don't know if I'll get around to play much on the next weekend, so it's about time I got started with Imperium 42. I expect to get stomped pretty quickly. Let's see how it goes.
Scoring info:
Lost in the first council election, 2410.
Terraforming a Tundra planet:
I terraformed Drakka to +5 in 2400, to +10 (my maxiumum at the time) in 2401.
Years 2300 to 2319:
Wow, three stars in colony range. They're all red, so there's a good chance they're habitable, but unfortunately also that they're poor. I decide to send the colony ship to explore the star left of the homeworld, since it's approximately equally far from the other two. But before issuing any orders...
...I take a look at the big picture. Lots of yellow stars in the lower right quadrant. If I'm lucky, there's a whole bunch of AIs starting right on top of each other there. What I'm mainly curious about is wether the yellow star I'm pointing at is inhabited. If not, I'll have lots of ellbow room here. I seem to remember - although I don't know from where - that the human player (as in flesh-and-blood person, not the humans in-game) starts at least 7 parsecs away from the clost rival, and the star in question is only 6 parsecs away. I hesitate to call this a good start before having any scouting reports, but so far I'm optimistic. (Of course, I'm perfectly able to screw up even a good start!)
Two years on, and the colony ship reports a rather unremarkable pop 55 ocean planet. I hold out for the reports from the scout ships before settling. I also start building three more scouts at Betelgeuse.
Well, I can't say I expected that from red stars! (Was that an edit? I know it's all just probabilities, and flukes do happen, but that seems rather unlikely.) Well, I don't complain, but I will if I don't have tundra colony bases in my tech tree! With no Silicoids in this game, the radiated planet should be safe for a while.
I had to choose whether or not to settle the ocean planet before receiving reports from Drakka, so I'm going to do so next turn. I send the scout from Moro up to the yellow star, to make sure nobody's there. Following thrawn's lead from a recent forum thread, I also open up Planetology early: No Improved Eco Restoration, but Terraforming +10, and Controlled Barren. I pick Terraforming +10 and dial science spending down again.
Also, I finally settle Toranor and send 15 additional colonists from the homeworld.
In 2308, Betelgeuse reaches half its population maximum, so I start investing in terraforming tech to extend the good part of the population growth curve.
Here's the result of my scouting efforts so far. The yellow star indeed turns out to be uninhabited. Overall, this is a rather inhospitable, but rich corner of space. There are two crummy but habitable planets in 4-parsec range, an ultra-poor at range 5. All the good habitable planets (including a rich desert planet close to the center of the map) are at range 6. I hope I have range-4 in my tech tree. One thing I'm wondering is if and when I should send any long-range fighter ships to the rich desert planet. Normally, AI colony ships show up with weapons or escorts around 2330-2340, and it's not hard to keep those away, but if you blockade planets for too long, they soon show up with even stronger fleets. And will I even be able to defend a planet so close to the center? Hmm...
Terraforming +10 finishes in 2319, with Betelgeuse at 3/4 capacity. It was hanging in the percentages for quite some time. Now, for the important question:
"I can has Tundra planets?"
Eh, I'll take it. But before I start researching this, I better get some propulsion research started. Now, in order to reach for the Slartibartfast award, I probably should seed it right now, but simply winning this game would be triumph enough for me, so I go with the plan that lets me add some more planets to my empire soon.
Years 2320 to 2339:
I'm lucky because I get to choose between range-4 or range-5. I pick range-4 and immediately start researching. In 2324, I start building a few medium ships with reserve fuel tanks and 2 lasers. I'm not sure if I can claim the desert planet, but I know I'll kick myself if I give it up without a fight!
In 2329, I dial down research spending to a minimum, with Hydrogen Fuel cells at 30% discovery chance. Building a colony ship will take 5 turns, so there's a good chance that it will finish before the ship. And indeed it finishes three turns before the ship! Here are my next options:
I find this choice rather difficult. I'd like to get Nuclear Engines because As the fuel range grows, the slow speed of the initial engines becomes more and more annoying to me. But there are three nice planets at range 6, so I think Range 6 is the right choice here. I delay researching it for now, though.
Year 2332 starts with some interesting news:
Huh, I didn't expect out-growing the AIs. In fact, I was expecting the 6-planets report.
I colonize a new planet!
And I notice that Tyr (desert, pop 45, rich), the planet that I've been guarding, is actually now in colony range! Embarassingly, when deciding which propulsion tech to pick, I managed to completely forget that colonies expand your range Also, I should have eye-balled the distance between Tyr and Morrig before choosing between Range-4 and Range-5. Sometimes, it's better to be lucky than good. Anyway, with Tyr protected by my Squatter ships, I can send the scout away to explore some of the stars that Morrig brought into scouting range. I also switch Toranor to colony ship production, too. It could still build a few more factories (as could Betelgeuse), but now that I can get to Tyr, and from there to the other two habitable planets that were at range 6, I want to claim them as quickly as I can. Plus, as thrawn likes to point out, if I build additional factories now, they will only sit idle when I send population away to seed new colonies.
GNN reports that the Darloks control 6 stars in 2339.
Years 2340 to 2359:
I encounter another species for the first time in 2340, as a colony ship with an armed escort chases my scout away.
The Darlok leader has rolled an Aggressive Technologist personality. Here's an overview of their empire.
Tyr's location looks rather precarious now. Maybe a few more fighters are in order after the next colony ship? Now that it's in range, I don't have to bother with reserve fuel tanks anymore. On the other hand, lasers are mostly obsolete once the enemy has level 3 shields. And even against level 2 shields, they're not great. Should I get weapon research started instead?
In 2334, I'm still leading in population, with Darloks taking the second place, according to GNN. It seems to be a pattern that AIs always have more planets, but (early on) less population than me. I understand the first part, since they have production bonuses, but not the second. The only explanation is that they don't know how to properly seed new colonies, and that doesn't seem to be hard to code at all...aaaanyway, my next colony ship finishes, with the previous one still two years away from Tyr. I send it ahead to Moro (the star above Betelgeuse).
I spend one RP from Morrig on Weapons to see what's available: Hand Lasers and Hyper-V Rockets. Hand Lasers cost only 90 RP for the Mrrshans, so I figure I can easily get it out of the way while building colony ships.
I colonize Tyr, which brings Ryoun (pop 55, steppe) into range:
And the Darloks declare war! I hope my Squatter ships can fend them off for now...
Toranor finishes a colony ship which I send to a planet in my backline.
Certainly nothing to write home about, but better than a rich world that I end up losing. I also switch Betelgeuse to building fighters. I don't know if 26 fighters will do anything, but I'd feel bad if I didn't try.
Ok, I don't know if this is a good move, but exploring the planet in case I want to send some soldiers there later seems like a good idea. Also, I can maybe shoot down some of those transports.
I also start researching Force Fields in 2348.
In 2349, I found a colony at Ryoun.
And this is Tao, where I first encountered the Darloks.
I definitely don't want my enemies to have a fertile frontier planet! Unfortunately, I don't think I intercepted any of the 33 transports that were heading there. (Does that even work when you arrive on the same turn?) Invading it doesn't seem possible, with the two closest worlds being quite small. And if I send anything from Betelgeuse, by the time they arrive, there surely will be a giant fleet in orbit to kill them all. Diverting resources to building bombers also does not sound like a good idea right now.
I start building a missile base on Betelgeuse to prepare for the worst.
The Alkari get a good event in 2350:
Hey, at least it's not the Darloks.
The Darlok send their first attack fleet to Tyr. I don't have any stats on those ships, but this doesn't look good to me. Will the Mrrshan attack bonus save the day?
Well, actually, I lost only about 5 or 6 fighters. I would have lost a lot more if the AI didn't insist on always moving backwards before firing their heavy lasers, though! That changes things...I'll send a stack of bombers for Tao soon!
In other news, I finish Hand Lasers. Neutron Pellet Gun is the only option at the next tier.
With Toranor finishing the final colony ship in 2353 and sending it on its way to the yellow star Ukko (pop 70, ocean), I switch Toranor over to research. I haven't even touched construction and computer tech yet, so let's see what we have.
In Construction, there's only RW80. Meh. I invest some minimal amount to avoid wasting the RP I spent to open it up and go check out Computers: I can choose ECM1 or BC2 and go with ECM to open up the next tier faster. I also order Betelgeuse to get some more fighters up to Tyr.
I seriously take the fight to the Darloks in 2356:
I win easily, but I'm down to 10 fighters. It also turns out that the Darloks have sent population away. Still, I don't think it's worth it to waste any population on conquering an ultra-poor planet without any factories. Maybe if I can bomb down the population enough, I invade to save the cost of a colony ship. And if I end up completely destroying it, well then I'll just have to build one.
The bombers I built earlier are still one turn away from Tyr. It will take them three more to go from there to Tao. Picking Range-6 over Nuclear Engines was definitely a very bad idea. Now I have to get it out of the way before I can research anything else. I decide to seed it now and get it over with.
I found a colony at Ukko in 2359.
Years 2360 to 2389:
DS2 finishes and I select Personal Deflector Shield next (the other option was DS3). I stop seeding Propulsion and seed Planetology next. About time I get that rich tundra planet. I also notice that there's a blue star in the corner of the map that I haven't scouted yet. Oops! I build another scout to check it out.
ECM1 finishes in the next year and ECM2 is the only new option...
I have two bombers at Tao now (medium ships with 4 nukes each, because I can't fit them on smalls yet). They can keep factories down, but population grows faster than they can kill it. My plan is to build a few more on Tyr, which can churn them out at a rate of one per turn, but first, I'd like to terraform it.
The planet in the lower left corner turns out to be a minimal planet with pop 40 max. If this planet had been any better, I'd be really kicking myself now over my Propulsion tech decisions. I think going Range-5 and then Nuclear Engines would have been a much better choice: I could have colonized the poor planet at Stalaz and then went on down into the corner. Also, again, choosing the range tech without first checking the distance between Morrig and Tyr was a major mistake, even though I got lucky there.
The Darloks have colonized the non-Margarathea star system in the nebula. I've sent a fighter, hoping to catch it undefendend and explore it, but that was not to be. Additional Bombers from Tyr start arriving at Tao.
Irridium Fuel Cells finishes ... actually, I forgot the precise year. As for my next choices:
Sub-Light Drives, no contest here. Actually, it's my only new choice. I start seeding immediately.
RW80 and Controlled Dead Environment both pop on 2382. What's up next?
My choices are highlighted. I put Betelgeuse to work on the new colony ship immediately. Drakka can support only 20 pop for now, but when T30 comes in, it will be a worthwile addition to my empire.
My fleet is driven off Tao in 2383. A fleet including spore ships and probably a ship with DS2 show up at Tyr. Not looking good...
Ok, I can't say I understand why he makes that offer now, but I'm certainly fine with it. And he somehow silently throws in this tribute:
Huh. Some more time to build up and get better guns for the inevitable repeat performance.
I colonize Drakka:
In 2389, Ryoun reaches its industry maximum and I have it build bases because it's close to Darlok territory. Speaking of those guys...I try to sign them up for a new trade deal, but they refuse. I start some spying now, to get a view of their tech tree. I certainly don't expect to steal anything from them.
Here's what the map looks like now:
And the frontier with the Darlok empire:
Years 2390 to 2400:
Sub-Light drives is at over 20% discovery chance, so I first seed Neutron Pelet Gun, then Terraforming +30. Tyr maxes factories in 2392 and I start building missile bases there. Betelgeuse is cranking out more colony ships to claim the nearby Tundra planets, and some new planets that are now within range.
Here's the report on the Darloks:
Nothing too scary for now. I'll soon get NPG, so the shields won't be a big problem.
The Darlok finally agree to some token trade agreement in 2395.
My first fleet encounter with the Sakkras happens in 2396. The Sakkras are the Vogons, apparently.
I settle Endoria in the same year, which also puts me into diplomatic contact with them and the Meklars. The Meklars are Erratic Industrialists (as usual) and the Sakkras are Aggressive Diplomats. Both agree to small trade deals. Their empires look ridiculously small for this point in the game. Since they're allied with each other, I suspect that there's another empire in the corner that has been giving them a beating. Still, I send my stack of fighters down from Tyr to Endoria to protect my new colony.
I also start terraforming Drakka.
Sub-Light Drives finishes in 2400, after hanging at > 25% forever. New options:
I choose the Warp Dissipator. This should come in handy when someone tries to send bombers again. I also settle Neptunus, a minimal planet in the lower left corner.
Drakka is terraformed to +5. I'm not sure I understand the conditions for the Slartibartfast award correctly, but I guess it means that I need to get at least +10.
Years 2400 to 2409:
I finally colonize the ultra-poor planet in my neighbourhood. I'll only run research there until I get some very good Construction tech.
Drakka is fully terraformed (to the best of my current abilities).
NPG finishes in 2405, I go with Merculite Missiles next. My bases are currently firing Hyper-Vs and that just won't do for long! However, first I seed my next computer tech (ECM2), to increase my tech level in that area (for better spies) and to see what's available next.
I get a stupid random erratic war declaration the next year:
Maybe they'll drag their allies, the Sakkra, into it too, but I'm not too worried. I start some spying efforts on the two empires.
Drakka maxes factories and I use it, and Tyr, to get some of my newly designed Sub-Light NPG fighters to Endoria.
T30 finishes in 2407.
I pick Soil Enrichment here, even though there's an ultra-rich radiated planet nearby, since it's rather small. Soil Enrichment will be helpful for invasions (and allows me to get even more population everywhere).
Also, just as I expected, the Sakkras declared war too. The Meklars send their first fleet:
The Meklars have rather weak deflector shields, but they have Planetary Shield V. They also have RC3. The Sakkras don't really have any interesting techs, except fusion bombs. If I can steal that, cracking Meklar colonies should be easy.
The Meklars arrive at Endoria in 2409:
Needless to say, that didn't go well. The planet loses half its population to bombardment.
In other news ...
... you've got to be kidding me. So instead of building ships, I need to pump out reserve money now!
In happier news, one of my colony ships, built nearly a decade ago, still with Retro engines, arrives at its destination. I'm the first empire to colonize 12 star systems.
As it turns out, all of that doesn't matter at all. The Galactic Council convenes for the first time. (SPOILER: I lose!)
Klackons: 2 votes (abstain)
Me: 6 votes (myself, but who cares)
The start looked promising enough, but I don't know how to defend myself in the council against AI cheese alliances, and random hate from erratic emperors. Maybe I could have focused more on weapons earlier, got better bombs and cut some of the AIs down to size. But still, all but 2 votes from other empires were against me. I don't think I could have achieved a veto block by that time. I just have no clue how to deal with this! (Also, I reloaded the game just to see how it goes and that time I survived the election. Yay, randomness!)
By way of introduction, I have a hard time documenting my games. Popping back and forth between the game and notepad really kills the immersion, and thereby the fun, of the game (not to mention my new computer has the function keys laid out differently and I kept hitting Ctrl-F9 and crashing the game instead of Ctrl-F10 to release the mouse) . Notes on paper are even worse. This time, I went with a slew of screenshots, but probably not as many as I needed.
I expanded without AI contact until I met the Darloks and Klackons in quick succession:
In 2371, the Newsdroid reported that I was #1 in population, which is rare enough that I deemed it worth a screenshot:
State of the known universe in 2400:
Tech steal in 2401:
I stole a *lot* of techs, using my usual algorithm of stealing computer tech if available and then trying to choose what I needed. This is the only one I where took a screenshot, though.
Peace in our time:
The first election came in 2428, allowing me to gain some brownie points with the Vogons:
I had to abstain in 2450 and 2475, but didn't have to worry much.
By 2475, I had researched Controlled Radiated and colonized the Rich and Ultra Rich planets I'd been coveting.
State of the universe in 2500:
You can see that I'm about to lose Ryoun (the Steppe world due north of the homeworld) to the Sakkra. They had no problem taking out my missile bases, my fleet couldn't contest them, and they had better ground attack tech.
In my usual style, I kind of twiddled my thumbs and stole techs for 50 turns.
The Alkaris and Darloks both had bad shields and missiles, so I invaded two of each of their worlds, greatly increasing my population and giving me a nice boost in tech.
With Subspace Teleporters in hand, I was ready to go after the Guardian in 2477:
Challenge format
1) Three games are played with mostly the same build (small tweaks allowed between games at your own discretion), you pick your build freely and modify the save with the wizcopy tool and alter your race with whatever tool you prefer
2) For each game, create a new thread and state your overall strategy with as many words as you care for (you may tweak your overall strategy between games)
3) Each 12 turns, report the following:
Overland map
F4 and F5 screens
Magic screen
City screen
Gold income
List of military buildings you own
List of spells researched
Brief summary of units you own
4) Don't peek at the threads of other challengers until you're done with that game (ie. you can look at someone's game 1 report when your own game 1 is done)
5) Game settings for game 1 / game 2 / game 3 (all are Impossible with 4 opponents):
Land: Huge / Large / Fair land
Magic: Good / High / Max
Minerals: Rich / Fair / Poor
Climate: Wet / Fair / Dry
ORIGINAL POST
Hey Nelphine.
We discussed settling vs conquering a little while ago. I argued that going with both was the stronger option, you argued that ignoring settling and going straight for conquest was the stronger option. How would you like to test that in a series of 3 games?
If you agree, I suggest that we use fairly similar builds (for sake of accurate comparison of strategies) with minor variations allowed (for sake of allowing each of us to play to our strategy's strengths). I think Lizardmen are the best race choice, as it is equally well suited for settling and for conquest. I think Omniscient is also a no-brainer (with 1 each of Life + Death + Chaos + Nature), equally good for settling and conquest. We probably both want Warlord, so add that as well. That's 7 shared picks, 5 left to pick freely with the wizcopy tool Seravy devised (haven't actually tested it yet).
I propose these settings for the games (all on Impossible with 4 opponents):
Game 1
Land: Huge
Power: Good
Minerals: Rich
Climate: Wet
Game 2
Land: Large
Power: High
Minerals: Fair
Climate: Fair
Game 3
Land: Fair
Power: Max
Minerals: Poor
Climate: Dry
I know you're not fond of heroes, but I suggest that you use them as optimally as possible for sake of fair comparison. Alternatively, we can both agree not to use heroes at all and reroll all prisoner outcomes.
Reporting should be done with identical formats to make comparison as easy as possible. Focus should be on macro management, I suggest that the following be posted every 12 turns:
Income
Magic Screen
List of spells researched
City list
Brief summary of units commanded
List of military buildings owned (access, experience and
alchemist's guild)
Overland map of one or both planes
What do you say? The format is up for debate, of course. Others are invited to participate as well, with their own stated strategy. It would be fun if someone wanted to test a long-term strategy against the rush strategies me and Nelphine will probably both be employing.