Is that character a variant? (I just love getting asked that in channel.) - Charis

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Imperium One - Off to a Flying Start

Quote:Originally posted by Sirian@Apr 26 2004, 03:27 AM
If that proves too problematic on swinging performance differences, we can disable events for some games. We'll see.
I think it's going to be really hard to compare games directly against each other, even if random events are disabled. There are so many other random factors (ship designs, spy results, expansion times, war declarations) that games are going to flow dramatically differently. A general comparison of expansion, AI interactions, ship designs, and tech choices is the most I was hoping for. I'm expecting to improve my game through this process rather than win some mythical trophy.
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Harris Mission Report...

A thoroughly enjoyable return to Master of Orion! As this is my first game of this type, I didn't realize the level of reporting until I looked at this thread when my game was over. Next time I'll take notes.

Total elimination of all players was achieved in 2559. Orion was colonized and research was up to 67,296 per turn. (I could have achieved 2/3 vote much earlier, but wasn't sure how the different types of victories are weighted).

Back to the beginning...

I reluctantly settled the small system to the north. I had just colonized my 5th planet when GNN notified me that the Silicoids were up to 6. Unfortunately, I was able to grab just 1 more planet, Primodius, when the 'Coids had shot up to 12.

Focusing on rapid planet development and tech growth, I entered into non-aggression treaties with my neighbors, the Meklars and the Silicoids. I feared that the Silicoid expansion might have gone unopposed too long when they took their 18th system.
Shortly thereafter, I decided I had to become more confrontational.

I sent spies to both opponents and learned that the Meklars did not yet have a Class V Planetary Shield. This meant they were still vulnerable to my newly acquired Scatter Pack X missiles. I quickly built a small fleet and took over all of the Meklar systems in short order, thanks to my cloning ability. I was delighted with the spoils... Ion Drives to replace my sublights, and much better computers.

Now that my production was rivalling the Silicoids, I sent medium ships carrying Hercular missiles to the Ultra Rich planet they had settled near my home world. To my surprise, the Silicoids never mounted a meaningful counter-attack. After that, it was just mop up operations for their many systems and the Sakkras, Mrrshans and Klackons (in that order).

There were several particularly anxious moments along the way. The closest calls came with mid-game counsel votes, several of which were very close. One time, the Silicoids received 25 out of 38 votes... it doesn't get any closer than that!
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This was a fun game.

I started out in full-out expansion mode. During this first swelling, I nabbed all the way out to Ajax in the north, and stole Simius, Palladia, Omicron and Drakka in the south. I got both Quayal and Maalor, but the Meklars beat me to everything else down under. My planetology apparently lagged a little behind somewhere, and I lost Mobas to a roving Silicoid colony ship.

But, overall, I was ready to go! I'd pulled off a rather successful land grab, and would eventually outgrow the stupid Silicoids and the undergrown Meklars. The Mrrshans, apparently, were also a power, although I never really met them (or the Sakkras, or the Klackons, who came in DEAD LAST. Yikes.), and they never factored much into my game.

I knew, at this point, that I could play my favorite game: sit back in builder mode, and outgrow all my enemies through smarter tech choices and higher prioritization of production. There were a couple ominous signs, such as a pathetic Mrrshan fleet that I had to destroy, and the Silicoids didn't seem to like our non-agression pact anymore. But all was well in the galaxy.

Then, in one of their famous fits of homicidal insanity, my carefully hand-picked ambassador, in the grim year of 2439, made his attempt on the Meklar leader. Now my peaceful little avian utopia is at war with the Meklars. Fantastic.

The Meklars I could deal with. Their ships were too poor to do any significant damage, and some hastily thrown up missile bases stopped them dead in their tracks.

No, what hurt were the Silicoids, with whom I'm still even trading, at a pretty staggering rate. Here was my first and hardest lesson in just how very different war is in MoO from Civ 3.

(continued later...)
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As an answer to this post you will find a summary of my game. My detailed report will be posted in answers to the summary. Please post any comments to my report as an answer to THIS message to keep the report structure intact. Destroying the report sturcture might be annoying for other readers.

Urugharakh
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A reasonable landgrab gave me a solid amount of territory and a game that can't be lost on average difficulty. Being accustomed to impossible and expecting serious amounts of defending missile bases I waited long before going into offensive myself resulting in a late victory after 250 turns.
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I spot 2 stars within 3 parsec range. One of them is blue and hence has a poor chance for habitable planets. So I sent the colony ship north to the green star while one scout approaches the plue 3 parsec star and the other the green star in the northwest. 3 turns later the colony ship arrives at

[Image: MR1_2303.jpg]

A 45 planet is not best, but better than nothing. At least the colony ship will not eat my resources anymore. The second scout reveals another habitable planet

[Image: MR1_2303a.jpg]

though a 40 is even worse than a 45. Not a great start, but there will be 3 more planets in range once both are settled. I sent 8 pop to Kailis reducing Altair to 50 and then sent 6 more during the next 2 turns.

My northern scout arrives at

[Image: MR1_2304.jpg]

thats much nicer. Time fo a round of Scout II ships. I haven't realised the difference in price compared to the initial scout before reading Sirians tutorial. While the difference is small for the scout ship it is huge for the colony ship and is probably the main reason for me winning on impossible with the weaker races now where I lost before.

First sout reveals

[Image: MR1_2305.jpg]

within range after settling on the 40. This should give a reasonable basis to work with.

My new scouts find

[Image: MR1_2309.jpg]

[Image: MR1_2310.jpg]

[Image: MR1_2310a.jpg]

[Image: MR1_2312.jpg]

and

[Image: MR1_2313.jpg]
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Altair reaches 200 industires and 100 pop in 2323 and starts on colony ships.

Bootis is settled in 2330

[Image: MR1_2331.jpg]

and we get into contact with Siliconids. Here is the current territory layout

[Image: MR1_2331a.jpg]

Kailis reached 46 factories just in time and will now stay at 23 pop and start our research while constantly sending surplus colonists to my new possessions. With Siliconids nearby to grap the 60 Ocean and maybe the 100 Terran planet I invest everything in propulsion. Fortunately Alkaris are excellent in this field. the map shows already 5 Siliconid planets and they do know range 4 because we wouldn't have met otherwise.

I get range 5 as my only option

[Image: MR1_2332.jpg]

which is nasy with respect to the northern planets, since range 4 would have sufficed for the planets in siliconid range, but fine in the south. Then the next colony ship is reloced to Bootis to grab the 60 Ocean planet at Siliconid border. While the Col ship is on the way to Bootis saving one turn Altair will temporarely stop building colony ships and help research so the range tech should be ready in time. Only a few more scouts are employed during research time.

Mrrshans, our arch enemy is leading the planet count.

[Image: MR1_2336.jpg]

Could get ugly even on average.

Range 5 comes in the turn my colony ship reaches Bootis. Nuclear Engines are my next research option, which is good, but some waste reduction or terraforming are more urgend at the moment. So I set out checking construction and planetology options while Altair switches back to colony ship construction.

Tech options are

[Image: MR1_2339.jpg]

and

[Image: MR1_2339a.jpg]

750 BC is a long way to go with only 26 bc research, while the +10 terraforming will immediately help especially my size 40 and 45 planets. So everything into planetology now and then construction later.

2 turns before my colony ship arrives a siliconid colony ship attacks the 60 ocean planet and my scout wins the battle.

[Image: MR1_2341.jpg]

That was close and they will be back with firepower soon. I find a size 60 artifact planet in the north but no tech. So Siliconids where already here. I settle Incedius successfully and hope Siliconids will respect my claim until I've time for defense.

+10 terraforminc comes in in 2347 and I opt for dead environment over death spores. Nevertheless all my 30 bc research is spent on construction now.

Contact with Meklars in 2352.

[Image: MR1_2352.jpg]

here the map

[Image: MR1_2352a.jpg]

In the north you can spot a siliconid colony ship retreating from the artifacs planet.

I'm second im population

[Image: MR1_2353.jpg]

Siliconids call and want

[Image: MR1_2361.jpg]

well, not until the land grab is over. I'm still happy with the number of driven away colony ships. smile

Same turn finally my waste reduction comes in and gives a great boost in economy. Altair is conduction research now. One colony ship is no the way towards the artifacts planet and theother is heading for the poot planet in Meklar territory. There is room for 2 more colony ships in meklar space, but only after the first is successfully settled. So better do some research now. Research is set to nuclear engines which will boost my ship speed considerable.

Two turns later siliconids first time accompany their colony ships with military. My scouts have to retreat. I settle the artifacs planet in the north, though there is no garantee to keep it. Next turn I settle the poor steppe planet in Meklar territory and an election is hold. I vote for Mirana, who gets 10 votes while Siliconids vote for me.

Here is the map one turn after the vote.

[Image: MR1_2365.jpg]

Nuclear engines comes in in 2366 and I opt for more range instead of sub-light drives, which will bring contact with more races.

Next year Meklars attack my poor planet inside their territory with an armed colony ship. I design a warp 2 small laser ship without anything else but speed. (not more space) and shift Altair form colony to laser ships. Lets see, if we can do something, but it looks hopeless:

[Image: MR1_2368.jpg]

But I'm lucky. Meklars retreat from orbit and I gathered just enough firepower for

[Image: MR1_2370.jpg]

Nevertheless the remaining of the free planets in the south belong to meklars. Their fighting power simply ecceeds mine.

Improve robotics 3 came in in 2389 giving another major boost in economy.

Next vote is held in 2400. Siliconids get mine without fear of loss. Same turn dead environment comes in and I opt for toxic environment in hope of grabbing the rich and ultra rich planets before Siliconids of so. My laser ships are guarding them atm.

Pirates emerge at Keeta in 2411, don't even know where that is and it will turn out, it is an inhabitable system on the western edge of the map. So trade is useless in my game until it is already dedided. Toxic comes in same turn and I design the toxic colony ship and build it on 5 planets. Then after warp 3 engines came in 2 turns later I design a long range dead ship with the intention of grabbing a tundra planet in Meklar space.

2417 My landgrab was reasonable as you can see here:

[Image: MR1_2417.jpg]
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Not a proper report as I decided to play at the last minute and almost in 2 goes last friday and saturday while I had some unexpected time.
I had to start with decided to write no report and therefore took no notes or screenshots (which I would not have managed in time), but since I had a few 'interesting time' I wanted to share the main events.

'Normal start', colonising the planet 'North', sending scout everywhere, maximising Alkari, then colonising almost all the posible system with the default tech before doing 'serious' research.

Therefore (and maybe because of not optimal propulsion research) I lost all the North-East system (every planets north of Bootis and Primodius) to the silicoids and barely manage to have the South-East for the Melkars.

First Vote was Silicoids against me, with almost everyone abstaining.

Then it started to get interesting as both Silicoids and Meklars declared war on me, while I had no decent weapons and fleet !!!

Even if the Silicoids were the biggest and most powerfull AI, they were kind of OK, as I had only old/decent planets on this front (with enough bases and they had no decent weapons to crack them), but I promptly lost the SE part to Meklars either no base there for the further one, or the deadly bio-attack ships killing everyone at Simius (the Poor Planet).

When I was reduced to 6 systems (the X around Alkari + Primodius), Alkaris people decided that blowing a nuclear plant was fun (-> the planet had the radiated incident!!wink.

I was in so good shape that the next vote was between the Silicoids and Meklars, which in fact was probably good as I might have lost this election, being at war with the only 2 AIs I knew at that time...

The Silicoids war was going nowhere and a cease fire was signed at some poinbt with no gains on any side.

The Meklars were first stop at Maalor, even if they managed to kill 1/4 of the population with Bio-weapons.
Then when able to assemble some decent fleet, I returned to Simius which had turn from Poor to Rich due to a lucky mining... which means that Simius was soon able to defend itself while I recaptured the Eastern system which were not to heavily defended.

Then a quite long status-quo followed during which, I met the others AIs. From what I remeber, having only 2 small and far away friends : the Marshaans -go figure- and the Klackons. The Sakkras were as between friendly and at war.

The next 2 elections were me against Silicoids twice saving my skin by 1 vote (nice Kitty) and 2 votes.

Slowly I managed to remove the Meklars, then started on the Silicoids and finaly just won the 2524 election thanks to the Klackons 2 votes and my 32 votes (of course Marshans changed their mind about bird eating at some point).

[Image: 0Epic1.png]

Jabah
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2420 Mrrshans took the tundra planet in meklar territory 2 turns before my lr col ship arrived.

[Image: MR1_2420.jpg]

Nothing I can do about it. I scrap the LR design, since it has no current use. I settle with my current territory before going to war.

[Image: MR1_2421.jpg]

Then in 2436 Siliconids attack with biological weapons.

[Image: MR1_2430.jpg]

My bases killed the invaders, but hyper-X missiles are not enough for bioweapons in the near future.

Same turn I get some cash

[Image: MR1_2430a.jpg]

and contact with Mrrshan after another range research breakthrough. Kitties even sign a minimum trade agreement

[Image: MR1_2430b.jpg]

which may result in a few turns of peace. No need giving them more trade and probably this is even too much. We will be at war anyway soon. Here is the current map

[Image: MR1_2430c.jpg]

So lets arrange something for my kitties and keep siliconids and meklars buisy:

[Image: MR1_2430d.jpg]

[Image: MR1_2430e.jpg]

well, thats too expensive.

Improve robotics 4 come in for another economical boost. 4 more turns and Meklars finally agree to attack Mrrschans. Just in time as Mrrshans declare 3 turns later as expected.

One problem might be a single huge meklar ship heading for my central planets. Building bases I waited for the arrival and here it is:

[Image: MR1_2445.jpg]

Not very impressive with planetary V shileds already installed.

Siliconids continue their cold war and my remaing laser ships force an attacking missile fleet to retreat over one of my new rich planets still not fully developed ... Not that I could do any damage, but the couldn't kill me and ran out of amo with only few causualities on my side.

I got a espionage success against mrrshans

[Image: MR1_2448.jpg]

Next vote in 2450. I have 12 out of 35 votes. so currently no danger of loosing the game. I still can't do anything offensive without either bomb or missile tech. At least I thought so. In fact I could have done a lot but expected the usual 30+ or more missile bases at enemy planets

A few turns later some research came in and I designed a beam ship just in case I need something abainst meklars, whose relations are still not secure despite longterm trades or maybe catch a weakly defended Mrrshan planet.

[Image: MR1_2454.jpg]

My 2 rich planets are building the ships. My ultra rich is still feeding the reserve to have cash ready for new planets. My artifact planet gets reserve cash too to speed up research.

Siliconids like some more cold war tests

[Image: MR1_2455.jpg]

The weapons can't really penetrate my planetary V shield and class 4 deflectors but death spores can.

[Image: MR1_2457.jpg]

I had to resettle the planet because I felt nothing can realy hit me and forgot about masses of bio weapons.
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Now we arrive at

[Image: MR1_2459.jpg]

I dial up siliconids for help agains meklars after a solid upgrade of our trade agreement. Its less the help I need, but to avoid a dogpile. Furthermore I get fusion drives for atmospheric terraforming.

My first turn attempt of meklar spionage was a full success

[Image: MR1_2474.jpg]

The next vote was really close:

[Image: MR1_2475.jpg]

Finally got a better bomb so I can start some offense. As mentioned I was still in impossible defense mood.

[Image: MR1_2476.jpg]

The first meklar attack

[Image: MR1_2479.jpg]

[Image: MR1_2479a.jpg]

Nothing can hit me with my class X planetary shields. The small ship is my now obsolet laser design. Its time to scrap it anyway, so why not kill some meklar ships with the help of the missile bases. I lost all my laser ships after 3 rounds of combat, but killed several meklar ships in return.

Scatterpack VII and pulsons are available for my next weapon research, but wait, I'll use some ground attack in near future. So lets switch those ion rifles in before moving the long way toward better missiles.

[Image: MR1_2485.jpg]

Another rendevous, this time on the poor planet.

[Image: MR1_2486.jpg]

That fleet was exterminated.

I was struck by

[Image: MR1_2496.jpg]

The meklar war and I slowly grabbed all their possesions while finishing missile bases and spending lots of cash to maintain my population.

Then Sakkras took a meklar planet and we got into contact.

[Image: MR1_2515.jpg]

Not the mightiest ally, but at least another one. Start some trade and hope it will continue until I free more meklar planets. Time to do something about meklon

[Image: MR1_2518.jpg]

Well, this is a bit disappointment. I expected at least 40 bases on their home world being used to impossible difficulty. I was way too timid. Lower difficultiy AIs neglect missile bases even though they are quite formidable in other fields. Lets do a quick game mob up now.

Whats that? Meklon still size 100

[Image: MR1_2519.jpg]

and Meklar have improve terraforming 30!

[Image: MR1_2519a.jpg]

Same turn Siliconids took over the sakkra planet near Meklon.

A nice but not necessary event will speed things up some more.

[Image: MR1_2520.jpg]

Our friends the Siliconids continue their cold war

[Image: MR1_2523.jpg]

and they bring bombers this time.

[Image: MR1_2524.jpg]

They win of course with not enough missile bases for that amount of bombers. I simply was too careless here and neglected my defenses. MY fault. Colony destroyed. Kailas will be settled for the 3rd time.

[Image: MR1_2524a.jpg]

I decided on a sligtly upgraded fusion beam design, mainly because the old wone was too slow for my taste.

[Image: MR1_2525.jpg]

Well, even Kitties are pleased about my meklar war

[Image: MR1_2530.jpg]

I eliminated Meklars in 2531 and turned on Mrrshans. Furthermore I started with some space superiority ships on my ultra rich planet.

[Image: MR1_2535.jpg]
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