Ho-kay, a whole load of questions! 


That said, really neither red lasers nor gauss cannons are great against VNs. We should have at least green lasers. Fortunately green lasers are cheap, we don't have to worry about VNs before turn 25, and they won't show up all that often when they do; they are more nuisance than anything else. Unfortunately, we probably won't have a better weapon researched before turn 25.
Since we are getting pulsed fission, it may be worth noting that pulsed fission + armour + hammerhead destroyers can probably successfully lure VN probes into chasing them until the timer runs out. VN probes are not super-fast and they like to eat ships before mining stuff from planets. Of course, deployed gates don't move...
We will probably be able to afford a fleet to ambush that Morrigi indy via our gate as long as we keep auto-peaceing it, before we can afford that research. 60M imperials isn't all that many, so we wouldn't have to deal with very many planet missiles. It's worth noting that there will be heavy missiles and MWM missiles mixed in, though, and that all those missiles will have fusion warheads.
If we could get multiple Morrigi independent colonies out of researching Morrigi xenotech, then it might be worth going for that sooner rather than later, but one indy alone doesn't justify the cost -- especially not a small one.


It's the most common weapon tree the Hivers tend to climb as that's where they are most likely to find good toys. After that is warheads; Hivers don't much care for energy weapons overall, though of course they still do need HCLs for battle bridges and torpedoes for assault.

Just in case it got buried in the middle and missed, Haphazard is up and should take us to turn 30 to round us out. After that, it will be Tyrmith to turn 40.

Quote:but more than likely we have to fight our way up the whole thing at sublight speed.Well, true up until the AM era at least, but someone wanted some AM era fighting anyway.

Quote:(yeah, our range was 5.0 - thanks Zed!Sure, blame me for the vagaries of the random map generator... *grumble*)

Quote: Is that a reasonable design, Zed, or should we go for Gauss or missiles on our early pickets?Depends on what we expect to be fighting. Overall for fighting most enemy scouts gauss is probably better than red lasers, but for fighting most randoms red lasers are better. And missiles will usually perform better in auto-resolve than in manual; for instance, a dozen or so red laser/missile destroyers can kill a swarm nest no problem even with no military techs researched, using autoresolve.
That said, really neither red lasers nor gauss cannons are great against VNs. We should have at least green lasers. Fortunately green lasers are cheap, we don't have to worry about VNs before turn 25, and they won't show up all that often when they do; they are more nuisance than anything else. Unfortunately, we probably won't have a better weapon researched before turn 25.
Since we are getting pulsed fission, it may be worth noting that pulsed fission + armour + hammerhead destroyers can probably successfully lure VN probes into chasing them until the timer runs out. VN probes are not super-fast and they like to eat ships before mining stuff from planets. Of course, deployed gates don't move...
Quote:Hopefully it's a scout we can Dove or keep away from long enough to set up the Gate and bring in a picket force. Or even better, a scout that moves on by the time we arriveRemember that auto-peace will fail after a couple turns if the enemy scout is low on fuel, and this will break first contact protocols. If we can deploy our gate and get a couple armours there to protect it, we should be good to auto-peace then though..
Quote:If I remember right from the first game, we can research Incorporate Morrigi and get this colony for free? That seems like a good idea to me, jumpstarting our growth with a second profitable colony instead of a money-pit like anything we'd found.As has been noted, researching up to Incorporate would be pretty expensive at this stage. The first language tech (needed for cease fire) is about half the cost of Waldos, but the second is quadruple the cost of Waldos, and following that, Incorporate Morrigi costs 6 times as much as Waldos, IIRC.
We will probably be able to afford a fleet to ambush that Morrigi indy via our gate as long as we keep auto-peaceing it, before we can afford that research. 60M imperials isn't all that many, so we wouldn't have to deal with very many planet missiles. It's worth noting that there will be heavy missiles and MWM missiles mixed in, though, and that all those missiles will have fusion warheads.
If we could get multiple Morrigi independent colonies out of researching Morrigi xenotech, then it might be worth going for that sooner rather than later, but one indy alone doesn't justify the cost -- especially not a small one.
Quote:I think we want to colonize Rozokor right away; 200 Hazard is managable, and size 9 is extremely desirable. It's kinda low on resources, but big ought to make up for that. Right? Or am I mixing up early-game and late-game desirable locations?Size is more an indicator of long-term profitability than short term desirability to colonize -- hazard rating is the main factor and this one is within a reasonable distance of our ideal hazard rating. I would say go for it.
Quote:we ought to put an escort force by each gate, since they'd be such a royal pain to replace if we let Von Neumanns or a hostile scout kill them.I don't think we want to afford this quite yet. We still have some time before we have to worry too much about VNs and they don't happen so often that we can't afford to replace an occasional gate until we have the money for a pair of destroyers guarding every world. Hopefully we'll have better VN-killing weapons by then too.
Quote:Zed? How much of that did I get wrong?Not much; good job overall Mardoc! Haphazard would be up next and can take until turn 30 to round us out.
Who's next?
Quote:Should I assume the other races are at full settings? Are we at normal or hard difficulty?The reduced economy and research settings apply to everyone, and the AIs are on normal difficulty. However, not every faction in the game started with the same number of planets.
Quote:I thought that we are already at war by default, since no one has xeno techs to do anything else yet?That's correct, though for the moment we are still on first contact protocols with everyone, until someone starts the shooting. It'll be pretty much impossible to avoid being on a war footing with everyone in our half of the barbell but depending on how quickly we get some xenotech we may be able to avoid this for races in the other half.
Quote:I am more worried about how close the Tarka may beThere are 90 stars on the map (not counting VN homeworld) and 8 players, so just over 10 stars per player; this is moderately close quarters. Depending on how quickly we can expand relative to the AIs, we may have trouble breaking into double digit colonies before fighting starts in earnest.
Quote:We probably can not afford it just yet, but should we plan to have some backup gates in key locations?This is a good thought. The best place to keep spare gates tends to be with our defense fleets (once we have battle computers); we will be moving our fleets to trouble spots where gates may go down in combat, and we will certainly want to avoid stranding our defense fleets if a gate does go down by ensuring we have replacements handy.
Quote:One decent prospect out of the first two worlds found is not bad at all.That's quite good luck for Hivers actually! They tend to be vulnerable to getting screwed by map luck if there are no good worlds nearby.
Quote:What about weapons? At some point not too far away we will want something better than gauss canon and red lasers.Yes we will! Good early possibilities are green lasers and mass drivers. Sniper cannon can be good too but are a tad more expensive; we will probably want a cheaper upgrade first. It's worth noting that with sniper cannon we need to keep the range open, but our ships are not exactly the most maneuverable in the game; we will be slower than anyone here other than Liir.
Quote: I think 'not shooting' is a universal language, though, and as long as we don't have something they want, they'll probably not shoot either.This only works for a short while, but if we spend too many turns occupying the same star as a rival, someone is going to get itchy trigger fingers if we auto-peace it. If you want to keep first contact protocols active you have to manual the fight, or move away -- and of course moving away is out of the question when we have gates to establish and worlds to colonize.

Quote:I think every gate will need defenders, though, from random events at the least.Good to do in the not-too-distant future but we need more economy first.
Quote:Not completely standardized yet, but some pieces. In front, put a P for picket, T for tanker, G for garrison, or name for who it's invading. Put the name of the place it 'belongs' after that - so G Ir'idan is the garrison for Ir'idan. As humans, we also put speed in the name, but I don't know that makes any sense for Hivers.We probably won't have spare tankers just sitting around this game; with gates we have no need for a tanker network. Probably just pickets and garrison. Putting speed in the name is still helpful to ensure we don't pair a pulsed fission gate with a fission tanker, for instance. I just multiply the sublight speed by 10 for hivers.
Quote:This approach does imply that we should put fairly high priority on better sensor tech, once we get some of the more urgent basics taken care of.Absolutely, Hivers love sensor tech, especially Deep Scan and Jammers!

Quote:I am hoping ZedF can provide a little guidance on this one. I am thinking the GM -> SA choices look better for now, since we know they will help us get new worlds up and going faster.Yup, I would stick with less expensive techs for now. If I were going to get something a little more expensive I would probably go for Cyber Interfaces first.
Quote:and VRF will boost them a bit if we choose to travel up the ballistics tree.Hivers do love their ballistics!
It's the most common weapon tree the Hivers tend to climb as that's where they are most likely to find good toys. After that is warheads; Hivers don't much care for energy weapons overall, though of course they still do need HCLs for battle bridges and torpedoes for assault.Quote:I think first, that gates ought to mean once we have something, we keep it,Hivers certainly like to operate by this philosophy!

Just in case it got buried in the middle and missed, Haphazard is up and should take us to turn 30 to round us out. After that, it will be Tyrmith to turn 40.



Presumably this is due to the "adjustments" made by ZedF to make things more challenging, but we definitely need to get this value moving in the proper direction.
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