« Last post by bvanevery on Today at 04:58:08 AM »
Popping the pod gives me a sonar reading. I have 3 moves remaining, so I will pop the pod that's in reach. It gives me 100 credits. The scout ship moves west and finds more hardscrabble, as well as a lot of fungus on the coast. This is not good land. I may not be able to do any better than the hardscrabble I already found near my wounded colonist. If I must settle my capitol next to the fungal stalk, I will at least nestle it deeply towards the river squares. Another turn lost, but in the long run that's a better place.
« Last post by Unorthodox on Today at 04:50:01 AM »
I got great respect for people that can learn through the formal education process.
I'm lucky to have had a couple engineers in particular that recognized I wasn't just another schlubb and took it upon themselves to teach me. After that I knew enough to earn respect from most others.
« Last post by bvanevery on Today at 04:47:18 AM »
The touching Isle wounded my colonist, reducing it to 2 movement. The non-touching Isle found something better to go after. This is going to have a strange synchronizing effect as my northern colonist heads south and catches up with my southern colonist. The scout ship finds a bunch of shallows and that might be an acceptable place to nestle the capitol, in reach of the nutrient. As of turn 2 I still haven't founded my capitol, for lack of movement points.
The scout ship finds some minerals in the water, but they are covered in fungus. Also a budding fungal stalk on the land mass, which is not at all helpful as it will put fungus in the water until I kill it. I also see another pod in the water, but I can't reach it now. I'm thinking that I really need to nestle up against this coast though, that the nutrient is too far out at the border of deep ocean. Capitols need to be somewhat centralized to be most effective, and putting a capitol next to an ocean that can't support anything, isn't smart.
It's looking like in practice, neither of these resources is actually useful right now. I'm going to need to accept an imperfect spot on the coast, in the interest of time. The wounded colonist goes south 2 squares and finds dry, hardscrabble terrain. That's really not going to work. I guess there's only 2 ways to go around a coast, which means the wounded colonist shall go west, the unwounded shall go east. Although, I worry that in practice, this will put my capitol on the drier side of the island. Er, continent? It looks pretty damn big.
I think instead, I will send both colonists west. The full movement one, I'll position to pop yet another pod next turn. My luck has to change with the Isles, right?
« Last post by bvanevery on Today at 04:30:11 AM »
I really couldn't enjoy the last game I played with Cha Dawn. Even though I had the nominal lead position nearly the whole time, it was a nominal lead and nothing really felt like it was ever working. Well maybe getting a Battle Ogre in your face early on will do that to you. Yes I killed it, but it made me feel cautious and reactive for quite a long time. And then when I eased up... I got a walk-in! Well I'm going to try harder not to have things screw with my mind this game.
Huge map, average settings, random factions including myself. I draw Svensgaard. He's such a douchebag. I've never liked him, I thought he was this stupid pretty boy not even vaguely credible cartoon cutout thing. Who dreamed this crap up? In later years I came to appreciate the Pirate faction as a game mechanical idea, but I've never, ever liked Svensgaard. Also whoever they got as the voice actor, sorry, never sounded like a pirate. Sounded like a nice young man wearing a sweater reading old literature, or pretending to.
If I had been thinking about it, and unfortunately I wasn't, I would have renamed this guy "Ragnar Lothbrok". I'm not sure I can do that afer the starting screen.
The good news is I've played a lot of specifically Pirate games in the past. It may have been awhile, but I shouldn't forget "how to do Pirates" too badly. Also Pirates have a natural moat, so it's difficult for other factions to mess with them if I don't want them to. Finally, a few games I did think about playing the Pirates and drowning everyone. I'm not sure if that's worth the work, but I may explore it to some degree. If I can stay interested long enough, which in recent games has been a non-trivial challenge.
I start as usual in the middle of deep ocean nowhere. Fortunately I'm not an AI so I don't have to stupidly settle my capitol in the most worthless squares ever. I can see a pod, so I'll pop it with one of my Sea Colonists. If it's an Isle of the Deep, on the 1st turn it's not gonna kill me. It may not even scratch me. Huh, sure enough, an Isle. With 1 move remaining I attempt to move out of the way. Maybe it smells fresher meat somewhere on land.
One thing I remember about the Pirates, is it's a really bad idea to settle one's first 2 bases in widely different places. The base away from the capitol inevitably is inefficient and under-productive. Better to keep them in roughly the same area.
To the north is the end of the map. It would be better from a spreadout standpoint to head south. There are some land masses to the south. Also to the west, but they are farther away. To the east is the Isle, not going that way right now. South it is then, with the other Sea Colonist. I find a nutrient and a pod. I can land on either for my 4th move. I can't settle a base with no moves, and I don't know if that's optimal anyways, so I pop the pod. It is... another Isle! Well I guess that one will take a beating. Fortunately, my ships are far enough apart that they can't get hit by two Isles. I've never really tested that scenario in the early game before.
I'm left with my Scout ship. I should probably investigate the nutrient before choosing an exact site for my capitol. For instance, if the nutrient is actually out at sea, it's better to be next to land. It's touching a crap piece of fungus covered island, not what I'd call exciting.
« Last post by bvanevery on Today at 03:56:59 AM »
Marr attacks a poorly guarded southern city unexpectedly. One that I never got a road down to. I wounded him with some artillery, but not enough to prevent him from taking the base.
Examining Marr's current tech level, he's researched Doctrine:Air Power and Superconductor.
To be honest, I don't like this game and am quitting. I've found a lot of this to be extremely tedious. I think part of the problem is I've been seduced by the percieved necessity to colonize the Monsoon Jungle. It is not actually all that useful. Especially, it has stretched me out and kept me from garrisoning anything properly. I feel like I've had poor productivity this whole game.
This is probably stemming from poor growth from going Green earlier. I've had that happen with Aki Zeta-5 many times, but with her I know how to compensate. Just go Planned, and don't even think about Green with her. With Cha Dawn a solution is not so obvious. In this stage of the game, I still need to settle and make wars. I cannot afford Democracy right now. Well I guess I've learned the annoying way that I can't really afford to be Green either. The tech was useful for getting The Empath Guild but I shouldn't have gone Green.
Yes I could recover from this umbrage. But why bother? I don't like how my empire is laid out or garrisoned and it feels like a big waste of mouseclicks. This hasn't felt like an effective empire, despite my leading status on the board. It has felt like stagnant / doing poorly.
Objectively, since 2 other factions have the same power as myself, and a 3rd is nearly so, my feeling is probably correct. Later for this. Continuing with such games, and especially such narratives, is time intensive and I could do better.
I'm beginning to get annoyed at doing poorly 2 games in a row. What is up with that? In Zhakarov's case, partly it was boredom. I didn't want to play him the way I knew he needed to be played. I paid the price for that. I don't like games where the environment constrains me to only do X.
In this game, I shouldn't have gone Green, and I'm not used to the slowness at which Cha Dawn produces things. It makes SPs sluggish. I let a lot of SPs go by, that I feel I should have secured more of. I had the techs, but not the ability to make good on them.
I also think the lack of action from Marr for such a long time, lulled me into a false sense of security about whether he'd ever attack at all. I know that garrisoning vs. doing other things is a "press your luck" situation. But that doesn't change the fact that feeling paranoid about needing to garrison, isn't enjoyable. I think I wanted to be able to enjoy what Cha Dawn was doing, and I really didn't feel that the whole game. Just felt like struggling the whole time.
So this game and narrative used up an entire day of my life. Only to suffer a base walk-in? WTF!! Why bother? Really, probably put 10 hours into this, why bother? Other than to make a record of events of a game, I'm not really seeing the justification.
« Last post by Lorizael on Today at 03:45:12 AM »
Just because I'm curious and have no idea, Uno, where does your rocketry/orbital mechanics expertise come from?
Mostly just conversations with the people who went to school and have the papers to prove it, but 20 years worth of those conversations.
My complete lack of formal education coupled with knowledge of the system and aptitude for orbital mechanics tends to shock a lot of folks.
It's always interesting to see the new engineers switch from talking down to me to asking me for my opinion.
That sure beats my... I have a decent undergrad physics/astro education.
« Last post by Unorthodox on Today at 03:33:46 AM »
Never been an engineer, they don't get dirty enough.
« Last post by bvanevery on Today at 03:16:40 AM »
Well SOB she had a backup ship. She killed the Impact Skimship I stole from her. But she's not going to like what I do next, because I brought along that better armored pea shooter unit and put them all in a stack. She didn't harm my skimship probe team in any way at all, so guess what's happening now? I've got 295 credits in the bank and I don't remember it costing more than 180 last time.
Well SOB this one costs 600 to subvert. She's gone Fundamentalist, maybe last turn. Fine, I'll steal her map and shell her base. In her wounded state, I actually have a better chance ship-to-ship if she attacks me. I could flee but it's possible I might take this base. Her Scout is already badly wounded from the previous shelling I gave it. Worst case I can tie her up and be a PITA for a few turns yet. She'll get wounded even if she destroys me, and I don't need this ship.
Her map doesn't reveal much more than I already knew. Some areas north of her at the end of the map, that's all.
To the south, I picked up an Artifact in the water. Now I have the burden of getting it home safely.
The AI was sensible enough to put its wounded ship into port with the wounded Scout. So now I'm shelling Admiralty Base, which also only has a Scout. She's changed production there from an Aquafarm to an Impact Skimship. So I'll get that in my face next turn, probably.
Zhakarov has started working on The Citizen's Defense Force. That's annoying. I only just re-began that myself. Even though his base has lower minerals than mine, it says it'll take him 30 turns and me 35. I guess that's my -1 Industry penalty. I can remove 1 minerals worth of unnecessary support to speed things up. Or Santiago will remove it for me, as that's my ship out fighting them.
I suppose a bigger worry is if Roze gets a free tech from us both having it. However I don't see how she could have infiltrated either one of us.
OMG! That reminds me I've totally forgotten to vote myself Governor. Got interrupted with dinner or something. Hmm, not having allies, I don't know if I'm going to win this. Well, gonna try anyways. Fortunately, everyone else abstained. I'm da guv! 9 years later than I could have been, but whatever.
Sunspots set in the very next turn. That would have really annoyed me if I had forgotten to elect myself, and then had to live with it for another 20 years.
Sadly, my ship was killed without doing much harm. So I'll be at "coastal war" with Santiago for awhile. Couldn't knock her out early.
« Last post by BUncle on Today at 03:09:57 AM »
Only once live, IIRC. There are no commercial breaks, exactly, if that's what you're asking, or banners popping up. The whole thing is a sort of ad for SpaceX, of course.
« Last post by BUncle on Today at 03:07:09 AM »
He's a rocket engineer for a living - or used to be; sounds like he's been getting stuck with administration more and more of late.