Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => After Action Reports => Topic started by: Green1 on October 26, 2014, 12:16:43 AM

Title: AAR 6 - Final Doom
Post by: Green1 on October 26, 2014, 12:16:43 AM
This is an attempt at a collaborative AAR, a sort of "succession game" as you will.

I have decided to go ahead and start this before too many more shinies like Civ BE distract us.

Rules are as follows:


Here it goes:

1. ADVANCED START. This is to get past much of the initial turns where there is nothing but survival and waiting on stuff. Of course, I have heard this has, shall we say, interesting scenarios such as folks getting random secret projects, interesting base set ups and forces.

2. Humans go first. Since I will be playing a powerful alien faction it seems only fair.

3. Anyone AARing will have a few days to play their turns, otherwise the save gets pushed to the next person with the AI playing their faction.

4. If you take your turns, try to report it in an AAR style. Of course if you change your mind on AARing, I am happy just to have a cool custom faction to own or get owned against.

5. If I have no takers to play a AAR as a faction for a few turns, this will become a standard single player AAR. (wussies)

6. This will be done in scenario editor to allow switching of factions. While this can allow things like viewing enemy positions, I hope it will not affect enjoyment and I would hope no one abuses this too much. I would also hope folks have the maturity not to use the editor to give themselves troops, techs, or alter landscape. That just would not be cool.

7. 20 turns per AAR faction. I think that number is long enough to set your faction in a better position for the AI to take over but being short enough you would not get burnt out from playing a turn, having to put up screen shots, and posting stuff.


Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 26, 2014, 12:19:51 AM
SETTINGS

- Advanced Start
- Standard Planet Size
- Thinker Difficulty
- Abundant Lifeforms
- Low Sea Level
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 26, 2014, 12:25:57 AM
Turn Order

Human Factions (player)

1. BlueFlux - Red Unit.
2. Jarlwolf - Fascists

Aliens (player)
3. Ete - Annihilators
4. Yitzi - Stranded
5. Green 1 - Exterminatus

If BlueFlux or Jarlwolf do not want to take first watch, I will begin the first 20 as University, then go to the Alien faction players.

If no one responds in two days, I will move down the list

If NO ONE responds, I will play 20 years as University, then rest of AAR will be Exterminatus.

S0... AAR happens regardless :D

Enjoy fellows...

Next posts will introduce the factions.
Title: Re: AAR 6 - Final Doom
Post by: Flux on October 26, 2014, 12:37:11 AM
I'll take the first watch.
I would prefer 2nd, after Jarl though.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 26, 2014, 12:40:36 AM
I'll take the first watch.


Should be later on tonight when save game goes up.
Title: Re: AAR 6 - Final Doom
Post by: Flux on October 26, 2014, 12:43:03 AM
I'll take the first watch.
But I'd prefer 2nd if Jarl would take it.


Should be later on tonight when save game goes up.
You ninja'd me. I guess I'll delete both my posts later so that the faction intro gets put under the OP.
EDIT: You can't delete your posts here, apparently.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 26, 2014, 12:49:41 AM
Red Unit - Blue Flux (Art by BlueFlux, design by BlueFlux)

Ivana Dotsya is the leader of Red Unit, a research oriented faction that gets the benefit of free perimeter defences at every base, but the disadvantage of a weaker economy.

She will need those defenses, too! For, like the other humans in this scenario she is severely outclassed in every category by some of the most fearsome monsters in AC2 history that make Marr look like a 12 year old girl.

Below are her stats:
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 26, 2014, 12:55:42 AM
The Iron Regime - Jarlwolf (Art by jarlwolf, design by Jarlwolf)

Resident forum board Communist and the mind behind the infamous Jarlwolf's custom faction pack unleashes another of his creations. But unlike taking on Miriam in AAR 4, his Fascists face a FAR grimmer foe.

Warrick may have a police rating through the roof, but is his Nationalist ambitions enough to guide his people to survival of Final Doom???
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 26, 2014, 01:01:58 AM
Planet Cult - AI (SMAX canon)

Old "Fungboy" may be an old running joke amongst old time SMACers. A reputation for being the weakest of all of them. But, put him on a abundant alien map, he can be a pain.

But, will his prayers to mindworms save him and his followers from the powerful enemies of the Exterminatus or Annihilators?
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 26, 2014, 01:07:23 AM
University of Planet - AI (SMAC 7)

Zak is a perinial favorite of many SMACers, and what is not to like about the guy? He techs like no other of the canon factions, he gets a free network node in every base, and a free tech to boot. His only drawbacks is being weak to probes and drone issue.

But, that is against balanced factions.

Can our favorite unethical researcher survive Final Doom?
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 26, 2014, 01:14:55 AM
Annihilators - ete (Graphics by BU, design by Ete)

Our buddy from AAR 5 is back... and it is not through eating.

The Annihilators are a power gamer's wet dream. Overpowered, but not too ridiculously unfair. They tech worth crud, but tech steal and pump out enough troops to even give folks like Yang a heart attack. Oh, and did we say Locusts right off the bat?

But do not think our good friends the Annihilators have a walk in the park... there are other bullies in the playground.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 26, 2014, 01:20:19 AM
The Stranded - Yitzi (Graphics by BlueFlux, Design by Yitzi)

AC2 hacker and assembly code guru has unleashed an interesting monster.. The Stranded. Strong defenses in free tachyon fields, but almost no military power.

Seeks to "get off this rock!!"

Can not say I blame them, as Morgan found out!!!
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 26, 2014, 01:27:29 AM
Exterminatus Green1 (Art by Jarlwolf, design by Green 1)

The Exterminatus like playing with My Little Ponies and ball room dancing. NOT.

These guys are almost as equal as the Annihilators. Massive production, poor growth, okay research. They worship evolution and destruction as a fundamentalist religion.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 26, 2014, 01:34:50 AM
Save game is up..

To get Stranded to load, go into .txt and change #STRANDED to #STRAND.

Red Unit has from 2161 to 2181.

Unless you wish to cede to Jarlwolf or switch. Up to you guys.
Title: Re: AAR 6 - Final Doom
Post by: ete on October 26, 2014, 01:54:38 AM
I'm likely to miss most of this, since I'm going away either tomorrow or the day after, and will likely not have access to a AC capable comp for at least a week and a half. I may get a chunk in if Jarl and BlueFlux are fast though.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 26, 2014, 01:03:29 AM
I'm likely to miss most of this, since I'm going away either tomorrow or the day after, and will likely not have access to a AC capable comp for at least a week and a half. I may get a chunk in if Jarl and BlueFlux are fast though.

It is all good. it is not like we are MP folks and will track you to your house or something. I am well prepared to make this a regular AAR, if need be. There is built in contingencies for flaking... er .. having a life or just not being interested.

But even if you do miss one, you can catch the next rotation.
Title: Re: AAR 6 - Final Doom
Post by: Flux on October 26, 2014, 01:04:22 AM
Save game is up..

To get Stranded to load, go into .txt and change #STRANDED to #STRAND.

Red Unit has from 2161 to 2181.

Unless you wish to cede to Jarlwolf or switch. Up to you guys.
I'll do at least the first 10 turns tonight. Hope I remember to stop in time  :D
Title: Re: AAR 6 - Final Doom
Post by: Yitzi on October 26, 2014, 02:14:46 AM
Here's an idea that I think will make for a more interesting story: If I go last, I can try to win...but we'll write it so that if the Stranded win, the game doesn't end; instead, the fleet kills off the Exterminatus and Annihilators and rescues the Stranded (all three are removed from the game), and then the humans can continue until Transcendence.  (If we do this, I'll write in a reason that the Stranded want a human faction to get Transcendence.)
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 26, 2014, 02:23:02 AM
Here's an idea that I think will make for a more interesting story: If I go last, I can try to win...but we'll write it so that if the Stranded win, the game doesn't end; instead, the fleet kills off the Exterminatus and Annihilators and rescues the Stranded (all three are removed from the game), and then the humans can continue until Transcendence.  (If we do this, I'll write in a reason that the Stranded want a human faction to get Transcendence.)

Sounds good.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 26, 2014, 02:47:38 AM
The signal broadcast by the Stranded fades out, and E'xitus appears.
Title: Re: AAR 6 - Final Doom
Post by: Yitzi on October 26, 2014, 02:49:57 AM
(Maybe I was unclear: That's not a promise made by the Stranded; they won't actually decide on that course of action until somewhat later; at this point, their leader is planning just to let the fleet figure out what to do.  It's just out-of-character planning.)
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 26, 2014, 02:54:34 AM
((Lets just see what Blue and Jarl can pull out... But yeah...Exterminatus would say that anyways.... I did not peek at the Stranded's situation.)
Title: Re: AAR 6 - Final Doom
Post by: Flux on October 26, 2014, 03:06:16 AM
Click on each picture for a full-sized very high quality image. You will be able to make out everything that way.
Mission Year 2161
Before I begin, here is a starting power graph: (http://i.imgur.com/cr5ATdc.png?1)
Fascists on the bottom of the pile, with me a little ahead.
Looking at my start here. We have an ocean to the south, and the Monsoon Jungle at our east with a base already in it. I'm very pleased  :D. It's unfortunate we have a Drone Riot in the capital to start, though.
(http://i.imgur.com/klqHpIZ.png)
We are starting the Supercollider in the capital city. Also, a holo-theater got those Drones to shut up.
(http://i.imgur.com/0f9yfLf.png)
So it turns out our Eastern border has the University. As we both like research, I graciously accept the ally request Zakharov sends me. :)
(http://i.imgur.com/3eZguJz.png)
Also traded a tech.
(http://i.imgur.com/X2vaiG9.png)
So, it turns out on our Western border we have the Stranded. They took a little bit of the Monsoon jungle as well. Might as well make a treaty, right?
(http://i.imgur.com/2AkMWVU.png)
(http://i.imgur.com/8hVRCKi.png)
They also made the Planetary Energy Grid.
(http://i.imgur.com/61KoiwF.png)
Supply pod just made a bunch of terraforming in the North. Going to send a colony pod after it soon.
(http://i.imgur.com/zINd7Xs.png)
While exploring North, we lost a Plasma Garrison to Mindworms. Unforunate, as he was the only person I had exploring that area.
(http://i.imgur.com/2wVyY5L.png)
Progenitor Psych was discovered. I'm researching Flexibility so I can make foils. A strong empire at sea can be a very good asset.
I hope when the AI takes over that they take a lot of territory in the ocean.
(http://i.imgur.com/U9SQm3W.png)
The university's border went back a bunch. I wonder if it is merely mindworms, or perhaps an enemy faction? Either way, this is the end of my 20 turns. It wasn't very eventful, and I'm very sad about that :(. The colony pod I had sent to get the Solar Collectors got destroyed, but I have another one built. Didn't have enough time to send it out.
(http://i.imgur.com/Ue31bID.png?1)
There is also a current powergraph included above.
Also I don't remember where, but at some point I saw a Exterminatus vessel in the ocean to my south, just barely in my view.

I do have a small hope that the game lasts long enough to give me another 20 turns...
You know, it will be very cool to see what COULD have happened when this is over. I mean, we're posting saves every 20 years.


Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 26, 2014, 03:16:31 AM
Now, we await the Crimson Comrade himself...
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 26, 2014, 03:19:24 AM
(and oh my at a Monsoon Jungle start for Stranded!!!)
Title: Re: AAR 6 - Final Doom
Post by: Flux on October 26, 2014, 03:26:58 AM
Now, we await the Crimson Comrade himself...
*Cue elevator music
Title: Re: AAR 6 - Final Doom
Post by: Yitzi on October 26, 2014, 03:28:55 AM
(Will we be roleplaying our faction leaders?  I certainly intend to roleplay mine.)

Also, since it's accelerated start, we each start with a project.  Can we have a look at what the projects are?
Title: Re: AAR 6 - Final Doom
Post by: Flux on October 26, 2014, 03:31:27 AM
(Will we be roleplaying our faction leaders?  I certainly intend to roleplay mine.)
Yeah, go ahead. I'm sure Green would have no problem with it. I would have if there was a battle.
Of course, with my 20 turns, the only thing I could say would be.
"Time to liberate a new home for all Cyborgs!"
"Why, we will certainly ally you!"
"What? There is no way they made the Planetary Energy Grid! Send me the report again, it cannot be accurate!"
Title: Re: AAR 6 - Final Doom
Post by: Yitzi on October 26, 2014, 03:40:50 AM
(Will we be roleplaying our faction leaders?  I certainly intend to roleplay mine.)

Yeah, go ahead. I'm sure Green would have no problem with it. I would have if there was a battle.
Of course, with my 20 turns, the only thing I could say would be.
"Time to liberate a new home for all Cyborgs!"
"Why, we will certainly ally you!"
"What? There is no way they made the Planetary Energy Grid! Send me the report again, it cannot be accurate!"


AAR roleplaying is usually done as a sort of journal or public messages from the leader or the like.

See, for instance, this AAR (http://forums.spacebattles.com/threads/lets-play-smax.208617/) I did on another forum before I came here (in fact, it was a balance discussion resulting from that series that helped lead to some of the thoughts that ended up with me here and then producing a patch to increase moddability).
Title: Re: AAR 6 - Final Doom
Post by: JarlWolf on October 26, 2014, 03:50:57 AM
How many turns do I do? I intend to roleplay this in great story fashion so expect detailed post:

(I will be fast though.)

And... this may sound stupid but do I need the factions in this AAR before I play it? Will it work if I do not have them?  If so I need to know where to download..

Just give me information... I will do the rest.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 26, 2014, 03:53:39 AM
20, Jarlwolf,

2181 to 2201
Title: Re: AAR 6 - Final Doom
Post by: JarlWolf on October 26, 2014, 03:54:16 AM
And as for my other questions?

Edit: I apologize if I sound stupid- just have never done multiplayer game before on this  ;lol
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 26, 2014, 03:57:04 AM
You need the factions or else the graphics will be messed up.
Title: Re: AAR 6 - Final Doom
Post by: Flux on October 26, 2014, 03:57:40 AM
How many turns do I do? I intend to roleplay this in great story fashion so expect detailed post:

(I will be fast though.)

And... this may sound stupid but do I need the factions in this AAR before I play it? Will it work if I do not have them?  If so I need to know where to download..

Just give me information... I will do the rest.

Alright, I'll tell you what you need to know.
Download my save file I posted in my AAR, and play until 2101 as the Fascists. 20 turns per player.
DL links...
https://www.dropbox.com/s/jnzseb0ub5yol05/STRAND.zip?dl=0 (https://www.dropbox.com/s/jnzseb0ub5yol05/STRAND.zip?dl=0) - This is the one I used. Rename #STRANDED to #STRAND in the .txt.
http://alphacentauri2.info/index.php?topic=4007.0 (http://alphacentauri2.info/index.php?topic=4007.0) - Exterimnatus
http://alphacentauri2.info/index.php?topic=3981.0 (http://alphacentauri2.info/index.php?topic=3981.0) - annhiliators
http://alphacentauri2.info/index.php?topic=12217.0 (http://alphacentauri2.info/index.php?topic=12217.0) - RUNit
...I would assume you have the Fascists, as you made them. I'll put em anyway.
http://alphacentauri2.info/index.php?topic=3751.0 (http://alphacentauri2.info/index.php?topic=3751.0) - Fascists

We should probably link them all in the first post.
Title: Re: AAR 6 - Final Doom
Post by: JarlWolf on October 26, 2014, 03:59:07 AM
Right then. Spasibo tovarishi... I will do this now.

And I had all the download links for all but the stranded, but much appreciated.


Will post my turn shortly....
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 26, 2014, 04:01:17 AM
Also, Stranded has a .txt error. Replace #STRANDED with #STRAND in their .txt.

Good luck.

Thanks, Blue.
Title: Re: AAR 6 - Final Doom
Post by: Flux on October 26, 2014, 04:16:36 AM
Time to ask the most pointless question in AC2 history.
Does this mean I get the AAR badge?
;cute  ;cute  ;cute  ;cute  ;cute
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 26, 2014, 04:18:36 AM
Time to ask the most pointless question in AC2 history.
Does this mean I get the AAR badge?
;cute  ;cute  ;cute  ;cute  ;cute

Yes. Probably so.
Title: Re: AAR 6 - Final Doom
Post by: Buster's Uncle on October 26, 2014, 04:20:22 AM
On it now...
Title: Re: AAR 6 - Final Doom
Post by: Flux on October 26, 2014, 04:21:42 AM
On it now...
And the fanfic for writing PAC?
I feel so stupid for asking for the badges.
Title: Re: AAR 6 - Final Doom
Post by: JarlWolf on October 26, 2014, 09:08:07 AM
Feindflug - Ätherkrieg (http://www.youtube.com/watch?v=WHeEaV4j5Ak#)

Richard Warrick sat in his chair, in a room lit only by the glow of many many monitors and screens, as well as an entire table of hologram projections. A communications hub, one that he obsessively maintained and surveyed as he watched the actions of his faction, the formidable Iron Regime. It was a cold, harsh world and he was a cold harsh man. He knew the dangers out there, in the red fields beyond. And the dangers within. Always keeping a wary eye for any discrepancy, he tirelessly worked, day and night to maintain the security of the Regime by commanding it and carefully, but ruthlessly acting on any problems that arose.

(http://i1128.photobucket.com/albums/m494/JarlWolf/14_zpsa4d16b4e.png)

He eyed the reports. It all flashed before him- dozens upon dozens of alien attacks on Regime forces. Many casualties and chaos flew before him. He did not flinch, nor say anything, his calm, detached expression simply observing what came before him as he analyzed it, absorbing each gritty report as a mere statistical input.

(http://i1128.photobucket.com/albums/m494/JarlWolf/Mindworms_zpsea523053.png)

He reacted simply by initiating a new, widespread protocol with his formers across the entire regime.
(http://i1128.photobucket.com/albums/m494/JarlWolf/2_zps6404aa7d.png)
He would cleave the threat out, step by step and efficiently until it was non-existent.
And in the meantime, try and expand his border's.
(http://i1128.photobucket.com/albums/m494/JarlWolf/3_zpsacb49d03.png)

After that he shifted to other reports...
(http://i1128.photobucket.com/albums/m494/JarlWolf/5_zpsb457dc1e.png)
The Iron Regime was making grounds in numerous areas, despite the severe setbacks it had suffered. New scientific advances left Richard Warrick to contemplate new decisions for his nation.
(http://i1128.photobucket.com/albums/m494/JarlWolf/Subatomic_zps4bc5f86b.png)
(http://i1128.photobucket.com/albums/m494/JarlWolf/Techpick_zps75c309ec.png)

Richard turned on the console to speak to his media subordinates. While Richard was definitely a smart, manipulative man who knew human nature very well, and brilliant in how to utilize the numerous individuals and droves of people underneath him, he lacked the charisma to truly inspire or invoke emotion. He was a pragmatic man, and to those who didn't know him closely, cold and somewhat insensitive to the needs and emotions of others, himself being quite introverted. So he issued his genius to those who could express such messages with popular zeal, and they did their craft splendidly.
(http://i1128.photobucket.com/albums/m494/JarlWolf/4_zpsfd62c98f.png)

"This is the Voice of the Nation, and today we'd like to express that we must be ever vigilant- our patriotic and heroic soldiers have fought all across the wastes giving their lives for you, so work hard for the glory of the regime and for our watchful leader. The success of the nation relies on you to do your part and follow your orders efficiently, and as proud citizens of this great nation we will all do our part: Our enemies will lose their calm and we will carry on."
(http://i1128.photobucket.com/albums/m494/JarlWolf/12_zpsdf15e831.png)
"Today, the subject of sacrifice is what is prevalent. Sacrifice isn't something to be just spoken about whimsically- its an essential concept that drives our nation forward. The sacrifice of our soldiers is what ensures you and your families grow healthy and strong, and its one of the reasons why our nation is superior to all others. We carry sacrifice as an ideal on its own, and with it we seek to not only serve ourselves but to ask what we can do for the regime: Mothers, raise your children, fathers teach your sons the right way to live- and above all, obey the law as its what protects you and keeps you safe from danger. A happy society is a safe society, and in the Iron Regime our prime focus is the safety of our citizens. This has been the Voice of the Nation, signing out. The Iron Regime prevails."
(http://i1128.photobucket.com/albums/m494/JarlWolf/19_zps5f23c85c.png)
Warrick looked to his other monitors. An incoming transmission appeared from one of his lieutenants out in the field-
(http://www.colonydrop.com/media/blogs/main/images/igloo/001.jpg)
"Leader. Permission to speak?"
Richard merely stated, "Granted."
"Our forces are receiving civil disobedience from some of the civilian settlers. They are refusing to work, stating there is far too much xenofungus in the area to work safely and are not working until it is cleared. What are your orders?"

Richard Warrick thought carefully. Formers were a far distance away and he could not risk stagnating plans of expansion, as there needed to be more adequate numbers of soldiers armed and equipped in Tower of Pride. He shifted his eyes a little, and said, " Discipline them, and make an example. That will be all, Lieutenant Liu."

"Understood sir. May your leadership prevail."
And with that, he exited the commlink channel.

(http://i1128.photobucket.com/albums/m494/JarlWolf/NerveStaple_zps50549c61.png)
Lieutenant Liu looked sharply to his soldiers, a small detachment merely sent to guard the civilians to the area, and stated, "The leader has given orders to discipline these dogs. I want them bound and sent to be rehabilitated. Any who resist, shoot them, we do not need undesirables populating this sector."

They all nodded, and saluted in chilling unison. They then moved out to round up the civilians who were protesting, most of them sitting in the unfinished rooms resting from dealing with an overabundance of xenofungi spores. The soldiers dragged them out, and put them in white strapsuits to be taken away for processing. Some of them tried to break free or argue against- but not for long... those who did had a sudden shock to their bodies as the vicious rifles the soldiers carried blasted rounds into their bodies, making them slump in a pool of blood in the rooms, their screams silencing the other civilians and making them shudder in obedient fear.

Richard looked to his other reports...
(http://i1128.photobucket.com/albums/m494/JarlWolf/GatlingCleanser_zps6d63a135.png)
The development of new nerve gas weaponry was in the works to be outfitted to armoured assault rovers. Hopefully to be utilized when the Regime encountered viable expansion territory.

He looked at an old report of a concerning prospect of the Exterminatus cult developing a Maritime control network...
(http://i1128.photobucket.com/albums/m494/JarlWolf/6_zps3f880896.png)
With a sigh, he looked at the next string of reports. His fears had been confirmed.
(http://i1128.photobucket.com/albums/m494/JarlWolf/24_zps1dd9b23c.png)
Not only that, but the despicable and decadent Red Unit had acquired the Super Collider...
(http://i1128.photobucket.com/albums/m494/JarlWolf/22_zps6f8d601d.png)

However, it seemed Richard was in for some good news.
(http://i1128.photobucket.com/albums/m494/JarlWolf/31_zps767b65c5.png)
"Good." Was all that Richard replied with.
He was pleased that Lieutenant Liu had managed to keep the whole disciplining of Tower of Pride under wraps. Not that sanctions would matter much anyways, given the Regime had no direct contact with anyone yet other then sporatic voice transmissions and media communication they might faintly pick up on. No, the Regime was alone on its own slice of the world- for better or worse...


(Out of story mode, my take over was fairly rubbish, the AI did not get any naval stuff, and secret project wise im not sure I have anything either. The amount of xenofungus was appalling and the lack of forests was bad.. I think the Iron Regime as a faction is fairly behind in tech and the fact I am not bordering anyone or even connected to a continent with someone on it is a bit displeasing... hopefully I get enemy soon I can conquer  ;lol )






Title: Re: AAR 6 - Final Doom
Post by: Geo on October 26, 2014, 09:34:21 AM
... hopefully I get enemy soon I can conquer  ;lol )

There's always the enemy within... ;cute
Title: Re: AAR 6 - Final Doom
Post by: JarlWolf on October 26, 2014, 09:37:02 AM
With Richard, yeah there is  :danc:

These mindworms are brutal though- the amount of fungus in the Fascist's territory is horrifying. Its like they are getting what they deserve or something  ;)
Title: Re: AAR 6 - Final Doom
Post by: Yitzi on October 26, 2014, 11:50:34 AM
(OOC: Now that I think of it, though, the plan I'd had for why the Stranded would let the humans continue after leaving really doesn't work very well for the Fascists or the Cult.  But they encountered the Red Unit first, and it works fairly well for them.)
Title: Re: AAR 6 - Final Doom
Post by: ete on October 26, 2014, 12:41:47 PM
Okay, that was fast. I'll do my turn today.

Which patch are we using, Yitzi's latest?
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 26, 2014, 01:36:53 PM
Kyrub, scients, Gog release or lower.
Title: Re: AAR 6 - Final Doom
Post by: ete on October 26, 2014, 01:47:04 PM
Okay.

WE are an accident. WE were tortured in the laboratories, and we brought vengeance on our creators. Now WE shall burn and consume all, we shall spread like a plague across this galaxy, before turning in and annihilating even ourselves.

WE are awake. And WE find...

(http://i.imgur.com/TAcUWT7.png)
War against every other faction. Bases paying 18 minerals in support costs. Poor teraforming. Absolutely stupid numbers of defensive units. A poor Secret Project.
(http://i.imgur.com/vQWjGVJ.png?1)
(http://i.imgur.com/pextv8Y.png?1)
And at the same time.. Large energy reserves. Bases full of facilities..
(http://i.imgur.com/pT0wuvD.png?1)
There is potential here. We must resculpt OUR forces, and take this conflict to the Enemies.

First, WE will disband most defensive units, reducing the minerals needed to support and allowing US to rush build several things of importance.

(http://i.imgur.com/SCgwNj1.png?1)
Next WE will burn these foolish Recreation Commons. The slaves will work under threat of the Punishment Spheres, not for "recreation" or "happiness".

Lastly, let US negotiate. WE will try and trick others into trading vital Technologies to US. First, the University, who remind us a little too much of our birth in a Usurper laboratory. We are willing to pretend friendship, for now.
(http://i.imgur.com/kIkTURE.png?1)
(http://i.imgur.com/sqluq4Y.png?1)
(http://i.imgur.com/MilpGHs.png?1)
(http://i.imgur.com/ERSp7kf.png?1)
(http://i.imgur.com/BuX88GC.png?1)
(http://i.imgur.com/ID99BEH.png?1)
(http://i.imgur.com/RNXrbpc.png?1)
(http://i.imgur.com/fFbODHu.png?1)
(http://i.imgur.com/csRJznE.png?1)
(http://i.imgur.com/1StZseQ.png?1)

The Academician seems... very secretive about his research. Perhaps in a few turns he will be more open. It's a shame, he has level five weapons, and I have level one..

WE toy with the idea of getting him to fight the Red Unit, but 600 credits is expensive. Perhaps a little later, when I know how many credits I'll want for other uses.

The Red Unit is.. uncooperative.
(http://i.imgur.com/0q1ydPm.png?1)
(http://i.imgur.com/CuxpFPJ.png?1)
(http://i.imgur.com/8UENmDZ.png?1)

At the end of the first Awakening year, WE have made some progress, but there is still much to do..

(http://i.imgur.com/p6N2JAJ.png?1)
(http://i.imgur.com/Bc9QpuE.png?1)
Title: Re: AAR 6 - Final Doom
Post by: Yitzi on October 26, 2014, 02:03:05 PM
(You misspelled "forfeit" in the base name, by the way.  Also, what is the backstory of each of the factions?)
Title: Re: AAR 6 - Final Doom
Post by: ete on October 26, 2014, 02:56:03 PM
Thanks, fixed.

And the Annihilators were a project by the Usurpers. They were initially planned to be a subservient hivemind, more organized, aware, and aggressive than the Planetmind, which would allow the Usurpers to finally crush all opposition and ascend, but the newly formed hivemind broke out of their control and destroyed much of the Usurper empire. It captured a significant portion of the native life (particularly Locusts which it could call from further away), and took many humans and progenitors as slaves to work in it's factories, consuming all those who resisted.

There are rumors that several humans factions had a hand in making the Annihilators such a threat to the Usurpers, with the Technocrats implicated in altering the research projects, and the Data Angels in the covert mission which finally freed the hivemind. You can read more here http://alphacentauri2.info/index.php?topic=4179.msg29246#msg29246 (http://alphacentauri2.info/index.php?topic=4179.msg29246#msg29246)
Title: Re: AAR 6 - Final Doom
Post by: ete on October 26, 2014, 04:12:02 PM
(http://i.imgur.com/lnHEDmE.png)
(http://i.imgur.com/99Zc7xo.png?1)
(http://i.imgur.com/uEe6rUj.png?1)
(http://i.imgur.com/rDCrtv3.png?1)

This Cult will worship US not the Planetmind, or WE will ignore their armies and devour their homes with Locusts.

The Pholous Mutigen is complete, increasing the power of our Locusts as they are produced.

(http://i.imgur.com/uUGKGIC.png?1)
(http://i.imgur.com/uFkMBDU.png?1)
(http://i.imgur.com/aW5n7hs.png?1)
Another Cultish base falls before US.

(http://i.imgur.com/ivlX7IA.png?1)

Production overview.

(http://i.imgur.com/cGsXNSd.png?1)
(http://i.imgur.com/nyQNCLF.png?1)
(http://i.imgur.com/ThyQIrg.png?1)

Ah, the Planetary Transit System.. This shall greatly advance the swarm, with a headquaters in every base and starting size 3 we shall spread like a cancer...

(http://i.imgur.com/zPgVoss.png?1)
(http://i.imgur.com/V1N8B9Q.png?1)
(http://i.imgur.com/A284KkB.png?1)
This Prophet is surprisingly stubborn. Perhaps he understands out true motivations.

(http://i.imgur.com/S7TGwGt.png?1)
Destroying this defensive technology.

(http://i.imgur.com/8F8FBzR.png?1)
Locusts, while extremely effective and highly mobile, are very, very expensive. Even two turns from completion it would cost 400 credits to rush. We need some cheaper disposable troops if we are to battle the others.

(http://i.imgur.com/QGr7q3x.png?1)
(http://i.imgur.com/P21if5f.png?1)
Finally, the slave researchers have come up with something of use. Next they shall work on Centauri Empathy, so we may increase our bond with planet and borrow more of it's power.

(http://i.imgur.com/nS6IFtd.png?1)
These bases are falling like flies. And to flies. So far, not one Locust has fallen, though with their cost this is fortunate.

(http://i.imgur.com/4GZFvfE.png?1)
The next base is.. much better defended. WE will wait and heal before attacking.


It's time to start pressing the University for their research.

(http://i.imgur.com/sPQxthO.png?1)(http://i.imgur.com/CzRzRXe.png?1)
(http://i.imgur.com/HVvtV1o.png?1)(http://i.imgur.com/OJ0cZBB.png?1)
(http://i.imgur.com/RPec2ur.png?1)(http://i.imgur.com/KLuXp6G.png?1)

WE shall see how he feels when there are Locusts crawling through his every base...

(http://i.imgur.com/RxrrjPp.png?1)
(http://i.imgur.com/CGnwPpn.png?1)
The Cult foolishly abandoned their base, now it is no more. Their units will die for lack of support when they have no bases.
Title: Re: AAR 6 - Final Doom
Post by: ete on October 26, 2014, 04:43:22 PM
(http://i.imgur.com/YkutK8E.png?1)(http://i.imgur.com/BHjmPIH.png?1)
(http://i.imgur.com/TK5UP8s.png?1)(http://i.imgur.com/9BUH3vh.png?1)
(http://i.imgur.com/5wvqulP.png?1)(http://i.imgur.com/ubGhKvw.png?1)
Excellent, another ally. Though I'm not quite sure what you're thinking when you say your plans work nicely with Ours.


(http://i.imgur.com/9ootReW.png?1)(http://i.imgur.com/VM9jNej.png?1)(http://i.imgur.com/7bULH3s.png?1)
(http://i.imgur.com/fxshn9X.png?1)(http://i.imgur.com/q4mTQfp.png?1)(http://i.imgur.com/XrJMBto.png?1)

(http://i.imgur.com/y68N5Zo.png?1)

Finally, someone who'll sell US tech. The techsteal ability seems to be failing so far, which is very unfortunate.

(http://i.imgur.com/vIJ9Gdx.png?1)
(http://i.imgur.com/U19D9YR.png?1)
(http://i.imgur.com/ZNcACvT.png?1)

Exploring. The Cult must have another base somewhere.

(http://i.imgur.com/9sLFvid.png?1)
There it is.

Almost halfway through my 20 turns. Should be able to do some good expansion before I run out of time, but the Stranded are kind of scary. They have a LOT of units, and they are very very resistant to Psi apparently.
Title: Re: AAR 6 - Final Doom
Post by: ete on October 26, 2014, 04:53:36 PM
(http://i.imgur.com/f0oYxOQ.png?1)

(http://i.imgur.com/xS5zZHC.png?1)
(http://i.imgur.com/fMFK8AX.png?1)
(http://i.imgur.com/mbddfgF.png?1)
(http://i.imgur.com/uVY5v5b.png?1)(http://i.imgur.com/IcUD7lI.png?1)
(http://i.imgur.com/jiYGrau.png?1)(http://i.imgur.com/lIF8WvK.png?1)
(http://i.imgur.com/7pA8w6s.png?1)
(http://i.imgur.com/eG62qxY.png?1)
(http://i.imgur.com/Y6WtVe6.png?1)
(http://i.imgur.com/DpFHwMO.png?1)

I'd have like them as a vassal. Oh well, it is fitting that they were Annihilated. At least I got their tech. Two basically useless techs, one handy one, and one absolute gem.

Now WE have to decide who I want to attack.. Red Unit and University are top of the list, Uni for the tech they'd give when they surrender, and Red Unit since they're at war with me and are a much bigger threat.

It looks like Red Unit will be under some early pressure.

And now I'm free to recolonize the Cult's former home, though I don't have many turns left to act..

It's very odd being on Hybrid Forest tech with only lasers as weapons. Handy that locusts work so well, though they do cost so much...
Title: Re: AAR 6 - Final Doom
Post by: Yitzi on October 26, 2014, 04:57:13 PM
(By the way, what's the backstory of the Exterminatus?  Are they an offshoot of one of the two main groups, or are they a different group of Progenitors?  Also, are we agreed that the Exterminatus will play before the Stranded?)
Title: Re: AAR 6 - Final Doom
Post by: ete on October 26, 2014, 05:04:59 PM
I'll let Green1 field the Exterminatus backstory. And Stranded are listed before Exterminatus in the OP.
Title: Re: AAR 6 - Final Doom
Post by: Yitzi on October 26, 2014, 05:13:32 PM
And Stranded are listed before Exterminatus in the OP.

Yeah, but I would prefer to change that order.
Title: Re: AAR 6 - Final Doom
Post by: ete on October 26, 2014, 05:43:01 PM
Sorry, BlueFlux, but I'll be taking your bases.
(http://i.imgur.com/te8eC38.png?1)
(http://i.imgur.com/nXaPmCi.png?1)
(http://i.imgur.com/mm1Aevr.png?1)
(http://i.imgur.com/ryCLi6I.png?1)
(http://i.imgur.com/1miyEY9.png?1)
(http://i.imgur.com/NFWQdSG.png?1)

(http://i.imgur.com/Uh3L6Sv.png?1)
(http://i.imgur.com/tPIhfQc.png?1)
Most bases need little/no garrison, and it saves on support. Colony Pods are the best investment thanks to free HQ and Planetary Transit System.

(http://i.imgur.com/ka2ysbh.png?1)
Oh, wow, a very long distance invasion.

(http://i.imgur.com/oDFbbCY.png?1)
(http://i.imgur.com/yLyHgFb.png?1)
Picking off a few unattended Colony Pods to stunt the growth of the stranded is all WE can do right now thanks to their huge numbers of defenders.

(http://i.imgur.com/EaI2FTo.png?1)
(http://i.imgur.com/l2la5pH.png?1)
The same cannot be said for the Red Unit. They will be crushed.

(http://i.imgur.com/HI0whno.png?1)
(http://i.imgur.com/DvJp1aw.png?1)
Even the Exterminatus will feel the sting of Locusts.

(http://i.imgur.com/i3NHHQB.png?1)
Damn, so close. That's the first locust down, and it happened at a vital moment.. Now those units will be able to land... My reinforcements should arrive soon, but still.

(http://i.imgur.com/cnoo9H0.png?1)
(http://i.imgur.com/IpwxFsb.png?1)
(http://i.imgur.com/3NQxtI8.png?1)
Storming through, not worrying about defending bases. No time, turns are short and my units are expensive. Take the bases and the units will fall to lack of support.

(http://i.imgur.com/x7QJizC.png?1)
Supply Crawlers! Wow, Green1 is in for a treat.
Title: Re: AAR 6 - Final Doom
Post by: ete on October 26, 2014, 06:54:42 PM
(http://i.imgur.com/ztm6H9B.png?1)

This is going nicely. Amazing what you can do in ten turns if you put your mind to it.

(http://i.imgur.com/F6KeBe5.png?1)
The war against Red Unit is going fairly well.

(http://i.imgur.com/1MU9fax.png)
aaaaaaaaaaaaaaaaaaa

crap.

Okay.

Let's try and get that back.

(http://i.imgur.com/3E0oJLM.png?1)
One down, one more defender to kill.

(http://i.imgur.com/yMyT1CM.png?1)
(http://i.imgur.com/RD7CxvQ.png?1)
(http://i.imgur.com/fOe8Gas.png?1)
(http://i.imgur.com/FTKfJmZ.png?1)
This is a fast back and forth war, thanks to those Locusts being offense only.

(http://i.imgur.com/ZJN1CCh.png?1)
It is time for the Annihilators to.. expand.

(http://i.imgur.com/AUYvGIk.png?1)
(http://i.imgur.com/Mm2VkPV.png?1)
Trimming back the Stranded.

(http://i.imgur.com/TIuZZjo.png?1)
(http://i.imgur.com/lFAOUTD.png?1)
Title: Re: AAR 6 - Final Doom
Post by: JarlWolf on October 26, 2014, 07:24:56 PM
Gah the first faction the fascists meet and he makes a pact with them...  AND GIVES THEM TECH FOR CREDITS!? :mad:

Warricks AI is just... *shakes head*

Credits is NOT a problem. Mindworms are everywhere down there... planet husk credits constantly...
Title: Re: AAR 6 - Final Doom
Post by: ete on October 26, 2014, 08:12:48 PM
(http://i.imgur.com/J9JOpOA.png)
Taking another Red Unit base.

(http://i.imgur.com/k1E5L1p.png?1)
Harassing the Stranded. They're most likely to cause US harm, but WE are not in a position to do real damage soon. Slowing them down is okay though.

(http://i.imgur.com/kF6fPqJ.png?1)
WE rebuild on the land the base the Exterminatus took once stood.

(http://i.imgur.com/Q1301Pa.png?1)
Bah, another Locust down, and I didn't take the base!

(http://i.imgur.com/5xYxRNu.png?1)
(http://i.imgur.com/kSAkfzK.png?1)
(http://i.imgur.com/JD4n1Kn.png?1)
Finally take the Red Unit HQ. It's got two nice SPs, but is probably too hard to defend.

(http://i.imgur.com/qD5x0B4.png?1)
(http://i.imgur.com/RrBtWVW.png?1)
Yay! My second ever research breakthrough. I won't be able to use it, but I can at least direct the AI towards Cent Med which will give +1 energy per square.

(http://i.imgur.com/5Xz3VbL.png?1)
The Red Unit are ignoring me. To be a little kind to BlueFlux, I'll leave them.
Title: Re: AAR 6 - Final Doom
Post by: ete on October 26, 2014, 08:32:53 PM
To wrap up. The Annihilators are now in full blown insane ICS mode, enabled by their fungmin bonus and free HQs everywhere (and massively boosted by the PTS). Hopefully this will give the AI enough of a leg up to at least hold it's own against Yitzi's Stranded, which has a _huge_ tech lead (luckily psi is unaffected by their starting Singularity Reactors).

I managed to time all the base creations almost perfectly, just in time to hand over to AI would would've tried to talk them halfway across the map. And there are.. quite a few bases:

(http://i.imgur.com/i6LFWrv.png?1)
(http://i.imgur.com/aXiqd8d.png?1)
(http://i.imgur.com/8zTDI5v.png?1)

(http://i.imgur.com/JZn1OSj.png?1)
(http://i.imgur.com/JAS6lqI.png?1)
(http://i.imgur.com/l9dH97i.png?1)
(http://i.imgur.com/9Xbv9X2.png?1)

Mostly small bases, but they'll grow.

(http://i.imgur.com/D7qsrDQ.png?1)
A decent collection of SPs.

(http://i.imgur.com/qv7R9yx.png?1)
Not a huge number of units, but 20 formers and 10 Locusts is nice, and I'm certain the AI will flood with units while I'm away. Though I did obsolete every standard combat unit to try and force them into native+facilities... I wonder how well that'll work.

And finally, the powergraph:
(http://i.imgur.com/sZMxrkB.png?1)


Despite techsteal not working the Annihilators are.. pleased. Prepare yourselves, human and alien alike, Annihilation is coming for you.

On to the next player, whether that's Yitzi or Green1.

Both of them are very scary already.
Title: Re: AAR 6 - Final Doom
Post by: ete on October 26, 2014, 08:40:05 PM
I'm very curious to see what everyone's empires look like. I have no probe tech which is extremely frustrating, so no infiltration or mapstealing. Locusts give decent scouting, but it's just not as good as infiltration.

Oh, and Jarl, good luck. You're right in the path of the Exterminatus.

And I'm in the path of the Stranded. *crosses fingers that Yitzi can't do extreme damage in 20 turns*

And sorry BlueFlux.. You kinda got the short end of the stick there. I think playing first may have been a disadvantage, unlike what Green1 had planned. You don't have as much you can do to optimize, and with a fairly balanced faction against all of our monsters.. you needed every advantage you could get. Hopefully your last base will live through to next play, but if not maybe you could take over University, or actually..

Why don't you take over the Annihilators, assuming I'm not back in time to play? They should be in an at least decent position, unless Yitzi really crushes into them, or Green1 goes for a massive distance invasion. If you do, just build a ton of bases, and sell almost all defensive units (right click->disband on the base screen) if there are any. Always more bases and SPs as Annihilators, and try really hard to probe everyone if you can get probe tech somehow.
Title: Re: AAR 6 - Final Doom
Post by: ete on October 26, 2014, 08:56:04 PM
And I forgot to say, Jarl, I like your AAR style a lot. Your faction seems to be in a decent position, especially given the tough start. I wish you the best of luck against Green1's hordes. And I guess the Annihilator ones if the AI turns it's attentions on you.
Title: Re: AAR 6 - Final Doom
Post by: Yitzi on October 26, 2014, 09:07:52 PM
I'm very curious to see what everyone's empires look like. I have no probe tech which is extremely frustrating, so no infiltration or mapstealing. Locusts give decent scouting, but it's just not as good as infiltration.

Oh, and Jarl, good luck. You're right in the path of the Exterminatus.

And I'm in the path of the Stranded. *crosses fingers that Yitzi can't do extreme damage in 20 turns*

The Stranded aren't very good at attacking.

And Green, do you want to go next?  If not, I am not going to hold back to make sure you have a turn (though being under assault from the Annihilators I may not be able to do that much)...
Title: Re: AAR 6 - Final Doom
Post by: ete on October 26, 2014, 09:16:14 PM
True, but you have Jungle backing you, and some really big probably full of facilities bases (though they must be totally supply blocked, the garrison you have in some bases is just absurd, though it did save you from the Locusts), and AI tactical ability is near zero. I bet with bombardment you'd be able to trade very efficiently, and at least take the bases to the east. I did actually slow you down a lot, you'd have had at minimum five more bases and much better teraforming if I had not been constantly killing your pods and formers, and doing bombing runs on your teraforming improvements. I slowed the Exterminatus a bit too (4-5 formers, 3 sea formers, a crawler, and three sea bases), but they were much more resilient thanks to that huge psi bonus and further away.

I wonder who going first would be better for me.. You'd be able to defend yourself much better than the AI, but the Annihilators are not in a position to attack right now since all of their bases are brand new. I'd guess you going first gives you a better chance of forcing me back a long way and should almost guarantee you the eastern bases/land, while you going in 20 turns gives you a better chance of weathering the storm when the Annihilators start really pumping units, and gives you more to work with since the AI will have had a chance to redo basic teraforming and build a few more bases which it's been trying to.
Title: Re: AAR 6 - Final Doom
Post by: JarlWolf on October 26, 2014, 09:28:35 PM
If the Exterminatus are in my way, at least I'll have an enemy to fight. The Fascists NEED an enemy or else they suffer stagnation- they need to conquer to expand, they are very much like  ;miriam; in the sense that they need to conquer to progress. Except its less so religious beliefs and skepticism to tech holding them back its the fact their population doesn't grow very well.

Also, am I allowed to play my turn next? Whose turn is it?
Title: Re: AAR 6 - Final Doom
Post by: Yitzi on October 26, 2014, 09:31:11 PM
True, but you have Jungle backing you, and some really big probably full of facilities bases (though they must be totally supply blocked, the garrison you have in some bases is just absurd, though it did save you from the Locusts), and AI tactical ability is near zero. I bet with bombardment you'd be able to trade very efficiently, and at least take the bases to the east. I did actually slow you down a lot, you'd have had at minimum five more bases and much better teraforming if I had not been constantly killing your pods and formers, and doing bombing runs on your teraforming improvements. I slowed the Exterminatus a bit too (4-5 formers, 3 sea formers, a crawler, and three sea bases), but they were much more resilient thanks to that huge psi bonus and further away.

I wonder who going first would be better for me.. You'd be able to defend yourself much better than the AI, but the Annihilators are not in a position to attack right now since all of their bases are brand new. I'd guess you going first gives you a better chance of forcing me back a long way and should almost guarantee you the eastern bases/land, while you going in 20 turns gives you a better chance of weathering the storm when the Annihilators start really pumping units, and gives you more to work with since the AI will have had a chance to redo basic teraforming and build a few more bases which it's been trying to.

I think it's really up to Green whether to change the order and let Exterminatus go first.

And JarlWolf, we're figuring out whether next is Exterminatus or Stranded; after that comes the other ones (if they're still alive), and then Red Unit before we go back to Fascists.  (Warning: For story reasons, the Stranded are not likely to be very friendly to the Fascists.)
Title: Re: AAR 6 - Final Doom
Post by: ete on October 26, 2014, 09:35:57 PM
Yea, but the Exterminatus is.. really not someone you want to go up against as a remotely balanced faction. They took one of MY bases, and they're halfway across Planet. Though to be fair it was just me pushing my luck with zero defense bases that let them take it.. but anyway. You could win, but Green1's taking a turn before you, and it'll be tough to survive that in the position you're in currently if he goes all out. If you do get eliminated, you're also welcome to take my turns while I'm away.

It's either Green1's or Yitzi's, then the other one of them, then BlueFlux (if he's sticking with Red Unit, and if Red Unit survives), then you.
Title: Re: AAR 6 - Final Doom
Post by: JarlWolf on October 26, 2014, 09:38:47 PM
The fascists are pretty strong militarily- they got gatling lazer and plasma steel stuff, and nerve gas stuff to boot with artillery. Its just economically... gaaaaah.

They just need an enemy then their training and everything else can get them going.
Title: Re: AAR 6 - Final Doom
Post by: ete on October 26, 2014, 09:45:13 PM
You actually have three enemies you could fight, if you survive to your next turn. You could attack the Annihilators or Stranded via that fungus infested passage, though fighting the Annihilators in fungus is possibly an even worse idea than fighting the Exterminatus since you'd lose your weapon advantage entirely vs psi, and you currently have a treaty. I blocked that passage off with three bases to be safe :p.

The Stranded.. could be hard to fight, depending on what Yitzi does in his turn. Right now it's five really huge packed bases, and almost nothing else. I imagine it'll grow massively, and their free tacheon+singularity reactors will make them hard to battle, but very much worth probing.
(http://i.imgur.com/wjGPS5f.png?1)


The Exterminatus area I've not fully explored, but seems to be very well connected to you, and pushing them back just one base would give you the Manifold Nexus for +1 Planet. It'd even be possible to take some transports and go kill the University, they have a lot of tech and a SP worth plundering (Command Nexus), and would put up much less of a fight than anyone else.
(http://i.imgur.com/tvBsTqK.png?1)
(http://i.imgur.com/r0Fo64e.png?1)
Title: Re: AAR 6 - Final Doom
Post by: JarlWolf on October 26, 2014, 09:59:12 PM
Definitely things to consider... though I am acting on Warrick's knowledge, so I'll have to "discover it" as I go ingame.
Title: Re: AAR 6 - Final Doom
Post by: ete on October 26, 2014, 10:07:11 PM
I think you can consider this.. trading map data, as part of our treaty :p. I've seen yours, due to your part of the AAR, and now you see mine.

Though I guess the transmissions must be very poorly encrypted, because everyone else also sees them.
Title: Re: AAR 6 - Final Doom
Post by: JarlWolf on October 26, 2014, 10:10:41 PM
There is a significant portion of playing upon the honour system with this... we are expected to act on our ingame knowledge.

I'll at least stick to that because honour is very important to me as a person... on that note though, I might do a map trade... it'd make sense that Warrick would try and get map info. I just wish the AI wasn't so blatantly stupid, trading for credits. That frustrates me a lot, the Fascists don't need heaps of credits they need enemies and advantages with them...
Title: Re: AAR 6 - Final Doom
Post by: Buster's Uncle on October 26, 2014, 10:12:24 PM
There's an insight about fascists in general - they need enemies to work, by the nature of the thing.
Title: Re: AAR 6 - Final Doom
Post by: JarlWolf on October 26, 2014, 10:28:23 PM
Yup... its very accurate and to be frank I portray all factions as to what they are.

Even my CC's are not exempt from this- I can't give too many spoilers but the whole violent proletarian revolt that the CC's represent is well, violent. And when you have a class struggle, its directly that- it doesn't matter about how good of a person either side is, they are going to clash. And lives, families, and societies will be ruined from it as people try to shift the balance and level the playing field, but that's the cost of their revolt and reaching a new paradigm of society...

And that's something even as a diehard communist I want to portray... speaking of which.... I must do something.

Title: Re: AAR 6 - Final Doom
Post by: Flux on October 26, 2014, 11:31:20 PM
And sorry BlueFlux.. You kinda got the short end of the stick there. I think playing first may have been a disadvantage, unlike what Green1 had planned. You don't have as much you can do to optimize, and with a fairly balanced faction against all of our monsters.. you needed every advantage you could get. Hopefully your last base will live through to next play, but if not maybe you could take over University, or actually..

Why don't you take over the Annihilators, assuming I'm not back in time to play? They should be in an at least decent position, unless Yitzi really crushes into them, or Green1 goes for a massive distance invasion. If you do, just build a ton of bases, and sell almost all defensive units (right click->disband on the base screen) if there are any. Always more bases and SPs as Annihilators, and try really hard to probe everyone if you can get probe tech somehow.
Yeah, I'll stick with my trusty RUnit. Honestly, what I'm most worried about is the AI losing my last base. I mean, Ivana ignored your transmission (which I hope with what you said afterwards was for peace) so that means your still in a great position to go and attack what remains of us. My allies aren't helping either, from what I can tell. I probably did get the short end of the stick, but better me than someone else, right? I'm for the RUnit if it miraculously survives Final Doom. Otherwise I'm probably going for the Stranded. I feel bad for them, stuck in a worthless rock. Hopefully they get strong and defend themselves from the Exterminatus.  ;hero It looks like your annihilators may be stuck in a see-saw battle between the Exteriminatus, with the Stranded going either way and the Fascists waiting out the storm.  :ches: But that is pure speculation.
I hope that Green1 and Yitzi have a little sympathy for me if they come upon my lone base.

Also, nice AAring comapared to me! I can't wait to see how this plays out. :)
Title: Re: AAR 6 - Final Doom
Post by: ete on October 27, 2014, 12:12:36 AM
And sorry BlueFlux.. You kinda got the short end of the stick there. I think playing first may have been a disadvantage, unlike what Green1 had planned. You don't have as much you can do to optimize, and with a fairly balanced faction against all of our monsters.. you needed every advantage you could get. Hopefully your last base will live through to next play, but if not maybe you could take over University, or actually..

Why don't you take over the Annihilators, assuming I'm not back in time to play? They should be in an at least decent position, unless Yitzi really crushes into them, or Green1 goes for a massive distance invasion. If you do, just build a ton of bases, and sell almost all defensive units (right click->disband on the base screen) if there are any. Always more bases and SPs as Annihilators, and try really hard to probe everyone if you can get probe tech somehow.
Yeah, I'll stick with my trusty RUnit. Honestly, what I'm most worried about is the AI losing my last base. I mean, Ivana ignored your transmission (which I hope with what you said afterwards was for peace) so that means your still in a great position to go and attack what remains of us. My allies aren't helping either, from what I can tell. I probably did get the short end of the stick, but better me than someone else, right? I'm for the RUnit if it miraculously survives Final Doom. Otherwise I'm probably going for the Stranded. I feel bad for them, stuck in a worthless rock. Hopefully they get strong and defend themselves from the Exterminatus.  ;hero It looks like your annihilators may be stuck in a see-saw battle between the Exteriminatus, with the Stranded going either way and the Fascists waiting out the storm.  :ches: But that is pure speculation.
I hope that Green1 and Yitzi have a little sympathy for me if they come upon my lone base.

Also, nice AAring comapared to me! I can't wait to see how this plays out. :)
Okay, good luck. It's in a decent position to hide for a while, but the AI has only one unit defending a size one base, and if the Annihilator or Stranded AI turn on you, or even University, it's going to fall.

I was really trying to get the Red Unit to surrender, that was what I was going for with the war.. but they never did. All I wanted was your technology, which is likely still way better than mine.. When it got to "attack now and you're eliminated", I had nothing to gain from the war, so I just left, hoping your AI will surrender to mine.

And yea, I think the heavyweights are Exterminatus and Annihilator right now. The Stranded could certainly pull something off though, they're by far the best techers, especially if Yitzi takes the Annihilator eastern bases and the University while building heavily at the same time, and the others fight among themselves due to the Stranded's extreme defenses. The Fascists.. I doubt have much chance of winning. They could plausibly beat any one faction with good play, but most likely that'd make them a target for the next. Maybe taking University, then Exterminatus, while Annihilators lose waves of attackers to the Stranded's tachyon fields.. but it'll be hard. University is okay, but don't have much going for them. They're better positioned than the Fascists, but also weaker. Red Unit is out of the running almost entirely, and Cult is just dead.
Title: Re: AAR 6 - Final Doom
Post by: Flux on October 27, 2014, 12:31:30 AM
Red Unit is out of the running almost entirely, and Cult is just dead.
Yeah, at this point I'm just hoping to survive Final Doom, I know I really don't have a chance of winning unless I maybe made a bunch of bases on my border and then a bunch of defensive units, then went for the University. It's a shame I don't have control for another 40 turns. Green sure does make it seem like once he's in control it'll be more survival and less conquest. We'll see...
Title: Re: AAR 6 - Final Doom
Post by: Yitzi on October 27, 2014, 12:38:59 AM
Red Unit is out of the running almost entirely, and Cult is just dead.
Yeah, at this point I'm just hoping to survive Final Doom, I know I really don't have a chance of winning unless I maybe made a bunch of bases on my border and then a bunch of defensive units, then went for the University. It's a shame I don't have control for another 40 turns. Green sure does make it seem like once he's in control it'll be more survival and less conquest. We'll see...

Don't be too sure you can't win...
Title: Re: AAR 6 - Final Doom
Post by: ete on October 27, 2014, 12:49:22 AM
One size one base without much resources and one unit, against three massively overpowered factions, all of which have very threatening operations (Annihilators have 33 bases with a HQ in each, Stranded have level 4 reactors, size 9-10 bases, and probably by far the the best research on Planet, and Exterminatus is.. the Exterminatus. It's an unstoppable engine of death, and it's comfortably established.).

Even just vs AI playing every turn, he'd be lucky to keep more than a couple of hidden seabases alive for long.

I could imagine the University is in a possibly winnable position, and maybe the Fascists if they play the monsters off each other perfectly, but Red Unit is not. Definitely not playing only a few turns, and against humans.
Title: Re: AAR 6 - Final Doom
Post by: Flux on October 27, 2014, 01:03:44 AM
-snip-
You need to be more optimistic!  :D
 :adore:
I've still got 10,000 people following me, and if the AI is smart and makes some more bases, I could take the border a bit more...
If the University swore brotherhood, we could both share research. Then, we would be very advanced. Then, we could transcend! Alright, that isn't very realistic. But I'm confident that I can at least keep 1 base, even if it's in a remote bit of Sea with no land intact.
Title: Re: AAR 6 - Final Doom
Post by: ete on October 27, 2014, 01:21:07 AM
If you get another turn without the AI hunting you down, yea, you can probably hide a base somewhere it'll take ages for the AI to track down. That's 40 turns away though, and the Annihilators may have gone exponential in a way no one can stop. I've seen games before where they get a critical mass of bases, flood troops, and everything on the map just dies. I *think* I may have given them that critical mass much sooner than they usually get it by going insane ICS into the Cult's old lands, and if so.. everyone should be very, very scared. Even the Exterminatus.
Title: Re: AAR 6 - Final Doom
Post by: Yitzi on October 27, 2014, 01:24:56 AM
If you get another turn without the AI hunting you down, yea, you can probably hide a base somewhere it'll take ages for the AI to track down. That's 40 turns away though, and the Annihilators may have gone exponential in a way no one can stop. I've seen games before where they get a critical mass of bases, flood troops, and everything on the map just dies. I *think* I may have given them that critical mass much sooner than they usually get it, and if so.. everyone should be very, very scared. Even the Exterminatus.

Never mind the Exterminatus; the civilizations halfway across the galaxy should be very, very scared.

(Although, are we playing with "free captured faction leader" as possible?)
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 01:34:37 AM
Yitzi, I accept your switch. I will load game and play shortly.

BTW, YES! Captured leaders CAN be freed.

Also, I have a feeling even if the humans do not survive, this one is going to be a knock down drag out! If that occurs, I have no problem sharing an Exterminatus turn with one of you guys. I mean late game WAR, like you rarely see.
Title: Re: AAR 6 - Final Doom
Post by: Flux on October 27, 2014, 01:39:36 AM
Yitzi, I accept your switch. I will load game and play shortly.

BTW, YES! Captured leaders CAN be freed.

Also, I have a feeling even if the humans do not survive, this one is going to be a knock down drag out! If that occurs, I have no problem sharing an Exterminatus turn with one of you guys. I mean late game WAR, like you rarely see.
Flux is excited to see this. Will the Stranded play tomorrow?
Title: Re: AAR 6 - Final Doom
Post by: ete on October 27, 2014, 01:54:44 AM
I'm very interested to see the heart of Exterminatus territory, and their military command nexus, to see how it compares to the Annihilators. I'm also very curious to see how much they can accelerate with a human steering. My current best guess is that the Annihilators go exponential, start fighting the Fascists and mostly win while Exterminatus tries to take some bases, then crush into the Stranded hard with MWs just as Yitzi plays, which he'll.. probably fend off, but not have enough resources spare to develop like he'd want. Then when BlueFlux and Jarlwolf have their turns the Annihilators will mostly clean up the Stranded while the Annihilators and Exterminatus fight like titans, ending when a human takes the next Annihilator turn with Exterminatus unable to keep pace with the flood.

Second best guess is an Exterminatus+Fascist alliance takes the Uni and eastern bases, and supports the Stranded, pushing the Annihilators back until the Exterminatus turns on the others and wins. Or someone gets nukes, and everything blows up a lot.

Green1: Good luck, and may the best monster win.
Title: Re: AAR 6 - Final Doom
Post by: Yitzi on October 27, 2014, 02:10:50 AM
I'm very interested to see the heart of Exterminatus territory, and their military command nexus, to see how it compares to the Annihilators. I'm also very curious to see how much they can accelerate with a human steering. My current best guess is that the Annihilators go exponential, start fighting the Fascists and mostly win while Exterminatus tries to take some bases, then crush into the Stranded hard with MWs just as Yitzi plays, which he'll.. probably fend off, but not have enough resources spare to develop like he'd want. Then when BlueFlux and Jarlwolf have their turns the Annihilators will mostly clean up the Stranded while the Annihilators and Exterminatus fight like titans, ending when a human takes the next Annihilator turn with Exterminatus unable to keep pace with the flood.

Second best guess is an Exterminatus+Fascist alliance takes the Uni and eastern bases, and supports the Stranded, pushing the Annihilators back until the Exterminatus turns on the others and wins. Or someone gets nukes, and everything blows up a lot.

Green1: Good luck, and may the best monster win.

By the way, Green1, besides your turn, I also need, for my part, information on the background of the Exterminatus (essentially, where did they come from?  Were they originally Caretakers or Usurpers who then took a different path, did they split off at the same time they did, did they predate that split, are they not actually Progenitor at all, etc?)
Title: Re: AAR 6 - Final Doom
Post by: Flux on October 27, 2014, 02:13:37 AM
I'm very interested to see the heart of Exterminatus territory, and their military command nexus, to see how it compares to the Annihilators. I'm also very curious to see how much they can accelerate with a human steering. My current best guess is that the Annihilators go exponential, start fighting the Fascists and mostly win while Exterminatus tries to take some bases, then crush into the Stranded hard with MWs just as Yitzi plays, which he'll.. probably fend off, but not have enough resources spare to develop like he'd want. Then when BlueFlux and Jarlwolf have their turns the Annihilators will mostly clean up the Stranded while the Annihilators and Exterminatus fight like titans, ending when a human takes the next Annihilator turn with Exterminatus unable to keep pace with the flood.

Second best guess is an Exterminatus+Fascist alliance takes the Uni and eastern bases, and supports the Stranded, pushing the Annihilators back until the Exterminatus turns on the others and wins. Or someone gets nukes, and everything blows up a lot.

Green1: Good luck, and may the best monster win.

By the way, Green1, besides your turn, I also need, for my part, information on the background of the Exterminatus (essentially, where did they come from?  Were they originally Caretakers or Usurpers who then took a different path, did they split off at the same time they did, did they predate that split, are they not actually Progenitor at all, etc?)
The art is a Usurper wearing a green crown. I would think they are Usurpers.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 02:15:54 AM
The Exterminatus are a fundamentalist cult who believe that through exterminating any lesser or greater creature than them, they can achieve a godlike evolutionary state. They believe that they are the force for natural selection, and travel the many star systems looking for creatures to fight so they may evolve.
Title: Re: AAR 6 - Final Doom
Post by: Flux on October 27, 2014, 02:23:34 AM
The Exterminatus are a fundamentalist cult who believe that through exterminating any lesser or greater creature than them, they can achieve a godlike evolutionary state. They believe that they are the force for natural selection, and travel the many star systems looking for creatures to fight so they may evolve.
Nobody asked for you to be here! Just do your AAR already!  :mad:



Don't take any of that too seriously.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 02:37:43 AM
I.. Awaken...

We have tracked the anomaly here. Our religious texts command us. But, an enemy is here. Now calling themselves the Stranded. Pathetic. Weak. We shall exterminate them. One of their puny bases is across the sea to the north.

The abominations are also here. reports indicate that a human faction known as the Red Unit and another we have not seen yet has all but succumbed to these monsters. Typical. But, what is a predator to do with such temping and easy prey? This will make things more difficult.

Also, across miles of fungus infested wilderness, we can see the bases of another human....

For now, though the focus is on OUR prey... the Annihilator abominations and the genetically inferior Stranded.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 02:53:28 AM
Weak human.. call itself "Warrick".

We have no interest in crushing insects when it is the Annihilators who must die. We offer him it's little "truce". But like most inferior creatures, when we ask it to fight the Annihilators or be crushed, it gets uppity.

Natural Selection never ceases to wonder me with it's divine revelations.
Title: Re: AAR 6 - Final Doom
Post by: JarlWolf on October 27, 2014, 03:03:54 AM
Finally... some war and conflict.


I really am itching to grasp control of my turns, I need to teach these warpathing aliens a lesson or two about warfare... even if it is with an ideological faction I'd exterminate personally...
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 03:09:51 AM
The Annihilators have completed a secret project. Soon we shall reveal ourselves to them.

An alien artifact located at Umbral : Blot is hooked to a rushed Network node.

Nothing Spectacular, but Creches for our warriors is noce.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 03:20:21 AM
For now, the "Warrick" creature can wait.

We spread to the sea to begin naval superiority.

Sea Lost is founded.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 03:26:38 AM
We exterminate a colony pod of insect Warrick.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 03:30:48 AM
An inferior species of human was devoured by the Annihilators.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 03:39:06 AM
One of the humans must be striking back... this Zak creature. Our Destroyer probe team cares not, though and Applied Relativity is ours!
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 03:43:44 AM
Battered by artillery, the prey colony pod tries to run, but natural selection is a cruel reality as the first vanguard of harbingers arrive.

A lone elite harbinger 3 res sentinel denies a Warrick creature base minerals.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 03:52:53 AM
Puny Zak offers tribute lest be Exterminated.

We also trade maps and now know the extent of the Annihilator infestation and the location of the Stranded freaks.

Warrick thing is in between us and our prey and foolishly decides his own extinction.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 04:08:30 AM
We discover Doctrine Loyalty while one of our destroter probe teams steal Gene Splicing from the Stranded.

The first wave of our invasion force arrives outside a lightly defended Annihilator base!
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 04:12:37 AM
... and seize it!
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 04:40:19 AM
Weird... I found a bug where if I take that bas, the Strandeds bases disappear and they restart.

Reloaded and let me go after another base..
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 04:46:27 AM
Going around the base, Stranded faction is there...
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 04:52:26 AM
But take it, next turn, this happens...
Title: Re: AAR 6 - Final Doom
Post by: lifehole on October 27, 2014, 05:04:17 AM
 :danc:

Hi!

I just took 5 or so hours out of my day to thoroughly read through all of Green1's AARS (everything from discussions on political ideology to icelandic jailbait!) Great stuff, I'm a huge AC fan. Just wanted to chime in and say you guys aren't lacking atleast 1 spectator!

Seems you've got a crappy bug there. Maybe the stranded are just going back to their home planet? If all else fails you could just try fiddling with the scenario editor.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 05:21:18 AM
I think I found it. I switched to Annihilators for a second. It seems University is using probe teams to liberate a faction leader. BUT... the leader being liberated is of the Stranded!!

So, it has nothing to do with that base...

And it was funny. Scient's patch and GOG release straight crash while Kyrubs makes the faction appear with no bases in a remote corner as if it was liberated!
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 05:28:57 AM
Yeah... This time Stranded tried to liberate The Stranded.

I will let Yitzi look at this while I muck around in Scenario Editor and see if I can disable that option!
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 05:58:53 AM
Okay.. back in business. Hate to break immersion by breaking out the editor, but I removed a headquarters from an empty annihilator base that Zak tried to rescue faction leader from 3 times. It has solved that issue, it seems.

The Annihilator has an HQ in each base, so one less for the sake of science and continuing I think no one will have issues with.

That said, we probe and get Adaptive Doctrine from the stranded, but Locusts intercept us on the way to that base.

The Stranded probe and steal one of our rovers!
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 06:08:20 AM
Heavy Fascist artillery and a bit too many of those pesky worms popping out of the fungus for my taste slow down the vanguard approaching the fascists.

But there time is almost up as a third artillery of mine takes out theirs.

But, the puny human has armored garrisons in rough terrain and has monoliths to heal.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 06:14:32 AM
Locusts everywhere!

Crushing our advance.

Even The Stranded are having issues in their bases!!
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 06:23:19 AM
Harbinger!

The Annihilators ate one of the Stranded's base.

Very well, another transport foil arrived and has reinforced our beach head.

Not much time till I must rest. Not much time.. Not much..



Title: Re: AAR 6 - Final Doom
Post by: JarlWolf on October 27, 2014, 06:28:07 AM
Ironically fascism may be humanity's last hope... what a joke  ;lol
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 06:33:00 AM
A third wave hits the shores on the Annihilator front.

We break through the outer perimeter of the Fascist base and begin the assault of the city itself!
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 06:41:12 AM
Routine regime falls.

Battle intensifies on the Annihilator front.

We rush atrocity chemical rover on the beachhead!
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 07:00:33 AM
And so, my flock. I must rest. Bring our message to the humans and the abomination.

So, I leave with a desparate offensive in Annihlator territory to the side of the Stranded, and 2 flanks pushing into the Fascists.

And remember, you are encouraging natural selection if you try to recue leaders that are already out there.

But, The Stranded MAY need rescuing. Of course, Ex'itus has some "rescue" planned if those durn locusts would just die...
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 07:02:27 AM
Save is up.

Yitzi.. The Stranded are up :D
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 07:22:58 AM
:danc:

Hi!

I just took 5 or so hours out of my day to thoroughly read through all of Green1's AARS (everything from discussions on political ideology to icelandic jailbait!) Great stuff, I'm a huge AC fan. Just wanted to chime in and say you guys aren't lacking atleast 1 spectator!

Seems you've got a crappy bug there. Maybe the stranded are just going back to their home planet? If all else fails you could just try fiddling with the scenario editor.

BTW.. glad you enjoyed it. I was stressing pretty hard because I though I broke the cool game. Did not mean not to respond.

I am glad I figured it out.. or at least kept it going.

And no... the Stranded are caught......in alien crossfire...... They aren't getting off this rock if the Annihilators have anything to say...
Title: Re: AAR 6 - Final Doom
Post by: Yitzi on October 27, 2014, 11:25:01 AM
(Ok, not sure if I'll be able to do it today, as I have plans, but that's only part of the day so I may be able to do it anyway; if not, then probably tomorrow.)
Title: Re: AAR 6 - Final Doom
Post by: ete on October 27, 2014, 11:52:46 AM
I had that bug, twice. Was really annoying, but fortunately I had close enough saves or was able to retrace my moves. Removing the HQ is fine, I tended to do either kill the probe with troops or save before turn end and reset till they did not free the leader.

Perhaps Yitzi could look into it at some point, if we have a correctly timed save?

Locusts everywhere!

Crushing our advance.

Even The Stranded are having issues in their bases!!
Wow, they're holding you off well, though I guess you did split your forces between the Fascists and them. If you've only taken one base, and maybe landed enough troops to take another 1-2, I think this may be the Annihilator's game. One of Yitzi's bases falling to the AI means he's going to be under extreme pressure for his entire turn..

I'm impressed that the University managed to take two Annihilator bases though.

And I'm surprised you did not also try the Colony Pod spam thing, giving the AI tools to work with while you're away strikes me as more important than having more forces now. And why Destroyer Probes not Foil probes? The cost difference is significant.

Ironically fascism may be humanity's last hope... what a joke  ;lol
Actually.. looking at the powergraph, the University are doing better. I think the Annihilators are eating you from the north-east, while the Exterminatus hits from the west.

The Red Unit didn't last long.. only five turns before the worms tracked down and consumed their last base. BlueFlux, think you'll pick up another faction if there are any left by the time it's your next turn?

Good luck Yitzi!
Title: Re: AAR 6 - Final Doom
Post by: lifehole on October 27, 2014, 01:05:30 PM

BTW.. glad you enjoyed it. I was stressing pretty hard because I though I broke the cool game. Did not mean not to respond.

I am glad I figured it out.. or at least kept it going.

And no... the Stranded are caught......in alien crossfire...... They aren't getting off this rock if the Annihilators have anything to say...

Yeah, I'm glad too. This is fun to watch.

These annihilators are ridiculously powerful. I wish yitzi good luck, as I think tech advantage will be one of the few advantages you guys have against this foe.
Title: Re: AAR 6 - Final Doom
Post by: ete on October 27, 2014, 01:16:15 PM

BTW.. glad you enjoyed it. I was stressing pretty hard because I though I broke the cool game. Did not mean not to respond.

I am glad I figured it out.. or at least kept it going.

And no... the Stranded are caught......in alien crossfire...... They aren't getting off this rock if the Annihilators have anything to say...


Yeah, I'm glad too. This is fun to watch.

These annihilators are ridiculously powerful. I wish yitzi good luck, as I think tech advantage will be one of the few advantages you guys have against this foe.

When it ends I'll write up a post explaining how/why I think the Annihilators ended up so powerful this game. I've played against them a lot in Transcend games as normal factions, and usually they're.. tough, but beatable (e.g. I impact rover rushed them through a lot of fungus as Hive three or four games back, and also beat them as hive in this AAR http://alphacentauri2.info/index.php?topic=12581.0 (http://alphacentauri2.info/index.php?topic=12581.0) ). There were a bunch of things that really helped them this game though, and when they get serious.. they're hard to stop.
Title: Re: AAR 6 - Final Doom
Post by: Yitzi on October 27, 2014, 01:18:30 PM

BTW.. glad you enjoyed it. I was stressing pretty hard because I though I broke the cool game. Did not mean not to respond.

I am glad I figured it out.. or at least kept it going.

And no... the Stranded are caught......in alien crossfire...... They aren't getting off this rock if the Annihilators have anything to say...

Yeah, I'm glad too. This is fun to watch.

These annihilators are ridiculously powerful. I wish yitzi good luck, as I think tech advantage will be one of the few advantages you guys have against this foe.

Not that useful an advantage against a native-focused enemy, though.
Title: Re: AAR 6 - Final Doom
Post by: ete on October 27, 2014, 01:21:55 PM
True. I think you best hope is to bombard constantly since native is pretty vulnerable to bombards. Then try and push forward, while establishing several more bases. The Exterminatus being where they are will be annoying though.
Title: Re: AAR 6 - Final Doom
Post by: Yitzi on October 27, 2014, 01:29:19 PM
I looked at the map, and I'm literally surrounded, with extremely poor terraforming.  I might as well forfeit.

Stranded are fairly good, but they need halfway decent terraforming (read: forests) and not being too overwhelmed by the annihilators (who are particularly good against them.)  Also, the AI doesn't seem to know how to handle it.  If I had forests, I'd try it, but with a bit of mineral-low terraforming and the rest unterraformed at all, I don't think I can do it.  So I think I'll just forfeit and let the Stranded be full-AI; the Annihilators will win unless the Exterminatus can deal with them (unlikely), and perhaps I can play the Stranded in a monster-faction PBEM (where I won't be handicapped by having a moron do my terraforming and defense for so long.)
Title: Re: AAR 6 - Final Doom
Post by: Yitzi on October 27, 2014, 01:46:28 PM
I had that bug, twice. Was really annoying, but fortunately I had close enough saves or was able to retrace my moves. Removing the HQ is fine, I tended to do either kill the probe with troops or save before turn end and reset till they did not free the leader.

Perhaps Yitzi could look into it at some point, if we have a correctly timed save?

If you can provide a correctly timed save, I can definitely look into it.
Title: Re: AAR 6 - Final Doom
Post by: ete on October 27, 2014, 02:21:52 PM
That's fair enough. You could probably survive a while, but once you hand over to AI the Annihilators will almost certainly overrun you. If I'd not killed so many Pods, new bases, terraforming improvements, and formers you'd probably be able to do a lot of damage to the Annihilators, but as-is.. yea. I was not able to crack your bases due to those defenses, but stopping development was apparently enough. Maybe you'd have been better taking your turn before Green1, before there were so many worms.

And it turns out I do have a save! Just end turn from here and usually the University will free the Stranded.

I guess this makes it Jarlwolf's turn, unless BlueFlux changes his mind and switches to a different faction.
Title: Re: AAR 6 - Final Doom
Post by: Yitzi on October 27, 2014, 02:41:33 PM
That's fair enough. You could probably survive a while, but once you hand over to AI the Annihilators will almost certainly overrun you. If I'd not killed so many Pods, new bases, terraforming improvements, and formers you'd probably be able to do a lot of damage to the Annihilators, but as-is.. yea. I was not able to crack your bases due to those defenses, but stopping development was apparently enough. Maybe you'd have been better taking your turn before Green1, before there were so many worms.

Maybe, but the problem wasn't so much the worms as the fact that I'm surrounded with no terraforming.  If the Annihilators were at their current position on one side, but the other side was empty and I had forests throughout my territory, I think I could do it.

Quote
And it turns out I do have a save! Just end turn from here and usually the University will free the Stranded.

Ok, thanks.
Title: Re: AAR 6 - Final Doom
Post by: ete on October 27, 2014, 02:48:53 PM
Maybe, but the problem wasn't so much the worms as the fact that I'm surrounded with no terraforming.  If the Annihilators were at their current position on one side, but the other side was empty and I had forests throughout my territory, I think I could do it.
Yea, having room to expand would help you a great deal (as would forests, and having more fungus cleared for new base locations). I think if you'd taken your turn earlier you may have been able to take the eastern bases with not too much effort, there would have only been ~5-7 units total in that whole area, and that'd have given you time to get forests up before you got surrounded as badly.
Title: Re: AAR 6 - Final Doom
Post by: lifehole on October 27, 2014, 03:04:16 PM
Really, I think having the annihilators in the hands of a human (even if for just 1/5th of the time) is a bit overpowered, especially one as skilled as ete :P
Title: Re: AAR 6 - Final Doom
Post by: JarlWolf on October 27, 2014, 06:06:53 PM
So- it is my turn or do we want to wait till BlueFlux replies?
Title: Re: AAR 6 - Final Doom
Post by: ete on October 27, 2014, 06:11:28 PM
Yea, AI does not basespam like they should, but a human can and that makes the Annihilators vastly more powerful.

@Jarl: I think you can play, the faction turn order would have you next anyway, and the Fascists need you.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 06:16:11 PM
All you Jarlwolf.. Blueflux will have till the end of his turn to decide if he wants to play University or Stranded in Red Unit's place.

I am thinking bonus points if he actually manages to rescue the Red Unit Leader as University. There would have to be something put into the game for that feat!!!


Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 06:17:19 PM
er... end of YOUR turn.. typo
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 06:42:55 PM
((proposal))

Humans.

Real Enemy: Annihilator.

Propose : Join forces

Offer : Return Fascist base, support humans.

Return : Pact Warrick, Pact Zak humans. Rescue Red Unit human.

Consequence for refusal : Human Extinction. Possible Exterminatus failure.

((unless you have already done turn. Basically in scenario set diplomacy to permanent pact with Exterminatus))
Title: Re: AAR 6 - Final Doom
Post by: JarlWolf on October 27, 2014, 06:47:29 PM
"We will see, Alien." Richard Warrick thought of his options carefully.
"We shall see..."


He thought on the issue carefully. While the inferior aliens disgusted him, this might be an offer he could take... but on the other hand it may simply be best to merely drive them out himself.

(Will have to see what my situation is ingame.)

Title: Re: AAR 6 - Final Doom
Post by: ete on October 27, 2014, 06:51:17 PM
How's the Fascist empire looking, Jarlwolf? You may need that pact to hold on long, as from Green1's saves the Annihilators are already taking your bases.

I'd suggest getting some tech as part of any pact deal though. You'll need it.

And of course, in the long run, all agreements can be broken..


Also, I think no humans should play the Annihilators from here on in, just take turns using the other factions and try and kill the monster.
Title: Re: AAR 6 - Final Doom
Post by: JarlWolf on October 27, 2014, 06:58:47 PM
From the save I just downloaded the fascists weren't doing too badly... maybe I downloaded the wrong one? I didn't have any cities missing and I was at war with the Exterminatus and University, but in treaty with the Annihilators.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 07:09:15 PM
I think you got the wrong one...
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 07:15:02 PM
From what I saw, Annihilator had taken one of your bases when I moved to sight range.

You must have been backstabbed.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 07:27:30 PM
The Alien ambassador pulls out a holomap.

Exterminatus intelligence files : Look

Fungal mass : to Annihilator bases

Your bases : people enslaved.

Make : Exterminatus prey : more powerful.

Solution : Join. Live : Maybe

Denial : Extinction
Title: Re: AAR 6 - Final Doom
Post by: JarlWolf on October 27, 2014, 08:02:12 PM
Richard Warrick contemplated the aliens offer. He knew he could not fully trust such filthy xenos... but maybe he could buy some time and enter an agreement to stave off the Annihilator menace to the north and rebuild.

"We accept your offer on condition you return Routine Regime to us in order for us to be effective allies, and pull your forces to the north to maximize the war effort. Agreeable conditions, E'xitus?"

Richard spoke calmly and cleanly with his stoic northern British accent. But in his mind, he was screaming, screaming with agony,disgust and pain. But he would have to bite his upper lip and accept the situation as it was.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 08:08:14 PM
Agreed.

((Under edit diplomacy there is a selection for "pact" and another switch to make permanent. We may also wish to combine turns. Ete will be out on holiday, so it is on us and we can still possibly rescue BlueFlux))
Title: Re: AAR 6 - Final Doom
Post by: JarlWolf on October 27, 2014, 08:15:45 PM
(What makes the pact permanent? Is it where we cannot break it by attacking or is it just meaning the AI will never betray each other?)
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 08:23:34 PM
((By combine turns, there is a setting in scenario editor that turns the game into a MP game. However, this is not without issues. It may take forever to change over 20 turns AND AAR post about it. There is also the fact BlueFlux may widh to do University.))

((For question, Let me show you. It is permanent, but for AIs, it lets them betray if set that way. Menu shown is under "edit faction diplomacy"))
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 08:29:24 PM
((But, if I choose to betray you, I will do it IN GAME, not let an AI do it. That is the reason I would set it permanent through editor. In the future, for games like this, we should do pacts and such like this when the AI has control and conduct diplomacy in thread.))
Title: Re: AAR 6 - Final Doom
Post by: JarlWolf on October 27, 2014, 08:30:48 PM
understood... I will get my turns out in little bit
Title: Re: AAR 6 - Final Doom
Post by: Flux on October 27, 2014, 08:47:11 PM
Admittedly, I'm not the best at SMAX. I normally play on Librarian. But I would definetly try and rescude Dostya from the alien scum as Zakharov! I don't normally use the option, do I have to take the entire enemy civilization as the Uni to get back the RUnit? I'd rather not get in such a drawn-out war with the Annihilators... I'll definetly need to wait for a while before I can attempt to get Ivana back. Will post my turns as the University soon, and this time i'll try to RP as my leader a bit. Keep in mind I'm new to AARing.
Sorry it took so long to reply. I have school.
Title: Re: AAR 6 - Final Doom
Post by: Yitzi on October 27, 2014, 08:49:53 PM
Admittedly, I'm not the best at SMAX. I normally play on Librarian. But I would definetly try and rescude Dostya from the alien scum as Zakharov! I don't normally use the option, do I have to take the entire enemy civilization as the Uni to get back the RUnit? I'd rather not get in such a drawn-out war with the Annihilators... I'll definetly need to wait for a while before I can attempt to get Ivana back. Will post my turns as the University soon, and this time i'll try to RP as my leader a bit. Keep in mind I'm new to AARing.
Sorry it took so long to reply. I have school.

No, you just have to get a probe team to their base; I don't think it's even such a hard mission.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 08:57:14 PM
After Jarlwolf so we do not get any space - time distortions from 2 alternate realities!

lol.

Do not worry, BlueFlux, this has more in common with a succession game than an AAR. It is a hybrid. I do not think ANTONE does this. It is the first time, and even stuff has turned out a lot different than I thought.
Title: Re: AAR 6 - Final Doom
Post by: Flux on October 27, 2014, 09:25:12 PM
No, you just have to get a probe team to their base; I don't think it's even such a hard mission.
Of course I read this after I'm done with my turns. Look's like I'll be staying University anyway, as judging from what I'm about to post I'm going to need any strength I can get. Still will try and liberate Dostya if I get another shot at this.

EDIT: BTW, Jarl... You are likely going to hate the position your in.
POST EDIT: Rereading the posts, I think I just created an alternate reality.
POST POST EDIT: Green says I had dibs, so I'm calling my turn canon.
Title: Re: AAR 6 - Final Doom
Post by: Flux on October 27, 2014, 10:04:19 PM


Click on each picture for a much clearer version.
Mission year 2261
Provost Zakharov steps into the battle room
"Run the interactive battle map of our territory."
(http://i.imgur.com/lvpV7FZ.png)
"Now show me our current relations with the others, and the Annihilator's territory. I want to see what we're up against."
(http://i.imgur.com/VoZ9bef.png)
The Fascists are at war with us, but it looks like they won't be such a threat. War with the annihilators is a scary thing, and they are in a position to easily capture me.
"The once dominant human race... It saddens me to think that we elect our leaders merely on tradition. Perhaps one day this will mean more than it does."
(http://i.imgur.com/BSmVbct.png)
Zakharov contacts the Fascists. He agrees to give them Field Modulation to keep at peace. "We must focus on the main enemy at hand."
Here is what I think is all that is left of the Fascist faction.
(http://i.imgur.com/ZAQHBe8.png)
"It appears that soon we will be the last of Mankind. I do wish them luck in their battle for survival."
On the map appears a report and simulation of a very recent battle.
"So the Annihilators are finally coming for us. Ready the defenses! This will be a victory merely foreshadowing the many to come!"
(http://i.imgur.com/2L11QfU.png)
The Annihilators do not wish to make peace, it seems.
(http://i.imgur.com/mv61sgD.png)
"So, the Stranded wish for us to help them in their battle against the Exterminatus. And they give us 100 credits, brotherhood, and the Secrets of the Human Brain. We accept! Although I hope it was not my old comrade Dostya they used to research the Human Brain..."
The Annihilators have made another SP.
(http://i.imgur.com/R5FytxJ.png)
For war with the dieing Fascists, the Annihilators would like peace. We accept for the sake of the University's civilians.
I'm a Christian anyway, so okay!
(http://i.imgur.com/A6wP3wb.png)
This is the last Fascist land base. The other one is right on the coast.
(http://i.imgur.com/O2VzqY1.png)
In 2248 Cosmograd has been founded!
(http://i.imgur.com/fwmvOL8.png)
"These Annihilators have come a long way, and left destruction in their path... We will break the bonds that hold Mankind one day!"
(http://i.imgur.com/qqly2Hv.png)
"The Stranded are almost defeated... For their sake I hope they have almost gotten off Planet."
(http://i.imgur.com/2BS7Q31.png)
The Fascist's last base...
(http://i.imgur.com/mWTygHV.png)
This Fungal Tower had been very lucky to claim 2 of my units. Revenge is sweet.
(http://i.imgur.com/xD0h27b.png)
"At last our borders with the wretched Exterimanatus have gone. We may now enter a period of healing. Let us rebuild ourselves."
(http://i.imgur.com/s8uzdcp.png)
Meanwhile, in the War Room...
"The Stranded are gone! We must prepare ourselves for a period of true isolation, or suffer the effects of a massive Planetary War!"
(http://i.imgur.com/DXybga1.png)
Knowledge is power, and now we have the power.
(http://i.imgur.com/louj8OW.png)
Now here is a small issue with ICS. Virus outbreaks.
(http://i.imgur.com/SvFZVAO.png)
So at last, Zakharov went to his week of hibernation. A small price for something close to immortality. This concludes my second turn. I switched to the University, as the Red Unit was interrogated. Next turn I plan to get Dostya back, but I didn't know that it was a probe team mission. (I never use this option)
Until next time! To the University!
An ending power graph... (http://i.imgur.com/gEyV8qq.png?1)


Title: Re: AAR 6 - Final Doom
Post by: Flux on October 27, 2014, 10:05:41 PM
Wait, was I going after Jarl?  ???
Alternate reality is created. I'm assuming he is the canon turn?
EDIT: Green said I was the canon turn.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 10:30:10 PM
((Well, you had first dibs... It IS your turn.  And I think Jarlwolf said he would be a while... So, ))

As the alien diplomat talks to Warrick, if you can call the resonations of a Progenitor "speech", hordes of locusts overrun the building.

"Annihilator : Near. Survive : Human : Must. Leave : now"

Warrick and the Exterminatus alien ambassador escape with some fleeing colonists into a sea escape colony pod!
Title: Re: AAR 6 - Final Doom
Post by: Flux on October 27, 2014, 10:31:20 PM
((Well, you had first dibs... It IS your turn.  And I think Jarlwolf said he would be a while... So, ))

As the alien diplomat talks to Warrick, if you can call the resonations of a Progenitor "speech", hordes of locusts overrun the building.

"Annihilator : Near. Survive : Human : Must. Leave : now"

Warrick and the Exterminatus alien ambassador escape with some fleeing colonists into a sea escape colony pod!
Then I'm going to call my turn the canon. It appears the Fascists will have to stick with the sea to survive.
Title: Re: AAR 6 - Final Doom
Post by: Yitzi on October 27, 2014, 10:36:13 PM
Well, I checked out the AI rules for who it'll try to free, and the rules make no sense.  (e.g. given a choice between a faction that they had a treaty with, and another that they had a pact with, both to be freed by a probe action against a faction they have a treaty with, they'll choose to free whichever one is later in the faction order.)  There seems to be some relationship between the faction being probed and the faction to be freed that is relevant here, but it isn't "defeated that faction"; in this game, the Annihilators have that relationship with the Stranded and themselves.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 10:46:22 PM
((I am almost tempted to put an Exterminatus elite 3 res garrison in his base as the Exterminatus alien ambassador, lol. But.. that would be too much..lol))

Harbinger..

Report...

During our negotiations with the human Warrick, the position was over run.

Yes? Is the human exterminated?

No. The human escaped with some followers out to the sea.

Hmm.. I have been pouring over the history files we obtained from "Routine Regime". It appears this human idolizes ather human from his planet known as Adolf Hitler. Interesting ideas that are similar to our religious texts, but primitive. He must have the enemy, but has not found a way to use the enemy to transcend through exterminating that enemy. Even his "Hitler" was a miserable failure, reading "horoscopes" to see if he wanted to finish off his enemy and foolishly dividing his forces.

Kind of like we did in the naval invasion?

No.. the Hitler human had a choice. We had none.

This human interests me. Make it to where we honor our "pact". I wish to see how he evolves. He has the mindset. But, we do know evolution also is influenced by environment.

Let's also watch those University humans. They seem to be a wild card in this struggle.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 10:50:31 PM
Well, I checked out the AI rules for who it'll try to free, and the rules make no sense.  (e.g. given a choice between a faction that they had a truce with, and another that they had a pact with, both to be freed by a probe action against a faction they have a treaty with, they'll choose to free whichever one is later in the faction order.)  There seems to be some relationship between the faction being probed and the faction to be freed that is relevant here, but it isn't "defeated that faction"; in this game, the Annihilators have that relationship with the Stranded and themselves.

Wow... it would seem to me that would be the way to settle that. It should have a list of who you have conquered and only those should be eligible to start the "freed" subroutine. Funny, too. I saw that bug quite a few games back in a personal game.
Title: Re: AAR 6 - Final Doom
Post by: Flux on October 27, 2014, 10:59:48 PM
Transmission to the Annihilators.... War Room - Message Node 31 Operator "ETE"
Greetings. I like what you did with your __Stinger___ (Hair? Tusks? I'm not sure if the Annihilators are just a bunch of bees, but judging by the leaderhead I would say bees. Or locusts. But I like bees better.)
Our fallen ally Ivana Dostya has been held in captivity in your civilization for many years now. She was someone that we greatly enjoyed observing. We also believe her "Command Web" could help advance our research much. With a few trips to the Punishment Sphere, we are sure she would be co-operative when it comes to interrogation. She would be crushed if she attempted to rebel.    We have plans to give a base to her control for further study of Red Unit culture. Would you consider handing her over to our control?

If Ete can't see this by the time it's his turn, I'm just going to probe team for Dostya.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 11:02:17 PM
((BlueFlux, Ete, Yitzi, Jarlwolf... to honor a RP in forum pact and agreement, I am going to download the file and make the following changes : turn over control to Routine Regimen to Fascists and place 1 3 res garrison in that sea colony. Also, I will edit Exterminatus AI not to betray for all of Jarlwolf's turns. If Jarlwolf chooses to betray, which is unlikely, I will give Jarlwolf instructions as to how to reverse permanent pact. If there are any objections, we will go with original save))
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 27, 2014, 11:31:21 PM
Transmission to the Annihilators.... War Room - Message Node 31 Operator "ETE"
Greetings. I like what you did with your __Stinger___ (Hair? Tusks? I'm not sure if the Annihilators are just a bunch of bees, but judging by the leaderhead I would say bees. Or locusts. But I like bees better.)
Our fallen ally Ivana Dostya has been held in captivity in your civilization for many years now. She was someone that we greatly enjoyed observing. We also believe her "Command Web" could help advance our research much. With a few trips to the Punishment Sphere, we are sure she would be co-operative when it comes to interrogation. She would be crushed if she attempted to rebel.    We have plans to give a base to her control for further study of Red Unit culture. Would you consider handing her over to our control?

If Ete can't see this by the time it's his turn, I'm just going to probe team for Dostya.

((Freeing a captured faction leader can only be done probing an enemy HQ. Fortunately, ALL Annihilator bases have a HQ, so all you got to do is probe the easiest base to reach. Plus, even if Ete was not on vacation, I DOUBT Annihilator would easily let go a valuable slave!))
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 28, 2014, 12:15:42 AM
Jarlwolf....

Permanent pact enabled with this save....
Title: Re: AAR 6 - Final Doom
Post by: Yitzi on October 28, 2014, 01:31:36 AM
Wow... it would seem to me that would be the way to settle that. It should have a list of who you have conquered and only those should be eligible to start the "freed" subroutine. Funny, too. I saw that bug quite a few games back in a personal game.

My guess is that's what was supposed to happen, but something got messed up...
Title: Re: AAR 6 - Final Doom
Post by: Yitzi on October 28, 2014, 01:44:06 AM
It seems to restrict it properly when it comes to a human player doing the "free captured faction leader" action, so that may help figure out how to implement it.

Of course, there's still the fact that the way it selects among eligible targets is absurd: 
-If there was a vendetta with a faction, don't free them.  (They're not eligible)
-If you have a pact with the holder, free the last faction (in the faction order used for things like order on the commlink, or turn order if they're all AI or all human-played) that you have a pact with.  If there are none, free the first eligible one.
-If you don't have a pact with the holder, free the last faction that you had at least a treaty with (I thought before that even a truce was ok, but that is not correct); if there are none, free the first eligible one.

These things should not depend on faction order; I think the best way is to make it go first by whoever has the best relationship (but if it's not better than the target then it's not done), with a tie broken by whoever has the most techs that the free-er does not, or randomly selected if that's a tie too.
Title: Re: AAR 6 - Final Doom
Post by: Flux on October 28, 2014, 02:42:26 AM
Now here is something that I came up with out of the blue.
Final Doom certainly is going to end, and that is for sure. But in AAR 7 perhaps we could add some new factions to the old devastated world?
The idea here would be when the winner is out on top (Likely annihilators) and is about to take the last Exteriminatus base, he could release all the leaders. Then, we could rename the files and reload the factions using different faction files.
Of course, we don't need to think about it until this ends. I have a feeling that will be soon. Just an idea I thought of, might be cool.
Title: Re: AAR 6 - Final Doom
Post by: JarlWolf on October 28, 2014, 02:51:45 AM
Maybe- I'd rather a new AAR from scratch with completely new faction... I also have to finish up my mammoth post update/revival for Varshavianka. I've seriously got other people to help voice act and have spliced audio from videos, movies and other things... update will be MASSIVE and nothing no one has seen before ever on internet for AAR's...
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 28, 2014, 02:58:12 AM
Jarlwolf is currently working one up. He PMed me. Of course, if in 2 days pass I take my turn.

BTW.. Happy (almost) Halloween. There was no way anyone except Ete's Annhilators can win unless some stuff is pulled out of our sleeves. Truly Final Doom.

Now here is something that I came up with out of the blue.
Final Doom certainly is going to end, and that is for sure. But in AAR 7 perhaps we could add some new factions to the old devastated world?
The idea here would be when the winner is out on top (Likely annihilators) and is about to take the last Exteriminatus base, he could release all the leaders. Then, we could rename the files and reload the factions using different faction files.
Of course, we don't need to think about it until this ends. I have a feeling that will be soon. Just an idea I thought of, might be cool.

More than likely, what I usually do is put up a prediscussion thread. I also try not to step on any toes of AARers. However, if people like these types of things, this is more in line with really a succession game with a twist.

Succession games are fairly common in 4x genres. The most famous succession game online is called Boatmurdered for the ugly freeware game Dwarf Fortress. They had folks doing comics and art for it even though I do not have enough nerd badges to even cope with that games horrible UI and 1970s graphics. Usually it is just one faction or civ for a certain number of turns. Those are mostly RP, too. But few change factions and let the AI take over. I am at a loss to think of one and I read entirely too many forums than is healthy.

But, I think folks like it, so it will definitely be revisited. BUT.. odds and unfortunately balance will have to come into play. Also, certain rules and parameters may change based on what we have learned since this is the first time I have seen this tried.

Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 28, 2014, 03:05:48 AM
Maybe- I'd rather a new AAR from scratch with completely new faction... I also have to finish up my mammoth post update/revival for Varshavianka. I've seriously got other people to help voice act and have spliced audio from videos, movies and other things... update will be MASSIVE and nothing no one has seen before ever on internet for AAR's...

I hear you. Only thing I have found about the popularity of AARs is folks can read much faster than watch. Also bandwidth concerns. Many are on smart phones, so audio/video is wasted and the smartphones have bandwidth caps. Some of those caps severe. Youtube.. however.. but that is all about the shinies.
Title: Re: AAR 6 - Final Doom
Post by: Flux on October 28, 2014, 03:15:23 AM
Maybe- I'd rather a new AAR from scratch with completely new faction... I also have to finish up my mammoth post update/revival for Varshavianka. I've seriously got other people to help voice act and have spliced audio from videos, movies and other things... update will be MASSIVE and nothing no one has seen before ever on internet for AAR's...
Sounds exciting! I'm probably scrapping Rise of the Creche. Maybe not, but I won't continue it until after this. But I definitely want to have a single player AAR out there with my new primary faction.
Title: Re: AAR 6 - Final Doom
Post by: ete on October 28, 2014, 03:39:14 AM
Well, I checked out the AI rules for who it'll try to free, and the rules make no sense.  (e.g. given a choice between a faction that they had a treaty with, and another that they had a pact with, both to be freed by a probe action against a faction they have a treaty with, they'll choose to free whichever one is later in the faction order.)  There seems to be some relationship between the faction being probed and the faction to be freed that is relevant here, but it isn't "defeated that faction"; in this game, the Annihilators have that relationship with the Stranded and themselves.
Sounds.. crazy. Good luck figuring out how to deal with that.

Transmission to the Annihilators.... War Room - Message Node 31 Operator "ETE"
Greetings. I like what you did with your __Stinger___ (Hair? Tusks? I'm not sure if the Annihilators are just a bunch of bees, but judging by the leaderhead I would say bees. Or locusts. But I like bees better.)
Our fallen ally Ivana Dostya has been held in captivity in your civilization for many years now. She was someone that we greatly enjoyed observing. We also believe her "Command Web" could help advance our research much. With a few trips to the Punishment Sphere, we are sure she would be co-operative when it comes to interrogation. She would be crushed if she attempted to rebel.    We have plans to give a base to her control for further study of Red Unit culture. Would you consider handing her over to our control?

If Ete can't see this by the time it's his turn, I'm just going to probe team for Dostya.
What would WE gain from such a release... Give US three bases and we may have something to discuss... If you agree, WE would drop her off on the island to the east of OUR mainland, with two colony pod's worth of resources and one teraforming unit, as well as one scout patrol.
Title: Re: AAR 6 - Final Doom
Post by: JarlWolf on October 28, 2014, 04:27:14 AM
I feel that if I went before Flux this situation could have been entirely different and there'd be a fighting chance... this is impossible now. There is no way around it... I'll post the results but don't expect much.

Edit: Literally got wiped out and could not switch/save in time... I have to do everything all over again now  :mad:

Edit 2: Managed to fix it... don't think im going to bother sharing turn after this post, going to focus on my other AAR.
Title: Re: AAR 6 - Final Doom
Post by: JarlWolf on October 28, 2014, 08:34:54 AM
Colony Music - Capitalist Theme (http://www.youtube.com/watch?v=g5SqoO30BqA#)


It had come to this. Years of planning, meticulously working out each detail, surveying and accommodating incidents that weren't planned. It had all come to this. Richard was no longer calm, at least not in his mind. He was shaken, ghostly pale and white.
He eyed the pistol on the table. The monitors still blared their light into the dark hub of the room he sat in.

He watched them, mustering what little strength he had left. His eyes peering at all the monitors and screens and holograms and video feeds...

The entire Regime was in ruins. Lieutenant Liu, one of his last loyal officers was stranded north of Rising Power. There was small hope of rescue for him, despite a transport being nearby.
(http://i1128.photobucket.com/albums/m494/JarlWolf/1_zps85c076d7.png)

Richard's attention turned to his last city on the mainland... Routine Regime.
(http://i1128.photobucket.com/albums/m494/JarlWolf/2_zpseceec959.png)
One of the commanders there awaited orders. He kept trying to contact Warrick, but Warrick motioned slowly and pressed the button to accept. He looked over to the screen:
"Leader! There is enemy forces outside our perimeter, what are your orders?"
Richard didn't stir.
"Sir?"
"Attack them. That is all."
The commander's face went cold, realizing that even his faction's leader was without hope... even so. If it prolonged the deaths of the scant populace of soldiers and their families in Routine Regime... he would do as he needed.
"Men, weapons ready."
(http://i1128.photobucket.com/albums/m494/JarlWolf/3_zps8d08ed7e.png)
They blasted their gatling lasers and laser rifles and other ordinance out into the fields where the seething masses of mindworms lay, their freakish broodmasters directing them. The lasers burned through and blasted into the masses of worms, hitting some of their xenos broodmasters. As they approached closer they readied their flamethrowers, scorching them as they came and burning them into festering piles of steaming sinewy organic mush and charred remains. Some of the men were overwhelmed, and the fascist soldiers experienced brutal deaths as the worms pincered their way into their skulls and injected their larvae into their heads, ripping apart their nervous systems and making them twitch and scream in jarring pain.

But at the end of it.. the attackers laid scorched, for now.

(http://i1128.photobucket.com/albums/m494/JarlWolf/4_zpsd11334aa.png)

Liu was not so lucky... the last reports of him was his unit had been overwhelmed by Annihilator forces, and eradicated. His face haunted the screen as the mindworms clawed up through his body, as he bled from every orifice in his body as they wriggled their sadistic pincers through his flesh....
(http://i1128.photobucket.com/albums/m494/JarlWolf/9_zps7b67de14.png)
Soon after more native life cruelly subjugated by the Annihilator menace came to assault Patriot Port- killing its meager defenders with ease... and eventually...
(http://i1128.photobucket.com/albums/m494/JarlWolf/11_zpsb9ad6f61.png)
(http://i1128.photobucket.com/albums/m494/JarlWolf/10_zps650a7a7c.png)
Murdering them all entirely. Some of the inhabitants escaped- but down south Exterminatus forces, who were fascists in their own right (albeit with a horrific evolutionary xenos cult, Warrick surmised) and equal to the Annihilators in how much of ruthless force they are... died merely to mindworms. Even the hope of an evil displacing a currently hostile evil was lost.
(http://i1128.photobucket.com/albums/m494/JarlWolf/7_zps383b98ae.png)

Richard was only offered alliance as he would buy the Exterminatus time... which he had precisely done much to his regret. Not that he had much choice.
(http://i1128.photobucket.com/albums/m494/JarlWolf/12_zps5f4792f8.png)

Some of the refugee's had managed to skirt all the way up to the northern pole of the planet, safe for now...
But others, were not so fortunate.
(http://i1128.photobucket.com/albums/m494/JarlWolf/17_zps274b7060.png)
So much death and misery surrounded Warrick that the man was near his breaking point. He was seeing HIS regime that he safegurded and, while he was responsible for many deaths of his own people he had seen it as responsible culling in his eyes. Necessary measures for the safekeeping and purity of all... now it was all for nothing. He watched helplessly as he saw his citizens get massacred on the screens, pangs of guilt hitting him like a retributive hammer.

His officers sent him an update:
(http://i1128.photobucket.com/albums/m494/JarlWolf/6_zpsd26a63e1.png)

More alien forces had arrived to fight... the ever increasing number of alien forces. Mere puppets in a war between alien monstrosities. He ignored it entirely...
(http://i1128.photobucket.com/albums/m494/JarlWolf/13_zpsf0ca05f0.png)

He sat and contemplated, as he always did. Just this time, it was a means to end his pain and humility. A broken man, the Iron Regime was his child. His carefully observed, constructed child, his safe and secure one. The son and daughter he never had- he once had a wife, but was never able to father children with her. A miscarriage was the closest thing that came to it. But that was ages ago on Earth, back on another hopeless front where chaos reigned and seething masses swarmed at the gates.

(http://i1128.photobucket.com/albums/m494/JarlWolf/15_zps0fdb6520.png)
He replayed the messages of the Annihilator scum over and over and over. Watching the video feed constantly, his eyes shifting about as he tried to absorb the information.
(http://i1128.photobucket.com/albums/m494/JarlWolf/18_zps66dcd296.png)

People were panicking, and before he could even say anything, the indoctrinated soldiers were already supplying fuel to the imagery of "punished" citizens...
(http://i1128.photobucket.com/albums/m494/JarlWolf/8_zpsef685ac8.png)

The tide of xenos plagued the countryside around Routine Regime. Ceaselessly adding to their number, preparing to overrun the confines of the now battered, broken fortress city and its weary populace.
(http://i1128.photobucket.com/albums/m494/JarlWolf/19_zps2deb9503.png)

Even the hope of National Waters had failed, Locusts of Chiron presumably rendering the flesh of its inhabitants nothing but gnawed meat..
(http://i1128.photobucket.com/albums/m494/JarlWolf/21_zps63186816.png)
It wouldn't be long now, Warrick thought to himself. It won't be long at all.

He eyed the pistol, then shifted back to the screen.
(http://i1128.photobucket.com/albums/m494/JarlWolf/20_zpsd3ebd223.png)

The casualties just kept piling up... the image feed was abundant with death and despair-
He eyed the pistol, then shifted back to the screen.
(http://i1128.photobucket.com/albums/m494/JarlWolf/22_zps757c2164.png)

The annihilators had already broken through the defences, and the screams of the populace could be heard as they were ravished to nothing...
(http://i1128.photobucket.com/albums/m494/JarlWolf/23_zpsf2de8f66.png)
Warrick sat in his monitor hub.
He did not shift his eyes back to the screen.
He eyed his pistol.


The Annihilators had scourged the city. The Iron Regime, or what was left of it, was no more.
Title: Re: AAR 6 - Final Doom
Post by: JarlWolf on October 28, 2014, 08:46:29 AM
Turn ready for next player.
Title: Re: AAR 6 - Final Doom
Post by: ete on October 28, 2014, 02:10:37 PM
That was... dark.

Understandably so.

What have I unleashed?
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 28, 2014, 05:18:15 PM
Talk about Final Doom... and just before Halloween, too.

Good show Jarlwolf.

Next up would be Ete. But, I think Ete could use some Final Doom, too.

If Ete so chooses, he can do University instead. Then again, Ete if you are still away from the computer or just want to watch the darkness, the Exterminatus will do their turns tonight when I get off work. Of course, it is your prerogative also to use your turn to further the Annihilators end game.

If I hear nothing by tonight the Exterminatus ride.
Title: Re: AAR 6 - Final Doom
Post by: JarlWolf on October 28, 2014, 07:25:02 PM
It was a challenge trying to find suiting music to match the escalation and then climax of the story.
Title: Re: AAR 6 - Final Doom
Post by: ete on October 28, 2014, 09:08:17 PM
I have some net access, but am not going to be able to play my turn in the next few days. Exterminatus can play, and probably play best to the end.
Title: Re: AAR 6 - Final Doom
Post by: Flux on October 28, 2014, 09:16:22 PM
Talk about Final Doom... and just before Halloween, too.

Good show Jarlwolf.

Next up would be Ete. But, I think Ete could use some Final Doom, too.

If Ete so chooses, he can do University instead. Then again, Ete if you are still away from the computer or just want to watch the darkness, the Exterminatus will do their turns tonight when I get off work. Of course, it is your prerogative also to use your turn to further the Annihilators end game.

If I hear nothing by tonight the Exterminatus ride.
Go ahead and finish if Ete can't play. It's a bit unforunate I didn't get to create the drama Jarl did, as the faction died outside of my turn. This was a great experiment. I have a feeling successive AAR's will become a common sight on AC2.
You created a great atmosphere for your factions end, Jarl.
Title: Re: AAR 6 - Final Doom
Post by: JarlWolf on October 28, 2014, 09:58:37 PM
thank you, I try best to convey good storyline atmosphere.
Title: Re: AAR 6 - Final Doom
Post by: lifehole on October 29, 2014, 12:53:30 AM
Yeah you did an awesome job with the music and pictures, jarl, great work.

A suggestion: When you guys do your next AAR, I suggest you balance the factions out somewhat. These were... relatively balanced to an extent, but the annihilators were ridiculous just because any human playing the annihilators will be ridiculously powerful (especially ete.) Most of that will be pre-disscussion, though.

If you do put in very powerful factions, make them AI controlled.
Title: Re: AAR 6 - Final Doom
Post by: Yitzi on October 29, 2014, 01:37:06 AM
Yeah you did an awesome job with the music and pictures, jarl, great work.

A suggestion: When you guys do your next AAR, I suggest you balance the factions out somewhat. These were... relatively balanced to an extent, but the annihilators were ridiculous just because any human playing the annihilators will be ridiculously powerful (especially ete.) Most of that will be pre-disscussion, though.

If you do put in very powerful factions, make them AI controlled.

Alternatively, maybe I'll look at all the potential factions before designing a monster faction to handle them.  I think the Stranded could have beaten the Exterminatus if played by a human the whole time, but the Annihilators were too much and exploited their major weakness, and of course the Stranded were not played by a human the whole time and the AI doesn't seem to know how to handle them.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 29, 2014, 05:31:13 AM
Yeah you did an awesome job with the music and pictures, jarl, great work.

A suggestion: When you guys do your next AAR, I suggest you balance the factions out somewhat. These were... relatively balanced to an extent, but the annihilators were ridiculous just because any human playing the annihilators will be ridiculously powerful (especially ete.) Most of that will be pre-disscussion, though.

If you do put in very powerful factions, make them AI controlled.


Alternatively, maybe I'll look at all the potential factions before designing a monster faction to handle them.  I think the Stranded could have beaten the Exterminatus if played by a human the whole time, but the Annihilators were too much and exploited their major weakness, and of course the Stranded were not played by a human the whole time and the AI doesn't seem to know how to handle them.


Next one a lot will be done differently. But, this has lived up to it's name - Final doom. There will ALWAYS be a monster, probably. But it will be AI controlled. I have thought, however, of a clash of the monsters type power battle at some point. So we may see powerful baddies again.  (http://alphacentauri2.info/MGalleryItem.php?id=865)

From here on out, it is the tale of the Exterminatus and their struggle to survive. But I need to pop open a beer before I get started and eat. It has been a hard day at work. Something tells me it will be a hard night at play.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 29, 2014, 06:59:15 AM
Harbinger Ex'itus awakens.

Being a religious figure of his stature, he is used to attention. But not the crowd of concerned military advisors jumping him right as he steps out of the stasis pod!

"Let me at least shake of the grogginess... Well you?"

"Yes, our lord prophet, most naturally selective, most..."

"Silence! My sleep was not well. I had visions of doom and death....", as a medical officer injects him with a hypotonic.

To the war room.

Gathered around the table were his most trusted advisors. Ex'itus inhaled deepy through his mandibles. The news would not be good.

- The Warrick human was feared dead, the last human base of Routine Regime overwhelmed by reports of many multiple demon boil mindworm units controlled by the abomination Annihilator.

- Both First vanguard regiment and the ambassador sent to watch over the Warrick human were lost. No military presence exists in the near the former human lands.

- Attacks had been repelled by the over strength garrisons at Planet Dust which presides over the Manifold Nexus, a vital strategic landmark.

- The reports of the fall of Routine regime tells of carpets of mindworms, the like of which decimated multiple units. More than likely heading to Planet : Dust.

- Scouts have already spotted initial Annihilator native units to the south. Perhaps more hidden in the two fungal ridges approaching the rest of the empire.

- the mindworms are deadly. Only the most well trained and experienced troops stand a chance.

- The sea to our north becomes more deadly. Isles of the Deep have been spotted and some cruisers have been lost. Our navy must be modernized.

"Hmm... any GOOD NEWS?"

"Yes, Lord Harbinger...."

- We have 3 alien artifacts awaiting Network Nodes...
- We can have missile troops to replace our Gatling troops, not that it makes a difference against hordes of mindworms.
- We are researching Doctrine Airpower and may have Needlejets if we can hold off the swarm.

Looking at the path to Warrick's former lands, it became clear why the reinforcements failed. Even columns of troops moving along the coast which was less harsh terrain still had a vast distance to cover and were vulnerable to ambushes from the vast fungal ridges.

"Russia...."

"What, Harbinger? What is a "Russia?"

"It was a nation from these insect human's world. The Adolf Hitler the Warrick creature admired had, as I had mentioned, many great ideas. BUT, his pride and genetic inferiority towards drug addiction and paranoia failed him. He sent troops ill prepared into the Russia land without proper equipment and over terrain the enemy was favored at. The terrain was large and in depth and hostile like the terrain in those areas. YOU.. my Generals made THAT same mistake...."

"What do you mean, Lord... Are you calling me an insect human from an extinct species holonovel?"

"SILENCE... take this fool from my sight and nerve staple him..."

"You see, adaption is needed. We have genes from our ancient forebears. Each iteration, if it does not kill us we learn from. We can even evolve and learn from studying what NOT to do, even from an insect..."

The junior war general led off, all anyone could do was look at the screen table and stare at the western front...
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 29, 2014, 07:12:01 AM
First thing....

there has been lax in reading and internalizing the truth of natural selection. Also, internalizing the concept of of POWER! This will be first and foremost.

Next, we have the technology for crawlers! We are evolved to EXTERMINATE.. not work and hide in bases! Let the crawlers work!

Formers! Colonies! We will take away their "Russia" and turn the tables against them until we can strike at the Abomination's heart....
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 29, 2014, 07:30:42 AM
Probe attacks capture 2 Gatling Infantry units. Spore launchers try to bombard, but are crushed by our elite artillery units. The artillery units also weaken the mindworms.

Once formers are out, we will clear paths and have defense in depth and slowly push towards the enemy in two columns.

Any line coming along the coast will be flanked.... and EXTERMINATED!
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 29, 2014, 07:47:55 AM
Carpets of mindworms arrive.

That tiny patch of fungus along the coast provides easy passage around Planet:Dust and allows the Abominations to flank from the north and unopposed access to the research and industrial center of Umbral Blot.

We have a loose net protecting the south and a massive column wave approaches from Umbral Blot.

The Battle of the Manifold Nexus begins!
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 29, 2014, 08:00:50 AM
We push them off.

But, that fungus patch to the North of Planet:Dust and the vast fungus ridge to the west could harbor more worms. It probably does.

We lost two units, they lose 6.

The religious fervor from Ex'itus' speech in the war room upon awakening has everyone in good spirits, despite the bleak outlook first thought.

But this battle is FAR from over...
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 29, 2014, 08:36:29 AM
Ex'itus thumbs his claws on the holotable, occasionally pulling up reports.

The Cruiser Sel'ectuse was sank in the northern sea protecting a colony pod. Fortunately, the pod got away and into a port. More and better ships would need to be made. A cruiser probe team was sailing towards an Annihilator base to hopefully gane some technology, but he counted the odds slim that the probe would not be discovered.

Just then, the science advisors came in. A newly built network node had studied one of the alien artifacts. Nueral Grafting is discovered.

One of the scientists then talks about a project... one that if built may break the stalemate at the Manifold Nexus and the overall war. A Neural Amplifier. IF the Annihlator did NOT build this first, it would blunt the attacks of the mindworms and dreaded locusts.

BUILD it AT ONCE...

It was the first time in a while Ex'itus felt a bit good.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 29, 2014, 09:26:12 AM
Ben'redst Gej'for:bf, Special Selection Unit (Navy)
LOCATION : North Sea outside of former Stranded base called Nonsense : Leave

I evolve.

Ever since I was a youngling in a crèche, I remember the when I first saw the sea. My mentors told me the sea on Sirius Ab was purple from the glinting light of a blue sun. I imagine it in my head. But, this sea is brackish and blue -black, with the exception of the light blue fungus. We cut through a lot on the voyage here. Even though we are taught that fear is the evolutionary advantage that keeps us alive, the apprehension of a hidden Isle of the Deep or worse was still unsettling. But we arrived.

The plan, at least on the holopad is simple. We don wetsuits and rebreathers and swim under the fungal mat approaching Nonsense : Leave. There is an old pipe leading in past the humming Tachyion Field, a defensive tech of the Stranded left here. We then don tattered uniforms of the Stranded and make way through the city.

Swimming under the fungus was scale-raising enough. We then donned tattered civilian clothing to look like the "rest of the slaves". Sounds so sterile, doesn't it?

The holy texts speak of the conquered as those unworthy. Those who must be exterminated. I was not prepared to see what I saw.

"OBEY OBEY OBEY OBEY OBEY OBEY OBEY OBEY OBEY OBEY OBEY OBEY OBEY OBEY OBEY OBEY OBEY...." on and on.

It was mixed over in both the human word and progenitor resonate for it, almost a unsettling chorus emanating from the air itself and into the mind. I saw the deadened eyes of former Stranded. When one could not move and work, mindworms came up and ate him. Another was dragging a load of soil somewhere. Barely plodding along, a claw missing and infected with who knows what. Whenever he stopped, a locust would sting him. But, so weary he was, he could not even muster a sound to resonate pain.

Even more unsettling, a red, electrified ring built above the city. In Special forces school, we KNEW what that was. It was the "EYE" of the Annihilators.

You see, the Annihilator is NOT one being, it is EVERYWHERE. That is one of it's eyes. If the red, dark glaze of the beam from the electrified ring glows on you, the SWARM itself sees you!

We "mull" casual.

the objective: Some of the more "valuable" slaves et a bit more food to work on weapons for the swarm. Usually the "nicer", if you can call that, of the buildings. A few close encounters with the red beams and a mindworm boil we though saw us, and we are there.

What we find... is interesting. The secret to controlling locusts....

I do not, nor want to remember how we got out of there. But the ONE thing I do remember that has affected my faith. The humans fear extinction, but I say that there are worse things than extinction. Working to death for THOSE monsters and still being destroyed is worse.

I would rather be exterminated....


---------------------------------------------------------------------------------------
We gain Centauri genetics from a brave naval probe team action.
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 29, 2014, 09:31:15 AM
((I will continue this tomorrow night (US time). Till then, do not let red electrified rings see you. You may be "annihilated"))
Title: Re: AAR 6 - Final Doom
Post by: ete on October 29, 2014, 11:45:01 AM
A suggestion: When you guys do your next AAR, I suggest you balance the factions out somewhat. These were... relatively balanced to an extent, but the annihilators were ridiculous just because any human playing the annihilators will be ridiculously powerful (especially ete.) Most of that will be pre-disscussion, though.

If you do put in very powerful factions, make them AI controlled.
I did actually suggest using non-monsters only, but yea, I agree for next time. I will say though the Annihilators are not inherently vastly more powerful than the others, I'd actually put them on the same level or perhaps below the Exterminatus and Stranded overall, but I exploited their strengths to the extreme (mass base spam, getting key native techs, using locusts exclusively on bases, then deprototying all standard combat units to force the AI into offensive native combat rather than making loads of defenders) before either of the other monster aliens had a chance to play, which gave enough of a turn advantage that Green1's playing catchup. I had not an ideal start, but a pretty excellent one. Having someone to kill and a place to expand explosively into once they went down was huge, as was stealing the PTS. Mt Planet was nice too, and going at a time where there were plenty of defensive units to recycle into useful things, and the fact that locusts let war happen much quicker (though less efficiently) so it was possible to end things against my first foe in under 10 turns.

I think that had Yitzi gone before me, he'd have been able to defeat the red unit entirely and establish several huge bases with excellent teraforming, which even in the AI's hands would have made life very difficult for me on my turn.

Had Green1 gone first, the Exterminatus could have made several more bases, and built enough infrastructure that the AI would have killed the fascists and slammed into me about as hard as I'm now slamming into him.

Alternatively, maybe I'll look at all the potential factions before designing a monster faction to handle them.  I think the Stranded could have beaten the Exterminatus if played by a human the whole time, but the Annihilators were too much and exploited their major weakness, and of course the Stranded were not played by a human the whole time and the AI doesn't seem to know how to handle them.
I agree with that. The Stranded have the potential to be extremely powerful, but the combination of stupid AI building, major harassment from locusts, and the Annihilators being able to hit them hard with psi was a perfect counter to them, even with that jungle start.



Nice characterization Green1, I like how this game has turned omnicidal religious monsters into the "good" guys. At least they only want to kill everything. I think you may be able to hold your own, if you have enough bombardment units and the right terrain (plus ideally air power) you should be able to kill endless waves of worms. Neural Amp would also be a huge boost. Getting sensors near all bases likely to be at war should be your #1 priority, followed by clearing the squares they're attacking from of fungus/rocky/forest to remove defensive bonuses. Losing the Nexus will make all combat 20% harder, and put you 20% behind in all future research, so you kind of have to hold that base too. I'd strongly recommend getting a probe team in every forward base, losing a base to mind control could be something you can't recover from.

I'd like to see the military command nexus, comparing your screen to the Annihilator one, and see what's going on with the University. Are they actually holding their own, or have they made peace?
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 29, 2014, 11:59:51 AM
University is at war with us, but I fear it is a war in words only to keep from being eaten.
Title: Re: AAR 6 - Final Doom
Post by: ete on October 29, 2014, 12:04:54 PM
If the University is subservient to the Annihilators they're going to be feeding tech, which is going to hurt you. And when they run out they'll get eaten.
Title: Re: AAR 6 - Final Doom
Post by: Yitzi on October 29, 2014, 01:21:19 PM
I think that had Yitzi gone before me, he'd have been able to defeat the red unit entirely and establish several huge bases with excellent teraforming, which even in the AI's hands would have made life very difficult for me on my turn.

Actually, if I'd gone before you I would probably just go for good terraforming (forests) and pop booming and then straight for a Progenitor victory, putting only as much minerals into units as necessary; if it had gone as planned, you would never have even gotten a turn.  (Which would make for a worse story than what I'd planned to have happen, which is why I wanted to go last; unfortunately, I didn't count on the AI mis-managing the Stranded so badly or you managing the Annihilators so well.)
Title: Re: AAR 6 - Final Doom
Post by: ete on October 30, 2014, 11:15:47 PM
Ah, that was your plan.. I guess with the Jungle you may well have had enough time, though 60 rows per base is tough and relying on the AI to finish the generators would've been risky. They love cancelling projects and big facilities to make more defenders.
Title: Re: AAR 6 - Final Doom
Post by: Yitzi on October 30, 2014, 11:21:30 PM
Ah, that was your plan.. I guess with the Jungle you may well have had enough time, though 60 rows per base is tough and relying on the AI to finish the generators would've been risky. They love cancelling projects and big facilities to make more defenders.

Yeah...I was hoping to be able to do it myself (+2 industry and +100% production), but that requires more forests.

I think that SMAC/X could really do with some smarter AI...although part of that might just be that Transcend-difficulty AI is made extra-aggressive, which makes it really stupid for a faction not designed for that aggression.
Title: Re: AAR 6 - Final Doom
Post by: Buster's Uncle on October 31, 2014, 01:31:24 AM
GREEEENN!

MOAR!
Title: Re: AAR 6 - Final Doom
Post by: Green1 on October 31, 2014, 05:03:18 PM
GREEEENN!

MOAR!
Do not worry BU, I have not disappeared. We ended up getting off from work much later than anticipated along with some personal things that needed my attention. When I get done with things I must take care of today, I will continue.

Plus it does not help I got run over by a car on my bicycle a day or so back. I am okay, more rattled than hurt, but still...
Title: Re: AAR 6 - Final Doom
Post by: Buster's Uncle on October 31, 2014, 05:19:48 PM
Okydoke.


(MOAR!)
Title: Re: AAR 6 - Final Doom
Post by: Geo on October 31, 2014, 05:59:08 PM
Plus it does not help I got run over by a car on my bicycle a day or so back. I am okay, more rattled than hurt, but still...

You too? Last Wednesday?
Well, technically I wasn't "ran over", but a van pulled up a tad too soonish when I was legitimately crossing a junction. The van caught my bicycle on the last half of the back wheel on the frame.
I did came to a quick stop though, and had to quickly step off my bike to avoid falling.
Title: Re: AAR 6 - Final Doom
Post by: Buster's Uncle on October 31, 2014, 06:31:29 PM
Mylochka got permanently brain damaged that way...
Title: Re: AAR 6 - Final Doom
Post by: Flux on November 04, 2014, 03:55:55 AM
Green, you okay out there?
It's been a while.
No pressure...
pressure
Title: Re: AAR 6 - Final Doom
Post by: Buster's Uncle on November 04, 2014, 04:24:48 AM
MOAR!
pressure
Title: Re: AAR 6 - Final Doom
Post by: Green1 on November 04, 2014, 07:51:53 AM
Sorry guys, had a very rough weekend. I ended up having to work 30 hours in 2 days time on top of a party I went to Halloween. Making matters worse is we switch from nights to days this week with only one day off (Monday). When I get come coffee, I will crank up a bit either later this morning before work or after I get off..

I wish I could just get paid to type stuff and did not have to work insane like I do sometimes.
Title: Re: AAR 6 - Final Doom
Post by: Flux on November 07, 2014, 02:43:19 AM
moar pressure
Title: Re: AAR 6 - Final Doom
Post by: Buster's Uncle on November 08, 2014, 01:42:00 PM
and moar pressure piled on that
Title: Re: AAR 6 - Final Doom
Post by: Flux on November 09, 2014, 06:40:07 PM
PRESSURE


I'm not strong enough to do any more pressure after that.
Title: Re: AAR 6 - Final Doom
Post by: Geo on November 11, 2014, 11:01:56 AM
Or there's no larger Size? ;cute
Title: Re: AAR 6 - Final Doom
Post by: sisko on November 11, 2014, 12:23:20 PM
Would you stop putting anymore pressure on Green??  :)   Please!
Title: Re: AAR 6 - Final Doom
Post by: Buster's Uncle on November 13, 2014, 10:20:07 PM
Where's the fun in that?
Title: Re: AAR 6 - Final Doom
Post by: ete on November 13, 2014, 10:36:49 PM
I am half tempted to try playing the game as Exterminatus for a challenge.. probably would not AAR it though, that'd be stepping on toes even as an alternate reality thing. I suspect it's just about winnable with sufficient bombardment.. though maybe not.
Title: Re: AAR 6 - Final Doom
Post by: Yitzi on November 13, 2014, 10:40:42 PM
Green, please remember to, once you have a chance and get around to it, finish up this game and post the results.
Title: Re: AAR 6 - Final Doom
Post by: lifehole on November 14, 2014, 03:15:46 AM
I am half tempted to try playing the game as Exterminatus for a challenge.. probably would not AAR it though, that'd be stepping on toes even as an alternate reality thing. I suspect it's just about winnable with sufficient bombardment.. though maybe not.

I doubt green1 would mind someone doing an alternate reality thing. I sure as heck wouldn't.
Title: Re: AAR 6 - Final Doom
Post by: Flux on November 14, 2014, 03:27:34 AM
Green, please remember to, once you have a chance and get around to it, finish up this game and post the results.
Yeah
I want to see you get destroyed in a major plot twist by one planetbuster with an event never-before seen that kills your leader!
Or something like that.
Title: Re: AAR 6 - Final Doom
Post by: Flux on November 16, 2014, 11:17:25 PM
llll/ llll/ llll/ lll
Day 18...
little food left... shipment not coming
afraid if aar doesn't continue soon, may not make it out...
*Screaming is heard
can't hold out much longer...
Green, why have you forsaken me?
Title: Re: AAR 6 - Final Doom
Post by: Buster's Uncle on November 16, 2014, 11:20:48 PM
And he cried out in a loud voice "Greeni, Greeni lama sabacthani?", which is the say Green1, Green1, why have you forsaken me?
Title: Re: AAR 6 - Final Doom
Post by: Buster's Uncle on November 22, 2014, 12:30:24 AM
(http://alphacentauri2.info/MGalleryItem.php?id=865):whip:
Title: Re: AAR 6 - Final Doom
Post by: Flux on November 27, 2014, 02:23:27 AM
I'm going to stop checking this.

"Greeni, Greeni lama sabacthani?" You're my favorite color!  :P
Title: Re: AAR 6 - Final Doom
Post by: ete on December 22, 2014, 01:24:02 AM
Postgame:

The Annihilators ended up in such a strong position because:
1. Locusts let you fight wars fast and pick your targets. They're horribly cost-ineffective compared to, say, rovers even with the Psi bonuses, but being able to immediately hit the bases, formers, or colony pods of semi-distant foes controlled by AI is a huge deal when you're on a timer before you hand over to incompetent AI, so dealing damage now is essential.
2. I played at the right time. Early enough that important techs for development were not kickstarting other factions, and late enough that there was a good number of units to cash in to rish locusts and other facilities.
3. I had someone to eat, and territory to steal. The Cult was not an ideal foe, they were technologically backwards and have +2 Planet, but it was still much better than lacking a target.
4. I pinned down the Stranded by blocking their attempts at development, who would otherwise have transcended.
5. Planetary Transit System+HQ every base+Using fungus for minerals is crazy-powerful. It allowed absurdly rapid development without the usual drawbacks, and is the Annihilator's 'win button'.

I believe that as a faction the Annihilators are in many ways weaker than Exterminatus and even the Stranded (though they are kind of kryptonite to the stranded, since psi combat bypasses the level 4 reactors that would make them almost impossible to break for a normal faction), especially later game, but playing with monsters lets you push them to breaking point and I got enough of a lead to make it hard to fight before other humans got going.

I do think (and have tested in my AU game) that the Exterminatus could conceivably win, but they can't win in 20 years and if the Annihilators get another turn in human hands the rest of Planet will fall.
Title: Re: AAR 6 - Final Doom
Post by: Flux on January 10, 2015, 03:17:14 AM
I'm really missing Green1.
I hope he returns soon. And gives us the epic conclusion to this beloved AAR.
He makes really entertaining AARs.  ;eek
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