Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => After Action Reports => Topic started by: bvanevery on November 04, 2018, 03:32:33 AM

Title: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 03:32:33 AM
behold the mask of doom
behold the mask of doom

It's time for midterm elections in the United States!  In a bright dystopian future somewhere far away, Commissioner Pravin Lal is thinking similarly.  How can I get the People to accept nerve gas?  It is so useful, in so many ways.  If only Planet understood that it's a human thing.  We want to do this to each other, it's nothing personal.  Please just grow your fungal stalks as always and leave us to our war.

gas early and often
gas early and often

In version 1.25 of my SMACX AI Growth mod (http://alphacentauri2.info/index.php?topic=20959.0), nerve gas is available almost immediately at the start of the game.  That's because the consequences of using nerve gas so early are horrific!  Planet throws a fit.  Deluges and mindworms everywhere.  Low chance of survival, and even if you do, likely to be nuked by an angry faction midgame.  My last attempt at this was a complete debacle.  I am hoping this time to deploy a new secret weapon: voting.

normalizing genocide
normalizing genocide

See, for reasons that only the Firaxis expansion pack authors can fathom, you get a free pass using chemical weapons against Alien factions.  Possibly because they don't engage in Commerce with humans, so you can't impose Sanctions on them.  Nor can they participate in the Planetary Council.  Gasification without representation: that's not fair!  We don't happen to have that issue in this game, it's an all human cohort.  Random opponents, Transcend difficulty, on a Standard size map.

the Governator
the Governator

My plan is to mollycoddle and horswoggle the other factions into accepting my Planetary lead.  Becoming Governor won't get me any more votes for a Council proposal, that will probably take outright bribery.  But it will get me Veto power, which can help me keep my proposal in place once I've attained it.

I propose you all die
I propose you all die

That last measure, "Repeal UN Charter" is the one I'm interested in.  In my mod it is available early in the game, from Doctrine: Loyalty.  Same tech that offers Fundamentalist politics.  The counterpart, "Reinstate UN Charter", is available with Ethical Calculus.  Same tech that offers Democratic politics.  I think if real world humans could make these kinds of decisions post WW I, we shouldn't have to wait a long time to ponder weighty matters in space.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 03:44:23 AM
between a rock and a hard ridge
between a rock and a hard ridge

Mission Year 2101.  I've started amidst a profitable river system.  I don't have any supply pods adjacent so I will settle my capitol immediately.

Worth noting: for version 1.25 I have increased the penalty for a defending Noncombat unit to 100%.  That means colony pods will die when attacked by mindworm larvae, even on Turn 1.  Combat units don't have this problem, they can survive early mindworm hits.  So, immediate settlement of the 1st colonist, and escort of the 2nd, is a very good idea.

[After completing this AAR, I decided this Noncombat penalty wasn't a necessary feature for version 1.25 of my mod.  Mainly because it doesn't solve the "armored probe team exploit" problem, which you'll see examples of later.  So version 1.25 has the same setting as the original game, 50% penalty.]


Planet has an innie
Planet has an innie

Especially on a Standard size map.  I'm pretty much guaranteed a competitor in this immediate area.  The Garland Crater is to the east, and the Pholus Ridge is to the west.  The Crater is more valuable so I will head east.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 04:00:05 AM
focus on the basics exploring and killing
focus on the basics exploring and killing

MY 2102.  I am asked how I want to direct my research.  In my mod, the AI plays Lal as a Passive leader, not much disposed to making war.  I keep the AI defaults, because that helps me playtest how the AI might do in the game.

With Lal's factional advantages, he can afford to sit back and make bigger cities.  "Explore" really means colonization and growth technologies, which is what he needs to get votes.  He can expect to have some rough customers opposing his Democratic politics though, so he stays well armed.  My mod is overwhelmingly dominated by Conquer techs, because that's what Firaxis actually put into the game.  I sorted everything out into different categories, so all the armors and weapons etc. are in Conquer techs, not Explore, Discover, or Build techs.  Some categories do overlap, but it's still mostly a Conquer show. 

it is not about the mindworms anymore
it is not about the mindworms anymore

The Empath Guild comes late in my mod, and is also deemed a Conquer tech.  In my view, Diplomatic Victory is just an abbreviated form of conquest.  Homo Superior is a Tier 6 tech that also makes Thought Control available.  That's a long time away, late midgame at the earliest.  I am guaranteed 2x votes over anyone else for at least half the game, so all I have to do is make sure I get big.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 04:13:32 AM
unwanted guests
unwanted guests

MY 2111.  A mindworm appears unbidded to the west, indicating the presence of a near neighbor in that direction.  Simultaneously, an unmet Cybernetic Consciousness settles a city on the Crater to the east.  I have not yet managed to make an additional colony pod, as I didn't have much food to start with.  In my mod, Lal does get a hefty +2 GROWTH bonus at least though.  I did pop a Nutrient next to my capitol, and in 3 turns I will grow to size 2.  However I don't know if I'll have the cash to rush production.  Even then, I'll have to travel along the admittedly wonderful river system to get to the Crater.  And not make contact with the Cyborgs meanwhile, so that I can intrude innocently on Cyborg land.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 04:30:51 AM
the other orange haired world leader
the other orange haired world leader

MY 2112.  I think I can presume the mindworm to the west was generated by Miriam.  Unless this part of the world is really crowded.  TBH I could totally see a Fundamentalist government working for me.  In my mod it's very similar to Police State.

in the words of the late Charlton Heston
in the words of the late Charlton Heston

However it won't be to please her!  Now the "good" news is, in version 1.25 nobody gets a real weapon at the beginning of the game.  Even strength 2 and 3 lasers are Tier 3 techs.  We can definitely have a rockfight.  I'm good at rockfighting.  It may interfere with my settlement plans depending on how close she is though.  I don't think I'll change my research focus as I'm already doing Explore, Conquer.

stomping through the tulips
stomping through the tulips

Timely!  R-Lasers are only strength 2 in my mod, but it's still enough to wipe out Miriam's Scouts and destroy her bases.  I have a lot less to worry about now.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 04:35:54 AM
send in the clones
send in the clones

MY 2114.  The game must really like me.  I've gained an egregiously useful double cloning of a Unity Rover I picked up earlier.  This clone posse shall head straight to Miriam for an orange rubber nosing!

This turn I finally have the cash to rush a colony pod.  I don't think I'll send it to the Crater as there's a war on.  I have a much more immediately useful site to the south of my capitol.  TBH as fun as the Crater may be, it takes awhile to develop those resources.

Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 04:45:42 AM
artillery is the king of battle
artillery is the king of battle

MY 2117.  In version 1.25 of my mod, heavy artillery is available almost immediately.  This is to keep parity with Doctrine: Flexibility, which is also a Tier 1 tech.  Everyone should have equal opportunity shelling.  Even with strength 1 weapons, it's effective against Scouts.  Doubt I'll bother with the forces I've got though.  My best bet is probably to make more cities to get my minerals and support up.

boy am I glad to see you
boy am I glad to see you

I'm glad I didn't divert that Scout from its explorations to the southwest.  It's good to know who might be creeping up on you.  We sign a Treaty and I sign off.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 05:03:19 AM
the suicidal are supposed to wear bomb vests
the suicidal are supposed to wear bomb vests

MY 2118.  Strangely, Miriam did not move this Colony Pod out of the way.  I wonder if another enemy is nearby, exerting a zone of control?  If she thinks this will stall me from getting to her base, it's not a good move.  The Battle Ogre is coming, although maybe she hasn't cheated enough to know that.  Anyways with the new 100% Noncombat penalty, it's going to be trivial to execute these colonists.  I've got such a large force, let's see if she'll actually surrender to me!

the beatings shall continue until the morale improves
the beatings shall continue until the morale improves

Nope.  She probably thinks she can get away in an escape pod if nothing else.  I'm wise to that.  I'll just beat her down to eventually make her my puppet.  I need at least 1 puppet on the Planetary Council to ensure that my Veto can never be overridden.  Plus I need votes in my pocket anyways.

eat it Miriam
eat it Miriam

It wasn't even a fair fight.  A slightly wounded Scout took no additional wounds running the machine guns over everyone's heads.  You know, atrocity prohibitions... why am I allowed to execute unarmed colonists?  Is it some kind of plausible deniability thing?  "Oh, there wasn't a base, so..."

facing your imminent destruction
facing your imminent destruction

If there is another enemy, it would have to be to the northwest of New Jerusalem.  There is no wounded unit in the city, so I don't think they got attacked by a mindworm.  Unless they are in control of the Manifold Nexus and captured a mindworm.  If they still have only 1 Scout defending next turn, then the city is mine!  Otherwise I wait for the Ogre.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 05:19:01 AM
scoutworthy
scoutworthy

MY 2118.  I know I said I'm good at rockfighting, but I didn't expect it to be that easy.  I suppose a Scout is infantry and does get a 25% attack bonus against a base.  Miriam could have attacked me on her turn and gotten the benefit of her faction's 25% attack bonus.  However, her Scout would then be too weak to defend, so I'd still take her base.  She would have taken out 1 of my units for the trouble though.

Im bad Im bad Im loaded Im bad
Im bad Im bad Im loaded Im bad

I gave her 1 last chance to see reason and surrender to me, but she ignored my communications.  So I wiped out her size 1 capitol!  Will she surrender now?  Nope!  What a loser.  Well I guess if I proceed with the plan, I leave her to the 1 city in the Garland Crater.  Making sure she doesn't have any others, but the immediate borders don't look like there's anything else.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 05:26:36 AM
closing for the kill
closing for the kill

MY 2123.  Using bad tactics, I lost 2 of my Scout Rovers to her 1.  I forgot about her attack bonus.  She didn't attack the 1st turn she could, which confused me as to her perceived sense of safety. 

I don't think she's going to surrender to me.  I think I will destroy her city, then colonize right on top of where it stood.  Then go meet the Cyborgs.  If they give me lip, I'll destroy them too.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 05:31:52 AM
th th th th th th th thats all folks
th th th th th th th thats all folks

MY 2125.  This was so easy, I almost wonder if I'm really playing Transcend.  Probably the real reason is, I'm playing on a Standard map.  I'm used to playing Huge or Enormous.  Anybody in close proximity on Standard can definitely be wiped out.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 05:39:45 AM
half a crater
half a crater

I make my claim on the northwest part of the Garland Crater.  None too soon as I saw the flicker of a Scout moving just east of UN Planetary Trust.  It's time to go meet the robots!

a treat with thee
a treat with thee

Definitely a much better neighbor than the Believers.  She won't ally or trade techs though.  She's probably ahead of me, with her +1 RESEARCH bonus.  She didn't claim to know any other comm frequencies either.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 05:48:45 AM
keep your enemies close
keep your enemies close

MY 2128.  This will give me helpful intel on my neighbors.  Worth noting: in my mod, Foil Probe Teams are available as a predefined unit.  The AI makes heavy use of them!  Sea bases are extremely vulnerable to subversion early in the game.  That isn't much fun unless you leave one out as "bait" for a distant faction, so that you can counter-infiltrate and steal a tech.  I will send out a Foil Probe Team to search for factions.

Also worth noting: Foil and Cruiser chasses are 1/2 the cost of the regular game.  Sea battles are sort of an easy come, easy go thing, because the costs are comparable to land units and the movement rates are higher.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 06:10:38 AM
probing is Cyborg language
probing is Cyborg language

MY 2143.  The completion of my 1st land probe team, triggers communication from the Cyborgs.  Leading to some comm exchange, tech exchange, and an alliance!

triangle of doom
triangle of doom

The Cyborgs had the wreck of the USS Unity near their territory.  Her map info tells me where some of the other factions are.  I'm surprised to see a clump of them so near me to the west.  Was Yang cheeky, or have I just been preoccupied and presumptive?  Time to go pester him about it.  Uuuh, he doesn't wanna talk.  Typical!  Well I could send a probe team eventually.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 06:25:51 AM
gold plated contacts
gold plated contacts

MY 2144.  The Consciousness meets the University, and I gain their comm frequency from my ally.  Before I can use it, I run into a University scout myself.  We sign a Treaty.  He gouges me for Morgan's comm frequency.

a bargain at a hundredth of the price
a bargain at a hundredth of the price

Morgan knows where Cha Dawn is, but wants way too much for the info.  It'll have to wait.  I hope his Belligerence softens, although it's probably due to my use of a Planned economy.  I'm not married to it, I just don't have a better option right now.

well just die yourself then
well just die yourself then

What a piece of work!  Just like that, no additional discussion.  I suspect he'll have a hard time getting over Yang's borders, as I doubt they will ally.  Could become a probe team war though.

the middle kingdoms
the middle kingdoms

The Cyborgs got a map of University territory, including some of the Morganites. 
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 06:59:58 AM
go fish
go fish

MY 2153.  I fished a Battle Ogre out of the water!  This will help me look tougher in the eyes of others.  Despite my Explore, Conquer focus, I'm still a nation of Scouts.  The University, Cyborgs, and Morganites are much farther ahead of me in technology, although I'm not sure about military technology.  I haven't even infiltrated Yang yet.

I am yawning as well
I am yawning as well

The Cyborgs secured the comm frequency of Cha Dawn from the Morganites.  I got it from them.  Cha Dawn gave me a map of Morganic territory for 50 credits.

Morganic holdings
Morganic holdings

They don't have much more than I already knew about.  I do have a foil probe team en route.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 07:11:14 AM
who believes in death and dismemberment
who believes in death and dismemberment

MY 2154.  I don't know how the Cyborgs got ahold of Miriam's comm frequency, but I'm not complaining.  It's my time to shine!

a Trumpian slate
a Trumpian slate

In the words of another world leader before the United Nations, "That's not the reaction I was expecting, but that's ok."  Better my ally than anyone else.  In another 20 years I'll have it.

I will kindly gas you last
I will kindly gas you last

I signed a Treaty with Miriam because there was nothing personal in me running her off, and she's probably too far away to fight now.

Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 08:17:09 AM
tempting offer
tempting offer

MY ?.  The approach of my probe team triggers unfortunate communication with Yang.  Nevertheless he's Solicitous, so I am doubting he'll follow through on any threat. 

the silliest men are Dictators
the silliest men are Dictators

Indeed!  What a complete clown show.  Yes I'd be more than happy to help you stomp Morgan.

thats a good little puppet
thats a good little puppet

He was at peace with Morgan!  Even though Yang doesn't have any proper weapons or armor to speak of, getting him focused in Morgan's direction rather than mine is a great development.  Looks like I'll be Frontier for awhile, to keep Yang happy.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 08:26:11 AM
the leader of the pack
the leader of the pack

MY 2174.  In the wee hours of the morning, I forgot I was writing an AAR for awhile.  Then I remembered to vote myself Governor!

exemplary defense
exemplary defense

I've also been stealing stuff from Morgan.  He's been letting me walk my probe teams right through his empire unchallenged, because he only has Scouts and is completely stupid!  I'm really wondering if I accidentally didn't set this to Transcend?  Couldn't be.  Maybe the AI has no idea what to do if it doesn't get armors and weapons.

the last expanse
the last expanse

A downside to my alliances is they've been out-colonizing me.  Maybe they're cranking colonists at a Transcend level of production after all.  Well it beats fighting them, I've been so weak!
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 08:45:02 AM
wishing for their deaths
wishing for their deaths

MY 2177.  This is super annoying!  I just got here, and now the Believers decide they want to colonize something.  I almost wonder if the AI cheats this way.  I sure see a lot of colony pods milling around aimlessly when I use the Scenario mode for test games.  Do they spy on me / cheat, then get really focused when I seem to make a move?  Or is it all just perception?

gotta be first in something
gotta be first in something

I decide to rush the Planetary Datalinks.  It's worth noting that all Secret Projects are substantially more expensive in my mod, and they all come later in the tech tree.  Nobody can start anything before Tier 3.  I think since there are 3 strong research factions in the game, and I'm not one of them, I need to get on their gravy train.  I'm also running out of Morganic cities to steal from.  So, it'll take my 2 Artifacts and most of my cash.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 08:54:39 AM
first on the board
first on the board

MY 2178.  I'm the best!  Except for all the other Secret Projects that are going to complete.  I could sabotage Morgan's, but then it wouldn't be in an accessible place for me to invade.  So I may forbear on that.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 09:11:38 AM
a silly tropical colony
a silly tropical colony

MY 2181.  I finally make a land claim, at the last square between the encroachers.  Maybe we'll grow coffee or sugar or rubber?

Morgan can die now
Morgan can die now

I am the first to research a real weapon, Applied Physics!  In my mod, plain Lasers have strength 3.  Resonance Lasers have strength 2.  Now, can I belt these out quick enough to seize the Human Genome Project from Morgan?  Will I have enough probe teams to cover my conquest?  These are questions for tomorrow.  It's 4 AM and I'm beat!

Title: Re: Vote NERVE GAS
Post by: Geo on November 04, 2018, 01:58:25 PM
eat it Miriam
eat it Miriam

It wasn't even a fair fight.  A slightly wounded Scout took no additional wounds running the machine guns over everyone's heads.  You know, atrocity prohibitions... why am I allowed to execute unarmed colonists?  Is it some kind of plausible deniability thing?  "Oh, there wasn't a base, so..."

The bodies were fed to a nearby fungal stalk... :P
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 03:11:23 PM
When you think you are seeing faces amidst the fungal fronds... you are seeing faces.

cities I wont nerve gas
cities I wont nerve gas

MY 2182.  2 enemy Secret Projects completed this year.  I'm in the lead on the Planetary Transit System, 17 turns to go.  If nothing changes, the Command Nexus will be completed by the Cyborgs in a similar period of time.

Cyborgs cant fight
Cyborgs cant fight

I think it's time to get the Cyborgs on board with my war with Morgan.  They don't have any weapons or armor, but they might harass Morgan's western cities.  I only want his capitol with the Human Genome Project in it.  But ugh, she's a weenie!  What have you got better to do, other than expand infinitely into the Monsoon Jungle?

if only they knew the consequences
if only they knew the consequences

I am remembering another reason to be Governor.  I can make Planetary Council Proposals every 10 years instead of 20!  I don't think anyone's going to be interested in atrocities, but I will try voting for them now anyways.  I don't think I have the resources to bribe people into compliance, but who knows?  At least I'll find out how expensive this will be... holy crap, they went for it!  No arm twisting required!
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 03:47:52 PM
doh

MY 2185.  I infiltrated the last faction, just in case I ever lose the Governorship, and because I have no sea facing cities to steal from anymore.  Mission accomplished, I return to a landlocked lake!  Oh well, at least that base won't be easily subverted.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 03:56:06 PM
I will suffer the loss
I will suffer the loss

MY 2186.  Cha Dawn blows me off.  I didn't want to loan her money.  I've got better things to do with my money, than prop up someone I probably want to nerve gas anyways.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 04:04:56 PM
you and what army
you and what army

MY 2187.  As I line up 2 Scouts and a Laser Rover against the first Morganic city, he wants to talk.  His talk doesn't include surrender, so next year that city dies.  I don't have that many proper offensive forces yet, but I've sent all my various extra peons in his direction.  The one thing I'm really lacking is probe teams.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 04:33:14 PM
dont throw me in that briar patch
dont throw me in that briar patch

MY 2189.  Yes, please allow me to withdraw my badly wounded Unity Chopper, that would otherwise die this turn if it weren't for this timely intervention of yours.  That's exactly why I flew it over your territory!  So good of you to notice our distress.

way to go Datalinks
way to go Datalinks

This is what I need.  In my mod it makes the Command Nexus available.  I just crossed the threshold of having enough cash to rush it.  The Cyborgs can have the Planetary Transit System, thereby continuing their inexorable path to super-colonization.  Who knows, someday they may outvote me through sheer population.  That might be a reason not to use nerve gas too quickly, on nearby potentially profitable cities at least.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 04:56:48 PM
transit jam
transit jam

MY 2190.  I complete the Command Nexus, causing everyone else to scramble for the last Secret Project available to them.  They can have it!  The poor Cyborgs didn't have the tech though, so they're wasting all that multiple city production on Synthmetal Sentinels.  Meanwhile I just realized the Morganites never figured out probe teams, so my conquest might be easier than I thought.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 05:03:00 PM
siege of Morgan Industries
siege of Morgan Industries

MY 2193.  I've got Morgan Industries mostly surrounded with Scouts, that Morgan is not actually doing anything about.  He's holed up with 3 weak armored artillery pieces though.  The armor doesn't help in an artillery duel, but it does help against other troops attacking the city.  I am bringing up more powerful artillery to kill them.  I've also got 3-Pulse and ECM capability now, that I don't even need against Morgan.  I will just build those for a strong defense and send even more peons to the front to deal with him.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 05:24:15 PM
the dreaded probe team armor exploit
the dreaded probe team armor exploit

Probe teams are Noncombat units, but despite this, armored probe teams defend like combat units!  I consider this to be a bug.  However I've made the AI aware of it, so that they will build offensive armored probe teams.  Morgan just threw 3 Scouts at my 0-2-1 probe team, resulting in all of their summary deaths, and making it easier to take Morgan Industries away from him.  It's tempting to go in right now, as I do have 2 more Laser Speeders approaching, although they'd be missing 1/3 of their movement.  But since I'll have the city completely isolated this turn, and proper artillery coming imminently, I will wait.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 05:35:33 PM
flanking road operation
flanking road operation

MY 2196.  In the interest of stealing tech, I shall now perform a most curious operation.  I will send a regular probe team into the flat terrain northeast of Morgan Construction.  Then a Rover Former shall ride up the fully occupied rail, enter that square, and instantly build a road.  Then I shall garrison the square with an armored probe team!  This will make Morgan Metallurgy vulnerable to direct probe team operations next turn.  It might also trigger their 1-2-1 defenders to commit suicide against my armored Probe team, which would make it even more of an exploit than I had imagined.  Although, it wouldn't work if Morgan actually had any real weapons.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 08:48:14 PM
Morgans belated defense
Morgans belated defense

MY 2197.  With my artillery closing in, Morgan suddenly abandoned his Secret Project and built a Synthmetal garrison.  He's also trying to build a Perimeter Defense, but I will take the base this turn.  I am not sure why he gets to keep so much production to complete both tasks.  He also had his strength 1 artillery commit suicide against my strength 3 artillery.  I may need to do something about misguided AI defense at the beginning of the game.  Morgan does not have what it takes to survive on a Standard size map.  He has been doing just fine on Huge maps, where it takes longer for fighting to get started.  My mod has been designed around the latter.

a Builder to the last
a Builder to the last

In his other city he shelled my unarmored units, which was effective.  He also committed suicide against my armored probe team, which was not.  I may be able to take both cities this turn with some clever healing by capture.

I have got good genes
I have got good genes

That cost 1 Laser Rover.  If he surrenders, I am done.  Likely not, so I have 1 move remaining to shell his feeble armored artillery.  Connecting... he wants to keep fighting, so we will!

sneaky roadwork
sneaky roadwork

I move a Scout onto the flanking road to destroy a Former in the way.  Even with 2/3rds move remaining it takes no wounds, due to the 100% Noncombat penalty.  My 2nd normal probe team travels mostly up rails to steal a tech!  It survives and returns to Morgan Industries for defense, not that I need it against Morgan.

a brisk shelling
a brisk shelling

I blow away one of his feeble artillery.  I put a 2nd piece by another city on high ground.  He will probably commit suicide with his remaining 3 weak armored guns on his turn.  Then I will need to shell his walled cities into compliance, flank him, starve him, or finally build nerve gas weapons.  I would like to have him as a Council patsy though.

Or I could just use the armored probe team exploit again, but that feels like cheating.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 09:36:11 PM
strong walls
strong walls

MY 2198.  My artillery didn't even scratch his Synthmetal defender behind a wall.  One of my Laser Rovers summarily died attacking.  Meanwhile my allies the Cyborgs and the Hive have gone to war this year.  I am feeling a lot less guilty about using the armored probe team trick!  I've got fantastic defense and screening troops, but no offense.  I tried to contact Morgan for a Truce but he's not talking.  So, my Scouts are tearing up his countryside.  Worst case, I wait for Particle Impactors and make them chemical, so that they will attack with strength 6.  That might be the case against either ally as well.  Best if I just have them fight and I stay neutral for awhile.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 10:13:37 PM
special weapons program
special weapons program

MY 2199.  This could break the deadlock.  I deliberately designed a breadth of options in the Conquer tech tree, so that the player could be challenged to think about using tactics other than "a bigger gun".  The latter just tends to be about waiting, then overpowering.  Mindworms aren't instant gratification though, as I'll need a Biology Lab to make them beefier.  At least I've made them cheaper units than in the standard game.  Might need to go Green to make them effective though.  PLANET rating affects psi combat, something I've only started paying attention to in recent games.

open sesame
open sesame

Or then there's that exploit.  Artillery suicided against mine.  Synthmetal garrison suicided against my armored probe team.  A walk-in!  This game might turn into a demonstration of a bug, rather than the chemical weapons I intended.  Maybe I should regard this less as fighting, more as scenario editing?  Problem is, I don't have a way to fix it.  I could stop providing armored probe teams so that players don't get the idea to do it, but if you've read this, you're in on the trick!  If only it wasn't a lot of effort to provide binary patches.

space minerals
space minerals

Wow, 32 eco-damage on the Crater.  Well if I get fungal pops, I suppose it'll reach a steady state?  Or maybe it's time to go Green.

a clean Green fighting machine
a clean Green fighting machine

Ok, went Green.  It's worth noting that all Social Engineering choices are different in my mod.  Green is an economic model, not simply a way to get a pile of mindworms.  I lost some money, but I'm damaging Planet less.  Kinda like the real world.  Eco-damage at the Crater dropped to 15.  I'll still get fungal pops, but I might get some free mindworms in the bargain as well.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 10:41:20 PM
pleasing without pain
pleasing without pain

MY 2200.  Ok, this guy.  He's my ally, I don't feel it's right to ignore him.  I used to admire this guy, all his nihilistic mysticism.  Then I read a biography of Chairman Mao Tse-Tung and realized what the real basis of this guy's character is.  There's nothing genuine about anything he says at all.  It's all a pile of meaningless hodge podge, to get you to do things for him, the Dictator.  All that stuff about mind without body, north without south, he's gaslighting you.  Anything he has to say about pain, or death, is totally self-serving.  He hasn't the slightest intent to live by any of those words, nor do they make any basic sense at all.  This is what Dictators do to other people.  They fabricate realities, then they tell other people to jump through hoops to live them.

you did not give me options
you did not give me options

That went south fast.  When I wouldn't go to war against the Cyborgs, that put him in a bad mood.  Then he wanted a 375 credit loan!  Um, no, that's half my money, and you're making trouble.  Then he ended our Pact before I even got a chance to ask him to stop the war.

Morgans potato cannon
Morgans potato cannon

I killed one of Morgan's lousy pop guns, but a 2nd gun killed mine.  That surprised me, as we were at similar elevation and I had a 3x stronger gun.  Whatever.  I bring my other artillery piece down the rail line and destroy it.  I position my armored probe team next to a northern city to create another walk-in.  I don't find myself with time to build a Biology Lab as I need to ensure good defensive posture with ECM 3-Pulse Garrisons.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 04, 2018, 10:58:08 PM
what does the android want
what does the android want

MY 2201.  Dare I hope that this goes any better than with Yang?  Um, no, she didn't even give me a chance to talk.  She just announced our Pact is over.  Ok fine, whatever.  If I'm not actually sucked into war with either of them yet, I can live with it.

musical allies
musical allies

Hey, why not get a new ally?  If I wasn't trying to get a Secret Project done, I could even acquire Knowledge from him.  In my mod that gives +1 PLANET, so it's a good fit with the mindworm idea.  But we'll see.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 05, 2018, 12:02:25 AM
chem time
chem time

MY 2203.  If I don't start using chemical weapons now, then I can properly be accused of dragging my feet about the whole thing.  Although, I do have a major logistical issue.  I can't bring anything to reinforce against Morgan, whether mindworms or chemical weapons.  That part of my empire is now completely cut off.  I could only go to war against Yang or Aki Zeta5.  I don't want to do either yet, as I do not feel myself to be in a position of strength.  I could start building up for it though.

good things come to an end
good things come to an end

My "bait" armored probe team finally got killed.  Boy I took a lot of cities with that thing!  1 unit suicided against it, but the 2nd unit lived.  It's badly wounded; can I wipe it out with my last Laser Rover?  If not, then I'm in stalemate for now.  It's 70% wounded already.  I will try shelling it from high ground.  That didn't do any additional damage.  There might be a rule that says artillery damage can't fall below 50% in a base.  I knew about that, but thought I'd try anyways to see if it matched reality.  Seemingly so.  With that many wounds I think I still have to take my chance, so I do.  Yes!  The defender dies.  I take the base.  Whaddya gotta say about that, Morgan?

you have to wear a tutu
you have to wear a tutu

Hey we're at the bribing stage.  First time.

here are your new ruby slippers
here are your new ruby slippers

Yes!  Swear it!  Now dance for me, Morgan.  Up high!  Down low!  Cross the stage!  Embrace yourself!  Bow.

Morganic assistance
Morganic assistance

With the spoils of war I rush the Citizens' Defense Force.  I could do the Weather Paradigm instead, but this is more obviously important right now.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 05, 2018, 12:20:08 AM
orange roughy
orange roughy

MY 2205.  Whaddya want??  Ya know I kicked your butt at the beginning of the game, right?  Bothered by my sugar plantation?  Probably wants an alliance for pennies.  Called that one right.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 05, 2018, 12:39:26 AM
a poisonous neighbor
a poisonous neighbor

MY 2211.  I notice that Yang is making X units.  Problem is he's got no outlet for them.  I'm just sitting pretty building up, not offending him.  I don't like that I'm using inferior politics, but I'm probably getting more done than having a war with him.  Meanwhile the Cyborgs have not caused me trouble yet.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 05, 2018, 12:48:33 AM
more toxic waste
more toxic waste

MY 2214.  The Cyborgs are also making X weapons.  All hell is going to break loose soon.  Both of my neighbors are Seething.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 05, 2018, 12:57:33 AM
predicting the dictator
predicting the dictator

MY 2217.  Well here it is, the moment we may be waiting for.  What's Yang gonna do?  Wants a Pact.  I don't feel like damaging my reputation for you.  He didn't make a threat though.  The status quo holds.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 05, 2018, 01:09:10 AM
Morganic quandry
Morganic quandry

MY 2218.  The Cyborgs have declared war on my Morganites.  Interestingly, I don't think that lets me go to war with them, as the Morganites haven't asked me for help.  Unless the rule is, you can just declare war on someone who is warring with your ally.  That's not in my best interest anyways though.  I will put some Scouts forward to prevent any direct contact.  If we meet in the field, perhaps the Cyborgs will negotiate and lay off of Morgan.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 05, 2018, 01:42:02 AM
such an unpleasant robot
such an unpleasant robot

MY 2219.  Gosh, she's already on Morgan's doorstep.  This is happening sooner than I thought.  Well, what does she say?  She threatens, I decline.  She declares war.  Ok, I guess I can collect up all the other allies now?  Nope, everyone declines the invitation.  Doesn't matter that we're all fighting the Cyborgs.  I guess they figure, perhaps rightly, that we're not fighting hard enough?

the best laid plans
the best laid plans

Dang, I don't have any "cheap" probe teams just for missions.  I've only got the expensive defensive kind, which also only move 1 square.  I run a mission at her nearest undefended city and live through it.  I switch to a Planned economy.  Eco-damage is currently 0 so I guess Green served its purpose for a time.  The switch costs me money, but I need more SUPPORT and to crank out units without ticking Yang off.  I rush all my base improvements and start making a pile of X Impact Squads.

my biowarfare expert
my biowarfare expert

I enlist Zhakarov's aid in the fight against the Cyborgs.  He's researched Retroviral Engineering, which would be extremely useful right about now.  With all the money I had to spend on rushing stuff though, I'm not sure I can afford to get it from him.  I will try... the point is moot, he's neither selling nor trading.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 05, 2018, 03:22:13 AM
Zak you warmonger
Zak you warmonger

MY 2220.  Zhakarov declared war on the Hive.  I'm taking this as my cue to go Democratic and stop worrying about what Yang thinks.  Doing so, I'm reminded that my primary faction ability is pop booming!  Unlike other factions I don't need Eudaimonic to pull it off, as I start the game with +2 GROWTH.  I still don't know how to play my own mod.  I just know that the Peacekeepers usually do fine when the AI plays them, because of the faction changes I made.

the competing slate
the competing slate

My defensive probe teams were highly effective.  The unarmored Cyborg probe team stopped just outside my defended city, where I summarily killed it with a Scout Rover.  Then I sent one of my defensive teams into his adjacent undefended city and stole their last tech, Advanced Military Algorithms.  My current problem is that Zhakarov is my ally and he frowns on Power.  Also I can't afford to take any more hits to my ECONOMY.  I do have the best weapon in the game at this point, so hopefully I won't need any more than a pile of 4X-1-1's.  Hey I'm totally playing a 4X game, aren't I!

my 1st atrocity
my 1st atrocity

Not really a choice, I have to get rid of these advancing units.  The output of 8 cities sitting on the Monsoon Jungle can bear down on me.  Fortunately they are not mature cities in terms of terrain improvements.  My 4X-1-1 performed well and only took 20% wounds to kill some kind of Plasma unit.  The other Synthmetal units should be even easier.  I haven't got this base defensively garrisoned yet, so offense has to be the defense for now.  I bet Miriam is just loving this diversion away from her own base.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 05, 2018, 03:52:11 AM
she fights like a robot
she fights like a robot

MY 2221.  So far so good.  I predicted she would put a stack of 3 probe teams next to my city, and I shall summarily kill them.  I predicted 1 unit would come next to 1 city, so I only needed to rush 1 unit to kill it.  I didn't predict my pop booming would disrupt my weapons production.  It's not a crisis, but I did lose a turn in 4 cities from that.  I still don't know how to play my own mod.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 05, 2018, 04:01:17 AM
remnant of the horde
remnant of the horde

MY 2222.  She moved in with a lot more troops this time.  I was able to kill or wound many of them, leaving only 1 of her units remaining next to 2 of my cities.  I presume that her 3X gun can't take out my 3 defender behind a wall.  Which reminds me: I forgot to scrap a Perimeter Defense at one of my Morganic bases.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 05, 2018, 04:14:17 AM
clearing the pests
clearing the pests

MY 2223.  She didn't even try to attack my 3 defenders behind walls.  I liquidated everything on my walls and even had reserves of unused troops.  The immediate peril is over, although I don't know how many waves she'll send before she can't.  I've resumed worrying about pop booming.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 05, 2018, 04:31:44 AM
for the love of coffee
for the love of coffee

MY 2224.  My sugar plantation is severely overtaxed and might perish.  I think I lost a Scout unit in the last exchange.  I didn't get radically depopulated so I'm not sure if chemical weapons were used or not.  They were available.  I've taken the precaution of moving my Foil Probe Team out of the city in case it is taken, since no probe teams are approaching.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 05, 2018, 04:46:08 AM
guess its decaf
guess its decaf

Definitely chemical weapons used that time!  I just couldn't get defensive units together fast enough to deal with all of that.  It was the 1 base in my empire that was "not a priority".  Everyone else got done up to the same uniform standard of defense.  TBH the war broke out with much less warning than I expected.  Maybe that's my bad?  It's ironic that AFAIK, I'm the 1st victim of urban mass casualties!  That foil probe team isn't even going to have a city left to do a mission on.  It'll just have to sit around in the lake feeling pretty miserable.

beating back the tide
beating back the tide

On the eastern front, I'm going on the offensive.  I've got the units to destroy any city in front of me.  I just need the Formers to build the rails up to their doorstep.  That'll be easily accomplished next year.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 05, 2018, 06:40:42 AM
[Limit reached]
MY 2231.  Maybe he shouldn't have gotten into a war with the Hive?

[Limit reached]
And he wants to talk about it.  Well, I actually have the troops to deal with Yang now.  I've wiped out the Cyborg's 2 nearest cities, giving me some breathing room.  I wouldn't mind unifying my empire.  Very well, let's get on with it.  To think we were all friends once.

[Limit reached]
I wipe out 4 of Yang's cities in 1 turn.  In my home territory, this was facilitated by poor garrisoning and a rail on his part.  I was able to use my wounded 4X-1-1 units to reduce Scout defenders.

[Limit reached]
I also discovered a Battle Ogre MK2 at sea!  I'm thinking of throwing it at the Monsoon Jungle, but maybe I'll find something else to do with it.  I nerfed them a bit.  A spammy enemy can probably hold one off indefinitely.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 05, 2018, 07:12:22 AM
[Limit reached]
MY 2234.  A quirk of my core empire, is I didn't have a Monolith.  With the invasion of Yang's territory, I have corrected that.  I've done massive amounts of rail movement back and forth to wipe out yet more stuff.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 05, 2018, 02:11:02 PM
[Limit reached]
MY 2236.  The partial rail lines that Yang built, are proving very helpful for wiping him out.  I just need to finish connecting them to bring my troops right to his doorstep.  He's also building the Maritime Control Center for me at the Hive.  I'm saving that city for last as I'll have to take it conventionally.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 05, 2018, 02:52:24 PM
[Limit reached]
MY 2237.  This isn't proving all that helpful right now, as I don't really have an offensive problem.  Zhakarov's Retroviral Engineering would have been pretty useful.

[Limit reached]
My Battle Ogre MK2 arrives in Morganic territory just as both cities are in danger of being wiped out.  So, it is tasked with preserving my patsy on the Planetary Council!
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 05, 2018, 04:35:00 PM
[Limit reached]
MY 2242.  I contemplate changing to a different Social Engineering model.  I realize that Knowledge wouldn't be so bad for me now, but Zhakarov will not sell any of his techs.  I loan him money since I expect him to be a long term ally.  I look to see if the Cyborgs have researched anything meanwhile, and they've got Retroviral Engineering.  Good thing I've had an ironclad probe team defense since forever!  I need to steal it and start ruining her cities.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 05, 2018, 04:41:29 PM
[Limit reached]
MY 2244.  I complete the Merchant Exchange in my capitol.  Morgan gave me the tech a long time ago.  Zhakarov was staring to work on it, so I rushed it. 
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 05, 2018, 05:05:37 PM
[Limit reached]
MY 2245.  I steal Retroviral Engineering from the Cyborgs.  This is going to be very bad for them!  Meanwhile Yang is down to 2 cities, his capitol and a runty outpost that the University is pummeling.  I will turn my attention to the Cyborgs, as my 4X-1-1 units are not all that effective when used conventionally.  I need either a better weapon, or for the University to do the work of weakening the Hive before I take it over.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 05, 2018, 05:37:45 PM
[Limit reached]
MY 2247.  I reduce a Cyborg city from size 7 to 3 and badly wound its 2 defenders.  Can you say cakewalk?  Pity the probe team didn't live, I guess they caught a whiff of their own stuff!

[Limit reached]
I am building cities around my capitol to prevent further encroachment by the University, and to create an economic / research zone of great profit.  The effort will slow down my offensive against the Cyborgs because Formers are needed for both tasks.  Also I have to garrison any new cities with defensive probe teams.

Title: Re: Vote NERVE GAS
Post by: bvanevery on November 05, 2018, 06:06:21 PM
[Limit reached]
MY 2248.  Just the thing I need to walk all over anyone!  Even if only to provide cover for my advancing Elite 4X-1-1 units.  I suppose an air umbrella doesn't extend indefinitely, so I'll still need some Formers to build air bases.  I could build a Carrier if the Cyborgs weren't so far inland.  Actually I can still do that to their Monsoon Jungle holdings.  Its their original interior which is completely landlocked.  The most immediate relief will be wiping out anything approaching Morganic territory.

Conventional air units might also do a pretty good job of wiping out the Hive.  Retroviral Engineering did give me Soporific Gas Pods.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 05, 2018, 09:37:04 PM
[Limit reached]
MY 2253.  Zhakarov takes over a Hive city with a mind control probe, leaving Yang with only his capitol.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 05, 2018, 11:05:40 PM
[Limit reached]
MY 2256.  The Hive is weakened!  I think now is the time to overrun them.  I could attack with chemical weapons and just rely on pop booming to replace the casualties.  Or I could attack conventionally and accept the loss of perhaps 2 Elite units at most to get the job done.  They might not die at all, against weakened foes.  Heck, let's try to take it intact!

[Limit reached]
No problemo!  My Elite units went through his wounded units like butter.  I didn't need any chemicals and didn't take a single loss.  One of my enemies is eXterminated and my empire is finally unified.  A great day for Democracy!  Brought to you by... chemicals.

When I think about how brutal and horrid it is to fight Planet when chemicals aren't approved by UN Charter, it's a complete farce.  Night and day difference.  I'm really starting to wonder why I've played the game the other way for 20 years.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 05, 2018, 11:45:08 PM
[Limit reached]
MY 2257.  Recently I noticed that Cha Dawn had gone back to war with Morgan again.  I was thinking about how convenient it would be to just take him over, the problem being, Morgan never actually asks for my help.  Well now Cha Dawn has solved the problem for me!  I'm not certain this was a rational decision, although in my mod he's fixated on Fundamentalist politics and might hate my Democratic ways.  Maybe he attacked one of Morgan's bases that I have garrison units in?  Yep, just after I captured that screenshot, I got an illustration of him attacking Morgan Metagenics.  My Battle Ogre MK2 was the strongest defender, thereby giving me the excuse I need to wipe out the Cultists.  So I guess it had a purpose after all.

[Limit reached]
I easily take the Cultist city of Morgan Processing.  I think if I gave it to Morgan, it would now seem like a captured base to him?  Not sure; it doesn't matter and I don't really care that much.  I'm ok with my empire being slightly larger, and Morgan hasn't given me a new tech in ages.  Probably he never will, so no reason to spend resources doing more than defending him.  He's a vote on the Council, that's my reason for keeping him alive.

[Limit reached]
Similarly, that's what Cha Dawn is good for.  Despite being willing to bribe me, he wasn't ready to surrender.  Zhakarov recently has given me various conventional forces, and I have made a Gas Impact Penetrator, when I thought I needed it to take out Yang.  I will bring these forces against the Cultists and otherwise continue my campaign against the Cyborgs.

[Limit reached]
It has taken awhile, but I have managed to bring an Artifact back from the oceans, on a simple Transport!  Nobody's been fighting naval wars to speak of this game, so the southern hemisphere is mostly a big, calm, inconveniently placed lake.

[Limit reached]
I gain the Cloaking Device.  That's not terribly exciting as it's only a Tier 3 tech.  In fact, version 1.25 of my mod is the very thing that makes this available "so early".  As the year is 2257 and I will clearly win the game, you can see that it's not that early after all.  That's why I pushed it earlier in the tech tree.  It used to be a Tier 6 tech, and I think the "interesting" techs should get used before the game ends.

Granted, I have been playing a Planned economy this whole time, not something that can make a lot of money for research.  But frankly I don't have the breathing room anyways on such a small map.  I had to fight for a long time, it's only recently that it's become optional.  And I can't very well leave the Cyborgs sitting around.  If I did that long enough, they'd nuke me for all the atrocities I've pulled!  Once you've started down that road with a faction, you have to obliterate them.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 06, 2018, 12:26:11 AM
[Limit reached]
MY 2258.  I've polluted enough to attract Locusts.  My ECM unit of course did not hold up to that.  I will need to make a new kind of garrison.  Meanwhile I'll try to fake it with some high morale stuff.

Title: Re: Vote NERVE GAS
Post by: bvanevery on November 06, 2018, 01:33:42 AM
[Limit reached]
MY 2260.  A simple mindworm flanked and totally destroyed my Battle Ogre MK2.  I've buffed those things with every kind of anti-mindworm ability you can have, but it doesn't matter.  This has blunted my offensive against the Cultists but it's a temporary setback.

[Limit reached]
I am assaulting the Cybernetic capitol.  She has acquired Silksteel Armor and I lost an Elite 4X-1-1 unit going up against it.  I forgot to spread a genetic plague first.  After that, things died readily, but I didn't have enough Elite units to finish off the base this turn.  I am moving with impunity through the northern reaches of Cybernetic territory, using Scouts and Scout Rovers as a screen.  Shortly the Cyborgs will have no further presence up there.  Then it's a matter of walking to the Monsoon Jungle to the south.  I've been harassing it with plagues delivered by Submarine Cruiser Probe Teams.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 06, 2018, 02:37:11 AM
[Limit reached]
MY 2262.  Zhakarov isn't sharing techs, but he did give me a Hovertank unit.  With that I can make a lot of troublesome unit designs.  Hovertanks are not that exotic in my mod, they are a Tier 4 tech.  I might have researched them myself by now, except I didn't.  A most obviously beneficial unit would be a Hovertank Probe Team, as I can hit the Monsoon Jungle more quickly with more plagues.  Hovertank Formers are also useful.

Title: Re: Vote NERVE GAS
Post by: bvanevery on November 06, 2018, 02:46:11 AM
[Limit reached]
MY 2263.  I have wiped out all of the Cyborg's northern cities.  Meanwhile, Zhakarov has seized the 1st of their Monsoon Jungle cities.  Although in time I expect us to declare a joint military victory, I almost think I should hold back and let the Cyborgs retake it, just so Zhakarov doesn't get a land claim on the Monsoon Jungle.  I've had allies ditch me before, but maybe that's more like when you have 4 allies and are about to win.  1 tends to go its own way.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 06, 2018, 03:19:17 AM
[Limit reached]
MY 2264.  I take 1 of 4 of Cha Dawn's remaining cities.  He doesn't want to quit.  Why?  An abiding hatred of Democracy?  I haven't used any chemical weapons on him.

Title: Re: Vote NERVE GAS
Post by: bvanevery on November 06, 2018, 03:35:26 AM
[Limit reached]
MY 2267.  I am the 1st faction to become Planet Buster capable.  Zhakarov has more technologies than I do, but he has an Explore, Discover research focus so hasn't learned how to blow things up.  I don't anticipate needing a Planet Buster, in fact it would greatly slow down the time it would take me to win the game at this point.  But I find it interesting that even with crap research on my part, our research paths have diverged that much.  I think that means my reclassification of different techs into Explore, Discover, Build, Conquer categories to make them "more pure", actually means something.

The Missile Launcher strength 6 weapon is more immediately useful.  That's as good as my 4X-1-1 chemical units, without needing any chemicals.

Note that the usual array of abuseable orbital facilities is not available until much later in my mod.  Also note that Conventional Missiles and Planet Busters can hit anywhere on the planet.  If I have enough production to crank out such things, then that's a good way to end it all for someone.  But Genejack Factories and Supply Crawlers aren't really showing up this game, for lack of a Build focused researcher who's willing to trade.  That would have been Morgan, but he got clobbered early.

Title: Re: Vote NERVE GAS
Post by: bvanevery on November 06, 2018, 04:19:45 AM
[Limit reached]
MY 2268.  For completely inscrutable reasons a Conventional Missile has appeared in my territory.  I think it must be some bug in the Unit Design Workshop.  It was completely stuffed with designs.  I deleted several to make room for a new Missile Launcher based unit.  Once I completed the prototype, perhaps the game added more designs, and somehow something turned into this.  It's weird, but hey I'll take a free missile.

Note the 66 moves remaining.  I can do a 33 distant scouting trip and back with this thing.  That's actually needed at times because I do not allow satellites upon getting Orbital Spaceflight.  With Advanced Spaceflight you can get an Orbital Defense Pod.  That's the 1st satellite that reveals Planet.  The orbital facilities that give you resources come even after that, as I figure they're distant logistical challenges.

[Limit reached]
Now here we have an example of the dreaded 3-Pulse Probe Team.  I created these in version 1.25 of my mod, so that the AI could do unto others what I was doing unto it!  It never uses armored probe teams defensively, it always attacks with them.  So, I've brought along a unit that I know can kill it.

[Limit reached]
I also need to bring up a unit behind it, to block its ability to disengage.  I, uh, sorta managed that, but not the way I expected.  I suppose hovertanks are only great for going over fungus when they don't stir up unwanted mindworms.  I can't get out of its way, so I'll have to kill it.


I also need to bring up
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 06, 2018, 04:42:48 AM
[Limit reached]
MY 2269.  Cha Dawn finally succumbs with 2 cities remaining.

[Limit reached]
Zhakarov insists on getting a piece of her!  Dude, this is one of my trophy votes on the Council.  I don't even have anything I want to propose, but it's the principle of the thing!  I did all kinds of work to keep him alive and here you are mucking it up.  Well, if we win the game soon I suppose it won't matter.

Can I prevent him attacking if I garrison Cultist cities with my own troops?  Better not do it with artillery!  He'll probably shell the city, inadvertently destroy my artillery piece, and start a war somehow.  Or if he doesn't, he'll kill my artillery, which isn't what I want.  Zipping a cheap hovertank down there ought to do the trick.  Might need some probe team garrisons too.

[Limit reached]
I have a lot of money and technology.  If I could get Miriam to join us, then the game could end sooner.  Looks like she's going to need a probe team visit to get her undivided attention.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 06, 2018, 05:43:13 AM
[Limit reached]
MY 2270.  At least my rate of eco-damage hasn't been as bad as a Free Market.  Usually at this point in the game I would have built Tree Farms.  However, nobody has learned that tech.  Maybe it is wrong to obsess about maintaining a permanent state of population boom.  My cities have spent far more time not growing than growing.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 06, 2018, 06:11:29 AM
[Limit reached]
MY 2275.  The Cyborgs are down to 2 cities.  My Gas Penetrators just completely bounce off their Silksteel armor and die.  Waste of time building those things.  I'm advancing with the last of my chemical troops, but Zhakarov is mostly getting out in front of me.  He tends to do a lot of damage with his mindworms, which then gives me opportunity to strafe wounded defenders.  This partnership tends to leave cities in his hands though, which I didn't exactly want.  I'm realizing I'm just shy of enough votes for Supreme Leader.  Giving Zhakarov more population works against that.

I don't really know what to do for production anymore, so I'm building lots of Formers and basically nothing else.  I think I'm getting near to having "built out" all my squares, at least for my relatively low level of tech.  When I finally have an excess, I suppose I'll just drill a massive rail line to the Believers and clobber them or something.  Or maybe Zhakarov gets there first.  I just wish this wouldn't drag on when the game is basically won.

Barring Zhakarov suddenly dissolving our alliance.  But in that case, I do not have to fight him.  I can vote myself Supreme Leader imminently.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 06, 2018, 06:26:25 AM
[Limit reached]
MY 2276.  I thought, let's salvage the Unity Fusion Core before the Cyborgs die!  More money will go into circulation that way.  If I had been really clever, I would have done that just before taking over her last base.  But I would probably blow away her last base anyways.   I guess the University may end up benefiting.

I finally figured out what to produce: Conventional Missiles.  If Miriam does not comply, her life ends immediately.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 06, 2018, 06:37:26 AM
[Limit reached]
MY 2277.  You've gotta be kidding me.  Just like that?  Perfect ally to perfect cad?  Is this some kind of misunderstanding due to the Cultists?  I'm not going to prolong the game for a pile of hours just for that.  I will go back a turn and remove the problem, if that's all it is.

[Limit reached]
Yep, this is where the trouble begins.  Next turn, Zhakarov will shell this city.  If I'm in it, I'm "attacked".  Well I just won't be in it.  Seems I can't stop Zhakarov from harming the Cultists and stay allied with him.  So I guess the Cultists have to die, for the sake of the peace.  I don't really feel like providing them enough troops to fight back... unless I could do it cheaply?  I don't think he has the support for much assistance anyways.  Pity nobody discovered Clean Reactors, it's a relatively early tech in my mod. 
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 06, 2018, 06:51:25 AM
[Limit reached]
MY 2276 again.  Ha ha!  This time instead of waging genetic warfare, I drained their energy grid.  That's probably the biggest payday I've seen in this game for awhile.  I hope I can time it so that I walk into that city instead of the University, and thereby get MO MONEY!
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 06, 2018, 07:05:55 AM
[Limit reached]
MY 2277.  War averted.  I have a new terraforming tactic for this stage of the game!  Ordinarily by now, I'd have all these forests and food and minerals and mines and stuff.  This time I don't.  So instead of building mines on rocky outcroppings, I'm building Condensers.  When they are near a sufficient number of farms, of course.  This way I can get various bases closer to size 16 without needing Advanced Ecological Engineering.  Which I would have long since had by now, if I hadn't been doing this Planned continual warfare thing.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 06, 2018, 08:00:32 AM
[Limit reached]
MY 2279.  Well that was brutal.  It started with an idea about chemical weapons, and then there was her Provocation.  I never asked her to declare war on me.  You shouldn't mess with Governors who have authorized chemical weapons for everybody!

Now to see what Miriam wants to do.  I am only a few votes shy of Supreme Leader.  Those "wet rock" terraforming tactics are actually directly helpful to my cause now.  Zhakarov's population hasn't changed much; he's not into growth the way I am.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 06, 2018, 08:05:48 AM
[Limit reached]
MY 2281.  I didn't have the heart to break my Treaty with the Believers.  Not when I'm so close to a Diplomatic Victory.  I will send a probe team and see if I can have a conversation about our mutual benefit in Victory.  Although, now that there is no obvious enemy other than Cha Dawn, I'm not sure why she'd just agree to let me win the game.  Can I pay her to vote for me for Supreme Leader?

Well, if she won't talk to me, I can't.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 06, 2018, 08:36:50 AM
[Limit reached]
MY 2283.  What a service!  All I did was parade a hovertank probe team around.  She didn't respond verbally to its approach, as sometimes happens.  She didn't even touch it, she just blew away my hovertank Former that I made a linkage road with.  Now the end of this game is exceedingly straightforward.  Zhakarov and I crush Miriam for the military victory.  Or maybe she weakens enough that I vote myself Supreme Leader.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 06, 2018, 09:09:04 AM
[Limit reached]
MY 2284.  I take Miriam's 1st city with a bit of rock fighting.  I used conventional methods, no chemicals.  My Elite 4X-1-1 units are ahead of the rest of my forces, which are approaching slowly on foot.  My Carrier went back to port to pick up a colonist just before the war broke out.  She wants to keep fighting.

[Limit reached]
I don't really need more tech or money.  Let's see if extra happiness can get me the few more votes I need to win this thing.

[Limit reached]
Wow, 70 eco-damage on the Garland Crater.  Presumably from the 2 Condensers.  I'm surprised it's not a pop fest.

[Limit reached]
I suppose it's time to use those missiles I built.  I mean, the game will presumably end soon.  I'm not making any more missiles.  Instead I'm making AAA Trance 3-Res garrisons in anticipation of some mindworm apocalypse.
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 06, 2018, 09:55:54 AM
[Limit reached]
MY 2285.  I thought I got a fungal pop, but technically, it's Zhakarov's.  I actually built that Condenser though.  I will kill those mindworms for the money.  If I thought they would destroy his base, I'd leave them be, but they won't.  That was worth 170 credits!

[Limit reached]
Miriam made one of the dreaded Synthmetal Probe Teams.  I wonder why it didn't do anything?  Maybe not enough money to bribe?  Only recently did I learn that one's energy credit balance affects the cost of probe team actions.  However I'm really far away from my capitol, so prices should be in her favor.  Maybe she just didn't have enough movement?  In any event, it dies now.

[Limit reached]
I notice that Zhakarov did not kill Cha Dawn.  Did he "surrender" ?  Whatever.  At least I get to keep that vote on the Council!  Or when Zhakarov went to war with the Believers, did that cancel the contract he was under?

[Limit reached]
I believe I've crossed the threshold for Diplomatic Victory!  Zhakarov and Miriam combined have 150 votes.  I have 448 votes myself, and 13 more from my puppets.  Now as long as Zhakarov doesn't hit a growth spurt this year...
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 06, 2018, 10:22:57 AM
[Limit reached]
MY 2286.  I'm surprised that Zhakarov voted with me.  Maybe I need to look at the Victory Conditions again and think about joint victories harder.  I could have won this game hours ago!  Admittedly, I would not have stopped until I completely wiped out the Cyborgs with chemicals.  Also in my mod, you have to research Orbital Spaceflight to be capable of Diplomatic Victory.  No peace without nukes!  Although, I never built one.  A good smattering of Conventional Missiles though, which counts as a "big stick" to some degree.

[Limit reached]
See how everything rises up to worship, unbidden?  Like the 2 arms of the Great Leader.

[Limit reached]
With the proceeds of Planetary cooperation, I built this insufferable stratospheric architecture.  In case any Aliens wander by, who want to know whose planet this is.

[Limit reached]
I'm never sure what a good score is.  I never try to maximize score.  I've always got some more conceptual reason why I'm doing an AAR.

[Limit reached]
What's up with these giant UN onion domes anyways?  Who builds like that?  You'd think Morgan dreamed that up.

[Limit reached]
A fairly lavender planet I suppose.  Isn't it startling, that one gets the most peaceful time in the game, by committing the most violence?  Just consider what this would have been like, if I hadn't gotten the Planetary Council's blessing on the chemicals.  Well it would have been a lot of dying in agony and getting nukes in the face, that's what.  This was so tame, that I wonder if I'd bother to do it again.  I thought perhaps the mindworms would come, despite the UN agreement.

[Limit reached]
Like an itinerant god I will wipe this slate clean.  I have tested version 1.25 of my mod.  I think it held up!  The only real problem is the armored probe team exploit and I can't do anything about that.  It gave me an early game advantage against a weak enemy, but as time went on it fell by the wayside.  Too busy applying the chemicals.  I suppose once I got rolling, chemical warfare wasn't exactly hard.

Hope you enjoyed!



Title: Re: Vote NERVE GAS
Post by: Geo on November 06, 2018, 11:24:55 AM
Gg appearantly.

If you're interested to see the effects of pollution and have a view of onion-shaped roofs at the same time I suggest you take a plane pronto to Delhi.

We're do you think Lal hailed from? ;)
Title: Re: Vote NERVE GAS
Post by: bvanevery on November 06, 2018, 07:07:43 PM
Perhaps I've exerted an American prejudice of thinking Lal is vaguely Middle Eastern.  His attire actually made me think North African, but his facial features don't match.  If I were to hazard a guess about his ethnic origin without any additional information, I might say he's Pakistani.  Some combo of facial features and accent.

Now I will look at his bio readout to get a better idea.  That seems to indicate India proper, and his headwear in one of the photos might make him Sikh.  Ethnically I wasn't wrong though, considering the history of the region, the partitioning, the civil wars.
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