Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => After Action Reports => Topic started by: Green1 on August 25, 2013, 02:12:58 AM

Title: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 02:12:58 AM
AAR 5 : Aliens are bad for business

In a bit, it looks like I am in for an insane challenge. I have searched high and low in dusty, decades old archives. I have implored the AC2 community for help. All in the attempt to be able to play against 6 alien factions.

So far, in AARs, I have had mixed results. but mostly positive, although the last one with Miriam looked scary for a minute, My first one as Lal, I had a bloodthirsty Miriam raise terrain and come and slaughter my Peacekeepers for a loss. For a while, I believed it was the ONLY loss I have ever seen in any AAR for any game. That is, until Ete lost his insane AAR. I do not feel like the lone ranger any more. One other, I won as Roze, and another sadly was not finished due to hard drive issues.

previous AARs by Green1 and result
AAR1 (Lal) - Defeat
AAR2 (Roze) - Victory - Diplomatic
AAR3 (Lal) - not finished; hard drive failure
AAR4 (Miriam) - Victory - Conquest

So, Warning: If you are expecting ownage and an expert level display of tactics, you may be disappointed. I very well MAY lose this, and I never reload or influence AARs in any way. This is actual, real gameplay and not staged.

That said, let us look at the set up of our hero and the various foes and you will see why I had to bold face that disclaimer :) This is either going to be the most insane show of tactical genius I have ever played in any 4x or over very quickly.
Title: Re: AAR 5 (Morgan): Aliens are bad for bussiness.
Post by: ete on August 25, 2013, 02:21:06 AM
Good luck to you.

I think if the Annihilators start on their own (hopefully small and barren/non fungusy) continent with no one to techsteal from, and a couple of the other big ones fight early (ideally, AntiMind rushes the Exterminatus, then AntiMind can't build very well) you should be okay. If you hit a big bad early on or one of them really gets rolling.. I doubt it'll be winnable without some insane tricks, even with them all fighting each other.

And poor Morgan with no commerce :(

Can we see your final lineup?
Title: Re: AAR 5 (Morgan): Aliens are bad for bussiness.
Post by: Green1 on August 25, 2013, 02:24:44 AM
First off, our hero, Morgan.

Yeah...

Morgan is the classic industry and builder faction.  He starts off with a tiny bit of cash and the tech Industrial Base that gives him already prototyped Synthmetal Sentinels to begin with. He has + 1 Economy to start so if he gets rolling can pump out cash. But, he is not known for big armies with a negative to support. His base sizes are also limited to size 4 until habs are available.

He does get bonuses to treaties and trades, but as there are no other humans, this is irrelevant for this AAR.
Title: Re: AAR 5 (Morgan): Aliens are bad for bussiness.
Post by: ete on August 25, 2013, 02:30:25 AM
Whatever you do, don't try running FM against the Annihilators or AntiMind. Actually, maybe FM in general is not so great here, just +4 eng/base no commerce, against having worm capture and effic for tons of bases, and having police. eh, see how left alone you are.

oh, and early tip, if you can found your bases so your territory covers your island before the aliens arrive, I *think* you can stop them arriving next to you. Only works on fairly small islands though.
Title: Re: AAR 5 (Morgan): Aliens are bad for bussiness.
Post by: JarlWolf on August 25, 2013, 02:31:06 AM
The sad thing is, for such a brilliant man who did pinpoint what human behavior is (though economics come in many different forms, and approaches  ;)) he is facing aliens with alien behavior.

It'll be interesting to see how he fares. To your surprise I will be rooting for him, because sure, he's a hard cased capitalist and I despise capitalism in nearly any form: he as a leader and person is not bad, and represents the CEO that never was: A man with some integrity. Which is funny and interesting given his ideal of ruthless economic, right wing monopolization.
Title: Re: AAR 5 (Morgan): Aliens are bad for bussiness.
Post by: Green1 on August 25, 2013, 02:33:22 AM
The Exterminatus.

This is a custom faction. The concept and .txt file was designed by myself. The graphics are courtesy of Jarlwolf. These aliens believe in evolution as a fundy religion and all impure DNA must be purged whether this is Human, Progenitor, Planet, or whatever.

All you got to do is look at the screenshot and see these guys are a powerhouse by any definition.

They have huge Planet penalties, but are no pushovers to native unites due to a psi combat bonus. They start with robotic assembly lines giving them insane minerals along with some good starting techs.
Title: Re: AAR 5 (Morgan): Aliens are bad for bussiness.
Post by: Green1 on August 25, 2013, 02:38:44 AM
Our buddy, the Antimind returns.

In a nutshell - huge fungal energy rusher with insane native power. An aggressive worm rusher and highly dangerous classic monster from the depths of the Network Node archives.
Title: Re: AAR 5 (Morgan): Aliens are bad for bussiness.
Post by: Green1 on August 25, 2013, 02:42:37 AM
The Caretakers.

This is the classic Alien Crossfire faction with no "enhancements". Good defensive bonuses and awesome turtler. Planet bonuses mean that the caretakers can play the native game if need be. Awesome starting facilities and techs.
Title: Re: AAR 5 (Morgan): Aliens are bad for bussiness.
Post by: Green1 on August 25, 2013, 02:48:34 AM
The Annihilators...

No need to explain.. just pure evil and nasty..

Locusts of Chiron right off the bat, awesome techers and aggressive expander. The ability to pump out swarms of units that would even give Miriam or Yang pause.

This faction was designed by Ete with graphics by Buster's Uncle. It was also featured in an AAR by Ete.
Title: Re: AAR 5 (Morgan): Aliens are bad for bussiness.
Post by: Green1 on August 25, 2013, 02:52:59 AM
The Procyon

This is a very interesting aquatic alien faction by Sigma. While they are not overly powerful like the rest, their isolated start and bonuses mean they can grow and build like no other.
Title: Re: AAR 5 (Morgan): Aliens are bad for bussiness.
Post by: Green1 on August 25, 2013, 02:55:54 AM
The Usurpers.

Marr is the aggressive counterpart from vanilla SMAX to the caretakers. Awesome bonuses to everything along with techs and facilities.
Title: Re: AAR 5 (Morgan): Aliens are bad for bussiness.
Post by: Green1 on August 25, 2013, 02:58:34 AM
Settings


Tech Stagnation
Medium Water
Abundant Lifeforms
Heavy Cloud cover
Directed Research
Large Map
Title: Re: AAR 5 (Morgan): Aliens are bad for bussiness.
Post by: Green1 on August 25, 2013, 03:01:00 AM
Whatever you do, don't try running FM against the Annihilators or AntiMind. Actually, maybe FM in general is not so great here, just +4 eng/base no commerce, against having worm capture and effic for tons of bases, and having police. eh, see how left alone you are.

oh, and early tip, if you can found your bases so your territory covers your island before the aliens arrive, I *think* you can stop them arriving next to you. Only works on fairly small islands though.

Free Market will get my butt killed!!! I only see using it if I have a very isolated start.

Unfortunately, there WILL be an alien next to me probably regardless of what I do.
Title: Re: AAR 5 (Morgan): Aliens are bad for bussiness.
Post by: Green1 on August 25, 2013, 03:05:18 AM
The sad thing is, for such a brilliant man who did pinpoint what human behavior is (though economics come in many different forms, and approaches  ;)) he is facing aliens with alien behavior.

It'll be interesting to see how he fares. To your surprise I will be rooting for him, because sure, he's a hard cased capitalist and I despise capitalism in nearly any form: he as a leader and person is not bad, and represents the CEO that never was: A man with some integrity. Which is funny and interesting given his ideal of ruthless economic, right wing monopolization.

The only thing kind of Capitalist I could see Morgan being in this kind of grim situation is to be like Henry Ford. Henry Ford was about making money, but he did have to pay attention to the desires of his employees. Many of the remaining reforms that have not been done away with in the US due to globalization Ford had a hand in. Maybe it was Ford's nature. Maybe it was because in those days it was unheard of to move entire industries to other areas just to get cheap labor and no regulations and he had no choice or no one would work in his factory.
Title: Re: AAR 5 (Morgan): Aliens are bad for bussiness.
Post by: Green1 on August 25, 2013, 03:16:41 AM
The start. Nothing to write home about yet.

If we want a story, the Unity project was a disaster. Rebellions after the killing of Garland tore the ship apart. Morgan, being prepared for such contingencies and one of the chief financial backers of the mission forsaw this. As an employer, he knew what happened when you bring people in for "diversity" without background checks. As a judge of character, he was unsettled by the likes of Santiago or Yang. Even Lal had a side to him that worried Morgan. In response, Morgan's portion of the ship had secret redundant measures that spared himself and his employees. No one on the Unity was the wiser thanks to the encryption techniques of none other than one of the most talented computer scientists on Earth, Roze. Unfortunately, Roze did not make it on to the Morgan portion of the ship in time.

As the unity broke apart somewhere 1 AU from Planet, Morgan's heavily damaged portion limps towards planetfall!
Title: Re: AAR 5 (Morgan): Aliens are bad for bussiness.
Post by: Green1 on August 25, 2013, 03:22:10 AM
If it is any small consolation, even though he is CEO, a vote is put out to honor the traditions of the UN. Morgan runs unopposed and is elected governor.

This will provide + 1 energy commerce for each base. We will need all the help we can get.
Title: Re: AAR 5 (Morgan): Aliens are bad for bussiness.
Post by: Green1 on August 25, 2013, 03:25:15 AM
A bit different tactic than how Morgan is usually played for initial turns being things may be unnerving.

Applied Physics to start.
Title: Re: AAR 5 (Morgan): Aliens are bad for bussiness.
Post by: Green1 on August 25, 2013, 03:29:50 AM
Decent pod pops. An alien artifact and a mineral bonus.

So far, so good. We can not study it yet since we do not have any network nodes. But, we will keep it until such time.

Morgan senses that there is a sense of urgency. An impending and foreboding doom.
Title: Re: AAR 5 (Morgan): Aliens are bad for bussiness.
Post by: Dio on August 25, 2013, 03:34:07 AM
Go Morgan! Avoid the evil aliens.
Title: Re: AAR 5 (Morgan): Aliens are bad for bussiness.
Post by: Green1 on August 25, 2013, 03:34:23 AM
The gambit to send a pod north to take advantage of the agricultural pod pop is met by a wall of fungus.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 03:39:32 AM
Six aliens arrive!

The vice president in charge of the military informs the CEO his worst fears. The ships that were spotted appear to be powerful aliens. They are somewhere on planet as we speak. They also appear NOT to like each other.

Great, Morgan says. This is all we need to upset the business plans.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 03:50:55 AM
Sometimes in bussiness, you got to go against established paradigms and accept risks.

This new base is an example. There is no infrastructure to speak of yet and only a tiny security force. This position allows quick access from Morgan HQ if something happens and takes advantage of those already built farms.

That fungus wall, though, concerns Morgan. It goes against employee safety protocols. Hopefully, it is a manageable risk.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 03:55:03 AM
Applied Physics out, Industrial Economics next.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 03:59:27 AM
Eerie quiet. Not even a mind worm.

We push to explore west a bit.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 04:05:48 AM
Industrial Economics out of the way, infrastructure must be built! Centauri Ecology is next.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 04:10:07 AM
The first encounter with mindworms by the scout patrol in the fungus wall above Morgon Pharmaceuticals.

Another alien artifact discovered!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 04:17:50 AM
Hunting mindworms since there is nothing to do with that fungus yet. Saving up energy.

Still no sign of evil aliens!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 04:25:26 AM
Centauri Ecology out. Social Psych is next not only for rec commons but itis a.lso a prereq for Secrets of the Human Brain

Appears we are on a decent sized continent. No aliens yet.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 04:29:25 AM
A bit more exploration and we see our first power graph.

We are lagging behind but appears everyone is a bit equal so far.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 04:34:18 AM
First alien contact. It is the annihilators. Champs of the AI Stress Test, defeater of Ete. Neither of us can talk to each other.

This may not be good.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 04:37:37 AM
The colony pod moves off into unexplored territory.

That scout patrol is going to hole up for a bit and repair before pushing on.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Sigma on August 25, 2013, 04:44:08 AM
Oh dear. That is...not ideal.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 04:49:55 AM
Oh dear. That is...not ideal.

No.. that is the reason you need to be PROACTIVE instead of REACTIVE. At least that is what business motivational books talk about. It is in Steven Covey. I do not think with the annihilators I am going to win friend and influence people because these are not people.

Vendetta versus Annihilators.

For employee safety, I dispose of that colony pod with a scout patrol.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: JarlWolf on August 25, 2013, 04:51:52 AM
Iron Maiden - Run To The Hills (http://www.youtube.com/watch?v=geHLdg_VNww#)

Run for the hills.  Otherwise this will be you:  ;nuke;:wall: :whip: ;nuke;

And we will be

 :-\ :'( :( :'( ;lol :o :( ???   :rules:
                  __               __
                     I              I
                     I    ____   I
                     I__I___I__I
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 04:55:51 AM
No running while I do have ONE advantage: cash!

Rushing former and colony pod!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 05:02:31 AM
Must be a base up there.

An Annihilator 3-res garrison approaches my limping scout patrol.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 05:06:47 AM
However.. Scout Patrol dude WILL run for the hills!.

A mindworm pops out in the wall of fungus and eats another scout patrol.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 05:10:41 AM
The 3-res Annihilator heads off in a different direction. Maybe distracted by something else?

We build the third base.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 05:14:44 AM
well...

so much for those employees...
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 05:17:31 AM
Just keeps getting better for scout patrol dude.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 05:22:36 AM
Social Psych is out. Next, Biogenics.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 05:26:07 AM
Scout patrol after trying to run for the hills gets eaten by a wild mind worm.

We have GOT to start getting set up.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: JarlWolf on August 25, 2013, 05:28:14 AM
Just keeps getting better for scout patrol dude.


At this rate, he'll get his own movie. I can imagine it now...

(http://i1128.photobucket.com/albums/m494/JarlWolf/ScoutDude_zpsbbf3ab9b.png)

Edit: Damn ninja.
Scout patrol after trying to run for the hills gets eaten by a wild mind worm.


I guess no sequel? :C
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 05:32:39 AM
lol...

I do not know.

But an Anihilator unit has come knocking. I bring a former in just in case and am fixing to punch back with a disciplined synthmetal sentinel. Hopefully, that will work.

Rushing a scout patrol at Morgan HQ.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 05:36:23 AM
Crap that mindworm was tough. It took one Synth metal sentinel's life and another follow up to remove the Anihilator mind worm.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 05:45:05 AM
Argh! First a unity chopper that we destroy, then a Locust! It throws Morgan Pharmaceuticals into riots!

A hastily throw out scout patrol moves up to try to reestablish order!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 05:50:07 AM
The Annihilators seize Morgan Pharmaceuticals!

the employees that were paying attention and not rioting manage to get away.

A scout patrol sees a locust and a spore launcher in the abandoned base.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 05:56:03 AM
Right as he gets eaten as a Annihilator mindworm appears out of the fungus wall!

Morgan does not sleep easy. But when he does sleep, it is by an escape pod.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 05:59:05 AM
The Annihilators leave a calling card....
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 06:01:35 AM
As the siege of Morgan Industries begins. It does not look good.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 06:09:35 AM
The defense of Morgan Industries does not go well. Panicked employees yell in the streets as spores rain from the skies and a fearsome battle ogre steps over the corpses of morgan  security.

Formers are moved up to buy time for the CEO and Board of Directors to escape to join the refugees of Morgan Pharmaceuticals.

In Morgan's mind: We are Swarm! All must die.

Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 06:14:13 AM
Just like the epic holomovie about Scout Patrol Dude, it just keeps getting better.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 06:16:48 AM
 :'(

Cute.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Buster's Uncle on August 25, 2013, 06:22:19 AM
The Annihilators seize Morgan Pharmaceuticals!

the employees that were paying attention and not rioting manage to get away.

A scout patrol sees a locust and a spore launcher in the abandoned base.
Crap!  Short is not very entertaining.  BAD aliens!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 06:22:49 AM
After a strange pause in hostilities, the Annihilators attack the last refuge of Morgan in force.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 06:27:02 AM
The Annihilators seize Morgan Pharmaceuticals!

the employees that were paying attention and not rioting manage to get away.

A scout patrol sees a locust and a spore launcher in the abandoned base.
Crap!  Short is not very entertaining.  BAD aliens!

But... Morgan is a slippery character.

Morgan, in addition to reading Steven Covey, also read What Color is Your Parachute.

Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 06:30:25 AM
and escapes far aawy from BAD Aliens.

or... at least Annihilators...
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 06:49:41 AM
We will continue again some time as I must rest.

But first, a word from the CEO.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Sigma on August 25, 2013, 01:06:39 PM
Well that was basically the worst thing that could have happened!

I wonder if the Annihilators are too overpowered for this scenario. They simply obliterate everything. The game turns from "Morgan vs 6 Aliens" to ""Morgan tries not to be horribly murdered by the Annihilators."
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Buster's Uncle on August 25, 2013, 01:09:52 PM
With this sort of thing -- maybe have someone set it up as a scenario designed to give Morgan 40 turns or so of peace to get established before it gets all monsters attacking?
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: ete on August 25, 2013, 02:29:33 PM
"Locusts of Chiron right off the bat, awesome techers"
Actually, the Annihilators are terrible techers. They have very low energy income and a 250% tech cost plus punishment spheres at every base halving their tech. They do, however, steal tech extremely well. So they do a whole lot better if they have someone to fight early.

And I loled at renaming your HQ "We Feast". They need more basenames though.

I'm pretty sure the Annihilators are perfectly beatable, but they are probably almost unbeatable if you start right near them or if they have a researcher nearby to eat. Much like the AntiMind just kills you if you start near it, except these guys are also a major threat late game.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Dio on August 25, 2013, 05:46:10 PM
Oh no! Morgan almost got eaten by the evil aliens :'(.  :D
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: ete on August 25, 2013, 07:44:03 PM
This looks like fun, I could do with a game, and it's a while since I played on Thinker, I'll be playing a game with the same setup (and hopefully a less terrible start location!). Green1, are you cool with me posting the odd update here (won't be a full AAR), or would you prefer not?
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Buster's Uncle on August 25, 2013, 07:45:21 PM
I'm sure he's not finished with this AAR yet...

That might be a cool idea about another player taking a run at the same thing, though - another reason to play from a scenario, maybe...
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 08:36:18 PM
I'm sure he's not finished with this AAR yet...

That might be a cool idea about another player taking a run at the same thing, though - another reason to play from a scenario, maybe...

No.... not finished. Morgan and crew managed to escape!

As I put in front of this AAR, this is by no means a showcase of ownage but of survival. Although, I DO still hold out hope of ownage :)

A scenario does have a certain ring to it. I will probably be doing an AAR 6, but I kind of want to to do an AAR on another board for Age of Wonders : Shadow Magic or fallen Enchantress : Legendary Heroes. first I am kind of leaning towards FE:LE. As I get used to posting AARs, I feel I am getting better at it. I also think many folks love to read these types of things because it gives them a sense of tactics and even a sneak peak at gameplay. That is, without having to watch a 2 hour long youtube video. We can read a long thread much quicker than a video.

For an AAR 6, I am kind of up in the air. One part of me wants to do a classic Alien Crossfire with all stock factions to get back to normalcy. Another part of me wants to continue with mostly custom factions because not only is there a lot of cool stuff on this board people have made, it has a lot of fan service to it. Yet another part of me wants to push for something altogether different. I am thinking doing a MP co-op PBEM with someone where we post our experiences and thoughts on two separate AARs. That would be not only something I have never seen done, but interesting as hell.

Regardless, though, I am a firm believer in uncut and realistic. If there is no chance of losing, why play.

BUT... WE HAVE NOT LOST YET!!!!!!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 08:45:39 PM
Yes, fellow AC2 members... take a big deep breath.

We are still ALIVE!!!

I will survive - Gloria Gaynor (http://www.youtube.com/watch?v=Tth-8wA3PdY#)
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 08:47:35 PM
But this is no time to rest. The first order of bussiness is to found New headquarters and explore the land to find out where we ended up.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 08:49:58 PM
These... Annihilators. Not only have they wrecked business, they seem to have an attitude about it.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Buster's Uncle on August 25, 2013, 08:51:10 PM
I kind of want to to do an AAR on another board for Age of Wonders : Shadow Magic or fallen Enchantress : Legendary Heroes.
Intercourse them guys; we love you more.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: ete on August 25, 2013, 08:54:07 PM
In my one I had significantly better luck. I ended up starting on a small island with Mt Planet right on top of the Caretakers (normally considered a terrible start, but it could be a lot worse considering. urg that Battle Ogre killed so much though). Manged to rush out enough recon rovers to hold my own, forced them back to two bases by killing CPs and settling a base right in the middle of them, they took 2/3 of the defenders out of a base and I sacrificed two recon rovers to take it, then hunted down their troops. Their HQ has like 5 3-res defenders, so I can't take it with laser weapons, so I'm seiging them (sitting on the good squares and burning the rest of the enhancements), but I have Mt Planet and there's no monsters breathing down my neck yet (the Proycon gave me a race for the WP, but I won with a lot of cash).

Feels so good to not be using a faction with -3 industry/-2 growth. so good. And Thinker drones are so much easier.

Again, good luck in your one. Hope one of the other monsters starts hitting the Annihilators hard soon.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Buster's Uncle on August 25, 2013, 08:59:18 PM
monsters
...I do believe we've coined a term that will stick for OP alien factions...
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 09:03:39 PM
I kind of want to to do an AAR on another board for Age of Wonders : Shadow Magic or fallen Enchantress : Legendary Heroes.
Intercourse them guys; we love you more.
yessindeed :D

Anyways, Biogenics is out, Secrets of the Human Brain is next. I need empath troops. I will not get the free tech since the caretakers beat me to it.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 09:06:06 PM
Appears we will be safe ... for now.

This is a small island.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: ete on August 25, 2013, 09:07:17 PM
If remotely possible get the WP so you can expand your island, otherwise you're not going to be able to do much except sea bases which are pretty vulnerable.

On a related note, I'm using the WP to expand my island.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 09:11:22 PM
If remotely possible get the WP so you can expand your island, otherwise you're not going to be able to do much except sea bases which are pretty vulnerable.

Not sure we will make that, Ete.

Caretakers just snagged Human Genome and are starting Weather Paradigm.

We have nutrients, but not much in the way of minerals on the island.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 09:16:07 PM
Spent some cash to rush recycle tanks. Since I am in no danger fro now, will build a rec commons in both cities and probably rush those as they get closer to completion.

While drone issues are a bit more bearable on thinker, they can still upset my plans. Might as well handle that now.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 09:18:42 PM
Secrets of the Human Brain, but no free tech because Caretakers beat us to it.

Doctrine Mobility is next.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 09:21:36 PM
An Isle of the deep lands two mindworms on the island. probably will attach Morga entertainment. with that fugus there, next round. Fortunately, I have two synthmetal sentinels there.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 09:25:08 PM
Merchant Exchange goes to Annihlators.

Mindworms wipe out the two guardians at Morgan Entertainment.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 09:26:40 PM
...and the base is over run.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 09:28:49 PM
rush the Recreation Commons at New headquarters and start a colony pod.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 09:30:18 PM
Caretakers get Weather Paradigm.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 09:32:21 PM
A few turns after, Antimind gets Pholus mutagen!

EDIT: Ooops.. that was Annihilator!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 09:35:04 PM
Finally, colony pod goes out and Morgan Data Systems is founded.

While we await a tech, I will build an energy bank in New headquarters.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 09:38:07 PM
Caretakers build the Command Nexus.

Man, the Caretakers must be powerful out there.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 09:40:03 PM
Doctrine Mobility down, going Doctrine Flexibility next for a navy.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 09:45:43 PM
Churning right along, a Caretaker transport shows up off the coast from Morgan Data Systems!

Caretakers demand Industrial Economics but we want Docrine Flexibility as a trade. The alien refuses.

The foil then disappears back into the blackness.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 09:51:06 PM
I know you are not supposed to put bases so close, but that nutrient was the result of a pod pop and is out of range of New Headquarters.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 09:55:02 PM
Finally! Navy is incoming.

Information Networks is next.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 09:59:25 PM
Caretakers have the Virtual World.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 10:01:52 PM
...and we spot an Antimind foil...

Of course, as the first Morgan foil launches.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 10:05:24 PM
and an Antimind IoD.

Hopefully they are content to beat the snot out of each other while I quietly build.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 10:08:04 PM
guess not!

Plus, sunspot activity means we can not talk.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 10:11:05 PM
Antimind seems to be content just to sit there...

NOT that i am complaining. But it does deny that city acess to that nutrient.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 10:26:53 PM
With communications restored, Antimind comes calling.

First it wants us to declare war on the Caretakers, which is not feasible.

Second, it wants Secrets if the Human Brain which we do not give.

of course, Antimind does not want to hear that.

Sometimes it is hard to be a businessman around such unreasonable monsters.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 10:30:24 PM
Those two 3-res troops can not really take our base, but they do destroy some enhancements. Niether can we take them with only laser infantry.

Let's just hope nothing else lands for a bit and Antimind is distracted.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: JarlWolf on August 25, 2013, 10:34:15 PM
Man, if there was evidence needed to support a theory you were a masochist, this is it. This should've been the *insert factions leader here* suffers AAR.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 10:36:21 PM
Information Networks is ready. Now going for Non linear math.

Our transport was destroyed by an Isle of the Deep popped from a sea pod.

An Antimind naval ship begins destroying enhancements from off shore.

One of the 3-res troops tries to attack, but is killed by a synthmetal sentinel.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 10:37:10 PM
Man, if there was evidence needed to support a theory you were a masochist, this is it. This should've been the *insert factions leader here* suffers AAR.

Do not worry, jarl. i STILL have faith!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 10:44:01 PM
Man.. the luck.

We launch our first actual navy warship - a synth laser foil, only to have it promply eaten by an Isle of the Deep. That same Isle eats an expensive trance syth seaformer, too.

At least we have a sea base, now!

..and that annoying Antimind ship that was bombarding seems to have left.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: ete on August 25, 2013, 10:46:50 PM
I'm betting the Caretakers have the Jungle.

Also, with morgan's base size penalty, you can afford to pack them in closer. At maxumum capacity, you'll be able to work every square bar one on that island with three size four bases. Given that there's a nut bonus offshore and base squares are worth a lot.. you could probably afford to fit in one more base. Just about.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 10:48:37 PM
Marr is no more!

Consumed by the Annihilators!

I'm betting the Caretakers have the Jungle.

Also, with morgan's base size penalty, you can afford to pack them in closer. At maxumum capacity, you'll be able to work every square bar one on that island with three size four bases. Given that there's a nut bonus offshore and base squares are worth a lot.. you could probably afford to fit in one more base. Just about.

yeah, ete... that may well be the case.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 10:50:41 PM
Procyon builds the planetary Transit System!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: JarlWolf on August 25, 2013, 10:53:25 PM
Sigma, did you make the Procyon passive or aggressive/both in the personality selection when making this faction? If its the latter I have a bad feeling for Morgan...
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 10:57:58 PM
A little bit of a break.

Antimind makes a whole bunch of ridiculous demands, then wants truce. We take truce, but there is still an Antimind ioD right outside our sea base.

A trance sentinel is rushed.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 11:04:02 PM
Well, Antimind seems to be keeping it's word.

Nonlinear Math is done. Progenitor Psych is next for aquafarms.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: ete on August 25, 2013, 11:14:58 PM
I'm in a bit of a better position, mostly due to not starting right next to the scariest faction around. Still not cracked that last caretaker base though. Looking forward to mining Mt Planet when I lift mineral restrictions.

Probably all the screenshots of my game you'll get for a while, don't want to distract too much from Green's game.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 11:18:55 PM
Procyon builds Planetary Energy Grid.

...and after the typical threats an nonsense, we are offered a business deal. Pact with Antimind for war on the caretakers!!!

Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 11:26:08 PM
We accept.

And the Antimind transfers a 2-res unit to us and reveals it's map!

Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 11:26:59 PM
I'm in a bit of a better position, mostly due to not starting right next to the scariest faction around. Still not cracked that last caretaker base though. Looking forward to mining Mt Planet when I lift mineral restrictions.

Probably all the screenshots of my game you'll get for a while, don't want to distract too much from Green's game.

Ete.. Good luck!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 11:30:19 PM
We also buy Optical Computers from Antimind for 100.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 25, 2013, 11:32:09 PM
..and we will end the session with that. I may pick up a bit more tonight.

How weird. Morgan in a pact with Antimind!!!!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Sigma on August 26, 2013, 12:37:22 AM
Sigma, did you make the Procyon passive or aggressive/both in the personality selection when making this faction? If its the latter I have a bad feeling for Morgan...
I believe I made them passive.

Also lol at them getting the Planetary Transit System again.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: ete on August 26, 2013, 01:18:20 AM
My game is going.. very well really. The Usurpers and Exterminatus apparently teamed up and killed the Annihilators (yay). I'm still almost perfectly tied on the powergraph for first against the Procyons and AntiMind with a few others going strong, but aside from a handful of worms the AntiMind has sent over I'm being left alone to build. Have taken a pretty terrible tech route, but eh. I'm grabbing most of the SPs due to rush buying crawlers and trading them in, expanding my island to link up with a few nearby small islands. Looking forward to going to war. Just wish I could be building in FM, but that would make the AntiMind's attacks too dangerous and stop me grabbing some natives.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 26, 2013, 03:22:11 AM
My game is going.. very well really. The Usurpers and Exterminatus apparently teamed up and killed the Annihilators (yay). I'm still almost perfectly tied on the powergraph for first against the Procyons and AntiMind with a few others going strong, but aside from a handful of worms the AntiMind has sent over I'm being left alone to build. Have taken a pretty terrible tech route, but eh. I'm grabbing most of the SPs due to rush buying crawlers and trading them in, expanding my island to link up with a few nearby small islands. Looking forward to going to war. Just wish I could be building in FM, but that would make the AntiMind's attacks too dangerous and stop me grabbing some natives.

That is awesome.

I love random maps and hostile world games. You never know what you are in for. In simulations, the Annihilators do get beaten 30 percent of the time when paired with other monsters of their weight class.

Me, this game just wants me to suffer. Not that I have a problem with that. Nor am I a masochist. I just like challenging games.

This type of game play inspires me, though. For AAR 6, we should develop a threat that will need 2 players to stand up against and have an MP epic AAR! If PBEM was not so much of a headache...

Story could be after the apocalypse of Ete's AAR and this constant fighting between the Antimind, Exterminatus, and Anihilators... a NEW threat appears!

Oh well... will probably have to settle on something SP, but I can dream.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: JarlWolf on August 26, 2013, 03:27:03 AM
I would be willing to do an MP AAR. I don't care much for competitive MP, but this could be an excuse to do MP for someone so I'd be down for it.

And by then you'd get a microphone for Skype so we could easily organize this.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 26, 2013, 03:37:23 AM
I would be willing to do an MP AAR. I don't care much for competitive MP, but this could be an excuse to do MP for someone so I'd be down for it.

And by then you'd get a microphone for Skype so we could easily organize this.

Yeah.. I am looking end of September for that. There are issues with MP we would have to iron out. I will try to get that mic towards then as I believe I will be starting a new gig next month.

I agree with you Jarl about competitive MP somewhat. 4x is not as bad, and I think the MPers over here are cool. But the communities of other wargame MPers leaves something to be desired at times.

I will put up a thread in a day or so to start the initial stages of the planning.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: JarlWolf on August 26, 2013, 03:44:48 AM
Well its not even so much about community, I could care less if this community was far less hospitable in MPing as it is (You guys are golden and remarkable gentlemen) its more so I honestly just don't care to fight against other actual people for the most part. I don't get a thrill in it, I feel like its more of a job now because that's how I had to be if I were to survive.

I prefer cooperative because it allows a lot more things. And we wouldn't have to worry about screencapping things at all.
We could even blend our two styles together, your eruption of posts and my crafted epic. It'd be beautiful.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on August 26, 2013, 04:07:48 AM
Well its not even so much about community, I could care less if this community was far less hospitable in MPing as it is (You guys are golden and remarkable gentlemen) its more so I honestly just don't care to fight against other actual people for the most part. I don't get a thrill in it, I feel like its more of a job now because that's how I had to be if I were to survive.

I prefer cooperative because it allows a lot more things. And we wouldn't have to worry about screencapping things at all.
We could even blend our two styles together, your eruption of posts and my crafted epic. It'd be beautiful.

I agree. But I am kind of a hybrid, though. Even in MMOs, I detest just only PvP - as long as I do not have to deal with folks that put ego and identity in to a game where they must win at all times. Did not work when I was a kid, definitely not now.PvE is a good balance, but a human opponent is needed at times to shake things up. There must be balance. Though there is something to be said about a 40 year old owning teenagers at their own game :D. My only deal is the combat must be strategic and worthwhile but not unfair. If I do lose, I want to see how I could improve. Not that I got one-shot.

There is a lot so say about cooperative. It is fun.

As far as eruption of posts, I see it as it is something I will do anyways, might as well share. When I game, I do it for a few hours. Do not get me wrong, I still work and have a life. But, I have a passion for gaming. I love sharing this with other gamers.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: JarlWolf on August 26, 2013, 04:47:25 AM
Of course. And your eruption of posts is what inspired me to make my own AAR, and your eruption of posts is entertaining. Its constant, its fun and its full of action and witty humour.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: ete on August 26, 2013, 07:59:25 PM
I've basically won my one, just finishing off the last couple of Procyon bases and gassing the rest of the AntiMind continent into oblivion. I kinda find aliens much easier to play against midgame since you can just gas them for a handy 50% attack bonus and more importantly kill their bases from a distance with air power, no need to clear out all the defenders just hit it 3-4 times and it's gone. Even one or two shots on a big base makes it near-useless to them for a while and often kills a load of units it's supporting.

Also, for fun, I freed the Annihilators from the Usurpers. They're submissive :D

Edit: Don't you just love capturing a stack of eight demon boil mindworms?
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Buster's Uncle on August 26, 2013, 11:17:10 PM
I've captured upwards of 40 at a stroke before - naturally, that doesn't happen much, and never when you could still use the troops...
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 01, 2013, 11:27:30 PM
Well, It is time for some more action.

I got a bit distracted last night playing around with Yitzi's patch. I still have not delved into Yitzi's massive alphax drone settings, but I will. He has some settings in there dealing with pacifism drones I think fix a fundamental flaw with AI Morgan and Aki Zeta (who love free market) that is effectively a game changer and HUGE fix. He has listed these values in the wiki. I also will have to spend time at some point going through all the new arrangement to add the changes I prefer like changing retirement year, etc. Perhaps after this AAR.

Also got distracted reading and catching up on various forums I like going to. Sometimes I do like to revert to lurker and read what others have to say for a change. I so love reading forums.

I had also cranked up some Fallen Enchantress at the urging of my daughter. Man, I wish Stardock would put in a multiplayer option of that game or at least hotseat. It would be a great way of having child visitation.

Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 01, 2013, 11:39:51 PM
Oh my....

This is bad.

I made a third installation to try out the patch I DLed. I go back into the directory in the old installation where this AAR is, and can not for the life of me find it!

I know it must be be hidden somewhere.....
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Buster's Uncle on September 01, 2013, 11:44:59 PM
Check the other directories...
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 01, 2013, 11:47:26 PM
Found it!!!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Buster's Uncle on September 01, 2013, 11:48:59 PM
 ;lynchmob

Oops.  I need to make a party smilie.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 01, 2013, 11:57:14 PM
yessindeed.

Looking at the situation and since we are pacted wit Antimind, I think it is time to see what is on that big island to the east and start building naval forces. That small sea base of procyon seems to be a good target. Sea probes would be cool, too.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 12:01:42 AM
Procyon builds the Maritime Control Center.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 12:04:37 AM
Ethical calculus discovered. Next, Planetary Networks so we can start probing.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 12:07:55 AM
Before our impact foil was eaten by an Isle of the Deep, we discover that island to the east is actually two islands.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Sigma on September 02, 2013, 12:11:24 AM
Procyon builds the Maritime Control Center.
Wow, that's a pretty nice job at prioritizing. Good job guys!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 12:11:57 AM
We purchase Adaptive Doctrine from Antimind for 100 EC.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 12:14:23 AM
Exterminatus builds the Citizen's Defense Force...
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 12:18:26 AM
Looks like Exterminatus has air power. A jet just took out an exploring transport.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 12:23:08 AM
Planetary Networks is out, next, Progenitor Psych for aquafarms.

it appears the caretakers are under heavy attack from Exterminatus.

Our attack on that Procyon base fails.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 12:34:25 AM
dang it. Antimind beat me to that expansion.

Also, Exterminatus kicking Caretaker tail.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 12:38:35 AM
Well, we will take that tiny island way to the west with the mineral node on the sea. It will make a great future airbase.

This time, I will use my brain and bombard that Procyon seabase for a minute before I can bring in 2 or 3 more boats to take it.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 12:42:05 AM
Procyon builds the neural amplifier.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 12:45:00 AM
Progenitor Psych down. Next, Industrial Automation.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 12:46:34 AM
We steal Neural grafting from the Procyon.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 12:50:45 AM
Procyon builds Longevity vaccine.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 12:56:38 AM
Procyon builds planetary datalinks. Gosh, If i could get naval production moving faster.

We also have an Exterminatus Missile Destroyer causing problems.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 12:59:53 AM
Antimind Isle of the Deeps move in to perhaps support us in pressure on Procyon.

Hey, Antimind buddy, care to send one of those to take care of that Exterminatus destroyer?
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 01:03:34 AM
Procyon sends ships and crushes Antimind and Morganite fleet.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 01:08:30 AM
good grief. That lone Exterminatus Missile Destroyer is making it rough on my sea base. I could lose it which would not be good.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 01:13:00 AM
After sacrificing two armored sea formers that severely damaged that Exterminatus destroyer, it flees.

Industrial Automation is out to help us with our pathetic production. We will go Advanced Military Algorithms for AAA troops since at least one faction has air.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 01:16:29 AM
Our impact foil chases and catches the Missile destroyer that caused us so much stress.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 01:22:36 AM
Nasty. An Exterminatus Chaos Foil!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 01:27:25 AM
Procyon once again ambushes one of our ships trying to put pressure on that base down there.

One of our impact foils sinks a transport of an Exterminatus invasion party.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 01:30:14 AM
Exterminatus air hits an armored sea former near Morgan Studios.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 01:36:12 AM
Our probe team takes Centauri Empathy from Procyon.

We go towards Green economics.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 01:38:21 AM
Antimind builds the Supercollider!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 03:23:09 AM
Here we go with global warming. I will have to check my bases to make sure none of them will be submerged.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Buster's Uncle on September 02, 2013, 03:24:51 AM
You need to raise land anyway...
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 03:27:52 AM
Advanced military Algorithms out, next is High Energy Chemistry.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 03:33:24 AM
You need to raise land anyway...

We do not have Weather Paradigm or the tech. So, submersion domes is the only hope. Hopefully, it will take out some of these alien bases.

A quick survey indicates only Morgan Studios is endangered. A submersion dome will begin construction immediately.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 03:39:15 AM
Procyon builds Aesthetic Virtues.

goodness, Sigma....... SP machine....
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 03:43:27 AM
More Exterminatus worries.

Yeah.. that is a chaos foil. And air power.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 03:47:23 AM
Well, at least one of my ships took out that foil. But three air craft pounded the defenders, throwing that sea base into riots!

AAA units needed yesterday.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 03:55:40 AM
We steal Nonometallurgy from Procyon.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 04:57:05 AM
Sea level rises and exposes Morgan Studios. I was not expecting that...

In good news, High Energy Chemistry is out.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 05:00:46 AM
Morgan Studios is destroyed and Exterminatus lands some Chaos Infantry on our island.

Hopefully we can repel the invasion.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 05:03:48 AM
Weird. They up and left!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 05:06:05 AM
Hands off my crawlers!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 05:09:11 AM
We steal Cyberethics from Procyon.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 05:12:07 AM
We talk to our ally the Antimind and get yet another tech:
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 02, 2013, 05:17:49 AM
With that, we get a good idea of Procyon's forces.

Exterminatus has assimilated mot of the Caretakers.

Antimind is expanding, even amongst our fledgling empire.

Lord knows what the Annihilators are up to far to the south.

With that, I will end this session.

We are hanging on, but some input to improve our situation would be nice.

By the way, the alphax for this game the mandatory retirement year is 5000. So, time will not run out on us.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: JarlWolf on September 02, 2013, 10:55:07 AM
Hrm.. Green, where is the retirement year text located exactly? I want to extend my game lengths in general anyways and have them go on for a long time due to my playstyle, always wondered how to do it.

Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Sigma on September 02, 2013, 03:39:02 PM
I think I missed something. When and why did the planet start flooding? Too much polution from too many -Planet factions?
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: JarlWolf on September 02, 2013, 11:37:25 PM
Yes, because Annihilators and Exterminatus both have very terrible planet scores. Exterminatus has -5 I think.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Sigma on September 02, 2013, 11:54:47 PM
Procyon also have -2.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: JarlWolf on September 03, 2013, 12:04:23 AM
Yeah, a lot of planet haters. Doesn't help that Morgan is an Industrialist either  ;lol
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Kilkakon on September 03, 2013, 12:47:49 AM
@JarlWolf It's in the general part of alphax.txt. :)

Loving the AAR though! I'm almost ready to update mine too, yay~
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 03, 2013, 02:21:12 AM
Hrm.. Green, where is the retirement year text located exactly? I want to extend my game lengths in general anyways and have them go on for a long time due to my playstyle, always wondered how to do it.



retirement year is in the alphax.txt.

It is in one of the first sections under #rules. There are two entries. One for the first three easy difficulties and one for the three harder difficulties.

Time victory is always one of the first things I turn off in any game because I have found if I am playing that long, I do not want an arbitrary ending and if I lose interest, I will just end the game anyways. Time victory just is not as satisfying.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 03, 2013, 02:22:58 AM
I think I missed something. When and why did the planet start flooding? Too much polution from too many -Planet factions?

Yeah. Planet is flooding. Or, flooded a bit.

It is mostly Exterminatus doing it. Exterminatus gets free robotic assembly lines.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Sigma on September 03, 2013, 03:56:43 AM
With that, we get a good idea of Procyon's forces.

Exterminatus has assimilated mot of the Caretakers.

Antimind is expanding, even amongst our fledgling empire.

Lord knows what the Annihilators are up to far to the south.

With that, I will end this session.

We are hanging on, but some input to improve our situation would be nice.

By the way, the alphax for this game the mandatory retirement year is 5000. So, time will not run out on us.
What's the tech you need to launch the solar shade? Since you're the only human in the game you should be able to rule by decree.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Dio on September 06, 2013, 04:08:31 PM
@Green1, when will your next update on this great AAR be? It just seems so interesting. I am still cheering for Morgan with my Morgan Apparel hat :wave:.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Buster's Uncle on September 06, 2013, 04:23:36 PM
I just love the comfort and fit of MorganAppareltm products.  For style at a good price, the entire MorganAppareltm line can't be beat.








This has been a paid endorsement on behalf of MorganWeartm.  To unsubscribe, go here (http://alphacentauri2.info/index.php?action=community).
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on September 06, 2013, 11:16:48 PM
@Green1, when will your next update on this great AAR be? It just seems so interesting. I am still cheering for Morgan with my Morgan Apparel hat :wave:.

Give me till Monday Sept 9 (USA).

I have taken this job at a plant this week and these rotating 12 hour shifts are kicking my arse.

Feels good to not be underemployed, though.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on June 03, 2014, 12:57:49 PM
Man, I never did finish this thing. September 9th... It is 2014 now. But man there was a lot going on back then and a lot of real life adventures to be had.

Funny thing is that I believe the save is on an old laptop I still have. The keyboard of it suffered a tragedy where I spilt a Monster energy drink on it. It took out the wifi key and rendered it incapable of getting on the internet.

Since the video LP is almost done of Age of Wonders and I still am waiting for the cable company to come to upload, I may grab a USB stick and see if I can rescue the save file.

No guarantees on that.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Buster's Uncle on June 03, 2014, 01:39:50 PM
Please?
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 14, 2014, 02:53:26 AM
Looking on an almost dead and severely damaged laptop from years of use and abuse in my villainous agendas... I found a file entitled "Morgan of the Morganites,2409". It was placed in a conspicuous place. I wonder what it could be?
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 14, 2014, 03:10:31 AM
No..no no... not Miriam... though Miriam stomping is fun... where did that file go that I just put on the command laptop?

With a test screenshot though, the Win 8 version of MS paint seems to be making everything small with white borders.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Buster's Uncle on October 14, 2014, 03:36:56 AM
CROP!

P.S.  :clap:
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 14, 2014, 03:39:07 AM
However, upon research I find MSpaint is recording in some HUGE format and not the standard. I adjust this going under properties to the resolution of my laptop.

Ahhh... beautiful Miriam ownage of Antimind.... but we are not here for that.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Buster's Uncle on October 14, 2014, 03:45:40 AM
We're not?
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 14, 2014, 03:49:03 AM
In fact, THIS situation is MUCH, MUCH more dire.

Now, realize, I HAVE NOT TOUCHED THIS IN A YEAR AND HAVE NO CLUE HOW I WILL PULL THIS OUT!!!

I think I may need to take a deep breath, go through, and see just HOW BAD I AM SCREWED.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 14, 2014, 03:50:43 AM
We're not?

No... we are a commerce faction on a world full of vicious custom ALIENS! We are Morgan, of all the f&%% factions!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 14, 2014, 04:04:32 AM
Okay... sweat running down... I need a beer.

It seems we are at pact with the Antimind. Not sure why Morgan would agree to that, but it is one less threat. It appears Antimind is pushing out to sea, separating our territories.

Politics are Simple, Green, and Power. I do not see Police State available, so I assume I am missing Doctrine Loyalty. I think I agree with the social engineering in the situation.

Current research is Synthetic Fossil Fuels which means I was probably trying for Air Power. No point in changing that as I see a lot of impact troops and ships.

BTW, what I am fixing to show is a useful skill also for MP in ANY 4x game. Most MP games have droppers where you will take someone else's faction, often under severe conditions. Some people do not like the issues. Since it has been so long since I have played, this is almost like that.

So, research and politics out of the way, lets first tackle domestic issues on a base by base basis. Then, discuss WTF to do strategically.

Also remember... all aliens are ALWAYS at war with other aliens due to the coding of SMAX. By being allied with Antimind, we are at war with everyone. And, we cannot breathe safe just because we have a small maritime empire. Sigma's Procyon are a very high growth sea alien faction that can mess up our day as well as any aliens with air power.

Next post I will start with our HQ and go out from there BEFORE doing crazy things and pressing NEXT TURN in dire situations like this.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 14, 2014, 04:21:58 AM
First off in our "state of the empire" audit is New Headquarters, capital (as it is) of the Morganites. It is on the northwestern end of a small island.

The city screen shows we are being crowded out on squares by an Antimind sea dwelling to the north, taking up a precious nutrient resource and another of our cities two squares south.

A land colony pod is there and a transport foil will be ready in 1 turn. Not sure where I was going to put it, but expansion seems to be a great idea.

It has decent facilities, but my concern would be the kind of troops there. There is a synthmetal armored laser infantry there and a synthmetal sentinel. HQ is not in any danger of attack, but I am assuming these are obsolete. Once I go through the rest of the bases and the transport is through, I will probably try to get better defenders.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 14, 2014, 04:37:46 AM
Morgan Antimatter directly to the south is, like HQ, at Morgan's max population of 4. It has a network node and rec commons up. Interesting it is building one of my favorite units, the foil probe team ready in 2 turns.

There is definitely room to get a big population as many of the sea squares have kelp on them. But that would require a hab.

I do notice a better garrison here in 3-res garrison and a trance synth sentinel. There is also one transport here and a generic land former sitting idle.

Morgan Antimatter currently is not in danger, either.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Kilkakon on October 14, 2014, 04:52:15 AM
Awesome to see this continue mate ^_^
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 14, 2014, 05:25:26 AM
Awesome to see this continue mate ^_^

Yeah I have been given a little of reprieve lately. I know folks are just here to hear stories of weird AARs but in going through this, it is like one of those time capsules. I remember what I was doing back then. My, has life changed. I have an awesome girlfriend who is 10 years older than me and a ballroom dancing fanatic! I do this myself as well. Man, we look sharp! It feels good to have a non [poopy] gf for once. Back then, I was really underemployed. Now, I have a nice apartment (though it has little in the way of furniture... some stress of losing everything keeps you from accumulating more stuff) and a decent job, though the hours are horrible.

And maybe I should say this. If you guys think worse of me... so what? All during that time I was stealth camping. Homeless, if you prefer that term. I had a tent located first in New Orleans then Baton Rouge in patches of woods. The location I had in New Orleans was epic! NO ONE found me. I posted AARs through a solar powered deer feeder battery hooked up to a laptop and cell phone. The reason I dropped out of MP was that months after I relocated my camp to Baton Rouge by bus was that my tent was stolen. So, I had to crash and steal internet through hacking a dentist's router while sleeping behind the office. When I got the new job, I put myself up in a hotel room, but had no internet. And, the ghetto apartment I had after making company had horrible reception and cable thieves.

There. I said it. :D Let me tab out and keep going through these bases. :D
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 14, 2014, 05:42:03 AM
Morgan Data Systems on the east end of the island is probably also in no danger of attack. It is building an impact foil which I approve of and has a crawlers (both LAND and sea) getting minerals. It is also crowded by Antimind bases for resource tiles.

Do not like trance synth sentinels when one faction has air and I can make plasma or 3-res AAA troops. But, the prvious two bases have that issue as well.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Buster's Uncle on October 15, 2014, 12:47:34 AM
And maybe I should say this. If you guys think worse of me... so what? All during that time I was stealth camping. Homeless, if you prefer that term. I had a tent located first in New Orleans then Baton Rouge in patches of woods. The location I had in New Orleans was epic! NO ONE found me. I posted AARs through a solar powered deer feeder battery hooked up to a laptop and cell phone. The reason I dropped out of MP was that months after I relocated my camp to Baton Rouge by bus was that my tent was stolen. So, I had to crash and steal internet through hacking a dentist's router while sleeping behind the office. When I got the new job, I put myself up in a hotel room, but had no internet. And, the ghetto apartment I had after making company had horrible reception and cable thieves.
I suspected as much all along actually.

I've lived in a tent - you can make yourself surprizingly comfortable like that, if you can stave off boredom.








P.S.  MOAR!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Kilkakon on October 15, 2014, 02:02:07 AM
For the record I am glad you have found a cool place and GF now ^_^
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: JarlWolf on October 15, 2014, 04:46:06 AM
I'm always happy to see new content, and to be frank its helping me motivate to get off my keester and actually produce stuff myself...
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Buster's Uncle on October 15, 2014, 04:53:53 AM
And it's motivating me to grin.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 15, 2014, 07:17:26 AM
It is nice to be able to have the time to finish this.

Let's continue this little short base audit.

Morgan Robotics is a newer base on very small island. It has no facilities or garrison and the new AAA res garrison is a dozen turns away. Not much I can do at the moment about it since I am low on cash except hope nothing lands there. It would be a nice airbase if I can get airpower to harass Exterminatus and Caretaker territory on the big continent to the west.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 15, 2014, 07:26:09 AM
Morgan Ocean Resources is located near the Fossil Ridge ocean feature.

It has one of the newer AAA 3 res garrisons and an impact foil currently docked in the base. A rec commons is currently being built to placate the drone. Like Morgan Robotics, it is within air strike distance or being struck by aerial units from the Exterminatus lands.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 15, 2014, 07:32:12 AM
Morgan Collections is on an island north of Headquarters surrounded by Antimind bases. It is currently working on a network node. The garrison is 2 Trance Synthmetal garrisons and a mindworm. A crwler works a mine.

Network node in 10 turns which may be a good idea since it is not in any danger unless Antimind betrays us on pact.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 15, 2014, 07:37:49 AM
Morgan Hydrochemical is a seabase east of our main island in the channel between it and an Antimind controlled Island. A sea crawler works a tile. The garrison is two obsolete scout patrols and a regular 3 res garrison.

An anti-air impact foils will be out shortly.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 15, 2014, 07:44:29 AM
Lastly, Morgan Distribution is VERY close to enemy bases. While it is a land base and the enemy ones are Exterminatus bases captured from procyon, I sizable force landing could take it and there would be little warning.

It is currently building a spy foil, but more military presence will be needed here.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 15, 2014, 07:50:48 AM
Looking over things, we really need a base with minerals. Barring cutting ourselves off from military production to keep our business plans intact, plopping a base anywhere near the mineral nodes in New Sargrasso or the node far to the west would help.

Of course, it would be a risky proposition with enemy navy and air running around and no air of our own. But, successfully done would improve our bottom line.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 15, 2014, 07:59:41 AM
Procyon builds the Hunter Seeker... not good since they have tech lead. Also, for some reason they are showing up opaque black.. I thought they were Exterminatus.

A ship shows up off our undefended base. No transport, though.

I am going to try to plop that land colony pod near the long skinny island to take a mineral node.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Kilkakon on October 15, 2014, 08:02:08 AM
They are black and Gaian because their base file is missing or not loading for some reason.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 15, 2014, 08:05:04 AM
I will send a newly fabricated synth impact foli to the empty base. That enemy ship moved north.

Hmm.. I should fix that. I would hate to insult Sigma.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 15, 2014, 08:08:58 AM
Yeah... Sigma put a lot of work into that. His Procyon are doing well and do not deserve the black generic base treatment. And this is looking to be a navy heavy scenario where they shine. When I rescued stuff off the laptop, there was a chance of something corrupted.

Let me save and reload if I can search trough AC threads to find them :D
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Kilkakon on October 15, 2014, 08:11:42 AM
Good luck :D It'll be fun to see them back on board ^_^

Go little rubber boats, rescue the robotics facility!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 15, 2014, 08:21:16 AM
Good luck :D It'll be fun to see them back on board ^_^

Go little rubber boats, rescue the robotics facility!

Rubber boats indeed.

As far as Procyon, I found their graphics, but their .txt is missing, too. I think I have it on the old laptop. It is just a pain to get things from. The wireless on it is knocked out along with most of the keyboard and 2 of 3 USB ports. I use on screen keyboard to get stuff if it boots half the time. But I probably need to save it because it appears Ete's Wiki at AC2 has no copy of the .txt!!! I am sure it is in some forgotten thread.

Let's do it. I will get the .txt to Ete.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Kilkakon on October 15, 2014, 08:26:41 AM
Yeah! I'm sure it shouldn't take too much digging to recover.

You've inspired me to polish off the Tomorrow faction whenever I have a chance. :) Nice work!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 15, 2014, 08:31:31 AM
Yeah! I'm sure it shouldn't take too much digging to recover.

You've inspired me to polish off the Tomorrow faction whenever I have a chance. :) Nice work!

Awesome, man. BTW. I found it. The one working USB port is getting wonky on the old laptop. I am surprised Sigma never included the .txt in the same thread as his graphics.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Kilkakon on October 15, 2014, 08:33:07 AM
Glad you got it back. That ...thing grows like crazy!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 15, 2014, 08:37:11 AM
Yeah... Procyon does... and I am usually not impressed by sea factions.

And you got to admit with the graphics, it looks like an alien sea faction!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 15, 2014, 09:01:53 AM
CEO BOARD MEETING MY 2414

Morgan:

Gentlemen, I have decided our position in the markets is very weak at the moment. We are surrounded by hostile aliens on all sides. There has been no contact with Earth. As far as we know, we are the last of humanity. And, while we do have a pact with the alien Antimind, I have an uneasy feeling in my gut merely talking to this....thing.

As many of you know from your various businesses on Earth, sometimes you must be cutthroat.

On this video screen, you may see things that do not sit right. You may question if any sentient being derserves this. But, I ask you: how many loyal employees and subordinates of ours died in the capture of Morgan Industries in the hands of those monsters, the Annihilators? I ask of you, do wish to live in peace and luxury or your flesh or that of your children who do not even remember Earth being dismembered or enslaved?

I care not if these creatures call themselves caretakers or procyon or what. They all want us to be slaves or die.
-----------------------------------------------------------------------------------
The video screen shows a captured progenitor in a chamber. Impact bullets bounce mostly off the resonance field it generates. however, a morgan security member then arms a weapon full of red ammo. The ammo explodes and sizzles through flesh. The progenitor screams as the video shuts off.

------------------------------------------------------------------------------------------

CEO Morgan

It is unsettling, I know. Now we have had this tech for some time. I feel that in overwhelming odds, this is our... humanities... last hope.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 15, 2014, 09:09:33 AM
The Exterminatus ship is a mighty Chaos Foil. Our Impact foil made the mistake of trying to bombard it and was blown up in the harbor of Morgan Robotics.

A spy foil is on the way. Maybe we can steal it if the energy credits are right.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 15, 2014, 09:16:17 AM
Morgan Interstellar is founded.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 15, 2014, 09:24:47 AM
Synthetic Fossil Fuels is out. Doctrine Air Power did not show as a choice, so Docrine Loyalty will be next.

We infiltrated Antimind's networks.

Speeaking of fungus breath, it may be time to call our "ally".
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 15, 2014, 09:28:20 AM
Or should I say... nice fungus breath?

Or maybe it knows that it is in a dire situation too... the other aliens are getting really powerful...
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 15, 2014, 09:35:34 AM
Now this is ... interesting..

We capture a Exterminatus transport with a chaos squad... no doubt en route to Morgan robotics.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 15, 2014, 09:41:57 AM
Which was promptly destroyed by a chaos needlejet.

Exterminatus elite chaos infantry and artillery attacking Morgan Antimater.

A X- missile infantry is rushed at HQ!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 15, 2014, 09:50:00 AM
We repel the attack at Morgan Antimatter using nerve gas.

We also kill two transports trying to land outside Morgan Robotics!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 15, 2014, 10:02:03 AM
At 2429, I end this for the night. I saw some air battles between Procyon and Antimind. Procyon now has copters!

I am still vigilant against more attacks as a missle needle jet with nerve gas will be coming out of production.

The known world.

Antimind pink.
Exterminatus dark black
Procyon purple.
Anihilators way south in maroon.

Aliens ARE bad for business... but you think we can pull this out? What would YOU do... any suggestions?
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Buster's Uncle on October 15, 2014, 01:57:36 PM
You only needed the Procyon graphics for this game - apparently, the .txt information is in the save - otherwise, the faction wouldn't work at all.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Sigma on October 15, 2014, 03:25:51 PM
Wanna know what's funny?

The Procyon aren't even playing at full potential, because I believe I gave them too many bonuses in the .txt so some of them are being cut off. Green1, can you tell if they're getting the -2 Pop bonus properly?
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 15, 2014, 07:45:35 PM
Wanna know what's funny?

The Procyon aren't even playing at full potential, because I believe I gave them too many bonuses in the .txt so some of them are being cut off. Green1, can you tell if they're getting the -2 Pop bonus properly?

I believe they are. They got some fairly large (at this stage of the game) bases, but that has more to do with being on the sea and many of those bases surrounded by kelp. Then again, the Nautilus Pirates also have a -2 to growth if I recall but only to make them not as much overpowered as they already are. On the pirates because of the abundance of nutrients at sea, they get pretty big, too.

I think most of the reason I have survived has been poor handling of naval power and transports in the code. Procyon could easily land something to take care of me and Exterminatus if they would have landed just one or two more elite Chaos Infantry would have taken a city for sure. In some of the other more modern 4xs I play where transports are not separate but an ability such as Age of Wonders 3's "seafaring" or Civ 5's "embark", I would have been swamped like the Nazis were on D Day. Now you can say not building separate transports is more realistic, but that feature the more modern games are going with does help the AI and the player with less micromanagement.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: JarlWolf on October 16, 2014, 01:39:02 AM
I think you need to start focusing on air dominance and start focusing on taking the largest enemy cities, get their biggest production centers and experience the boom. Spam probe teams and probe foils as well to constantly infiltrate, tech steal and other nasty stuff.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 16, 2014, 05:58:48 AM
I think you need to start focusing on air dominance and start focusing on taking the largest enemy cities, get their biggest production centers and experience the boom. Spam probe teams and probe foils as well to constantly infiltrate, tech steal and other nasty stuff.

I do have a Missile Needlejet prototyped. A chemical warfare one at that. But I am going to need lots of them plus interceptors. Antimind, Exterminatus, AND Procyon have air at least what I have seen fly around. Exterminatus has Chaos Needlejets.

But, yes... big air needs to be a priority. I think being hit a few times with chemicals will hurt any major city even if it packs in 10 defenders like the Exterminatus and Annihilators seem to like to do.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Kilkakon on October 16, 2014, 06:00:57 AM
Yeah I would have said Interceptors plus Probe Teams, yup yup.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 16, 2014, 06:10:09 AM
Yeah I would have said Interceptors plus Probe Teams, yup yup.

Remember though, Procyon has Hunter Seeker Algorithm. Also is building Cloudbase Academy. I REALLY need to find all these juicy targets. With X weaponry that takes population on each attack, it is very possible to destroy a juicy secret project laden city.

Also, I expect this may be Kevin Cosner's Waterworld by the time I finish.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Kilkakon on October 16, 2014, 06:12:25 AM
Good thing you're already in the water :P
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 16, 2014, 06:19:30 AM
Good thing you're already in the water :P

True, but some of these are on tiny islands. I think a few island bases DO have pressure domes up from the last global warming scare. But, it would screw them over more than me. Procyon though, is in the water as well.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 16, 2014, 06:32:57 AM
Two more Chaos infantry land on the island! This is not good. It took everything I had to kill the last two.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 16, 2014, 06:43:35 AM
Morgan Antimatter Falls as Exterminus jets move in.

Reinforcements - a mindworm unit and a X impact infrantry land at headquarters and try to cut off the Chaos squad before taking Morgan Data Systems as well. But, while severly crippling the unit, both of my units are lost. I move in the supply crawler and sea crawler to by time.

I rush production of our first aircraft - a chemical missile needle jet!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 16, 2014, 06:51:47 AM
Our aircraft swoops in and saves Morgan Data Systems as a large Exterminatus air wing moves to take up positions at the captured Morgan Antimatter. Our missle foil begins bombardment of our captured city.

Meanwhile, our marine impact foli captures a chaos foil and boards it. Hopefully, we can tow this back to base and reverse engineer chaos weaponry!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 16, 2014, 06:58:56 AM
Unfortunately, we were unable to get the foil to base to check out those chaos weapons. But, our intrepid marine impact foil DID capure an empty transport heading back to Exterminatus mainland!

We hit Morgan Antimatter with chemicals. It is a shame, but there are just too many enemy aircraft there and I can not allow a foothold here, even at the cost of a city.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 16, 2014, 07:07:24 AM
Exterminatus Chaos artillery lands off of Morgan Robotics. Our expert marines do capture the empty transport,  :D!

We have melted Morgan Antimatter with chemical weapons. Now, 20 + enemy chaos needle jets have no place to park!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 16, 2014, 07:15:40 AM
Doctrine Loyalty is out. Next, Mind Machine Interface.

Massive armada of aircraft overwhelm Morgan Robotics. I fear it will be lost next turn.

Meanwhile, Antimind air defense scrambles to intercept Procyon attacks on both our bases.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 16, 2014, 07:25:34 AM
We lose Morgan Robotics.

Missiles slam our island from Procyon. Antimind air units kill a procyon needlejet.

We take out a Exterminatus transport en route to out island.

and, it gets worse.....

Procyon has Cloud Base Academy!!!!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 16, 2014, 07:31:59 AM
We gas and melt the former Morgan robotics!

Antimind intercepts another Procyon R-laser jet.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Kilkakon on October 16, 2014, 07:35:56 AM
At least there's nowhere for them to land from the southwest now...

Your screenshots are slightly off by the way ;)
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 16, 2014, 07:45:56 AM
At least there's nowhere for them to land from the southwest now...

Your screenshots are slightly off by the way ;)

Yeah... small consolation.

I will look into the screenshots..

By the way, global warming... but Procyon seem to be the main culprits. Nothing I have in danger, though. Another missile slams a base.

I have on AAA marine missile foil, an older impact foil, and a probe team who will go on a mission south to those smaller Exterminatus bases.

Also notice an old enemy has a small base down there... Ete's Annihilators. Can 3 ships survive that odyssey?
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 16, 2014, 07:55:22 AM
No dice, air power was all over us. Our attempt to probe south failed.

Procyon missiles strike two of our cities and an Antimind base.

We kill a transport near Morgan Ocean Reserves.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 16, 2014, 08:06:48 AM
For our first attempt to melt an acual enemy city, we select a smaller one of the Exterminatus for two reasons: first, I have seen no anti air units. Second, he does not have Cloudbase Academy like Procyon. The attack is successful, we bring a size 4 base down to 1, only using 1 aircraft.

We buy Superconductor from Antimind for 100.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 16, 2014, 08:12:37 AM
CEO Morgan!!!!!

Military advisers run up...

The Procyon has detonated a Planet Buster in an unexplored area, we assume against the Annihilators......

This... does not bode well!!!!!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 16, 2014, 08:21:11 AM
Production is slow, but we decide to send one of our more experienced pilots to gas a Procyon base, causing mass casualties!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 16, 2014, 08:32:59 AM
More attempts to melt the large Procyon base called Memory of Home right near Morgan Distribution. We have more than halved it's population, but lost 2 air units in the process and production is slow. Mainly because we need a hab at headquarters and also replacing losses from the occasional missile.

But, if we can wipe out that base, we wipe out Cloudbase Academy!!!

On a further note, more sea level rising! But, none of our bases are in danger!!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 16, 2014, 08:39:26 AM
Annihilators are now in our theatre of the war. They take a far south sea base from Antimind. But to be fair, Antimind held out for a while. Its just all those Procyon copters and Exterminatus Chaos jets weakened it.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 16, 2014, 08:47:03 AM
Mind machine interface! We will have copters soon.

Meanwhile, Memories of Home is now size 3... A few more successful attacks, Cloudbase Academy is gone forever!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 16, 2014, 08:54:38 AM
Just as we let our guard down, Exterminatus parks a transport with a Chaos marine on board to try to take HQ. We scramble a few aircraft, but it may not be enough!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 16, 2014, 09:00:59 AM
New HQ falls! A few of the population escape by sea. Morgan escapes to Morgan Collections.

But, the airforce is on the job and I see no enemy air support. We should be able to retake it.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 16, 2014, 09:09:58 AM
Sea level's rising... folks are losing bases... not enough to slow things down, though.

Jets attacked Ocean Recourses and a Exterminatus cruiser looks to take it! Antimind intercepter tries to take out one of the enemy jets.

Missiles from Procyon hit two of our needle jets on the ground, which hurts.

the survivors of HQ form Morgan Marine.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 16, 2014, 09:18:00 AM
Antimind interceptors and needlejets save Ocean Resources! the Antimind may not care for us or Morgan care for them, but the last thing it would want is stuff like what we face on the doorstep. Antimind is already in a stalemate with procyon. Only thing is now we spot another transport cruiser!

And.. enemy airpower, or some of it, has arrived.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 16, 2014, 09:22:12 AM
Morgan Data Systems falls.

Not good.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 16, 2014, 09:27:21 AM
The survivors form Morgan Sea Platform.

Sea levels raise yet again. One of our few remaining needlejets destroy a full Exterminatus transport.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 16, 2014, 09:39:07 AM
More missiles from Procyon making it hard to keep garrisons. We will have a gas copter if it ever gets done that may even the odds.

We may be getting a reprieve. I just saw half the Exterminatus airforce take off south towards the lines with Procyon and Anihilators like they were in a hurry.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 16, 2014, 09:42:34 AM
With that, I think I will call it for this installment.

Things, if I must say, look pretty grim.

Till next time.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Sigma on October 16, 2014, 08:31:23 PM
So question: are the Procyon really that strong on their own, or has this game simply presented them with a perfect storm of advantages?

I'm also loving the fact that they've gone and created global warming to flood the planet. It's perfectly in-character!
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 17, 2014, 04:34:57 PM
So question: are the Procyon really that strong on their own, or has this game simply presented them with a perfect storm of advantages?

I'm also loving the fact that they've gone and created global warming to flood the planet. It's perfectly in-character!

I just rechecked the .txt for Procyon. They are getting +2 to growth, so my apologies. But do not go back in to "balance" them. This AAR has nothing to do with balance.

As far as their success, it is a perfect storm. For one, SMAX's AI is weak when dealing with naval civs. Another, is there is a decent amount of water on this map. Combine that with a lot of rather large bases and a lot of secret projects being able to be gained without feeling much pressure, you have the situation we are in now.

For instance, I gassed Memory of Home from a size 16 base to a size 3 before Exterminatus came calling and things started going downhill. But, now it is back up to size 14 in no time. Procyon is like a plant we have in the south called Kudzu. Impossible to kill, grows like wildfire, and is everywhere.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 17, 2014, 04:54:04 PM
Speaking of which, as this AAR I feel may be winding down, I wanted to discuss future AARs.

We are coming closer to the release of Civilization : Beyond Earth. While I realize that Civ:BE is not the Alpha Centauri we know and love, the initial LPs and reports out show that it has a lot of depth and interesting gameplay in it's own right. Now, I do expect a blitz of you tube videos to be out by everyone and their brother on release. But, I think a lot of folks have no time for hours long videos and there will not be a lot of text AARs. After all, if someone has video editing talent and voice and subscriptions, beer money can be made while forum posts and blogs are more a community service even if videos are inconvenient for this kind of thing. Shortly after release, though, I plan to put one up for whoever wants to read it. It will be newbish gameplay, but then again we will all be newbs.

I am also debating a final AAR 6, but we may run out of time. PMs have been kicked back and forth between me and resident forum Communist Jarlwolf on either a "comp stomp" type deal or a scenario edited save passed back and forth dealing with multiple sides of a conflict. It would be a proper send off for a game that has been on our hard drives all these years and I do not think has been done. But, do not cross your fingers. With Comp Stomps, you are dealing with MP and all the pains and bugs and long times associated with it and coordinating nerds across timezones and continents. Even a "succession" type deal has a high chance of failure given we occasionally get lives. Both jarlwolf AND myself unfortunately already have failed/ unfinished AARs. This one almost ended up one. I do not want more of those.

I even may forgo such coordination and do a standard AAR by myself, factions and theme to be decided.

But anyways, I am glad folks enjoy reading these things as much as I enjoy playing them - win or lose.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Sigma on October 17, 2014, 09:22:12 PM
So question: are the Procyon really that strong on their own, or has this game simply presented them with a perfect storm of advantages?

I'm also loving the fact that they've gone and created global warming to flood the planet. It's perfectly in-character!

I just rechecked the .txt for Procyon. They are getting +2 to growth, so my apologies. But do not go back in to "balance" them. This AAR has nothing to do with balance.

As far as their success, it is a perfect storm. For one, SMAX's AI is weak when dealing with naval civs. Another, is there is a decent amount of water on this map. Combine that with a lot of rather large bases and a lot of secret projects being able to be gained without feeling much pressure, you have the situation we are in now.

For instance, I gassed Memory of Home from a size 16 base to a size 3 before Exterminatus came calling and things started going downhill. But, now it is back up to size 14 in no time. Procyon is like a plant we have in the south called Kudzu. Impossible to kill, grows like wildfire, and is everywhere.
I have no intention of rebalancing them. I built them for you to kill yourself with in this AAR, afterall.

And I'm familiar with Kudzu. I'm rather proud that I may have created the Kudzu of Alpha Centauri.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: ete on October 18, 2014, 01:53:34 PM
I've played a bunch (7+) of transcend games with Procyon, and yea, they have amazing growth. Like no other faction, except maybe the Bree. But they kinda ended up being.. a very large wet sponge in late game. They have a LOT of units and a LOT of big bases, but very rarely mount much of an attack, and their units tend to be low tech and low morale so with some careful tactics you can slaughter the unlimited waves.

Of course, if you get blown apart by a bunch of other monsters early on, it's harder to do that :p

In the hands of a human, they're probably horrifically overpowered, but as an AI.. they look scary and big but lack teeth compared to other power factions.

Though to be fair, I never let them get to lategame without severe harassment or outbuilding them dramatically, so maybe they'd start doing more dangerous stuff then?
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 19, 2014, 03:08:34 PM
Unfortunately Ete, I was not able to breathe much less take anything out much of the game. The second start was in a very mineral poor area and I could not rebuild fast enough.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Green1 on October 19, 2014, 03:14:45 PM
By the way, while at work, I was contemplating Morgan's situation.

I have decided to cede and call this a very spectacular loss. With the current production rate, missiles destroying anything I put out, and Exterminatus sending waves of transports, I believe the situation to be untenable and do not think it would be worthwhile for the readers if I feel there is almost no hope of pulling it out.

I am going to call victory, though debatable, for Sigma's Procyon.


But fear not... there probably be an AAR 6 before I get Civ BE and start showing me getting owned there. I will start new new thread discussing possibilities for that shortly.

Thanks for reading, and hope you enjoyed.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: sisko on October 19, 2014, 04:53:51 PM
Thanks for writing it, Green1. :)
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: ete on October 19, 2014, 05:35:08 PM
Well played, capitalist.
Title: Re: AAR 5 (Morgan): Aliens are bad for business.
Post by: Buster's Uncle on October 19, 2014, 06:08:35 PM
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