3:45 PM. With a new tech tree, I begin as Morgan. I will keep his Explore, Build focus. I might even pay some people to leave me alone. The biggest change from Morgan's standpoint, is that ECONOMY is now split between Capitalist and Democratic, +1 for each. I also removed the +1 ECONOMY bonus from Eudaimonia, taking some money out of the game. Best you can get from SE choices is Democratic Capitalist Wealth for +3 ECONOMY. Morgan gets +2 for his faction alone, bringing it to the SE table max of +5.
I had a ratty start, bad land, fungus everywhere, so I walked my colony pods in opposite directions until I settled on some rivers without fungus next to my cities. I contacted Zhakarov and Miriam. I've blown pretty much all of my money buying techs from Zhakarov.
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violent Miriam |
MY 2125. I don't like taking guff from anyone. Miriam had a Battle Ogre on my land that she wasn't withdrawing. I walked my Scout onto her land, figuring I'd provoke her ire. Then when she bugged me about it, I'd tell her to withdraw her own troops too. Well, she just declared war on me instead. Ogre guns aren't as strong as in the stock game, but they're still strength 3 and I've got Scouts. The graph says I'm nominally more powerful than her, but this is likely to go very badly for me.
If I can stall out the Ogre I might be ok though. In this version I made C2 Monopole Magnets a prereq for both strength 3 Lasers and strength 3 Plasma armor. I put the Planetary Transit System on it because I didn't have anywhere else to put it. This is probably going to make it more difficult for anyone to trade Laser technology. Plasma technology is already blocked by the Citizens' Defense Force. I will switch to Conquer and see if I can fight Miriam off.
In the version I'm testing, Miriam has no RESEARCH penalties, no compulsion to go Fundamentalist, and no Fanatic attack bonus. However I did give her +1 MORALE and I've made her Aggressive. We're about to see whether that was a good idea on my part. Fighting Conqueror Marr would be worse, due to his ability to direct his research.
 poor Christian decision making |
poor Christian decision making |
MY 2126. Surprisingly, Miriam does not attack with her Ogre, even though she could totally blow my Scout to bits. I will take that behavior for as long as I can! With only 2 cities I need all the help I can get. I looked at the unit's AI "plan" just to make sure I didn't do something dumb with it. I set it to "-1 Autocalculate" a long time ago. The stock value is "0 Offensive". Well the main armament isn't all that tough and the armor isn't invulnerable to stuff, especially not mindworms, so I don't know how the AI ultimately feels about Battle Ogres.
I went for the new version of Democratic already, to make more money. It's +1 ECONOMY +1 JUSTICE -2 POLICE, so I've had to adjust my budget to 30-30-40 to keep people happy.
MY 2129. The Ogre is still sitting there doing nothing. I wonder if it somehow fixated on arriving at the Monolith, where a Supply Pod used to be. It is now in danger of being attacked by a half-wounded mindworm larva over a stretch of fungus.
Meanwhile in the excitement, I completely forgot to switch to a Conquer focus. Now I've done so. It will be 22 years before my next tech though. I think that's a consequence of all the early trading I did with Zhakarov.
 Christians can't steer Ogres |
Christians can't steer Ogres |
MY 2133. The original larva wandered off, but the Ogre has somehow now taken a wound. I believe it's trying to explore unknown territory to the north, and it thinks my Scout is a barrier for some reason. Could it be that when Miriam declared Vendetta, the treatment of enemy units didn't get reset? The Ogre probably just tried to move east into the fungus, and got a face full of mindworm for its trouble. Maybe the Ogre will soon be on the move, but I'll take a half dead Ogre over a full strength one.
 Christian settlement concepts |
Christian settlement concepts |
MY 2136. The Ogre is finally moving. It seems to be trying to link up with a Colony Pod. Now we'll see how smart or dumb the AI is. I've positioned a Scout on Rocky river ground with a nice defense bonus. If the AI is very dumb, it'll shoot at that. If it has half a brain, it'll shoot at my other Scout.
 tales of foolish Christian movement |
tales of foolish Christian movement |
MY 2141. The colonist kept going, then stopped. So I sent my other Scout 'round back to come up to kill it. Miriam bothered me as I approached, wanted me to pay money to her. Since I know she's stupid about moving her troops, I refused. She could have easily destroyed my city by now if she had any brains at all, but lucky for me, she does not! If she doesn't move off next turn, that colonist is dead. Meanwhile I've completed a Command Center and am starting to produce better trained Scouts.
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Christian city siting |
MY 2143. An approaching wounded mindworm forced me to move away from my nice defensive position. I hope I can get the Ogre to take that little bit of wound in the face. I've cut off the colonist, it will surely die. I don't know how Miriam's doing overall, but locally, I'm clearly outpacing Miriam on getting cities together and spawning units. This Ogre problem will be over pretty soon.
MY 2145. I research Industrial Base and go Capitalist, which gives me +1 ECONOMY +1 INDUSTRY -2 PLANET. I get a map of Miriam's territory from Zhakarov. She's only got 2 cities. Zhakarov won't trade me anything for Industrial Base, because he's working on the Planetary Datalinks. I made Secrets of the Human Brain a D2 tech and put the Datalinks on it, figuring that project is best to have early, and not terribly harmful to game balance in any event. I did get a number of techs from Zhakarov initially. I'm inclined to think that slowing down the tech trading economy, due to his desire to build the Datalinks, is a good thing.
I do believe I got the Ogre to eat a little mindworm, but I don't think it got much wounded for doing that. The colonist is still alive because it hid in some fungus. It has enough defensive advantage on the fungus that 1 Scout can't kill it. I'm bringing a 2nd. We shall see if the Ogre moves to attack my city now. It's fairly wounded so I'm not that worried.
MY 2149. I've killed the colonist, at the cost of 1 Scout. The Ogre has ceased its forward motion because I have it blocked by a Scout on Rocky terrain.
MY 2154. I see an approaching mindworm larva and run away, leaving the Ogre to step forward and take it full in the face. It's 70% wounded now. I call it a non-threat that's tying up 1 Scout to hold it at bay.