If anything can go wrong, it will go wrong

Space Weapons Fix Mod v5A test games

Summary of Test Game 1

The Drengin are currently the most dominant military power, and they are allied with the Yor Collective, and they control probably two military resources.

The Altarians have uncovered an artifact which increases their abilities over time.

The Arceans have been reduced to just two colonies, their home system.

Summary of Test Game 2

Native culture has become much more powerful, with the result that it is much more difficult to influence planets using starbases.

The Thalans and Yor have been completely eliminated, and the Iconians and Torians have been absorbed culturally by the Arceans.

All the major races have developed a military presence except the Korx.

The LMT Corporate has signed alliances with the Altarians, Iconians, Korx and Drengin.  The Drengin have signed an alliance with the Arceans.

Jump to the start of Game 2.

 

 

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Reply #1 Top

Test Game 1

Mod version: pre-release 5A

 

Galaxy Setup:

You can see here that I have set random events to Frequent.  Usually I have it set to rare, but that wouldn't make for a very interesting AAR.  As usual I have the tech rate set to Very Slow.  So it will take a bit for all the fighting to start.

Race customisation:

So you can see that I have spent points trying to improve military production, something that the Terrans get an inherent -10 in, I've gone for an extra +1 speed (so +2 in total) and an extra 10% morale.

 

Opponent selection:

The LMT Corporate (that's the second one on the bottom row) are a custom race using the Terran tech tree.

I fully expect that this game will be quite similar to the previous one, with the Drengin and Yor becoming an evil alliance and everyone else getting trampled in their path, but you never know what will happen when you generate the galaxy.

Loading...

Not the greatest position to start from, but it's not too bad either.  I have a single 100% manufacturing tile on Earth, not that it will do me any good right now but look on the bright side, it could have been a farming tile. :P

Anyway, there's a class 6 world just next to the extreme world I've found, so I'm going to keep going and see what I find.

So we're four weeks in and the survey ship has found the Lacroix system with a class 11, 8, and 5.  The wandering colony ship has found a single class 8 planet orbiting Betelgeuse and is heading towards another system to check it out.

It turns out to be quite a good find, with one Class 10 and one 9 in the Vesta system.  Vesta I has a 100% research tile, nothing to be sniffed at, and a 100% morale tile too.

So, now, where were we... hey, what's this purple line here?

8C

It seems I've started next to the Yor.  Yeah, something's gone wrong already.

Reply #2 Top

 

So I've finished research Artificial Gravity.  Still on a single tech track though.

Economic Improvements is part of what used to be the Planetary Improvements tech, which the Terran AI used to stumble over continually because of the 400tp cost, quite high in the early game.

Paired with Xeno Economics, it makes up Core Technologies I.  There are more Core Technologies all the way along the tech tree, the idea being that as you progress through the tech tree, you will always pick up or unlock some of the key technologies that you need to survive.

Anyway, the survey ship has arrived at the Amcor/Quendor system.  Not much here to see, a class 6 and class 7 planet, the asteroids make it sort of worth looking into, but the morale resource is the real selling point.

It'll take another four weeks to squeeze out a colony ship from Earth, or maybe a week less if I monkey with the sliders.  However, the slower I research, the longer it will take to get economic structures going, and that will be very bad for expansion.

One of the hardships in the modded early game is the lack of structures available to build:

At the moment, I can build a Galactic Trading Centre on Earth (+25% Economy Super Project) or an Entertainment Centre.  And that's it.  Hence the pressing need to keep researching!

Reply #3 Top

Very interesting. We'll see how things go with the Yor.

It's nice to get a glimpse into your mod.  Keep it up!

Reply #4 Top

Upon colonising Lacroix I, I receive my first ethical choice:

Now I figure that sicne the planet quality is fairly high already, there's no need to be greedy, and certainly no need to take a penalty just to get some light side points.

It's a fairly decent planet:

The bonus tile for farms matches up nicely with the two tiles with a morale bonus.  Since there are two other planets in the same system, I'm going to work on building a couple of colony ships so I can nab them first.

While I'm off exploring this fine galaxy, Lord Kona is patched through by one of his scouts.  His words are unintelligible because obviously I haven't got Universal Translator yet, so I yell back 'Me no speak Drenginese!' and sever the link.

Somehow I don't think he was calling to ask if I would like to change my long-distance carrier.

Reply #5 Top

I've dispatched my colony ship to Quendor.  I did find a sweet group of asteroids further out as you can see, but the closest habitable planet is 6 pc away.  Oh, and I've found the edge of Thalan space.  Those guys really annoy me.

I finish building my scout at Vesta and send it out to explore a little of the Yor territory:

Hey look, it's the Alderan system.  And what's this, a class 20 planet inhabited by lots of sentient evil robots?  If only I had transporters, I could scoop them all up and deposit them on that watery world nearby.  Damn it.

On the bright side, as soon as I develop Planetary Invasion, this is one ripe world for the picking.  If the Drengin don't beat me to it, anyway.

 

Reply #6 Top

I'm faced with another ethical choice when I colonise Octavia II.  It's the class 6 world that my original colony ship found first of all:

Since even an 8% bonus on top of 6 doesn't help much, I decide to go for the good choice.

Octavia II turns out to be rather unremarkable with limited potential for improving in quality.  It does have two tiles with precious resources, granting a 100% manufacturing bonus.  Not useful right now, but it will be soon.

During my explorations I have found a couple of good planets:

Obviously, I'm sending a colony ship to the furthest planet first, because there is a chance that of the other civs has decided to send a colony ship there already.

Reply #7 Top

Having decided to colonise Vesta II, I'm immediately presented with the same dilemma regarding a Precursor artifact.  Wow, those guys sure left a lot of stuff just laying around.

Anyway, after much consideration, I go for the evil choice.  When you think about it, I am in a dangerous galaxy with a bunch of evil races.  It's not that I want to sacrifice people in order to gain an advantage that I can use against them, there just isn't any other choice.

Vesta II goes from a class 9 to a class 12, and it has two fairly decent bonus tiles:

So, at least those people aren't dying for nothing.

Reply #8 Top

The Drengin swoop in and snatch one of the planets I was after:

Oh well, that's how it goes sometimes.  I've done a bit of exploring the pocket of Yor space which contains their homeworld.  I have found a planet that I could snag from them, but with speed reduced to 3 for some of the outward journey, I'm not sure if my colony ship will get there in time.

For the moment there aren't any good planets that I can see, and since I'm already bumping edges with the other empires, there may not be any that I can reach in time.  I'm going to build one more colony ship and a scout at Earth and try sending them off to the far left there, but otherwise the colony rush is over for me.

 

Reply #9 Top

I've got that morale resource near the Quendor system hooked up:

Not that my approval rating is precipitously low or anything, but I'm soon going to have to increase taxes and when I do it would be nice if there was something to cushion the blow.

I've colonised the remaining two planets in the Lacroix system, and credits are running low:

I still want to finish off some constructors and I'm now building Advanced Market Centres on two of my planets, so I need to leave some funding in Military and Social for now.  There's no need to raise taxes now, but in the next few weeks I'll probably start going into the red, so I'll need to keep an eye on the situation.

 

Reply #10 Top

I'm finally at a junction on the tech tree:

Xeno Communications doesn't really do me any good at this point, but I will need to research it soon as it's a Core Technology.  Xeno Biology is one to think about, as Xeno Medicine will net me a fairly good 10% boost to population growth.  Plus, you never know when a deadly plague will strike, and it's a good idea to have the pre-requisite for plague cure in the bag.

Stellar Cartography would be nice if I hadn't uncovered so much of the map already.

Going for Xeno Research is my best bet at the moment, because otherwise I will lack any means to increase my research output (apart from maybe using Focus).

Another artifacty ethical choice when I land a colony ship on Mars:

Mars doesn't have a chance of getting a bonus research tile, and it doesn't have many tiles even when it's been improved in full, so I'm going to go with the good choice here because the 13% isn't really worth it.

Reply #11 Top

Hooray, the first United Planets has convened to discuss this pressing matter:

Unfortunately there isn't a 'What the hell are you guys all smoking?' option so I just pick No and try to look very annoyed.

So now we know which of the leaders wouldn't know an Imperial rule if they were smacked upside the head with one:

  • Lord Kona
  • Tlas Kzientha
  • Eleys Mue
  • Hithesius

Since we're all running Imperial government at the moment anyway, this proposal changes nothing.  So, we have these meetings every year?  Great.  I just can't wait until the next one!

:rolleyes:

 

As it turns out, I had an extra colony ship to use and sent it over to an explored system in the hopes of finding a lush paradise.  Here's what I found instead:

So I picked the evil choice, because this particular planet is right next to a rich asteroid field.  Giving up 5% of that yield might have been acceptable, but the benefit of 20% for turning the natives into slaves is too good to ignore.  This planet might yet turn out to be the place to put my Manufacturing Capital!

Reply #12 Top

I'll be interested to see how this goes. It's nice to see people's mods up close.

So you met everyone but the Arceans (and the minors, I suppose) in the first year? Seems fast.

Reply #13 Top

Yeah.  I haven't got too far with my exploration though, I keep running up against this jaggy-edged line and my survey ship crew keeps going into hibernation.  It's damned inconvenient is what it is.  I'll have to get a long-range constructor out there and build a starbase so that they can resupply like any sane bunch of explorers would.

Reply #14 Top

I've finished researching Xeno Communications and Universal Translator.  That's parts 1 and 2 of Core Technologies II.

This is a zoomed-out view of the Terran tech tree:

Even at full zoom, it's not possible to see all the way to the bottom, where the lower branches of the tree are (if we're thinking on this as a tree on its side anyway).  It's just as well that all the possible choices are listed on the left-hand side of the regular view so you can just zoom to them:

I've opted for Diplomatic Relations since this branch of the tree unlocks Diplomatic Translators, the Restaurant of Eternity, and of course freighters.  Research Centres or Xeno Trade Centres would be great options too, but right now I don't have enough science output to finish them up in a reasonable time.  I'll need to wait for my first couple of Xeno Labs to be built and then see about improving the funding.

After the completion of the Xeno Labs and changing funding around, I've cut the research time for my current project to just two weeks.  The money situation looks like this:

Colony maintenance is costing almost two thirds what I make from tax.  I'm doing quite well in terms of population growth, so no need to go raising taxes just now.  I still have some market centres under construction, that should help a bit as well.  More importantly, I will soon have the ability to open up trade routes, which will help boost my coffers and foster better diplomatic relations with other races.  Well, that's the theory at least.  In practise, no matter how much trade I put in the direction of the other races, they always seem to get eaten alive by the Drengin.  But let's look on the bright side, they're not being devoured by life-sucking aliens from another galaxy.  Not yet anyway, heh.

Exploration is still coming along fairly well, I'm still waiting for that long-range constructor to show up:

I've uncovered the home systems of some of the major races, but none of the minors so far.  If I'm going to trade with them, it would be nice to know that my freighter's going to have the range needed to get there.  A lot of the map remains covered, since even with the nice +1 to sensors that being a Technologist gives, it's still a big galaxy.  By now a rush to secure the remaining resources will be on.  Sadly I'm likely to miss out, since I'm way off on one side of the galaxy, and all the good stuff is elsewhere.  I was lucky to snag the two that I got during the colony rush.

Reply #15 Top

While my constructor is enroute, a scout ship opens hailing frequencies and patches in Lord Vega.  We've finally encountered the Arceans!

Okay then, Universal Translator is online.  Viewscreen is online.  What do you have to say?

Nice to meet you too.

:P

Anyway, we get to talking, but there's surpisingly little common ground. You see, none of the major races have developed weaponry that can be mounted on a ship so far.  No matter how much money I offer Lord Vega (and at this point that's not much) he won't go to war with anyone.  He also won't consider an economic treaty right now.  Well that's bloody great.  I mean really, you don't have anything better to do than call me up at ten past one in the morning just to shoot the breeze with another galactic leader?

Still, I do learn some interesting facts about the Arceans.  Besides their home system, they have four other colonies, two in the same system.  This tells me that they haven't expanded very much during the colonisation phase.  They either weren't fast enough or they simply had too much competition in their corner of the galaxy.  This means that they will almost certainly be first pickings for a race looking to expand.

I am sorry Lord Vega.  Perhaps if you weren't so surly I would get around to revamping your tech tree already, and then you'd actually have a chance against the Drengin.

;)

Reply #16 Top

Having finished up Trade, I follow the Xeno Biology track like I said I was going to, and map out Lord Vega's small empire:

Lord Vega's empire borders on the more fruitful LMT Corporate.

What's the story with those guys, anyway?  Well, while we were all struggling with the idea of using hyperdrive to go to other planets, they were developing the tools to actually colonise those worlds.

In the era of star gate travel, trade was very limited and the cost of colonising another planet would have been staggering.  When it became possible to survey any star system with planets in orbit, it quickly became profitable to exploit these new planets for their natural resources.  It also become profitable to supply all those pioneers with medicines, chemicals and micro-organisms engineered to survive in those new habitats.

Working in partnership with colonists, the corporations gained useful knowledge without much risk to tehmselves.  However, since it was better to have their own pie than simply take a slice of someone else's pie, some of them founded their own outposts in deep space, away from the other major empires.  The LMT Corporate was one of them, and their outposts have flourished even in the most inhospitable conditions.  I have located their headquarters, in the Omyxis system:

See now this is great.  I bet that if I send a freighter over to those guys, it will be the start of a beautiful friendship.

Oh!  I knew there was something I had forgotten during that exposition... I haven't got any freighters yet!  Hmm, let's see:

You know, I don't know what it is, but I just don't like the design of this standard freighter, no matter what angle I look at it from.

After fishing through the archive of freighter designs, I find one that catches my eye and tell the engineers to get to work.

Now, this is more like it!

I get started on building a couple of freighters right away.  The one from Earth will be ready in six weeks, the other one, departing from Tiberius III (that's up in the corner near the Yor) will take thirty-eight weeks (that's the ETA for the moment) due to construction work going on planetside.

Reply #17 Top

Finally after much time spent in nervous trepidation, the first random event commences:

Unfortunately, everyone else's cultural influence has also increased, see?

Tiberius III is now well inside the blob of Yor space.  When the freighter is finally built, it'll have to crawl through Yor space at 3 pc/week for at least four weeks before picking up speed and cruising at a leisurely 5pc/week to reach the Omyxis system.

Now I hate those guys even more!  I mean what sort of isolationist plonks down a new colony within spitting distance of a human colony, hmm?

The weeks have gone by so quickly, it's time for another enthralling meeting of the United Planets:

I decide that if anyone's keeping people locked up, it should be me, since I have my doubts about what the other empires will actually do with the galaxy's criminals.  Hand them over to the Drengin, and they'll probably be worked to death and then end up on a dinner plate in some posh restaurant.  Plus, who wants to give the Drengin a free source of labour on top of the slaves they already have toiling under them?

I just hope the other leaders see it my way.

As it turns out, nobody particularly feels like housing criminals themselves, but they're quick to point to some other race.  Eventually the votes are tallied and it is decided from the result that the Iconian Refuge will harbour the malcontents.

Reply #18 Top

You know how I said I hate the Thalans?  Well, this is why:

Being an alien race, they are rather quick to start building warships and threatening other races.

I tell Hithesius in no uncertain terms, if he wants that many credits, he's going to have to make good on his threat.

Of course, there will be consequences.  But now that I think about it, the Thalans can't be the only race that has started to develop their military power.  I think back to Lord Vega and his small empire of hardy warriors.  Wouldn't it be great if he rose to glory by smooshing the Thalans into a thick green soup?

So you see, for a mere third of the price that Hithesius offered for peace, Lord Vega is willing to try and dispose of those troublesome reptiles.  I guess it's just my natural diplomatic charm!  I happily transfer the credits and rub my hands in glee.

The freighter from Earth eventually arrives at the Omyxis system and begins the profitable arrangement:

It's not a huge boost to my economy, and much of the route runs through the troublesome Thalan Empire.  It would be hard for a decent trade route not to go through them, they're a big purple blob in the middle of the map.  Well, I'll just have to hope that the next United Planets meeting addresses the issue of protecting freighters in times of war.

Reply #19 Top

So, bearing in mind that random events are cranked up to maximum, I was surprised it took so long to see this one:

Of course, tax revenue depends on population and on the economic structures that magnify it.  So right now, it isn't a massive boost, but it does provide the early-game economy with a healthy surplus of credits!

I'm also informed that a Thalan planet located within my influence has defected to my side.  Let's take a look and see if it's any good:

Well if I'm being honest, it's not that great.  That morale bonus tile is wasted on such a low quality world.  But hey, I don't have to use it for that.  When I've discovered how to build those wondrous Research Centres that my scientists keep dreaming about, this would be a fairly good place to put a few of those.

You might not have noticed up until now, but each initial colony in the modded game only produces 2tp, instead of the usual 14tp.  This makes a big difference to the pacing of the game, in fact as I've already mentioned it's only when a couple of Xeno Labs were built that I actually started to make some real progress along the tech tree.  Despite the initial setback, this curse is also a blessing of sorts, because less research capacity at the start of the game means it is a bit harder to get into the red.

Reply #20 Top

With the increased taxes from the economic boom, I have rushed the Diplomatic Translators, Restaurant of Eternity, and built a number of Research Centres.  Because I don't need any more buildings or ships right now, I can max out the research slider:

I'm running a tax rate of 59% because the populations here are quite close to maximum and I need every last credit.  When I have Xeno Farming and the next phase of population growth starts I'll be able to set them back to a more reasonable rate.

In this way I'm able to speed through research of Xeno Trade Centres and Xeno Farming.  I buy farms on the planets that will benefit from them, continuing on to Xeno Entertainment:

Although the 15% boost to Morale and Multimedia Centres will be helpful right about now, I'm also thinking about the occasional 10% bonus that I can snag by upgrading a class 10 planet to class 11 or higher using Soil Enhancement.  Oh and, having an extra tile to build on never hurt, right?

Beyond that as well, there is Core Technologies IV and V which are mainly military technologies and all are just about crucial to survive a dangerous galaxy.

Reply #21 Top

Quoting MarvinKosh, reply 19
You might not have noticed up until now, but each initial colony in the modded game only produces 2tp, instead of the usual 14tp. This makes a big difference to the pacing of the game, in fact as I've already mentioned it's only when a couple of Xeno Labs were built that I actually started to make some real progress along the tech tree. Despite the initial setback, this curse is also a blessing of sorts, because less research capacity at the start of the game means it is a bit harder to get into the red.

Is that part of the mod proper, or just the Very Slow tech level?

Reply #22 Top

Quoting qrtxian, reply 21

Quoting MarvinKosh, reply 19You might not have noticed up until now, but each initial colony in the modded game only produces 2tp, instead of the usual 14tp. This makes a big difference to the pacing of the game, in fact as I've already mentioned it's only when a couple of Xeno Labs were built that I actually started to make some real progress along the tech tree. Despite the initial setback, this curse is also a blessing of sorts, because less research capacity at the start of the game means it is a bit harder to get into the red.

Is that part of the mod proper, or just the Very Slow tech level?

No, that's part of the mod.  Changing the tech rate simply modifies the cost of researching a technology from its base cost in the XML file.  You accrue tps at the same rate on any tech speed, but the less a technology costs the faster you can complete your research.  So on Very Slow, you need to really pull out all the stops to get things done. ;)

Reply #23 Top

I forgot to mention it above but while I was researching, the Iconian planet Octavia III defected to me empire.  Because it's an extreme world, it isn't terribly useful right now except for tax income.  Still, a free planet is fine by me.

A random ethical choice pops up:

Well I did say that I wanted credits, and although the amount is small every little helps.  I'm sure you would agree that it's not a huge sacrifice for the citizenry to give some blood and besides, cracking down on this sort of thing may drive it further underground, which could mean that citizens could be kidnapped or killed for their blood.  Maybe with a bit of investment and research a synthetic substitute might be found, which would ease the supply problem considerably.

So yes, I will pick the Evil option, but when you look at all the angles there, choosing the good option is just ignorant and throws money away trying to solve the problem.

Completing the research of Soil Enhancement, I set my sliders to 50% social 50% research (so that the terraforming can be done) and ease off on the taxes for now.

But I receive another ethical choice, what will I do here then?

So I've gone for the Good ethical choice here.  Shutting the park down may prove disappointing for the families that wanted to go there, but ultimately I can't tax citizens if they're dead.  There are plenty of other ways for the citizens to get thrills if that's what they need.

Reply #24 Top

The economic boom and culture rage both end.  I'm still doing well for tax income, and I have a little over 10000 bc waiting to be used.  But it's not quite time yet.

The third meeting of the United Planets convenes to discuss the matter of colonies in foreign sectors:

I opted for 5bc/month because I know there's nothing more annoying to me than an outpost in my own space which is free to launch military strikes whenever it pleases.  So strongly discouraging settling on the few worlds which haven't yet been snapped up is a good thing.

Unfortunately, the other members of the UP seem to think that 1bc/week is more than sufficient, and that's the measure which passes.

Reply #25 Top

Bookmarked. Good work!!