RemingtonRyder RemingtonRyder

If anything can go wrong, it will go wrong

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 #201 Top

In a perverse way, this random event has given me an opportunity to do something that the AI could never conceive.  I'm going to use the strengthened native influence to help project my influence, instead of just relying on the starbases.

Instead of trying to influence my target planet (Arcturus III) directly while it's in the heart of Arcean space with other planets exerting their magnified native influence, I'm going to bring the cultural border all the way to the planet.  To do that, I have to push my culture on the outlying Arcean colonies first.  When they decide that I'm more awesome than the Arceans, they will project my influence onto other nearby colonies, and when I get more starbases into position, those colonies will also come to see things my way, and so on.  It's like watching dominoes fall, except over the course of weeks and months instead of seconds.

However this cunning plan is all academic right now because even with four influence starbases running Futurama on a watch anytime basis (so, full power) I will barely get a raised eyebrow from the natives.  Getting them to revolt is going to require that the Terran Alliance develop new cultural technologies and new franchises, and boldly go where no civ has gone before.

Well actually I see the Korx as being the businessmen of the galaxy, but they're sadly lacking style or substance in this game.  Maybe next time, eh Kralax?

 

Reply #202 Top

Meanwhile, I'm presented with another fascinating ethical dilemma:

Those ships are illegally parked.  And you know, the Terran Alliance isn't some kind of a charity for the lost and helpless.  I'm fine with giving sanctuary to aliens and fixing their ships, if they've got the credits to pay for it.  If not, they can work off the debt like anyone else.

In other news:

Well there you go, another civ bites the dust.  It's really looking like a two-horse race now.

As the year 2240 draws to a close, it look like the Torians will be the next civ to be eliminated:

With just five colonies remaining, which are still suffering from the effects of the disease, the Torians have little hope of resisting against the cultural or military might of the other empires.

Reply #203 Top

The 2241 meeting of the United Planets convenes, minus one delegate again:

Obviously, limiting the number of starbase modules would make it more difficult to squeeze more cultural power from starbases, so the Terran Alliance vote is no.  Oddly, the Arceans and LMT Corporate also vote no.  I guess they have plans of their own.

Reports from the colony on Ireland III indicate that the influence starbase established nearby has helped to stabilise native influence:

Obviously, Arcean influence is still stronger, but as long as I can keep my colonies from switching sides, that's the main thing for now.

Similarly, the colony on Alenil II is reporting it's citizenry has settled down:

It's a good thing too, wouldn't want to lose high-quality worlds to the Arceans, especially when I spent so much time winning them from the Yor.

Reply #204 Top

As the year wears on and research of the cultural branch is gradually completed, I'm presented with an ethical dilemma:

Yes, destroy the reactor immediately.  Research is replaceable, lives aren't.

The very next month, I'm presented with yet another ethical dilemma:

It does require a nutritious diet to properly combat aliens like the Thalans and Yor.  Let's face it, Terrans are usually a bit puny compared with the other races.

As research of Cultural Insurrection draws to a close, it seems appropriate to return and finish off what I was working on before the cultural crisis, as the constructors still swarm in towards their targets. 
Since the research team is able to finish off Graviton Driver II so quickly, it seems a good idea to keep going and aim to squeeze as many weapons into the space as possible.
Reply #205 Top

Intelligence reports indicate that Lord Vega has started pursuing the ultimate logistics technology:

However it will take 34 weeks for his researchers to complete this feat, whereas my team can complete their current research and beat the Arceans to the finish line with weeks to spare:

When I'm finished with Graviton Driver IV I will have access to one of the few remaining ship assist modules.  Not that I will want to start building a whole bunch of military starbases right now, but if I did, they would actually do something useful besides attract lots and lots of enemy squadrons (it must be the tractor beams that were installed last Tuesday).

You can see here that I've just about maxed out the four influence starbases around this Arcean colony and it's still not enough:

That's the power of native culture at work.  Still, there are other colonies which will soon see the light and change the channel to watch my awesome line-up of TV shows.  You can see on the minimap that I'm starting to poke some holes in the big cheese.

Reply #206 Top

The 2242 meeting of the United Planets convenes to discuss the hosting of a Galactic Olympiad:

What, again?

Well, since the Iconians are no longer in the picture, my vote goes to the Torians, who are facing their darkest days as more and more of their citizens become dissatisfied with their own primitive culture.

Indeed, the Torians are now reduced to just two colonies:

Oh wait, better make that one colony:

It won't be long now before the last Torian colony becomes so enamoured with Arcean culture that for all intents and purposes, they'll be under the control of Lord Vega.

Reply #207 Top
With research on Graviton Driver IV completed, the next step is to beat the Arceans to Ultimate Logistics.
The influence starbases I've built finally convince the Arcean colony on Andromeda I to join the Terran Alliance and its awesome culture.
The Arcean colony on Epsilon I also joins up.

In other news, the last of the Torian colonies has joined the Arcean Empire.

Reply #208 Top

The power of native culture is clearly illustrated here:

Having taken control of the colony on Epsilon I, its influence adds weight to the persuasive power of my influence starbases, and the other Arcean colonies in the system are already beginning to sympathise with the Terran Alliance.

An interstellar recession begins, no doubt precipitated by the misappropriation of Torian Confederation assets.
The Arcean colony on Epislon IV shortly joins the Terran Alliance.  It's a sweet colony, already filled with research facilities that merely need a little upgrading.
Ultimate Logistics in the bag ahead of the Arceans, the research team turns its attention to defending against missile weapons which are becoming quite prevalent in the galaxy.
Reply #209 Top

The Arcean colony on Martin I is now sympathetic to the Terran Alliance:

The influence starbases of the Terran Alliance are also working on converting the inhabitants of the Betelgeuse system:

I'm also able to catch a glimpse of a Precursor ship recovered by the LMT Corporate, which is cutting an impressive swathe through the Arcean Empire.

The colony on Hoth I is one of the latest additions to the Terran Alliance.  It's a fairly average world, but it is more than sufficient for my purposes.
Epsilon III has a number of pre-built Manufacturing Centres, which make it an excellent addition to the Terran Alliance.

 The change in loyalties at Hoth I brings my objective a little bit closer:

When the Ditla system joins the Terran Alliance, it will make the task of influencing Arcturus III a little easier.

Reply #210 Top
As the year 2242 draws to a close, so does the interstellar recession.  Not that anyone was especially complaining about the lessened tax revenue.

Also, the LMT Corporate extends its alliances to include the beleaguered Korx Empire:

However, since the Drengin are at war with the Korx, it is of limited benefit to the Korx.

The colony on Betelgeuse II is swayed by the awesome culture of the Terran Alliance and joins the growing ranks of member worlds.  It still needs a lot of development, but thankfully I have all the necessary technologies for that.
Epsilon II also falls in line.  It's another nice research outpost which will further my efforts to lead the Terran Alliance to technological supremacy.
Speaking of technological supremacy, it's time to update the design of my fighters.  The Hornet VII is able to pack four MkIV Graviton Drivers.  Nice!
The Avenger IV light fighter only packs three of those weapons, and it's not as tough as the Hornet in a dogfight, but it's also cheaper to make.