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wedgekree
Feb 20, 2013
Voting for Star Base, Biology, and Civilian

A starbase will help defend us against any marauders and pirates and give us the infrastructure to build more ships against. Biology will in turn help us to produce more food, which in turn will help us get our population up faster. Civilian research will give us scouts, which we can use to survey nearby systems to look for potentially habitable planets to expand to as well as giving us an early warning of what threats are possibly nearby. The Starbase will help defend us against any possible hostiles we might encounter into the next several decades, biology will help us grow our population so we can expand faster, research more, and make more things, and scouts will help us begin our journey into the cosmos to see what is out there.

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wedgekree
Feb 20, 2013
Lab and Dome. Early game additional research points are very important, particularly when getting a colony self-sustaining and building up things to boost research is hard. It doesn't matter as much mid to late game, but currently we are generating 3 Research Points, and the Lab will automatically add two to that, nearly doubling it. More importnatly, it will not require having a citizen to work on it to generate them or maintenance costs.

wedgekree
Feb 20, 2013

my dad posted:

It should be noted that existing ships can be instantly changed to any design using the same ship size, as long as you've got the cash for it.

Upgrades are nice and just have to be done in a system where you have a planet. Can require a lot of creds though. On the upside, it's instantaneous so you can easily rotate ships back and forth to the front lines of a war zone when you get new tech. On the pirates/bombs thing I tended to not bother with a bomber until I had sufficient industry to build Destroyers relatively cheaply, but that's more as I'd just put a frigate in orbit of a system as a defense ship and that would handle any attacks, and otherwise I just would lose the occasional Scout I had out on autoexplore and that was is.

wedgekree
Feb 20, 2013
Autofactories, colony ship, electronics. Abstain on colony target.

wedgekree
Feb 20, 2013
Biotech

Nay on Starbase ,we can save the production for later if we need to pick it up, Yay on new fleet vessel. Prefer to keep this one around if we have to to act as system support. Once we get the defense stations on the jump points up and running we should be good regardless.

Yay on Civil Transport to boost Paradise.

Yay on the Bulrathi and (if possible) establishing better trade relations.

wedgekree
Feb 20, 2013
MoO3 had a pretty messed up development and a pretty far divergence from the source material as far as designs went. Whether the goals were realistic or not for the time is debatable. But I don't think the idea of releasing a 4x game that had a literal spreadsheet internally for empire management prioritization was a good idea by anyone's standards.

Also the big issue is there's so much in the game you don't have any idea of how things are controlled or how to influence them. Research - what is the difference (for example) with technologies and concepts? How do you make it likelier that you will get a certain concept/idea engineered once you research things? what are the influences in ground combat? How do tactics and deployment work?

There's also the fact the AI isn't particularly good at spreadsheeting and prioritizing - it will quite happily put down development areas on a planet which literally generate no points, what improvements it make is dependent on the prioritization of development (if you can even keep track of that). Why does it build massive swarms of transports? Why do your spies age and die? Why do your leaders seem to pretty much die nearly instantly on your council due to spies? how od you manage internal security or even spying on other empires when it seems like you can only keep a limite dpool of spies active at any point before they die of age and there's only so fas tyou can generate them?

The game had potential, but had lots broken, and it was really hard to figure out how to get it to do certain things. And in a game that was supposed to be about management of the bureaucracy of the empire, not being able to figure out what would get said bureaucracy to do things and how to get desired results was a pretty significant liability.

wedgekree
Feb 20, 2013
In general simulations suggest that specialized vessels will in general outperform general purpose ones. Ergo, from an economics standpoint we want to get as many units into combat readiness as quickly as possible. Some simulations have suggested trying to make smaller, cheaper units that can be produced in larger numbers but fit more specialized roles to help make up for this tradeoff.

Units designed to engage enemy space superiority craft purely from long range operating with smaller escorts designed to engage enemy missiles nad prevent closing with the main battle line while the task force is ordered to stay at maximum effective combat range should theoretically be able to hold off an enemy piecemeal offensive long enough for full system defenses to be established.

(OOC - most of my games turn into making missile cruises with escorts with PD, fly in formation, set the task force to engage at maximum range. Your ships constantly retreat while firing missiles, the escorts handle incoming enemy missiles, and the enemy fleet charges forwards while you withdraw and gets slowly shot up)

wedgekree
Feb 20, 2013
Voting for the Catapault design and for the Schiltron Proposals for our main fleet component. The combination of stand off artillery and a dedicated pure escort craft will make for effective fleet engagements. The enemy won't be able to close the distance to engage while getting shot up, and the escorts can shoot down anything targeted at them.

For the anti-piracy vessel prefer the Longbow as it seems to have more flexibility.

wedgekree
Feb 20, 2013
Huscarl, Molecular Manipulation, Industrial Expansion, 4th Ship.

While we could theoretically take the Bulrathi wit three ships, we'd likely lose at least one or two and they can hit us at least a few turns later with the rest of their frigate force and we're in the same exact position. Paradise is under blockade, not threat (they don't have any ship with bomb racks) so we don't have to worry on it for the immediate future. WE want to be able to secure it, not take casualties and then have to flee again when the Bulrathi bring reinforcements.

Earth is for the moment safe - the Bulrathi aren't going to take out a starbase backed by a missile defense system, so we should be good for now. Shields will give us a good advantage when it comes to defense, and I feel that another escort ship will mean we can engage the Bulrathi almost at will and survive and hit them hard back. Assuming they've gone for a crash program of dumping all thier construction assets into first generation ships, if we can deal wtih their entire fleet we should be golden to fortify the region and then ready to go on th eoffensiev.

wedgekree
Feb 20, 2013
Assuming such a thing is up for a vote, I would like to vote for a Neutralization of the Bulrathi fleet. Assuming we can interdict thier main space force we have the advantage. While I would urge bringing them to the Negotiating table, we have no guarantees of thier willingness, much less within the fact that they prepared for an assault upon our space from virtually first contact.

Pending that, I also recommend other Senators to be aware that the insertion of Spies into enemy territory is not a guarantor of success either, for we have not even begun to field large scale espionage efforts into alien space. As well as the fact we will also have to protect our own space from Bulrathi efforts at the same. Spies are at best an accessory to disrupting the enemy, but are unlikely to bring the enemy to thier knees alone.

Therefore given that we as humans cannot dedicate ourselves to decades, if not centuries of unending warfare nor the barbarism that it would tkae to subjugate or destroy an alien species, I vote for Interdiction as our best strategic policy. Hopefully with a combination o fneutralization of enemy force projection and espionage efforts a truce can be fielded with them.

wedgekree
Feb 20, 2013
Spies are fairly useful in NuMoO. You can finally target them at specific planets and for specific missions. Hnadled well, they can be very effective at wreaking havoc behind enemy lines and bringing them to a halt. Spies aren't a war winner, but they make wars much easier to win.

wedgekree
Feb 20, 2013
Voting for Private Funding as I don't think we will be ready for a sustained offensive for awhile - the war is likely to be over by the time we've bulked up our fleet sufficiently for planetary assault. I'd rather focus on building up our infrastructure and research for the long haul - the biggest advantage we have is tech and I'd like to maintain and increase our edge. So supporting our infrastructure is for now a goal.

Defensive Espionage I'd like to have at least one spy on counter-espionage on each of our main worlds before we go out into the unknown. Early spies will have a rough time so I'd like to make sure we remember to protect our citizens first from the actions of the enemy. After ou rmain planets have a defensive network of civil intelligence in place we can take the fight to them. Early on, if the Bulrahti hit a spy in one of our core worlds the results could be devastating.

Prefer to Fortify Paradise with at least a Missile Base and secondarily a Marine Barracks. However, if there does not seem to be a threat leave it as just a Missile Base for now.

Prefer a Defensive Military deployment for now. Prefer to keep the majority of our fleet based at Paradise to interdict further attacks. If the General Staff feels that Paradise is secured then I would want to use one of the escort frigates as a scout to look around the Bulrathi worlds to try and recon them. Also, the fleet may be detatched if the opportunity permits itself to ambush isolated segments of the Bulrathi fleet. If we see a group of just 1 or 2 frigates a system away let's pick them off. Otherwise, remain in Paradise for defensive deployment and to escort colony ships. Our new colony should probably have at least a small ship available to it if we think it's within range for the Bears to make a move on.

Prefer Two ships, one Crocket and one Escort. Would like to if viable get the escort out first before the Crockett. Do not advise production of Transports yet - we're nowhere near th efleet level it would take to engage in offensive operations, nor do we have good intel on the Bears. Prefer to secure the border, have a strategic reserve of ships, and then work at isolating the Bulrathi colonies one by one.

wedgekree
Feb 20, 2013
I think a truce is generally offered for 20 turns - at least, tha'ts been my experience the default seems to be.

wedgekree
Feb 20, 2013
Whoo! Yay for end of the war. Voting for Friendly Relations with the Bears. So long as they don't make trouble for us, w ewon't for them.

Prefer the use of Alpha in Counter-Espionage on Earth.

Vote in affirmation to trade Electronic Computers because it will help make beam weapons more effective.

Immediate research should be XenoBiotics to help grow pop faster.

wedgekree
Feb 20, 2013
Generally specialized ships work better, at least for escorts.

wedgekree
Feb 20, 2013
Love the explanation for where pirates come from! Nice bit of fluff.

wedgekree
Feb 20, 2013
I prefer smaller fleets just as you tech up and upgrade it gets super expensive in mid to late game to upgrade, so it's more efficient (at least I've found) to have squadrons of uber ships and maneuver them as necessary. Saves you from breaking the bank each time you get a new tech and having to spend lots of time saving credits for such things.

wedgekree
Feb 20, 2013

my dad posted:

You can just build new ships instead of upgrading old ones, you know. :v:

That would require me to be -good- at the game mind.

wedgekree
Feb 20, 2013

ManxomeBromide posted:

I'll vote for broadening and empowering our industrial base, though ideally we should also try to clean up our planets a bit too.

Deal with the spies quietly once. For all we know they've seen what we got up to, ourselves, but just haven't mentioned it unless provoked. Better to have them fire back with evidence of the IIA's own actions in quiet channels rather than shouted across the hyperlanes.

Typo note: "macroscoping applications" should almost certainly be "macroscopic".

Agreeing on this

wedgekree
Feb 20, 2013
Creative is not as broken as it was in MoO2! There is a difference!

wedgekree
Feb 20, 2013
Off-Topic, the coming DLC looks glorious. Elerians, Trilarians, Gnolams.. And the Antarans have returned!

wedgekree
Feb 20, 2013

nweismuller posted:

Yeah, I'm interested to try out the new DLC, although obviously it will not play a role in our game. And I'm frankly glad the blatant Space Jewishness of the Gnolams has been done away with, hah.

But they did look -glorious- as that, gotta admit.

wedgekree
Feb 20, 2013
Voting for conversion to full military economy and War Plan Red.

When possible, all settlements should have some sort of ortibal defenses of a minimal nature, ground trooper batallions deployed (Marine Barrakcs or manually stationed troops via transport) to be able to hold off a surprise attack or mis-positioning of ships to be able to hold out for a few turns until relief arrives.

All ships should be (when economically feasible) upgraded to latest models if not already that are not intended purely for rear area defenses or anti-pirate patrols.

Research should be focused on Military affairs, and if viable upgrades should in turn be applied ot ships if they are worth the credits.

Spies should be kept Covert until instigation of war and then be loosed to disrupt. Would rather have cells in place that can be deployed instantly rather than risk them in operations that the Bulrathi disrupt and loose them and increase tensions. Prefer existing cells to not risk things which carry with them chance of exposure and to go hidden if viable.

Diplomatic voting for Raven. WE should not openly press directly for war at all costs, but meet provocations defensively. IF the Bulrathi are willing to talk, we will be willing to engage in equal negotiations, but we will not appease them. If offers are made of a fair nature vote for acceptance but not offering bribes or technologies/credits in return for things. Also do not vote for bellicse diplomacy and pressing the Bulrathi to enrage them furhter. Would prefer they be the ones who declare war on us - humanity will defend ourselves when pressed, but we should not be the one to land the first blows.

However, if any Bulrathi agents carry out acts considered war crimes I vote for immediate execution of them and if severe enough immedaite declaration of war. War cries include active sabotage of industry, targeting of civilian population (starvation/poisoning), or things which go against common interstellar decency.

wedgekree
Feb 20, 2013
Cool, thanks for the correction. Definitely support modernization of all military assets as much as the economy permits.

wedgekree
Feb 20, 2013
My (personal) experience in the game is that orbital defenses work best in layers. Otherwise, a Military Outpost in a game I recently ran was able to take out a single enemy Cruiser that was roughly equal tech or a level or two beneath but was nearly destroyed in the process (had > 15% health left).

System defenses work best layered and when supported by a defensive fleet given defenses are immobile, so you will generally use hammer and anvil to them - drive the enemy into your fixed defenses, use your fleet to engage them.

Otherwise, purely 1-1 in (very) broad terms, assuming equal numbers, a station can (probably) hold off one cruiser, a missile battery can (probably) hold off one destroyer. And in turn unless you're min-maxed on designs assume in an engagement that a station can probably hold off two of a lower class of ships (a station can hold off two destroyers, a missile battery two frigates, etc).

This does not hold true if you are outnumbered - three frigates will make mincemeat of a station because you will have to spread your fire out, they can bring more guns to bear, they can be more mobile, etc. Which is why you support your orbital defenses with fleets whenever possible.

Coming off a game where several enemy cruisers were able to get behind my defensive line and wreak merry hell over my core systems with bombardments, be sure and backup your defenses with ships!

wedgekree
Feb 20, 2013
Assuming the bears poke us, we will POKE BACK.

The only future for the Bulrathi species will be performing in circuses on miniature unicycles for the vaudeville themed entertainment of humanity!

wedgekree
Feb 20, 2013
Are there still Fighter Garrisons or are those not in the tech tree anymore? Haven't gotten it on any of my playthroughs. Was fond of them on planet defense if only for the visuals.

But, I am a proponent of specialized ships in fleet battles, but I tend to find that makes it pretty easy for me to design them and to know when and how to upgrade them and lets me (incompetently) min-max and makes smaller ships viable as they make up for not being as big when it comes to stuffing things via specialization and lots of them. Not cost effective at a point but fun in early to mid game if you're willing to pay attention to your fleet makeups.

I'm not -good- at it mind but I like it.

wedgekree
Feb 20, 2013
Definitely in support of Galactic Trading. Not that improved computers aren't good, but Spaceports give a big boost to credit production which is generally good.

wedgekree
Feb 20, 2013
The war involves commando bears who launched a terrorist operation on Earth that lead to the dissolution of civil society on the capital. That by definition is a change. Unless previous wars involved bear commandos, in which case I stand corrected.

wedgekree
Feb 20, 2013

Prism posted:

They were typically used more as cavalry.



Clearly historical.

I stand corrected.

War never changes.

wedgekree
Feb 20, 2013
That will haunt my dreams for the remainder of the week.

wedgekree
Feb 20, 2013
Anyways, this has been a very fascinating read - both on the status of philosophy and interpretation and divergent views. I really do appreciate threads like these that allow this sort of discussion on concepts on sci-fi!

wedgekree
Feb 20, 2013
So currently your fleet has one of their systems under blockade and you're sending reinforcements over to them, right? Is it worth it to take the heavily damaged ships and retreat them to your own systems to avoid risking further losses of the crippled ships and then send them in another wave once they've repaired or will they repairin a few turns in the field to the point it's not really worth it and you'r enot picking up any other Bulrathi ships incoming either?

wedgekree
Feb 20, 2013
My general thing is if you go for things which are clearly designed to cause disruption and collateral damage on a mass scale. Spy and steal a tech? Threaten. The enemy does something which causes mass starvation, the colony to have a breakdown in civil society and riots? That's worth declaring over from a roleplay perspective.

wedgekree
Feb 20, 2013
Ow, brutal fight.

Vote Yay on Colonization. Even in these brutal times we must remember the stars and what drove us to seek them out and travel to them.

Wait For the Chevalier. Attacking a planet in a frontal assault is going to be messy and we want to have ships on reserve to deal with a counter attack as well. Likely they have a Starbase and Missile Defenses, so we -will- be in a slugging match with them.

Voting for Ion Fission. We're in a war of attrition so being able to get our ships over the battlefield quicker will mean a lot. Assuming the Bulrathi only have Fusion Drives that will give us a big speed edge on them.

No opinion on the designs.

My.. General impression is we are roughly one design generation ahead of the Bulrathi - most of our ships seem to have at least one tech node 'better' than their's in eqiupment, at least on the front lines.

So long as we can maintain that edge once we have the planet that gives us a forward base - more importantly for repairs and a rally point. And it will give us a clear scan over most of thier planets and room to operate out of. Plus hopefully it will cut off thier ability to interdict into our territory once we've fortified it.

wedgekree
Feb 20, 2013
Yay on capturing Korga! I think our priority from there is building it up as a forward base - our fleet's been gutted too, and while we have the capacity to rebuild it and the Bulrathi don't have as much, we still should make sure we retain superiority to avoid losses for the sake of losses. If we're going to conquer the Bears, we want to do so economically. Assuming the Bulrathi don't have another warp point they can use rom there to hit our empire, hopefully this will prevent them from raiding and all we have to worry about otherwise are pirates.

Having a forward base gives us a level of sensors to their fleet positions and a bit of a heads up if they send fleets. We have some breathing room now - while we should maintain the initiative, we should repair our ships, get in reinforcements, assimilate enough of the population of Korga to try and make the colony at least partially self sustaining, and build up some defenses there so we can use it as a forward base. Unless there's a great chance of eliminating isolated elements of thier fleet, we probably should take a few turns to bring in reinforcements and build up the planet before going on.

wedgekree
Feb 20, 2013
Cool on the fleet then! Thanks for the correction and it's great being able to watch you play and see such amazing fluff being developed and the game's lore being elaborated on by you and expanding it!

wedgekree
Feb 20, 2013
Also sorta fluff thing, but how you see troop transports as working? Assuming they have millions of marines + the munitions they would need for a campaign, and the ships only seem to be (at least in-game) scaled up to cruisers - so how they hold os many personnel in them plus their equipment for attack? Lots of marines packed into stasis tubes then?

wedgekree
Feb 20, 2013
Orbital bombardment is indiscriminate unless you use biological weapons, which only target population. They can destroy infrastructure, population, defenders, etc without any real control of what you hit. Whereas generally with invasions it's just your troops vs enemy troops, and no damage to population or infrastructure even from a failed one.

This is sorta abstracted by a period after of assimilation as you integrate the survivors into your population and you get no/reduced production from them. This is ameliorated (if you build it) by the Alien Management Center, which allows for faster integration of population.

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wedgekree
Feb 20, 2013
Lovely update! And how much of our original assault force survived the offensive and conquest of the system?

Anyways voting time!

Advanced Government. We can get up an infrastructure and slowl shift towards being ready for the assimilation of the Bulrathi and a shift to economic expansion.

240 Million. We will take massive losses in the attack,a nd better to have a margin of error in troops to help avoid unnecessary losses or having to engage in a protracted bombardment or war of attrition with the Bulrathi on their homeworld.

Attack and Blockade Bulra and then use most of the fleet to raid. We can take the Bulrathi out and nullify thier economic potential, which will make their conquest easier. Most of their worlds can't have significant planetary defenses, so the soonerw e can prevent them from bulding the easier our long term job is.

Vote to Withdraw Our spies to Korga. We nee dit as a forward base, and better safe than sorry - we're likelier to lose an infiltration team in the field than get a useful disruption from them, so better to ensure we don't lose our forward operating base.

Vote for Ease Off of War economy with the understanding that we can switch back if we find the Bulrathi have more forces thatn intelligence estimates allow.

Abstain on Colony

Vote for Military Expansion of scouts but a cheap vessel - nothing quite like having your randomly searching scout killed by the first thing it encounters.

Earthshould make a Astro Univeristy Which boost everything- it will help our planet recover from the final scars. Spaceport can be subbed in if we seemt o have economic difficulties.

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