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Home » Stars! 2.6/7 » Game stories » Fledging Admirals II
Re: Fledging Admirals II Tue, 30 October 2007 15:10 Go to previous messageGo to previous message
regiss

 
Petty Officer 1st Class

Messages: 65
Registered: November 2002
Hehe yeah, it's so full of assumptions, innacuracies and borderline
flames I wouldn't dare try replying. Not a place for that.

Paul relayed our side of the story fully enough, so I won't go too
deeply into that. Was pretty content with having a border with
Andorianer at first and open with having a tech trade relationship
once he had smth other than weap tech to offer. Him claiming couple
planets too close to my HW forced to go into an early clash though.

Then Tsunami colonies started reaching ours' in North-East and
till the end of NAP with Sitting Duck was moving slowly in those
directions with more of a skirmishing than anything else. Got some
support techs from pop drops later on, if only for miniaturisation.
Was ignoring Andorianer later on mostly because had nothing to
gain there.

Was urging Atlantians to go after Ducks earlier couple times to
have access to wider selection of targets and because there was
a bunch of habitable to me planets in his space. But it took some
time for his factories to build up and to get to breakpoint tech.

Being less efficient with packets as an IT decided going with pop-lift
rather than MDs and defenses which worked fine except for 1 initial
target that didn't have enough freighters ready and another red gate
world getting obliterated in the launch year. Other than that never
felt threatened enough to build defenses or highly upgraded SBs
anywhere (not that it's much of an obstacle anyway).

The race I used was IT (QS I guess)
IFE NRSE CE OBRM NAS
1.28-2.48 | i | 11-31
19% (1 in 22) 1/1000
14/8/13g
10/3/15
Weap cheap, rest expensive, start at 3
100 points to surface mins

Started out designing a 1WW race, hence the whole IT bussiness
with 2nd starting planet (plus haven't played it before). Decided it
won't be enough in a small universe, so switched it to all centered
narrowest habs to rely on conquering, but seemed like lower ramp
up speed won't be able to do it. Hence the one I used, only by
that time forgot why I chose IT in the first place.

Got to hate CE and NAS during play. Any skirmishing or attacking
without massing up first gets so much harder. No RS forced using
high firepower ships in skirmishing to do 1 hit kills. Was nice playing
smth different nevertheless.

I'd think what I did wrong during the game was jumping too much
from one target to another in beginning trying to keep them in check
and not breaking either completely. That led to advancing through
the whole border in the end. Not that it went bad, but that allowed
them to keep trading throughout all those years and forced me to stop
after advancing some to consolidate taken space and bomb out planets.

Was fun game no doubt and must say Thank You to all for making it
possible. Good luck in other ones! Smile

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