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Home » Stars! 2.6/7 » Game stories » Fledging Admirals IV
Re: Fledging Admirals IV Tue, 03 February 2009 05:03 Go to previous messageGo to previous message
Kaloth is currently offline Kaloth

 
Chief Petty Officer

Messages: 72
Registered: September 2008
Location: Brisbane, Australia
Epic game, really good players that were respectful while still being a lot of fun to make "enemies" of. I thought the Space Zombies and Angry Elmoid alliance were very a tough nut to crack and great opponents in the major battles after in the late 30's and through to the 40's.

This was my first ever game of stars against humans and it has me thoroughly hooked. I loved the amount of diplomacy and planning involved in running a live campaign and I learned a hell of a lot.

My race was:

IT
IFE, NRSE, CE, OBRM, NAS
19% PGR
1 in 8: immune, -68 to 68, 68 to 100
1/1000
12/8/15/ticked
10/3/15
Construction cheap, the rest set to expensive and start at 3 ticked

I choose this design kinda hastily but with a basic idea of what was needed for a quick, fast game after my initial almost HP choice was wisely pointed out by Altruist as too slow for the game settings.

Cheap engines was a real pain in the ass but didn't cause me to miss enough important battles to really sink me. I don't think I would take it again as you tend to notice that 10% of fleets that don't make it a HELL of a lot more than the 90% that do. It sucks to have to plan so much around this LRT but the points were really nice..

I wanted to make a good partner in this game setup so I picked construction cheap and a good PRT that would be mutually beneficial. As well as a very narrow hab range to make an excellent choice for intersettling. It worked well with my initial alliance with the Gar (Coyote) resulted in a doubling of the space available to both of us. And later while the Gar were working on missiles, the Vogons were pushing battleships. It also gave us a bit of diplomatic muscle that convinced the already commited Wumpums to agree to a 10 year NAP. It also kept the Elmoid/Zombie alliance looking to the west and the easier pickings there.

After the initial border skirmishes we just grew and kept out of trouble until we had a clear advantage and pushed it as hard as possible to take out what was then the dominant central alliance (two -f's!).

If I was to play this format again I would definitely drop CE, go for more factories operated and probably change my immunity to temperature. Improved star bases would be nice but with IFE and good gates it didn't matter too much (except for when ultra stars started popping up).

Thanks to Coyote for providing a lot of very useful information about the finer points of ship design, combat and minefields (I didn't even know you could move full speed through your own and allied fields...) and for helping secure the galaxy against evil and tyranny Wink



[Updated on: Tue, 03 February 2009 05:04]

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