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Primitive 1 Over Tue, 01 April 2008 13:52 Go to next message
gwellman is currently offline gwellman

 
Petty Officer 1st Class

Messages: 66
Registered: January 2007
Location: Seattle, WA

I understand it's supposed to be the host who starts the Story thread, but that's not critical is it?

Congrats to Darren, aka Soobie, for his win with the Shasta.

Anybody have any stories? Does anyone know why the apparently strong PP race, the Fluffy Bunnies, dropped?

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Re: Primitive 1 Over Wed, 02 April 2008 05:45 Go to previous messageGo to next message
Soobie

 
Officer Cadet 3rd Year

Messages: 270
Registered: May 2007
Location: Australia
I emailed CAL / Fluffies Bunnies on quite a few occassions to see what was up without response. Hopefully he simply decided to drop the game. He certainly played well. At the point he dropped he had more pop than the other HE/POD.

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Re: Primitive 1 Over Wed, 07 May 2008 14:21 Go to previous message
Soobie

 
Officer Cadet 3rd Year

Messages: 270
Registered: May 2007
Location: Australia
OK, tried to make one of those fancy pants pictures that shows how the game evolved and failed dismally - this is ashame because I had pretty good coverage of the whole universe from reasonably early on, thanks to cloaked spy ships being most everywhere.

As one of 2 HE it was interesting going into the game *knowing* I was going to win - certainly it meant that I radically altered the way I played. It felt as if most of the game was spent emailing the host asking if there was any way the rules could be loosened for the other players, to make it a tad more competitive. When that wasn't permitted I mainly just purposely handicapped myself or just tried weird stuff and treated the game as a big testbed.

The HE advantages were particularly enhanced with the game's gate restrictions. Other than the obvious econ and pop advantage, the most telling HE advantages included:
* starting the SD engine as a booster when FM was banned;
* having Flux Cap to enhance weap tech in a slow W game;
* other players not being able to be allies meaning their minelaying stopped allied ships being able to attack easily;
* having 98% cloaked Metas quite early for scouting; and
* having almost endless metal supplies to use with flingers.

On the diplo front I went super-soft on most players, to the extent that 1 or 2 seemed to think it was their right to attempt to push me around and make threats. While I got a bit frustrated once trying to explain the danger of grabbing the tiger by the tail, on the whole it was a good laugh.

There was some interesting learning about how it can be dangerous to use luxury model ships. Especially when I gave MPS to the POD through stupid play. Also luxury model ships sure make for a slower build up time than using bare bones ships and also seems to slow down tech. Being lazy with freighters also had a similar effect and by the end of the game the Shasta had about 200 LFs, most of which were sitting in orbit doing nothing.

Anyhow, geographically the Shasta began near a corner and adjacent to an AR, an IS, a CA and a SD. An IT managed to use wormholes to also get pretty well settled nearby. For some reason the AR decided to aggressively taunt me while everyone else kind of went along their merry way and, as the AR was the only thing stopping me from having the whole north western corner to myself, I happily obliged his aggressive maneuveres by wiping him out by 2425. With tri-immune this gave the race a clean 50 planets I could colonise before having to think about being too hard on other players. In an effort to ensure I got the breathing space I wanted, I hit 3 of my other neighbours hard and sharp early then offered uneasy truces with most of them and this gave me the breathing space I needed to really just settle in and take my time. I offered an alliance to one - he preferred to go down the path of a NAP. Ultimately my willingness to go softly on him eventually led to more grief than it was worth.

The Shasta started the game in about 11th position (out of 12). By 2415 they were in around 3rd position. By about 2420 they were in second position (skipping b/w 2nd and 3rd) and by 2449 they were in first. 25K resources came at ~2465. The +20% score light lit up around 2470, which is about when they hit about 35K resources. 100K res came around 2497. But the end of the game(2507), the Shasta were at around 142K res and growing at around 3.5K~4K res per turn. Nubs were no more than 2 turns away. AMPs had been available for about 10 turns or so.

At the peak of the battles, I think I was battling with 4 races at the same time, but after a few decent wins a couple of them basically dropped out.

Battles were usually pretty one-sided affairs, although a few times the head-to-heads with the POD (HE) were pretty interesting and towards the end I lost a few decent sized old tech fleets taking stupid risks or giving dumb battle orders. Actually, dumb battle orders were a common feature of my game, along with only moving half the fleet to the destination or sending in bombers without a warfleet.

Thanks to Ptolemy for hosting the game and thanks to the other players for being such good sports in such difficult circumstances.

Edit: How rude - huge thanks to mlaub and Dogthinkers for advice well given.


[Updated on: Wed, 14 May 2008 18:42]

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