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Re: Twelve Gates Summary Mon, 18 October 2004 10:51 Go to previous message
Shadow Whist is currently offline Shadow Whist

 
Chief Warrant Officer 2

Messages: 167
Registered: August 2003
Location: Vancouver, WA
After thinking about the concept, I decided to take a little risk and try something new... I liked the idea of the scenario removing many of the HE disadvantages. At the same time, it was not a cake-walk and there were a few touch and go moments...
>>>if you want to read a post describing the general phases of the game, goto the 12gates game forum and look under summary<<<
____________________________________________________________ _____

Race Design
After thinking and reading about the 12 gates concept, I realized that the traditional way of viewing the galaxy needed alteration. Instead of a galaxy 3000ly from side to side, the galaxy was only at the most 300lys across. Basically, the any/any gates stacked or linked the sectors to each other in such a way that the distance from a planet in sector A to a planet in sector B was how far they were from their respective gateworlds. This might seem intuitive but this realization shaped my race design. Additionally, I theorized that the dominate economy would be HP, with races attempting to maximize
their respective sectors.An HP too slow but about par with everyone else. A -f race would be fast but not have the long-term resources needed.

One last consideration was the victory condition. The uncontested control of all 12 gates did not mean Huge fleets battleing over gate control. It meant domination of the surrounding planets and cutting them off from gate access.

With this in mind, I needed something fast, with a great Hab range, and with the ability to grow long-term. So when Sprocket suggested HE, I considered it. Its disadvantages were countered with the scenario's gates. So this is the design I went with:


HE
IS;CE,OBRM,NAS,LSP
3-immune
6% (HE doubles to 12%)
1000
15/6/16 (factories)
box unchecked
10/3/10
Weap, Con -cheap
En, Elec - normal
Prop, Bio - Expensive
21 points spent on Factories.



Upon reflection, the only thing I NEEDED to change was the Mine settings. There was always a mineral shortage. Also, I did not need such High factory settings (I never do! ). LSP hurt for a long time. But I figured that by turn 20-25 I was outpacing everyone elses pop growth because I was growing everywhere at 12%! I gambled that the game would be longer term, thats why the
LSP. OH, and CE was manditory (it still sucked!) but being able to throw lots of ships together quicker and cheaper helped secure my sectors.The only other thing I should have picked was the RS...


Strategy

My goal was threefold.
Fill up my sector as quickly as possible. (yeah tri-immune!)
Build enough scouts to find all the other sector gateworlds. (knowledge is power)
Find the weakest players and take over their sectors. (I Am HE you know! )

Later strategy
Scout every gate every year (except Funny Bunnies(is)) (to assess the fleet strengths)
Establish long range scanners to cover every sector(95% cloaked morph w/ 875ly range)
Diplomatically keep everyone in the dark about my true strength and abilities (I think it worked!)

What happened.
While meeting or working on the first strategy goals, I found the open sector. This changed my strategy to one of occupying the new sector. It moved from their to progressing into other sectors. I attacked a weaker AR race (does AR need the adjective weaker?) From that point I began building up to attack the stronger AR alliance but shifted to attack the game leader instead. After trying to convincing the rest of the galaxy to let us duke it out one on one, I was able to move on the last AR.

Summary
Only in the last 20yrs or so did the Funny Bunnies formalize our agreement to form an alliance til the end. Up until that time, I was consistantly guarding my back or grimicing when I left large
portions of my space undefended.


Due to the nature of the Gateworlds, the only defenses needed were the ones orbiting the enemy sectors gateworld. For most of the game, the only ships at my gates were the ones being routed to the main battle fleets. Control of the gate is as important as Aircraft carriers are to naval warfare. Additionaly, I had built up defenses all my important worlds.

Finally, the most important thing is to know what's at every gateworld every turn.

AT the end game, I had 650 capitol ships, 13,500 chaffe, 400bombers, and I could make 30-40 moreships a turn (depending on what I built) I probably could have continued that for 5-10 years (maybe more depending on loot from the sivxi sector). Seriously, it was only a matter of time...

Maybe I could have won sooner, but I did not want to tip my hand too soon. Then for sure I would be facing the whole galaxy... That would have been a problem. Therefore I devised the strategy of occuping the planets surrounding each stargate.

I think the game lasted for about 100years...

Thanks for reading, and thanks for playing!
_____________________________________________________
"At the end, only the Singulari will remain"
Quote from the Kwie Singulari at the 1st conference for Kwie Imperialism...


[Updated on: Mon, 18 October 2004 11:06]

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