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Birth of the Federation Birth of the Federation came out in 1999. It is a 4x space game based on the Star Trek Universe. It came along with a few other cheap cash-ins of licensed sci-fi products as 4x games, the most notable being the horrifically bad Star Wars: Rebellion. Many mods have been made and I have played with a few but I am going to play the vanilla product. The game is not particularly good but it is not bad either. It requires more micromanagement then games like Master of Orion and it is a bad idea to just click next turn until the game tells you something. Once you get the hang of the interface the game works pretty well. It captures some of the spirit of the franchise and fails in other ways but I have a soft spot for the game and we are going to play it. ________________________________________________________________________________________ Here are the settings I am going to use. And what they mean and why I picked them: Civilization Level Each of the 5 major powers can have a set civilization level from 1 to 5. 5 gives you most of the tech in the game and 1 means you cannot yet build real warships. If you want to bumrush the opposition you can set yourself to 5 and everyone else to 1. Occasionally I will set one antagonist higher and maybe one lower then me to create a different game but for this game I will give everyone the same playing field. Minor Races This determines how many minor races are on the map. I set it to the highest level because minor races are fun. They can be persuaded to join your empire or conquered and those on the borders of multiple empires tend to be fought over either militarily or diplomatically. They also have special buildings. Difficulty Normal is hard enough for most games. It is not as bad as MOO2 normal where you can roll over everyone. Hard I usually win less then half the time. Impossible I have only won once or twice. Timers You can set timers on decisions but this is only useful in a multiplayer game and for masochists who hate themselves. Random Events These are annoying but they will probably make for a better LP. Tactical Combat You can choose whether to manually fight battles or have them auto-resolved. Victory Conditions The options are Domination or Vendetta. In domination you have to control 75% of the galaxy to win. In Vendetta you have to defeat your empire's two enemies. Each empire has two loosely based on the franchise. Shape Going to go with irregular to avoid predictability. Size Going to go with large to make for an interesting LP. ________________________________________________________________________________________ Goon Participation My plan is to present proposals to vote on and accept suggestions from you. The most important choice is the first one. Which empire will we control? Federation Attitude: Peaceful/Diplomatic Diplomacy: Best Ships: Good in all areas, particularly in shielding Vendettas: Romulans and Cardassians Strengths: The Federation is good at diplomacy. A lot of minor races favor the Federation and will often join up. They also get bonuses for liberating conquered planets. Good ships that tend to last Weaknesses: Starting wars is a no-no and morale will plummet. Fighting wars and conquering planets also hurts morale. They are also horrible at external intelligence activities but are decent in defense. Klingons Attitude: Warlike/Honorable Diplomacy: Worst Ships: Manueverable and fast, strong weapons, some cloaking, weak aft shields and hull, all ships armed Vendettas: Cardassians and Ferengi What the hell? Romulans are their biggest enemy in the franchise? Strengths: They like wars as long as they are winning. If they are losing they get pissy. Their ships are fun. Weaknesses: Their honor means that the people get upset if you break agreements. Many minor races dislike the Klingons. Bad at external intelligence (dishonorable). Romulans Diplomacy: Second Best Intelligence: Very Good Ships: Fast but not very manueverable, almost all of them can cloak for surprise attacks. Vendettas: Federation and the Ferengi Strengths: Very good at intelligence, second best at diplomacy and they have the cloaking device. Weaknesses: Some minors dislike the Romulans but can usually be won over. Cardassians Diplomacy: Second worst Intelligence: Very Good Ships: Slow but manueverable, most ships have 360 degree weapon coverage Vendettas: Klingons and Federation Strengths: All around weapons fire, bonus for conquered planets (ask the Bajorans, they are good at it), and good intelligence roughly equal to the Romulans. Weaknesses: Minors generally dislike the Cardassians and so do the other major empires. Ships are slightly weaker then the galactic average. Ferengi Diplomacy: Middle Intelligence: Decent Ships: Weaker but fast and manueverable Vendettas: Klingons and Cardassians Strengths: Able to form trade routes with any planet without a friendship treaty. This is huge and the Ferengi are often considered to be the most powerful race for this reason alone. They can replace their subpar ships more quickly then anyone else through money. They get bonuses on intelligence missions that earn profit. Weaknesses: Internal security is weak (you try keeping foreign powers out when your own people are backstabbing each other). Ships are inferior. ________________________________________________________________________________________ So which empire should be play? Please bold your choice and lets get this galaxy going. I plan to try to operate the empire based on the principles they show in the show so this will determine much of the flavor of the LP. I actually originally intended to run this game with goons splitting into the five empires and running them all hot-seat but the stupid game does not have a hot-seat option. In 1999? What the hell? Maybe I can make this happen some other time. ________________________________________________________________________________________ Game Updates A New Day is Dawning (Turns 1-8) Let's Hope the Romulans don't show up and Slime Porn causes Problems (Turns 8-32) We meet Stupid People, Sex-Fiends, and their god and Tensions Mount (Turn 32-70) A Misunderstanding, Some Shooting, and More Pointy-Ears (Turn 70-101) Economic Victories and Some Trouble with Tribbles(Turn 101-136) Crystalline Entities, Meeting the Real Neighbors, and Real Trouble (Turn 136-161) Interlude: The Fall of the Romulan Empire A Romulan Trap and a New War (Turn 161-182) Many Battles and Atrocities on Bajor (Turn 182-210) We try Latinum Diplomacy (Turn 210-232) Target: Earth (Turn 235-269) Reversals, a Long Quiet, and the End of an Era (Turn 269-400) Bullish Markets (Turn 400-426) Xenocides fucked around with this message at 05:35 on Feb 16, 2015 |
# ? Jan 29, 2015 22:12 |
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# ? May 21, 2024 19:05 |
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Cardassians! Let's be duplicitous space fascists!
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# ? Jan 29, 2015 22:15 |
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Make Jean-Luc proud and play Federation... but make Ben Sisko proud and don't take anyone's poo poo.
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# ? Jan 29, 2015 22:16 |
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I am going to close the voting in about 6 hours, around 9:30 Central Time so I can run a few turns when I get home tonight.
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# ? Jan 29, 2015 22:22 |
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I'm going to have to throw it in for the Federation, here. There's no way to buy this so it works on modern systems, is there? If it looks interesting, I might want to hunt it down.
nweismuller fucked around with this message at 22:27 on Jan 29, 2015 |
# ? Jan 29, 2015 22:25 |
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Klingons! The Federation's morale weakness is actually fairly crippling - you pretty much have to conquer in order to win, and the Federation people hate conquering.
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# ? Jan 29, 2015 22:33 |
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Pick the Ferengi and show those space assholes what happens when you underestimate the most duplicitous species this side of the Romulans!
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# ? Jan 29, 2015 22:48 |
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Vote for Federation. They have a fun ship tech tree.
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# ? Jan 29, 2015 22:49 |
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Federation. But let's do it kirk-style. All the kicking in the face.
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# ? Jan 29, 2015 23:14 |
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Cardassia! Unionise everything!
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# ? Jan 29, 2015 23:16 |
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Federation. I miss the 'everything can be solved with diplomacy' times of the late eighties/early nineties...
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# ? Jan 29, 2015 23:25 |
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Lets be space fascists Cardassians I have played the mods that are available for this game and they do add a lot, especially the mod that lets you have 250 star systems.
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# ? Jan 29, 2015 23:27 |
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Ferengi Make a it profitable LP.
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# ? Jan 29, 2015 23:39 |
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I love this game, for all its flaws. Mainly because it lets the Ferengi be the all-devouring economic powerhouse they ought to be, rather than just money-grubbing vermin.
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# ? Jan 29, 2015 23:41 |
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nweismuller posted:I'm going to have to throw it in for the Federation, here. There's no way to buy this so it works on modern systems, is there? If it looks interesting, I might want to hunt it down. It is not sold on gog or any of the other sites. I bought it years ago and still have the CD. I would share more as I was very lightly involved in modding this game years ago but I was surprised at how easy it was to get running. Sometimes I get flickering on the title screen when I skip the intro but I have not found any other problems including in the in-game movies.
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# ? Jan 29, 2015 23:48 |
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Romulans it up!
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# ? Jan 30, 2015 00:06 |
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Warf draws his Hanzo bat'leth and sighs. Klingons.
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# ? Jan 30, 2015 01:01 |
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Ferengi. Why dominate the galaxy when we can get people to pay us to dominate the galaxy?
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# ? Jan 30, 2015 01:51 |
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Ferengi, because the idea of the Ferengi succeeding where the entire Dominion failed is hilarious.Xenocides posted:Klingons quote:Gowron: "The charge has been made! You are accused of using... money... to bring down a Great House!" fade5 fucked around with this message at 02:20 on Jan 30, 2015 |
# ? Jan 30, 2015 02:12 |
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Let's show the galaxy the superiority of the Cardassian state. I think the vendetta against the Ferengei is natural for Klingons, they may dislike Romulans and consider them dishonorable but they truly hate the Ferengei - they're duplicitous, cowardly, greedy, and proud of it. More any other empire the Ferengei represent everything the Klingons hate.
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# ? Jan 30, 2015 02:14 |
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Ferengi it up!
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# ? Jan 30, 2015 02:21 |
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fade5 posted:Ferengi, because the idea of the Ferengi succeeding where the entire Dominion failed is hilarious. Politics with Klingons is basically trying to herd cats. Yeah they hate the Romulans but they've almost always hated them (the only good thing to come out of their interactions is the cloaking device). In TNG->DS9 they really, REALLY hate the other two.
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# ? Jan 30, 2015 02:21 |
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Bellmaker posted:Yeah they hate the Romulans but they've almost always hated them (the only good thing to come out of their interactions is the cloaking device). In TNG->DS9 they really, REALLY hate the other two. Oddly the Klingons getting cloaking devices was pretty much an accident. They never had them until Star Trek III and in the original script there was a scene of Kruge in the Klingon shipyards where he is contacted by another Klingon and asked (paraphrasing): "When are you going to quit playing with that Romulan toy?" implying that the Bird of Prey was a captured Romulan ship. The scene was most likely cut because they did not want to have to do models for a Klingon shipyard and suddenly Klingons had cloaking devices. Later it was suggested in some novels and other EU that the Klingons traded warp drive to the Romulans in exchange for cloaking devices as the TOS first episode with the Romulans has Spock saying the Warbird only has impulse power. That does lead to the question of how you have an interstellar war with someone restricted to the speed of light but Star Trek doesn't always make sense. Later the deal was usually set up as the Klingons trading ships in exchange for the cloaking device. Wow........I just typed that. You kind of expect to grow out of these things.
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# ? Jan 30, 2015 03:43 |
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Cardassians!
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# ? Jan 30, 2015 04:47 |
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Okay, final vote: Federation: 5 Klingon: 2 Romulan: 1 Cardassians: 5 Ferengi: 6 Oddly enough Romulans are my favorite. Well, time to make some money and get some lobe massaging. The Ferengi Alliance rides forth.
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# ? Jan 30, 2015 04:49 |
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Very good. Rule of Aquisition #223, "Beware the man who doesn't make time for oo-mox."
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# ? Jan 30, 2015 04:58 |
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Hah, wasn't Ferengi exactly what the other LP never finished?
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# ? Jan 30, 2015 05:52 |
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You didn't list the Federation or the Klingon's intelligence ratings. I vote for Romulans, because their cloaking and spy networks are fun to play with. Also, they are decent at diplomacy. I may have to reinstall this game and play along. NeoAnjou posted:I miss the 'everything can be solved with diplomacy' times of the late eighties/early nineties... People seem to miss that the Federation used the Teddy Roosevelt style of diplomacy - walk softly but carry a big stick. The Federation backed up their diplomacy with incredibly advanced ships. The Enterprise was primarily an exploration and research vessel that also had enough firepower to go toe-to-toe with devoted warships. The Federation had adeptly defended themselves against several aggressive species and still managed to thrive. They preferred diplomacy, but they weren't above using the diplomacy of the gun when the situation called for it. DS9 played that up a lot more than the other series did. Cartheon fucked around with this message at 06:09 on Jan 30, 2015 |
# ? Jan 30, 2015 06:00 |
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Quark said it best.Quark, the Siege of AR-558 posted:Let me tell you something about Hew-mons, Nephew. They're a wonderful, friendly people, as long as their bellies are full and their holosuites are working. But take away their creature comforts, deprive them of food, sleep, sonic showers, put their lives in jeopardy over an extended period of time and those same friendly, intelligent, wonderful people... will become as nasty and as violent as the most bloodthirsty Klingon. You don't believe me? Look at those faces. Look in their eyes.
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# ? Jan 30, 2015 06:18 |
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Xenocides posted:Okay, final vote: Good, the Ferengi would have had my vote anyways. I'm excited to see where this LP goes because I've never even heard of this game before.
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# ? Jan 30, 2015 06:34 |
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A New Day is Dawning (Turns 1-8) Greetings. I assume you have all already paid your respects. Latinum only! Now, I have convened this meeting of the Ferengi Board of Liquidators to discuss changing economic conditions on Ferenginar. We have a problem. Profits are down. Our customer base no longer trusts us. We may have reached the maximum GDP we can with our current economy. Are we going to put up with this? No, we are not! Some enterprising and minimum-wage workers have developed something they call warp drive. With this new invention we will head to the stars and open new markets. Remember Rule of Acquisition #75: Home is where the heart is, but the stars are made of latinum. Some have viewed this as a metaphor. I despise metaphor. Clearly this is a prophecy by Gint, a most profitable prophecy. We will go to the stars and establish ourselves in space. Nothing promotes scarcity like distance and space is very large. Here is Ferenginar. We have discovered two star systems in close proximity. We must colonize or make contact with them. We have constructed a single explorer vessel and a colony ship with some of those among us who show true entreprenurial spirit. Okay, basic information. On the left we have our credit total and how much we are making each turn. It is clearly not enough for the Ferengi. We also have our dilithium availability. Not all systems provide dilithium but all home systems do. You can see a crystal near our sun. You can only be building as many ships as you have systems with dilithium though you do not have to build the ship in a system with dilithium. There is also a notation of how many events took place. This often pops up at the beginning of the turn but I always check it if not. Below that are the four other empires. These symbols change based on our diplomatic status. One thing that can throw people off is that each empire has its own interface. They are functionally the same but the color scheme and appearance of the buttons change. For example the Federation is bluish and crips, the Romulans are green, the Ferengi tend towards a reddish-orange slightly more chaotic layout. In the bottom you see the Ferenginar system. The green letters mean the planet is habitable, blue means it is unusable (mostly gas giants) and most planets will be red meaning they cannot be used until they are terraformed. The symbols above the planets provide bonuses. The green plants are food bonuses and the red suns are energy bonuses. All buildings are influenced by all bonuses in the system. Each system is its own entity. You do not build objects for individual planets. Here is how you manage a system: There are five kinds of primary buildings. Their names vary by empire: Grower's Market (food production, each system must feed its own population, you cannot transfer food) Machining Guild (makes the planet build things like ships and other buildings faster) Power Exchanges (you use the energy to power buildings including defenses and special buildings) Data Brokerages (produce intelligence which you can use to defend yourself or spy on and/or sabotage other empires) Research Labs (produce research points which gives you better ships and buildings. All these buildings can eventually be upgraded and each upgrade level produces more of whatever the building does. To work each building must have population assigned to it and you can shift population around as needed. We have 312 food and 160 population (bottom left) so we can take people out of food and move them to other jobs. We will definitely want to put one unit of population to fill the last research lab. We do not need intelligence. You cannot use it until you meet another major empire. Intelligence does not work on minor empires. The energy screen: Right now we have a surplus of 79 energy. Both our buildings are turned on. One is the dilithium refinery (without which we would have no dilithium) and the other is the shipyard which is needed to build ships. It also serves as a supply point. To explain that I need to go back to the map: You see the green, yellow, and red outlines? Those are the range ships can travel. Most ships can only travel the yellow distance away from a supply point. A few ships like our Explorer can travel throughout the red. There are a few ships that can only travel in the green (mostly big warships). Technology increases will increase range some and as we build shipyards on other planets and/or outpost space stations we expand that range. If we were to power down the shipyard none of our ships would be able to move. We have an energy surplus but nowhere to put the extra population. We need more buildings. Here is our build list. Right now we can only build the basic structures and the Festival of Fun. The Festival of Fun is a morale booster. You generally only use it when morale is low and you really need help. Each empire has its own. The Romulans hold tribunals, the Federation imposes martial law (not sure how that is supposed to help to be honest) and I do not remember the other two. If you build nothing you build trade goods which provide credits. Shipbuilding: Right now we only have three options. The Colony ship is unarmed and terraforms planets and establishes new colonies. The Explorer is lightly armed and explores and has long range. The Troop Transport is unarmed and is used for planetary invasions but can also be used to build outposts and (when we have the technology) starbases. We do not have any real warships yet. And the full map: We are near the southern edge of the galaxy. In the top right whenever you run the mouse over a sector it gives the scan strength. The higher this is the more likely you are to detect ships. Cloaking makes ships much harder to detect. You get a small basic level in systems you control and where your ships are. Later we can develop more advanced detection equipment. Turn 1 We will need many ships to find commerce in the stars which is why I am ordering that trade good production be curtailed and more Machining Guilds built. (Uproar ensues) QUIET!!!!! They did not make me Grand Nagus just for my good lucks.....though.....it sure did help. While this will result in short-term losses the long term profits will be vast. Remember that while exploitation begins at home keeping it just at home is not exploiting the whole market. Six turns to complete I am sending out our Explorer ship to the system southeast of us. They are ordered not to fire on anything they find. Killing customers is bad for business. The Explorer starts with an Engage order meaning it will seek out contacts. We set this to avoid so we will only engage if the other side both detects and chooses to engage us. Most ships in the game move one sector a turn. Later we can develop ships that go faster. Only a few do. Turn 2 We have found an inhabited star system. Bolarus. It has dilithium and a habitable planet. The Bolians live there. They are masters of cosmetics but have no idea how to sell their skills. We will step in and assist them. We also found out that they are in the market for self-sealing stem bolts. I have no idea what they are for but we will gladly sell them. We switch to economic view: and find that Ferenginar only has enough population for one trade route. We should get another shortly. The Bolians are small in population and cannot provide much in terms of trade. The number refers to population, the higher the better. Every other Empire has to establish at least a Friendship treaty before they can form trade routes. The Ferengi do not have to bother with red tape. The captain of the Explorer vessel reports a nebula and another star system to exploit. The map is uncovered in all sectors adjacent to your ships. Nebulas reduce scanning ability and shields do not work in them. There are other navigation hazards we will probably encounter later. Nebulas are mild. If there is one near an enemy empire I sometimes station ships in them to hide them. The Bolians do not seem to either love us or hate us. We can use this apathy. There are a few things we can do with a minor power. We can give them a gift/bribe to improve relations. Request a Frienship treaty (this normally allows trade and I believe it slightly increases the empire's liking for you over time or keeps it from falling quickly. Affiliation makes them a strong ally. We can use their shipyards to extend our range Membership means they join the Empire and we control the planet. Every minor empire also has a special unique building you can construct which is a bonus for bringing them in. We can declare war and try to conquer the planet. This requires troop ships. If they had any defenses we would also probably need warships to get through. They can have friendship treaties with as many major empires as they wish but can only be affiliated or a member of one. Turn 3 We have found the Antos system. Uninhabited and small. The Antos system can have a maximum population of 85 million when fully terraformed. Not a fantastic system. We may want to develop it later when more lucrative opportunities are already exploited. I am ordering the Explorer north Turn 8 We have finished our machining guilds and found another two star systems, one inhabited. The Beltane system can have a population of 215, a pretty decent place to spread Ferengi greatness. We also found the Shelia system. Even more lucrative and the customers are already there. Some strange beings called the Sheliak live there. If they think they can outwit the Ferengi in contract negotiations by making the contract longer we will show them the meaning of fine print. The Sheliak start out Hostile to us. They are pretty xenophobic. It will take a lot of bribes to bring them on-board ________________________________________________________________________________________ So Daimons, what do you think? The factions present their ideas: Expansion Fund Trustees: They propose immediate construction of a second explorer ship using spare funds to expedite construction and holding off on colonization until all prospects are examined. They point out that risk can be more intelligently managed if we discover if there are any dangers deeper in space that could cause market fluctuations. Aggressive Growth Stock Holders: They point out that the Sheliak are the way of the future and suggest devoting the treasury to bringing the Sheliak into becoming an Affiliate member of the Ferengi Alliance through the liberal use of bribes. They point out that the Sheliak are right on our border, have dilithium, and can expand further development towards the galaxy center while the Bolians are off one the edge and can be exploited later. They also believe that our Colony Ship should head to Beltane to begin terraforming. Commerce Authority: They point out that the Sheliak will resist any attempt by us and that we are unsure if we have enough latinum to bribe them while the Bolians are a fresh market already ripe for exploitation. They propose sending the colony ship to Bolarus to begin terraforming their system while latinum is earmarked to bribe them into affiliation and eventually membership in the Ferengi Alliance. All support building a new colony ship once manufacturing is up to snuff. A few suggest building troop transports to occupy the Shelia system with Collection Squads to enforce the free market but are shouted down as it would take many troop transports to accomplish. So who do you speak up for? Xenocides fucked around with this message at 17:10 on Jan 30, 2015 |
# ? Jan 30, 2015 06:39 |
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aww I was too late for a vote, however I am fine with the results since the previous LP covered Federation, Romulans and Klingons so I was gonna vote Cardassian
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# ? Jan 30, 2015 06:46 |
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Cartheon posted:People seem to miss that the Federation used the Teddy Roosevelt style of diplomacy - walk softly but carry a big stick. The Federation backed up their diplomacy with incredibly advanced ships. The Enterprise was primarily an exploration and research vessel that also had enough firepower to go toe-to-toe with devoted warships. The Federation had adeptly defended themselves against several aggressive species and still managed to thrive. They preferred diplomacy, but they weren't above using the diplomacy of the gun when the situation called for it. DS9 played that up a lot more than the other series did. I think my favorite episode demonstrating this was when Chief O'Brien's old captain launched his own private little war against the Cardassians to expose their war preparations and destroys several ships. In the end Picard refuses to investigate the captain's claims and helps the Cardassians and brings the captain in. In the end the Cardassian gloats over the captain's a bit and Picard shocks him and says he knows that the captain was right and that the Cardassians were involved in military preparations and he refused to investigate to preserve the peace. https://www.youtube.com/watch?v=3eyiyY-6mbU "Take this message to your leaders Gul Massset: We'll be watching."
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# ? Jan 30, 2015 06:50 |
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Cartheon posted:You didn't list the Federation or the Klingon's intelligence ratings. Both have decent internal security but are bad at spying on others. The Federation finds it distasteful on moral grounds and the Klingons find it dishonorable.
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# ? Jan 30, 2015 07:02 |
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Commerce Authority Rule of Aquisition #15. Peace is good for business.
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# ? Jan 30, 2015 07:02 |
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Veloxyll posted:Commerce Authority But war is even better for business if you are the winning side! Aggresive Stock Holders
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# ? Jan 30, 2015 07:11 |
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Aggressive Growth Stock Holders Sure, bribing the Sheliak will be more difficult than the Bolians, but does the 62nd Rule of Acquisition not state that the riskier the road, the greater the profit?
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# ? Jan 30, 2015 07:49 |
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Aggressive Growth Stock Holders In life, like in Tongo, one must Acquire in order to succeed.
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# ? Jan 30, 2015 08:48 |
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Commerce Authority. Let's develop our profitability, and we'll have a better position to build up a more hostile race as new customers once we have more liquidity.
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# ? Jan 30, 2015 09:12 |
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# ? May 21, 2024 19:05 |
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Uhh, is (Uproar ensues) supposed to do so twice?
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# ? Jan 30, 2015 09:34 |