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wedgekree
Feb 20, 2013
Master of Orion II (and the reboot) had an infrastrucutre you could build/research called the Alien Management Center which was oriented towards rapid assimilation of colonies that you had occupied. I don't recall if MOO3 had a similar tech or not.

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wedgekree
Feb 20, 2013

Libluini posted:

The third game doesn't have it and doesn't need it, since your empire policies and alien preferences determine how fast you can integrate an alien population. In practice, making sure aliens can relax, have a working government and some soldiers to shoot them if they get uppity is enough. Look at how fast we integated our first Raas-planets: They literally went from upset over slightly miffed to indifference in just a couple turns.

Though you could argue that techs making DEAs dealing with population mood more effective are indirectly boosting our assimilation, since they make conquered aliens submit to our rule faster.

Cool, don't remember enough about 3 to have ever gottena feel for how integration and assimilation of captured provinces worked within the mechanics. Thanks for the explanation!

wedgekree
Feb 20, 2013
Yay! Good to see an update! Good luck on the invasion!

wedgekree
Feb 20, 2013
Is it worth it at this point to spend however many turns it takes to slowly grind your way through the remainig Raas and conquer what viable planets they have as opposed to just bombarding them into oblivion if there aren't any super nice planets in the area and building up the infrastructure on the captured ones so if you need it you can use them to send colonists to the other planets in hte area? Or it worth it to conquer them just so you have already built up planets in the area with some infrastructure on a dead end star lane so you don't have to worry about your flank forever and you have an area that's almost completley safe to build up in otherwise?

wedgekree
Feb 20, 2013
Havign gone that way when MoO3 first came out, i can totally sympathize. I didn't even realize your armies could -get- veteran as I played the game (this was when there was the weird bug in the game that was never patched where your armies couldn't get experience past a level, so you were weirdly limited in how big invasions could be). Much as I loved the series, the third game had -weird- implementation things with the UI...

Still, nice that invasions are actually useful and generally a viable strategy in the game!

wedgekree
Feb 20, 2013
Heh. Yeah, I was always annoyed that you could only attack one planet in a system at a time, really when it came to landing troops. Late game made it a slog. NOt that I was ever good at the game mind. Or tended to survive to late game.

wedgekree
Feb 20, 2013
Congratulations! If you want to be truly thematic, try and figure out how many soldiers you lost over the decades long invasion and the several armies lost in the attack on the planet! Congratulations on finally breaking your way through the seige lines. Good luck and otherwise don't let the planet fall to an uprising!

wedgekree
Feb 20, 2013
The original game wasn't particularly cognizant either when it came to updating things. Like if you're doing na invasion on a water planet so you bother enough to make all your troopers aquatic based species and then find that you're attacking a.. Completely desert planet. At least from the old website/manual for the original game tactics were supposed to give a gneeral bonus depending on what troops you were using/what troops the enemy were using.

Also, the battle conditions were only displayed after the invasion was done (find out the planet is completely desert? Do so only when you've completely conquered it or been wiped out). Figuring out just what exactly wroked underneath the hood when it came to mechanics was.. More impossible in general with MoO 3. So combat was either insane stalemate as you threw armies into the meatgrinder for decades or you stomp all over everyone and conquer it in one turn.

wedgekree
Feb 20, 2013
Yay for the offensive going forwards and slowly grinding the dionsaurs beneath rocky stomped heels. Do you think you've broken the back of thier fleet despite the fact they still have a lot of planets they have and so lon gas attrition is maintained you can whittle away at them or think they could still whip up a substantial reserve?

wedgekree
Feb 20, 2013
So at this point the setup is maintaining a defensive posture against the Klackons while slowly grinding down the Raas and bombarding or taking thier remaining planets then until you've annihilated them? Or ar eyou planning further expansions against the Klackons as well at this point? Or is it possible in MoO3 to have the surrender mechanic go off like it did in MoO2? You could always have the Psilons surrender to you, get a couple of planets and thier fleet at your disposal to help get a better defensive line.

wedgekree
Feb 20, 2013
Cool, nice to hear and learn on things mechanics-wise.

wedgekree
Feb 20, 2013
The New Orions can (and will) kick your teeth in for most of the game just due to the fact they have about every single tech in the game to start with. Good luck iwth the Raas and otherwise finishing them off to turn your attention to the core and otherwise giving the Klackons a thrashing. Do you have any real idea how thier ships are when it comes to techload and effetiveness in generations compared to your's?

wedgekree
Feb 20, 2013
There's tech that boosts the stats and loyalty of your spies. At least in the base game. And I think at least one that shortens the time to train them. Then again I never really figured out the tech system in the base game in general so I'm not the one to ask.

wedgekree
Feb 20, 2013
Yay for slow and steady progress! Even if just on the 'slaughtering Dinos while getting slaughtered by them' route. And hopefully some good colonies down the line. Good luck wtih the assault!

wedgekree
Feb 20, 2013

my dad posted:

It would actually be a really cool thing if the player was able to be the one that does this.

The player theoretically can. It's more viable in early game, but given you have unlimited range with ships if you keep up scouting and find some good, unclaimed systems halfway acrsos the galaxy and send colony ships to them and don't mind starting planets mostly from scratch it's doable. I've not done it viably (you get slaughtered on points and by endgame ar eso far behind on technology you won't remotely win) but you definitely can fight a holding action while the enemy grinds down your main territory planet yb planet and you send colony ships fleeing to deep space to establish your empire elsewhere. Makes for awesome RP (I think back in the day some of the old MoO3 forums had some stuff set around this).

wedgekree
Feb 20, 2013
Yay for the successful conquest of another planet! Good luck with the slow meatgrinder of the dinos and pillaging them system by system. Good luck wiht establishing forward lines and grinding them out. How much of the Raas industrial core do you think is left? As they don't seem to be sending out thier fleet in force which could mean they have a ton of ships and are just sending out small transport detatchments or havea huge reserve because AI.

wedgekree
Feb 20, 2013
Congratulations! Slow and steady seems to be winning the murder race. Good luck with getting system defenses in place if the bugs go on the attack soon.

wedgekree
Feb 20, 2013
Don't help the Psilons - opening an aggressive war with the Klackons when we have the Psilons as a buffer gains us nothing. If the Psilons might perchance be somewhat more cooperative and sign treaties with us this could change in the future, but we should not yield rock.. Granite for when we have little to gain.

Also approve of the sending of expeditions.

wedgekree
Feb 20, 2013
Woo! Ship design. Good luck to folks!

wedgekree
Feb 20, 2013
Voting for Friendly Commuter

wedgekree
Feb 20, 2013
The base game engine can only handle 10 task forces in one battle, and assigns them randomly. So by endgame if you're fighting in a system with huge fleets you can have dozens of task forces, if not potentially hundreds on both fleets, and only wheedle them down a few percentage poitns a time if you even get to do combat..

I did in one game ~ 50 rounds of constant combat at New Orion with max # task forces due to a very, very slow meatgrinder.

wedgekree
Feb 20, 2013
Wow, nice set of turns! Well played. Forward progress against the Klackons and managing to slowly grind down the Raas!

wedgekree
Feb 20, 2013
Voting for 1. The Psilons don't have the capacity to really defend themselves eitehr from furhter aggressions, we're more advanced than they are so as part of our collective they can have a higher quality of life and further contribute to us. If they are in turn capable of defending thier remaining borders more effectively we will of course honor our alliance and their territory! But also theys eem in no condition to otherwise incorporate liberated territories back itno their empire either.

wedgekree
Feb 20, 2013
Yay for this thread being up again!

wedgekree
Feb 20, 2013
Theoreticall the Raas can colonize every single planet that's actually in their territory short of ones that have biospheres theirspecies can't live on, which are dependent on their tech. But, ifthey're just pumping out tons and tons of colony ships and landing on every single planet in thier zones and pumping out more, so long as thereare planets they can keep it going at least behind their own lines.

wedgekree
Feb 20, 2013
Good luck. Also any chances of getting a Diplomatic or MOrale based defensive spy anytime soon? That might hopefully help root out the Raas ones that are otherwise working over your reputation.

And man, this game.

wedgekree
Feb 20, 2013

Veloxyll posted:

it'll be fine until he meets the Ikthul.

Hopefully by that point he'll be pretty well fortified - he's only met four Empires so far - the Imsies (Who are the BFF's as far as the Rocks go with any Floaties), the Raas (whom are engaged in a slow, grinding war of assimilation that is slowly going in thier favor), the Psilon-offshoots who are pretty much broken as far as having any power projection goes and don't have that many planets left, and the Klackons whom there are psirited skirmishes going on with along the borderand some small invasions with. The two front war is pretty stable for the moment - the Klackons are held off, the Raas are slowly being worn down, and the only other major power (at least in our quadrant) are our solid allies. So it's likely that the other major powers are beyond Klackon Space so we hopefully won't run into them fo ra bit, which gives more time to pacify the Raas and integrate them, and fortify our chunks of Klackon space we take out.

wedgekree
Feb 20, 2013
Yay! The Psilons are liberated and two planets are taken! So what is the general morale of the Psilons that we just freed? Have they been fully assimilated to the Klackons or how does this mechanic work? When you conquer a planet of a race you have good relations with via alliance or whatnot?

wedgekree
Feb 20, 2013

Libluini posted:

But even then, with enough counters (recreation, military and government zones, troops on the ground) people will be ecstatic to be eaten. :shepface:

So bread and circuses works even if you have the aliens being the bread! Nice to know.

At the moment, are we generally producing enough food to cover the needs of our current carbon based citizens or do we have a surplus? Given we don't seem to have a huge number of planets primarily inhabited by organics we probably don't need that much food production to keep pace with thier needs so long as they don't get under blockade.

wedgekree
Feb 20, 2013

Libluini posted:

The yellow symbol in the upper left of the map screenshots is our food. As long as it is bright yellow, it's positive. Right now we nearly produce 3x the amount we need.

(Having surplus gives extra money, so more is always better.)

Cool, things are good then. Can always take a major planet if you have to and use it as a breadbasket behind the lines. And thanks for the cue on the UI - something I'd hae never recollected or noticed.

wedgekree
Feb 20, 2013
Still, nice turn and thanks for a very well written update as well as some input as to how you write things up and run the game!

wedgekree
Feb 20, 2013

PurpleXVI posted:

So, MoO2 had, if I remember right, a sort of "global" food system, where if you had food surpluses in one place, and spare transports, it'd be instantly shuttled to planets with a food deficit. Does MoO3 have a system similar to that? I genuinely forget.

It mostly does. So long as you're producing enough food to satisfy your Empire's needs, all your planets not under blockade are considered fed, and if you make a surplus it's sold to generate income. You just don't have to build freighters in order to ship things. Just in the case that if you have a planet that's not producing food that ends up under blockade, it's more dangerous as you have fewer options onsite to be able to make food on it.

wedgekree
Feb 20, 2013
Yay! Good luck killing the Guardians. Also remember that Guardians make nice stopgaps of other species using that to flank you through the system, so might be worth it to leave it in place if you want to keep that star lane blocked off.

wedgekree
Feb 20, 2013

Glazius posted:

I'm curious about how these Guardians will fare in actual space combat.

They tend to either relentlessly slaughter you by the hundreds or you outgun/outtech them so ludicrously that they die real easy. Admittedly it's viable to take them out fairly easily if you know what you're doing in the game (not that I ever did mind). In vanilla they tended to die real easy to carriers or missile fleets. But that was as point defense was really, really, really bad and you could just stay at long range and swarm them with ten fleets dumping warheads into them.

wedgekree
Feb 20, 2013
Given Sillicoids, wouldn't they be more likely to grow the next generation?

wedgekree
Feb 20, 2013
That's some beauts of ships there. I suppose the question is now are the Sillicoid Armed Forces capable of holding thier own in general on th efield without extreme superiority in numbers thanks to our tech advantage and Dino 'volunteer' units or do we stil have to presume 2-3 times superior numbers/force ratio in order to presume to make headway?

wedgekree
Feb 20, 2013
Get it done now!

Nice to see a rehash on the lore and the tweaks you've made.

wedgekree
Feb 20, 2013
On the upside, the game has thrown a curveball at you you have to react to which makes things interesting (I speak not being the player here) which makes for a more entertaining thread!

wedgekree
Feb 20, 2013
Oh yes, I remember this lategame. You have several dozen armadas in orbit a planet you really want to take, and the enemy has a massive fleet defending it, and you keep on doing frontal assaults with your transport groups wtih point defense escorts and never your Titan Armadas with Death Star lasers... Happy times.

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wedgekree
Feb 20, 2013

Glazius posted:

It seems like the story of combat here, given transit times and all, is that when you show up to conquer a world you're probably fighting two generations-old spacecraft and if you just keep your ships in place they'll get punched out by whatever the latest prototype is. Is that how it tends to work?

Seems about that way yeah.

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