With all these space games coming out (including old ones on GOG), i've got the inch to start a single player game....my choice falls on MOO3 an old favorite of mine, which i play on my netbook which will allow me to continue the AAR even when i travel (my other option would have been Reach for the Stars).
I selected the Tachidi which are the race i've played the most, on medium difficulty (with all the Bhruic patches and some graphic mods, not sure which). Homeplanet is Juza. Senate Victory has been taken out....this is a wargame forum after all ;).
Well this should be different. Looking forward to more!
Hi Martok!
We are lucky, Juza II (name will be changed), is a colony of the Phaigour, a friendly magnate race. We decide to colonize it...this additionnal population will give our empire a strategic boost in the beginning of our race to the stars.
Another good news is that we are in the Orion Senate...the bad news is that there's just us, the New Orions and some freaking Silicoids who happen to hate us...we still decide to send them a diplomatic proposal for an economic agreement...hopes are small though.
We ask our scientists to focus on physics (we want cruisers and fast!) and energy sciences...of course we won't neglect biology sciences...the forthcoming hydroponic farms are important to feed all these Tachidis....Tachidis eat...a lot!
Looking forward to more. I've never played MOO3.
You're welcome Bison!
Juza II has been colonised...it will be renamed Phaigour Prime.
While we were sending a proposal to the Silicoids, they were preparing to impose sanctions on us...this isn't going to be a friendly relation... ???
but hey...this might be fun!
So let's have a look...they are not very far away but the way to the Silicoids is going through the core of the galaxy where the New Orions are located...we still have some time before we have some concrete physical contact with them. Meanwhile we will visit the rest of the arm of the galaxy we're in while building up our fleet.
Quote from: Anguille on July 30, 2012, 10:35:41 AM
We are lucky, Juza II (name will be changed), is a colony of the Phaigour, a friendly magnate race. We decide to colonize it...this additionnal population will give our empire a strategic boost in the beginning of our race to the stars.
That's a nice little bonus, all right. I can't remember, though -- how often do they show up in your own home star system? That's gotta be at least somewhat uncommon.
Quote from: Bison on July 30, 2012, 10:43:41 AM
Looking forward to more. I've never played MOO3.
You probably wouldn't have enjoyed it when it first came out! However, the game seems to have since gained a bit of a following (including our own
Anguille and
Jarhead), which was further helped when a number of (apparently) well-done mods were released.
Very glad to see this AAR Anguille. Keep it up. Might just start a game up of my own now...
Hi Jarhead! :)
@Martok...actually it's a huge bonus as it doubles the population of my empire. It is indeed uncommon and it's random.
To give some perspective, here's a zoomed out view of the galaxy.
The New Orions are right in the middle
My two core planets will produce a lot of colony ships....if we want to keep up with the Alien Nations, there's no time to waste...
As you could see in my previous post, one of our task force has visited the Mentar system...we're happy there's no Guardian looking at the abandonned planets of the Psilons....lots and lots of great planets! We select all the potential colonies. As soon as they are produced, colony ships will directly go there (i do not play with automatic colonization but colony ships will aim automatically to the planets i select).
On Tachidi, the shipyards work hard to produce our first colony ships....some engineer thougth that we needed a new scout but we decide to scrap it...our two current scout task force are enough.
Quote from: Anguille on July 31, 2012, 03:23:11 AM
@Martok...actually it's a huge bonus as it doubles the population of my empire.
Trust me, I'm aware! That was a case of wry understatement on my part, which is difficult to get across using only text. :P
Quote from: Anguille on July 31, 2012, 03:23:11 AM
It is indeed uncommon and it's random.
That's kinda what I figured.
Although magnate races aren't rare in and of themselves, are they (just that it's rare for them to show up in someone's starting home system)? I seem to recall having run into a fair few of them back when I was playing the game.
Quote from: Anguille on July 31, 2012, 03:29:55 AM
As you could see in my previous post, one of our task force has visited the Mentar system...we're happy there's no Guardian looking at the abandonned planets of the Psilons....lots and lots of great planets!
Wait, the Psilons were one of the "dead" races in MOO3? I mean, I knew some of them had been eliminated by the
devs Anterans (the Elerians, Darlock, Bulrathi, and I forget who else), but I thought the Psilons survived...?
Quote from: Martok on July 31, 2012, 05:15:55 AM
Wait, the Psilons were one of the "dead" races in MOO3? I mean, I knew some of them had been eliminated by the devs Anterans (the Elerians, Darlock, Bulrathi, and I forget who else), but I thought the Psilons survived...?
Ah...i see you're paying attention 8)
Sometime, during the Dark Age, the
Psilons seem to have moved away from their home system
Mentar (actually i think it's the case for all the races). It is indeed possible to play them. On the other hand, you can find colonies of Elerians, Darloks, Gnolams, Alkaris, Bulrathis and Mrrshans...you just can't play them. And they are not in the original homeworlds either....
We decide to lower the oppressometer a little bit...we don't want our people to start revolting. We also keep the budget's policy on "peace and prosperity" so 90% of the budget should go into building up the colonies and the DEAs (Dominant Economic Activities) of the different regions.
Galactic Cycle 6 (turn 4): the Silicoids declare war on us but we're not afraid.
On Phaigour Prime, an industrial DEA is almost finished, closely followed by a mining DEA....we're already in the red and we have another industrial DEA coming up on Tachidi (each uses 15 points of minerals per turn)...we do not have enough minerals to fulfill the needs of our industrial base...we need more mining DEAs...this will be our next task.
On Phaigour Prime, two new mining DEA's will soon produce enough minerals for our industries on Tachidi.
Meanwhile, our scientists have created the first Hydroponic Farms which will be constructed wherever possible.
On Galactic Cycle 13.5 (turn 9), our scouting task forces explore 2 new systems: Cerva and Rhea. While Rhea proves to be uninteresting, we discover a colony of the Audrieh in Cerva....
Finally, our first colony ship is coming out of the shipyards and the first batch of colonists is moving to Mentar.
Galactic Cycle 18.0 (turn 12)
We finally colonisied Mentar V. Meanwhile, mining and industrial DEAs continue to be built on Tachidi and Phaigour Prime. This will allow us to have a solid basis for our future plans of conquest and battles.
We also start to recruit spies for the internal defenses.
A government DEA is now planned on Tachidi to improve taxing and production. We also improve the shipyards capacities on Phaigour Prime so it will also be able to build colony ships.
Galactic Cycle 22.5 (turn 15)
A colony ship is sent to Cerva in order to bring the Audrieh into our Empire. Our investments in Physical science is finally bringing up some concrete results: 2 types of Mass Drivers will soon be available.
We finally have a leader helping us in science. The fact that he's not a bonus in diplomacy isn't a problem as we currently have noone to really talk to...
Our scouts discover the old homeworld of the Klackons...the mytical Kholdan! The planets are not as good as in the Mentar system but it's a great system nonetheless leading to Orion...it's a key choke point.
In the Tromelai system we discover a colony of another magnate race...the Rhea. It's seems the Tachidis will be only part of a multicultural nation.
Last but not least, during the scouting of the Kawauka system, we discovered a wormhole leading to the end of the arm of the galaxy where the Silicoids are....we will attack them from both sides! Muahaha!
Ah, wormholes. Gotta love 'em!
Also, what's with all the magnate races? Talk about luck!
@Martok...indeed...lots of luck!
At the end of the wormhole, our scout discovers a nice planet to colonize: Quadrupe IV will be our first base in these solar systems so far away from home.
Meanwhile, we see that the Silicoids colonize more and more solar systems...we have a hard time to keep up but believe that we have more population and therefore a better industrial basis.
We also continue to make a steady progress in science...our future ships should be well equiped.
In the Cerva system, we establish the new colony Audrieh Prime. Soon, the Tachidis may not be the main race in our empire...will we achieve what the Shadow Empire: The Psidarian Confederacy* didn't manage? We will see.
In the Orion Senate, a Peace accord has been signed...this should relax our relation with the Silicoids.
Our exploration on the left of the empire continues without any oppositions....in Zugamog, we discover a colony of the Ajadars...we are on the good way to integrate most of the magnate races into our empire...
*Reference to "Shadow Empire: The Psidarian Confederacy" by late Longspur.
Shadow Empire: The Psidarian Confederacy (http://forums.atari.com/showthread.php?t=3758)
Here's the soundtrack to this AAR:
Nik Kershaw's The Sky's the limit (http://www.youtube.com/watch?v=RL_rYCgn6uk)
Our scientists have started to work on the cruiser type of ship which will allow us to start the production of our first "real" spaceships.
A colony ship is moving to colonize the first planet on the other side of the wormhole.
In the Tromelai system, we establish a new colony: Longspur.
Our expansion goes smoothly...no opposition so far...the galaxy will be ours!
On turn 35, we discover a colony of the Bulrathi in the Tardig system...all the biggest races in the galaxy will soon be united under our flag.
Our scientists tell us that they will soon discover a mean to create fleets in other solar systems. They call it Mobilization Centers.
By turn 41, our scouts discover two colonies of the Ancient Races: Altair and Nazin. Unfortunately, none of them will be able to make it home...both scouts were destroyed before they could enter warp. We need to create big fleets to destroy the Guardians of these fantastic planets of the Alkari and the Darloks...what kind of secrets will we be able to find there?
Our scientists have finally discoverd the secret behind Mobilization Centers. They will allow to create fleets with the ships from the imperial reserves. Unfortunately we won't be able to use them as stargates: Mobilization Centers allow the teleportation of material but not living beings. This means that once a fleet has been created, the crews will be recruited and trained on these key planets. The Fleets will then move through the starlanes as usual.
We decide to create two Mobilization Centers at key planets, both of which already have large populations: Audrieh Prime and Ajada Prime.
Meanwhile, an unknown fleet is orbiting Longspur...we have no idea who they are and what they want. They seem to be peaceful however...at least now. We send a scout to explore the unknown areas below Longspur...and we discover another wormhole! That new race must be coming from there. We decide to send our scout to make further investigations.
To be on the safe side, we create our first cruisers and put them on the building queues on Tachidi Prime: long range attack ships
Looks good Anguille!
So other than the abundance of magnate races, has this been a fairly "normal" game for you so far?
Yes and no. There are so many parameters that most games i play are different (size of the galaxy, form, number of races). My strategy is fairly standard though for a 4x game (most of them). I never had such a galaxy before as this is a new type that came with the mods i am using now so this is fairly interesting to me. I also selected fewer races than i use to so it leaves me enough room to expand, at least initially. Besides, MOO3 games are sooooo long :o, i actually didn't play so many of them to the end.
On turn 47, our scout arrives at the other end of the wormhole and discovers the Sabzius system. There we find a lost colony of the Darloks! Will we be able to establish a colony there before the unknown race gets there too? Our scout continues to explore this sector and discovers the first planet of the Eririilaa...after scanning their frequencies, it seems there race is called Trilarians...we do not have diplomatic contact yet so it's still uncertain if we're going to be friends or foes. Yet, there are very close to the Darloks so we need to hurry. Having a large colony there would allow us to have a better negociation position.
Meanwhile, out of the blue, a task force of the Silicoids arrives on the orbit of Almaak-A...we're not ready. They have found a way to our space. The first bombardements make few casualties but it's still too many.
But the bad news don't end there...they have also ground troops! Will our militia be able to hold them off until we can send reinforcements? The population goes into the bunkers while the militia takes position around the urban areas...
Uh oh. Looks like the war has begun in earnest...
We take heavy losses but manage to keep control over most of the planet. We know however that we will not be able to keep up against the experienced 4 infantery divisions of the Silicoids. During the following year, thanks to the teleportation of material and weapons, we create a full army. It's much more than we need to push back the invasion troops but the next invasion will likely start very soon. At the end of the year, we manage to eliminate the last enemy troops. Unfortunately, the Silicoids still control space in this system thus putting a blockade on the planet. The first 2 Long Range Cruisers are ready but we wait for a third ship before we create a task force with the mission to take back the space control over Almaak-A.
You think you'll be able to push the Silicoids of the planet entirely before the next wave arrives?
@Martok the enemy ground troops have been defeated...
On turn 54, we finally launch a squad of 3 Long Range Cruisers from the Mobilization Center in Audrieh Prime....they will be arriving in Almaak-A in 7 turns. That's a long time but the enemy task force isn't doing too much damage on the planet (bombing every turn). We decide therefore to create a new Mobilization Center on Kholdan. The next task force will start from there as soon as it's ready. Meanwhile, our scientists are working on the Battle Cruisers and the Duranium armor which will give us more firepower.
Meanwhile in the Senate, a new bill that will allow to lower the cost of fleet maintenance is proposed...we gladly endorse it!
A colony ship didn't pay enough attentions to the orders given by the Fleet HQs and doesn't give a course to avoid Almaak-A...it is destroyed by the enemy fleet....so many colonists dead!
With the foundation of the colony on Sabazius III, we have finally a diplomatic channel with the Trilarians.
We ask them if they are ready to sign an economic agreement and we are thrilled to see that they accept...we are going to work hard on that relationship...these could be the allies we were looking for!
Excellent. Here's hoping the Trillarians can help you out with the Silicoids.
Quote from: Anguille on August 31, 2012, 07:42:54 AM
A colony ship didn't pay enough attentions to the orders given by the Fleet HQs and doesn't give a course to avoid Almaak-A...it is destroyed by the enemy fleet....so many colonists dead!
I hate it when that happens...
Finally...our fleet arrives in Almaak-A...the enemy fleet is approaching fast. The Commander of the Task forces sees the presence of a colony ship in the system:
- By the mighty Tachidi, what are they doing here? Put them online...
- Done sir.
- Colony ship...evacuate at once!
And so the colony ship starts the engine to enter the starlane...the enemy fleet however has already launched a volley of missiles to the colony ship as they haven't seen the Long Range Task Force yet. The colony ship is badly damaged but not destroyed.
This might however be a bonus in the battle as the enemy has to reload...now the Commander orders the 3 ships to aim the enemy ships:
- FIRE AT WILL!
And so the enemy ships, completely unprepared, are hit hard...they will pay.
The enemy task force launches a new volley of missiles but the colony ship manages to enter the starlane...
The missiles, like hunting dogs, look for another prey...
- Everyone ready for the impact, shouts the commander.
and so the the missiles hit the flag ship with a terrible sound....fortunately, the damage reports are not alarming...
- Prepare for close combat...i want to see their faces!
And so the ships are closing dangerously to one another.
Hooray! Glad to see you're still on this one. :)