Episode I: Enter The Stargazers
Hoshino Yumemi
A Few Bulbs Short Of A Planetarium
Here's something I'd been planning for a while. I kind of apologize in advance if people've been waiting for a Convoy update, but suffice to say I'm just finding other games for me to look at and go "SQUIRREL!"
But anyway, this is one I've been planning ever since I decided to buy this at all the stories of @Nighthawk19 and his adventures in 4X games which he's told me in private, and decided to get in on the ground floor of the latest Master of Orion game.
Of course, that was in a very Early Access version which didn't have a whole lotta features and didn't even have all the races implemented yet. I thought I wouldn't be able to do anything interesting with this until…
Oh yes. The Custom Race option arrived in an update, as did the Terran Khanate, Meklar and Klackon, leaving two other races left before everyone is here; the missing ones are the Darlok and Silicoid.
I don't know this personally but I've heard scuttlebutt about how broken custom races could be in Master of Orions 1 and 2, and it seems like a lot of the really crazy stuff that used to allow custom races to knee others in the dong aren't here in favor of some points buying…and possibly minmaxing. Who knows? I probably will when I find out how far I can stretch this without snapping.
Here's what I've come up with. …I'm going to have to come up with a story for this, aren't I, and I've already thought of one, so I'm already a little ahead of the curve.
So my username (and my old avatar before getting the Elphelt one) is Hoshino Yumemi, and she's the robot from the post-apocalyptic visual novel Planetarian, right?
I once read someone's stab at a fanfic where the remaining robots were full-fledged AIs, outlived humanity, and recovered Yumemi much for the same reason the string bean robots in AI: Artificial Intelligence thawed out David, the main character: memories of some of the last remaining humans.
In my swing at things, robot society is run by a succession of Stargazers, robots in Yumemi's mold. You see, these robots are going back to space, and looked to one of the last of them to dream of space, even if it was just her job and she was meant to narrate planetarium shows and stuff. This Stargazer is, well, "Hoshino Yumemi." Hoshino Yumemi II, Stargazer. Stargazers' bodies are masterworks and have the power of a whole skyscraper full of nothing but servers, a necessity as supreme leaders of robotkind when every single machine is telling them all at once what they want and when they want it. In theory, Stargazers are less like supreme dictators and more like a Geth mobile platform where everybody achieves consensus, except with a senior consciousness playing referee.
(Ignore that they will look like the Terran Khanate. Just imagine a moe robot girl with that stupid Scorpion mask they're wearing and their eeeeeevil color scheme.)
This Stargazer is running on the platform of finally making Yumemi's presentation on the children of mankind finally reaching to the stars come to fruition, on the platform that robots will never have to witness the horrors that humankind did, and that no price is too high for this vision of a brighter future. Hoshino Yumemi II has an expansionistic fervor that the original Yumemi would never, ever approve of.
There's a reason for this fervor: Earth has given out about as much as it can. The rain is toxic and the oceans are, well, salt water. Earth's easy resources for this colonization blitz have to largely be recycled from what has become a mass graveyard for the final generations of humans. It is time to leave. And why not?
This once-Earth has created robots that produce industry faster than just humans could, research new technologies faster than humans could, build ships cheaper than humans could, swifter than humans could, and built them to fix themselves after getting knocked around. Her ships are coordinated thanks to the joys of networking, and she can boss around more of them as a result. Humanity's got a few final gifts to share in the form of lost technology to draw from.
Unfortunately she's a hawk amongst doves: the robots, having developed defenses against NEOs and space junk but no real talent for war, are using last generation's tech to fight this generation's ground wars. Naval warfare is up to spec, but only space warfare for the sake of blowing up or redirecting bigass space rocks: planetary invaders are on their own. Their ships were also designed to survive cosmic radiation for the sake of space exploration, but obviously weren't built to absorb weapons-grade energy beams.
Any other technological research sadly lags: you can see there's no starting tech I picked. That's okay though, I have a habit of looking at advantages the race I picked starts with and promptly ignoring them to go on my own stupid path.
So this is where we start: first the Stargazer takes on three guys from the start of the Early Access program. These would be:
The Sakkra, who reproduce like angry reptilian rabbits and remind me a titch of the Krogan with their innate toughness and ridiculous reproduction rate when a genophage isn't in their way.
The Psilon, dudes who look like a Sectoid and an Ethereal smashed into one another in a particle collider. Their deal is they research things the fastest out of everyone, can tolerate low gravity worlds and can very quickly clamp down the starlanes if nobody watches out, but are easily scuttled in ground warfare. Kinda like my custom race then.
The Humans, who are the all-rounders and diplomats, with a minor in big business, though they can be spied upon with less of a chance for failure than others.
Our newcomers are the Klackon, hive mind space bugs who have a boost to production and generate food like nobody's business, which allows them to expand quickly, and the Meklar, AIs who don't really make food, autorepair their ships like mine and also have a bonus production capacity.
I'm keeping everything normal in terms of difficulty and galaxy age, but I'm picking a big spiral galaxy. I like being able to build and expand before going and doing any crazy big space stuff.
Considering that we have one race that has a vested interest in keeping the fight in space, one race that will be able to expand like mad if allowed, one race that can politically motivate anybody to leave them alone long enough to not get up in their business (my personal favorite tactic) and two races that can build stuff 25% faster than everyone else, three if you count me, I think the breathing room will help everyone get some staying power so hopefully nobody gets chewed up and spat out before we even see them.
That happened to me on numerous occasions including the very first time I won a game of Master of Orion: Two races just blinked out of life before I'd even run into them.
So after Michael Dorn tells us the story of the Terran Khanate (long story short, in the future humans were caught in a bunch of wars that nearly wiped out all of mankind, and through that a dictatorship called the Terran Khanate rose to power to expand across the cosmos) and we're greeted with this screen.
Ah, good. My advisor here is this…rather anime looking lady…with an apparent military background. It looks like we're all in agreement here.
Hehe. Everyone talks through these masks with a kind of electronic effect. My custom race being androids continues to work.
Turns are treated as years. I start here in Year Zero of this odyssey with this fleet of a couple of scout ships and a frigate. I have a system with one asteroid belt and a planet. I also have two warp points: one up northeast and one over westwards. Warp points are how you get from system to system. Depending on what drive you've researched and equipped, this can take a year or several, and efficient planning about where you send your ships when is half of everything Master of Orion is about.
You can also only send ships to planets and warp points, so positioning is REALLY important. Considering that you can't take back maneuvers once you move along a turn and can't take back warp travel, I can't overstate how important this stuff is. You also can't engage enemy fleets or planets unless you're right on top of them.
We start at our homeworld of haaaaaaahahahaha-I'm sorry, lemme back up here.
The Terran Khanate's inspiration is really obvious; it's basically if Khan Noonien Singh won the Eugenics Wars and remade Earth in his image, a humankind genetically uplifted, free of weakness and human compassion and where Cordobas ruled the streets with their rich Corinthian leather.
Of course, Trekkies know this didn't pan out. Khan and his genetically-modified ubermensch lost the Eugenics Wars and fled Earth in the starship the Botany Bay, where they ran into Captain Kirk and company for the first time in the episode "Space Seed." When the USS Enterprise kicked Khan's ass and handed him his second loss, they put him and his followers on a livable world called Ceti Alpha V, and Ceti Alpha V being rendered an all-desert dustball by a cosmic catastrophe is what sets off the plot for The Wrath of Khan.
It's a little too funny we're starting on "Alpha Ceti II." No, wait, I have to say it the way Ricardo Montalban delivered that line. I need to smoulder, then wheel around, angrily point at Adjutant Emma and go "THIS IS ALPHA CETI II!"
So, uh, THIS IS ALPHA CETI II! As far as starting planets go there's plenty better, but what we have is still enough to build a solid foundation on.
From top to bottom there on the upper right-hand corner, planet stats go like this:
Size determines how big a population, measured in millions, you can actually support. You can't go over that population cap, limiting how fast you can produce things and how much this planet can contribute to your overall research speed. A medium-sized planet is actually on the small side.
Biomes also affect population size. Basically, all other things being equal, a planet with a better biome will support a bigger population than a planet with a worse one. You'll see terraforming researched later, which improves a planet's biome and therefore how many people it can hold.
Mineral content affects production speed. More minerals means you can sink more production points into stuff per-turn, which means it gets cranked out faster. If it's in ongoing production projects that have no deadline, then you just get more of it every turn. You can also tell your colonies planet-by-planet to focus on different stuff-research to develop new technologies, food to grow population, or production to build things faster.
You can also go totally manual if you feel like it, but I'm a little afraid to screw that up, and I tend to just leave colonies on Balanced anyway.
Gravity comes in three flavors: Normal, where nothing happens, Low, where accidents affect the population growth rate, and High, which I assume is like Low but worse. I haven't seen one yet.
The first thing I do is break off my scout to go to Proctor and my remaining scout and frigate to go to Tripton. That's because I have two planets and can send off ships to go see what planets are like at a time.
I'm also a little unsure as to what warp points I'll find because it looks like those stars are all kind of equidistant from one another. Only way to find out what warp points go where is to go to those systems.
Unfortunately, I seem to be in a weak sector of space-lots of these star systems I'm bordered by appear to be the sort of stars that don't usually give out lots of goodies planet-wise. Sometimes these stars will throw you curveballs though, so explore everywhere and prioritize accordingly.
At this point the game is bugging me to research something. One thing I like about this game is that it doesn't let you miss anything. If you have a planet that's idle, the game will insist you go and tell it to do something. If you have a fleet sitting around and doing nothing, it will warn you to tell it to give it orders. If you have research that's complete and you can go research something else in the tech tree, it will tell you.
So, the next step is to answer what the game is telling me about. You can research stuff from this screen by clicking one of these on the right hand side of the screen…
…or you can click on "View Tech Tree," click on a future point you want to hit, and the game will automatically research them one at a time until you hit it. For somebody like me who tends to churn through turns when they don't think they're doing anything important and just waiting for important stuff to happen, this is a godsend. Especially useful if you're like me and establish colonies everywhere like a maniac.
As you can see here I click on Xeno Relations. Appeasement so I can pick off my enemies one by one is central to how I play, for reasons that will become obvious later. As I mentioned, this means Government will be researched first, then the game will assume I'll click on Xeno Relations, and if I change my mind I can change my course very quickly, though I'll have to start over. I…think. I've never changed my mind; I always follow through on my research projects until I research at least one technology.
In five turns I'll have access to the Research Laboratory, which will increase a planet's research output, and a Government Support Facility to keep strikes from happening and making my people too dissatisfied to work on a planet. …I guess for my Stargazer deal they're just bigass server rooms or something.
Now Emma wants me to go and move along with my turn, but I'm not done yet. First I go in here to do the one thing this game really should have to draw in a gearhead like me: allow me to edit ships.
One of the weaknesses of the prebuilt ships is that they don't specialize and end up being okay at everything but good at nothing in particular. I tend to do the opposite: build specialist ships.
My style is to go for guided missile warships, as you can see with this frigate here. All its beam weapons are converted into point defense guns for fighting other missile ships, and I double down on the missile thing.
I have another frigate variant with nuclear bombs instead of missiles for pounding planetary installations and space outposts.
So we go from 2300 to 2301 AD and are greeted by this Colony Ship. I have no idea what to expect, though I feel like hedging my bets and pointing it to Tripton first.
Since that ship was just finished and I have a planet that's doing nothing, rather than building defenses I'll make one of those Bombers. The reason for this will be obvious soon enough…pirates.
Pirates are easily-killed early on and annoying, and the only way to destroy them is to blow up their outposts. If I build a Bomber and have it move with other ships that can intercept and sink these runts I'll say ahead of them.
There are two ways ships move: either as fleets or individually. Some ships move faster than others, and as fleets will always move as fast as the slowest ship. Scouts are faster than Frigates, and I assume a Colony Ship in tow would have slowed down any group fleet too. Splitting them up to go to different places makes them all travel at their own maximum speeds, and I won't be keeping those unarmed colony ships or unarmed scout ships where there might be any fighting. That's just stupid.
I discover my first planets. Until I research certain technology the way I know what planets are like is by taking a ship, any ship, and butting up against it. This is what the Scout is for: it's fast enough that this isn't annoying busy work.
First is Proctor Prime over to the west, which has the same properties as Alpha Ceti II, except for having a Volcanic biome which makes it even less capable at supporting a population than just about any other planet. I am avoiding this place for now as I only have one colony ship that takes 10 turns to build and takes years to go through warp points.
Second is Tripton Prime, over to the east. This is where I'm going and while it's got a crummier biome than Alpha Ceti II and less minerals, it has gold as its special trait. That means we get more credits from tax revenue.
Tax money is a useful fast-build tool and a bargaining chip. Always have at least some in reserves because you never know what gears you'll find that can be greased with it. The symbol appears to be "BC" so I assume this is all in billions of credits? It'd make sense with the scales involved.
The next turn, I plan to go into one of the systems next door and in the process run into…the Humans.
Great, just as I finish talking about all that stuff about making a custom race based off a Planetarian continuation where all the humans are dead and then John DeLancie shows up to say hi with a whole civilization of them.
I guess if Alpha Ceti II was our starting point shit must have gone wrong THERE and the humans just ran back into their robots again after God knows how long. Kinda like finding your remote in between your couch cushions, except more epic.
Anyway, as you can see, they start out with a neutral disposition towards me, which means so far unless I get really aggressive or annoy the Humans further, they'll generally leave me alone.
My Frigate finds this planet, Tripton II. As you can see, I lucked out: it's a much better deal than Tripton Prime, and almost identical to Alpha Ceti II, except this planet has better Production and its special feature compounds that. Dark Quartz boosts its Production further. I'll be watching its development closely.
Ta-da! Welcome to Tripton II, your home away from home!
With nothing else to build except warships and fortifications, Tripton II will get a starbase. Starbases allow me to build larger warships I'll research later, and more importantly, gives me Command Points.
Every ship and space outpost I have costs Command Points, and every Star Base I deploy gives me more Command Points. If I go over my allowed Command Points I go into debt and bleed Credits until I run out, at which point I will have to scrap ships to get back down under my Command Point allotment. I can stave this off if I get the research that lets me tell planets to trade goods, in which case their Production score is converted into Credits which can offset some of the debts I may carry.
Knowing how my fights in this game tended to go in previous runs of mine, I'll be glad to have every Command Point I can scrabble for.
So, that's where I am at the end of this first post. The humans have a scout at a door I'm not exactly keen on barricading and it looks like nothing but open space up north. Government will be ready in a turn and then I'll be ready to build other stuff on Alpha Ceti II to start capitalizing on my research bonus.
I'm making a couple of gambles from an unfamiliar position. Wish me luck, and buckle up for a hopefully long, fruitful run to master Orion. Whatever that entails. I know what that means but it's funnier to deliver it that way.
Things I hope to have in the next post will be exciting details like the space combat system.
But anyway, this is one I've been planning ever since I decided to buy this at all the stories of @Nighthawk19 and his adventures in 4X games which he's told me in private, and decided to get in on the ground floor of the latest Master of Orion game.
Of course, that was in a very Early Access version which didn't have a whole lotta features and didn't even have all the races implemented yet. I thought I wouldn't be able to do anything interesting with this until…
Oh yes. The Custom Race option arrived in an update, as did the Terran Khanate, Meklar and Klackon, leaving two other races left before everyone is here; the missing ones are the Darlok and Silicoid.
I don't know this personally but I've heard scuttlebutt about how broken custom races could be in Master of Orions 1 and 2, and it seems like a lot of the really crazy stuff that used to allow custom races to knee others in the dong aren't here in favor of some points buying…and possibly minmaxing. Who knows? I probably will when I find out how far I can stretch this without snapping.
Here's what I've come up with. …I'm going to have to come up with a story for this, aren't I, and I've already thought of one, so I'm already a little ahead of the curve.
So my username (and my old avatar before getting the Elphelt one) is Hoshino Yumemi, and she's the robot from the post-apocalyptic visual novel Planetarian, right?
I once read someone's stab at a fanfic where the remaining robots were full-fledged AIs, outlived humanity, and recovered Yumemi much for the same reason the string bean robots in AI: Artificial Intelligence thawed out David, the main character: memories of some of the last remaining humans.
In my swing at things, robot society is run by a succession of Stargazers, robots in Yumemi's mold. You see, these robots are going back to space, and looked to one of the last of them to dream of space, even if it was just her job and she was meant to narrate planetarium shows and stuff. This Stargazer is, well, "Hoshino Yumemi." Hoshino Yumemi II, Stargazer. Stargazers' bodies are masterworks and have the power of a whole skyscraper full of nothing but servers, a necessity as supreme leaders of robotkind when every single machine is telling them all at once what they want and when they want it. In theory, Stargazers are less like supreme dictators and more like a Geth mobile platform where everybody achieves consensus, except with a senior consciousness playing referee.
(Ignore that they will look like the Terran Khanate. Just imagine a moe robot girl with that stupid Scorpion mask they're wearing and their eeeeeevil color scheme.)
This Stargazer is running on the platform of finally making Yumemi's presentation on the children of mankind finally reaching to the stars come to fruition, on the platform that robots will never have to witness the horrors that humankind did, and that no price is too high for this vision of a brighter future. Hoshino Yumemi II has an expansionistic fervor that the original Yumemi would never, ever approve of.
There's a reason for this fervor: Earth has given out about as much as it can. The rain is toxic and the oceans are, well, salt water. Earth's easy resources for this colonization blitz have to largely be recycled from what has become a mass graveyard for the final generations of humans. It is time to leave. And why not?
This once-Earth has created robots that produce industry faster than just humans could, research new technologies faster than humans could, build ships cheaper than humans could, swifter than humans could, and built them to fix themselves after getting knocked around. Her ships are coordinated thanks to the joys of networking, and she can boss around more of them as a result. Humanity's got a few final gifts to share in the form of lost technology to draw from.
Unfortunately she's a hawk amongst doves: the robots, having developed defenses against NEOs and space junk but no real talent for war, are using last generation's tech to fight this generation's ground wars. Naval warfare is up to spec, but only space warfare for the sake of blowing up or redirecting bigass space rocks: planetary invaders are on their own. Their ships were also designed to survive cosmic radiation for the sake of space exploration, but obviously weren't built to absorb weapons-grade energy beams.
Any other technological research sadly lags: you can see there's no starting tech I picked. That's okay though, I have a habit of looking at advantages the race I picked starts with and promptly ignoring them to go on my own stupid path.
So this is where we start: first the Stargazer takes on three guys from the start of the Early Access program. These would be:
The Sakkra, who reproduce like angry reptilian rabbits and remind me a titch of the Krogan with their innate toughness and ridiculous reproduction rate when a genophage isn't in their way.
The Psilon, dudes who look like a Sectoid and an Ethereal smashed into one another in a particle collider. Their deal is they research things the fastest out of everyone, can tolerate low gravity worlds and can very quickly clamp down the starlanes if nobody watches out, but are easily scuttled in ground warfare. Kinda like my custom race then.
The Humans, who are the all-rounders and diplomats, with a minor in big business, though they can be spied upon with less of a chance for failure than others.
Our newcomers are the Klackon, hive mind space bugs who have a boost to production and generate food like nobody's business, which allows them to expand quickly, and the Meklar, AIs who don't really make food, autorepair their ships like mine and also have a bonus production capacity.
I'm keeping everything normal in terms of difficulty and galaxy age, but I'm picking a big spiral galaxy. I like being able to build and expand before going and doing any crazy big space stuff.
Considering that we have one race that has a vested interest in keeping the fight in space, one race that will be able to expand like mad if allowed, one race that can politically motivate anybody to leave them alone long enough to not get up in their business (my personal favorite tactic) and two races that can build stuff 25% faster than everyone else, three if you count me, I think the breathing room will help everyone get some staying power so hopefully nobody gets chewed up and spat out before we even see them.
That happened to me on numerous occasions including the very first time I won a game of Master of Orion: Two races just blinked out of life before I'd even run into them.
So after Michael Dorn tells us the story of the Terran Khanate (long story short, in the future humans were caught in a bunch of wars that nearly wiped out all of mankind, and through that a dictatorship called the Terran Khanate rose to power to expand across the cosmos) and we're greeted with this screen.
Ah, good. My advisor here is this…rather anime looking lady…with an apparent military background. It looks like we're all in agreement here.
Hehe. Everyone talks through these masks with a kind of electronic effect. My custom race being androids continues to work.
Turns are treated as years. I start here in Year Zero of this odyssey with this fleet of a couple of scout ships and a frigate. I have a system with one asteroid belt and a planet. I also have two warp points: one up northeast and one over westwards. Warp points are how you get from system to system. Depending on what drive you've researched and equipped, this can take a year or several, and efficient planning about where you send your ships when is half of everything Master of Orion is about.
You can also only send ships to planets and warp points, so positioning is REALLY important. Considering that you can't take back maneuvers once you move along a turn and can't take back warp travel, I can't overstate how important this stuff is. You also can't engage enemy fleets or planets unless you're right on top of them.
We start at our homeworld of haaaaaaahahahaha-I'm sorry, lemme back up here.
The Terran Khanate's inspiration is really obvious; it's basically if Khan Noonien Singh won the Eugenics Wars and remade Earth in his image, a humankind genetically uplifted, free of weakness and human compassion and where Cordobas ruled the streets with their rich Corinthian leather.
Of course, Trekkies know this didn't pan out. Khan and his genetically-modified ubermensch lost the Eugenics Wars and fled Earth in the starship the Botany Bay, where they ran into Captain Kirk and company for the first time in the episode "Space Seed." When the USS Enterprise kicked Khan's ass and handed him his second loss, they put him and his followers on a livable world called Ceti Alpha V, and Ceti Alpha V being rendered an all-desert dustball by a cosmic catastrophe is what sets off the plot for The Wrath of Khan.
It's a little too funny we're starting on "Alpha Ceti II." No, wait, I have to say it the way Ricardo Montalban delivered that line. I need to smoulder, then wheel around, angrily point at Adjutant Emma and go "THIS IS ALPHA CETI II!"
So, uh, THIS IS ALPHA CETI II! As far as starting planets go there's plenty better, but what we have is still enough to build a solid foundation on.
From top to bottom there on the upper right-hand corner, planet stats go like this:
Size determines how big a population, measured in millions, you can actually support. You can't go over that population cap, limiting how fast you can produce things and how much this planet can contribute to your overall research speed. A medium-sized planet is actually on the small side.
Biomes also affect population size. Basically, all other things being equal, a planet with a better biome will support a bigger population than a planet with a worse one. You'll see terraforming researched later, which improves a planet's biome and therefore how many people it can hold.
Mineral content affects production speed. More minerals means you can sink more production points into stuff per-turn, which means it gets cranked out faster. If it's in ongoing production projects that have no deadline, then you just get more of it every turn. You can also tell your colonies planet-by-planet to focus on different stuff-research to develop new technologies, food to grow population, or production to build things faster.
You can also go totally manual if you feel like it, but I'm a little afraid to screw that up, and I tend to just leave colonies on Balanced anyway.
Gravity comes in three flavors: Normal, where nothing happens, Low, where accidents affect the population growth rate, and High, which I assume is like Low but worse. I haven't seen one yet.
The first thing I do is break off my scout to go to Proctor and my remaining scout and frigate to go to Tripton. That's because I have two planets and can send off ships to go see what planets are like at a time.
I'm also a little unsure as to what warp points I'll find because it looks like those stars are all kind of equidistant from one another. Only way to find out what warp points go where is to go to those systems.
Unfortunately, I seem to be in a weak sector of space-lots of these star systems I'm bordered by appear to be the sort of stars that don't usually give out lots of goodies planet-wise. Sometimes these stars will throw you curveballs though, so explore everywhere and prioritize accordingly.
At this point the game is bugging me to research something. One thing I like about this game is that it doesn't let you miss anything. If you have a planet that's idle, the game will insist you go and tell it to do something. If you have a fleet sitting around and doing nothing, it will warn you to tell it to give it orders. If you have research that's complete and you can go research something else in the tech tree, it will tell you.
So, the next step is to answer what the game is telling me about. You can research stuff from this screen by clicking one of these on the right hand side of the screen…
…or you can click on "View Tech Tree," click on a future point you want to hit, and the game will automatically research them one at a time until you hit it. For somebody like me who tends to churn through turns when they don't think they're doing anything important and just waiting for important stuff to happen, this is a godsend. Especially useful if you're like me and establish colonies everywhere like a maniac.
As you can see here I click on Xeno Relations. Appeasement so I can pick off my enemies one by one is central to how I play, for reasons that will become obvious later. As I mentioned, this means Government will be researched first, then the game will assume I'll click on Xeno Relations, and if I change my mind I can change my course very quickly, though I'll have to start over. I…think. I've never changed my mind; I always follow through on my research projects until I research at least one technology.
In five turns I'll have access to the Research Laboratory, which will increase a planet's research output, and a Government Support Facility to keep strikes from happening and making my people too dissatisfied to work on a planet. …I guess for my Stargazer deal they're just bigass server rooms or something.
Now Emma wants me to go and move along with my turn, but I'm not done yet. First I go in here to do the one thing this game really should have to draw in a gearhead like me: allow me to edit ships.
One of the weaknesses of the prebuilt ships is that they don't specialize and end up being okay at everything but good at nothing in particular. I tend to do the opposite: build specialist ships.
My style is to go for guided missile warships, as you can see with this frigate here. All its beam weapons are converted into point defense guns for fighting other missile ships, and I double down on the missile thing.
I have another frigate variant with nuclear bombs instead of missiles for pounding planetary installations and space outposts.
So we go from 2300 to 2301 AD and are greeted by this Colony Ship. I have no idea what to expect, though I feel like hedging my bets and pointing it to Tripton first.
Since that ship was just finished and I have a planet that's doing nothing, rather than building defenses I'll make one of those Bombers. The reason for this will be obvious soon enough…pirates.
Pirates are easily-killed early on and annoying, and the only way to destroy them is to blow up their outposts. If I build a Bomber and have it move with other ships that can intercept and sink these runts I'll say ahead of them.
There are two ways ships move: either as fleets or individually. Some ships move faster than others, and as fleets will always move as fast as the slowest ship. Scouts are faster than Frigates, and I assume a Colony Ship in tow would have slowed down any group fleet too. Splitting them up to go to different places makes them all travel at their own maximum speeds, and I won't be keeping those unarmed colony ships or unarmed scout ships where there might be any fighting. That's just stupid.
I discover my first planets. Until I research certain technology the way I know what planets are like is by taking a ship, any ship, and butting up against it. This is what the Scout is for: it's fast enough that this isn't annoying busy work.
First is Proctor Prime over to the west, which has the same properties as Alpha Ceti II, except for having a Volcanic biome which makes it even less capable at supporting a population than just about any other planet. I am avoiding this place for now as I only have one colony ship that takes 10 turns to build and takes years to go through warp points.
Second is Tripton Prime, over to the east. This is where I'm going and while it's got a crummier biome than Alpha Ceti II and less minerals, it has gold as its special trait. That means we get more credits from tax revenue.
Tax money is a useful fast-build tool and a bargaining chip. Always have at least some in reserves because you never know what gears you'll find that can be greased with it. The symbol appears to be "BC" so I assume this is all in billions of credits? It'd make sense with the scales involved.
The next turn, I plan to go into one of the systems next door and in the process run into…the Humans.
Great, just as I finish talking about all that stuff about making a custom race based off a Planetarian continuation where all the humans are dead and then John DeLancie shows up to say hi with a whole civilization of them.
I guess if Alpha Ceti II was our starting point shit must have gone wrong THERE and the humans just ran back into their robots again after God knows how long. Kinda like finding your remote in between your couch cushions, except more epic.
Anyway, as you can see, they start out with a neutral disposition towards me, which means so far unless I get really aggressive or annoy the Humans further, they'll generally leave me alone.
My Frigate finds this planet, Tripton II. As you can see, I lucked out: it's a much better deal than Tripton Prime, and almost identical to Alpha Ceti II, except this planet has better Production and its special feature compounds that. Dark Quartz boosts its Production further. I'll be watching its development closely.
Ta-da! Welcome to Tripton II, your home away from home!
With nothing else to build except warships and fortifications, Tripton II will get a starbase. Starbases allow me to build larger warships I'll research later, and more importantly, gives me Command Points.
Every ship and space outpost I have costs Command Points, and every Star Base I deploy gives me more Command Points. If I go over my allowed Command Points I go into debt and bleed Credits until I run out, at which point I will have to scrap ships to get back down under my Command Point allotment. I can stave this off if I get the research that lets me tell planets to trade goods, in which case their Production score is converted into Credits which can offset some of the debts I may carry.
Knowing how my fights in this game tended to go in previous runs of mine, I'll be glad to have every Command Point I can scrabble for.
So, that's where I am at the end of this first post. The humans have a scout at a door I'm not exactly keen on barricading and it looks like nothing but open space up north. Government will be ready in a turn and then I'll be ready to build other stuff on Alpha Ceti II to start capitalizing on my research bonus.
I'm making a couple of gambles from an unfamiliar position. Wish me luck, and buckle up for a hopefully long, fruitful run to master Orion. Whatever that entails. I know what that means but it's funnier to deliver it that way.
Things I hope to have in the next post will be exciting details like the space combat system.
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