Empire of the Noobs - Learning to be Human

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Buatha
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Empire of the Noobs - Learning to be Human

Post by Buatha » Tue Feb 03, 2009 2:39 am

Background:
I've been lurking for a long time and basically living vicariously through martinl's and DervMan's TARs. As a father of two and working as a network security analyst, my play time is fairly limited and I need to get over my "gaming paralysis" with SotS. I keep putting off playing my own game since it all feels so daunting.

So, I plan to post my first serious attempt at playing the game with the hopes that mid-level and veteran players will provide feedback and assistance throughout the game. As you would expect, this won't be as riveting as DervMan's Tarkas, but I hope to inspire the other silent learners out there.

My plan is to play three to five turns (or more if I start to feel like I know what I'm doing) to see if others agree with my plans/thoughts. I truly welcome all kinds of feedback, critical or not. For instance, if I'm not fielding enough ships, researching a good technology, or colonizing at a less than optimum rate.

I can't promise quality, but I can certainly promise quantity with posts. I don't plan to let the TAR dwindle away unless I just get massacred. To avoid this possibility, I could save every 10(?) Turns to provide backout of something catastrophic unless everyone would just rather see how it all turns out...good or bad.

===============================================

Parameters:
I've chosen a Disc galaxy of 121 stars to allow for all six races of which I'm playing as the Humans. I've left everything default except for the Morrigi and Zuul being set to Hard AI as the game setting describes them as races to be feared...so be it. I randomly chose a starting position, so I don't know exactly where I will be placed on the map.

Buatha
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Re: Empire of the Noobs - Learning to be Human

Post by Buatha » Tue Feb 03, 2009 4:02 am

In the beginning, there were the Noobs:

Turn 1:
Apparently, Humans are correct in thinking they're the center of the universe:
Image
This will be...interesting. I expected to start on the edge of the galaxy, but we'll be accessible from all sides.

The tech tree seems normal except for no shields and the following Energy weapons. I see a shortcut to UV Lasers and Light Emitter:
Image

Our homeworld of Polaris (with asteroid belt) has three Node lines emanating from it, so we build three ERs for exploration and start out with the pedestrian Waldo Units as a safe research opening.

Turn 2-3:
ERs are built and sent down the Lines. We go Rama and build three more ERs, but wait to see what is discovered at the first set of stars.

Turn 4:
While one ER gets eaten by the equivalent of Japanese Giant Hornets, our other two ERs find not one, but two habitable planets:
Image

We start producing Colonizers immediately (two per turn it seems) to get these planets ready for the Noobians. The other three ERs are sent to the new Node lines emanating from the newly explored stars.

Waldo Units complete on schedule and I'm going to go with Gene Modification to get more Noobs. Nothing makes them more amorous than fiddling with their genes.

Question: As it stands now, there are no Armors. Do you produce a few to guard the homeworld or escort the Colonizers even though I can barely eek out two Colonizers per turn or just go for a bit without protection?
Last edited by Buatha on Wed Feb 04, 2009 5:02 am, edited 1 time in total.

MT4K
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Re: Empire of the Noobs - Learning to be Human

Post by MT4K » Tue Feb 03, 2009 4:13 am

well i aint no expert at the game like others here but i find keeping a standard 6 laser ships as defense a standard for each world incase of those horrible random events :-/

also be sure to send at least 5 colonisers to those planets :) but that is a commonly known thing (some people send more though)

that's what i do anyway and it seems to serve me well :-/ but like i said take what i say at face value as theres far more experienced gamers here than me

also some things you don't really see in TARS but are helpful is the "tagging" of worlds, i have no idea how many people actually do this but it makes life so much easier

when you come across worlds that are habitable but too expensive to do straight away, add a note to them and fill it with like just a single letter, that way that world has a flashing ! next to it so you can find it later for colonisation, which saves looking at all the scouted worlds all over again and saves alot of time

if it's a widely known thing then i apologise but it's something to keep in mind as the exploration goes on

disclaimer: i like random events really they just can be horrible :P
--MT4K--
"If we cannot live together at the start, We'll be the ones living at the end"
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"It's true what they say, the grass is always greener, and you don't really know what it is you have....until it's gone.......gone.....................gone"

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commissarjason
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Re: Empire of the Noobs - Learning to be Human

Post by commissarjason » Tue Feb 03, 2009 5:16 am

-What MT4K said is right. Its so much easier to tag worlds which can be colonised or for later colonization, especially those size 8-9 worlds which can be turned into Forge Worlds with mining later on.

-Also, don't focus on weapons early on. Focus more on the industrial basics like Waldo, Gene Mod, etc. A ring of defence platforms also works well for defence early on, but a ring of defence plats with 5-10 UV laser armed DEs with CnC is even better. Start with 5 Armor DEs first, then gradually increase the no. of defenders at your planets. Green laser armed DEs works as well.

-Also, as Humans, explore agressively. If possible, explore in such a way and at such a speed that you meet the enemy first, for Human speed is the fastest at early and mid game. In this way, you get to set the frontlines and also have a rough guage as to the expansion of the enemy. More importantly, you also find out the nodeline highways and where they lead. Many a game playing as Humans i have found a direct lane leading straight to the enemy's Homeworld or his unprotected core worlds. Deep Scan works wonders for tracking the enemy, so get them ASAP but never ignore your core techs.

-Human ships are the Jack-Of-All-Trades in the game. They have no glaring weaknesses (i'm looking at you, PD weak Tarka ships. :evil: ) nor any strong advantages (Hiver ships that seems to be carved out of Adamantium :? ).
So field mixed fleets and use your extremely fast stardrive to strike at the vitals of the enemy. As Humans, do not be the shining armored knight who fights the enemy head on with his broadsword. Be the darkness cloaked, swift footed assassin which plunges the stiletto into his enemy's vitals where he least expects.

Hope these info helps! If you need any more, just ask. This board will gladly help you. :D
Silence is a music few can understand and even fewer can appreciate.

ZedF
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Re: Empire of the Noobs - Learning to be Human

Post by ZedF » Tue Feb 03, 2009 12:37 pm

Some thoughts about the humans, though a lot of this really is general principles for most races or every race:

1) Get your scouts and pickets out and exploring. The more planets they explore and the more contact they come into with the other races, the better. Every turn your ships make contact with other races' ships or worlds, reduces the odds of a random cropping up at your doorstep, and you want the intel anyway. I usually leave a scout picket or two at any worlds that might be in range of enemy scouts (which generally means most worlds on the map.) This lets me know when/where the enemy is scouting/colonizing and gets me lots of battles to keep randoms away. Two human scouts will beat a single scout from any of the races that employ single scouts (i.e. everyone but Zuul and Hiver) pretty reliably, especially if you research the occasional weapon upgrade. Also make sure you follow up your scouts with a few tankers to top up the scouts and extend their reach.

2) The most important thing in the early stages of the game is to expand your economy and get new planets settled as quickly as possible. You should have colonizers and tankers constantly outgoing enroute to new worlds even if your scouts haven't located exactly what their final destination will be yet. Every turn of delay between when you discover a nice habitable world and when you colonize it is costly in terms of growth.

3) The number of colonizers you need to bring is proportional to the hazard rating of the planet. The number of colonizers it's economical to send to a planet depends on how readily available said colonizers are; i.e. how far away the planet is from your production center(s). If a planet's got ~300 hazard, you should be bringing a handful of SA colonizers if at all possible. If it's got less than 100 hazard, you can get away with a single colonizer without SA if that's all you happen to have in the area. Remember (2) says you should have colonizers fanning out right behind your scouts... if you find several nice looking worlds, you may have a choice between settling several of them sooner with fewer colonizers or waiting and settling with more colonizers built from the homeworld. In these cases it's almost always better to settle sooner and get growth going (if the worlds are nice and low hazard) than it is to wait for more colonizers to get built and make the trip. That's not to say you can't add late-arriving colonizers to an already-settled world, however; if they arrive soon enough to make a useful impact on the population growth curve.

4) Another corollary is that it's important to get SA quickly to maximize the impact of your colonizers, since it makes it easier to quickly settle newly-discovered worlds with colonizers launched speculatively into an area where you hope to find habitable worlds. Similarly, you want waldos to jumpstart not only your ability to build ships but also your colonies' ability to build infra and reduce hazard. Generally the most important early techs are the economy-oriented ones, though battle computers and a decent small mount weapon often have a place in there as well. Here's a thread that talks a bit about some common early research orders, in general terms, remembering that every game is different and you may need to customize to suit your circumstances:
http://www.kerberos-productions.com/forum/viewtopic.php?f=1&t=10530&hilit=tech+tier
Also remember not to over-emphasize tech in the early going. You want to have *some* tech expenditure going but ships for scouting and colonization are more important overall at the very beginning of the game. Sprint-and-drift research (where you sprint up to 50% done and then drift from there at a minimal tech budget) will get techs researched inexpensively, saving the rest of your money for ships, and is a common research tactic at this stage of the game.

5) Humans are, depending on how you measure it, either the best or the second best at aggressively expanding their territory at the expense of other races in the early going. You have the fastest drive at speed 4 and the easiest upgrade to fusion-level strategic speed with Node Focusing (which is not actually a Fusion-era tech!) This lets you have unparalleled scouting and raiding capability in the early going; no other race can strike with little to no warning as early in the game as humans. It doesn't take more than a handful of ships to burn down new enemy colony worlds before they really get their legs under them, whereas colony ships to resettle it, extra time paying development costs, and opportunity costs of time for colony growth are very expensive. Use this to your advantage and curtail enemy growth as much as possible; trading a handful of cheap ships for delaying the enemy's expansion plans in a sector is a bargain almost every time. Aggressive growth in the early going is often key to human survival and victory in the long run.
Zed's TARs (sample):
Fractious Allies -- Hiver vs. Hiver, with allies
Who Let The Bugs Out -- Hiver vs. Tarka and Zuul
Tarka Ascendant -- Tarka vs. Hiver and Zuul

Strategy & Tactics Forum Archive -- More posts on strategy, tactics, and TARs

Buatha
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Re: Empire of the Noobs - Learning to be Human

Post by Buatha » Tue Feb 03, 2009 3:56 pm

Thank you everyone for the advice.

MT4K/Commissar, I will make sure I leave a few Armors at home especially since ZedF stated I can get by with just one Colonizer for these lower hazard worlds. I think that determining how "fast" I should be moving has always been difficult since it's a relative term. If I understand ZedF correctly, I will tone down the Research pie after hitting SA to be able to pump out more ships.

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AlanF5
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Re: Empire of the Noobs - Learning to be Human

Post by AlanF5 » Tue Feb 03, 2009 4:41 pm

To be honest, I expected you to be able to make more than 2 colonizers per turn from your homeworld. Why so few?
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martinl
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Re: Empire of the Noobs - Learning to be Human

Post by martinl » Tue Feb 03, 2009 5:34 pm

Thanks for the TAR pimping. :thumbsup:

So, advice:

Check to make sure you have moved the "trade/shipbuilding" slider to the full shipbuilding position. Don't worry, any unused I/O will become trade anyway. That slider only needs to move off of full ships once you have freighters.

I agree with everyone else that you need to scout aggressively. Send out cheap std/er/fi red laser scouts to every world you can reach, and send tankers with more scouts to the worlds you can't. SOTS's humans have a major advantage in early expansion - exploit it as much as possible.

Colonize low hazards first. You can sort explored uncolonized worlds by hazard in the appropriate tab by double clicking on the hazard rating, and then double clicking on the spinning planet to go to that world on the map.

Hazards over 300 need to be considered carefully.

Anyway, good luck, good job so far, and I look forward to the next installment.
-martinl
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nickersonm
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Re: Empire of the Noobs - Learning to be Human

Post by nickersonm » Tue Feb 03, 2009 6:30 pm

A default Human HW can make 3.6 default colonizers per turn, assuming you have enough cash.

MT4K
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Re: Empire of the Noobs - Learning to be Human

Post by MT4K » Tue Feb 03, 2009 6:35 pm

i'm sure it's due to him forgetting to move the slider to full ship building production, at least heres hoping that's the reason otherwise his going to have a tougher time than he would otherwise :P
--MT4K--
"If we cannot live together at the start, We'll be the ones living at the end"
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"It's true what they say, the grass is always greener, and you don't really know what it is you have....until it's gone.......gone.....................gone"

Buatha
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Re: Empire of the Noobs - Learning to be Human

Post by Buatha » Tue Feb 03, 2009 8:18 pm

Yes, the slider is probably set to the wrong position.

After all, I am the Leader of the Noobs.

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silvaril
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*stuffs*... ;)

Post by silvaril » Tue Feb 03, 2009 9:39 pm

Heya

:)

The number of CnC points available without a CnC ship around means you can field at least 6 DE class ships.
Thus your HomeDef fleets should have 6 ships minimum.

Build 1 tanker for every 2 ER ships going down a Node Line.
Leave the tankers at the various planets to refuel ships in passing, such as other ER's.
They will thus also let you know when other races come calling.

Those worlds you found can be started with one Coloniser apiece as stated earlier. I would recommend dropping 3-5 on each in total if possible, depending on what other worlds you find though ( fewer with SA than without ).
More worlds like those, and prioritise the new found worlds rather than existing 1 ship colonies.

Try to send out tankers with colonisers.
These tankers can then be moved on, after refuelling at the new colony, to other planets to act as fuelling stations.

Build HomeDef fleets at your HW when not building colonisers.
Add some tankers and send them out to the new colonies.
Once they get there, remove the tankers and send the tankers to act as fuelling stations.

There are no Randoms in the first 10 turns.
Depending on the other races, there may be no randoms for 30 turns.
( the more the other races conflict, the more chance of randoms )

Having 'roids around your HW means it is a prime target for Silicoid Queen's.
You will need to have more HomeDef ships there, and with better weapons... eventually...


Watch for empty tankers, and if the distance between the colonies either side are traversable by all of your ships, then move them forward to places that aren't, after getting them filled again.

Oddly, more than any other species, tankers are an absolute requirement and must have for Humans.
Hiver often need them to get the gate ship somewhere, rarely after that.
Everyone else can zig-zag wildly from colony to colony to refuel.
( Even the Zuul, though they have to build the Nodelines first )

Humans though can only follow the paths that exist, and thus need to have tankers scattered everywhere to allow for their movements...
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Buatha
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Re: Empire of the Noobs - Learning to be Human

Post by Buatha » Wed Feb 04, 2009 5:02 am

Start The Freakin' Update (STFU), Noob!

Turn 5:
After conferring with Trade Secretary martinl and his talented staff members, we realized that planetary monies were being stupidly spent on executive salaries. They have now been properly re-routed to ship construction that allows us to produce an additional Colonizer over the two that were planned and two ERs that are scheduled to be paired with a Tanker for "opportunity planets" as they are discovered.

Turn 6:
Speaking of opportunities, a magnificent planet is discovered:
Image
The power of Noob is strong with us. We immediately send out the fleet of ERs, Colonizer, and Tanker to settle this Noobian paradise.

Meanwhile, Defense Commissar Jason and General MT4K press for planetary protection with the production of three Armors to be placed in orbit above our homeworld. Finally, a spare Tanker is ordered to refuel our stalwart explorers in deep space.

Turn 7:
Research for Gene Manipulation goes over budget by 31%. The scientists promise that the problem is with blue genes and these will be removed to help with the population growth.

Hitomi and Gienah are colonized with emphasis on terraforming. We produce another pair of ERs with a Tanker and two more Armors to guard the homeworld.

Turn 8:
Our scientists start making fun of Carl Sagan as we discover yet two more worlds capable of supporting our race of Noobs:
Image

Research Advocate ZedF presses for Suspended Animation now that Gene Manipulation is finally complete. Given the fact that the universe, contrary to popular belief, is scattered with habitable planets, he desires to get more Noobs into space as soon as noobily possible.

Armors are queued up for protecting our fledgling colonies as we are moving further and further away from our homeworld.

Observation:
I have so many ships in transit, it's easy to forget what is going where even with the Fleet tab.

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silvaril
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Ruddy Heck!

Post by silvaril » Wed Feb 04, 2009 10:31 am

Heya

Dang N00bish Luck... :roll: :lol:
silvaril wrote:Love is Love, God is God and I am still Living a Lifetime

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commissarjason
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Re: Empire of the Noobs - Learning to be Human

Post by commissarjason » Wed Feb 04, 2009 10:42 am

In case you didn't know this yet, Grand Leader Buatha the Noobish, press 'u' to get per turn report of everything that has been ordered and completed from the past turn, including ship/fleets that have reached their destinations. :wink:

One more thing, Grand Leader, if possible, get some defense satellites up and running. Their missile barrages come in handy. :wink:

Now if you'll excuse me, Grand Leader, i have some Noobians to whip into shape fit to be soldiers. :twisted:

PS: Don't worry Buatha. You'll get used to tracking all your ships subconciously soon enough. :)
Silence is a music few can understand and even fewer can appreciate.

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