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Should we betray and invade the Cardassians?

Hell yes! Killsteal the Klingons!
- 5 (55.6%)
No, we are a race with honor!
- 4 (44.4%)

Total Members Voted: 9


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Author Topic: Let's Play Star Trek: Birth of the Federation!  (Read 31921 times)

Azzuro

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Let's Play Star Trek: Birth of the Federation!
« on: November 20, 2012, 12:31:18 pm »

(with apologies to Haspen)

Star Trek: The Next Generation: Birth of the Federation: A Let's Play


The settings I will be using are different from those in Haspen's or Ivan's LPs, though. For starters, I'm not using the Dominion Mod.

Spoiler (click to show/hide)

We will be playing on Impossible difficulty. At this level, the AI cheats like hell, they ignore the need for dilithium, seemingly have limitless credits, produce gigantic navies with only 1 system, etc. But that's secondary to the fact that:

We will be playing as the Romulans, 1 tech level behind everyone else (we're at level 2, they're at level 3). This means that we'll have to tread carefully diplomacy-wise, as any other empire will be able to defeat us with ease. For the most part, we'll also be playing catch-up in the early game, as the other empires will have an important lead production-wise. The advantage of the Romulan cloak somewhat mitigates this, as we will be able to escape a disadvantageous engagement.

Audience Participation

As per usual, you can request to be a captain in the Romulan Navy. Although ships cannot be renamed, I will keep track of where your captains are and update you as to your ship's whereabouts. For starters, someone needs to claim the starting Scout.

Ships of the Romulan Star Empire are:
Spoiler (click to show/hide)

There's also the good old colony ships, troop transports, outposts, etc. but those aren't as interesting.

Fleet Organization
Force 1:
Captain Sheb/RNS Goshawk/Cruiser II/Elite
Captain Ebbor/RNS Kite/Cruiser II/Elite
Captain Jay Cin/RNS Kestrel/Cruiser II/Elite
Captain Dark Flagrance/RNS Osprey/Cruiser II/Elite
RNS Vulture, Cruiser II
RNS Eagle, Cruiser II
RNS Hawk, Cruiser II
RNS Raptor, Cruiser II

Force 2:
RNS Firecrown, Warbird
Captain Haspen/RNS Petrel/Cruiser II/Legendary
Captain Pisskop/RNS Albatross/Cruiser II/Legendary
Captain Theodolus/RNS Martin/Cruiser II/Elite
RNS Peregrine, Cruiser II
RNS Crow, Cruiser II
RNS Raven, Cruiser II
RNS Condor, Cruiser II

Mintaka Defense Force:
Captain EuchreJack/RNS Fireback/Warbird/Veteran
Captain Kai'an/RNS Red Falcon/Strike Cruiser/Elite

The Invasion Fleet
One Scout and one Troop Transport at present

KIA
Captain Mal Devious, sacrificed himself at the Battle of Mintaka to save the Mintakans
Captain Hal Devious, see above
Captain Lal Devious, killed in action against the Klingons at the Battle of Sector J-9, Turn 238)
Captain Monk, killed in action against the Klingons at the Battle of Cardassia (Turn 266)

Updates
Turns 1-20: In Which Not A Single Dilithium Star Was Found
Turns 21-40: In Which The Federation Refuses To Get Off My (Space) Lawn
Turns 40-60: In Which The Mintakans Hitch A Free Ride
Turn 60 Summary
Turns 61-86: In Which I Leave Mintaka Unguarded Like A Fool
Turns 87-94: In Which The Klingons Annoy Us With Their Skill At Retreating
Turns 95-110: In Which The Ferengi Reveal Their Deathfleet To Great Effect
Turns 110-122: In Which The Mintakans Prove To Be An Exceptionally Unlucky People
Turns 122-149: In Which The Cardassians Foil Our Colonization Efforts
Turns 150-164: In Which The Borg Make An Appe - *RESISTANCE IS FUTILE*
Turns 164-187: In Which The Line Shall Be Drawn Here, Where 'Here' Is In Our Territory
Turns 188-210: In Which We Engage The Borg
Turns 210-222: In Which Operation Blitzkrieg Proves Moderately Successful
Turn 222 Summary
Turns 223-233: In Which Operation Blitzkrieg Becomes Operation Sitzkrieg
Turns 234-258: In Which The Federation Proves Annoying To Stamp Out
Turns 259-267: In Which History Repeats Itself
« Last Edit: June 07, 2014, 12:20:20 pm by Azzuro »
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pisskop

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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #1 on: November 20, 2012, 12:33:19 pm »

I can has SS?  I want to learn a bit more of the game...
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

Azzuro

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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #2 on: November 22, 2012, 03:43:20 am »

Turn 1

“If knowledge is power, then to be unknown is to be unconquerable.”
-Romulan maxim


Spoiler (click to show/hide)

The Romulan Empire returns to the stars at last.

Spoiler (click to show/hide)

This is the production screen of the system view, where labor is allocated. 10 units of population (officially millions) is required to work one building. As can be seen from the summary in the left, Romulus is producing excess food and energy, and no intel or research points.

Spoiler (click to show/hide)

The energy screen shows special structures which require energy to activate and give special bonuses. From left to right, the dilithium refinery (dilithium is needed for starships), the subspace scanner (which I just activated) and the imperial shipyard (allowing the system to both build and maintain ships). Even with all three structures activated, we’re still producing excess energy, which is useless.

Spoiler (click to show/hide)

The updated production screen. I’ve reallocated most of our population to factories and labs, leaving just enough for food and energy production.

Spoiler (click to show/hide)

A look at the two build screens, one for ships and one for system structures. As it’ll take too long to build any ships, I’ve queued 3 more factories. When the population grows, they’ll man the factories to give us even more industry to build ships faster.

Spoiler (click to show/hide)

There’s also the research screen, showing research points allocation to each of the six categories of technology. This is the default, where our 64 research points are equally divided in each category, eventually inventing the level 3 technologies (we’re at level 2). However, this isn’t the most effective use of research points.

Spoiler (click to show/hide)

Through the efforts of the Empire’s best fortune-tellers futurists, we can tell what we’ll invent in the future and the tech levels we’ll need for it. Our short-term goal is to invent the R’derex-class cruiser, and to do that, we’ll need level 3 techs in computer, energy and weapons. In this way, we can direct our research and reach our goals much faster.

Spoiler (click to show/hide)

However, an even shorter-term goal would be to invent the Aquaculture Center. This requires only one advancement in biotech. An Aquaculture center can only be built in systems with an O-class oceanic planet, and provides 50 food (enough to support 50 population) free of charge. We’ll want one in Romulus, where Romulus IV is an oceanic planet, to reduce the number of population working on subsistence and instead divert them to industry or research.

Spoiler (click to show/hide)

The updated research screen. All of the Empire’s scientists have been ordered to pursue research in the area of biotech, to get us to the next tech level that much faster.

Spoiler (click to show/hide)

Finally, back to the galaxy map. We have two stars right next to us, and two ships to explore with. Captain Pisskop’s scout, the RNS Darkfeather A, is sent southwest, while the colony ship is sent west.

Spoiler (click to show/hide)

This is the zoomed out version of the galaxy map. This is literally the entire galaxy on a medium-size map, and the sector I’ve highlighted is the extreme southeast sector of the map. By the look of things, we’re on the western side of the galactic ring. This means our borders with the other empires will likely be to the north, south and east.

Turn 2

Spoiler (click to show/hide)

The system of Arkaria is a nice one with five planets. The little symbols above the planets signify planet specific bonuses, with a 25% bonus to food production from the O-class, and a total 100% bonus to energy production from the two Y-class volcanic planets. The system, if all planets are terraformed, can support a population of 295 million, and the O-class and J-class (barren) planets will give us free food and energy later. We’ll begin terraforming immediately.

Spoiler (click to show/hide)

In contrast, the Farius system sucks. It has a maximum population of 110 million and although the P-class polar planet and J-class barren planet will provide free energy, it just isn’t worth colonization. The RNS Darkfeather will move on to survey the newly-revealed systems in the south.

Turn 3

Contact!

Spoiler (click to show/hide)

The Zakdorn are supposedly renowned for tactical genius, but apparently not for their diplomacy. Their representative was uncooperative, and they are an independent people, unlikely to willingly accept the yoke of empire.

Spoiler (click to show/hide)

The Zakdorn’s system, conveniently named Zakdorn, is quite good. Maximum population is 285 million, and it has O and P-class planets to boot.

Turn 4

Nothing happens.

Turn 5

Spoiler (click to show/hide)

The other system in the south is Ekos. Population maximum is 250 million, and it has a M-class “terran” planet which doesn’t require terraforming. We could colonize it immediately, but we don’t have an extra colony ship.

In Arkaria, we finish terraforming the O-class planet, giving us a max. pop of 100 million. The colony ship is set to colonize – while we could finish terraforming all the other planets first, getting a head start on colonization is much more important.

Spoiler (click to show/hide)

Also, we send a friendship proposal to the Zakdorn. We can’t really afford to bribe them, as it would cost most of our treasury, but it’s worth a shot.

Turn 6

Spoiler (click to show/hide)

We colonize Arkaria, and our territorial claims are expanded as a result. Sectors which we claim are shaded in green, systems which we own have their name in green. Where before we only had claim to Romulus itself, we now can claim all the other sectors around our two systems. If we were to colonize Ekos, our territory would be expanded further southeast.

Also, Captain Pisskop spots a star system and a neutron star, but he doesn’t have the range to reach them. He’ll go northeast from here, toward where we think the galactic core is.

Spoiler (click to show/hide)

An inside look at the Arkaria system. It has two crappy farms, and zero everything else. I set it to build a factory, and I’ll rush-build it when we reach 19 population. At 20 population, we can then operate 2 buildings, one farm and one factory. However, the system’s development will be greatly sped up when we invent aquaculture centres.

Turn 7

Spoiler (click to show/hide)

The Zakdorn reject our diplomatic overtures.

Turn 8

Spoiler (click to show/hide)

Kholfa, not really a good system with 130 maximum population.

Turn 9

Spoiler (click to show/hide)

Another crappy system, Valdris has 130 maximum population. It seems that we also don’t have the range to reach the galactic core proper, but we still have systems to survey.

Turn 10

Spoiler (click to show/hide)

Captain Pisskop has another first contact. The Malcorians don’t like anyone, but they have a good system with 260 maximum population, along with P and J-class planets.

Turn 11

Spoiler (click to show/hide)

Blue Horizon has an enormous energy bonus, but it’s not worth it for a 145 maximum population.

Spoiler (click to show/hide)

As you can see, Romulus has reached the population maximum of 355 millon, but we haven’t finished upgrading our industrial capacity to match just yet. (I also added an extra laboratory). When we’re done, it’s time for another colony ship.

Turn 12

Spoiler (click to show/hide)

We get some good news – our first technology breakthrough of the game! This allows us to upgrade our farms (the ‘organics plant’) to level 3 and build aquaculture centers.

Spoiler (click to show/hide)

We turn our scientific resources toward the field of energy. Advancements in computer and weapons by themselves do not give us any advantage, but a new level of technology allows us to upgrade to level 3 powerplants.

Turn 13

Spoiler (click to show/hide)

Having rushed the factory last turn, I rush-build an Aquaculture center this turn in Arkaria. 300 credits is a lot given the size of our treasury, but it’s definitely worth it. Romulus doesn’t need to rush-build it, given that they have enough industrial capacity to finish it in two turns anyway.

Spoiler (click to show/hide)

In the northeast, Captain Pisskop spots something intriguing – the subspace distortions of another warp-capable ship. Given the Romulan policy of isolationism, he is ordered to divert course and survey a further system. Making first contact with another empire at this point would be detrimental to us.

Turn 14

Spoiler (click to show/hide)

The mysterious ship has either moved away or we’re too far to detect it. Also, the Ariannus system sucks so much I’m not including a picture of it.

Turn 15

Nothing much happens except for some modernization in our systems.

Turn 16

Spoiler (click to show/hide)

The system of Kurl has an enormous energy bonus and a maximum population of 260 million, but no food bonus. We might come back and colonize this later.

Turn 17

Dum de dum…

Turn 18

Spoiler (click to show/hide)

Looks like that ship’s still there, so it’s probably a minor race ship (or a colony ship, whatever). Captain Pisskop is ordered to survey the other remaining system before making (possibly violent) first contact.

Turn 19

Spoiler (click to show/hide)

Sarpeidon system has all three special planets, but it’s still terrible.

Turn 20

Spoiler (click to show/hide)

No battle, thankfully. I’ll hate to lose our only military ship at this point. The Tama system is so-so, but its star contains dilithium – the only other source that we know of, other than Romulus. The Tamarian Defender is a formidable ship, with ten times our hull strength and five times our shields. Luckily, we were able to avoid a battle with the ‘avoid’ command on our scout.

Spoiler (click to show/hide)

They’re the only minor race we’ve seen that doesn’t hate us for some inexplicable reason. Also, their specialty building is good – giving a flat boost to all areas of research if I remember correctly. Given that they also have dilithium, they would be our priority to join the Empire.

Spoiler (click to show/hide)

It seems someone else beat us to it, however. This “Federation” already has an affiliation treaty with them – just one step below the membership treaty. We don’t have the diplomatic skill, and we certainly don’t have the money to compete with them, so we’ll have to give up the Tamarians for now.

The Malcorians, it seems, also know the Federation and a third race, the Cardassians. Our empire’s strategists think that the Federation is likely to the galactic north along the ring, while the Cardassians are either to the galactic east or in the galactic core.

Spoiler (click to show/hide)

The galaxy as we know it, on turn 20. Captain Pisskop is ordered to detour to the west, just to confirm that there really are no systems there.
« Last Edit: June 07, 2014, 02:24:47 pm by Azzuro »
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Azzuro

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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #3 on: November 24, 2012, 10:42:28 am »

Turn 21

Spoiler (click to show/hide)

Good news – we’ve got a breakthrough in energy, allowing us to upgrade our powerplants (gravitic turbines) and build orbital batteries. Orbital batteries are like those orbital weapons platforms in DS9, for defending against enemy invasion. They require a lot of energy, but are almost guaranteed to take down any one enemy ship. If you look back to the shots of the minor race systems, they all have one each.

Turns 22-23

The RNS Darkfeather continues its journey to the west, charting absolutely nothing.

Turn 24

Spoiler (click to show/hide)

In Romulus, we finish the industrial expansion and get to building a colony ship. We also queue up a bunch of troop transports, for reasons that will become clear.

Spoiler (click to show/hide)

Also, here’s a shot of Arkaria’s production. The aquaculture centre gives us 50 food free of charge, allowing us to support at least 4 factories right from the get-go before needing to man the farms for growth.

Turns 25-27

There is absolutely nothing to the west.

Turn 28

Spoiler (click to show/hide)

I rushed the colony ship a little, to get started on terraforming the rest of the planets in the Arkaria system. The RNS Darkfeather is ordered back to Romulus, as an unknown ship is picked up on sensors in the Ariannus system. It could be the Tamarian Defender, but I doubt it.

Turn 29

Some movement, and I rushed the first troop transport in Romulus.

Turn 30

Spoiler (click to show/hide)

The mysterious ship moved over to the Kurl system, and will likely enter our territory next turn. You can also see the new troop transport in Romulus.

Turn 31

Spoiler (click to show/hide)

We make first contact with the Federation. They seem overly interested in Romulan affairs. Go away, Humans!

Spoiler (click to show/hide)

Their scout is stronger than ours, but the advantage of the cloak turn will give Captain Pisskop the upper hand in battle.

Spoiler (click to show/hide)

More worrying is this – a snapshot of Federation progress. We get a free view of their progress in relation to ours on the first turn we meet, and it seems the Federation has us beat in every aspect. Most importantly, their military strength indicates dedicated warships – probably a cruiser, which we haven’t even invented yet.

Captain Pisskop is ordered to intercept the Federation Scout. The ‘intercept’ command allows us to chase down enemy ships in our space (I think faster ships get a bonus, but I’m not sure).

Turn 32

Spoiler (click to show/hide)

We have engaged … the Federation.

Spoiler (click to show/hide)

There’s a complication, however. The RNS Red Swan, a colony ship, is also in-system and is dragged into the battle. As it is uncloaked, the Federation Scout (USS Fu Po) could target it on the first turn. The RNS Darkfeather is cloaked, represented by its shield bar being grey instead of green (hull strength is red).

Spoiler (click to show/hide)

The Federation Scout decides to retreat. Good for him.

Turn 33

Spoiler (click to show/hide)

We get a breakthrough, giving us level 3 computer tech. The communications grid is a building specific to diplomatically annexed minor race systems, which makes them resist bribes from enemy empires. As we don’t have any minor races, it is useless to us.

Spoiler (click to show/hide)

The Federation Scout has retreated out of our territory, but we’ll try to intercept him again.

Turn 33

Spoiler (click to show/hide)

Sector C6, where this battle is taking place, is part of Romulan territory. The Federation has no regard for borders, it would seem.

Spoiler (click to show/hide)

Captain Pisskop decloaks and fires on the enemy, but their shields are strong.

Spoiler (click to show/hide)

The cowards flee again.

Spoiler (click to show/hide)

The Federation scout has been repelled, it seems. The Romulan Empire does not tolerate outsiders.

Turn 34

Spoiler (click to show/hide)

The Battle of Sector D6 goes about the same as the previous one.

Spoiler (click to show/hide)

The Federation complains, but we won’t pay a single credit. Their ship wasn’t even damaged, anyway.

Spoiler (click to show/hide)

The Federation Scout retreats deeper into our territory. Also, another unknown ship is detected – looks like we’ve got more neighbours.

Turn 35

Spoiler (click to show/hide)

The Scout has reached Romulus, but we’re more interested about the southern ship.

Turn 36

Spoiler (click to show/hide)

It disappeared, though. And the Federation Scout refuses to get off my (space) lawn.

Turn 37

The Federation Scout vanished to parts unknown, and we continue terraforming in Arkaria.

Turn 38

Spoiler (click to show/hide)

Romulan troops depart for Zakdorn. But why?

Turns 39-40

Spoiler (click to show/hide)

Our diplomats speak the truth. If the Zakdorn cannot be inducted in the empire diplomatically, then we must use force.
« Last Edit: June 08, 2014, 12:56:38 pm by Azzuro »
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Maldevious

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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #4 on: November 24, 2012, 10:47:27 am »

Watching with interest.
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Sheb

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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #5 on: November 24, 2012, 12:07:00 pm »

PTW.
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Quote from: Paul-Henry Spaak
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Neonivek

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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #6 on: November 24, 2012, 12:20:18 pm »

Interesting, the game also defies the show itself.

Non-space faring races somehow getting into this game.
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Maldevious

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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #7 on: November 24, 2012, 04:36:33 pm »

Good read so far. Can I grab one of the first cruisers?
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Azzuro

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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #8 on: November 25, 2012, 06:47:31 am »

Turn 40

Spoiler (click to show/hide)

Our invasion fleet arrives in the Zakdorn system. They have a defense of 1 orbital battery in space and a ground combat rating of 210. Each of our troop transports have a ground combat strength of 48, so given that the orbital battery is active, we will lose one troop transport, leaving us with an invasion strength of 4x48 = 192, less than the Zakdorn.

To overcome the deficit, we also order Captain Pisskop to provide orbital bombardment support, hopefully making up for the numerical disparity.

Turn 41

Spoiler (click to show/hide)

The invasion goes as planned - we lose one troop transport to the orbital defenses and one is lost as troops are needed to maintain order. We also do a minimum of damage – only 3 million killed and no structures destroyed – which is good as we’ll spend less time rebuilding.

Spoiler (click to show/hide)

The Zakdorn system is quite a prize – they apparently have level 4 farms, factories and power plants already. In conjunction to the Zakdorn special building (granting increased experience for ships built there), the system will become one of our primary shipyards.

Their morale is ‘disgruntled’, which is typical of an enslaved race. This gives penalties to industry, but we’ll live with that.

Spoiler (click to show/hide)

In the meantime, Captain Pisskop will escort the remaining 3 troop transports to build an outpost to the east, allowing us to reach the galactic core.

Turn 42

Spoiler (click to show/hide)

The next turn, we get this – our first random event of the game, and it seems karma just punched us in the face. We lose some industry, some intel centers, and we also lose the dilithium refinery and shipyard, stranding our ships in deep space. We prioritize rebuilding the shipyard first, because its loss literally paralyzes the empire.

Turn 43

Spoiler (click to show/hide)

The Federation offers a non-aggression treaty, which we will accept. It would be mad to reject it, given that all our ships are stranded, we have no warships, and no defenses to speak of.

Turn 44

Spoiler (click to show/hide)

Basically, the treaty means that both sides cannot enter space claimed (or disputed) by the other, and it gives us a view of Federation territory so we know where to avoid.

Spoiler (click to show/hide)

The picture of Federation space reveals a lot to us. Firstly, it confirms that they are in the galactic north. Our eventual borders will likely be the neutron star between (offscreen) Kurl and the Tama system, since the Federation are already nudging the Tamarians into joining and we have no interest in colonizing the Sarpeidon or Ariannus systems.

Secondly, we know that the Federation has three systems, none of which are minor races and one of which is Sol, their home system. We can be reasonably sure Sol is the yellow star in sector H-2 that I’ve highlighted, and that their colonies are likely to be the red giant in the north and maybe the orange star to the west.

Finally, the blue star northeast of Tama is probably another minor race. Even if you control systems adjacent to a minor race, the minor race’s sector is not under your influence and cannot be claimed as territory.

In other news, we rebuild the shipyard in Romulus with credits, allowing the outpost construction fleet to proceed.

Turn 45

Spoiler (click to show/hide)

Shocking news on the Federation front – their territorial claims have expanded to cover this red giant in the galactic core. As a quick check of the intel screen reveals, the Federation still only has 3 systems, which means they probably built an outpost there.

Turn 46

The fleet reaches the designated sector and commences the building of the outpost with Captain Pisskop watching over them; we continue terraforming in Arkaria.

Turn 47

Spoiler (click to show/hide)

We get a breakthrough in weapons tech, allowing us to build cruisers at last. Unfortunately, Romulus is still rebuilding from the earthquake, but we’ll be building them as quickly as possible to reach military parity with the Federation.

Turn 48

Spoiler (click to show/hide)

The outpost is constructed, and Captain Pisskop is ordered to continue exploring the galactic core.

Also, we commence building of our first cruiser in Romulus. It’ll take 12 turns to finish, but the Empire must be protected.

Turns 49-50

We continue terraforming in Arkaria. The last volcanic planet is taking a lot of time to terraform.

Turn 51

Spoiler (click to show/hide)

Captain Pisskop makes first contact with the Cardassians. They are an empire just like us, and this means they are invariably in competition with Romulus.

Spoiler (click to show/hide)

Our first contact snapshot reveals that the Union is not as far advanced as the Federation. They have only two systems to our three, and we’re catching up to them scientifically and economically. Of particular note is their military rating - 0%! Even our single scout and an outpost rate 10%, so it would appear the Cardassians have literally no military to speak of. So much for being militaristic, I guess.

Since we entered Cardassian space instead of the other way around, we can see part of the Cardassian’s territory, which may or may not be all of it. Of note is the Klabnia system, with an excess of barren planets.

Spoiler (click to show/hide)

A look at the galactic diplomacy matrix doesn’t reveal much about the Cardassian mystery. They are not at war with anyone, so that eliminates the possibility that their military has been utterly defeated. Also, the Malcorians seem to be drifting into the Cardassian orbit, by dint of their proximity.

The Federation apparently is in a state of war with the “Ferengi”, whom the Cardassians also know. I would hazard a guess that the Ferengi are in the galactic east, which leaves the Klingons to the south.

Turn 52

Spoiler (click to show/hide)

Captain Pisskop makes an incredible discovery! These “Mintakans” are so similar to us that it cannot be mere chance; they must be related to us somehow. Presumably, they also fled Vulcan during the rise of Surak the Logical, although it seems something was lost in the relocation. We must take them under our wing.

Spoiler (click to show/hide)

Unfortunately, it seems like another empire has beat us to it again – the Cardassians already have an affiliation treaty with them, and so we cannot offer them any treaties. We’ll just have to wish them luck against the Ferengi.

Spoiler (click to show/hide)

Also, southeast of Mintaka, we spot this – an enemy outpost. All the useless pointy bits on it tells us that it’s Klingon – it looks like the Cardassians are going to make an unpleasant first contact.

Turn 53

Diplomatic messages pending? What could that be…

Spoiler (click to show/hide)

…oh. Apparently the Mintakans are still fighting a war that was over countless centuries ago. Well, we’re still happy to accept them nonetheless.

Spoiler (click to show/hide)

In other news, we’ve discovered the Cardassian home system. It boasts an incredible 6 habitable planets, with a total of 400 million population, the largest we’ve seen so far. Their ground combat strength of 858 makes them almost immune to conventional invasion – although they are helpless against orbital bombardment.

Northeast of Cardassia, we see 4 unknown ships and an unknown outpost, which our on-staff psychics analysts tell us are the Ferengi. Things must be bad for the Cardassians, pressed on all sides.

Turn 54

Spoiler (click to show/hide)

Predictably, we stumble into the Ferengi. We probably won’t have to worry about them, given they’re on the other side of the galaxy.

Spoiler (click to show/hide)

But the other side of the galaxy isn’t that far away, it appears. It was not Captain Pisskop who made first contact, but a Ferengi fleet entering the Mintaka system. Worryingly, the fleet consists of three light raiders and a troop transport, suggesting it is not just a battle fleet, but an invasion fleet. Of course – the Mintakans were at war with the Ferengi! It seems that the Mintakans are every bit as cunning as us Romulans – they manipulated us into letting them join, giving them diplomatic immunity from Ferengi invasion.

If the Ferengi still wish to invade Mintaka, they will have to declare war on us first. Only time will tell if they hate the Mintakans enough to do that. Captain Pisskop is ordered back to Mintaka post-haste – if things go south, he can at least take out the troop transport and prevent invasion. He’s pretty much finished surveying the Cardassians, though. The Cardassian colony on Adelphous isn’t much to look at.

Spoiler (click to show/hide)

Mintaka itself is much more advanced than they would have us believe. They are on par with Romulus in terms of technology. Their system boasts all the special planets (P, J and O-class), meaning they will have free food and energy. More infuriatingly, they’re just one square out of our ships’ medium range, meaning we cannot immediately move to start construction of an outpost to protect them.

Turn 55

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Diplomacy abounds. The Cardassians are butthurt about the Mintakans joining us, and the Ferengi aren’t even offering us money to fight their wars. We’ll ignore both of them.

Spoiler (click to show/hide)

In more Mintakan news, one of their power plants produces 24 energy. A shipyard requires 25 energy. Dammit Mintakans!

Turn 56

Spoiler (click to show/hide)

The Federation tries to swing us to join the war on their side. Is this what being a Cardassian is like?

We FINALLY finish terraforming in Arkaria. Now to do it all over again, this time in Zakdorn.

Turn 57

Spoiler (click to show/hide)

We also finish the shipyard in Mintaka, allowing our troop transports to proceed. Note how our treasury reserves have fallen – we spent most of that on the wind turbines and shipyard in Mintaka.

In other news, the Klingon outpost under construction (southeast of Mintaka) has vanished. Perhaps the Ferengi chased them off. The Federation sent a scout to poke around the Cardassian Union, and in the north, they’ve absorbed the Tamarians, pushing their borders to the Sarpeidon system in the top of the picture.

Turn 58

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The Ferengi and Klingons have signed a non-aggression pact, which is bad for us. It means the Klingons can only go north or northwest, and either way they run into us.

The Federation demand money, which is par for the course, but their attitude has dropped to “uncooperative”. Luckily, we’ve still got 10 or so turns of the non-aggression treaty left.

The colony ship reached Zakdorn and started terraforming; the troop transports reached Mintaka and are building an outpost.

Turn 59

Spoiler (click to show/hide)

Oh dear. Peace between our enemies is always bad, and the size of the Ferengi demand indicates that they have a roaring economy.

Spoiler (click to show/hide)

The Ferengi also appear to be making progress in their war against the Federation – note that this area was Federation-controlled back on turn 57.

Turn 60

Spoiler (click to show/hide)

We get a breakthrough in construction technology. This gives us better factories and upgrades our outposts to level 2 (better in all aspects, but longer to build). The bunker network is a cheap structure that gives us bonuses to ground combat in defense, but it likely won’t see much use.

Spoiler (click to show/hide)

It looks like the outpost in Mintaka, which was scheduled to finish this turn, was also upgraded to an Outpost II free of charge. We’ve also launched our first dedicated warship – a R’derex-class cruiser.

Spoiler (click to show/hide)

Captain Mal Devious will command the RNS Shikra A on its maiden voyage, to defend the Mintaka system. In some ways, this is the end of an era – Romulus can no longer isolate itself from the rest of the galaxy. We must take the initiative to defend ourselves, and prove ourselves equal to the enemy in combat.
« Last Edit: June 08, 2014, 01:41:50 pm by Azzuro »
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Haspen

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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #9 on: November 25, 2012, 07:08:45 am »

Yes, yes, yes.

Make me Captain :D
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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #10 on: November 25, 2012, 10:08:52 am »

Maldevious: You're in.

Neonivek: Which race are you referring to?

Haspen: Which type of ship do you want?

Turn 60 Summary

Technology:
Tech-wise we have level 3 biotech, energy, computer, construction and weapons, and level 2 propulsion. We're on track to getting level 3 propulsion, increasing our short range ship range to 2, and giving us level 3 intel centers and laboratories for having level 3 techs across the board.

Our next research target should be the R'tan-class strike cruiser for defensive purposes. We will need further advances to level 4 in computer, energy and weapons.

Development/Systems:
Romulus will continue building more warships, then upgrading its factories when we have the chance.
Arkaria is now fully terraformed and growing quickly, but it doesn't have much beyond factories and farms. I plan to develop it as a research center hosting many laboratories.
Zakdorn is still "disgruntled" despite enacting the Tribunal process twice already. It's got level 4 factories (I built more with credits), and with the Zakdorn academy, I plan to make it a shipbuilding center in the future.
Mintaka is the least-developed of our systems. It's got a population maximum of 265 million, so it'll become a research/intel center depending on the circumstances.

Geopolitics/Diplomacy:
Except for the Federation-Ferengi war, all the major powers are at peace with the others that they know (we are at peace with the Federation and neutral with the Cardassians and Ferengi). Systems-wise, the Cardassians are in last place with 1 of their 2 systems having dilithium, the Federation has 2/4, the Ferengi 2/5 and us with 1/4. Also, I forgot to show it at first contact, but the Ferengi are tops economically and militarily.

With the Cardassians boxed in with only 2 systems and no ships that I saw, it looks like they're out of the running for galactic conquest. The north and east of the galaxy will be decided between the Federation and Ferengi - the Cardassians joining either side would not significantly tilt the balance.

This leaves the Klingons to expand unopposed in the south, where they'll likely bump into us, as we control the west and the 'south' of the galactic core (around Mintaka). I predict they'll be our main competitor, given that the Federation is busy. Our southern front is rather sparse right now - I'll hope to colonize and fortify Ekos eventually.

So, our main foreign policy issue is - Do we take sides in the Federation-Ferengi War?

-The Ferengi would likely win without our help, but it would improve our standing with them, and we could disrupt the Federation from the south. If they make peace and leave the Federation free to face us, though, there could be a lot of trouble.
-The Federation are currently losing, though to what extent it is not clear. Supporting them would improve our standing with them, keeping our north safe while we contain the Klingons in the south. Furthermore, the Ferengi can hit us at only one system - Mintaka, which is somewhat fortified, though I wouldn't like to test that.
-Staying neutral is our personally safest option, though either side will not like us. We may regret it later when one of them wins and turns against us, though. It is, however, the most Romulan thing to do.

Retrospective:
The Zakdorn invasion may have been a little rash, especially as I spent a lot of credits to rush those troop transports. I still think it was necessary, though. Minor races experience a 'renaissance' of sorts around turn 50, building new buildings, ships, expanding in population, terraforming their other planets, etc. - for evidence, look at the Tamarians in the last screenshot, who have expanded to 325 population from 70 before! They also now have 5 orbital batteries, up from 1. If the Zakdorn had expanded like that, we wouldn't have a chance in hell of invading them for at least a hundred turns.

The Mintakans joining us really came out of nowhere, and I was definitely happy to have them join, even if it meant trouble with the Cardassians and Ferengi. They give us a foothold in the galactic core and help to contain both the Cardassians and the Klingons. Note that all the sectors around Cardassia and Adelphous are disputed and cannot be colonized. The only way for the Union to expand is by diplomatically annexing Malcor, building a shipyard there, and then going on to colonize Blue Horizon and Kholfa, which we can easily stop.
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Haspen

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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #11 on: November 25, 2012, 10:51:02 am »

Cruiser, or any heavily-armed equivalent.

As for taking sides: we could help Federation, and then backstab them like real Romulans when we have power to invade them. Otherwise we could just stay neutral.
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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #12 on: November 25, 2012, 11:37:49 am »

The Malcorians.

Honestly I feel like they are almost inappropriate for this game.
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Sheb

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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #13 on: November 25, 2012, 11:47:33 am »

Yeah, let's help the Feds. It'll secure a flank, and we can backstab them later.
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Maldevious

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Re: Let's Play Star Trek: Birth of the Federation!
« Reply #14 on: November 25, 2012, 12:49:09 pm »

Maybe play coy until one side is in dire need of help, then rush to their aid. Try to preserve the status quo?
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