Pirates of Pestulon
Posted: Thu Feb 24, 2011 5:16 pm
Hello everyone/ Arrrrr mateys!!!!
After a failed attempt to make a rebellion AAR, when my rebellion became stronger than the empire I had put there to rebel against and I discovered that empire just a month before it broke in 2 and then in 3 I decided to make a more non-conventional AAR.
Basically, I'll try to make an Orion Syndicate type of empire, with the sole purpose of sowing chaos in the galaxy and profiting massively from it.
So, I started a quick game of the galactic republic type, as a frontier empire. 700 stars, rest of it random, except for the huge empire in the middle I guess. I picked the Mortalen as the race, they seem very piratey to me[:D], and the most likely dudes to rule a syndicate.
Note: this is the original DW, not ROTS, haven't bought that one yet, waiting for it to get all fixed up.
The base rules
1. Make alliances with most pirates around, especially those in a position to strike at potential foes. However, if they attack me, they're toast, nobody messes with the Pirates of Pestulon!![:@]
2. The general idea is to get "protection fee" from other empires, which means making them subjugated dominions in DW terms. This entails going to war with them, taking out their infrastructure and a remote colony or 2 then making the SD proposal. Afterward I even build mining stations in their systems and sell these to them, for the extra credit[:D]
3. Smuggling, per se, is not really feasible in DW. But the 3 rare resources sound like they are illegal drugs, especially the korrabian "spice". If I get a hold of one of them, I'll consider it smuggling. Otherwise, trading only with compliant empires.
4. Colonization only using mortalen a.k.a. pirates for the colonies. We don't want to expand the influence of other races around, and we aren't turning into an expansionist empire. We just want the MOLAH of everyone.
5. The purpose of the pirate fleets is RAIDING. This means no direct engagements unless forced to do so. Main targets are mining bases, resort bases, utterly small spaceports and shipping in general. Temporary blockades are the modus operandi.
6. Declaring war is generally the rule , but only after my fleet is in their system. This is because the negative rep hit in surprise attacks causes annoying effects, and I doubt I'd get subjugated dominions with a diabolical rep + the rebellions.
7. Teekans are food!![8|] Mortalen are reptiles, teekans are mice/rodents. Reptiles in general eat mice. So at least one colony of them is mandatory for the long run.
8. I trade tech and all sorts of stuff, including bases, but never sell my galaxy/territory map. The key to victory is maintaining our location secret. Spies will be used to ensure that.
9. The main goal of the game is to raid the galactic republic until it is either bankrupt, signs a SD contract, or splits in too many pieces. But to get to the big fish I need to subjugate the other smaller empires. My pirate brothers will help.
10. I leave most of the empire development on auto, except colonization now, fleet designation, design. Diplomacy options are on suggest.
11. Pirates don't do research! We steal it and the use it a bit before selling it for the extra buck. Remember, if there are 2 empries fighting each other and one is in disadvantage, helping it level the playing field means more $.
12. Wars are good for business. Making sure other people fight each other then selling weapons and tech to both is the key to a full treasury[;)]. Going into war ourselves is good for business as long as we know where the enemy is and they don't.... That's why trade agreements are also out of the question because they reveal the nearest colony.
13. Establishing forward bases in uninhabited systems and sending the fleet to act far away is good for business....
Chapter 0 - introduction
The starting location for the Pirates of Pestulon! is in the south eastern part of the map. 6 colonies and a pretty sizeable fleet. Also, smack next to a teekan empire, what freakin' luck!!!
Not to mention we own the original teekan homeworld, a good start, I'd say.
http://img145.imageshack.us/i/20110224194728.jpg/
http://img59.imageshack.us/i/20110224194735.jpg/
http://img812.imageshack.us/i/20110223230507.jpg/
http://img266.imageshack.us/i/20110224194817.jpg/
http://img511.imageshack.us/i/20110224194941.jpg/
http://img689.imageshack.us/i/20110223231102.jpg/
I reorganized the starting ships into 3 fleets, each 3 cruisers and 5 destroyers, and one fleet with troop transports.
First step is to subjugate the peaceful and trade loving teekans, so let's get started....
To be continued
Merker out.
PS: I don't know how to make the pictures properly appear in the post, if anyone can give me some insight I'd be most grateful.
After a failed attempt to make a rebellion AAR, when my rebellion became stronger than the empire I had put there to rebel against and I discovered that empire just a month before it broke in 2 and then in 3 I decided to make a more non-conventional AAR.
Basically, I'll try to make an Orion Syndicate type of empire, with the sole purpose of sowing chaos in the galaxy and profiting massively from it.
So, I started a quick game of the galactic republic type, as a frontier empire. 700 stars, rest of it random, except for the huge empire in the middle I guess. I picked the Mortalen as the race, they seem very piratey to me[:D], and the most likely dudes to rule a syndicate.
Note: this is the original DW, not ROTS, haven't bought that one yet, waiting for it to get all fixed up.
The base rules
1. Make alliances with most pirates around, especially those in a position to strike at potential foes. However, if they attack me, they're toast, nobody messes with the Pirates of Pestulon!![:@]
2. The general idea is to get "protection fee" from other empires, which means making them subjugated dominions in DW terms. This entails going to war with them, taking out their infrastructure and a remote colony or 2 then making the SD proposal. Afterward I even build mining stations in their systems and sell these to them, for the extra credit[:D]
3. Smuggling, per se, is not really feasible in DW. But the 3 rare resources sound like they are illegal drugs, especially the korrabian "spice". If I get a hold of one of them, I'll consider it smuggling. Otherwise, trading only with compliant empires.
4. Colonization only using mortalen a.k.a. pirates for the colonies. We don't want to expand the influence of other races around, and we aren't turning into an expansionist empire. We just want the MOLAH of everyone.
5. The purpose of the pirate fleets is RAIDING. This means no direct engagements unless forced to do so. Main targets are mining bases, resort bases, utterly small spaceports and shipping in general. Temporary blockades are the modus operandi.
6. Declaring war is generally the rule , but only after my fleet is in their system. This is because the negative rep hit in surprise attacks causes annoying effects, and I doubt I'd get subjugated dominions with a diabolical rep + the rebellions.
7. Teekans are food!![8|] Mortalen are reptiles, teekans are mice/rodents. Reptiles in general eat mice. So at least one colony of them is mandatory for the long run.
8. I trade tech and all sorts of stuff, including bases, but never sell my galaxy/territory map. The key to victory is maintaining our location secret. Spies will be used to ensure that.
9. The main goal of the game is to raid the galactic republic until it is either bankrupt, signs a SD contract, or splits in too many pieces. But to get to the big fish I need to subjugate the other smaller empires. My pirate brothers will help.
10. I leave most of the empire development on auto, except colonization now, fleet designation, design. Diplomacy options are on suggest.
11. Pirates don't do research! We steal it and the use it a bit before selling it for the extra buck. Remember, if there are 2 empries fighting each other and one is in disadvantage, helping it level the playing field means more $.
12. Wars are good for business. Making sure other people fight each other then selling weapons and tech to both is the key to a full treasury[;)]. Going into war ourselves is good for business as long as we know where the enemy is and they don't.... That's why trade agreements are also out of the question because they reveal the nearest colony.
13. Establishing forward bases in uninhabited systems and sending the fleet to act far away is good for business....
Chapter 0 - introduction
The starting location for the Pirates of Pestulon! is in the south eastern part of the map. 6 colonies and a pretty sizeable fleet. Also, smack next to a teekan empire, what freakin' luck!!!
Not to mention we own the original teekan homeworld, a good start, I'd say.
http://img145.imageshack.us/i/20110224194728.jpg/
http://img59.imageshack.us/i/20110224194735.jpg/
http://img812.imageshack.us/i/20110223230507.jpg/
http://img266.imageshack.us/i/20110224194817.jpg/
http://img511.imageshack.us/i/20110224194941.jpg/
http://img689.imageshack.us/i/20110223231102.jpg/
I reorganized the starting ships into 3 fleets, each 3 cruisers and 5 destroyers, and one fleet with troop transports.
First step is to subjugate the peaceful and trade loving teekans, so let's get started....
To be continued
Merker out.
PS: I don't know how to make the pictures properly appear in the post, if anyone can give me some insight I'd be most grateful.