General clarification questions

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Re: General clarification questions

Postby GunBunny on Sun 08 Oct 2017 13:40

I was playing around with Elminsters Universe generator, what program will open the graphml file? I searched for this type of extension online and I got a few hits. If anyone opens these what program do you use?
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Re: General clarification questions

Postby Elminster on Mon 09 Oct 2017 05:27

GunBunny wrote:If anyone opens these what program do you use?

I'm using yEd, but every program which can read this format should work.
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Re: General clarification questions

Postby GunBunny on Mon 16 Oct 2017 18:56

Elminster, thank you for the reply, I cant tell you how helpful your program is to a new solo campaign I'm starting.


When it comes to fleet disposition, in terms of reserve and active, do players generally have a rule for what is efficient to keep active during peacetime? I know this can depend on whether someone is role playing a races tendencies or not but what do most people find to be the best ratio as to not hinder expansion and investment? 60/40, 50/50 or some other ratio for mobile units?

How much do you generally put into fixed defenses?
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Re: General clarification questions

Postby Cralis on Tue 17 Oct 2017 00:21

GunBunny wrote:When it comes to fleet disposition, in terms of reserve and active, do players generally have a rule for what is efficient to keep active during peacetime?


This really depends upon whether you are looking for the optimal economic solution or a realistic solution (aka roleplay your race). Marvin Lamb is a firm believer in the economic solution and will mothball 75%-80% of his fleet when in complete peacetime. He has experimented with mothballing 100% of the fleet, but meeting a really bad npr can be hard to delay with no fleet. He has talked about ding it from turn 1 if using the 10 Month "homesystem protection rule." But that's obviously based on game rules and pure economics. Realistically a race might not be so happy about that. But players who roleplay the race are often more interested in the experience and unique challenges to the race, and not competitive play.

I know this can depend on whether someone is role playing a races tendencies or not but what do most people find to be the best ratio as to not hinder expansion and investment? 60/40, 50/50 or some other ratio for mobile units?


So highly dependent on those variables... 40/60? 50/50? Maybe equal to your RM if you roll randomly? I've been leaning more and more towards random play to get unique experiences, to the point of even rolling a government type to roleplay.

How much do you generally put into fixed defenses?


I typically put comm stations to expand the ICN and act as tripwires on WPs of populated systems and systems between them. Major hubs might have some bases as simple firewalls paid for by the System Defense Fund. But usually I build prefabs and rush bases into hotspots or along borders during wars or expected wars when I need to hold a spot or as a rearguard during WP assaults. Not counting tripwires and comm stations, I can't imagine more than 5-10% of my total HS is bases.

I generally don't build PDC either.

Having said all of that, none of this applies when I roleplay NPRs. I do what I think they would do...
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Re: General clarification questions

Postby Whitecold on Tue 17 Oct 2017 23:21

One thing to keep in mind is how much strategic depth you have changes a lot. At the start an enemy can reach your one and only planet in a single month, giving you absolutely no time to activate reserves.
Larger empires get more warning time due to distance, and of course it also depends on how many fixed defenses you have. Without anything to slow hostiles down at WPs, the enemy can still make a lot of progress, and possibly get to your mothballed ships before you can reactivate them.
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Re: General clarification questions

Postby procyon on Wed 18 Oct 2017 02:47

GunBunny wrote:When it comes to fleet disposition, in terms of reserve and active, do players generally have a rule for what is efficient to keep active during peacetime?


My players tend to not build anything unless it is necessary. If you are just going to mothball it - they tend to invest those MC in something that makes them more. But we also tend toward sprawling empires with our low hab universe. So there are usually many empty or low pop systems that an invader will have to cross before reaching a vital system.

My players also have to deal with a 'mean' SM who likes to inject lots of 'random events' like piracy and such - so they keep lots of system defense ships and convoy escort groups in addition to their normal fleets.
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Re: General clarification questions

Postby Cralis on Wed 18 Oct 2017 14:29

procyon wrote:My players tend to not build anything unless it is necessary. If you are just going to mothball it - they tend to invest those MC in something that makes them more.


Do they not build warships with their starting funds? Marvin's tactic with mothballing starts from turn 1. Although some players do build small fleets straight into mothballs as reserves. If you have the cash it's not a bad idea.

But we also tend toward sprawling empires with our low hab universe. So there are usually many empty or low pop systems that an invader will have to cross before reaching a vital system.


And that tends not to be the case with the rules as written. Low habs and low income resulting in significantly smaller fleets impacts everything from strategic reserves to tactics.

My players also have to deal with a 'mean' SM who likes to inject lots of 'random events' like piracy and such - so they keep lots of system defense ships and convoy escort groups in addition to their normal fleets.


I think that's awesome. It makes the universe feel much more alive when it's not completely under your control or predictable.
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Re: General clarification questions

Postby dazrand on Fri 20 Oct 2017 06:57

My players also have to deal with a 'mean' SM who likes to inject lots of 'random events' like piracy and such - so they keep lots of system defense ships and convoy escort groups in addition to their normal fleets.


I think that's awesome. It makes the universe feel much more alive when it's not completely under your control or predictable.


Fun, but annoying when 2/3rds your home defense squadron mutinies, destroys the remaining 1/3, then pulls into orbit of the home world looking for ransom and loot. The evils that are Space Masters.
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