Stellar Emperor (tm-Kesmai Corp.)
The Standard War
This is in no way any kind of official
GameStorm or Kesmai document!
"Stellar Emperor" is a trademark of Kesmai Corporation.
The Stellar Emperor home page is here.
This document is Copyright 1999, 2000 by Rod Montgomery. All rights
reserved.
Comments and corrections: mailto:monty@sprintmail.com
Most recently revised: 19 January 2000
The framework used here comes from Herman Kahn, in his classic works on
strategy [1] and on systematic thinking about the future [2]:
possible_futures = surprise_free_scenarios
+
canonical_variations
+
forseeable_possible_surprises +
the_unexpected
Kahn pointed out that the most surprising thing of all would be for
any surprise-free scenario really to come true. He recommended surprise-free
scenarios, not as prophecies, but as useful baselines from which to set
out on explorations of possible futures.
[1] On Thermonuclear War and On Escallation: Metaphors
and Scenarios
[2] The Next 200 Years, Towards The Year 2000 and
The
Coming Boom
This document presents a surprise-free scenario for a Stellar Emperor
(tm-Kesmai) War.
This is the barest start on a work in progress.
It will become the basis for at least one of the Dead Seeker Scrolls.
***** Please point out errors and suggest improvements! *****
mailto:monty@sprintmail.com
Intended Eventual Contents:
A. Phases of the Standard War
B. Political Perspectives
C. Logistical Perspectives
D. Strategic Perspectives
E. Operational (Fleet Tactics)
Perspectives
F. Tactical Perspectives
G. Technical Perspectives
H. Game-Design Perspectives
I. Real-World Resource
Perspectives
References
A. Phases of the Standard War
-
Land Rush: Probes R Us!
-
Hunting for Targets: We've got ours
-- where are theirs?
-
Farming: Guns and Troops are free! -- if you
have a Transport! (And if you can keep it!)
-
Initial Conquests: Destroyers R
Us! (But my kingdom for a load of Figs!)
-
Midgame: The race for larger ships, planetary
ping-pong, trust and betrayal
-
The Victor Emerges -- or maybe not!
-
Stagnation and Stability: Guns R Us!
-
Endgame PM: Can I get 90% into Services?
-
The Gnab Gib ("Sleeping in Light?")
A1. Land Rush: Probes
R Us!
Everyone stampedes out of the Imperial Bases (Imps), looking for good
planets.
Things to do:
-
Grab the best planets you can find, before the Other Guy does.
-
Start growing a Transport to defend with.
-
Start growing a Destroyer and Figs to attack with.
Standard scouting procedure:
With evaluation online:
For each star system:
Send a probe.
If system scan shows probable hi-hab planet(s) then
geo-scan each possible hi-hab planet
if truly hi-hab then
if worth taking now then
survey it
if owned then record
owner
else go take it
else
record it as "interesting".
If system scan shows habitable planets
but shows no probably-hi-hab planets
or
the probably-hi-habs were really low-habs
then
either use the system for early shipyard(s)
or just record the system
as "farmable".
If system scan shows a single uninhabitable planet then
record the system as a "Wormhole candidate".
If system scan shows multiple uninhabitable planets then
record the system as "uninhabitable".
With Evaluation Offline:
As above, but do not bother to do any system scans.
Just keep the probe moving from one system to the next, as fast
as you can.
This process collects the star system characteristics in the wars\se##.gxy
file on your PC. The SURVEY.EXE program -- part of the Game distribution
-- lets you browse that file offline, do selective retrievals based on
habitability and metal, manipulate the color codings (in wars\se##.txt)
and dump the data to a textfile for additional processing using your own
automation, like maybe a spreadsheet.
Early Shipyards:
Each serious player immediately sets up early shipyards on moderate-to-high-metal
planets (hab doesn't matter) to grow
-
at least one Transport (for Farming)
-
at least one Destroyer (for initial conquests)
-
Fighters (for initial conquests)
Running out of slots to fill moves you from "Land Rush" to "Hunting
for Targets".
Nuances:
-
A competent team will allocate scouting assignments to assure full coverage
without overlaps.
-
A player who runs out of slots, but not out of stamina, might help another
player (teammate?) search for good planets.
-
If your slots are full of 80-habs, and you find an unowned 100-hab/100-met,
you'll know what to do.
-
Scouts cannot take planets that have non-0 owners, so why do you need any
troops at all until Destroyers are possible? You can fill those houses
with colonists building houses!
A2. Hunting for
Targets: We've got ours -- where are theirs?
Things to do:
-
Find all (potential?) enemy bases.
-
Find all Wormholes.
-
Adjust PM for:
-
running out of food
-
running out of Mining (metal-refining) capacity
-
running out of Engineering capacity
-
paying off the loan
-
planet growing faster than Shipyard and/or Armaments
-
?Combat to interfere with enemy scouting?
-
?Combat to demoralize enemies?
-
?Combat for fun?
-
?EST-and-ABA to destroy enemy farming prospects?
A3. Farming: Guns and Troops
are free! -- if you have a Transport! (And if you can keep it!)
Timing:
In an un-accelerated (4-week) War, Transports are possible about 45
hours after the start of the War.
Things to do:
-
Gather free Guns and Troops to defend own bases.
-
?Destroy enemy farming prospects?
-
Combat to defend friendly Transports
-
Combat to destroy enemy Transports
Standard farming procedure:
Pick up your TRansport from the early shipyard where you grew it.
ABAndon that base, to free up a slot.
For each habitable planet without a base,
drive up to it in your TRansport,
ESTablish a base there,
pull off the 100 troops and 1 gun
that come free with a new base,
ABAndon the base to free up the slot again and
drive on.
Periodically visit your bases to drop off the harvest.
Keep doing this until you either run out of planets, fall asleep at
the keyboard, get your TRansport killed (either by the enemy or by your
own stupidity), feel your defenses are good enough, or just get sick of
doing it.
Nuances:
-
Don't drop your troops on your growth bases until just before they're attacked
-- you need the houses the troops would occupy for colonists building houses!
-
Of course, if you wait too long, the Enemy will drive up with a Destroyer
and take the base away from you before you drop any troops at all..
The situation reminds me of a discussion of watering schedules in a book
I once read about Bonsai. One student's reaction was, "I understand perfectly!
You wait for it to dry out completely, then go back and water it the day
before!" Just so!
Stockpiling ships at Imps:
You can switch from a non-Scout to a Scout only at an Imp.
Your non-Scout will be safe while in Imp mothball storage
BUT
it must be relatively undamaged when you mothball it, or the Imp will
scrap it
AND
it can be exciting getting it into and out of the Imp.
WARNING: Ships mothballed at Imps lose all figs+guns+troops aboard!
A4. Initial Conquests:
Destroyers R Us! (But my kingdom for a load of Figs!)
Timing:
In an un-accelerated (4-week) War, Destroyers are possible about 60
hours after the start of the War.
Things to do:
-
Take bases you want from Independents.
-
Take bases you want from the enemy.
-
Combat to destroy enemy Destroyers.
-
Combat to defend friendly Destroyers.
-
?Destroy enemy shipyards?
-
?Destroy shipyards on owner-0 bases?
-
?Destroy enemy ships and figs abuilding?
-
?Burn enemy bases you and your friends do not want to hold/cannot hold?
This is the Springtime of useful combat:
-
Capital ships are rare and precious.
-
Fighters are still hard to come by.
-
You can still get useful numbers of Troops by farming.
Destroyers are hard enough to see that large packs of well-coordinated
Scouts are the only effective way to hunt them down when they operate solo.
Farmed guns dominate defenses.
But a Transport hauling in defenses to a base under attack is dead meat
on the attacker's table, unless friendly Scouts go in first to kill the
attacker or drive him out of Space.
A5. Midgame: The race for
larger ships, planetary ping-pong, trust and betrayal
This is the High Summer of useful combat:
-
Capital ships become plentiful.
-
Fig supplies increase
-
Planetary defenses are still relatively weak
Guns from grown shipyards gradually dominate defenses.
Farmed guns become relatively unimportant.
Planetary defenses eventually become strong enough to resist single-ship
attacks, even using stagers.
But no planet can support enough troops to man enough guns to resist
a simultaneous attack by a large force of large ships. So the best planets
sometimes bounce back and forth between the leading teams.
The importance of having enough attacking ships to overwhelm the defenses
drives the formation of large teams.
But the importance of surprise -- to strike, conquer, and haul in defending
troops and guns before the defenders can mobilize an effective opposing
battle force -- makes spies valuable, and betrayal tempting.
Planetary growth rates fall as the cost of building a house rises once
population passes 100,000.
A6. The Victor Emerges
-- or maybe not!
As planetary defenses harden up -- and maybe as enemy ships and shipyards
get destroyed? -- one team becomes dominant and the others become demoralized.
Or maybe not!
A7. Stagnation and Stability:
Guns R Us!
The planetary defenses on the major planets of the dominant team(s?)
become too strong for anyone else to challenge effectively.
A8. Endgame PM: Can
I get 90% into Services?
The Master-class PMers who still have the very best planets duke it
out in the PM menus.
A9. The Gnab Gib (Sleeping in
Light?)
They kick us all out of the Galaxy, run the Final Scoreboard, and post
the winning scores.
And we all catch up on sleep so we'll be ready for the Next One! 8-)
B. Political Perspectives
Politics is the art of acquing the power to govern -- that is,
to direct the activities of the group.
The fundamental political act the SE Game automation supports is Alliance
Formation.
-
By inviting a ship to join an alliance, all the alliance leader really
offers the player who owns that ship are the abilities to
-
participate in coordinated attacks, using the "Transfer Control" function
(which only works within an alliance),
-
repair at bases whose owners have opened them to the alliance,
-
pick up ammunition from bases open to the alliance, if the base owners
have made stocks available, and
-
send Game-Mail broadcast to all members of the alliance at once.
-
By accepting an invitation to join an alliance, the owner of the invited
ship
-
accepts those abilities,
-
exposes himself to alliance-broadcast Game-Mail from every other member
of the alliance and
-
exposes himself to public view, through the Alliance Roster display, as
a member of that alliance.
But the invite/accept dance in the Alliance Management Center is an almost
negligible part of the social process of forming a cohesive team of players
who can exploit the abilities the dance provides, to gain mutual
advantage in the Game.
And it is commonplace to find cohesive groups of cooperating players
who don't bother to go through the dance:
-
Sometimes the disadvantages of publicity outweigh the advantages of Transfer+repair+ammo+Game-Mail
broadcast.
-
Sometimes the Game-imposed cap on Game-alliance size is too low to accomodate
all members.
C. Logistical
Perspectives
Logistics: "the stuff that if you don't have enough of, the war
will not be won as soon as."
(Thorpe, Pure Logistics, cited in Thompson, The Lifeblood
of War, page 3.)
Fundamental choices:
-
Grow or do something else?
-
Attack or defend?
-
Within offense: ships or figs+troops?
-
Within defense: guns or troops or ships?
-
How much time can you afford to spend in the Game?
-
farming = gathering "free" troops and/or guns
-
sitting at a planet waiting to be attacked
-
How much can you rely on allies?
D. Strategic Perspectives
E. Operational
(Fleet Tactics) Perspectives
F. Tactical Perspectives
F1. Early Planet Attacks -- One Defending Scout vs One Attacking
Destroyer
Strategic Context:
Typical of "Initial Conquests".
Key questions about the tactical situation
Attacker
Repair in target system or not?
Scoop in target system or not?
How many free slots? (0/1/>1)
Staged or not?
Ammo stocked on stager or not? |
Defender
Own target or not?
Repair at target or not?
Get ammo from target or not?
Rebuild in target system or not?
|
G. Technical Perspectives
H. Game-Design
Perspectives
I. Real-world
Resource Perspectives
-
Player Time Management
-
Multiple Accounts: Mules and Spies
-
Automation
"Time is always the scarcest resource, and if it isn't used effectively,
nothing else will be either."
-- Peter Drucker, The Effective Executive.
Efficient use of time:
Scout while farming
Scout while hunting
Scout while hauling
References
Axelrod, Robert, The Evolution of Cooperation.
von Clausewitz, Carl, On War, trans. Michael Howard and Peter
Paret, Princeton University Press, 1984. ISBN 0-691-05657-9.
Drucker, Peter F., The Effective Executive.
Hughes, Wayne P., Jr., Fleet Tactics: Theory and Practice. Annapolis,
Maryland: Naval Institute Press, 1986. ISBN 0-87021-558-2.
______, Fleet Tactics and Coastal Combat, 2nd ed. Annapolis,
Maryland: Naval Institute Press, 2000. ISBN 1-55750-392-3.
Kahn, Herman, On Thermonuclear War. Princeton University Press,
1961.
Leonhard, Robert R., Fighting by Minutes: Time and the Art of War.
Westport, Connecticut: Praeger, 1994. ISBN 0-275-94736-X.
______, The Art of Maneuver: Maneuver Warfare Theory and AirLand
Battle. Novato, California: Presidio Press, 1991. ISBN 0-89141-403-7.
______, The Principles of War for the Information Age. Novato,
California: Presidio Press, 1998. ISBN 0-89141-647-1.
Luttwak, Edward N., Strategy: The Logic of War and Peace. Belknap
Press of Harvard University Press, 1987. ISBN 0-674-83995-1.
Thompson, Julian, The Lifeblood of War: Logistics in Armed Conflict.
Thorpe, G.C., Pure Logistics.