Archive for the ‘Session Reports’ Category
A solitaire High Frontier Session Report
I broke open and sorted High Frontier and read the solitaire scenario (CEO rules). In this, you run a space agency and every 12 years someone (Congress? the Board of Directors? The manifested anger of Elon Musk?) reviews your progress and may cancel the space program.
After an aborted start, I decided not to do the full advanced rules. It was ugly. You can’t spell Brain Bern without Bernal.
Another few tries and I decided to play the same scenario with the basic rules. I couldn’t decide how victory should be determined, then realized it didn’t really matter. “Just don’t get canceled early,” seemed enough of a goal, and “getting seven factories” seemed like a good endpoint.
I lost again. Shouldn’t have gone to Mars.
I decided to try again and go slowly, taking notes. That seemed to improve my decision making process, so here I present the results. This is going to be incomprehensible if you haven’t played.
Year zero — I randomly drew the ESA, which gets the +1 Powersat advantage and a 10 * 8 crew thruster. The opening offers were:
Thruster — Mirror Steamer (0 Mass, 3 * 4 with solar and push modifiers, afterburn of 2, =D).
(For those who haven’t played, I’ll unpack this. Mass makes fuel more expensive (practically), so zero mass is great. 3/4 means you have a base net thrust of three (which you need to be larger than the planet/asteroid you are landing on) and can only do three burns a turn. Each burn costs 4 fuel. You can get +1 thrust for 2 fuel (afterburning). Push (as explained before) means that the ESA (me!) can provide +1 thrust. Solar means you gain thrust in the Venus or Mercury orbits, and lose thrust as you move farther out. Each card has a back side, which can only be built in space in a factory of the right type. D, in this case).
Robonaut — Solar-pumped MHD Excliplex Laser (Mass 5, Raygun 2, =C). Robonauts are used to find claims, but you need to have a rating equal or lower than the number of water shown on the site. 4 is worst, 0 is best. A raygun can prospect multiple sites from orbit. You need robonauts to explore and stake a claim (aka PROSPECT).
Refinery — Basalt Fiber Spinning (Mass 4, =S). Refineries are just used to build factories. Each factory requires decommissioning (removing from the board) a refinery + robonaut.
[My spell checker just gave two weeks notice].
Initial thoughts — OK, the Steamer looks promising. Negligible mass works. Pushable is in my wheelhouse, four fuel/burn is reasonable to reach the belt. The Robonaut’s raygun allows orbital prospecting multiple nearby targets (and an ISRU of 2 gives you options). Yes, it’s heavy, but there you have it. OK, that’s my plan — take those two and go prospecting in the asteroid belt, then refine.
The asteroid belt means the steamer will have two less thrust thrust because of solar, but I think I can work around that.
Year 1 — Buy the Mirror Steamer (and reveal the Mass Driver, a 4/3 push dirt rocket with Mass 5). Pay 2 Water, down to 2. (I had forgotten that you start with 10 water in this scenario. Of course, in the advanced game you have to worry about events, so starting with reduced water seems fair)
The Mass Driver intrigues me, but after some time I decide to not change plans. -2 thrust seems much better than five mass, especially if I’m going to have to build (and therefore boost into orbit) two copies.
Year 2 — Buy the S.P.MHD.E.L. robonaut. I think I’ll call him “Ray”. That’s another two water, so I have none left.
The new robonaut is the Kuck Mosquito, a 1 Mass missile 3 with a 10/8 (2) thruster. I spent a lot of time considering adding that to the package, but I declined (for now).
Time to get cracking!
Years 3-9, take water (up to 14, but apparently I dawdled for a year, because my notes only show 12 water). So, +12 Water.
Year 10 — BOOST my two components (-5 Water) into Low Earth Orbit. Create a rocket with dry mass (DM) of 5 and fuel it with 6 points, so wet mass of 11. And off I go on my mission to the Hygiea family! LEO to HEO to the Earth-Luna L3 point along the yellow line and stop at a Hohman pivot (the one on the circle with the Sol-Venus L2), so wet mass is down to 7. And I have one water left on Earth.
Year 11 — Go to the next intersection along the brown line, avoiding the left turn towards itokawa. This doesn’t cost any fuel, just time. I’m taking a slow, fuel efficient route. (You saw how many turns I had to build up to launch! Even one more burn would have taken 2 more years, because more fuel means more weight, and less efficiency of each point)
Year 12 — Go through the Sol-Mars L3 and another burn (Wet Mass down to 5 1/3) and stop at the pivot outside the Hygiea family. I’m basically out of fuel, but the rest of the trip just takes time. Back on earth, take two water (up to five) and sit through the board’s first review (which has no VP requirements).
I am sternly lectured on water auditing procedures and that I’d better have at least 10 VP of results by next review.
Year 13 — Arrive at the family and have Ray inspect the surroundings. I get claims on Friederikle (“Fred”) and Hygiea. That’s good. If I had busted I doubt I would have won. In fact, if I had just gotten Hygiea I would have lost, I think. (I didn’t realize that until after I did the maneuvers I had to pull to land on Fred).
At this point, I stopped to plan again. The first part was easy. I have to get a factory by year 24. Therefore I need a refinery.
Year 14 — Buy the Basalt Fiber Spinning. (Down to 3 water). This reveals the Atomic Layer Disposition refinery. It’s mass 3 instead of 4 (and =V). So the question is? Do I take the time to improve my mass. I run some fuel and time calculations.
Year 15 — I think the answer is yes. I sell the Basalt Fiber Spinning (up to 8 water).
Year 16 — Now I buy the ALD refiner. (Revealing the Electoforming Refinery, M4, =M). Down to 6 water.
Year 17 and 18, “Need Mohr Water!” Up to 10 water.
Year 19 — Leave Ray as an outpost, decomission the mirror steamer (bringing it back to hand) and BOOST the new steamer and ALD, and put all 7 water as fuel. (DM=3, WM=10) and start again on the same route. Having a zero mass thruster means that the decommission and reboost is effectively free.
Year 20-22 — As before, just move along the same path and take water. But the final year is different. I have 3 thrust, (Base of 3, -2 for Ceres zone solar, +1 because of my ESA push, and +1 because Wet Mass of 3 classifies as a probe) . So my ship waves hello to Ray as it lands on Fred and leaves the ALD refinery as outpost #2.
Year 23 — Take off from Fred (even easier, since I have less mass) and merge the Mirror with Ray. After the mass adjustments I have a DM of 5 and a WM of 6. On earth, I take more water, so I have 8 now.
Year 24 — Land on Fred again. This time the rocket is heavier and not a probe, so I only have a net thrust of two! That isn’t enough to land. But my planning was accurate. I afterburn for that critical extra point, leaving my tanks almost dry at 5 1/3 WM. Now that I have a refinery + robonaut on Fred I can INDUSTRIALIZE and build a factory, decommissioning RAY and the ALD refinery in the process.
(A good manager plans a big win right before a performance review).
I have 13 VP, more than the 10 required. The board shakes my hand and re-ups for another solar cycle, but it will now require 20VP. Now things are looking pretty good.
Year 25 — Because I’ve got a factory on a “C” asteroid I can ET PRODUCE the black side of Ray (since it is an ‘=C’ card) as the Quantum Cascade Laser. This is a mass 3 raygun with ISRU of zero. Better and lighter. We’ll call him “Super-ray,” but Quantum Cascade Laser (QCL) sounds pretty good, too. I attach the QCL to my Mirror Steamer.
Year 26 — I factory refuel the whole shebang up to a Wet mass of 8. I could go higher, but that’s as big as I can get and still take off from this rock.. Go the same Hohman pivot I entered from.
Year 27 — Take some water and fly through the Sol-Jupiter L1 and then prospect the Nysa family. Claim Hertha and Polana.
Judging from my notes I actually didn’t take off until year 27, or perhaps I prospected somewhere else and missed.
Year 28 — Take some water (12).
Year 29 — I can practically dust off the prior mission plans. Leave SUPER RAY as an outpost, decommission the Mirror Steamer and boost it and the ALD refinery (DM3, WM=11). This costs me 11 water of course so I have 1 left.
(I say of course, but I didn’t realize until counting once that your total cost equals your final wet mass if you haven’t already boosted).
This time I fly the L2 Blue signpost route. I don’t get the flyby (basic rules) so I just stop there anyway after three burns.
Year 30 — Take two water and heads towards Polana.
Years 31-33. I buy the Kuck Mosquito (revealing the Phase locked Diode Laser, another Mass 3,=C raygun, but this one doesn’t improve its rating, but has Mass 0 on the reverse). I have to do the same “two landing” trick on Polana as before, while also taking more water. On Year 33, I industrialize for my second factory which means I’m at 22 VP with a full three years to spare.
I use the time to take some water. (Probably not ideal).
Year 37 I boost the Mirror Steamer, Atomic Layer Deposition Refinery, and Kuck Mosquito (DM=4, WM=11) and head out. I also take some more water and buy electrofarming, since its a Type M refinery and I’m going to industrialize Hertha (a type M asteroid). With the mosquito’s powerful 10 thrust, and refueling, I don’t have to worry about eking out the last point of thrust to land, I can just use it for landing and takeoff (using negligible fuel, since there are no landing burns). This is a relatively fast process. I industrialize Hertha in Year 41 (for another 11 VP) with the ALD and QCL. I don’t use the Kuck. I want to leave it out there and I can ET produce the QCL and the black side of Electroforming (Impact Mold Sinter) instead of launching from earth. IMS doesn’t have a great ability, but is only 3 mass instead of four.
Years 43-47 see a bunch of prospecting busts in the Karin cluster (raygun can prospect through hazards, so that was safe) and elsewhere before I slap my face and realize I know where I should be going.
It doesn’t matter, I was already going to ace the Year 48 review, since I had 33 points once I got Hertha.
For the last year and the next solar cycle, I drag everything (which isn’t much, mass wise, only DM7) over to the Vesta cluster. Vesta is size six, so automatic, but I get lucky and hit 3 out of the remaining 4 claims (missing only Kolana). I claim the 4C and 4S asteroids, which means I can ET produce a refinery + robonaut pair to support the chain the remaining claims. (Since I had two =C rayguns, I have to claim the S world first, rebuild the refinery, claim the C world, the rebuild both). I don’t have all 7 factories by Year 60, but my review is glowing.
The final factory is inevitable, so I can retire with 65 VP (40 required in year 60).
Having played once, I think I got a lucky-ish draw, but this is a reasonable variant for beginners. I think the full rules would be:
- Basic Rules (no flybys, events, etc).
- Start with 4 water (more for an easier game)
- Normal turns apply
- When you buy something, you reveal the next card and can either a) buy the first card for two (as per the rules) or b) discard the first card and gain a water (letting someone else ‘win’ the auction’).
- No buying the bottom card for 1, as per the advanced CEO game.
- VP Requirements at the end of each Solar Cycle is 0, 10, 20, 30, 40. This maybe needs to be a touch steeper.
Incidentally, tonight I tried two more advanced (but no Bernal) games with Supports and never even got close to making my first factory by year 24.
and you can read it! Or not. This year continues my trend of playing very long and very short games, with few 60-90 minute titles.
While I’m waiting for 0.15 to drop, I’ve been building up a mega (for me) factory.
That’s about 35 hours of game time. After I launched a satellite, I stopped researching (and paused my second satellite because the strain of it nearly cost me my entire petrochemical resources). I’m building up my train network and moving slowly out.
I’ve already depleted three of my iron deposits and multiple copper deposits (those kinks in my train network were adhoc stations, now removed).
My train network is (sadly) spaghetti near the base and I originally built track with 1-2-1 trains (one locomotive, two cargos, a reversed locomotive). This lets you run automatically on a single track, but it doesn’t scale well and switching to run-on-right tracks (like highways, one lane going one direction and the other reversed) matters when you start wanting to have a lot of traffic. (I guess 6 trains counts as a lot for me). I’m in the process of switching to 1-2 double tracks, but you can still see where I haven’t finished (right near CopperLoading-2). I also have to hook up my iron and copper/oil networks together, so that I can move Iron from the NW to the SE loading station.
I now know to not put a station for ore loading on a main train line, just branch. And to keep straight lines (horizontal or vertical) for the most part, because you can blueprint a few patterns and be done. Ad-hoc is bad. Power isn’t a big concern. I’m mostly solar, which costs lots of real estate and resources, but since the point was to experiment with mega-bases, that’s ok. I do look forward to Nuclear power in 0.15.
I think I’ve got trains down …. I still miss a signal from time to time, but I’ve blueprinted them and rarely spend more than a minute before spotting a problem. A significant fraction of my power goes towards laser turrets, for good reason.
Anyway, scaling up a mega base means more-more-more. More ore. More factories. More throughput. I’m building way too many modules, which is also way too few.
Still too much spaghetti in the station (despite having a main bus) and I’m using logistics bots, but mainly as my valets (and a few odd things like my satellite construction and disposing of lumber by feeding trains). And I (again) found a lot of things I would do differently next time.
Still enjoying this.
Update — And then I ended up staying up another few hours to fix my train network, add two mining operations, re-jigger my oil network, expand my power supply by three mega-arrays (thankfully I noticed a few minutes before a catastrophic shortage). Next is ore processing throughput/switching to advanced ovens. And there’s four hours gone.
And not much boardgaming. I actually took the TaoLing to game night this week and played …. one game of Jump Drive. Just wasn’t in the mood to play much. It happens. On the Factorio front I’m building a mega-ish-base (ish because once 0.15 drops I’ll probably upgrade and restart). An interesting learning experience (quite different from speed runs). Also learning how to deal with big alien bases. (I do hope they do something interesting with Laser Turrets in the new expansion, because there are lots of inferior weapon types, and Laser Turrets.
A large up front cost to build, but no ammo cost (assuming your power is fine).
I’ve actually just been watching a lot of Factorio as well. Watching the TaoLing play, and some youtube channels.
Wraith (female Batman), Dark Watch Expatriette (female punisher), Legacy (superman) and Absolute Zero (thermal Iron Man) were battling Citizen Dawn in the Dok’thrath capital. The game looked to be going along swimmingly, Wraith got off to an absolutely stunning start with a few improvised inventions (which really speed up the card flow, as not only do you get to search your deck for a card and play it, you get to play another card) and was quickly able to use two powers a turn, including a large projectile attack and a small projectile attack that reduced damage … and the microtargeting computer (which boosts projectile damage).
On the other hand, Expatriette was as bad as she normally is. Seriously, there needs to be an Expatriette that makes ammo cards good, they are about 1/2 her deck and terrible. I’m not really sure who Citizen Dawn is supposed to be. Somewhere between brainwashing zombie master and … something else. But her schtick is that at some point she becomes invulnerable for a few turns, until there are enough citizens (zombies) in play, at which point she tires out. So you have to either kill her without killing any citizens (so she doesn’t become invulnerable) or kill them, then wait a few turns without killing citizens.
It’s typically not too hard. When she’s invulnerable, she pumps out cards.
Anyway, we quickly trounced enough zombies, she went all starburst-y, and then … just powerful hit/healing cards. We’d finally got a string of citizens, but were then faced with a choice … do nothing to let her revert, but take a huge hit from all the citizens we didn’t kill, or wound them (to reduce their damage) and risk that one faction in the Dok’thrath civil war might finish them off. We wounded them, and then the civil war killed them all.
Alongside with Wraith and Expatriette.
Suddenly down two heroes and meanwhile Citizen Dawn has healed about 20% of her hit points and we still had several turns of invulnerability. And Citizen Dawn wiped the board, destroying all of Absolute Zero’s toys. But the Wraith does have a good ‘dead’ power (either destroying an ongoing card or letting a hero play a card) so she helped Absolute Zero get off his Brett Easton Ellis streak while Expatratiette laid down some covering fire to keep legacy alive (she lets heroes reduce damage a bit. Even dead, she’s not that useful).
And somehow the heroes won.
Probably my closest victory in a few dozen games.
Update — A few hours later we won with a single hit point remaining on all the heroes! The Dreamer (the psychic kid you must avoid killing as her nightmares ravage us) looked to be going down easily, but a sudden burst of projections killed everyone except Tachyon. Still, Tachyon had a large number of defensive constructs protecting her, so she managed to take out a few nightmares in one round. The dreamer almost totalled Tachyon’s defenses and then nearly killed her, but was able to play a card that let her play two cards and draw two (at the cost of going down to a single point of damage) and then killed the final nightmare necessary to win. But we had to survive until the start of the villain turn, and that required a nervous draw of the environment deck. When it turned out to be neutral, we won.
I’ve added another entry in my “Fifty by Fifty” Geeklist. No points for guessing the game.
Played a poker session where I won a small and big blind on the first hand, then went down to 40% of my buy in for most of the night, and then went back to 110% right before the game ended. Then I came home and wasn’t quite sleepy enough to go to sleep despite the hour, so I played “just a bit more” of my factorio (air quote) speed run (air quote). I had a fair amount of of rocket units and low density structures built before I finished my silo so I quickly got up to 40% ready to launch within a few minutes of the silo’s completion, but the remainder took two hours, so I didn’t get to bed until … just before dawn. Still, under twelve hours.
Played a game of Magic Realm with the TaoLing. Actually, I mainly let him play, I was sketching out some player aids (literally sketching/drafting. I’m taking a drawing course and since I couldn’t find the graphics I wanted I figured I’d just hand make them for practice). Had a relatively safe, boring game of -6 (elf) and -9 (dwarf) game. Jr’s, Witch found the Altar right away, Absorb Essence’d the Demon, and then used that to a) defeat a bunch of creatures with little/no risk and b) read runes and search the Enchanted Toadstool with no chance of a curse. Actually, the latter part may be wrong. I should check.
Then finished the day spending a few hours exploring the post-launch part of the game. Aidan enjoys managing this (although he mainly just sits and offers advice), and had been asking to continue past the launch. I’m personally more fond of the mid game (the first 10% of the game is pretty much hand-crafting). I’d already built a logistics network (in my first, 35 hour launch game), but now I’m going to try the blueprint system and modular armor and possibly start a mega-base. For a while. I actually took a screen shot of my launch at the five hour mark (T-7H) and then another screen shot at the T+2H mark. They are remarkably similar.
They are remarkably similar.The main addition was the intermediate + advanced circuit production (and speed modules) that were added in the gap above the copper smelting. A lot of expansion happened outside the main base — improved steel production to the north east, a new oil field to the south west (plastic production was my bottleneck and I probably lost an hour before I realized that) and a giant (post launch) solar field to the north west that you can somewhat see. I’m going to test my blueprints out on that and deforestation (to get to more oil).
I mainly put these pictures in to see if anyone else thinks they look like circuits.
I also managed to knock a few games off my “Games you should play soon” list, including my first game of Phoenecia in over a thousand days. It turns out that the GYSPSTYO list is a Top 20 list, so I guess there will always be twenty games on it. But I’ll just try to get the number of games with 1000+ days to zero.
And after a week’s respite, I’ll probably get in a few games of Jump Drive soon.