Author Topic: Anima ~ Imperium - A Two Post Digression  (Read 1596 times)

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Offline Vandermeer

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Anima ~ Imperium - A Two Post Digression
« on: March 10, 2016, 08:53:27 AM »
I am still in wait for 7.2 so that I can continue on the EU Stars game, since there was something that I wanted to test out there, which I didn't come to yet. ..However, I couldn't wait and instead started another long held game concept in which I wanted to at least see if it was feasible at all.
...Well, stuff happened way before I got there + I have questions to some things that happened which I didn't expect, so some documentation.

So this game is inspired from by a spanish pen&paper game called Anima Beyond Fantasy, which is essentially an Anime version of your classic Tolkien DnD etc. games (in Germany we play "The Dark Eye"). Though technically set in a medieval to early renaissance world, they try to serve every possible Anime hunger right by giving the option to play futuristic if you so desire, since there are advanced spaceborne forces alla Xenogears, enigmatically hiding behind the curtains of their little test-tube social study project world.
In the fluff of their world, technology, Ki powers of the soul, and the primal force that created the laws of the universe: magic, blend together to form a coalition of what they call Technomagic equipment, ships etc., and genetic engineering that borders ascension grade. Their military members consist mostly of literal test-tube babies, created by combining their DNA with the milked essence of various celestial beasts, prime elementals, and even divinities. (a distillation named "Protodeus")
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Earth, or Gaia, is (quite literally) split up into 3 factions here, constituting your fill of classical rpg races: Humans, Elves (here "Sylvain"), and Dark Elves (here "Duk'Zarist")
For the humans, there is Imperium.

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They are described as the most powerful of the 3, so I started them as my race with 100m population and 3 labs.

For Dark Elves there is Illuminati.

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Their medieval counterpart is the most perfect race walking on earth, gaining all around stat boni, the fastest healing, and at least some sort of supernatural ability each. However, being so perfect and long-lived maybe robbed them of some important ambition that drives the short lived (and 'challenged') races, so their space counterpart is somewhat weaker. Started at 80m and 2 labs.

The Elves are actually just the strongest representers in this last faction, the Technocrazy:

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This is a coalition of basically all other fantasy races you could think of. In classical fashion, the in medieval times nature endorsing elves become somewhat the opposite after industrial evolution, and now form a vulcanian-type logic based, technology snuggling, well behaved society.
Started at 60m and 2 labs.

...Then there is a fourth faction, which in Anima original setting is left in some mystery. There are two powerful forces and their divine entourage of further 7+7. These are C'iel and Gaira, and are supposedly responsible for the armistice and division of the planet. There is no clarification what these two are, some overgods, ancient alien AI space weapons maybe, or just principles of nature even. Thing is they found earth and were fascinated with the life sprouting there, which is apparently quite unique in this universe, so they stayed around trying to preserve it (..and enlarge it; hence the genesis of supernatural races, beasts, magical creatures, etc.).
Of course, the 3 advanced factions of Gaia eventually grew up to see this oversight as tyranny against their complete freedom, and giving their immense ego that they acquired by becoming better than even the earthly gods (through science!), this is now their last enemy that they plan to overthrow, whatever it really is.




So, given these really low (and no extra science points) starting conditions, it took naturally really long to get somewhere. Even just getting a couple of mining colonies on the asteroids was a task taking me decades at the immense resource shortage. (btw.: Earth didn't have home planet resources, but a random generation whose results I didn't look up. Then everyone got a starting package of all resources of a couple thousand each, and had to make the best of it.) I have become to love minimalistic starts like this. Feels more like you really accomplished your later successes.
Anyway, so at first I wasn't sure how to really deal with the other two factions. I "quickly" created an absolutely destructive PDC of 168 meson shots per interval that was supposed to ward against possible conflict, which you can only win by turtling in this setup (..200% difficulty too). However, diplomacy went so well that they soon started throwing all their technology at me (while gaining nothing in return! o,,o), so I started to like and accept this alliance, given how insanely slow tech progress already was. The jump point mapping in Sol had actually been done by my friends here, because I had no resource to spare to invent the 5k points jump point theory + sensors (which would have been a around 6 years detour at least in the early decades).
The game eventually got slower as it moved on, because these two started owning yet again large amounts of low teched shabraques. I then got occupied catching up on jump theory nonetheless, because my only geo scout got lost in the only other system I saw when using my friends' jump ships to get there. Cannot confirm, but is it possible that jump engines now don't work for both sides anymore? There were still some gate jumpers on the point when I wanted to get back, but it was not possible anymore, and the geo ship got stuck. (this had worked fine in the EU game before, where I also didn't have jump or gating technology for long, and instead relied on the japanese fleet to guide me through)

I had my only freighter (5 bays) refitted with ion magitech drives and gate builder at year 60, and just after finishing the first gate and starting to work on the other side, so that the geo surveyor could get back, Ciel and Gaira finally started interfering:
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As you can see, the first salvo fired there was immense and took the first trespasser out before I could even get a good look at him. This is because the AI, -maybe coincidentally-, used supreme tactics against these intruders.(for fun, lets call them "invaders") The fleet sitting on that jump point there consists mostly of ships that also had just returned maybe 15 days before. I didn't see the other side, but some strange time intervals already suggested there was conflict somewhere in the last year. For all it looks like, these ships here returned to homeland and waited in ambush to get to the otherwise overwhelming pursuers.
My feeling is that this is just an emergent phenomenon coming from unrelated code's overlap, instead of an actually written out tactic guide, but it definitely looked convincing, so I just like to think they were smart now. :)

These ships now were still blind and could not fight back, so despite their supposedly overshadowing technology and relatively massive size, they pitifully fell against 100mm capacitor 1 lasers in just another 30 seconds.
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There was some resting time, and I eagerly looked forward to salvaging those precious wrecks, but I was also wary that this was surely not the only encounter, and next time my friends might not be so wise, so I instantly pushed a second PDC to top priority, which still had ETA 2 years at full industry though.
And indeed, just 5 days later there was a second wave.
{--pause--}
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Vandermeer

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Re: Anima ~ Imperium - A Two Post Digression
« Reply #1 on: March 11, 2016, 09:12:10 AM »
Despite the seemingly intelligent tactics from before, the allied forces on the jump point were left by their smarts and decided to move back a bit in those 5 days. A very poor decision, as it prevented them from getting another preventive and decisive strike on what was to come.
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Another 4 ships entered, identifying themselves as 2 FAC-Killers, 1 Colossus, and 1 Deadly Reaper. They were also large, but not quite as much as those ships from the first wave. Technically they posed about an equally big threat.

As it quickly became evident, these, or some these ships were mainly armed with missile weaponry, and of such grade and range, that there was no hope of efficiently intercepting their trajectory. Thus, the huge beam armed fleet who managed to shoot through superior armor of large ships in just one turn, could still not hope to repell even a single salvo.
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The enemy used two types of ammunition so far, - a standard sized missile of strength 20, and a large torpedo of incredible range and a yield of even 35 sylvester units. The later he already intelligently deployed against only further out flying targets, while the narrow ones were decimated by the standard ordnance.
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Even the small jump gate service force at another point in over 1 trillion meters distance was not spared from the touch of the torpedoes.
The four ships then continued further inwards in slightly loose formation, bombarding mining bases and some more disorganized sub-fleets on the way
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Yet even their big ships must feel exhaustion when dealing with so many targets, so like bees swarming on the bear, the overwhelming mass eventually managed to close in and succeed a couple hits back.
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{Side-Note and somewhat of a question: It appears to me the AI is more rational with its ammunition economy now though. Before they would often blast out salvo after salvo until either the enemy was destroyed or their magazine depleted. Giving the long flight times, usually the later happened first, so even when facing an opponent that went down on first strike, they would essentially exhaust all their supplies just for that. It may still be so though, because the missiles here fly to their target fast and maybe have some minimum sensor too.
One definitely positive thing happening here is that I could also never make out who was firing missiles and how often by just watching the timer. In 7.x it seems now that the launches are finally hidden inside other intervals (as long as they aren't yours of course). Much needed and good change. No more jedi disturbance in the morse sensing.}



The separation of the 4 enemy ships worked in our favor, as it allowed to swarm them individually and so reduce losses from their deadly 2.7% lightspeed ramming maneuvers.
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In this way, the Colossus and the 2 FAC-Killers were successfully dispatched, and retroactively identified as the torpedo and 2 missile ships. Then the Deadly Reaper closed in, and it should not be such an easy target, as it unveiled sheer apocalyptic laser broadsides.
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Not only that, but its anti-missile defenses were strong enough to absorb around 75% of all ordnance thrown at him, resulting in mere scratching ~200 hull damage before the complete annihilation of the remaining Illuminati standing fleet.
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Now all that was left was the hope of the close range defense FAC formations. Illuminati and Technocrazy smartly bundled together their forces and set up a flanking attack to pummel the Reaper from two sides at once.
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This fight already took place in earths solar orbit. The missiles of the FACs were much weaker than those of the ships however, so even in their combined effort and higher hit rate, the whole maneuver did not amount to much more than another 150 michael bay standard transformer points of damage.(and without gaining any results in weakening the intruder)
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With all military fleet eliminated mostly to the hands of the Reaper, there was now only the final defense perimeter of the installations of Earth. Luckily, Imperium had been putting special emphasis on this one, and had many years ago managed to hide a powerful ground to space precision shooting platform behind Earths atmosphere, which no other faction had accomplished. For all intends and purposes, this essentially made Earth invulnerable in this situation, as the enemy ship, -being only armed with energy weaponry-, could not hope to reach these installations without the aid of real bombing capacity.
Hence, Imperium had been very relaxed from the point on where it was clear that the enemy had lost its ammunition stamina. All that was needed now was to wait for the Reaper to fly inside the 30 million meter kill-zone they established around the planet.
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However, the enemy was not as stupid as hoped for, and actually stopped just a bit outside the range of this weapon and started shooting at the orbital defenses and yet not evacuated civil fleets of Imperium's allies.
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Seeing that the confidence of Imperium was not completely thought through, the allies started to firing their own defenses, though to little effect, as the enemies vast computer technology fooled our missiles into pursuing ghost targets instead.
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Owned to the sheer mass of the assault, some missiles still made it to their destination, but only again to scratch on the Reaper's mantle without any noteworthy effect.


Terrified and finally acknowledging that Earth was not a safe haven either, the remaining civil ships finally started to flee as well.
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...But the Reaper comes to everybody, so just after finishing the orbital earth defenses and the lunar base, even the civil fleets were pursued and both destroyed.
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{A note of great importance for what is to come: The Deadly Reaper indeed destroyed all the allied ships in orbit. He waited there until that was done, and only then, when absolutely nothing was flying there anymore, moved out to the civil fleet just as if being out of targets.}

Finishing this endeavor, the invading ship returned supposedly to take aim on the shipyards or just besiege Earth with its presence. The research staff of Imperium had already anticipated this potential outcome and began looking for longer ranging ground weaponry, though that could easily take a decade.
However, the Deadly Reaper flew reckless this time, and crossed the kill-zone on its way back, giving the Chimney base a short window of firing opportunity that was not missed.
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A lot of hope was put into that lighting a ship up with 150 direct internal damage would finally be enough to even down this monster, but instead it appeared as only half crippled. Everybody was now hoping for just another shot opportunity, but then the unspeakable happened:
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...The Reaper's laser based weaponry somehow shot directly through the atmosphere and exploded the last defense the life on Earth had. Experts mumbled something about the mastery of quantum tunneling in advanced fusion ages, but no one was interested listening anymore. Who could have predicted that this perfect turtling weapon could be bested against what all tests had shown to be impossible.
The attacker needed no bombardement to win, and leaving only the defensive ground base left after destroying everything else had just been a form of mockery. He sensed the confidence, and decided to make the loss complete by first finishing all other objectives before finally crushing our last and biggest hope. Why else would he have left this base as the only target to survive?


Losing this way was soon not as gruesome anymore, as it was quickly seen that the alliance could only have been defeated. Just after the enemy managed to deal the killing blow to ground installation and shipyards, a third wave of ships passed through, and took formation with the Reaper for a final assault. ..Those were planetary bombardment ships.
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The density of their ordnance was so high and elusive, that it would have taken approximately 9 defensive installations in order to counter them completely; - something that had been impossible at the Earth's budget in any case.

They first took out most mining bases, and the Venus colonies, then proceeded to earth. It was the end times.
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The final state after the bombardment stopped - "evernight":
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-------OT-------
So, this was the first game I legitimately lost since my actual first game, and definitely the first one to be lost despite me knowing what to do. Also the first game for me to really see invaders in action.(the only other time I didn't even see them shoot because my TL12 Ha'tak was just too good at finishing them from a distance)
These here were only TL7, which is a bit underwhelming. The Astral Republic guys would have wiped the floor with those, but at such a low tiered start, it is of course a doomsday scenario.
Interesting that it might have just been that first maneuvering mistake in the beginning, -leaving the jump point position-, that made all this disaster possible. Appears technology is still not the greatest winning factor, but an effective jump point defense/ or siege strategy can win out even much more.

However, I was legitimately shocked that the laser strikes through atmosphere are possible for spoilers now (or is it all NPR, or maybe just Invaders?). In all my games, a good powerful beam ground base had been the center of my defense, because they are just so powerful in their PD density, and made beam ship advance foolish.(at least so I thought)
In the EU stars game I tried to count on that one too, but maybe good that I pulled back that investment.

Anyway, seeing those escorts come in relieved the bitterness about the unfair tunnel-lasers, as it was impossible of winning against those without the allied fleet anyway.
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Vandermeer

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Re: Anima ~ Imperium - A (now) Several Post Digression
« Reply #2 on: March 19, 2016, 07:04:25 PM »
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Person012345

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Re: Anima ~ Imperium - A Two Post Digression
« Reply #3 on: March 24, 2016, 01:14:48 AM »
Admiral Abigail Todd isn't (or rather wasn't) a "he". :P
 

Offline Vandermeer

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Re: Anima ~ Imperium - A Two Post Digression
« Reply #4 on: March 24, 2016, 07:01:32 AM »
Though not usually, I sometimes give this a little ambiguous dynamic, like in this past game:
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..Coming from this post in this thread (at the end): http://aurora2.pentarch.org/index.php?topic=7606.msg79758#msg79758


It's not like I try to do it forcefully to get some nonsense social justice fighting in.("it's the year 2025 sheeple, wake up. She wants to be a man, this guy sexually identifies as a clockpunk bombardment gyrocopter, - everyone gets to be what he wants today")
It's just that some names imply a certain gender to me, and then I have to ignore what Aurora gave. "Alfie" before was for example a name I only once saw, and that was for a female fighter in an rpg maker game. She was extremely overpowered with her long sword and extra "genius" growth boni, so in memory of Final Fantasy VII, I even renamed her Alphiroth later.
So no chance to leave that as a man in Aurora when I saw it, and in leadership.

Similar, but not as severe with the last name Todd, which especially for an Admiral just implies the visual of a classical, non-scifi Admiral. And those only come in male.

I think there was one more case about which I have forgotten, but that was it for all my Aurora history I think. I guess I only bother anyway once they are in command of something that a story remembers.(leader Admiral, staff officers in time of war, or captains of larger frontline ships when a conflict is met)


That Kyoko avatar did not go unnoticed btw. . :) The only slice-of-life anime I really found entertaining so far.(all others I tried, I gave up on a couple episodes in) I still play these awkward staccato themes on piano sometimes.
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Vandermeer

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Re: Anima ~ Imperium - A Two Post Digression
« Reply #5 on: April 04, 2016, 01:33:05 PM »
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Garfunkel

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Re: Anima ~ Imperium - A Two Post Digression
« Reply #6 on: July 22, 2016, 04:03:53 AM »
Whoa, now that's an interesting game!
 

 

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