STARWEB EMAIL DISCUSSION GROUP (THE SEDG)
(Sponsored by Flying Moose Technologies' Starweb Analyzer
- http://www.flyingmoose.ca)
VOLUME 100, January 2019.
The
long awaited 100th Anniversary Issue
CONTENTS
Feature Article - “There must be 7 ways to kill your neighbor: Planning and executing a workable
Berserker
strategy." By Tom Pennington
Questions - What do alien races look like?
SEDG Web Page URL
The Swap Corner
Correspondence
FEATURE
ARTICLE - The long awaited 100th Anniversary Issue
“There must be 7 ways to kill your neighbor: Planning and executing a workable Berserker
strategy.”
By: Tom Pennington
Date: 18 Dec 2018
So you open turn 1 of your newest StarWeb game and discover that you are signed up as a berserker.
Oh s##@! I must have done that a year ago when I signed up for the next anonymous game. I don’t
remember that. Well bummer! Berserkers NEVER WIN! Oh, well….Well, since I’m gonna lose, let’s pull
out the rule book, look at berserker points and see how many points I can score before I lose.
Hmmmm…seven unique ways for a berserker to score points…no eight unique ways. But even with all
those ways, can you get to 7,000 or 8,000 points by turn 20? Seems like mission impossible but let’s roll
up the old Excel spreadsheet and see what we can plan. Herein follows the plan and the execution for a
winning berserker game.
Berserker cognoscenti (including the author of SEDG issue #1) have described many ways to optimize
the number of points a berserker can score by combining attacks with allies, cooperating with jihadi’s
and so forth. In an anonymous game, the berserker is reliant on his own efforts and resources. So after
seeing how the early game developed, around turn 9, the author looked at his score (210) and tried to
build a plausible plan to get near 7000 points by turn 20.
Looking through the rules, 8 ways to score points are:
1. Artifacts: Can’t do much about this in an anon game but a very lucky start left me with 30 points
per turn so project out for turn 10 thru 20 for 320 points.
2. Killing Fleets: 2 points for each ship killed IFF you destroy entire fleet. An anon game won’t
have many large fleet battles so project 8 points for the entire game by killing ships. Besides,
it’s much better to use shots to kill badlife rather than ships.
3. Killing Converts: Pound for pound, this is the most effective source of points. 1 p-ship kills 1
convert = 2 points per turn. By turn 9, I had already started gifting worlds to a neighboring apostle
and could expect to kill 10 to 20 converts per turn on worlds I recaptured. Project 592 points through
turn 20.
4. Attack Population: uses keys and ships but can be effective. Park an 18 ship fleet over a world with
100 population and score 18 points each turn. Project 784 points.
5. Drop Robots: uses up ships but is an efficient way to kill badlife. One ship creates 2 robots who kill
8 badlife for 16 points. Budget 592 points for robot attacks.
6. Migrate Robots: Terribly inefficient but if you have industrial worlds near neighbors or near your own
goodlife planets, achieve kills without using keys. Plan for 864 points.
7. PBB: The biggy for any berserker. 200 points plus population killed. As others have pointed out,
not efficient for populations below 100 but great for all those high pop worlds I was nourishing or observing.
Estimate at 400 points average per PBB and plan to drop 1 every other turn. Project 1600 points over 8
turns starting T13.
8. Robot Worlds: 5 points per each fully robot world. Every little bit helps. Don’t forget to R1 after each
world you bust. Project at 385 points.
Table 1 shows my turn 10 plan. Not enough to win a game but enough to lose with a respectable 5145 points.
Table 1: Berserker Plan |
||||||||||||
8 ways to score points |
||||||||||||
|
|
T10 |
T11 |
T12 |
T13 |
T14 |
T15 |
T16 |
T17 |
T18 |
T19 |
T20 |
1 |
Artifacts |
20 |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
|
Points |
20 |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
30 |
|
Cumulative |
20 |
50 |
80 |
110 |
140 |
170 |
200 |
230 |
260 |
290 |
320 |
2 |
Kill Fleets |
4 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
|
Points |
8 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
|
Cumulative |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
3 |
Kill Converts |
13 |
13 |
20 |
20 |
20 |
30 |
30 |
30 |
40 |
40 |
40 |
|
Points |
26 |
26 |
40 |
40 |
40 |
60 |
60 |
60 |
80 |
80 |
80 |
|
Cumulative |
26 |
52 |
92 |
132 |
172 |
232 |
292 |
352 |
432 |
512 |
592 |
4 |
AP |
0 |
12 |
20 |
30 |
30 |
40 |
40 |
50 |
50 |
60 |
60 |
|
Points |
0 |
24 |
40 |
60 |
60 |
80 |
80 |
100 |
100 |
120 |
120 |
|
Cumulative |
0 |
24 |
64 |
124 |
184 |
264 |
344 |
444 |
544 |
664 |
784 |
5 |
Drop robots |
3 |
15 |
5 |
7 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
|
Points |
48 |
240 |
80 |
112 |
16 |
16 |
16 |
16 |
16 |
16 |
16 |
|
Cumulative |
48 |
288 |
368 |
480 |
496 |
512 |
528 |
544 |
560 |
576 |
592 |
6 |
Migrate robots |
8 |
10 |
10 |
10 |
10 |
10 |
10 |
10 |
10 |
10 |
10 |
|
Points |
64 |
80 |
80 |
80 |
80 |
80 |
80 |
80 |
80 |
80 |
80 |
|
Cumulative |
64 |
144 |
224 |
304 |
384 |
464 |
544 |
624 |
704 |
784 |
864 |
7 |
PBB |
0 |
|
|
1 |
|
1 |
|
1 |
|
1 |
|
|
Points |
0 |
0 |
0 |
400 |
0 |
400 |
0 |
400 |
0 |
400 |
0 |
|
Cumulative |
0 |
0 |
0 |
400 |
400 |
800 |
800 |
1200 |
1200 |
1600 |
1600 |
8 |
Robot worlds |
4 |
4 |
6 |
7 |
8 |
8 |
8 |
8 |
8 |
8 |
8 |
|
Points |
20 |
20 |
30 |
35 |
40 |
40 |
40 |
40 |
40 |
40 |
40 |
|
Cumulative |
20 |
40 |
70 |
105 |
145 |
185 |
225 |
265 |
305 |
345 |
385 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total Plan Points |
186 |
606 |
906 |
1663 |
1929 |
2635 |
2941 |
3667 |
4013 |
4779 |
5145 |
In the event, I overran another home-world, thereby doubling the rate at which I could build PBB’s (I
ended the game with 3 HW’s through helpful allies and dumb luck. Table 2 shows the actual result. The
game ended on turn 19 in an orgy of 8 PBB’s with a final score of 8884, narrowly beating the victory
score of 8084. A careful plan helped along with lots of luck.
|
T10 |
T11 |
T12 |
T13 |
T14 |
T15 |
T16 |
T17 |
T18 |
T19 |
Worlds Robot |
3 |
4 |
6 |
6 |
9 |
10 |
10 |
10 |
11 |
12 |
Points |
15 |
20 |
30 |
30 |
45 |
50 |
50 |
50 |
55 |
60 |
Cumulative |
65 |
85 |
115 |
145 |
190 |
240 |
290 |
340 |
395 |
455 |
Artifacts |
20 |
50 |
50 |
50 |
50 |
50 |
50 |
50 |
55 |
60 |
Cumulative |
100 |
150 |
200 |
250 |
300 |
350 |
400 |
450 |
505 |
565 |
Pop Killed |
0 |
59 |
190 |
258 |
173 |
170 |
106 |
363 |
169 |
992 |
Points |
0 |
118 |
380 |
516 |
346 |
340 |
212 |
726 |
338 |
1984 |
Cumulative |
80 |
198 |
578 |
1094 |
1440 |
1780 |
1992 |
2718 |
3056 |
5040 |
Ships destroyed |
3 |
4 |
0 |
0 |
3 |
0 |
0 |
2 |
0 |
0 |
Points |
6 |
8 |
0 |
0 |
6 |
0 |
0 |
4 |
0 |
0 |
Cumulative |
6 |
14 |
14 |
14 |
20 |
20 |
20 |
24 |
24 |
24 |
PBB Dropped |
|
0 |
0 |
1 |
1 |
1 |
0 |
1 |
0 |
8 |
Points |
|
|
|
200 |
200 |
200 |
0 |
200 |
0 |
1600 |
Cumulative |
|
|
|
200 |
400 |
600 |
600 |
800 |
800 |
2400 |
Total |
251 |
447 |
907 |
1703 |
2350 |
2990 |
3302 |
4332 |
4780 |
8484 |
Editors Note:
Tom, congrats on your win. Berserkers often win in games where they don't forget that scoring is the
pursuit and not war. In reality, Berserkers are pussy cats. Berserkers in non-anonymous games should
sacrifice ships for points and not worry about fighting wars thus wasting ships. They should be peaceful
killing their populations and those of like-minded apostles and other berserkers. Too often they get
caught up in Pirate wars and lose their ships or fail to get any from their allies. I believe you were able
to win in the anonymous game because you correctly reasoned that getting more HWs=more ships to
sacrifice . So, war is not without it's uses. Exterminated players cannot win and their HWs can be put to
good use for scoring.
Another strategy is to trim worlds of some of their population and let the pop
grow back to be trimmed
again. You do need enough turns to let that happen.
----------------------------------------------------------------------
QUESTIONS - Can anyone answer these?
What do some of the denizens of the cosmos look like?
A: Well, as you can imagine some of the character types have been inappropriately stereotyped. Here
are a couple of pics taken by our intrepid reporters who have been imbedded amongst the troops.
REYNARDIANS - This race has been known as Merchants and Pirates. They are very versatile and take
many vocations but in any incarnation usually look like:
SOMNOSIANS - Again this race has been known to take on many characters and their appearance has
been described to vary greatly. Perhaps more than one race occupies the SOMNOS HW. Here is a recent
picture seen amidst the destruction of a planet:
The STARFROGs are aptly named:
XENONIONS have travelled the space laneways for millennia.
But many races are mysteries and few have lived to describe their visages.
----------------------------------------------------------------------
STARWEB EMAIL DISCUSSION GROUP - is available on the web.
Look for our MAPPER'S SECTION on the SEDG Web Page.
http://www.flyingmoose.ca/SEDG/sedg.htm
-----------------------------------------------------------------------
FEATURE - THE SWAP CORNER
STARWEB ANALYZER V1.5 - It's on the web site and it's no longer a Beta!
Go get it! As before - registered clients of any previous V1.x version
can upgrade for free. www.flyingmoose.ca
Just a note
about the Starweb Analyzer V1.5
As of Windows
7, 8 & 10 we have been receiving intermittent feedback from new players
that they
cannot get the
trial analyzer to install. This does not happen in all cases and we have many
players who
have installed
it on Windows 7 successfully. We are not sure where the incompatibility is
arising from
but we have
determined that it is in the windows installer and not the Starweb Analyzer. If you
encounter this
problem it is easy for us to package the Analyzer so that it can be placed on
your
computer in the C:\Program area and it will
work properly.
Alternatively
you can copy your 'Flying Moose Technologies' folder from the Program Files
folder, put it
onto a USP
drive then paste it onto your new computer. You lose the information about old
games that
is stored in
the memory unless you bring those game folders over and reload them but the
program
functions well.
If you encounter this problem just contact us
for the fix.
-----------------------------------------------------------------------
CORRESPONDENCE
Please send comments or questions!
Well, that's it for Volume 100. Don't be afraid to submit articles or
suggestions. They don't have to be long. Address your correspondence
to Elliot Hudes at somnos@flyingmoose.ca.