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.

 

Table 2: Actual Points Scored

 

 

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:

reynard.jpg

 

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:

somnos.jpg

 

The STARFROGs are aptly named:

starfrog.jpg

 

XENONIONS have travelled the space laneways for millennia.

xenon.png

 

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.