Tag name:play-by-mail

Turn 12

First published 5th January 2022
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Turn 12

The map starts to look quite full following expansion by the Kellesonians in particular.

However in other respects this is a quiet turn with no new major breakthroughs.

Turn 11

First published 5th January 2022
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Turn 11

On this turn a second joint colony was formed, this time between the Worati and the Kellesonians. Again both powers had scanned the planet but not each other. This time the Worati had also sent armed ships, but a discussion between the Worati and the Kellesonians result in a joint colont being formed.

Average Imperial production exceeded 600 points on this turn and the average Ship Size Tech Level reached 2.

Elsewhere the Caffeinians scanned N13 and so could start their take the colonies from the other empires strategy into effect.

Turn 10

First published 5th January 2022
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Turn 10

This turn saw the rapid growth of the Jerandi People's Republic as their colony ships reached the worlds which had been discovered.

The average Power Plant technology reached Tech Level 2. In practise, since the Tech Level 3 breakpoint was quite high this average meant that everyone had reached Tech Level 2!

The Drahmini made the Tech Level 4 breakthrough in Planetary Defences on this turn.

Turn 9

First published 5th January 2022
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Turn 9

The orders for this turn had to be in by September 1994, but the reports weren't sent out until December due to my trip to Barcelona (I had processed the orders before going and so putting them in the post was one of the first things I did on my return).

All the empires (except for the Caffeinians and the Drahmini) have now gained at least one colony.

The new Worati colony at N13 was (unknown to the Worati) going to be the first target of the Caffeinians once they discovered the world.

Turn 8

First published 5th January 2022
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Turn 8

This was the last turn before the game was interrupted by my trip to Barcelona. It was also the turn when the average Imperial Production exceeded 500 points and the average communications Tech level reached 2.

The game is clearly still in the initial Exploration and Colonisation phase. The Kellesonians and Strata Inc. showing strong growth.

Turn 7

First published 5th January 2022 (Last Modified 12th January 2022)
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F20
G20
H20
I20
J20
K20
L20
M20
N20
O20
P20

Turn 7

The most significant event this turn was the accidental joint colony between the Fleet and the Worati. Both empires had detected the world (L13) between them without detecting the other empire. So both empires sent out colony ships which arrived together. Since neither colonising fleet had any weapons I decided that both would land and thus a joint colony was formed. The joint colony had the effect of helping to pull these two empires together which turned out to be a very useful effect for the Worati in later turns....

Elsewhere it can be seen that most empires now had at least one colony. There are six exceptions: The Caffenians (still researching), the Drahmini (still deeply researching), the Gobannaen Principalities (still waiting to find an unoccupied world), the Chroniomancy of Iyanden, the Jerandi People's Republic (these two both having only just discovered a world to colonise) and the Picans (who researched and built two Large Colony Ships in preference to the standard size one).

Turn 6

First published 5th January 2022
A1
B1
C1
D1
E1
F1
G1
H1
I1
J1
K1
L1
M1
N1
O1
P1
A2
B2
C2
D2
E2
F2
G2
H2
I2
J2
K2
L2
M2
N2
O2
P2
A3
B3
C3
D3
E3
F3
G3
H3
I3
J3
K3
L3
M3
N3
O3
P3
A4
B4
C4
D4
E4
F4
G4
H4
I4
J4
K4
L4
M4
N4
O4
P4
A5
B5
C5
D5
E5
F5
G5
H5
I5
J5
K5
L5
M5
N5
O5
P5
A6
B6
C6
D6
E6
F6
G6
H6
I6
J6
K6
L6
M6
N6
O6
P6
A7
B7
C7
D7
E7
F7
G7
H7
I7
J7
K7
L7
M7
N7
O7
P7
A8
B8
C8
D8
E8
F8
G8
H8
I8
J8
K8
L8
M8
N8
O8
P8
A9
B9
C9
D9
E9
F9
G9
H9
I9
J9
K9
L9
M9
N9
O9
P9
A10
B10
C10
D10
E10
F10
G10
H10
I10
J10
K10
L10
M10
N10
O10
P10
A11
B11
C11
D11
E11
F11
G11
H11
I11
J11
K11
L11
M11
N11
O11
P11
A12
B12
C12
D12
E12
F12
G12
H12
I12
J12
K12
L12
M12
N12
O12
P12
A13
B13
C13
D13
E13
F13
G13
H13
I13
J13
K13
L13
M13
N13
O13
P13
A14
B14
C14
D14
E14
F14
G14
H14
I14
J14
K14
L14
M14
N14
O14
P14
A15
B15
C15
D15
E15
F15
G15
H15
I15
J15
K15
L15
M15
N15
O15
P15
A16
B16
C16
D16
E16
F16
G16
H16
I16
J16
K16
L16
M16
N16
O16
P16
A17
B17
C17
D17
E17
F17
G17
H17
I17
J17
K17
L17
M17
N17
O17
P17
A18
B18
C18
D18
E18
F18
G18
H18
I18
J18
K18
L18
M18
N18
O18
P18
A19
B19
C19
D19
E19
F19
G19
H19
I19
J19
K19
L19
M19
N19
O19
P19
A20
B20
C20
D20
E20
F20
G20
H20
I20
J20
K20
L20
M20
N20
O20
P20

Turn 6

Neil decided that he could no longer continue to play in DOA2. Since his empire was already in contact with the alliance, the best solution was to supernova his homeworld (i.e. remove it). The only other effect was for the single Alkari scout ship to defect to the Picans who it had just contacted.

The alliance immediately benefitted from the opportunity to confer: The Kellesonians and Strata Inc. agreeing to a border and which planets were to be colonised by colony ships already in flight.

The Clangers declared their Undying hatred towards to the alliance little realising quite how close (4 hexes) they were to that alliance. However several more turns were to pass before the two empires actually made contact.

The Caffenians reached their target Weaponary Tech Level of 4 (which provides Fusion Guns which have a 100% chance to hit) on this turn.

Turn 5

First published 5th January 2022
A1
B1
C1
D1
E1
F1
G1
H1
I1
J1
K1
L1
M1
N1
O1
P1
A2
B2
C2
D2
E2
F2
G2
H2
I2
J2
K2
L2
M2
N2
O2
P2
A3
B3
C3
D3
E3
F3
G3
H3
I3
J3
K3
L3
M3
N3
O3
P3
A4
B4
C4
D4
E4
F4
G4
H4
I4
J4
K4
L4
M4
N4
O4
P4
A5
B5
C5
D5
E5
F5
G5
H5
I5
J5
K5
L5
M5
N5
O5
P5
A6
B6
C6
D6
E6
F6
G6
H6
I6
J6
K6
L6
M6
N6
O6
P6
A7
B7
C7
D7
E7
F7
G7
H7
I7
J7
K7
L7
M7
N7
O7
P7
A8
B8
C8
D8
E8
F8
G8
H8
I8
J8
K8
L8
M8
N8
O8
P8
A9
B9
C9
D9
E9
F9
G9
H9
I9
J9
K9
L9
M9
N9
O9
P9
A10
B10
C10
D10
E10
F10
G10
H10
I10
J10
K10
L10
M10
N10
O10
P10
A11
B11
C11
D11
E11
F11
G11
H11
I11
J11
K11
L11
M11
N11
O11
P11
A12
B12
C12
D12
E12
F12
G12
H12
I12
J12
K12
L12
M12
N12
O12
P12
A13
B13
C13
D13
E13
F13
G13
H13
I13
J13
K13
L13
M13
N13
O13
P13
A14
B14
C14
D14
E14
F14
G14
H14
I14
J14
K14
L14
M14
N14
O14
P14
A15
B15
C15
D15
E15
F15
G15
H15
I15
J15
K15
L15
M15
N15
O15
P15
A16
B16
C16
D16
E16
F16
G16
H16
I16
J16
K16
L16
M16
N16
O16
P16
A17
B17
C17
D17
E17
F17
G17
H17
I17
J17
K17
L17
M17
N17
O17
P17
A18
B18
C18
D18
E18
F18
G18
H18
I18
J18
K18
L18
M18
N18
O18
P18
A19
B19
C19
D19
E19
F19
G19
H19
I19
J19
K19
L19
M19
N19
O19
P19
A20
B20
C20
D20
E20
F20
G20
H20
I20
J20
K20
L20
M20
N20
O20
P20

Turn 5

The Sagittarians and the Aurons use this turn to expand by colonising the worlds that they had found.

It was a gaming weekend in Uffington that allowed the Kellesonians, the Gobbanaean Principalities, the Picans and Strata Inc. to discover just how close they were to one another and enabled them to make a mutual aid agreement. This laid the ground work for some very beneficial trading to take place in later turns. These empires also agreed to exchange map infomation, thus avoiding the need for all four empires to scan the same space. This alliance was to have interesting effects amongst the other players in later turns.

Turn 4

First published 4th January 2022 (Last Modified 5th January 2022)
A1
B1
C1
D1
E1
F1
G1
H1
I1
J1
K1
L1
M1
N1
O1
P1
A2
B2
C2
D2
E2
F2
G2
H2
I2
J2
K2
L2
M2
N2
O2
P2
A3
B3
C3
D3
E3
F3
G3
H3
I3
J3
K3
L3
M3
N3
O3
P3
A4
B4
C4
D4
E4
F4
G4
H4
I4
J4
K4
L4
M4
N4
O4
P4
A5
B5
C5
D5
E5
F5
G5
H5
I5
J5
K5
L5
M5
N5
O5
P5
A6
B6
C6
D6
E6
F6
G6
H6
I6
J6
K6
L6
M6
N6
O6
P6
A7
B7
C7
D7
E7
F7
G7
H7
I7
J7
K7
L7
M7
N7
O7
P7
A8
B8
C8
D8
E8
F8
G8
H8
I8
J8
K8
L8
M8
N8
O8
P8
A9
B9
C9
D9
E9
F9
G9
H9
I9
J9
K9
L9
M9
N9
O9
P9
A10
B10
C10
D10
E10
F10
G10
H10
I10
J10
K10
L10
M10
N10
O10
P10
A11
B11
C11
D11
E11
F11
G11
H11
I11
J11
K11
L11
M11
N11
O11
P11
A12
B12
C12
D12
E12
F12
G12
H12
I12
J12
K12
L12
M12
N12
O12
P12
A13
B13
C13
D13
E13
F13
G13
H13
I13
J13
K13
L13
M13
N13
O13
P13
A14
B14
C14
D14
E14
F14
G14
H14
I14
J14
K14
L14
M14
N14
O14
P14
A15
B15
C15
D15
E15
F15
G15
H15
I15
J15
K15
L15
M15
N15
O15
P15
A16
B16
C16
D16
E16
F16
G16
H16
I16
J16
K16
L16
M16
N16
O16
P16
A17
B17
C17
D17
E17
F17
G17
H17
I17
J17
K17
L17
M17
N17
O17
P17
A18
B18
C18
D18
E18
F18
G18
H18
I18
J18
K18
L18
M18
N18
O18
P18
A19
B19
C19
D19
E19
F19
G19
H19
I19
J19
K19
L19
M19
N19
O19
P19
A20
B20
C20
D20
E20
F20
G20
H20
I20
J20
K20
L20
M20
N20
O20
P20

Turn 4

The Kellesonians capitalised on their effective scouting and colonised the two worlds they had found. Similarly the Kallikanzaroi colonised the world their scouts had found.

Meanwhile most of the other empires had now launched at least one scout ship. The exceptions were the Drahmini (researching deep into Planetary Defences), the Caffeinians (who had a deliberate plan to let the other empires build its colonies) and the Fleet (going for a good spread of technologies before building ships).

Impressively Strata Inc. lost a scout ship due to a lack of fuel. This loss was achieved in the minimum possible game time (built on Turn 1, lost on Turn 4). The wreckage of this ship on the world it had just scanned caused the Kellesonians no end of confusion when they scanned it during the next turn.

Turn 3

First published 4th January 2022 (Last Modified 27th September 2022)
A1
B1
C1
D1
E1
F1
G1
H1
I1
J1
K1
L1
M1
N1
O1
P1
A2
B2
C2
D2
E2
F2
G2
H2
I2
J2
K2
L2
M2
N2
O2
P2
A3
B3
C3
D3
E3
F3
G3
H3
I3
J3
K3
L3
M3
N3
O3
P3
A4
B4
C4
D4
E4
F4
G4
H4
I4
J4
K4
L4
M4
N4
O4
P4
A5
B5
C5
D5
E5
F5
G5
H5
I5
J5
K5
L5
M5
N5
O5
P5
A6
B6
C6
D6
E6
F6
G6
H6
I6
J6
K6
L6
M6
N6
O6
P6
A7
B7
C7
D7
E7
F7
G7
H7
I7
J7
K7
L7
M7
N7
O7
P7
A8
B8
C8
D8
E8
F8
G8
H8
I8
J8
K8
L8
M8
N8
O8
P8
A9
B9
C9
D9
E9
F9
G9
H9
I9
J9
K9
L9
M9
N9
O9
P9
A10
B10
C10
D10
E10
F10
G10
H10
I10
J10
K10
L10
M10
N10
O10
P10
A11
B11
C11
D11
E11
F11
G11
H11
I11
J11
K11
L11
M11
N11
O11
P11
A12
B12
C12
D12
E12
F12
G12
H12
I12
J12
K12
L12
M12
N12
O12
P12
A13
B13
C13
D13
E13
F13
G13
H13
I13
J13
K13
L13
M13
N13
O13
P13
A14
B14
C14
D14
E14
F14
G14
H14
I14
J14
K14
L14
M14
N14
O14
P14
A15
B15
C15
D15
E15
F15
G15
H15
I15
J15
K15
L15
M15
N15
O15
P15
A16
B16
C16
D16
E16
F16
G16
H16
I16
J16
K16
L16
M16
N16
O16
P16
A17
B17
C17
D17
E17
F17
G17
H17
I17
J17
K17
L17
M17
N17
O17
P17
A18
B18
C18
D18
E18
F18
G18
H18
I18
J18
K18
L18
M18
N18
O18
P18
A19
B19
C19
D19
E19
F19
G19
H19
I19
J19
K19
L19
M19
N19
O19
P19
A20
B20
C20
D20
E20
F20
G20
H20
I20
J20
K20
L20
M20
N20
O20
P20

Turn 3

Strata Inc. went for a quick expansion policy and was lucky enough to find a habitable planet straight away (on Turn 2!). With colony ships at the ready Strata Inc. was the first empire to gain a second colony.

The Kellesonians were also exploring well. They achieved TL3 communications on Turn 1 and built four 100% scout ships on Turn 2.

The Drahmini, the Jerandi People's Republic, the Regul, the Saggitarians, the Fleet and the Worati had invested almost all their Production into Research.

The Caffeinians had all their Turn 1 and Turn 2 productions pumped into Weaponary and continued their research into other topics on this turn.

All the other empires adopted a mixed approach whereby they built some ships on these first few turns while still doing some research.