Brad Wardell's Blog


Starcraft race vs. league skill chart

Published on Tuesday, April 7, 2015 By Brad Wardell In PC Gaming

Starcraft requires a great deal of skill to play.  But not all races require the same skill level to play.  For example, a Platinum Zerg player is probably more skilled than a Diamond Protoss player.

Having both worked on and played Starcraft over the past 18 years, below is a rough estimate of the skill level difference between the different races.

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Explanation

This chart is, of course, subjective.  I’ve played all the races for many years and love them all in their own way. I do often tease my friends who play as Protoss because of the relative skill level difference between it and Zerg/Terran.

So what are these numbers based on?

  1. The number of viable openings each race has.
  2. The relative difficulty each race has to counter a particular strategy.
  3. The level of situational awareness each race requires
  4. The level of error forgiveness each race has
  5. The relative difficulty in building a lethal force

Details

Now, every race has its “OP” thing.  Terrans have Mules, Zerg have seamless unit composition transition, and Protoss, well Protoss requires its own explanation.

What makes Protoss different

Back in the day, I talked a bit to Rob Pardo regarding the Protoss.  This was during the Starcraft 1 era and I always got the impression that the Protoss had a special place in Blizzard’s heart.   The Terrans were the “relatable” race.  The Zerg were the truly alien race.  But the Protoss? They were the really cool race.

Now, to be fair, I’ve never talked to Dustin Browder (lead designer of SC2) nor David Kim.  So I don’t want to suggest that Blizzard has ever intentionally made the Protoss “better”.   I also don’t think that Protoss is “OP”. It simply requires less skill to achieve the 50/50 win to loss ratio necessary to stay in a higher league than one’s relative skill would normally merit.

Units

Below are Protoss units that are not easily changed nor are they “OP” units they are simply units that perform their function without a lot of skill.

  1. Colossus.  This unit can move and do massive area of effect damage on enemy units. No other race has a unit that can both move and do massive damage simultaneously at the same time except…
  2. High Templar.  This unit can cast an area of effect damage spell while moving that lasts 4 seconds and can be recast 2 seconds later.  The player literally only has to point at the area they want to die. Unlike the Colossus, at least this unit requires player interaction.
  3. Archon. The HT can then merge into a universal tank unit that can attack ground and air that can do so while it moves.
  4. Dark Templar.  No other race has an invisible unit that can remain so indefinitely. Even at the pro leagues, games have been won because the Protoss player got a few DT’s into the enemy’s base.

The Zerg and Terran strategies are literally formed around preventing the player from obtaining these units in any real quantity.  That is because it is very hard for an equally skilled Zerg/Terran player to counter the use of these units.

Openings

Every race has a “cheese” opening or two. However, the Protoss has, by far, the most potential openings. A Protoss player might rush for blink stalkers (heavy units that can actually teleport into a player’s base) or they might do a Zealot rush or they might do a proxy stargate or they might do a proxy DT rush or they might cannon rush.

For Zerg, they have some creative cheese options but most of them boil down to building Zerglings early.  The Terrans have a few more options such as early cloaked banshees, reaper rushes, proxy floating factories (putting mines in the enemy’s base) but most in both the Zerg and Terran cases, there is a significant level of punishment for a failed opening.

By contrast, the Protoss player gets a magic defense called Photon Overcharge and the Mothership core. So even if the Protoss does get caught unaware, their base can become a weapon to stop early aggression, a weapon that can attack both air and ground.  The Zerg, by contrast, have to build a Queen which can be easily killed.

In addition, if a Zerg or a Terran player launch an attack that gets countered by having their home base attacked, they pretty much lose.  By contrast, the Protoss player can “recall” back into their base.

Protoss players can always have units warp in at any Pylon on the map making for additional opening strategies viable.

What would make things more equal?

I do not think there is an issue with Protoss in general as much as there is a weakness in Zerg or Terran.   The “Protoss Death Ball” is a well understood issue with Starcraft that is used because it is so effective.  

Protoss having a lot of viable openings is a good thing. Thus, the issue should be that the other races lack viable openings.  In game design, we tend to repeat the mantra: “No counter should ever be more difficult to execute than the strategy it is countering.” Protoss fails that test repeatedly because the other races are not given the tools to mitigate Protoss strategies at equal levels of skill.

There is nothing wrong with having one of the races “easier”.  It does, however, make it harder, in some cases, for Protoss to win at the pro level because, ironically, at the pro level, many Protoss players never had to develop the skills on their way up that their Zerg and Terran opponents had to learn. 

Star Control FAQ

Published on Tuesday, April 7, 2015 By Brad Wardell In Star Control

Q: What is Star Control?

A: Star Control is a action/adventure originally developed by Paul Reiche and Fred Ford at Toys for Bob.

Q: Yes yes, I know that, what is the NEW Star Control then?

A: Back in the day, Accolade and later Atari became owner of the trademark and publishing rights for the original Star Control series.  Stardock along with Paul and Fred all agree that the aliens and story elements of the classic Star Control series belongs to them.

Q: Will Toys for Bob be involved in the new Star Control series?

A: Maybe but probably not. Toys for Bob was acquired by Activision and is currently working on the Skylanders series.  However, Paul and Fred have both expressed a desire to return to Star Control in the future.

Q: How does Stardock plan to do a new Star Control series without the original story and aliens?

A: The new Star Control will be a reboot with a new story and new aliens.  The classic Star Control series (or at least, 1 and 2 which are what we consider as canon) will be preserved as the Ur-Quan continuity.  This way, if/when Paul and Fred can return to the Ur-Quan universe, we can not only help ensure it is preserved but also make sure a new generation of gamers becomes aware of their magnificient creation.

Q: How does Stardock plan to handle the new aliens?

A: The new Star Control universe will be broken up into "star clusters".  The base game will include the "Home" star cluster which includes the Earthlings along with a dozen or more new aliens presenting their own challenges to the player.

Think of the 500 planet or so galaxy of Star Control 2 as being a star cluster in the new Star Control.  In addition to providing a star cluster of this scope, we will also be including the tools for players to design their own ships (see GalCiv III), their own aliens, their own stories, star systems, star clusters, etc.  Players can then literally make their own star clusters and upload them to add them to the Star Control universe.  What aliens, stories, ships, and star systems people make will be up to them.

Q: How will these star clusters work?

A: In the base game, player will start 2112 with the first human contact with an alien race. From there, the humans will launch their first interstellar ship and begin exploring this area of the galaxy. The ship will be highly customizeable (both visually and in terms of equipment).  Thus, by the end of the base game, the player's ship will have evolved into something truly unique while at the same time gathering a fleet of alien allies to fight the primary antagonist and their allies.

By the end of the game, the player may want to explore other star clusters.  From within the game, the player can visit other star clusters. The suite of tools we're creating will be called the Precursor workshop.  If you've played GalCiv III or seen what we're doing with Ashes of the Singularity, you will have an idea of how powerful these can be.  In essence, Precursors (the people using the workshop) will be able to make their own universes and share them with others from within the game.

At the time of this writing, much of these tools have been created since we'll be using them to create the game assets with them.

Q: When will the new Star Control be released?

A: Not for awhile. We will probably have a closed beta well before it's released so that we can fully test out the above features as well as test out Super Melee (classic and new) and the multiplayer features.  But the 25th anniversary of Star Control 2 is 2017.

Q: Why not call it Star Control 4?

A: Because that would imply a continuity with the Ur-Quan timeline.  Besides, as far as we're concerned, only Star Control 1 and 2 are canon to the Ur-Quan universe that Paul and Fred created.

Q: What will happen to the original series?

A: Stardock continues to sell, publish and support the original Star Control series.  We also hope to work with Paul and Fred in the future to ensure the rich universe they created continues to be supported.  As the new Star Control gets further along, StarControl.com will get updated to provide timelines and more information on the classic series.

Q: Any chance of a Star Control Classic HD remaster?

A: Probably not. You can already download the Ur-Quan Masters. The community has done a great job with that.  However, fans will certainly be welcome to use the Precursors tools to recreate their own vision of alternative Star Control continuities and share them with other players.

 

 

Just some AI talk from Brad

Published on Friday, April 3, 2015 By Brad Wardell In Galactic Civilizations III

Hey guys,

So that you know where we are.  At this stage, the underlying AI plumbing is complete.  That is, the AI knows how to play the game completely. It just plays it rather poorly.

So for the next month, I'm spending all my time on the strategy portion.  This is, as you can imagine, non-trivial especially since we want different players to play differently.  

Not all strategies are equal.  Some AI players will most definitely lose many of the games because their strategy isn't viable against certain styles of play.  I'm really struggling with trying to make sure these different strategies remain viable, particularly diplomatic and cultural strategies.  

Today's big job was getting the AI to design better ships and doing so without cheating. In fact, the whole "without cheating" is an obvious major disadvantage we have from other games.  To be sure, we WILL allow players to crank up the difficulty beyond normal in which case the AI gets some documented bonuses (basically money) but the goal here is to have a non-cheating AI that will challenge most players.

Another area I'm struggling with A LOT is having the AI intelligently choose what ships to build and when.  There is no hard and fast rule on that since it changes based on the map in question and what planets the AI is aware of.  In the OS/2 version of GalCiv, the AI just knew where everything was.  Now, it has to guess and scout which is a lot harder. It means the AI will send ships in the right direction (or wrong direction) as a guess.  

What techs to get is working pretty well.  That was a lot of work to get it to focus but it is working now as designed (on my machine, not on yours, it totally sucks on your version still).  However, where I"m currently stuck is getting the AI to intelligently pick a good combination of ships.  I haven't figured out the bug but something is causing it to crank out the exact same war ship no matter what. It's very annoying and it's in your build too.  I am hopeful I can get this fixed during the weekend.

That's all for now.  More to come.  

Galactic Civilizations III: What's new?

Published on Friday, April 3, 2015 By Brad Wardell In Galactic Civilizations III

I’ve been working on Galactic Civilizations nearly my entire adult life.  I wrote the first one back in college starting back in 1992.  I was/am a huge fan of Sid Meier’s Civilization and wanted a game that continued the story of mankind’s expansion into space.  What happened after the spaceship took off? Since then, it has evolved massively.

This article outlines how the game has changed over the years.  Let’s start out with a simple chart that outlines some of the unique (or ground breaking) features that has helped make the series so popular over the years.

 

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Core/Special features of the Galactic Civilizations series

Helpful Links to the past

 

Screenshots

 

GalCiv I

GalCiv II

GalCiv III (beta 5)

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GalCiv I planets were within the stars. GalCiv II placed planets on the map GalCiv III places the shipyard on the map
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GalCiv I planets were totally abstract GalCiv II visually displayed improvements GalCiv III makes improvement placement matter
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GalCiv I techs provided new ships, planet improvements GalCiv II techs added civilization bonuses GalCiv III techs can do many many different things.
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GalCiv I trade screen GalCiv II trade screen was prettier GalCiv III trade screen adds lots of new items to trade

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No ship design in GalCiv I GalCiv II adds ship design GalCiv III makes ship design determine tactical combat behavior.

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No strategic zoom First PC game to implement strategic zoom More sophisticated strategic zoom.

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No combat viewer

GalCiv II added the combat viewer (purely cosmetic). GalCiv III combat viewer allows players to see how their ship roles and ship components affect combat.

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    GalCiv III adds ideology, what kind of civilization are you creating?

GalCiv III: AI Wars I

Published on Thursday, April 2, 2015 By Brad Wardell In Blogging

If you’re not familiar with Galactic Civilizations then you are in for a treat this May when Galactic Civilizations III ships.  GalCiv is the ultimate sandbox game. The universe is your domain and you are in charge of a fledgling interstellar civilization.

In order for the galaxy to be immersive, the computer opponents need to be interesting, challenging and intelligent and do so without having to rely on cheating.  You can play multiplayer but we don’t want to have to rely on that.

The starting conditions

In this corner, those crazy primates of Earth we have the Terran Alliance!

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And in this corner, we have those blood thirsty beasts of Drengi of the Drengine Empire!

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And in the middle…

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This amazing star system.  Each player has a very different AI personality.  But which one is more effective? Today we will find out as it’s AI on AI combat!

Game I

Turn 0:

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Let’s see what they do…

 

Turn 40:

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The Terrans rushed to get planets while the Drengin focused on getting war techs Who will benefit?

Critique: Both players focus too much on fortifying starbases rather than grabbing more resources.

Result

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Human victory in 120 turns.

Let’s try again.

Game II:

Same game conditions. Terran victory after 150 turns.

So what happened? Drengin didn’t protect their planets, didn’t build economy. Too warlike.

 

[more coding]

 

Game III: After working on the Drengin AI and general AI

 

Now with lots of players:

http://www.twitch.tv/draginol

GalCiv: The ultimate sandbox game

Published on Tuesday, March 31, 2015 By Brad Wardell In Galactic Civilizations III

For many years I've played Galactic Civilizations as the ultimate sandbox. A universe in which each game creates its own lore.

Below are 3 game play examples spread over the past 15 years.

Galactic Civilizations I: Triumph of Evil: https://www.galciv1.com/examples/4/

Galactic Civilizations II: Rise of the Terran Alliance: https://forums.galciv2.com/114483 

Galactic Civilizations III: Rise of the Terran Alliance redux: https://forums.galciv3.com/462912 

Have fun!

Brad’s league of extraordinary offensiveness: Episode 1

Published on Tuesday, March 31, 2015 By Brad Wardell In Blogging

In order to preserve a more perfect record of the terrible, terrible things I say on a regular basis I am going to post them here, in writing. 

A note for children who may read this:

Grownups have jobs. They spend a lot of time at those jobs and over time they become friends with the people they work with. As a result, they may say things to one another with humor. This is called banter.  Banter is humorous discussion shared between friends that when taken out of context can sound horrible.

Episode 1:

Brad is the CEO of Stardock.  Kristin is Stardock’s general manager (the #3 spot in the entire company, #2 held by Angela Marshall, the COO). Long ago, she was a technical writer. Long ago, Brad had a job that involved cleaning “stuff” off mechanical shovels that repaired sewers.  Many episodes will touch on these topics.

Kristin: I have dreams you know! Dreams of success!

Brad: Well, if you ever want to be more than a technical writer you better get that email process document done soon!

Kristin: My dreams go far, far beyond that!

Brad: Senior Document Technician?

Kristin: Even more?

Brad: Executive, Senior Document Technician?

Kristin: Maybe…

Brad: Well that job is reserved for a MAN. Not some future baby making factory!

(a pause)

Kristin: I’m calling dibs on your desk.

Kristin (to viewers): And that kids, is how *I* became the owner of Stardock.

GalCiv III: Gameplay Example

Published on Sunday, March 29, 2015 By Brad Wardell In GalCiv III Dev Journals

Gameplay notes

Every game of Galactic Civilizations III is different.  You can play as any of 8 pre-made alien civilizations who have their own histories, technologies, etc, or you can literally create your own.  After release, we expect players will share their civilizations with one another.  You can play against up to 128 different opponents but in this case, we are only playing against ~8 civilizations.

This example is just one game.  The infinitely replayable Galactic Civilizations puts you in control of the future of the Milky Way galaxy…

A Beginning

And so in 2050, humans did build a space ship to colonize a different world: Mars.  This is the story of the Galactic Civilizations…

Long ago when humans were hunting and gathering…

While humans were still hunting and gathering, races like the Arcean Empire were exploring the galaxy. 

Humans came into contact with sentient alien races in the early 22nd century. They had the technology to travel great distances through the construction of stargates.  A civilization would send a construction drone out into the galaxy and upon finding a good location would begin assembling such a stargate.  The process took many thousands of years since these construction drones had to travel at sub light speeds.

Faster than Light

Humans are unique amongst the alien civilizations in many respects. Their rapid technological advances being one of them. It has caused the other races to “step up their game” since meeting humans.  This in turn led to the creation of a new drive system called HyperDrive changed everything. They made the stargates obsolete by allowing individual ships to travel faster than light. 

The year is 2178

In 2178 the race to expand into the galaxy has begun…

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Earth in 2178

Earth has constructed a shipyard just outside of Mars between the asteroid belt and Jupiter.  It has also built a prototype ship called the TAS (Terran Alliance Ship) Discovery.

 

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The Discovery is a literal one-of-a-kind ship with a set of prototype weapons and a special module for looking through stellar anomalies. The construction of this ship is what helped create the Terran Alliance. So expensive and extraordinary it was to build that it required the Americans, Europeans, Chinese, Russians, Koreans, Japanese and Australians to all work together for 4 years to build.  At the end, the Terran Alliance was formed.

The Prometheus Shiypard

The Discovery was built in orbit of Earth.  While it gained most of the attention of the population of Earth, the Prometheus shipyards was, in actuality, a bigger project.  Mostly built by the European Federation, it took almost 50 years to construct due to its immensity.  The great debate was what would be built first.  After much argument, it was decided to build the Mark I constructor, needed to build a starbase that could help mine the asteroid field.

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A starbase construction ship

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Upon completion, the asteroid belt between Mars and Jupiter would be mined.

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This, in turn, would become a bigger deal than imagined because one of the asteroids has Durantium in it.  Durantium is a very rare material. It’s not an element on the periodic table but rather a combination of many different elements that results in a super dense but super light construction material. 

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The miners also found a mysterious alien artifact floating just beyond the asteroid belt. What is it? The Discovery is sent to investigate.

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The Discovery is sent in.

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It is an ancient navigational computer left over by some Precursor race. It adds data that helps us research Intererstellar Travel, a technology that is designed to increase the speed of our ships.

Proxima Centauri

In just a few days of travel, the Discovery, using its Hyperdrive tech, gets to Proxima Centauri.  No surprises except for a strange mass that has been called Promethion.

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Promethion? What is it? Arguably it’s a planet but it is unlike any planet we’ve seen. You can’t colonize it but the mining build is lobbying the Security Council for an expedition to mine it. They succeed.

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The Mining Guild successfully lobbies for Earth’s first interstellar starbase (outside the solar system). Near Proxima Centauri, they send out skimmers.  As a bonus, another Durantium deposit is located.

 

An amazing first year

The Prometheon shipyard was able to produce a constructor in only 7 months and it traveled to Proxima Centuari in less than 11 days.  On the anniversary of the launch of the TAS Discovery, the Terran Alliance now claims a tiny piece of the galaxy:

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The Terran Alliance in 2179

First Contact!

The late night comedians have a message for the world: We have met aliens and they do not speak English.

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Who are they? We don’t know. We can’t understand them.

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Dr. Tolsten, of the Terran Alliance research council recommends we look into building a Universal translator. It will take 4 months to build.

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Meanwhile, on Earth, the Terran Alliance has agreed to construct a massive factory complex in South Africa. This decision was based on the location of the “Techapod” Hive that was engineered in the Sahara Desert in the early 22nd century. These animals are incredibly versatile at being trained and do particularly well when combined with robotic manufacturing.

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They mysterious alien ship leaves Proxima Centauri. Hopefully the universal translator will allow us to know their intentions soon.

Pirates

Long before humans showed up, the galaxy, while uncolonized, did have various types of trade. Unfortunately, a lot of this trade was illegal and thus was formed the “Galactic Hand”, a loosely confederated group of pirates who terrorize the galaxy. The Discovery has come upon one of their hives that is in the process of trying to disect a hijacked ship.

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The Discovery decides to intervene…

The first battle

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(this looks way better in motion)

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The Discovery is victorious, though it takes severe damage in the process.

The Krynn

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The Universal Translator is unveiled with great fanfare. Then, great sadness.  The Discovery is able to take its recordings of the unknown aliens back and we learn a great deal about them.  They’re called “The Krynn”. Worse, they are a crime syndicate. They are not friendly to us though they are taking the path of benevolence so far.

Panic on Earth in 2180

There are aliens. They are not necessarily friendly and Earth is defenseless.  A team of scientists suggests we could build a prototype defense ship by utilizing some of the resources that have been discovered.  For example, out in the Oort cloud beyond Pluto is a theoretical material called Elerium that they believe could be weaponized. While only 1 ship could use it, it might be enough to protect Earth from alien invaders.

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Elerium out in the Oort cloud beyond Pluto

A potential colony for humans

2180 is also an exciting year because the TAS Envoy, the Discovery’s less exciting sibbling, has discovered an amazing world. Only one problem, the planet’s environment is toxic to humans.  In fact, everything on the planet is slowly dying. Apparently, the planet a volcanic eruption in the past few thousand years that released high amounts of lead vapor into the atmosphere.

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The Envoy has found a world, tentatively called Kamber but it cannot be colonized until humans find a way to remove the toxins.

But there is another planet in the same star system that is a twin to Kamber and it is amazing.

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A world more beautiful than Earth itself.  But can the humans get to it first?

 

Looters

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The literal translation to the Krynn’s survey ship is the Looter. And it too is looking at the Elerium deposit.

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The Mining Guild gets their first and the Elerium begins to be harvested.

Guns or Butter

The year is now 2181.  Earth now has a Elerium resource that can be used to build a prototype energy weapon that could be added to a ship to protect the Earth.  However, there is also an amazing world only 9 light years from Earth that will likely get claimed by someone else soon. 

In a risky move, it is decided that that a colony ship will be constructed first.  In addition, the Earth’s spending priorities will be totally focused on getting that colony ship built.

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As an emergency measure, the Terran Alliance puts all its spending on getting that Colony Ship built.

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That, my friends, is a Krynn colony ship. We can guess where it’s going.

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She’s not pretty but the TAS Slicer’s use of the Elerium weapon prototype will make it formidable. On the other hand, it costs $104 billion credits to build just one (which would pay for two fully loaded colony ships).

The TAS Hope colony ship is built and sent to the Kebra system. Will it get there first? We’ll know in 6 months.

Researching Defenses

Meanwhile, it is decided that the Terran Alliance needs to be able to defend itself.  The Research Council puts together a “technology tree” of weapon and defense options.

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A so-called “technology tree”.

It is decided that beam weapons will be the path we go on.

This decision seems wise as a second alien civilization is encountered.

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The second

And the third

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The malevolent Drengin Empire

And a fourth

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The Altarians

The Altarians are remarkably similar looking to humans. This will create a great deal of debate.

Humans are not only not alone but appeared to be surrounded.

Worse yet, long-range sensors indicate that the TAS Hope has lost the race to colonize the Kamber system.

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Robot aliens?

Trade

The Commerce Guild has argued that the best way to stay out of war is through trade.  With that, they lobby for the construction of a trading ship, a freighter, to go on a trading mission to the Krynn.

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The Altarians are willing to trade

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So are the Drengin

During these early days. it seems like everyone is going to get along. It is a period of sharing and exploration for all these civilizations. It is even decided that they should form a United Planets organization.

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The United Planets first meets

The Terran Alliance gathers the group together and forms the United Planets. They even agree for the Terran Alliance to be the chair of it.

War?

A year later, the Altarians ask us to join them in a war against the Yor.  They explain that the Yor are unnatural and must be eliminated. They even agree to pay our expenses.

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The Altarians seem remarkably intolerant of other species

There is a great debate on what should be done about this offer.

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The “Terran sector”

On the one hand, the Altarians are neighbors of Earth. But on the other hand, war? That seems very reckless. It is decided to respectfully turn them down. The Earth just doesn’t want to get involved in a war.

In fact, the primary objective of the Terran Alliance is research. The Earth needs colonies of its own and there are planets that can be colonized – if their atmosphere can be cleaned up.  Hence, all research and effort is being made to find a way to colonize “problematic” planets.

News Headlines of 2183

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Scandal at the United Planets.  The Terran Alliance comes down hard on eaves dropping.

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A derelict ship is found.

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Humans take up the cause of benevolence

Religion lives

Each race has a myriad of religions. The human-based ones have evolved into benevolence with the faith that all beings can work together in harmony.  This has some interesting ramifaications.

Tension in space

The Yor have cool relations with the humans and as a mark of their disrepect, send in a powerful frigate into the solar system.  The Sentinel greets it but it would be hard pressed in battle. The Yor ship is huge.

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The Yor come close to Earth

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The trade mission to the Krynn colony is a success.

Expansion

In 2184 the humans finally get their first interstellar colony. It’s an icy world but it’s a start.

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The planet was colonized before

There is a powerful Precursor ship buried in the ice. But getting it out would largely ruin the planet. It is decided that it is better to study it rather than try to use the ship directly.

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Haven feels cut off from Earth

The problem with such distant colonies is that they tend to feel cut off, this is especially true if there’s a fully developed planet in the same solar system.  Kamber III (the planet we lost the space race to earlier)  has prospered.  Visitors from Kamber have woo’d the new colonists. We will have to keep an eye on this.

The galaxy gets dangerous

While things are going well for Earth, the military power of the other civilizations has become significant.

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This Iridium patrol ship is very well armed

Meanwhile, on Earth, scientists have come up with new techniques to colonize some of the formerly off limited worlds. It is decided that, in the long-run, Earth can only compete if it has its own colonies.

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There is already war between the Altarians and other races

The humans are far far behind on civilization power which is mostly based on manufacturing capacity and military might.  The gamble is that the humans can catch up with its monopoly on extreme colonization capabilities.

Disease

In science fictions, beings simply land on planets as if they are just other earths. Unfortunately, these planets are crawling with microorganisms that humans have no defense against. Luckily, a great deal of preparation went into protecting human colonists. Sometimes, however, it’s not enough.

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Haven becomes overrun by a virus

The virus does grant some benefits to those that survive it but it is ultimately decided to work to eradicate it rather than take advantage of it.

End of Part 1

And that, my

friends is the end of the beginning. The first 100 turns.  The Terran Alliance is struggling, surrounded on all sides.  But its diplomatic skill has kept them out of war. So far.

 

 

 

 

 

 

 

 

 

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