Pride And Falls: Neptune’s Pride Diary Part 6

The battle for galactic domination has been reduced to just a handful of titanic empires. Victory, however, hangs in the balance. Will exhaustion finally exact its toll on the generals of this epic war? If you’re enjoying these reports then EXCITINGLY SLOW SPACE WAR AWAITS YOU in Neptune’s Pride. You can also read a version of this diary over on PC Gamer.

Graham: The email I sent to Quinns was fair and equal: work together to destroy Kieron, and then we’ll battle to decide the winner. Let the better man space-blob win, I thought.

Quinns didn’t. His response told me that I “wasn’t in any position to set terms,” but that if I helped him destroy Kieron, I could have second place. I begrudgingly accepted, allowing Quinns to move his fleets unchallenged into my territory. He positioned them just beyond Kieron’s scan range, and waited.

I hated this. I was being told to accept my lot or die, and by the player I’d most wanted to destroy the entire game. For weeks I had been playing to win, but now I was being told to accept 2nd place. I couldn’t tell what was worse. That Quinns was in a perfect position to betray me, by moving his fleets into my space and then turning them against me. Or that if we worked together to destroy Kieron, I’d be forced to settle for second.

After a day or so of preparation, Quinns set a time for the attack in an in-game mail: 6:40pm. He signed off with, “This is going to be fun.” Not for me, it wasn’t.

Jim and I were still too far away from one another to fight, so I turned to him to discuss what was happening. I couldn’t decide what to do, and Jim wasn’t sure what to suggest. “I don’t think you or I are going to win this now,” he said. “Me neither.” But still, I couldn’t decide. Do I trust Quinns and fight for second place, or do what I always do: go for glory and betray yet another ally? I didn’t expect to win, but isn’t that the aim of the game? If you’re not playing to win, you’re not playing at all, right? I… just…

I opened up another chat window and told Kieron everything. The ships beyond his scan range, the planned attack, the time. Everything. I instantly regretted it. And then, well, I didn’t. I couldn’t tell if it was a good idea or not, but what the hell. There was an hour to go before Quinns assault, and Kieron and I chatted amiably about our next move. I provided a screenshot as evidence of the impending attack and it was agreed. Kieron and I would work together to take Quinns down – only this time, for realsies.

At 6:40pm, exactly as planned, Quinns’ ships began to move towards Kieron’s territory. What he didn’t know was that Kieron’s own fleets were already moving positions, bracing themselves for impact. For my part, the second Quinns left my stars, I moved to reclaim them and to close off the backdoor Quintin had come through. I didin’t know how long it would be before Quinns saw my betrayal, but I knew he wouldn’t be happy when he did.

Kieron: I wasn’t expecting that. Even as our fleets are repositioning to deal with Quinns’ in-flight fleets, we’re talking about the future. I’ve come to a key realisation.

This feels like the end of a World War. Everyone is exhausted. It’s gone on forever. There is no end in sight. In fact, I can see a way that this will go on indefinitely. The three of us, with the two lesser of us teaming to fight the stronger, bringing them down until the temptation for the stab grows too great again. You have to get 93 planets to win. The ability to rush from that 70 to the 93 has proved beyond all our abilities right now. The only way for this game to end is that we find a way to make an alliance work.

I make all this reasoning very clear to Graham. I decide that, after all this back-stabbing, absolute and total honesty is the only way for this to fly. I say that I don’t care who wins any more. We just need to march off and finish this and resist the urge to plunge that dagger backwards. And I try and put some weight behind those words, thinking that actions is the absolute point. Following from the moral murk of last time, I figured that it was worth trying to climb into the light. It has to be more than words.

So I give him about 8 planets along our border, the worlds we were contesting. The action brings my empire down to a comparable size to his. The time for bullying macho nonsense was over as far as I was concerned. This isn’t just words. I’m willing to hurt my empire to make this work. I also make it clear that I don’t care who wins, really. At that exact moment, I don’t – I suspect with basic expansion I’ll hit 93 before Graham will, but this is kind of beyond gaining a simple victory.

I was aware relying on someone’s better nature was going to be risky – but I was also aware that by putting faith in someone else in such a real way, it puts a different sort of pressure on them.

And I’m thinking of continuity plans too. Mainly, what to do if Graham was lying about switching sides and I woke up to find Quinns and him marching into my empire. Well, I’d have turned to my aforementioned Doomsday plan.

I’d have just retreated. My entire armies would have marched south, away from the encroaching fleets, gathering at the border between Jim and I…. and then I’d have taken Jim’s empire in one enormous attack.

As I said, the problem with Jim wasn’t military might. I had twice as many ships as him, after all. The problem was bringing the military might to bear. By abandoning my empire to the piranha I would have taken his, and sat out the rest of the game in the south east corner of the map, coming the safe-third.

It wasn’t going to be like that, which annoyed me slightly. Our attacks push west into Quinns and only secondarily south into Jim. I’d rather hurt Jim more than Quinns, as Quinns deserves third in a way Jim doesn’t. And the way our attacks are going, there’s a chance that Quinns will end up coming fourth, or even being wiped out, especially if he decides to just fold…

Quinns Alright! Hoo-ah! Rock and roll! By now, Graham and my fleets will have won their first victories against crowd favourite Kieron. Time to log on and co-ordinate the second strikes of the inva… of the… oh.


My heart begins rotating and boiling like food in a microwave as I’m faced with a very familiar sight. Kieron and Graham jointly invading my territory with the irresistible force of a steam roller, just like they did a week ago.

The difference between now and then is that back then I had the will to fight them. I fawned, laughed, patted Kieron on the back. Turned my invaders against one another. Turned the war around. Ignored the thousand ships I’d lost, and gave up a thousand more in a counteroffensive against Graham. Bent him double until he was just about to snap, then stopped. Saw a light. Gave Graham a way out.


Understand how crushing it is to spend weeks building an empire only to see it taken from you in 36 hours, and then the consequence of your not giving up, of fighting onwards for another week is to suffer that same unstoppable force one more time. Worse than any of this was that Graham and Kieron were teaming up to destroy me again despite the fact that last time they tried Kieron fucked Graham over so hard that it was only me that kept him alive. How did they envision this alliance of theirs was going to end? No, wait, I take that back. Worse even than this was that it was all my fault. I should have seen this coming. I was going through this hurt again because of me.

I appreciate that the defining characteristic of Neptune’s Pride is that everyone becomes an unforgivably merciless two-faced cunt, but I was a spent cunt. So I threw in the towel. Unwilling to give my aggressors the dignity of a decent fight, I stopped moving my ships and began giving every scrap of cash, every secure fleet, every valuable system and every technology to Jim. Maybe he had some cunt left in him, so to speak.

Jim: I was beaten a long time ago, but I had kept going. Quinns’ bizarre decision to gift me a huge swathe of his empire would only ensure that I wouldn’t be completely wiped out by the end of the game. Like everyone else in this I am exhausted. I really had reached the point of logging into Neptune’s Pride as soon as I woke up, and then every couple of hours thereafter, just to monitor this closing week of game time. I’d fought incredibly hard to hold Kieron off, but the game demanded growth, and I couldn’t supply it. Increasing development costs of my worlds and an already weak economy meant there had not really been a chance for me to push for more power since the mid game. My mistake was not pushing hard enough to take more of Sponge’s territory as soon as that war came to an end. I’d started out slowly, and everything now dominoed in the wake of that poor start. As Quinn’s worlds dwindled, and Kieron’s fleets rushed to hammer my home systems, I knew there wasn’t much more in this game. It was between Kieron and Graham. I logged off for the final time and waited for the email that would tell me it was all over.

Graham: “Attack! Attack!”

I’ve been obsessed with Neptune’s Pride for weeks now: babbling about it to my girlfriend; speed-talking about it in the office; writing about it wherever possible; logging in every few hours to stare at the board and rub my temples.

“Attack! Attack!” is the most common advice I hear when showing people the game. People from PC Gamer and other magazines come over and ask how it’s going, see the position of me and Kieron, and berate me. I explain that I’m attacking Quintin, and that Kieron and I are making a proper go at an alliance this time. I feel a sense of pride over Kieron’s and my agreement; it’s nice to trust someone, to work together as a team, after so much betrayal.

But at the same time, the game is getting a little… boring. Quinns has given up, refused to fight back, and given a large group of his planets to Jim. Jim, for his part, is by now acting mostly as a spectator. I’ve invested so much time and energy – so much of myself – into this game, and the ending is proving to be an anti-climax.

On the final day, as I walk to the PC Gamer Podcast, Tom says something that sticks with me. “You can’t be friends with the last player in the game.” That sort of rings true. The aim of the game is constantly in the lower right corner of Neptune’s Pride: 93 stars, and here’s the guy that’s closest. I’ve been thinking these last few days that I’d be glad to place second to Kieron, but now I’m beginning to change my mind. In a simple game about reaching 93 stars, the only thing there is to do is to strategise, and act, to attain that goal.

At this point our opponents are all but defeated, Kieron is rapidly approaching that 93 stars, and I’m not doing anything to stop him. I may as well not even log in anymore, but I still am. I still want to play this game. Kieron has said he’d be happy with second place, but that doesn’t really sink in with me. He’s going to win, after all.

Am I really happy with second place? It bugs me that Quinns abandoned the game, and now it feels like I’m abandoning it, too, by willingly losing. By not taking the only action left available to me.

During that same PC Gamer Podcast, as I explain my numerous backstabs and betrayals, Craig jokingly says something I should have paid more attention to: “How do you sleep at night?”.

Kieron: I return from some drinks to find Graham’s fleets all incoming.

I’ve been sort of expecting this. While I was going to win if everything continued as it was going, it was also clearer I was vulnerable. Graham had concentrated forces. Mine are spread all across the universe. My borders with his are virtually undefended – which was both a deliberate choice to show that I totally trusted him and so I could actually maximise the fleets expanding outwards. In other words, it would be very easy for him to just take the planets from me rather than the others. I’d still come second, but he’d ensure he came first.

An important part of local colour: It wasn’t just a normal sort of drinks. I was actually at the Phonogram Wake. My indie comic series of the last five years was coming to the end – and coming to an end messily due to boring old money. Graham had stabbed me during that. I was surprisingly fatalistic, and in a mood odd enough to do something rather strange. I mean, despite everything it’s just about possible I could have fought and extended the game by another couple of days.

Or I could do something else.

I drum my fingers, and decide to do it. I make my final gambit.


  1. Vague-rant says:

    Argh. Cliff hanger. Also, is everyone that reluctant to take a fairly earned second place? Personally I wouldn’t mind as long as I got to exact my vengeance on everyone who’d annoyed me within the game.

    • Beanbee says:

      The issue being no matter what probably anyone who has ever had a border with you will have cruely destroyed you at one point or another. Such is Neptune’s Pride.

    • rxtx says:

      I think vengeance is indeed on the cards. My bet is that Kieron gifts all his stars to Jim so that Jim wins, just to spite Graham.

      Gifting is actually a really useful tactic in the endgame. If you are in a position like this where theres only a few players left and most of them are against you, you can use it to end the game early on your own terms, before your empire gets gobbled

  2. Shon says:

    Wow, this takes me back to late night games of Risk during college. It often came down to the last person who cared, while the others players gave up so they could get sweet blessed sleep.

  3. Tom O'Bedlam says:

    Wow… I didn’t expect Quinns to lose his kill face that close to the end. Its a bit disappointing but I’ve had to do similar in board games before when its apparent that everyone round the table has worked out that they probably can’t win but want to do whatever they can to shaft everyone else. Most memorably a game of ZOMBIES!!! which lasted four hours, thats three HOURS longer than it should have done because of an unholy war of attrition.

  4. CdrJameson says:

    Well, this is the first write-up to make me not want to play the game.

    Reminds me more of the First World War than the second, there was a surprising amount of to-and-fro going on until everyone ran out of energy and the whole thing settled down to a terrible, attritional slog.

    Going on too long is the bane of strategy games. Even the mighty Advance Wars bores me to tears on the longer levels.

    • Jesse says:

      Yes, it doesn’t sound very fun now that we’re reaching the weary end. At the very beginning, though, you said the game had changed a lot even since this match was begun, so at the end, I’m sure, you’ll tell us how. Hopefully some of the changes will have done something to alter this ‘war of attrition’ mentality.

      By the way, Graham: you’re not coming out of this too squeaky clean, are you? And after Kieron sacrificed his border worlds to you in good faith! I suppose that’s a hazard of games like this. Still, doesn’t it feel rotten that you’ve continued to survive only by the forbearance of other, better/luckier players, who you then nevertheless repeatedly betray? It’s not valid to draw conclusions about a person’s character based on the decisions they make while playing a game, but still, I would think twice before allying with you in a strategy game. But, as you say, why play if not to win? Why rule if not to conquer? If it worked for Kaiser Wilhelm II, it ought to work for everyone. That’s why we’re all German subjects now…oh, wait, no we’re not.

      Interesting experiment Kieron ended up running here. What could make an alliance work? I was thrilled to see a theory for the use of a show of trust develop organically from the conflict. Too bad it didn’t work out, though.

    • Graham says:

      Hi Jesse. Hopefully this comment appears beneath yours. The last time I tried to reply to someone, I ended up at the end of the thread.

      I don’t come out looking clean at all. I come out covered in mud, screaming, with blood and hair under my fingernails. My feelings on that are explored in tomorrow’s post.

      I would say that no one comes out particularly well, though. Everyone betrayed someone. I trusted Kieron when we attacked Quinns together, for example, and he turned on me. This is not an excuse, but I certainly wouldn’t say I’m only alive due to anyone’s forbearance. I’m alive due to my own willingness to act like a prick.

      And in the game.

  5. misterk says:

    Hmm, this is a lot less triumphant than solinium infernum- I guess the back and forth gets a bit absurd after a while. Typically in the games I’ve played someone settles for second place, allies and destroys the remaining players, usually because they want the juicy 5 credits rather than the sad 1 for third.

    • Benjamin Finkel says:

      Solium Infernum has the advantage of the ticking clock of council votes. I think if the goal of Neptune’s Bounty was based on a timer rather than an owned-planet quantity, the end would be less of a drag.

      Oh, one more thing: in SI, there’s almost always another way to win. In NP, when you’re down, it’s very hard to get up.


  6. Morph says:

    Still a good read, despite the anti-climactic quit of Quinns. I don’t blame him of course, I can see this is a game that eats into your real life and that’s not something I’d want to play.

    So would a consensus be that the 93 star win (odd number, I assume that is based on the number of players or stars) is too high to sustain interest? Would knocking 10 off that have made a faster, more competative game?

  7. LionsPhil says:

    “Well, this is the first write-up to make me not want to play the game.”

    Yeah, my thoughts exactly. I think this is really showing the flaw in not making this turn-based—it’s burning people out and making them not want to play. When a game makes you want to stop playing it, it’s a bad game, no argument.

  8. Mario Figueiredo says:

    And so the galaxy wars escalated to a massive… *pop*.

    Oh, wait they didn’t. All the Spectators could hear was the ominous silence of nothing. For some reason entire civilizations became quiet, adopted fatalist religions and committed mass suicice by just sitting around, letting time pass. There was still some live inside mind you. Someone was still busy munching stars, like an afterthought scavenger bewildered — but not much — at the free lunch.

    And so the Spectators observed as the great sounds of a march gave room to the low motion of a slow, sad adagio. This couldn’t be the end? Could it? Something must be causing this. The Spectators observed, but couldn’t believe it. And then one Spectator went and looked back at the old records of the galaxy and came up with a revelation. A striking thought, that when voiced echoed the very foundations of the galaxy. Well, maybe it didn’t. But this Spectator likes to think it did.

    The Spectator said: “Serves you damn right, for thinking diplomacy is only about backstabbing!”

    When the dust of such a troubling thought sat quietly on the floor and the galaxy recovered from its gasp-like face, the Spectator added: “You people aren’t tired of the game. You are tired of feeling bad with yourselves. And now, at the end of a game that would scare the willies of the Devil himself, you have no plan, no alliance, nothing to give you either the pleasure and pride of a victory, or the sick felling of a defeat. Just tired and increasingly bored.”

    The Spectator thought of saying something else. But there’s a fine line between a wake-up-call and paternalism. And he really didn’t want to anger someone that collects stars at breakfast.

    • zipdrive says:

      well written.

    • Richard Beer says:

      I rather like this point. You really ARE a bunch of back-stabbing bastards. Perhaps they need to implement some kind of secondary alliance victory, or a tech victory etc a la Civilisation.

    • Quinns says:

      I wonder if the new Alliance button they’ve implemented since this game allows for joint victories.

      I guess it must.

    • Jesse says:

      Ah, nice! Could it be that the actual win condition of Neptune’s Pride is actually not contingent on the number of stars you conquer? Could it be that the true battle you fight is not with your opponents, but in fact with…YOURSELF? Graham, you may “win” the game, but if even if you do you still will not possess…NEPTUNE’S PRIDE!

      BUM BUM BUM!

      You know actually I’m more than half serious about this.

    • Lemon scented apocalypse says:

      This website has been tarred by the morality brush.

      Everyone knows that SPACE KNOWS NO MORALITY!

    • Bret says:

      With the possible exception of a firm disapproval for Carter Burke.

    • Mario Figueiredo says:

      @Jesse >> You know actually I’m more than half serious about this.

      I hope you are. Because if the only thing you see in a strategy game is victory conditions, you are of no use to me as an ally.

  9. Tyndareus says:

    I have to agree, overall, and despite some very funny write-ups by the various participants, this whole is not selling the game to me, one bit; at first I was tempted to try and find the time needed to log in frequently during working days; find the will to divert my thoughts from actual work to a real-time (albeit slow) online game, where things keep happening when I should be (and am) doing other things. Give NP another chance: perhaps, there was more to it, things that I had missed in my previous attempts to play this game.

    But the misery of the endgame, the tiredness…Forget about NP being time-consuming or taxing on one’s daily schedule or even relations with friends and colleagues: it just does not sound much like fun. An interesting social experiment, perhaps, but fun?

    • Graham says:

      It’s worth noting that it’s possible to have smaller, shorter games, with either 4 or 6 players.

  10. P7uen says:

    So good to see people as obsessed as I am.

    Say what you want about the end game, the purity of NP appeals to your inner gamer like no other.

  11. Richard Beer says:

    93 is half the stars in the game, rounded up.

    And yeah, i think one of the flaws of Zeus’s Genitals is the end-game. I’ve played a few games with my brother and it always ends up with the two of us left, neither of us arsed to fight each other to final victory across our sprawling empires, neither one gaining the upper hand. We ended both games with one of us just gifting planets to the other until victory was achieved.

  12. Cooper says:

    It seems that, to enjoy NP, you need to be playing with people who share a similar amount of ‘botherdness’ with you.

    I could never log in every few hours. Maybe a couple of times at work and once in the evening, tops. This seems to be doing me fine in some of the open games I’ve been playing. I could never keep up with the amount of effort you guys seem to have put into playing the game. I’d have burnt out much sooner.

    Kieron’s next move is to give his entire empire over to Jim; who seems to have enough stars left that I reckon, wih all of Kieron’s stars he’ll hit, or almost hit th 93.

    If it happens, I called it first…

  13. AbyssUK says:

    “Strange game this, the only winning move is not to play.”

    • AndrewC says:

      I’ll bet all the populations in Jim’s space have been living very happy, fulfilling lives while he’s been doing nothing.

  14. zipdrive says:

    It seems that exhaustion has set in.
    I think what’s missing is an end-game ticker. Similar to SI’s council vote, something that puts a definite end to the game is needed.
    Perhaps stars are randomly munched by a galactic horror, causing that 93 stars to be reduced with each passing hour? Or maybe just a clock leading to a technological singularity, forcing the issue?

    This, coupled with the necessity to log in regularly, are game breakers for me.

    • Heliosicle says:

      A good point, the problem seems to be that there is no desperation like there was at the end of SI.

      Also, what with having people completely removed from the game, the enthusiasm of 3 people is cumulatively less than 8 people all trying to win, they’re just too big and bloated now to properly do much damage to each other.

  15. john t says:

    This game seems to basically be ‘risk in space’, and you guys are just progressively turning in sets of cards until someone runs the board. And it has all the annoying opportunities for assholish king-making behavior that risk has (I don’t care if I win, as long as THAT BASTARD doesn’t).

    I started off being intrigued, but it seems the game needs a lot more work before it’s ready. It’s not like these are unknown problems in multiplayer games.

    I agree that the game needs some kind of clock that forces activity and brings the game to close. Off the top of my head:

    1) Some sort of bonus for owning ‘x’ planets (Ie, at 25 planets, you get some bonus tech, at 50 planets, you get a super weapon, at 70, you get warp gates, etc). Bonuses that will start putting you out of reach of the other players if you get there first.

    2) A more complicated tech tree– some element of rock paper scissors in the unit and tech selection, so that you don’t ever have stalemates. If you have 3-4 powers up against each other, someone is going to have an advantage over someone else, no matter what.

    3) Formal Alliances and shared victories

    4) Some kind of resource sink that forces losing or inactive players out of the game quickly, so they don’t just quit and don’t get frustrated.

  16. pinbag says:

    I totaly love it,

    @John T : I disagree with you on point 3

    If you have the game regulating the treaties, aliances ectra

    How can you play chess and win the day ?

    Example: In my game everyone trust me… ( But im screwing them all over :p)

    One of my tactics is to make x & y believe they have the exclusive rights on planet x.
    The part i never could do in a “regulated game rule”
    is that im just prepping both guys up to make war for that litle “machiavellic planet”
    just like two fighting like dogs fighting for a bone and me getting ready finnish them both or support the weakest one by annexing some planets from him :p

    On the other hand, I played games where i was very loyal and then yes there should be a reward for this behaviour.

    • john t says:

      It’s just an idea. But having shared victories is the only thing that allows certain multiplayer games like Diplomacy to ever end. Otherwise you have the problem described of 3 people afraid to attack each other for fear of giving the non-attacking player the advantage. Any decision that ultimately gets made CAN’T be strategically justifiable, it’ll come down to spite, which is a shitty reason to lose a game. Having some kind of reward mechanism that would justify coming in second rather than only having winner take all might make a big difference.

      In fact, it might be a good idea to allow a team of players to claim victory if they get 93 planets (or maybe slightly more) between them.

  17. Da5id Jaz says:

    This reminds me of WWII, in that there are now just 2 superpowers left, and had graham not attacked they would be locked in a sort of cold war for a long while..

  18. The Great Wayne says:

    I think the main thing that lacks here is victory conditions not based on brutally bullying your neighbors. Solium has that for it that you can skin the cat in many ways, athough the point in the end is always the same. Therefore providing a rich gameplay, a serious replayability factor and a somewhat richer political dimension.

    Anyway, there are some pretty discutable moves from some of the participants. I for one am not the kind to take games too seriously, but given the amount of efforts put into this you have to have some kind of ethics or you risk ruining the fun for everyone.

    Really, Quinn, you should have eradicated Graham when you got the chance. This game is not to be played with too much hope for the future concerning human righteousness, I think you have to play it with some kind of short term vision concerning people decisions, especially when dealing with players that tend to be heavy on the turncoating strategy.

    It’s like in the mafia: “Fool me once, shame on you. Fool me twice, shame on me” and all the subsequent actions concerning horses heads in beds, etc…

    • Graham says:

      Last comment. Something the text maybe doesn’t make clear: I never thought I was as done for as Quinns did. He’d got in through the backdoor of my territory and could have wrecked some havoc, sure, but I’m not convinced that I couldn’t have held him off. I still had a lot of ships.

      This is precisely why the, “You’re not in a position to set terms,” thing grated on me so much. I didn’t think my game was over or that I desperately needed charity. I thought the alliance would be mutually beneficial, when the fight to destroy me could have taken weeks.

      Of course, it’s possible I was delusional.

    • The Great Wayne says:

      Interesting point Graham. In fact, maybe it’s the scale difference between the written report and the actual pace of the game that tend to flaw our vision of the big picture. When in a situation that doesn’t take days to unfold you’re more inclined to do “on the fly” decision for the better or the worst and not think of the “what if”.

      Also, running a somewhat real time game for several weeks tend to produce higher stakes and accordingly modifies behaviour and assessment of the playboard.

      This is prolly another argument in favour of the solium infernum system. Yeah, it can last long, but it’s still turn based and the clock is always ticking for the end is not far away. Here, well, it’s really to who will exhaust first, past the first few lambs to be sacrificied to the bigger or more aggressive players around. It’s not I think a good gameplay incentive, but hell I’ve had the same critics about EvE Online while I was still playing the alliances metagame, and this one seems to do well for itself so I might be wrong.

  19. Beerio says:

    Pah – you only say that because you came in second. I was always planning and playing to win :)

    Perhaps being an unemployed waster meant I had more time and energy to devote to it though…

  20. Ricotta says:

    For all of those saying you wouldn’t want to play, the thing that wears you down is the constant politics. the game sounds good to me, but doing this would be much easier if you took their advice and just had no morals at all.

  21. JosteinB says:

    Love the diary!

    I’m continuing my work on the Neptune’s Pride Battle Calculator, it has now switched to javascript to make the workflow better.
    Any feedback or wishes for improvements are welcome!


    • alm says:

      Your battle calc just came up in my facebook feed, heh. :D

      Been featured on the NP facebook fan site.

  22. Bursar says:

    I love the diary. I’m trying to arrange a game amongst friends and have a stupid question…

    Does everyone need to login at the time I start the game, or can I add players if I have their e-mail account?

    I decided to go for a premium game, but don’t want to start it early just in case that means people not online at the time can’t get in.

    • alm says:

      You can set a password on the premium games you make to keep unwanteds out.

  23. Jorum says:

    If keiron does what I think he’s gonna do it’s an interesting way out of the cold-war stalemate.
    An anti-doomsday ploy.

  24. neothoron says:

    I like to picture Kieron before his computer, with a cigar and a glass of whisky in his hands, meditating over the state of his space empire.

  25. Sobric says:

    Read the last installment on PSG. Sad ending, and a little confusing, ending.