Oh, boy another Imperium! Unfortunately, I have been taking a break from MOO so I hope I'm not too rusty. So lets get back in with.... the Mrrshans at impossible! I've not won a game with them in impossible yet. An interesting variant, to be sure. Lets see what happens.
For the record I'm playing with Kyrub's patch 1.40M.
2300 - Taking the advice of the advanced atmospheric probes, I send my colony ship down to the green star directly south. I order up some scouts. Extended fuel cells and a single laser in a small hull. I contemplate stuffing them with more goodies since there is some room left over, but decide to keep them cheap. I order up a few to be built.
2302 - Found Crypto, the ocean planet to the south.
The neighborhood does not look terribly friendly. Hostile planets abound, and without some additional research into fuel cells or planetology the only habitable only world I can reach is a poor arid planet at this point. However, colonization of this world would open up the west including a nice rich tundra world, which I have the tech for.
2311 - Klackon scouts spotted in the north.
2312 - I chase Klackon scouts away from Celtsi and Beta Ceti to the north.
2317 - I open up techs. I take Battle Computer II, Improved Industrial Tech 7, Class V Planetary Shields, Controlled Barren Environment, Deuterium Fuel Cells, and Hyper-V Rockets. I pick some cheaper techs here with the hope I can get them sooner rather than more expensive techs that I may not be able to get for a while. I take Controlled Barren because it's cheap and will hopefully reduce the cost of the colony ships somewhat. I invest into computers, planetology, and especially propulsion and trickle into the rest.
2321 - I start construction of the Colony1, with a standard base with a Mark I Battle Computer.
2325 - Chase an escorted Meklar colony ship away from Beta Ceti, the smallish minimal world. Armed scouts are sure handy, especially with the Mrrshan weaponry bonus! Upon this I decide to prioritize northern expansion and redesign the unbuilt Colony1 to have Extended Range.
2328 - Chase away an escorted Klackon Colony ship away from Beta Ceti. Two of my scouts have no problem dispatching a medium design with heavy lasers.
When was the last time you saw THAT in an impossible Mrrshan game on turn 28?
2329 - The Meklar are back at Beta Ceti, and this time they mean business with a large, heavy laser design as an escort. They destroy my brave scouts and take the planet as theirs.
I decide that I best lay my claim on Celtsi, being a rich planet and all, pretty quick and redesign the unbuilt Colony1 to have a tundra base.
2331 - Colony1 built and dispatched to Celtsi.
2333 - Population report. Not bad at #2.
2335 - For some reason GNN seems unusually active in this game.
2336 - Celtsi founded. Make contact with the Klackons and Meklar. The Meklar are friendly like usual, but at least not erratic. Start trade with both.
Hopefully, the Klackons and Meklar won't have the planetology tech to land on Celtsi for a few more turns so I can build it up before it gets their attention.
I whip up the Colony2, this one has a standard base, Battle Computer Mark I, and Shield 1 and get Fieras working on it.
2339 - Range 5 pops. I go for Nuclear Engines. Scouts get shuffled around.
2340 - Colony2 built, and dispatched to Uxmai (the aridl/poor world). Controlled barren pops, I go for controlled dead environment. I design the Colony3 which has a tundra base, Battle Computer Mark I, and Shield 2 and get Fieras working on it.
2344 - Uxmai is founded. Colony3 completes the same turn and I dispatch it to Proteus (the tundra/rich world to the west). Tech report has the Mrrshans still at the top.
I now have an interesting situation. I can't build any more colony ships until I either get a new shield technology, or a new battle computer technology! And my scouts report that Nordia, which is close by to Proteus, is an ocean world ripe for habitation.
In any case, I decide to protect my current assets as well as try and keep my opponents off of worlds like Nordia so I design these, a nice simple design.
2345 - The Silicoids, being the Slilcoids, have eight systems.
Meanwhile, I have four (soon to be five once my colony ship gets to Proteus), the Klackons have four, and the Meklar look like they might be turtling a while with two.
2346 - Fieras is maxed.
2351 - First probing of my defenses by the Klackons at Uxmai. Luckily I had a single fighter stationed there which had no problem defeating a medium/heavy laser design of some sort.
I found Proteus in the same turn.
2359 - Battle Computer II pops. I design the Colony4 with Battle Computer II, Sheild II, and a standard base and tell Fieras to get on it pronto.
2361 - Colony4 is done, and sent to Nordia.
2363 - Make contact with the Psilons. Start up trade. Hey, maybe I ought to take a peek at the galaxy map to see how well the Psilons are doi
Oh dear.
2365 - Nuclear engines pop. Go for Range 7 next. Immediately design the Fighter2 which is much the same as the first version except twice as fast.
2366 - The Psilons now have 17 systems according to GNN. Just three turns ago they had 14.
Uhhh....
2368 - Found Nordia.
2376 - Make contact with Silicoids when they nab one of the smallish hostile worlds to the northwest of Fieras. Strike up trade.
No sign of the Darloks. My guess is they are up northwest somewhere.
2379 - First council. To noone's surprise, it's Meson of the Psilons against Sedmin of the Silicoids. Everyone abstains except for Meson and Sedmin voting for themselves.
At this point, I'm stuck again in the sense I can't build any more colony ships, and I desperately need to expand if I have any hope of not getting obliterated. Oh hey, here's a nice target.
My spy reports that the Meklar don't have any planetary shielding tech, and only are at Shield 2 otherwise, so I design a cheap medium bomber with nuclear bombs and start cranking them out.
2382 -
2387 - Well, the Meklars may be machines, but they are no fools. Incoming at Celtsi!
2388 - A hard battle at Celtsi, but the Meklar prevail, and start softening up the planet for invasion.
vs.
2391 - Battle Computer Mark III pops, which means I can make another colony ship, when I get around to it.
2392 - The Meklar capture Celtsi.
Since Celtsi is 6 parsecs away and I only have range 5, so I can't mount a counter-offensive without designing a warship with extended range. To add insult to injury, the fighters I sent up there to help defend Celtsi all expire when they arrive. Many kitties are lost.
On the upside, this happened.
2398 - Galaxy Map.
I'm not sure where the Darlok's are. Either their homeworld is the yellow star my cursor is pointing at, or the Silicoids or Psilons have driven them off of Nazin. In any case, they are no longer a significant factor in this game.
2400 - Council.
Meson is pulling in almost half the votes without anyone else's help.
2409 - Controlled Dead pops, so I design the Colony with Battle Computer Mark III, Sheild 2, and a controlled dead base. I have my eyes on Willow (the dead planet to the south).
2414 - Willow is founded. Once again, no more colony ships for a little while.
2424 - Space fleet strength.
Way too much red and white on this map.
2525 - Council. I did not get a screenshot, but not much happened anyway.
2434 - I get Class III shields, so I design the Colony6. It's basically the same as the Colony5 but with better shields. It's destined for Morrig. Except the Psilons also have the same idea.
2440 - Psilons chase me away from Morrig, naturally one turn before my colony ship gets there. Since I have a new warship design with a Battle Scanner, I can take a peek at their designs.
Nothing too terrible there, except... there's so many of them. Ugh.
My ships high-tail it out of there.
Meanwhile, in the Darlok empire.
I'm pretty much boxed in at this point. Normally I would scrap the extra colony ship, but since I couldn't rebuild it if I did. So I leave it as-is in case I need it.
2441 - The Psilons get their 26th system.
2449 - Battle Computer 4 pops. I could now build another colony ship if i wanted to, but no need at this point.
2450 - Council.
Meson must be stepping on some toes because Sedmin is picking up the Meklar/Klackon/Darlok vote. I abstain.
Also, range 7 pops on this turn. Time to settle a score with our cyborg friends. My spies report that the Meklar have made no advances in Shield tech, and that Beta Ceti has less missile bases. Also, very importantly the Meklar do not have an alliance with either the Psilons or the Silicoids. So I pounce.
For the record I'm playing with Kyrub's patch 1.40M.
2300 - Taking the advice of the advanced atmospheric probes, I send my colony ship down to the green star directly south. I order up some scouts. Extended fuel cells and a single laser in a small hull. I contemplate stuffing them with more goodies since there is some room left over, but decide to keep them cheap. I order up a few to be built.
2302 - Found Crypto, the ocean planet to the south.
The neighborhood does not look terribly friendly. Hostile planets abound, and without some additional research into fuel cells or planetology the only habitable only world I can reach is a poor arid planet at this point. However, colonization of this world would open up the west including a nice rich tundra world, which I have the tech for.
2311 - Klackon scouts spotted in the north.
2312 - I chase Klackon scouts away from Celtsi and Beta Ceti to the north.
2317 - I open up techs. I take Battle Computer II, Improved Industrial Tech 7, Class V Planetary Shields, Controlled Barren Environment, Deuterium Fuel Cells, and Hyper-V Rockets. I pick some cheaper techs here with the hope I can get them sooner rather than more expensive techs that I may not be able to get for a while. I take Controlled Barren because it's cheap and will hopefully reduce the cost of the colony ships somewhat. I invest into computers, planetology, and especially propulsion and trickle into the rest.
2321 - I start construction of the Colony1, with a standard base with a Mark I Battle Computer.
2325 - Chase an escorted Meklar colony ship away from Beta Ceti, the smallish minimal world. Armed scouts are sure handy, especially with the Mrrshan weaponry bonus! Upon this I decide to prioritize northern expansion and redesign the unbuilt Colony1 to have Extended Range.
2328 - Chase away an escorted Klackon Colony ship away from Beta Ceti. Two of my scouts have no problem dispatching a medium design with heavy lasers.
When was the last time you saw THAT in an impossible Mrrshan game on turn 28?
2329 - The Meklar are back at Beta Ceti, and this time they mean business with a large, heavy laser design as an escort. They destroy my brave scouts and take the planet as theirs.
I decide that I best lay my claim on Celtsi, being a rich planet and all, pretty quick and redesign the unbuilt Colony1 to have a tundra base.
2331 - Colony1 built and dispatched to Celtsi.
2333 - Population report. Not bad at #2.
2335 - For some reason GNN seems unusually active in this game.
2336 - Celtsi founded. Make contact with the Klackons and Meklar. The Meklar are friendly like usual, but at least not erratic. Start trade with both.
Hopefully, the Klackons and Meklar won't have the planetology tech to land on Celtsi for a few more turns so I can build it up before it gets their attention.
I whip up the Colony2, this one has a standard base, Battle Computer Mark I, and Shield 1 and get Fieras working on it.
2339 - Range 5 pops. I go for Nuclear Engines. Scouts get shuffled around.
2340 - Colony2 built, and dispatched to Uxmai (the aridl/poor world). Controlled barren pops, I go for controlled dead environment. I design the Colony3 which has a tundra base, Battle Computer Mark I, and Shield 2 and get Fieras working on it.
2344 - Uxmai is founded. Colony3 completes the same turn and I dispatch it to Proteus (the tundra/rich world to the west). Tech report has the Mrrshans still at the top.
I now have an interesting situation. I can't build any more colony ships until I either get a new shield technology, or a new battle computer technology! And my scouts report that Nordia, which is close by to Proteus, is an ocean world ripe for habitation.
In any case, I decide to protect my current assets as well as try and keep my opponents off of worlds like Nordia so I design these, a nice simple design.
2345 - The Silicoids, being the Slilcoids, have eight systems.
Meanwhile, I have four (soon to be five once my colony ship gets to Proteus), the Klackons have four, and the Meklar look like they might be turtling a while with two.
2346 - Fieras is maxed.
2351 - First probing of my defenses by the Klackons at Uxmai. Luckily I had a single fighter stationed there which had no problem defeating a medium/heavy laser design of some sort.
I found Proteus in the same turn.
2359 - Battle Computer II pops. I design the Colony4 with Battle Computer II, Sheild II, and a standard base and tell Fieras to get on it pronto.
2361 - Colony4 is done, and sent to Nordia.
2363 - Make contact with the Psilons. Start up trade. Hey, maybe I ought to take a peek at the galaxy map to see how well the Psilons are doi
Oh dear.
2365 - Nuclear engines pop. Go for Range 7 next. Immediately design the Fighter2 which is much the same as the first version except twice as fast.
2366 - The Psilons now have 17 systems according to GNN. Just three turns ago they had 14.
Uhhh....
2368 - Found Nordia.
2376 - Make contact with Silicoids when they nab one of the smallish hostile worlds to the northwest of Fieras. Strike up trade.
No sign of the Darloks. My guess is they are up northwest somewhere.
2379 - First council. To noone's surprise, it's Meson of the Psilons against Sedmin of the Silicoids. Everyone abstains except for Meson and Sedmin voting for themselves.
At this point, I'm stuck again in the sense I can't build any more colony ships, and I desperately need to expand if I have any hope of not getting obliterated. Oh hey, here's a nice target.
My spy reports that the Meklar don't have any planetary shielding tech, and only are at Shield 2 otherwise, so I design a cheap medium bomber with nuclear bombs and start cranking them out.
2382 -
2387 - Well, the Meklars may be machines, but they are no fools. Incoming at Celtsi!
2388 - A hard battle at Celtsi, but the Meklar prevail, and start softening up the planet for invasion.
vs.
2391 - Battle Computer Mark III pops, which means I can make another colony ship, when I get around to it.
2392 - The Meklar capture Celtsi.
Since Celtsi is 6 parsecs away and I only have range 5, so I can't mount a counter-offensive without designing a warship with extended range. To add insult to injury, the fighters I sent up there to help defend Celtsi all expire when they arrive. Many kitties are lost.
On the upside, this happened.
2398 - Galaxy Map.
I'm not sure where the Darlok's are. Either their homeworld is the yellow star my cursor is pointing at, or the Silicoids or Psilons have driven them off of Nazin. In any case, they are no longer a significant factor in this game.
2400 - Council.
Meson is pulling in almost half the votes without anyone else's help.
2409 - Controlled Dead pops, so I design the Colony with Battle Computer Mark III, Sheild 2, and a controlled dead base. I have my eyes on Willow (the dead planet to the south).
2414 - Willow is founded. Once again, no more colony ships for a little while.
2424 - Space fleet strength.
Way too much red and white on this map.
2525 - Council. I did not get a screenshot, but not much happened anyway.
2434 - I get Class III shields, so I design the Colony6. It's basically the same as the Colony5 but with better shields. It's destined for Morrig. Except the Psilons also have the same idea.
2440 - Psilons chase me away from Morrig, naturally one turn before my colony ship gets there. Since I have a new warship design with a Battle Scanner, I can take a peek at their designs.
Nothing too terrible there, except... there's so many of them. Ugh.
My ships high-tail it out of there.
Meanwhile, in the Darlok empire.
I'm pretty much boxed in at this point. Normally I would scrap the extra colony ship, but since I couldn't rebuild it if I did. So I leave it as-is in case I need it.
2441 - The Psilons get their 26th system.
2449 - Battle Computer 4 pops. I could now build another colony ship if i wanted to, but no need at this point.
2450 - Council.
Meson must be stepping on some toes because Sedmin is picking up the Meklar/Klackon/Darlok vote. I abstain.
Also, range 7 pops on this turn. Time to settle a score with our cyborg friends. My spies report that the Meklar have made no advances in Shield tech, and that Beta Ceti has less missile bases. Also, very importantly the Meklar do not have an alliance with either the Psilons or the Silicoids. So I pounce.