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Imperium Eleven: Down with the Ants!

This report, like the one for RBO 10, will sadly not have any screenshots. At least I managed to play it, and the savegames are of course available. I'll try to attach them to this post.

Since this game uses a scoring system, you have to play it in both senses of the world. I'm only a fair player, but I thought I could have a shot at the 3x75 score doubling. Tech shouldn't be a problem, and neither should the colony field. Diplomacy, however, would be a problem. Trying to maintain at least neutral relations with all the neighbours for both scoring dates would be problematical, at best. I hoped I could do so for the first scoring date, and find a mutual punching bag for the second date, helping me shore up at least one other relation, hopefully two.

To further game the system, I set out to climb the ladder as quickly as possible unless I had good reason not to. Ie, everything else being equal, pick the cheapest tech in each rung, until you begin to approach the scoring date. Also, when very close to the scoring date (especially the first one), try to pick up cheap, by-passed techs. Using pop growth via the Eco slider before the votes was also used.

After 2375, I also changed research strategy. I reduced research into force fields, propulsion and weapons to a few clicks each (with a few extra moving between propulsion and weapons in the beginning picking up critical techs) and spent the rest about equally on computers, construction and planetology. When I spied, I also picked these fields when available.

The game is amoot!

Based on the yellow stars, there was probably one race just south of the central nebula, one in the cluster between the nebulas, one in the lower right cluster and one in the upper right yellow star. One might be found in the yellow to the left, but we didn't find it likely.

Based on this, and the star qualities, we sent our colony ship to the nearby yellow, and the two scouts to the green and blue stars right above us.

In 2302 Maalor was settled, providing us with a world very rich in material. Immediately thereafter, 14 stacks were sent to the new hive complex, and seven Scout2s were built.

Soon afterwards Artemis was explored. It contained numerous remnants from old, and immediately yielded knowlege of Improved Terraforming 20.

In 2312, both Maalor and Kholdan were prepared for higher hive densities, had as many factories as could be mandibled but still plenty of room for new hives. It was decided to open research with 14 RP from Kholdan to construction, planetology and propulsion.

Using our original fuel cells, we could reach two other worlds (one poor). Range 4 would do little good, but range 5 would allow us to reach Artemis (the artifacts world) as well as 2 barren and 1 dead world.

Tech choices were:
RIW 80% (only choice)
IER (IT 10, Barren, Dead, DSpores and Toxic available)
Range 5 (only choice)

The long-term plan for the planetology tree was to research first IER, then Barren, then Toxic. While being somewhat redundant, it would enable us to quickly reach two strategically important worlds. IER together with RIW 80% was also somewhat redundant, but would enable us to act efficiently for a very long time.

In 2313 research was seeded with max research from both Maalor and Kholdan. Maalor then continued building factories as fast as possible, while Kholdan was set to build five factories per turn while continuing to research.

Maalor reaches max factories in 2317 and starts building a colony ship. This is finished in 2319 and sent to Omicron. Maalor is set to build additional stores for two turns, and in 2320 6 more stacks are sent to Maalor from Kholdan, and stores are injected back to Maalor, giving unprecedented production.

In 2322, the secrets of RIW 80% have been found, and the only choice going forward is IIT 8. Maalor builds two new colony ships, and the next year Omicron is settled. To give the new hive complex a good start, ten stacks are sent from Kholdan, and Omicron receives a good helping from the stores. Newly built scouts set out.

In 2326 we hear for the first time of other races in the galaxy, when news reach us that the Silicoids have settled six systems.

In 2327 Kholdan is set to build more Scouts, and we learn the secrets of IER. Next is Barren, followed by Toxic. The following year, we learn Range 5, and given a choice between Nuclear Engines and Inertial Stabiliser, Nuclear is chosen. Primodius, a world poor in minerals, is settled.

15 stacks were sent in 2329 to Primodius from Kholdan, and a colony ship was dispatched to Artemis. Stores were allocated to Maalor and Primodius, and it was decided to open the rest of the research fields.

DSS (ECM1, DSS)
Shield 2
Hand L (Hand L, Gatling L)

Artemis was finally settled in 2332, and 20 stacks were sent there from Kholdan. We also learn Barren, and select Toxic next per the plan. During this time I frequently used overflow from colony ship building at Maalor to build more scouts, and we located Orion.

In 2337 we finally gained contact with another race, when a Psilon colony ship was chased away from Prius. We also learn IIT 8, and the only choice is Battle Suits. The next year we send colony ships to the barren planets of Berel and Anraq, Herculis is settled and we chase away a Bulrathi scout from Nyarl.

Hand Lasers researched in 2339.
NPG (Gatling, NPG, Ion C)

In 2340 we finally locate the Silicoid empire, in their colony on Ryoun. Two years later, Berel is settled. The next year, we spot a Silicoid colony ship at Ukko, and DSS is discovered. BC3 is the only choice forward.

Gion and Anraq are settled in 2345, and research starts on Shield 3 the next year.

Crius is settled in 2347, bringing us into contact with the Psilons and Silicoid. Artemis reaches max, and research reaches new lows. Imra and Ukko are also settled, and we are the first race to reach 12 planets. Nuclear engines are discovered in 2353.

Range 7 (IS, Sublight, Range 7) - we saw contact with the other races as more important than the faster engine, even if the time spent between the stars hurt our stack migrations.

Vox was settled, and we discovered NPGs, Battle Suits and BC3.

Merc M (Gatling, Ion C, Mass D, Merc M, NBlaster) - we had a decent early gun in the NPG, and a missile was needed for planetary defense.

ECM 3 (ECM 1, ECM 3, BC 4) - we chose the cheapest one.

Zortium was the only way forward in Construction.

In 2358 the council was first assembled. Our opponent was the Humans, who received 10 votes (4 from Silicoids and themselves, and 2 from Psilons). The Bulrathis (2 votes) and ourselves abstained (7 votes).

The Psilons contact us and want to trade for 75 BC per year, which we agree to.

We discover Shield 3 and Toxic. Shield 4 is the only choice, and in order to score more points in technology, we go back for IT 10 rather than continue on to IT 40. This also enables us to reassign research from planetology to the other fields.

Paranar is settled in 2364, which brings us contact with the Bulrathi. Somehow, we are second in fleet strength after the Humans. Zortium, Merc M, ECM 3, IT 10, Gatling, Shield 4 and ECM 1 are all discovered in time for the 2375 scoring date. We also reach 18 planets, settling the stars on the lower central part of the galaxy.

We tried to get a many trade deals and non-aggression pacts as possible, but only the Humans were interested in the latter.

The 2375 election gave an unexpected surprise - our opponent was the Silicoid, not the Humans. All other races abstained, and we could barely but safely cast our votes for the Silicoids, giving us a most welcome relations boost.

Scoring for 2375:

18 planets * 3: 54
11 votes * 3: 33

Colony total: 87

Computers 13
Construction 17
Force fields 14
Planetology 18
Propulsion 14
Weapons 15

Research total: 91

Humans relaxed: 12
Silicoids amiable: 14
Psilons neutral: 10
Bulrathis neutral: 10

Diplomacy total: 46

We judged our situation to be most favourable for the next 75 years. We had a solid core, developing worlds in the lower central galaxy, Arietis and Morrig. Maalor and Artemis gave excellent research and injections of stores to the developing worlds.

Research was to be focused on computers, construction and planetology. We had a minor focus on propulsion and weapons, with the goals of fusion drive and fusion beam. We also planned to try to take Orion, which hopefully would give me us a diplomatic boost for the 2450 scoring date and yield several valuable techs. I estimated it would take about 1500 medium boats, armed with fusion beams and equipped with BC 7 or 8 to take the Guardian.

We saw no need for further expansion, in fact feared any further expansion could bring clashes with the other races, especially since the expansion would have to be by violence. Instead, we hoped for continued cordial relations with most of them.

We were researching IRC 4, IIT 5, Rep beam, IT 40, Warp 4 and Fusion Beam.

The Humans declined an Alliance in 2376, and instead dissolved the NAP. The following years, IIT 5, IRC 4, IT 40 and Warp 4 are all discovered.

Andrium (AES, RIW 40%, Andrium, IIT 4) - cheaper than IIT 4.
ASS (BC 4, BC 5, ASS, BC 6) - critial tech, and cheaper than BC 6.
Atmos (DS, Cloning, Atmos) - hard choice, but I had plenty of hostile planets.
Range 9 (IS, Warp 3, EPulsar, WD, Range 9)

In 2385 we also experienced a relationship drop with all the races, but trade finally showed a surplus.

The Humans declared war against us in 2390, and we tried to make the Silicoids break their alliance with them, but they declined. Andrium is discovered, and IIT 3 is chosen over Tritanium.

ASS is discovered in 2394, and IRC 5 is chosen over BC7. It is cheaper, and boosts production even more. The next year the first real space combat happens, when the Humans attack Crius with fighters. The missile bases and our NPG-armed cruiser fends off the attack easily. Since the Human forces have to go through the nebula, we have plenty of warning before any attack. We also learn Atmos, and select IT50 as the next target.

In 2399 we get a low-level penetration against the Humans, with construction and propulsion as possible alternatives. We get IIT 9. In the election, the Silicoids get 17 votes, while we (18 votes) and the Bulrathis abstain.

We learn several new technologies the following years: repulsor beam, IIT 3, fusion beam, IRC 5 and range 9.

PS10 (Shield 5, PAS, PS10)
IIT2
Fusion rifle (ISP, F Rifle)
BC8 (ECM7, BC8)
IS (IS, ISG, Range 10) - cheap backtrack which will help our Orion force.

In 2406 our relations with the other races take a big hit. They complain that we are poking our stick in their stacks, or they are simply jealous. We increase trade with the Psilons to 275, in order to better relations a little. The next year we learn IT 50, and IT 60 is the only choice. We also get a significant penetration of the Human empire. Our first plan was to hit computers, planetology, propulsion and weapon, in that order, but force fields were available. We select that, and appropriate the knowledge of PS5. This is significant, since we only make a small investment into force fields research.

The Psilons also declare war, while the Humans come begging for peace. We grant them their wish. However, they decline any trade, and the next year the Bulrathi declare war as well. The only other race trading with us now is the Silicods.

IIT 2 is learned, and the only new tech is Adamantium, so we decice to backtrack for RIW 40%, since we will not have access to any better cleanup tech in the construction tree. We also learn IS, and select ISG over Range 10. The next year we manage to infiltrate the Psilons, with choices of computers, fields and weapons. We appropriate ECM2, and blame the Silicoids.

We increase trade with the Silicoids to 1000 in 2415, and learn BC8. After learning IT 60 we have a choice between UA and Bio Terminator, where we choose the former. We also infiltrate a Psilon base, and learn BC 2. After backtracking for RIW 40% we choose Adamantium armour, and the next year, in 2419, both the Humans and the Silicoids declare war. However, the Psilons ask for peace the year after, which we grant. A Silicoid base is infiltrated and we learn Duralloy. We also discover PS 10 and IRC 6. Our next projects are PAS and ECM 9.

In 2426 we infiltrate the Silicoids again, and learn BC 4. Fusion Rifle is discovered, and we choose SP7. The year after a Human base is infiltrated, and we appropriate Tundra and blame the Silicoids. The next year we manage to do the same, and appropriate IT 30. We also infiltrate the Bulrathi, and learn Missile 6. In brighter news, research into Adamantium armour is completed, and we can begin learning Neutronium.

This is also the signal on building up our forces to take Orion. A medium ship is designed, equipped with 3 fusion beams, IS, Warp 4, BC 8, 45 HP and shield 1, and every world but Artemis (artifacts) and Primodius (poor) is building them. We infiltrate the Humans again, and appropriate Radiated and Range 6, blaming the Silicoids. We also manage to infiltrate Silicoid bases, learning ISS and Warp 3. We also learn UA and ECM 9, with the only new options being IT 100 and IRC 7.

The Humans ask for peace in 2435, and we continue to infiltrate Silicoid bases, learning BTA and WD, framing the Humans. We discover ISG, and research HEF next. The Silicoids sue for peace in 2440, and in 2442 we send away our Orion task force. The Guardian is defeated, but the tech haul is quite disappointing: Death Ray, BC 5, AES and ECM 5. We also discover PAS, and the next tech target is Cloak. Orion is founded, and stacks are sent from every planet in the empire in order to stand the planet up quickly.

We manage to infiltrate the Bulrathi again, appropriating Fusion Bomb and framing the Silicoids. Neutronium is discovered, and we go back for IIT 4. We sign peace treaties with everyone else, and also discover SP7, selecting Gauss AC as the next choice. In the 2350 election, we cast 23 votes and have 19 planets, but the election is deadlocked.

Scoring for 2450:

19 planets: 19
23 votes: 23

Colony total (including 87 for 2375): 131

Computers 49
Construction 54
Planetology 43

Research total (including 91 for 2375): 237

Humans restless: 4
Silicoids unease: 8
Psilons wary: 6
Bulrathis tense: 2

Diplomacy total (including 46 for 2375: 66

Sadly, the other races has failed to appreciate our love for peace and prosperity. The only choice is to exterminate them. The order of extermination is decided to be Bulrathis, Humans, Psilons and Silicoid.

We destroy the Bulrathis using the Orion gunships and a fusion bomber - none of the other races have access to planetary shields. The Bulrathi's advantage in ground combat is easily countered by our technological advantages. When taking Ursa, we appropriate ARS, and after discovering the Gauss AC, choosing Plasma Rifle as the next tech target, we design a huge HEF battleship which is used to break the Bulrathis, Humans and Psilons.

Just before the invasion against the Silicoids starts we also manage to bring a new improved battleship design into play. With warp 8 it greatly eases the logistics of destroying the Silicoid empire, even though we due to strategic mistakes send in our ground troops unsupported against Aurora. However, our advantage in ground combat was now so big that even the few survivors manage to conquer the planet.

We exterminate all the races in 2482.

Final score: 131 + 237 + 66 + 100 = 534

Final thoughts.

If getting Controlled Dead in the start of RBO 10 was a huge boost, I don't know what this should be called. The first colony is ultra-rich, and there is a nearby artifacts world which gives Improved Terraforming +20, both planets of a good size. Playing as the Klackons, no less, with plenty of room to expand.

The tech holes were also much less painful than in RBO 10. Planetology lacked both soil enrichment techs, and there were no bombs. But there were terraforming techs, computers, scanners, waste management, engines, fuel cells, armour, missiles and beams. Granted, the planetology choices of 40, 50, 60 were somewhat boring and repetitive, and the early Construction choices made one think of the Mrrshans.

It should be mentioned that one benefit of finding an early artifacts world is that it allows you to plan your tech path in great depth. Instead of having to guess what would be available in the next rung, I saw all the available techs up to toxic.

The game was also noticably easier due to the way the other races were distributed. If the yellow below the nebula had been occupied, my expansion would have been far harder. Instead, both the Psilons and the Bulrathi were stunted, and became blocked in by the Silicoid and myself.

It might be that my very success in colonisation preempted me in the diplomacy game, where I didn't manage to reach 75 points. I consciously chose to yield the worlds north of Arietis to the AIs, since I wanted to avoid tense relations, especially with the Humans. Perhaps I should have let the Psilons, Bulrathi and Silicoid battle it out over the four-star-cluster in the lower central portion of the map. As it was, I found few friends and many dislikes during the second part of the game. What could have helped was also proposing peace as soon as the diplomat reappeared. I might have to replay the second part trying that. But most of all, checking the other reports, I think I was too passive in my wars against the other races. I have a tendency to sit back and build, and let them come to me. This backfired badly in the scoring this time.

Last: feeding back reserves into an ultra-rich planet building reserves should be listed as an exploit.
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I'm sorry to see that you came up just short in the diplo category - that was definitely the toughest one. I thought you were going to make it when I saw the 46 points at the first scoring mark! It's hard to stay on good terms when you become the runaway force in the galaxy, as the AIs are programmed to go after you.

The decision to go after Orion was very clever, one of the more unorthodox ways to raise the tech scores! thumbsup I wish I had thought of that, it never even occurred to me. I also agreed with your analysis at the end, which was well-written.

Thanks for the report! smile
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Sullla Wrote:I'm sorry to see that you came up just short in the diplo category - that was definitely the toughest one. I thought you were going to make it when I saw the 46 points at the first scoring mark! It's hard to stay on good terms when you become the runaway force in the galaxy, as the AIs are programmed to go after you.

The decision to go after Orion was very clever, one of the more unorthodox ways to raise the tech scores! thumbsup I wish I had thought of that, it never even occurred to me. I also agreed with your analysis at the end, which was well-written.

Thanks for the report! smile

Actually, I went after Orion more due to a desire to score diplomatically (I had seen some reference that holding Orion was a positive diplomatic factor), not that it helped. I'm also quite sure the 15000+ BC's I sunk into Guardian-busting ships would've helped more in increasing my tech level if put into research, rather than the disappointing haul I got.

But at least it made for a different game.
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Holding Orion encourages other races to vote for you. Other than helping with a quicker diplo victory this would not help your score here. However I thought it was a good decision and you could have pulled much better tech than you actually did. I was considering going after Orion but had an early diplo victory. Nice to see a different approach and a good game with a good base score.
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Do you remember how many ships you sent to Orion? How many ships did you lose there? Any idea on how many rounds it took to defeat the Guardian on this one? Do you personally use a similar ship design to defeat The Guardian at Impossible?
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Doug.Lefelhocz Wrote:Do you remember how many ships you sent to Orion? How many ships did you lose there? Any idea on how many rounds it took to defeat the Guardian on this one? Do you personally use a similar ship design to defeat The Guardian at Impossible?

IIRC, I sent a hair over 1500 ships, and lost about 350 to 400 (I had 1164 left in orbit around Orion checking my 2450 save). I think they did it in two rounds of firing, maybe even one, since I remember being surprised by how easily I blew it up.

I haven't played on Impossible (until RBO 12, that is), but I think the above design should work there as well, though you will probably need more ships.

There's a MOO FAQ that lists Guardian stats, and some estimates on the number of guns you need to bring, though I think those estimates are off by a factor of 2 or so.
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I've used other designs to whack the Guardian. I've used stacks of huge ships at hard, and maybe once (I doubt it though) on impossible, with lots of beams and missiles. Not really efficient I think. I've used swarms of small ships (usually 5 stacks of the same design) with a sub-space teleporter or a high energy focus beam with either a gauss autcannon or some sort of beam that halves shields. That usually works out well, especially if I have a sub-space teleporter.

I can't really predict how well your design would work on an impossible level Guardian AI. It has 10,000 HP on Impossible as opposed to 8000 HP on Hard. That's not a big deal. *But* on impossible it has advanced damage control as opposed to an automated repair system (on average and below it doesn't have any repair technology). Or at least, it should, seeing as the Impossible level Guardian I saw in the "first" RBO 12 didn't have any repair system. So, you'd better have some design with a heck of a lot of firepower and take that thing out fast, or your ships will burn.
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Doug.Lefelhocz Wrote:(snip)
I've used swarms of small ships (usually 5 stacks of the same design)

(snip)

I can't really predict how well your design would work on an impossible level Guardian AI. It has 10,000 HP on Impossible as opposed to 8000 HP on Hard. That's not a big deal. *But* on impossible it has advanced damage control as opposed to an automated repair system (on average and below it doesn't have any repair technology). Or at least, it should, seeing as the Impossible level Guardian I saw in the "first" RBO 12 didn't have any repair system. So, you'd better have some design with a heck of a lot of firepower and take that thing out fast, or your ships will burn.

Well, I think 4,500 BC 8 Fusion beams should count as a heck of a lot of firepower. I think they can manage to take the Impossible Guardian down, with a few more ships, especially if you use 2 or 3 different stacks of the beasts (which is a good idea, now that you mention it) in order to handle the missiles. That's also the reason I put the Shield 1 on the thing - to force the Guardian to use four of the SP-Xs warheads to take down a single ship instead of three. But I also think I managed to dodge the first missile salvo from the Guardians - the second still managed to destroy 300+ ships.

But I agree - I've found that you need to take the Guardian down with one or two salvoes from your ships - you won't have time for more if you want to beat it with with mid-level techs.
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