The Meklar have always been one of my favorite races. Their proficiency in computers makes them excellent spies. I've always been partial to building Huge behemoth ships (strictly from a "I like big ships" standpoint, not actual gameplay), and their extra factories often facilitate that. But of course, their one glaring weakness is Planetology, and this Imperium is going to take that to the extreme. With terraforming off the table, owning planets is going to be even more critical than normal. Range tech will also be vital to get past those uninhabitable hostile worlds. Speaking of those inhospitable worlds, the danger from a council loss is actually going to be reduced in this game, I think. Without the Silicoids and the Player to grab the hostile planets, I'm predicting that most games won't see votes until very late, and hopefully Player will have had a chance to expand enough by then.
There's actually a second variant here as well, one that by itself would be rather difficult, and that's the prohibition on invasions. One of the best ways to make up for a tech gap is through pointy-stick research. If Player falls behind, then it's going to be very difficult to catch up. IIT tech will actually be very important this game, as each military acquisition is going to have to grow from scratch.
Like the last game, I think the best strategy is to expand hot-and-heavy right out of the gate. I won't be running a Farmer's Gambit this time (hopefully), but I would much rather colonize vs invade here. Plus, with the Klackons and Psilon, I'm sure to fall behind to one (or both!) of them eventually, but getting a decent empire going quickly could mitigate that somewhat.
Early Going
Right out of the gate, we have a tough decision. There are two red stars within range. So, do we gamble on one, or wait for scouts? Well, let's look at the stars themselves first. The N star potentially opens two worlds, and is a parsec closer. I don't think the SE star will open the red to Meklon's SW, but it will the red below it. However, I don't think that that southern Red is within range of the yellow, so we're going to need range tech to get to the center of the map. Given that, I think that the N red star is preferrable. Now, do we send the colony ship, or wait on the scouts? Assuming that the N star does NOT hold a habitable, what do we lose? Sending scouts first will colonize SE red in 5 turns. I'm guessing those reds are 4 parsecs apart, so sending the col ship first will result in SE red being founded in 6 turns. Well, gambling one turn on the SE red vs two turns on the N red is worth it. Col ship sent. Whew! That was a lot of analysis, just for the first move! I sent the scouts to the red and yellow to our SW; we have got to claim the middle to have a shot here.
Woot! The gamble paid off as Paranar is founded. And in other good news, that Red SW of Meklon is habitable. Unfortunately, the turn after we scout it, a Klackon scout shows up! Uh oh; that means they have to be at the southern of the two yellow stars. Could... get... ugly! To those who whined about the Impossible start, careful what you ask for! The difficulty here just shot up a bit. Thankfully the northern yellow holds an inferno world, so that ought to hold the bugs off for awhile.
Ok, so my scouts have all reported back, and the situation is interesting to say the least. There are 4 more habitables in range, and 3 of those are pretty large. However, we are completely boxed in to the N by hostile planets and Orion. After those two nice worlds to the S, we've got a blue star, then open space. So the only way to expand is going to be right through the Klackons! I'm not a huge fan of early warfare, but that may be our only option here. Given the apparent buffer between us and the bugs, I'm going to go ahead and take Meklon to 200 factories before building colony ships. I did pause to open the tech fields to find IIT9 and Range 4, and trickle-researched the latter once Paranar got to 2 factories/turn.
A Bulrathi scout revealed where the Bears were in 2313. Well, I definitely won't be going west peacefully; by the time I get the necessary range, they'll be established over there. In hindsight, I should have researched IIT9 before Range 4; I ended up getting the Range tech far before I could use it in 2324. Minor mistake, but in an extreme game like this, there isn't room for many of those. I took Nuke Engines next. IIT9 popped in 2335, and I of course took IIT8.
My settling order was Jinga (2334), Kakata (2341), Berel (2344), and Zhardan (2349). We were surprisingly the first to 6 systems. I don't expect that lead to last for long, though. While this was happening, I trickle-researched ECM I. Say what? Yep, -10% To-Hit on all my missile bases is worth 80RP, and it revealed what I wanted to see next, which was RCIII. RC tech is going to be the only way to grow our economy. That got immediately started at Meklon once Zhardan's col ship had been built. I went half factories, half research, after an initial shot at the beginning to get the research tripling going faster.
As predicted, the Bugs are indeed in the center, and they've also colonized that green in the middle too, which appears to be a size 70 planet. After RCIII came in, I had another tought choice. Keep climbing the tree with ISS, or pause to grab BCIII. I ultimately chose the computers. If I'm going to take it to the Bugs early, I'm gonna need computers. Plus, I'm hoping RC IV is in the rung after ISS, and I'd rather pause here then there. Meklon came fully online with 500 factories in 2360. The lack of clean-up tech was REALLY hurting though; almost half of that production was being flushed down the tubes! I put emphasis on IIT8 to both aid my planets' development, and hopefully reveal RW60%, which it did
My own brand of event luck continued in 2368 when Jinga rebelled. Oh well, 25 troops from Kakata, 25 from Meklon to deal with this setback. In better news, GNN reported us #1 in population in 2370, and that was with 50 troops in space, plus 37 rebels not counted. The fight did not go well on Jinga, though, as I lost 48 of 50 troops killing 37 rebels. Oh well, at least Hyper V's came in; I took the cheap NPG's, probably the best early fighter beam next. Of course, if Range 7 isn't in my tree, early warfare isn't going to be possible, but I'd like to keep the option open. On a side note, I found it funny that PDS was our only choice for the second shield rung, given the restriction. What's ironic is that I like researching that tech there, but the one time I didn't, I had to
Paranar came online in 2375. Nuke engines came in 3 turns later, revealing that we did indeed have Range 7! : That would get priority once RW60%, which was almost full by that time, was done. Well, bad rolls kept RW60% from popping until 2389, but oh what a difference it made! Kakata and Jinga were online by then, with Zhardan and Berel to follow in a couple turns. I stopped for Auto Repair on the Construction Ladder, and took Scatter Pack V's on the next rung in Weapons. I would rather have had Neutron Blaster or Merculite's, but so it goes. Shields was a tough choice, Class V planetary over Class IV. I wasn't in any pressing need of defense now, but with the Klackons on your doorstep, you never know. Class IV + Auto Repair would mean the option of Huge ships, which seemed attractive, especially for defending newly acquired planets. However, I needed better armor and a 2-space gun for that to be viable, and both would have to wait at least one more rung, so I went with the Planetary shields. 2392 saw my empire come online at full capactiy. I built bases at Berel, some NPG fighters out of Jinga, and everything else went to research. The faster I could get a tech lead on my opponenets, the faster I could expand.
2398 saw Range 7 come in, and contact with the Erratic Klackons. Despite their Expansionist trait, they only had three words, Incedus, Kholdan, and Arietis forming a triangle in the center of the map. I was pleasantly surprised to discover that I was quite a bit ahead of them in technology. I didn't see much of a use for peace with the bugs, so I decided to forgo trade in favor of a spy. I was a little worried about an alliance the Bugs had with the Alkari, but I figured the birds were probably too far away to matter. Without other contacts, I wasn't going to be helping the diplomatic situation much anyways.
2400 saw Scatter Pack's come in, and revealed the all-important Anti-Matter Bombs. Well, that sealed it; I would be going after the Klackons, and sooner rather than later. 2405 rolls around, and GREAT, ANOTHER event hits. Fabulous. Well, what do I have to deal with this time...
:2dance: Ho. Ly. Cow!!!!! That's awesome! After so many games of bad events happening at the most inconvienent moments, FINALLY I catch a break!! And my spies bring back the first reports of Klackon tehnology. The Klackon's don't have much, frankly. No engines, Class II shields, and their only beams are lasers. What they do have are Fusion Bombs and Scatter Pack V's. They also have 258 of a medium class design. That could easily be bombs or missiles. So I built a scanner ship, and sent it out for a little recon. In the mean time, my spies showed that they were good for more than intel, stealing Fusion Bombs in 2408.
The first election finally happened in 2410, us versus the Psilon. The results: Klackons(3) abstain, Humans(2) vote Psilon, Bulrathi(2) abstain, Psilon(5) vote for themselves, Alkari(5) vote Psilon, us(5) abstain. Now, that's a troubling result. If I go to war with the Klackons, and nothing else changes, I'm going to lose the next election. Even if I bomb and destroy Kholdan, and that eliminates a Klackon vote, I will STILL lose 14/21. So much for a diplomatic loss being reduced Basically, to ensure success, I need to take over both Kholdan and Incedius between 2425 and 2450, and pray that the Klackons and Psilon don't sign an alliance. So, I sent my spies into hiding, and dialed up minimal trade, to try and reduce the risk of war from the Klackons.
My scanner reached Incedius the turn after the elections, and this is what I found:
Well, not too many scatter pack's to worry about, especially when Class V shields come online. I am, however, worried about those bombers. If they decide to come for Kakata or Berel, I don't have an answer for that many medium ships. Even worse, Anti-Matter bombs come in to reveal Torpedoes and Fusion Rifle. Argh, no beams! You just can't hold a fledging world with missile boats. I actually decided to go back and buy the Ion Cannons.
With Anti-Matter bombs in, it was time to design some ships. Here's what I came up with to look at:
Also under consideration was an NPG fighter, Nuclear Engines, Mark III computer, cost 16BC. Basically, I needed a bomber ship and an offensive ship. On the bomber side, I could have about 30 of the medium bombers for the Huge. Given the Klackon's lack of shielding, the mediums would do more damage, have 3 times as many hitpoints, and be almost impossible to hit, given the bugs had no computers. So I went with those. Now I had to decide between Scatter Pack missile boats and NPG fighters. I could have 19 fighters for every three missile boats. 19 NPG fighters would do 66.5 damage per volley, while three boats would do 90. However, I could only fire the missiles 5 times, then I'd have to run. Plus, two stacks of Ion fighters meant that the bugs would have to choose what to target, and even though I've only got Nuclear engines, I still might be able to do some hit and run. So I went with the fighters.
The Psilon colonized Imra in 2413, and Stalaz and Darrian the following year, making them first to 12 planets. I went straight to maximum trade. If the the bugs decided to cozy up to the brains, I needed to be able to break that Alliance ASAP. I actually wasn't too far behind the Psilon on the tech bar graphs, and equal in productivitiy, so I figured all I had to do was avoid a council loss before I could conquor the Klackons, and I'd be in a stable position.
2420 saw my diplomatic position worsen dramatically. Out of nowhere, the Psilon went from no allies, to alliances with the Humans, Bulrathi, AND Klackons! I immediately dialed up the bugs and asked them to declare war, and for 825BC, they agreed. Psilon weapon's technology was actually way behind; they had gatling lasers, fusion bombs, and no missiles. They had Class V + V shields, but nothing I couldn't handle with my Anti-Matter bombers. Good news if I have to attack them after gaining control of Klackon territory after this next election. That's right; I've decided to ride the next election out, and hope I don't lose diplomatically. I couldn't make enough of a dent in the Psilon to matter anyway if the Alkari decide not to stay neutral, as their big planets are on the other side of the galaxy.
2425, and the elections are the Psilon... vs the Alkari! Klackons(3) vote Alkari, Humans(1) vote Alkari, Bulrathi(3) vote Psilon, Psilon(7) vote Psilon, Alkari(6) vote Alkari, and we(5) vote Psilon for the diplomatic boost. Whew!
Decison Time
And now it's decision time. Let's look at military first. I have about 500 of my new NPG Fighters, split in two stacks. I have about 220 older NPG fighters (no computers, but with Class I shields), again in two stacks. And I have 103 of those medium bombers, all at Berel. The Klackons have scrapped their medium Fusion bomb design, but they now have 160 of the Scatter Pack boats, and over 450 of the laser fighters. At least the missile boats are split into two stacks of 110 and 50 right now. They have no computers, so I shouldn't suffer too many losses from either the bases or missile boats. I think that my NPG fighters can hold planets in time to get them colonized, especially with those bombers scrapped, but I'm not certain. I can build a Huge Ion ship that would more than do the job, but it's 6 turns to build it at Meklon, 2 turns to Berel, then 5 turns to get to either Kholdan or Incedius. I think that's reasonable, as the Psilon only have lasers to attack with, and no major fleets close by that I can see. So militarily, I think I'm ok.
The real question is, will going to military cost me the game diplomatically? There were 25 votes in the last election. If I take either Kholdan or Incedius, I might be nominated again, and that's certain to happen if I manage to take both. The Klackons will hate me, and surely vote against me. I have 450 people now. The Klackons have +30, so I will pick up at least 170, at most 230 population by taking both Incedius and Kholdan, though I doubt I can have both at full population by the next vote. Even that would only net me two votes, two shy of a blocking vote. If the Psilon manage to sign a slew of alliances again, I'm toast.
Debating back and forth, another factor occurred to me. I've started a war between the Psilon and Klackons. Both have Fusion bombs, and can get past each other's shielding. I'm not at ALL certain how that will play out. I think the Klackons might be able to take and hold Tyr in the South; that planet was definitely a stretch for the Psilon. That would not be good, as it would strengthen them. I could also see the Psilon taking Incedius. Again, not good for me.
Ultimately, I decided to press the attack. Turtling will only see my opponents getting stronger. I have an advantage right now; if I don't press it, I might not get another. Yes I'm putting a loss to diplomacy in play, but I think the risk is necessary. To that end, my plan is to strike at Incedius. Fewer missile bases, in case my math is off, and hopefully that will put me in contact with the Bulrathi and somebody else to get some intergalactic conflict started. I'm also going to play populating my new colony by ear; I may try to keep myself below 500 for the next vote. We'll see.
Putting the Plan in Action
I had to wait three turns for Meklon to build a colony ship and send it to Berel. I was hoping that the bugs would move their SoD, which was currently parked at Incedius, in the mean time. They didn't, however, and two turns later, I found out why: 91 Psilon medium, incoming. Let's hope there aren't Fusion bombs on those puppies, or I might lose Incedius anyway. I click next turn and... phew! The bugs still hold the world. In fact, the Psilon have done me a huge favor by destroying 30 odd Lancers, and more than half the laser fighters. The stack of 140 Lancers at Kholdan will probably remain there, so I should be able to take Incedius with minimal losses.
In the three turns it took my fleet to get to Incedius, the diplomatically suave Psilon managed to bring in at least the Bulrathi and Humans against the bugs. Overkill much, guys? Now I know I made the right choice; I need to be snatching Klackon worlds before the AI does! 2431 was D-Day at Incedius. I did manage to take out the planet, but lost a LOT more bombers than I thought I would, almost 80, leaving me with only 23. Hmmm, looks like I'm going to need either a new design, or a LOT more to take out Kholdan. Given that Class V was almost full, I decided to hold off on producing any more of my current bomber; I'd replace it with a Huge sporting those shields to nullify the Scatter Packs. I lost almost no fighters in the attack, while destroying all of the Klackon's.
Taking Incedius did indeed put me in contact with the Bulrathi, and the Alkari as well. The Bears and Brains were both sent to Affable by my glassing of Inceduis, while the Alkari remained at neutral, indicating there was at least one species who didn't want to squash the bugs. I was ahead in technology compared to both of them. I went ahead and signed max trade agreements with both; I didn't know who I was going to be pitting against who, and I wanted my options to be as open as possible. Nobody had any ships incoming to Incedius, so it looked like the planet would be mine. The Bugs had indeed terraformed the planet, and I decided that I needed to fill it ASAP to get some defenses going. That turned out to be remarkably painful, as both Jinga and Kakata were 9 turns away with my Nuke engine transports. Here's the galaxy at this point:
The Human's must be pulling some OPE action, I'm guessing in the center of the map. Looks like my best bet would be to start a war between the Alkari and Brains, but I'd like to know just how far behind the Birds are in tech; I wouldn't want them collapsing just yet! I had been targetting the Klackons with spies since 2425, but didn't get a hit until 2439, stealing Deep Space Scanner. I'd love to lift Duralloy Armor, but that would be a long shot.
A New Tactic is Discovered
2440 brought another interesting choice. The Psilon decided to target Arietis next, and sent quite a few large ships its way. This prompted the Bugs to send their large stack of Lancers from Kholdan. I only had 50 bombers, though, probably not enough to take the planet. But what the hell, I was going to scrap them anyway, why not make a play for it? Maybe my NPG fighters could wittle enough of the bases down to win. Turns out I was right about the bombers, and I only managed to take out two bases, but didn't lose any fighters. I also got to see first-hand the Klacon's new weapon: a medium sporting a Fusion Bomb and a Death Spore! That could be trouble in numbers. The action did apparently do enough damage to drive the Alkari to calm (they were at war? that's new), the Bulrathi to Peaceful, and the Psilon to Affable.
Unfortunately, instead of wisely keeping their stack of Lancers at Arietis to counter the incoming Psilon threat, the bugs stupidly decided to send them on a vain, failed raid of Incedius. The did manaage to kill about 150 Ion fighters, but lost half their Lancers in the process, and let the Psilon gain air superiority over Arietis, and consequently lost the planet. To punish them for their mistake, my spies scored a major penetration. I took Construction, and SCORE!! Duralloy armor With it, I designed a new toy:
This picture actually came from late in the game; I must have misplaced the one I originally shot. I had chosen Repulsor Beams when Class V shields came in (tough choice, actually, but I really wanted an ARS design for defending new worlds) so those weren't available, but this ship would still be pretty tough. Immune to lasers, all but immune to scatter pack's, bombs and beams for both glassing worlds and holding them afterwards. It was a great design that found utility all the way to the end.
My spies weren't finished with the Klackons, managing to score again the very next turn. Hmmm, do I take Inertial Stabilizer of Class III? Stabilizers won out. The Alkari came calling for a NAP in 2447, which I agreed to. Speaking of the Birds, they had Class V planetary's, but only Hyper-V missles. That wouldn't be enough to destroy the large and huge ships the Psilon were fielding. Now I was in a quandry. My population bar and the bird's were both nearly equal. I had 514 citizens, enough to give me 6 votes. I didn't think that would push me into a nomination, but I couldn't be sure. So I hit upon a unique solution. When 2449 rolled around, I had 519. So I swapped 15 colonists each from Meklon and Paranar! Population in transports isn't counted. Sure enough, that dropped me to only 5 votes, enough to stay out of the running! Here's how the election broke down:
For the Alkari:
Klackons(1)
Bulrathi(4)
Alkari(6)
For the Psilon:
Psilon(9)
Abstained:
Humans(1)
Us(5)
Ha! It worked! The diplomatic loss was avoided. Even better, I could always assure that this happened by transferring whatever I needed at election time between two planets. This tactic could also be exteneded by including more planets in the swap. Sure it meant some lost production, but that's better than losing the game! Actually, I'm amazed that with all the brilliant people playing this game for this many years, that this tactic for avoiding early council losses hasn't been tried sooner. It's definitely going into my bag of tricks for the future.
My first Nemesis rolled into Berel right before the election. I did not want the diplomatic penalty for eliminating the Klackons, but I did want Kholdan. Here's the thing: the Klackon managed to secure airspace over Arietis when their Lancers returned, and transports are on the way, arriving in two turns. But a Psilon fleet with 97 mediums and 15 large's will get there first. If the bugs win, however, that would give me the opening I needed to take Kholdan. So I sent in my behemoth with a col ship, due to arrive in 3 turns. Unfortunately, the bugs did indeed fail, and lost all their fleet. I held off on glassing Kholdan, sending the Nemesis to Incedius, to join one on the way from Meklon. They would hang out there, on the off chance that the Klackons could take a world and hold it for a turn. I then paused to fill the reserves, which I had been using to get Incedius up and running faster.
There's actually a second variant here as well, one that by itself would be rather difficult, and that's the prohibition on invasions. One of the best ways to make up for a tech gap is through pointy-stick research. If Player falls behind, then it's going to be very difficult to catch up. IIT tech will actually be very important this game, as each military acquisition is going to have to grow from scratch.
Like the last game, I think the best strategy is to expand hot-and-heavy right out of the gate. I won't be running a Farmer's Gambit this time (hopefully), but I would much rather colonize vs invade here. Plus, with the Klackons and Psilon, I'm sure to fall behind to one (or both!) of them eventually, but getting a decent empire going quickly could mitigate that somewhat.
Early Going
Right out of the gate, we have a tough decision. There are two red stars within range. So, do we gamble on one, or wait for scouts? Well, let's look at the stars themselves first. The N star potentially opens two worlds, and is a parsec closer. I don't think the SE star will open the red to Meklon's SW, but it will the red below it. However, I don't think that that southern Red is within range of the yellow, so we're going to need range tech to get to the center of the map. Given that, I think that the N red star is preferrable. Now, do we send the colony ship, or wait on the scouts? Assuming that the N star does NOT hold a habitable, what do we lose? Sending scouts first will colonize SE red in 5 turns. I'm guessing those reds are 4 parsecs apart, so sending the col ship first will result in SE red being founded in 6 turns. Well, gambling one turn on the SE red vs two turns on the N red is worth it. Col ship sent. Whew! That was a lot of analysis, just for the first move! I sent the scouts to the red and yellow to our SW; we have got to claim the middle to have a shot here.
Woot! The gamble paid off as Paranar is founded. And in other good news, that Red SW of Meklon is habitable. Unfortunately, the turn after we scout it, a Klackon scout shows up! Uh oh; that means they have to be at the southern of the two yellow stars. Could... get... ugly! To those who whined about the Impossible start, careful what you ask for! The difficulty here just shot up a bit. Thankfully the northern yellow holds an inferno world, so that ought to hold the bugs off for awhile.
Ok, so my scouts have all reported back, and the situation is interesting to say the least. There are 4 more habitables in range, and 3 of those are pretty large. However, we are completely boxed in to the N by hostile planets and Orion. After those two nice worlds to the S, we've got a blue star, then open space. So the only way to expand is going to be right through the Klackons! I'm not a huge fan of early warfare, but that may be our only option here. Given the apparent buffer between us and the bugs, I'm going to go ahead and take Meklon to 200 factories before building colony ships. I did pause to open the tech fields to find IIT9 and Range 4, and trickle-researched the latter once Paranar got to 2 factories/turn.
A Bulrathi scout revealed where the Bears were in 2313. Well, I definitely won't be going west peacefully; by the time I get the necessary range, they'll be established over there. In hindsight, I should have researched IIT9 before Range 4; I ended up getting the Range tech far before I could use it in 2324. Minor mistake, but in an extreme game like this, there isn't room for many of those. I took Nuke Engines next. IIT9 popped in 2335, and I of course took IIT8.
My settling order was Jinga (2334), Kakata (2341), Berel (2344), and Zhardan (2349). We were surprisingly the first to 6 systems. I don't expect that lead to last for long, though. While this was happening, I trickle-researched ECM I. Say what? Yep, -10% To-Hit on all my missile bases is worth 80RP, and it revealed what I wanted to see next, which was RCIII. RC tech is going to be the only way to grow our economy. That got immediately started at Meklon once Zhardan's col ship had been built. I went half factories, half research, after an initial shot at the beginning to get the research tripling going faster.
As predicted, the Bugs are indeed in the center, and they've also colonized that green in the middle too, which appears to be a size 70 planet. After RCIII came in, I had another tought choice. Keep climbing the tree with ISS, or pause to grab BCIII. I ultimately chose the computers. If I'm going to take it to the Bugs early, I'm gonna need computers. Plus, I'm hoping RC IV is in the rung after ISS, and I'd rather pause here then there. Meklon came fully online with 500 factories in 2360. The lack of clean-up tech was REALLY hurting though; almost half of that production was being flushed down the tubes! I put emphasis on IIT8 to both aid my planets' development, and hopefully reveal RW60%, which it did
My own brand of event luck continued in 2368 when Jinga rebelled. Oh well, 25 troops from Kakata, 25 from Meklon to deal with this setback. In better news, GNN reported us #1 in population in 2370, and that was with 50 troops in space, plus 37 rebels not counted. The fight did not go well on Jinga, though, as I lost 48 of 50 troops killing 37 rebels. Oh well, at least Hyper V's came in; I took the cheap NPG's, probably the best early fighter beam next. Of course, if Range 7 isn't in my tree, early warfare isn't going to be possible, but I'd like to keep the option open. On a side note, I found it funny that PDS was our only choice for the second shield rung, given the restriction. What's ironic is that I like researching that tech there, but the one time I didn't, I had to
Paranar came online in 2375. Nuke engines came in 3 turns later, revealing that we did indeed have Range 7! : That would get priority once RW60%, which was almost full by that time, was done. Well, bad rolls kept RW60% from popping until 2389, but oh what a difference it made! Kakata and Jinga were online by then, with Zhardan and Berel to follow in a couple turns. I stopped for Auto Repair on the Construction Ladder, and took Scatter Pack V's on the next rung in Weapons. I would rather have had Neutron Blaster or Merculite's, but so it goes. Shields was a tough choice, Class V planetary over Class IV. I wasn't in any pressing need of defense now, but with the Klackons on your doorstep, you never know. Class IV + Auto Repair would mean the option of Huge ships, which seemed attractive, especially for defending newly acquired planets. However, I needed better armor and a 2-space gun for that to be viable, and both would have to wait at least one more rung, so I went with the Planetary shields. 2392 saw my empire come online at full capactiy. I built bases at Berel, some NPG fighters out of Jinga, and everything else went to research. The faster I could get a tech lead on my opponenets, the faster I could expand.
2398 saw Range 7 come in, and contact with the Erratic Klackons. Despite their Expansionist trait, they only had three words, Incedus, Kholdan, and Arietis forming a triangle in the center of the map. I was pleasantly surprised to discover that I was quite a bit ahead of them in technology. I didn't see much of a use for peace with the bugs, so I decided to forgo trade in favor of a spy. I was a little worried about an alliance the Bugs had with the Alkari, but I figured the birds were probably too far away to matter. Without other contacts, I wasn't going to be helping the diplomatic situation much anyways.
2400 saw Scatter Pack's come in, and revealed the all-important Anti-Matter Bombs. Well, that sealed it; I would be going after the Klackons, and sooner rather than later. 2405 rolls around, and GREAT, ANOTHER event hits. Fabulous. Well, what do I have to deal with this time...
:2dance: Ho. Ly. Cow!!!!! That's awesome! After so many games of bad events happening at the most inconvienent moments, FINALLY I catch a break!! And my spies bring back the first reports of Klackon tehnology. The Klackon's don't have much, frankly. No engines, Class II shields, and their only beams are lasers. What they do have are Fusion Bombs and Scatter Pack V's. They also have 258 of a medium class design. That could easily be bombs or missiles. So I built a scanner ship, and sent it out for a little recon. In the mean time, my spies showed that they were good for more than intel, stealing Fusion Bombs in 2408.
The first election finally happened in 2410, us versus the Psilon. The results: Klackons(3) abstain, Humans(2) vote Psilon, Bulrathi(2) abstain, Psilon(5) vote for themselves, Alkari(5) vote Psilon, us(5) abstain. Now, that's a troubling result. If I go to war with the Klackons, and nothing else changes, I'm going to lose the next election. Even if I bomb and destroy Kholdan, and that eliminates a Klackon vote, I will STILL lose 14/21. So much for a diplomatic loss being reduced Basically, to ensure success, I need to take over both Kholdan and Incedius between 2425 and 2450, and pray that the Klackons and Psilon don't sign an alliance. So, I sent my spies into hiding, and dialed up minimal trade, to try and reduce the risk of war from the Klackons.
My scanner reached Incedius the turn after the elections, and this is what I found:
Well, not too many scatter pack's to worry about, especially when Class V shields come online. I am, however, worried about those bombers. If they decide to come for Kakata or Berel, I don't have an answer for that many medium ships. Even worse, Anti-Matter bombs come in to reveal Torpedoes and Fusion Rifle. Argh, no beams! You just can't hold a fledging world with missile boats. I actually decided to go back and buy the Ion Cannons.
With Anti-Matter bombs in, it was time to design some ships. Here's what I came up with to look at:
Also under consideration was an NPG fighter, Nuclear Engines, Mark III computer, cost 16BC. Basically, I needed a bomber ship and an offensive ship. On the bomber side, I could have about 30 of the medium bombers for the Huge. Given the Klackon's lack of shielding, the mediums would do more damage, have 3 times as many hitpoints, and be almost impossible to hit, given the bugs had no computers. So I went with those. Now I had to decide between Scatter Pack missile boats and NPG fighters. I could have 19 fighters for every three missile boats. 19 NPG fighters would do 66.5 damage per volley, while three boats would do 90. However, I could only fire the missiles 5 times, then I'd have to run. Plus, two stacks of Ion fighters meant that the bugs would have to choose what to target, and even though I've only got Nuclear engines, I still might be able to do some hit and run. So I went with the fighters.
The Psilon colonized Imra in 2413, and Stalaz and Darrian the following year, making them first to 12 planets. I went straight to maximum trade. If the the bugs decided to cozy up to the brains, I needed to be able to break that Alliance ASAP. I actually wasn't too far behind the Psilon on the tech bar graphs, and equal in productivitiy, so I figured all I had to do was avoid a council loss before I could conquor the Klackons, and I'd be in a stable position.
2420 saw my diplomatic position worsen dramatically. Out of nowhere, the Psilon went from no allies, to alliances with the Humans, Bulrathi, AND Klackons! I immediately dialed up the bugs and asked them to declare war, and for 825BC, they agreed. Psilon weapon's technology was actually way behind; they had gatling lasers, fusion bombs, and no missiles. They had Class V + V shields, but nothing I couldn't handle with my Anti-Matter bombers. Good news if I have to attack them after gaining control of Klackon territory after this next election. That's right; I've decided to ride the next election out, and hope I don't lose diplomatically. I couldn't make enough of a dent in the Psilon to matter anyway if the Alkari decide not to stay neutral, as their big planets are on the other side of the galaxy.
2425, and the elections are the Psilon... vs the Alkari! Klackons(3) vote Alkari, Humans(1) vote Alkari, Bulrathi(3) vote Psilon, Psilon(7) vote Psilon, Alkari(6) vote Alkari, and we(5) vote Psilon for the diplomatic boost. Whew!
Decison Time
And now it's decision time. Let's look at military first. I have about 500 of my new NPG Fighters, split in two stacks. I have about 220 older NPG fighters (no computers, but with Class I shields), again in two stacks. And I have 103 of those medium bombers, all at Berel. The Klackons have scrapped their medium Fusion bomb design, but they now have 160 of the Scatter Pack boats, and over 450 of the laser fighters. At least the missile boats are split into two stacks of 110 and 50 right now. They have no computers, so I shouldn't suffer too many losses from either the bases or missile boats. I think that my NPG fighters can hold planets in time to get them colonized, especially with those bombers scrapped, but I'm not certain. I can build a Huge Ion ship that would more than do the job, but it's 6 turns to build it at Meklon, 2 turns to Berel, then 5 turns to get to either Kholdan or Incedius. I think that's reasonable, as the Psilon only have lasers to attack with, and no major fleets close by that I can see. So militarily, I think I'm ok.
The real question is, will going to military cost me the game diplomatically? There were 25 votes in the last election. If I take either Kholdan or Incedius, I might be nominated again, and that's certain to happen if I manage to take both. The Klackons will hate me, and surely vote against me. I have 450 people now. The Klackons have +30, so I will pick up at least 170, at most 230 population by taking both Incedius and Kholdan, though I doubt I can have both at full population by the next vote. Even that would only net me two votes, two shy of a blocking vote. If the Psilon manage to sign a slew of alliances again, I'm toast.
Debating back and forth, another factor occurred to me. I've started a war between the Psilon and Klackons. Both have Fusion bombs, and can get past each other's shielding. I'm not at ALL certain how that will play out. I think the Klackons might be able to take and hold Tyr in the South; that planet was definitely a stretch for the Psilon. That would not be good, as it would strengthen them. I could also see the Psilon taking Incedius. Again, not good for me.
Ultimately, I decided to press the attack. Turtling will only see my opponents getting stronger. I have an advantage right now; if I don't press it, I might not get another. Yes I'm putting a loss to diplomacy in play, but I think the risk is necessary. To that end, my plan is to strike at Incedius. Fewer missile bases, in case my math is off, and hopefully that will put me in contact with the Bulrathi and somebody else to get some intergalactic conflict started. I'm also going to play populating my new colony by ear; I may try to keep myself below 500 for the next vote. We'll see.
Putting the Plan in Action
I had to wait three turns for Meklon to build a colony ship and send it to Berel. I was hoping that the bugs would move their SoD, which was currently parked at Incedius, in the mean time. They didn't, however, and two turns later, I found out why: 91 Psilon medium, incoming. Let's hope there aren't Fusion bombs on those puppies, or I might lose Incedius anyway. I click next turn and... phew! The bugs still hold the world. In fact, the Psilon have done me a huge favor by destroying 30 odd Lancers, and more than half the laser fighters. The stack of 140 Lancers at Kholdan will probably remain there, so I should be able to take Incedius with minimal losses.
In the three turns it took my fleet to get to Incedius, the diplomatically suave Psilon managed to bring in at least the Bulrathi and Humans against the bugs. Overkill much, guys? Now I know I made the right choice; I need to be snatching Klackon worlds before the AI does! 2431 was D-Day at Incedius. I did manage to take out the planet, but lost a LOT more bombers than I thought I would, almost 80, leaving me with only 23. Hmmm, looks like I'm going to need either a new design, or a LOT more to take out Kholdan. Given that Class V was almost full, I decided to hold off on producing any more of my current bomber; I'd replace it with a Huge sporting those shields to nullify the Scatter Packs. I lost almost no fighters in the attack, while destroying all of the Klackon's.
Taking Incedius did indeed put me in contact with the Bulrathi, and the Alkari as well. The Bears and Brains were both sent to Affable by my glassing of Inceduis, while the Alkari remained at neutral, indicating there was at least one species who didn't want to squash the bugs. I was ahead in technology compared to both of them. I went ahead and signed max trade agreements with both; I didn't know who I was going to be pitting against who, and I wanted my options to be as open as possible. Nobody had any ships incoming to Incedius, so it looked like the planet would be mine. The Bugs had indeed terraformed the planet, and I decided that I needed to fill it ASAP to get some defenses going. That turned out to be remarkably painful, as both Jinga and Kakata were 9 turns away with my Nuke engine transports. Here's the galaxy at this point:
The Human's must be pulling some OPE action, I'm guessing in the center of the map. Looks like my best bet would be to start a war between the Alkari and Brains, but I'd like to know just how far behind the Birds are in tech; I wouldn't want them collapsing just yet! I had been targetting the Klackons with spies since 2425, but didn't get a hit until 2439, stealing Deep Space Scanner. I'd love to lift Duralloy Armor, but that would be a long shot.
A New Tactic is Discovered
2440 brought another interesting choice. The Psilon decided to target Arietis next, and sent quite a few large ships its way. This prompted the Bugs to send their large stack of Lancers from Kholdan. I only had 50 bombers, though, probably not enough to take the planet. But what the hell, I was going to scrap them anyway, why not make a play for it? Maybe my NPG fighters could wittle enough of the bases down to win. Turns out I was right about the bombers, and I only managed to take out two bases, but didn't lose any fighters. I also got to see first-hand the Klacon's new weapon: a medium sporting a Fusion Bomb and a Death Spore! That could be trouble in numbers. The action did apparently do enough damage to drive the Alkari to calm (they were at war? that's new), the Bulrathi to Peaceful, and the Psilon to Affable.
Unfortunately, instead of wisely keeping their stack of Lancers at Arietis to counter the incoming Psilon threat, the bugs stupidly decided to send them on a vain, failed raid of Incedius. The did manaage to kill about 150 Ion fighters, but lost half their Lancers in the process, and let the Psilon gain air superiority over Arietis, and consequently lost the planet. To punish them for their mistake, my spies scored a major penetration. I took Construction, and SCORE!! Duralloy armor With it, I designed a new toy:
This picture actually came from late in the game; I must have misplaced the one I originally shot. I had chosen Repulsor Beams when Class V shields came in (tough choice, actually, but I really wanted an ARS design for defending new worlds) so those weren't available, but this ship would still be pretty tough. Immune to lasers, all but immune to scatter pack's, bombs and beams for both glassing worlds and holding them afterwards. It was a great design that found utility all the way to the end.
My spies weren't finished with the Klackons, managing to score again the very next turn. Hmmm, do I take Inertial Stabilizer of Class III? Stabilizers won out. The Alkari came calling for a NAP in 2447, which I agreed to. Speaking of the Birds, they had Class V planetary's, but only Hyper-V missles. That wouldn't be enough to destroy the large and huge ships the Psilon were fielding. Now I was in a quandry. My population bar and the bird's were both nearly equal. I had 514 citizens, enough to give me 6 votes. I didn't think that would push me into a nomination, but I couldn't be sure. So I hit upon a unique solution. When 2449 rolled around, I had 519. So I swapped 15 colonists each from Meklon and Paranar! Population in transports isn't counted. Sure enough, that dropped me to only 5 votes, enough to stay out of the running! Here's how the election broke down:
For the Alkari:
Klackons(1)
Bulrathi(4)
Alkari(6)
For the Psilon:
Psilon(9)
Abstained:
Humans(1)
Us(5)
Ha! It worked! The diplomatic loss was avoided. Even better, I could always assure that this happened by transferring whatever I needed at election time between two planets. This tactic could also be exteneded by including more planets in the swap. Sure it meant some lost production, but that's better than losing the game! Actually, I'm amazed that with all the brilliant people playing this game for this many years, that this tactic for avoiding early council losses hasn't been tried sooner. It's definitely going into my bag of tricks for the future.
My first Nemesis rolled into Berel right before the election. I did not want the diplomatic penalty for eliminating the Klackons, but I did want Kholdan. Here's the thing: the Klackon managed to secure airspace over Arietis when their Lancers returned, and transports are on the way, arriving in two turns. But a Psilon fleet with 97 mediums and 15 large's will get there first. If the bugs win, however, that would give me the opening I needed to take Kholdan. So I sent in my behemoth with a col ship, due to arrive in 3 turns. Unfortunately, the bugs did indeed fail, and lost all their fleet. I held off on glassing Kholdan, sending the Nemesis to Incedius, to join one on the way from Meklon. They would hang out there, on the off chance that the Klackons could take a world and hold it for a turn. I then paused to fill the reserves, which I had been using to get Incedius up and running faster.
"A fanatic is one who can't change his mind and won't change the subject."
"It is not the fall that kills you. it's the sudden stop at the end." -- D. Adams
"Don't you hate it when your boogers freeze?" -- Calvin
"Very funny, Scotty, now beam back my clothes!!"
"It is not the fall that kills you. it's the sudden stop at the end." -- D. Adams
"Don't you hate it when your boogers freeze?" -- Calvin
"Very funny, Scotty, now beam back my clothes!!"