Imperium 12: sargonâs game
Well no planetology tech means I want more range, Duralloy, waste reduction and some luck with the map. The invasion restriction means gropo tech has limited use except in trade. Send Colony ship to SE red and scouts to N red and SW yellow. N is red Paranar (Jungle 80) but I settle SE red Jinga (Ocean 75) and send 11 then 6. Scouts find a good group of safe opening planets with N green Zhardan (Jungle 85) and S red Kakata (Jungle 90) but all on eastern edge. Expansion west is made difficult by hostiles (some rich), Orion (green W of Meklon) and AI whose scouts reveal Klackon are second yellow to SW and Bulrathi are yellow NW of Nebula. The only habitable off eastern edge is SW red Berel (Desert 20) â a bit small for a Desert. Will need to skirt around edges or through someone.
Open Construction & Propulsion in 2308 finding IIT9 & Range 4, not best choices. Place a tech deposit from homeworld to research evenly then leave Jinga to research alone until 2318. Adding 1, 2 then 3 ticks from homeworld gets tech into percentages then return to factories. IIT9 pops in 2322 revealing only IIT8. Bad news since LR Colony will now require a 3rd level construction tech (IIT9 needs Warp Disspator just for retro LR). A year later Range 4 pops and I choose Nuclear Engines over IS. Decide to push factories for a bit longer then place deposit on IIT8 before starting Colony ships in 2331 with just short of 300 factories.
In 2340 settle Kakata, sending half of full under-developed Jinga, and Paranar, sending 25 then 7 then 3 keeping Meklon working all built factories. Zhardan is settled in 2345 sending 22 from Paranar, Berel in 2350 with 8 from Jinga gets GNN 6 planet message. IIT8 popped in 2345 and choose RIW60% (yippee!) over ARS. After Colony ships Meklon goes for Max (with Jinga refilling pop) but stops to push tech in 2348/49 before maxing around 2353 and starts future Colony Ship pre-build. In 2359:
So 4 factory Berel (the dodgy Desert) suffers a disaster - early for an event but at least avoided my larger Planets. Oddly for this variant I now have a hostile planet which was too small for Accident to leave waste and could be improved by a Super Nova or Space Amoeba!
In 2360 Nuclear Engines pop and Range 7 is next. Now Kholdan is only 5 parsecs from Berel but the Klackons have not made contact. Looks like they are short of range and green south of Kholdan looks 5 parsecs away so, with yellow on edge not a homeworld, there could be some expansion room after all. Range 7 with LR Colony will give access to 1 N and 2 S planets so all planets pump tech to kick off Range 7. Tech is supported by Meklon then later Jinga and other planets with RIW60% arriving in 2371 and Range 7 in 2377. This meets 5PE Klackon (Erratic/Expansionist) and start 80 BC trade. Discover Deep Space Scanner then in 2380 settle SW blue Rich Aurora (Minimal 50) and S green Tyr (Arid 70). S of Tyr green Whynil is settled in 2382. Kakata sends about 100 pop over 4 turns to southern planets refilling from Jinga and force buying. Tech continues with RC3 then Deflector Shield II and Hyper-V rockets before settling yellow Gion (Arid 60) in 2389. Next year Quake hits Paranar killing 16 pop and destroying 272 factories, ouch!
Contact but still no visit from Klackon. With economy improving, discover PDS, NPG, Improved Space Scanner then IIT6 during 90âs then Planetary Shield-V in 2402 and ScatterPack-V two years later. Shields go up everywhere and even Berel gets a Missile Base. Early armour is missing as is a decent beam but after SP-V I choose Anti-Matter Bomb over Graviton Beam. I will need a decent bomber and, with Fusion Bomb missing, I decide to concentrate on AntiMatter. Fitting this on a small will require smaller BC3 (available but currently on BC5), Impulse Engines plus IS (or Ion if no Impulse) and level 29 weapons (eg. Tachyon or AutoBlaster plus an extra cheaper tech). With no interference tech continues with RIW40%, BC5 (selecting BC3) and Anti-Matter Bomb selecting Auto-Blaster over Phasor or Tachyon Beam. My spy gets a look at my backward neighbours:
After quick BC3, get Deflector Shield V, Fusion Rifle and Warp Dissipator finding Impulse Engines as wished. Impulse arrive in 2436 followed by Auto-Blaster and IIT4 then quick IS. After IIT4 it is nice to see RIW20% but have now missed 4 armour upgrades! Have exchanged PDS for Fusion Bomb and RIW60% for ARS and now in 2439 my pre-builds for Auto-Blaster ARS WD Hugeâs at Meklon, Kakata and Anti-Matter bomber smalls at Whynil are approaching completion. Then 2440 GNN announces Comet to strike Meklon in 8 years. I press for the attack leaving one huge produced 2442 to destroy Comet which should be adequate according to guide but post-game testing shows this was a big risk. My luck holds and Comet is destroyed early in 2446. Meanwhile, in 2442 with my other AB Huge and 100+ AM bombers about to launch, the bugs show impeccable timing by DOWâing! A year later DS3 Kholdan is dust then resettled â at size 130 it is my best planet! This introduces 9PE Psilon (Hon/Ind). As Kholdan settles, Incedius is cleared and settled next generating GNN 12 planet message and introducing 1PE Alkari(Xen/.Exp) & 2PE Bulrathi(Agg/Eco). As BC6 arrives, spy reveals Psilon tech:
Hmm, wonder where they got that great gun from?
Destroy/re-settle Maretta introducing 1PE Humans (Hon/Ind) with map in 2448:
Spies steal Zortium from bugs and exchange Fusion Rifle for Psilon Stinger missiles as I bomb out hostile Arietis & Herculis, bugs settling SW yellow. As I consolidate my gains and steel some minor techs, the 1PE Humans DOW in 2453 and the mighty Psilons 2 years later. In between wealthy Merchant contributes to my cause. In 2456 the Klackons genocide to a LR Colony with a few bombs while the main fleet removes the Humans. New Planetary Shield-X will help defence and ECM6 helps the steals. I take control over Mentar as the Psilons launch against my now impregnable defences. As Mentar & Kailis are destroyed, the main Psilon fleet perishes at Incedius:
Then it was just a bombing out of the remaining planets with Alkari then Psilon, stopping off for Bulrathi, and extermination at Psilon Morrig in 2469 (with Virus event hitting propulsion tech on last turn).
Well no planetology tech means I want more range, Duralloy, waste reduction and some luck with the map. The invasion restriction means gropo tech has limited use except in trade. Send Colony ship to SE red and scouts to N red and SW yellow. N is red Paranar (Jungle 80) but I settle SE red Jinga (Ocean 75) and send 11 then 6. Scouts find a good group of safe opening planets with N green Zhardan (Jungle 85) and S red Kakata (Jungle 90) but all on eastern edge. Expansion west is made difficult by hostiles (some rich), Orion (green W of Meklon) and AI whose scouts reveal Klackon are second yellow to SW and Bulrathi are yellow NW of Nebula. The only habitable off eastern edge is SW red Berel (Desert 20) â a bit small for a Desert. Will need to skirt around edges or through someone.
Open Construction & Propulsion in 2308 finding IIT9 & Range 4, not best choices. Place a tech deposit from homeworld to research evenly then leave Jinga to research alone until 2318. Adding 1, 2 then 3 ticks from homeworld gets tech into percentages then return to factories. IIT9 pops in 2322 revealing only IIT8. Bad news since LR Colony will now require a 3rd level construction tech (IIT9 needs Warp Disspator just for retro LR). A year later Range 4 pops and I choose Nuclear Engines over IS. Decide to push factories for a bit longer then place deposit on IIT8 before starting Colony ships in 2331 with just short of 300 factories.
In 2340 settle Kakata, sending half of full under-developed Jinga, and Paranar, sending 25 then 7 then 3 keeping Meklon working all built factories. Zhardan is settled in 2345 sending 22 from Paranar, Berel in 2350 with 8 from Jinga gets GNN 6 planet message. IIT8 popped in 2345 and choose RIW60% (yippee!) over ARS. After Colony ships Meklon goes for Max (with Jinga refilling pop) but stops to push tech in 2348/49 before maxing around 2353 and starts future Colony Ship pre-build. In 2359:
So 4 factory Berel (the dodgy Desert) suffers a disaster - early for an event but at least avoided my larger Planets. Oddly for this variant I now have a hostile planet which was too small for Accident to leave waste and could be improved by a Super Nova or Space Amoeba!
In 2360 Nuclear Engines pop and Range 7 is next. Now Kholdan is only 5 parsecs from Berel but the Klackons have not made contact. Looks like they are short of range and green south of Kholdan looks 5 parsecs away so, with yellow on edge not a homeworld, there could be some expansion room after all. Range 7 with LR Colony will give access to 1 N and 2 S planets so all planets pump tech to kick off Range 7. Tech is supported by Meklon then later Jinga and other planets with RIW60% arriving in 2371 and Range 7 in 2377. This meets 5PE Klackon (Erratic/Expansionist) and start 80 BC trade. Discover Deep Space Scanner then in 2380 settle SW blue Rich Aurora (Minimal 50) and S green Tyr (Arid 70). S of Tyr green Whynil is settled in 2382. Kakata sends about 100 pop over 4 turns to southern planets refilling from Jinga and force buying. Tech continues with RC3 then Deflector Shield II and Hyper-V rockets before settling yellow Gion (Arid 60) in 2389. Next year Quake hits Paranar killing 16 pop and destroying 272 factories, ouch!
Contact but still no visit from Klackon. With economy improving, discover PDS, NPG, Improved Space Scanner then IIT6 during 90âs then Planetary Shield-V in 2402 and ScatterPack-V two years later. Shields go up everywhere and even Berel gets a Missile Base. Early armour is missing as is a decent beam but after SP-V I choose Anti-Matter Bomb over Graviton Beam. I will need a decent bomber and, with Fusion Bomb missing, I decide to concentrate on AntiMatter. Fitting this on a small will require smaller BC3 (available but currently on BC5), Impulse Engines plus IS (or Ion if no Impulse) and level 29 weapons (eg. Tachyon or AutoBlaster plus an extra cheaper tech). With no interference tech continues with RIW40%, BC5 (selecting BC3) and Anti-Matter Bomb selecting Auto-Blaster over Phasor or Tachyon Beam. My spy gets a look at my backward neighbours:
After quick BC3, get Deflector Shield V, Fusion Rifle and Warp Dissipator finding Impulse Engines as wished. Impulse arrive in 2436 followed by Auto-Blaster and IIT4 then quick IS. After IIT4 it is nice to see RIW20% but have now missed 4 armour upgrades! Have exchanged PDS for Fusion Bomb and RIW60% for ARS and now in 2439 my pre-builds for Auto-Blaster ARS WD Hugeâs at Meklon, Kakata and Anti-Matter bomber smalls at Whynil are approaching completion. Then 2440 GNN announces Comet to strike Meklon in 8 years. I press for the attack leaving one huge produced 2442 to destroy Comet which should be adequate according to guide but post-game testing shows this was a big risk. My luck holds and Comet is destroyed early in 2446. Meanwhile, in 2442 with my other AB Huge and 100+ AM bombers about to launch, the bugs show impeccable timing by DOWâing! A year later DS3 Kholdan is dust then resettled â at size 130 it is my best planet! This introduces 9PE Psilon (Hon/Ind). As Kholdan settles, Incedius is cleared and settled next generating GNN 12 planet message and introducing 1PE Alkari(Xen/.Exp) & 2PE Bulrathi(Agg/Eco). As BC6 arrives, spy reveals Psilon tech:
Hmm, wonder where they got that great gun from?
Destroy/re-settle Maretta introducing 1PE Humans (Hon/Ind) with map in 2448:
Spies steal Zortium from bugs and exchange Fusion Rifle for Psilon Stinger missiles as I bomb out hostile Arietis & Herculis, bugs settling SW yellow. As I consolidate my gains and steel some minor techs, the 1PE Humans DOW in 2453 and the mighty Psilons 2 years later. In between wealthy Merchant contributes to my cause. In 2456 the Klackons genocide to a LR Colony with a few bombs while the main fleet removes the Humans. New Planetary Shield-X will help defence and ECM6 helps the steals. I take control over Mentar as the Psilons launch against my now impregnable defences. As Mentar & Kailis are destroyed, the main Psilon fleet perishes at Incedius:
Then it was just a bombing out of the remaining planets with Alkari then Psilon, stopping off for Bulrathi, and extermination at Psilon Morrig in 2469 (with Virus event hitting propulsion tech on last turn).