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Imperium Thirteen: Fighter Mania

Summary: diplomatic victory in 2599.

This is not my first Impossible game, but I don't have many under my belt (the aborted RBO 12 was my first), and with one of the weaker races. I'll have my work cut out for me!

Sends colony ship to green star @ 2 - Desert 30, but the other planet in range is tundra. Beggars can't be choosers. Sends 8 to Esper and builds scout 1A for two turns (total 9). The scouts are started one turn late, but it seems not to have an impact.

Near neighbourhood scouted in 2312. One habitable within 4, two more within 5, so range 5 needed. One rich inferno, one toxic, two tundra (one of which is ultra rich and need range 4) and Orion. Open planetology and propulsion using 4 RP from Altair.

IER and Range 5 are only choices. At least we got the two critical early techs. The main question now is which priority each should get. Range 5 is needed for any expansion, but IER will speed it up considerably. I make a 4:1 split between IER and range 5, seeding with max research from both worlds and then putting in two clicks only from Altair. By slowly increasing the ratio of research, I've found that I can manage to get IER at the same time or just before the homeworld maxes out its factories and pop.

IER pops early, in 2331 and after seeding Tundra we switch proportions between Planetology and Propulsion. With Propulsion at 8% in 2333 we start building our first colony ship, due in 3. Plan is for it to go to Firma. Then I realise I need at least six more scouts, and several more after Firma is settled, when range 5 comes in. Altair is set to build 8 more scout 1a first, while researching. Colship is started in 2334, due in 3, with range 5 at 18%. Scouts are prepositioning.

Range 5 pops at the same turn as the colony ship is built - perfect timing! IS is the only choice. Since I still haven't encountered any of the alien races, I uncover some planets with the new scouts enroute. Next colship (due in 3) is bound for Artemis, and the one after that for Drakka.

I open up Construction in 2339, and set research priority to Tundra. We can choose between IIT 9 and RIW 80%. Both are desirable, but with IER the benefit of RIW 80% is rather marginal, so IIT 9 gets the nod, mainly due to its low cost.

Paranar scouted. We will need range 8 or a LR colony ship to reach this gem. I spend one turn to re-seed tech from Altair - the next colony ship is still due in 3 due to overflow from the first two.

Vox and Gienah scouted - especially Vox is fabolous! Tech is equaled between Construction, Planetology and Propulsion.

Firma is settled in 2341. No messages so far. The colony ship bound to Drakka will depart on time, and reloc via Esper to save a turn in transit. I'd like to send one to Vox ASAP, but it will have to wait until Artemis is settled.

A Sakkra scout is spotted SW Firma, which is seeded with 10 from Esper (and Esper gets sent one from Altair, where it's regrown immediately).

Production report 2343-44 interturn:

Sakkra - Meklar - Darlok - Bulrathi - Psilon - Alkari

Not so good for us, but nice that the Psilons seems to trail the other races. Now, the question is where the Sakkra scout came from. It seems to be going for Firma, from the southwest, which doesn't make sense given the yellow star layout and that I haven't seen any of their scouts earlier, but the actual ship placement while enroute are often out of whack. However, I decide to send the next colony ship to Gienah, and not Vox. Vox is the better planet, but I haven't seen any sign of the other races to the east yet, so I think Gienah is under bigger threat. I will need some early fighters, though. OTOH, I can send the colony ship stopping at Esper right on to Gienah, instead of Drakka. I decide to do so.

However, I delay the next colony ship at Altair to build several fighters with 1 laser and shield 1. The shield is cheaper than the computer and helps more in early combat. They are reloc via Firma, and will split between Drakka and Gienah.

Artemis founded in 2344 - this opens up the entire northwest to us, where Xengara also is a quality planet. Five pop are sent from Esper. Checking confirms that Altair will grow another pop next turn, so it sends one to Esper as well. Artemis and Firma also gets 10 BC each from our abundant reserves (30 BC).

The Sakkra scout is bound southeast, probably for the yellow east of Gienah. In that case, they have range 4, and fighter cover is really important for Gienah as soon as the colony is up, since the Sakkra in all likelihood will have scouted the planet.

Census ranking (2347-48):

Sakkra - Meklar - Darlok - Alkari - Bulrathi - Psilon

Nice that we are not last, especially since we are into heavy expansion right now, and also nice to see the Psilons trailing. The Meklars are worrisome, though. After some deliberation, I decide to send the colship at Esper to Vox. That will open up Paranar, and I can cover Drakka with fighers. Five more pop are sent from Esper to Firma - especially Gienah will need pop in a hurry, bordering the Sakkra as they do, even with 12 fighers for cover.

We encounter the Sakkra at Centauri - 65/130/4, with 4 mediums as well. It's the white 3 pc south of Gienah - the fighters will definitely be needed.

Gienah settled in 2351! The 12 fighters will arrive next turn, and we get contact with the Sakkra. Unease, but pacifistic ecologists. I can probably live with that. Little did I know... We trail in all categories except planets - they have four (Sssla, Centauri, Proteus, Aquilae) to our five. Also, chalk up another case of AI tardiness in colonisation. They probably could've reached Gienah with nothing more than range 3 and a bridging colony (which could've been their second world) - I needed range 5 and my third world to reach it. I send 10 pop from Firma, and a colony ship from Esper to Drakka. I also continue to send single pops from Altair to Esper when they will grow back immediately.

Whoops! The Sakkra declare in 2352-53 before I can do anything. I probably should have tried to get trade immediately on contact, not that I guess it would've helped. Gienah gets the remaining 10 BC in reserves. I also send three of the four F 1A from Firma to Gienah. I can't do much more.

Colossus spotted next turn going, probably going for Rotan. Since it's barren, and they likely will have scouted it before, I'm not going to send any fighters to intercept (and split my forces). I take a pause in colship building, and let the overflow go to more fighters and add several more RPs in one turn, while Esper builds some factories. The new fighters will go to Gienah via reloc. Since Vox won't be settled until next turn, I send the scout and colship at Esper to Selia as a waypoint stop.

Whoa! Sakkra SoD at Centauri - 4 colony ships, 8 spirit (medium), 3 juggernaut (large), 2 valkyrie (large), 17 colossus (medium). No way my fighters can stop that. Two more colonies to go, and two more with Tundra when it comes in, and we can begin to plan defenses.

Aquilae is 65/130/12 with 2 Colossus in orbit. My scout (sent earlier) retreats. Vox settled in 2355. Sends five pop from Artemis. One sent from Altair to Firma. Sakkra SoD moving, probably (hopefully) to Aquilae. However, there's another stack (1 valkyrie, 4 colossus) moving, which might be bound for Gienah.

Our scout is chased off from Rotan. IIT 9 comes in, IIT 8 is the only new option.

Drakka founded in 2357, and another colship is build and sent for Tyr. The next (and last standard one, I guess) will go to Xengara. I consider sending 10 from Esper to Drakka, but note that there are two Colossus and one Valkyrie inbound to the colony, where I only have eight fighters. I could probably handle the Colossus, but the Valkyrie is another matter. I send them to Firma, instead.

Seidon scouted in 2359 - Desert 35 ultra-rich! I hope I can nab it from the Sakkra as well, but it'll be quite a reach.

My eight fighter beat two Colossus (which have a heavy laser), losing only a single fighter. The Valkyrie coming next turn is another matter, though. The Sakkra are open for talks however, but declines an offer of peace. With my next (and probably last, for a while) colony ship due, I open up the rest of the research fields.

The seven fighters make a valiant attempt against the Valkyrie, but loses over half their numbers while only making 10 or so damage to it. It's armed with heavy lasers, missiles and probably some shield.

Tech choices:

ECM I
Shield 2
Hand Lasers (Hand Lasers, Hyper-V)

I'm considering going for Hyper-V instead of Hand L, but I decide I want to go up the three as fast as possible.

Oops! It seems Xengara is 6 from Artemis, not 5. I have a spare colony ship - I'll send it to Selia in case any prospects come up. Altair set to research - equal for this turn. A large Sakkra stack is moving, probably to Gienah.

32 Sakkra pop spotted moving to Drakka. Guess I'll lose that world. I set the colonists to eco, so there won't be any factories for the Sakkra to take. Set research priorities (5 clicks to computers, construction, fields, 15 planetology, 10 propulsion, weapons).

Four factories destroyed at Firma - unknown, but we only have contact with the Sakkra. Paranar settled in 2362, triggering the eight system message. It is sent 5 each from Esper and Artemis.

Our fighters are driven off Gienah - no surprise there with a large stack moving in. Tundra comes in, and we can only chose EER. No terraforming yet, bummer. Gienah is bombed, losing 6/13, and the Sakkra capture Drakka. Good news is that the only ground combat tech they have so far is Hand Lasers. Gienah has lost all factories, and is set to eco spending to grow some pop for the inevitable assault.

The Sakkra decline peace again. I can only hope they are limited to range 4, or that I can stop them at Firma. Another decision time: I can either try to tech and build up some military to stop the Sakkra, or I can build some Tundra colony ships and settle replacement worlds. I decide to do the latter. Tech priorities changed: 10 to planetology and construction both.

Tyr is settled in 2365, and 5 is sent from Artemis. The Sakkra settle Incedius (barren) and Misha. The colony ship is armed and drives off my scout which arrives the same turn, but I let the scout hang around for one turn to scout the planet. I also spot another Sakkra colony ship, probably bound for Ajax, a steppe 50 rich. I believe I should be able to poach that system from them, though, given a little time.

Our first tundra colony ship is built in 2368, and sets course for Vega. The next one will go to Hyades. After that I will concentrate on maturing my colonies.

Hand Lasers come in, and we get the choice of NPG, Hyper-X and Ion Cannon. By no means an easy choice, but the low cost of the NPG and that it is easily deployed on a fighter decides it.

A Bulrathi colony ship is encountered at Phantos. I hope they and the Sakkra end up in conflict. Firma is soon maxed out, and I believe the Sakkra have stopped their expansion at my expense for now. Our last colony ship for a while departs for Hyades in 2371, and Esper is set to max factories while Altari researches.

Firma maxes factories, and can build a missile base in 3 - I will build at least three for now. ECM 1 comes in, and the only choice is ECM 2 - bummer.

I get the mineral depletion event hitting Tyr. No big deal, but I'm already in enough trouble as it is. I encounter a Meklar colony ship east of Beta Ceti, but my scout has to retreat. I will send a new one as soon as possible. A few fighters built from leftovers manage to beat off a Sakkra colony ship at Hyades, which promptly rebels (probably Sakkra spies at work), but I already have five pop on the way, due next turn.

The Sakkra manage to gain orbital superiority over Paranar. Willow is scouted, and is a toxic psilon colony. 22 Sakkra pop are incoming to Paranar - I can probably hold the colony against this assault, but I'm in serious trouble here. However, I decide to push through on building a missile base, but it's due in 7 now. The first assault is repelled, but we're now 9 away from the first missile base. Plenty of fighters will arrive in 5, though.

More Sakkras are incoming, but it's only 16 now. I set Paranar to grow pop - good news is that the Sakkra are still limited to hand lasers. Bad news is that the Sakkra have finally settled Seidon.

The Sakkra ask for peace in the 2384-85 interturn. I happily take it. They are in an alliance with the Darloks, and at war with the Psilons, Bulrathi and Meklars. I hope I can score some brownies with the other three races when I encounter them by taking revenge on the Sakkra, especially as their last assault on Paranar lands on the next interturn.

Hmmm... it seems the Sakkra are up to fusion engines. Bad.

Somehow it seems I got a reserve of 2124 BC - no idea about from where. I happily fuel it into my developing worlds.

Sakkra steals ECM 1, and IS comes in. Only option is range 7. The Sakkra steal IIT 9 the next turn. Bad. Need to get more computer research.

Shields 2 finally comes in, and the only option is shield 3. The NPG comes in the turn after that, and the new options are SP-V, Ion Rifle and Mass Driver - no contest on the SP-V.

We get a tech report in the 2392-93 interturn:

Sakkra - Psilon - Darlok - Meklar - Bulrathi - Alkari

IIT 8 comes in, and we get the choice of Battle Suits, IIT 7 and ARS. I go for the Battle Suits. I foresee lots of ground combat, and using mostly small ships. One turn later, we get 900 BC from the merchant event. Now, where to feed it?

The Meklars have settled Phantos. Good for us. I sign up the Sakkra for a 70 BC trade. ECM 2 comes in, and the only choices are ECM 3 and ISS. No contest for the ISS.

The Sakkra declare on us again! At least now I've got a few bases up.

I finally got my spy in the Sakkra empire. Bad news, they're up:

BC 2, ISS, IRC 4, BC 6
RIW 80%
Shield 3
Barren, DSpores
Range 4, range 6, Warp 3
FBomb, NBlaster

I set the spy to hide for now, until I can get better computer tech.

The Psilons settle Beta Ceti, and we get contact with them. They're honorable industrialists, at war with Sakkra and Darloks. I sign up a 85 BC trade, but they decline a NAP at Neutral. They have hyper-V and IT 10, but I decline trading for them. They are up to eleven systems, when they drive of my scout from Guradas, and hold the entire northeast corner of the map. The Bulrathi, Meklar and Darlok must be cramped into the southeast corner, each starting at one of the yellow stars in the triangular cluster.

Range 7 comes in, and my spare colony ship set course for Artemis the turn before (in 2403) to continue on to Xengara. We also get contact with the Meklar. Xenophobic Ecologist, at war with the Sakkra, Darloks and Bulrathi. They only have four stars. The only new tech after range 7 is range 8. What is this? It's worse than Imperia 10, and we're on a large map!

I can't get any engines from the Psilons or Meklars, and the Meklar also decline trade. It seems I don't have any diplomatic options open right now, so I will have to turtle for now.

The council convenes in 2405! Surprise, it's us and the Sakkra. Good news: most vote for us. Bad news: the Sakkra have a veto all by themselves.

Sakkra: 10 Sakkra
Bulrathi: 1 Alkari
Meklar: 3 Alkari
Psilons: 3 Alkari
Darloks: 4 abstain
Alkari: 7 Sakkra

Hopefully I can get some breathing space this way. A Psilon colony ship has set course for Selia, but I send my fighters from Paranar to intercept.

EER comes in, and we get a choice! Soil or BTA. I take the soil - I need all the pop and factories I can get. The Sakkra have more than a few huges moving around. We also get a new spying report in 2410 on the Sakkra, they now have:

BC 2, ISS, IRC 4, BC 6
RIW 80%, IIT 7, RIW 60%
Shield 3
Barren, DSpores, Toxic
Range 4, range 6, Warp 3
FBomb, NBlaster

I shop around with EER, and the Meklar only offer old techs. The Psilons, however, put Duralloy, Toxic, IT 10, BC 4 and BC 3 on the table. I guess they are really hurting for waste cleanup, placing two level 15-techs on the table (EER is 13): I'm tempted by the computer, but ISS is due soon, I don't have any post-tundra environment techs in my tree, and several hostiles in my backyard. I can also trade IT 10 for NPGs, and I do that. It's lopsided, but the tech will easily add another vote for me in the 2424 election. Also, economic techs are more valuable than weapons techs, in most cases.

However, when I check the map, I think I should've gone for the computer. Toxic only opened up two small worlds.

I set all the worlds for terraforming, but it seems terraforming tech when traded only becomes active the next turn... 500 BC or so down the drain.

Spy report of 2412:

Psilons:

BC 3, BC 4, ECM 4
RIW 80%, Duralloy, IIT 7
Shield 3
IT mumble (environ bug), probably IT 40
Hyper-V, IonC, NBlaster

Meklar:

DSS, BC 3
Shield 3, shield 4
DSpores
Warp 2
GatL, IonC

The Sakkra have picked up IT 20 from somewhere, otherwise no changes from what I can tell.

SP-V comes in, and the new choices are AMB, HBeam and FBeam. I'm tempted by the FBeam, but decide on the AMB in the end. I believe I can handle the Sakkra fleet using NPGs, but I need a bomb if I am to crack their missile bases.

Xengara settled in 2413. I send 10 each from Artemis and Tyr. Next turn I spot a Sakkra stack, probably incoming for Firma, but they agree to peace for now. Shield 3 comes in, and the only choice is shield 4 (bummer!). A little later ISS comes in, and we finally get a real choice: IRC 4 or BC 5. Both things are needed, but my economy needs a real shot, so IRC 4 it is.

Battle Suits come in, and the new choice is Zortium. With IRC 4 researched right now, however, I decide to go for IIT 7. With over 2000 factories to add soon, this will save the entire cost of researching the tech right now.

The Meklars finally turn up to be tech trading partners: I get BC 3 for IS (yes! a real computer, even if it's crappy), and warp 2 for range 7. Especially the latter is a ripoff, but I need more speed!

Election of 2424, with 32 votes:

Sakkra: 11 Sakkra
Bulrathi: 1 Alkari
Meklar: 3 Alkari
Psilon: 4 Alkari
Darlok: 5 abstain
Alkari: 8 Sakkra

The Sakkra veto is becoming narrower, but with the Darlok abstaining we are not close to a diplomatic victory. The Sakkra is flying around with large amounts of huges - I can only hope they're not aiming them at me for now.

Whoops, the Meklar declare in the 2428-29 interturn. The Sakkra, however, agree to a bit of trade. They are also willing to trade us some tech for EER. Normally, this would be a no-no, but they already have IER and RIW 60%, so their savings would not be huge. PDS or Warp 3 would be nice. I will wait for range 8 to come in, though.

Soil pops, as does range 8!

Cloning (BTA, Cloning, AER)
Warp 5 (range 9, warp 5)

Ursa gets fertile the same interturn. I upgrade trade to 625 BC with the Psilons, and sign a NAP. I spend heavily on reserves to get the soil enrichment done ASAP. A little later I trade EER to the Sakkra for PDS. It's lopsided, but they don't get much benefit from EER, and it will allow me to face the Sakkra on the ground on equal terms.

IIT 7 comes in, and Zortium is next.

Woohoo! We finally manage with a tech theft, against the Meklars. Choices are computers and weapons, so it's probably DSS or Gatling. We select computers, to help further spying, and get DSS. We also spot a Meklar stack inbound for Paranar - two huges and two large. Reserves are funnelled there to build more bases. If the ships have good jammers and heavy shields, my SP-V equipped bases could have trouble, but they don't seem to have any really dangerous weapons available. However, I switch most research to fields, where I'm likely to get shield 4 before the stack arrives.

Another Meklar stack follows at the heels of the first. Another case of AI stupidity - the stacks would be much harder to handle if they arrived at the same time.

Shield 4 comes in in good time to greet the Meklars. I can choose between RB and Shield 5, and select RB. I don't expect to get much use out of it, but it's cheaper than the shield. Research focus switched back to propulsion.

IRC 4 hits, and we go for upgrading as fast as possible. New choices are:

BC 6 (ECM 3, BC 5, ECM 5, BC 6)

I also spend heavily from reserve, almost emptying it (Vega is more or less continously feeding the planetary reserve).

The Sakkra attack us at Paranar, with three designs:

Nemesis (14 hvy ionc, 38 ionc, spd 1, shd 3)
Annihilator (27 MDriver, 2 spores, 4 ionc, spd 2, shd 4, IS)
Tornado (6 MDriver, 2 ionc, spd 2, shd 3, IS)

The F 1B will concentrate on the tornado, while the planet will concentrate on the Annihilator. The Meklars are beaten off with only some losses amongst the fighters.

We finally get a real engine, with warp 5! Choices are warp 6 and ISG. ISG it is. With the election approaching, I approach the Meklar about peace, but they decline. We are slowly catching up with the Sakkra in tech, however. As soon as I get the AMB, I will try to take the offensive.

2449 election, 42 votes:

Sakkra: 15 Sakkra
Bulrathi: 2 Alkari
Meklar: 4 Sakkra
Psilon: 6 Alkari
Darlok: 5 abstain
Alkari: 10 abstain

Bugger, the Meklar manage to take out all the bases at Paranar. Should've built a few more - I thought 18 could handle the cruiser-heavy stack they threw at me. But AMB comes in, with choices of AMT, FRifle or Megabolt. Megabolt it is, even if the FRifle is tempting.

We also get the plague at Xengara.

Reserves are pumped to Xengara, Tyr, Paranar and Selia. Paranar builds four more bases, and Tyr and Selia builds F 5As: NPGs, IS, BC 3 and warp/maneuver 5. Despite having defense 12, the Meklar still manage to hit them regularly, with only attack 4.

In the 2453-54 interturn, we manage to wrest back control of the Paranar airspace from the Meklar, but it might only be a temporary reprieve. Yes, the next attack destroys my defenses with only slight losses, but then the Meklars sign peace and give me a bunch of BCs, too, I think!

And then someone frames their sabotage on me. Damn Sakkra. I check espionage, and the Psilons have Adv Soil - so I immediately trade them Soil for IT 40. Whee!

Zortium comes in, and the only new choice is RIW 40%.

The Sakkra declare again! I dial up the Psilons, and they agree to break their alliance with the Meklar. I also give them 400 BC.

A few turns later I start build up a bomber force to take out Phantos, but the Psilons complain about sabotage from us. Rep beam comes in, and we select PAS over shield 5 or 6.

Our bombers almost manage to take out all the bases at Phantos - only three (of 18) remains.

Space fleet strength 2471-72 interturn:

Sakkra - Darlok - Psilon - Meklar - Alkari - Bulrathi

I equalise tech.

The Psilons are willing to trade me PShield 5! I give them Zortium for it, and start building planetary shields everywhere. My last major tech hole has just been plugged.

The next turn we get both BC 6 and cloning.

ECM 6 (ECM 3, 5 & 6, BC 4 & 7)
BTA (BTA, AER, IT 50)

ECM 6 is cheaper, and we just got BC 6. BTA since the Meklars use DSpores, and IT 50 isn't that much better than IT 40.

Quake at Esper, and we launch another attack at Phantos.

2474 election, already!

49 votes
Sakkra: 19 Sakkra
Bulrathi: 2 Alkari
Meklar: 3 Sakkra
Psilon: 7 Alkari
Darlok: 5 abstain
Alkari: 13 abstain

Hmmm... they're pulling ahead in the votes again. Our bombers at Phantos succeed in taking out the Meklar bases, and their ships (including one huge) retreat. Ground invasion!

I get ISG, and of course select HEF. And let our first ground invasion commence! 73 Alkari vs 52 Meklar. 34 Alkari stands at the end of the battle. New tech:

ASS (the top Meklar computer tech, discovered just last turn!)
Mass Driver (ok)
Stinger (excellent!)
Death Spores (ick)
Ion cannon (obsolete)
Gatling (obsolete)

I also finally gain contact with the Darloks in 2478, with the capture of Phantos.

The Darloks are Xenophobic expansionists, and are at war with the Meklar, Psilons and Bulrathis. Seems this galaxy is a free-for-all. They have some interesting tech at offer: FBomb, Radiated, and some obsoletes. However, they want Zortium or better for FBomb, but I am willing to give them Cloning for Radiated. Some new planets to settle!

On the second try they offer FBomb for DSpores, and I take it. After all, I'm researching BTA right now.

The Darloks are up to 11 colonies, and dominate the southeast corner. The Bulrathi seems to be quite stunted, but then that only confirms the council votes.

Imra and Stalaz are settled in 2480, in the case of Stalaz just before a huge Darlok stack are due to arrive. I'm scrambling fighters there.

We infiltrate the Meklars, with choices of computers and construction. I don't have any notes for the Meklar techs right now, but I think their construction techs are obsolete or near obsolete right now. Not that their computer tech is much better: we get ECM 3. (Checks later: we'd have gotten Duralloy or RIW 80%)

Production report, as of 2481-82 interturn:

Sakkra - Alkari - Psilon - Darlok - Meklar - Bulrathi

The Sakkra complain about our expansion. The Darloks arrive at Stalaz, and manage to drive off our fighters, but not until they have destroyed all the Darlok ships but the two huges. More fighters are being scrambled.

Sakkra reach 17 systems. The two Meklar huges leave Stalaz, and I build a new radiated colony ship to send there. The Meklar and Darloks seems to be fighting over Volantis, with a Meklar invasion imminent.

Spy report as of 2485:

Sakkra:
ECM 5, BC 7, ECM 7, IRC 6
RIW 80 & 60%, Arm Exo
Shield 5
IT 30 & 50, Atmos, CER, BTerm
Range 4 & 6, warp 3
NBlaster, GBeam, FBeam

Meklar:
BC 6, ECM 6
RIW 80% & 60%, Duralloy

Psilon:
BC 4, ECM 4 & 5
RIW 80% & 40%, Duralloy, IIT 6
Shield 5
Atmos, Adv soil, IT 60, BTerm
Range 6, Warp 3, WarpDiss
Hyper-X, Merculite, NBlaster, GBeam, HBeam, FRifle

Darloks:
IRC 3, BC 4 & 5
RIW 80% & 60%, Duralloy, IIT 6
Shield 5
Atmos
Range 6, WarpDiss
Merculite

Stalaz is re-settled, with plenty of fighters for cover, and colonists are sent this time. RIW 40% comes in, as does BTA.

IIT 4 (RIW 80%, ARS, Andrium, IIT 4)
IT 50 (AER, IT 50)

Whoa! The Psilons are willing to give me IT 60 for BTA! I also get shield 5 from the Sakkra for the same tech. That's one level 32 and one level 20 tech for one level 17 tech. Seems I was the only one with BTA in the tree, but plenty of races were willing to use bio-weapons.

Also, the Sakkra just uncovered Ajax - a rich 100 planet with 600 factories. Will this be payback for Gienah and Drakka? They have 18 techs on me, of which half are more or less obsolete. More worrisome, they have a +20 ground combat bonus right now, but it can be reduced to +10 within a few turns. Maybe I should've opted for FRifle instead of the megabolt earlier?

I concentrate most research on fields, where PAS is in the percentages.

We get the PAS and select shield 7. Sadly, Megabolt does not come in.

The attack on Ajax failed - I will need a lot more bombers if this is going to work. I had about 400 B 5A (carrying nukes), but they only managed to destroy a few bases per turn. Better computers are needed, obviously, especially since the Sakkra have ECM 7. B 5B has BC 6 instead of 3, and I hope they can do the job. Sadly, I can't yet fit a fusion bomb on it, but with Megabolt in I believe it can be done. We're only short a single space. Against Ajax the FBomb doesn't matter, since it's in a nebula, but it will make it far more usable in the long run.

Xudax will go nova in 7. Good thing I have plenty of reserves.

A Meklar attack on Phantos is beaten back. Megabolt comes in, and the new choices are Phasor, Auto blaster and TBeam. Phasor it is.

The B 5B is designed, with Zortium, BC 6, IS and a FBomb. The F 5B also arrives, with BC 6, IS and a NPG. Both have warp 5 and max maneuver.

ECM 6 comes in, and the only way forward is ECM 7. Xudax needs 1814 RP in five years.

The Sakkra declare war just as I finish the solar rejuvenator. They're striking for Imra, with a huge stack of fighters and two colony ships.

HEF comes in.

SST (range 9, warp 6, warp 7, SST)

The Sakkra also strike at Xudax, but I already have a shield there so bases go up quickly. We will miss getting the shield up at Imra by one turn, but they will be greeted by over 400 fighters.

The Sakkra Titan is nasty, with heavy fusion beam, bio terminators, good speed and IS. The fighter probe against Imra is also beaten back - I don't know what the Cyclops has, but I'm afraid it's a death spore. It's not very fast, though.

We infiltrate the Meklar, and can choose construction or computers. They only have obsolete stuff now, so we choose computers and get BC 4.

Council of 2499, 57 votes

Sakkra: 20 Sakkra
Bulrathi: 2 Alkari
Meklar: 3 Sakkra
Psilon: 7 Alkari
Darlok: 7 Alkari
Alkari: 18 abstain

Wow! We're almost catching up with the Sakkra in pop!

We get IIT 4, and the new choices are:

IIT 3 (RIW 80%, ARS, Andrium, IIT 3, RIW 20%)

Next attack on Ajax, using over 500 B 5B. The attack also fails, due to the presence of six huges over the planet that I didn't think the Sakkra had. However, the attack destroy over two-thirds of the bases on the planet. The Psilons up our trade to 650.

IT 50 comes in, and I can choose between IT 80 and BTerm. IT 80 it is.

I build lots of F 5B and B 5B out of our rich planets, and get a low-level infiltration on the Meklars, construction only. We get Duralloy, and can frame the Sakkras (Bulrathi are the other choice). A missile base at Firma gets blown up, but there are plenty there, and the Psilon complain about our size. Guess we'll need to hit Ajax again.

To complement our fighters, I design the DG 5A: 3 SP-V, BC 6 and a battle scanner on a medium hull. Several missile bases are blown up, and we learn Phasor. New choices are Gauss AC, PBeam and Hercular missiles. We go for Hercular. It's time for a heavy-hitting missile.

Shield 7 comes in, and the new choice is PS XV (yay!)

A new attack comes in against Hyades. I scramble new fighters from Vega, and build new bases (I already have 10). Now I will get a look at what's on the Cyclops. I also have a Meklar attack against Phantos.

New attack against Ajax: over 600 bombers, 600 fighters and close to 100 missile boats. The ships seems to be gone?

There's one huge there, but the F 5B toast it, and the bases are all destroyed! Invade!

Hyades gets rich!

Stack of death incoming against Esper: 321 Hydras and 65 Titans - they're due in 1. I counter with the F 5C, with two NPGs.

The Sakkra manage to fully death spore Esper. SST comes in, and SSI is the way forward. The Sakkra also manage to bomb Altair to dust - it's in the nebula so there were no shield to help protect the colony. That was a nasty surprise.

I can get BC 5 from the Darloks for BTA, and do so. I can also get Atmos for SST, and get that as well. I can also get IRC 5 from the Psilons for SST, and take it.

Time to build lots of bombers and go for revenge!

Selia is also spored to death. Time to get more colony ships - but the Sakkra offer peace and 18000 BC. We take it, but will continue to destroy them. It might not be honourable, but when they spore our colonies, they deserve it!

ECM 7 comes in, and we can select BC 9. We can also get ECM 4 from the Meklars for BTA, so we get it. They decline to declare on the Sakkras, though.

In 2521, I finally take Ajax. I get

Range 10 (yay! the top Sakkra propulsion tech)
Range 4 (obsolete)
NBlaster (ok, if I can fit it on a fighter)
GBeam (ditto)
BC 2 (obsolete)
IT 20

Not a very good haul compared to their techs.

But now it's payback time: B 5C: SST, AMB, BC 6 and warp 5.

IIT 3 comes in, and we select ADC.

2524 council, 65 votes:

Sakkra: 26 Sakkra
Bulrathi: 2 Alkari
Meklar: 3 Sakkra
Psilon: 7 Alkari
Darlok: 9 Alkari
Alkari: 18 Alkari

Now it's war to the end for the Sakkra.

Rotan and Gienah bombed into oblivion. But they spore Hyades and Selia. Only answer is of course to bomb them first. We do a grand tour, glassing Incedius, Aquilae, Gienah, Rotan and Drakka. They manage to hit Esper and Altair, but they are hurt worse.

Sakkra are infiltrated, but only choice of propulsion or planetology. Go for planetology, and get Barren.

We get Hercular missile, and select Hyper-V. We don't really need more weapons, just minituarization. Design the F 5E, armed with a single megabolt and subspace teleporter, and the B 5D, with two AMBs.

Contact with the Bulrathi, erratic technologist. Trade range 6 for warp 2. Relations start as peaceful. Trade 35 BC. They have managed to take Meklon!

We get IT 80, and the only choice is IT 100. The Psilons manage to destroy Misha while I have troops enroute - my first ground invasion came up short after I took control of the planetary orbits. I consider breaking the alliance due to that. However, a spare colony ship can re-settle Misha before the second wave arrives (colony creation comes before the pop lands).

We get another deep penetration of the Sakkra: all fields but fields. I select construction in the hope of Armoured Exoskeleton, but get IIT 5 instead. We also finish research of SSI and Hyper-X. We select hyper drives (warp 9), and Fusion Rifle (should have researched after Hercular). ADC comes in, and we open research on adamantium. We also glass Gienah again, after failing to take it on the ground and noting it didn't have any factories.

Council of 2599, 65 votes:

Sakkra: 17 Sakkra
Bulrathi: 2 Alkari
Meklar: 2 Sakkra
Psilon: 8 Alkari
Darlok: 12 Alkari
Alkari: 24 Alkari

Diplomatic victory, by RBO standards, but one cannot say I didn't have to work for it.

Well, what can I say? Again, I find that I tend to lose focus and get sloppy when I get too many planets and fleets to manage. It's a large reason for why I have a hard time playing Civ, and while Moo is a lot better, there's still a lot of fiddly stuff to do at times. Maybe I should use the empire-wide adjustments more. This also leads to making poorer or ill thought out strategic decisions. In the opening, I was saved by the AI's lack of a killer instinct - I simply had no way of countering the Sakkra stack of death. I expanded well, but was wide open when the Sakkra declared. I was prepared for some brush wars, not a full-fledged war.

Anyway, the Sakkra stepped on quite a few toes, despite being pacifistic, and they only got the Meklars as an ally. Once I had managed to take Phantos, the fight was out of them, and the Darloks and Bulrathi could beat them down. I worked quite a bit to stay on good terms with the Darloks and (especially) the Psilons, but I never really had any contact with the Bulrathi, but they loved me anyway.

I also tech traded heavily. I got especially good value out of BTA. The Sakkra used Bio Terminators in large amounts, so it couldn't stop them sporing me, but I guess all the races were desperate for any sort of counter.
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Another homeworld loss! Seems a hazard on this map with Altair in the nebula. Timmy did not let it put him off and neither did you. With so many holes in the tech tree trading was very useful here, as you found out. It can be powerful, even exploitive, but it is one of the humans advantages to choose what's needed, not just what's nice. Well done.
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sargon0 Wrote:Another homeworld loss! Seems a hazard on this map with Altair in the nebula. Timmy did not let it put him off and neither did you. With so many holes in the tech tree trading was very useful here, as you found out. It can be powerful, even exploitive, but it is one of the humans advantages to choose what's needed, not just what's nice. Well done.

Losing Altair didn't put me off, by that time I had a large productive core that the Sakkra couldn't touch. Losing Drakka och Gienah, however, almost did. I think it was only the case of this being an Imperia which made me push ahead.
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Nicely played, coming back from that early war! If the Sakkra had declared on me that early, I don't think I'd have survived. (Bearing in mind that my Sakkra were out to 9 planets, including ultra-rich Seidon, by 2341....)

I think the lack of killer instinct is partially based on range tech - the AI doesn't like to over-extend itself, e.g. to the point where losing one (especially newish) world would put its fleets out of refueling range. They also seem to ease up on a non-threatening foe when they feel their fleets are needed elsewhere to deal with more substantial enemies. These are just my impressions though; I haven't tested them for consistency. I've definitely had Impossible AIs just come in and overrun my entire empire in a matter of just a few turns (an early game as the Sakkra when the diplo event hit me with my best-friend runaway bears comes to mind) but also been in completely wars where the AI could have slaughtered me with ease, and yet did nothing.

kjn Wrote:Despite having defense 12, the Meklar still manage to hit them regularly, with only attack 4.
Yeah, net defense bonus (total attack value minus target's total defense value) is capped at (effectively) -4.5, for a 5% chance to hit per attack. With enough weapons firing, that can still mean a lot of hits. Beyond that point, extra defense only helps for initiative and potential future enemy designs with better battle computers.
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