Not surprisingly, the AI's missed the memo on that whole "Pax" thing
Well, I didn't scout before sending the colony ship, so got the size 60 world (ok) instead of the UR tundra to the southeast. I parked Cryslon at 50 population, allowing me to settle that world very early, 2317 I think. A few turns later here's the map as I hit the first Sakkra scout to the north.
When I settled that Tundra a while later I was able to see that the lizards had already settled the next world north of that Jungle, and was already fairly developed (50 factories), but despite being in range there hasn't even been an unarmed colony ship yet. I was happy to see range 4 as only choice in propulsion and that came in 2334. Time for some thoughts...
One of the big challenges of the Civ4 incarnation is that it can be hard to get the civ you want to declare war on you; there was much less random violence than in Civ3 (generally better for the game, but hard when you wanted the largest civ on the other continent to DoW you!). MOO does not have that "problem", but the auto-blood-enemy upon losing a world is a very dangerous rule here; in any normal game I would be surprised if I didn't lose a world or two during the early expansion phase. Obviously the correct strategy in this game is to postpone the blood enemy decision to the last possible moment so you can pick the biggest AI civ to invade and not attack anyone else; I did well in Epic 24 with extra aggression but the per-civ penalty has been significantly ramped up here. So I want to be very careful about settling non-hostile worlds. Also, I can't get contact with the Sakkra and see their personality until I make a decision - either settle a close world, or let them have it.
Only 40 turns in and I was already starting to dread the micro - Silicoids probably have more than any other race due to the factory building going faster than the population growth.
I did decide to take that world, and the discovery was mixed news:
Their stunted expansion may give me other opportunities, but also means I am their #1 target. Not good...At least they are Pacifists, although I'm not sure how much that means they will avoid brush wars. Have also seen some Alkari scouts to the west and Klackons to the east.
A beeline on Nuclear Engines came in and it exacerbated the "settlement bomb" problem - my UR world was cranking out colony ships at a disgusting rate (sometimes 1 turn with overflow!), and wasn't even maxed out yet; although it was about 2/3 full and my only world where I wasn't sending off population over about halfway. With new worlds slow to develop, I had it build many rounds of popguns for border world defense, and eventually some reserve pumping as well. About 2346 I remembered that I should open construction for IIT9; was now done with that, nearly to sheild2, and then going to go for Hyper-X, hopefully timed about when some of the outer worlds would be able to start building a base.
Yet another picture after meeting the Klackons (Ruthless Militarist, yikes!). I don't know how they got the range to make that jump, or why they have it and are still stuck at 4 worlds.
I am more or less cut off from further moves north or east by lack of range at this point - nothing after 4 until at least 8! - but in the west (despite the appearance of a gap) there are a couple of 4-range crossing points. I was hoping for luck that at least one has not been claimed by the Alkari as I haven't scouted them yet, and got what I wanted - a few turns after snapping that picture I found Altair as circled, and open space to the west. Look at that - there is also a gap between Altair and the SW worlds, and it appeared that it just might block them long enough for me to swoop in and claim the whole lot!
Yup!
Still no contact with Alkari - great news, they don't have the range to settle or attack the SW quadrant. Looks like I will get all of it, especially now that I wield sublights allowing double-speed shipping of colonists. Fusion drives are the only way forward - ouch, still no range! You can see the Sakkra have finally started to branch out in the north; maybe I could have delayed/prevented that via LR skirmishers but I was more concerned with defending worlds I did have and moving west. The bad news is that the Klackons have just jumped all the way to Toxic, so they could soon take that Dead world between them and the Sakkra which would truly cut me off (it's also UR to boot). Also, I had purposely held off settling that Tunrda near them until getting spy visibility into their techs, not wanting to open a potentially vulnerable world, then they get the tech to attack it right after plopping down the colony ship. I have considerable resources - moving around 100 popguns, able to ship in a lot of rocks, and reserve spending - but the bugs saw their chance:
Although I have no scanner upgrades, I'm 95% certain that this is going to Celtsi. I scrapped the venerable scout1's making room for a new popgun - warp 3/speed 2, 1 laser, and reserve tanks so it could pull double duty attempting to defend the Dead gateway world once this crisis passed.
Well, it turns out I was wrong about the fleet's direction and no attack came immediately. I soon realized that I could settle far-out worlds:
I think this is probably the first time I've ever intentionally used lower-tech warp drives than I have - but it makes all the difference! Due to the plodding speed I pumped reserve at Phantos (the UR at the start) and built it at a closer world. However, the Sakkra had also gotten Toxic and both races were on the move to the north - so I was probably still going to get cut off. In a normal game I would have tried to sneak more ships through but in this environment I had to guard anything within range of the AI's. The goal Dead world should be fine - size 40 + UR, just flood it with colonists and it should have lots of bases fast - but defending multiple worlds would be tough. I was still lacking a full scouting report out west after my latest settlements; maybe I would be able to do an end run around Alkari space on the far west side of the map or find a hostile-environment path through them.
Further expansion in the west triggered vote at 2390 against Klackons; I pull votes from the Alkari and everyone else abstains, allowing me to vote for the bugs, excellent. Situation repeats in 2400 although I need to watch out as the Humans are nearly equal with the Klackons in population. Map:
That (red) human world in the far west is momentarily blocking my colonization - I had started one of the slow LR ships on it but was not close when the humans got there. Probably should have drawn some LR lasers to blockade eariler, those were also on the way. But the good news is they were willing to trade me Range5 for IIT8, which finally introduced me to the rather stunted Alkari (grey). In 2400 Death Spores was finally done, which allowed me to put real engines back on the long range colony ship and suddenly I had many expansion opportunities again. My votes allowed an alliance with the Klackons also, giving me more range and a sense of security on the eastern half, so I got considerably bolder. Here's the results 25 years later:
Time for a bit of an AI rant. In some ways this game surprises and delights with better AI behavior than much more modern games, but it's inexplicable that I got all of these worlds. Neither Alkari or Psilon have higher than Dead tech, so that explains the inferno grabs but I can't believe the Psilons didn't settle the worlds along the western edge. Similarly, no one except Humans have Radiated but how did those habitables in the east get to me? And I don't even want to know how that Jungle world in the NE is still open. There appeared to be some buggy blind spot in the AI, I eventually settled it years later.
Relations are starting to get interesting; I've triggered "you're too big" warnings from everyone now except my bug buddies. But there has still been zero acts of agression against worlds I've settled; only a couple skirmishes at still open worlds. The AI's aren't hitting each other either - at one point I noticed the Klackons orbiting a fleet over a human world and taking it by invasion a few turns later; next turn the two races were allied again. Thousands of popguns are guarding my new acquisitions but I'm quite ancy as many races have had class IV shields for a while, which would make them invulnerable. Just got Graviton beams and am working on frigates to replace.
Oh, and I am furious with the blasted Sakkra, who have failed for the last 50 years to do something about the pirates at Firma, killing trade.
Well, finally some action in 2430 as the Alkari DOW. Thankfully they are the weakest AI, and I should be able to hold my own against their fleets (no good ship to ship weapons, but they do have fusion bomb). Not too worried about them, but they are allied to everyone except the Klackons so this could get ugly fast, no chance at getting any of those races to cancel their alliance. Was quiet for about 10 turns, then an AI fail alert:
Nothing more than lasers/gatlings which can't touch my bases, but they chewed up my equally obsolete fighters pretty well. This was one of the Inferno's in Alkari space, if they had gone for the other one (no bases yet, although many of the graviton corvettes) they might have done something. Alkari would stay in non-threating war for quite a while; had some luck in the other races holding off but the dogpile was fully joined soon after the 2450 vote (still me vs. Klackons and everyone else, but a solid blocking vote). The smackdown came from the Psilons:
This was at Tao on the west edge of the map. Credit the AI here; this fleet had been massing near my inferno worlds so I had gathered most ships there, but then when they went west I couldn't react fast enough. My popguns actually took most of the missile blasts, giving the handful of Merculite bases a chance to shoot down some of the fusion beams, but it wasn't quite enough. However, the Psilons also were just short of nuking the planet to oblivion, setting up a rematch next turn when my dreadnoughts could arrive:
At this point I have already lost one (a different model; both are all autorepair+grav-beam, main difference is the surviving one has a repulsor, better targeting computer, and warp 4 engines). With some dancing I was able to outlast the missile-heavy fleet! I was positively euphoric that I was going to avoid having a blood enemy forced on me (although the Psilons were doing pretty well, so it definitely wasn't the worst thing in the world). Next I repulsed a smaller brain incursion in the inferno zone, then I find out that 20 of 40 Psilon marines got through at Tao (they had a planet close enough to send in one turn, so I didn't even see the invaders inbound). With only a few Silicoids still alive from the previous turn's bombardment and a gropo deficit, no chance of stopping them. So my blood enemy is set.
Well, I didn't scout before sending the colony ship, so got the size 60 world (ok) instead of the UR tundra to the southeast. I parked Cryslon at 50 population, allowing me to settle that world very early, 2317 I think. A few turns later here's the map as I hit the first Sakkra scout to the north.
When I settled that Tundra a while later I was able to see that the lizards had already settled the next world north of that Jungle, and was already fairly developed (50 factories), but despite being in range there hasn't even been an unarmed colony ship yet. I was happy to see range 4 as only choice in propulsion and that came in 2334. Time for some thoughts...
One of the big challenges of the Civ4 incarnation is that it can be hard to get the civ you want to declare war on you; there was much less random violence than in Civ3 (generally better for the game, but hard when you wanted the largest civ on the other continent to DoW you!). MOO does not have that "problem", but the auto-blood-enemy upon losing a world is a very dangerous rule here; in any normal game I would be surprised if I didn't lose a world or two during the early expansion phase. Obviously the correct strategy in this game is to postpone the blood enemy decision to the last possible moment so you can pick the biggest AI civ to invade and not attack anyone else; I did well in Epic 24 with extra aggression but the per-civ penalty has been significantly ramped up here. So I want to be very careful about settling non-hostile worlds. Also, I can't get contact with the Sakkra and see their personality until I make a decision - either settle a close world, or let them have it.
Only 40 turns in and I was already starting to dread the micro - Silicoids probably have more than any other race due to the factory building going faster than the population growth.
I did decide to take that world, and the discovery was mixed news:
Their stunted expansion may give me other opportunities, but also means I am their #1 target. Not good...At least they are Pacifists, although I'm not sure how much that means they will avoid brush wars. Have also seen some Alkari scouts to the west and Klackons to the east.
A beeline on Nuclear Engines came in and it exacerbated the "settlement bomb" problem - my UR world was cranking out colony ships at a disgusting rate (sometimes 1 turn with overflow!), and wasn't even maxed out yet; although it was about 2/3 full and my only world where I wasn't sending off population over about halfway. With new worlds slow to develop, I had it build many rounds of popguns for border world defense, and eventually some reserve pumping as well. About 2346 I remembered that I should open construction for IIT9; was now done with that, nearly to sheild2, and then going to go for Hyper-X, hopefully timed about when some of the outer worlds would be able to start building a base.
Yet another picture after meeting the Klackons (Ruthless Militarist, yikes!). I don't know how they got the range to make that jump, or why they have it and are still stuck at 4 worlds.
I am more or less cut off from further moves north or east by lack of range at this point - nothing after 4 until at least 8! - but in the west (despite the appearance of a gap) there are a couple of 4-range crossing points. I was hoping for luck that at least one has not been claimed by the Alkari as I haven't scouted them yet, and got what I wanted - a few turns after snapping that picture I found Altair as circled, and open space to the west. Look at that - there is also a gap between Altair and the SW worlds, and it appeared that it just might block them long enough for me to swoop in and claim the whole lot!
Yup!
Still no contact with Alkari - great news, they don't have the range to settle or attack the SW quadrant. Looks like I will get all of it, especially now that I wield sublights allowing double-speed shipping of colonists. Fusion drives are the only way forward - ouch, still no range! You can see the Sakkra have finally started to branch out in the north; maybe I could have delayed/prevented that via LR skirmishers but I was more concerned with defending worlds I did have and moving west. The bad news is that the Klackons have just jumped all the way to Toxic, so they could soon take that Dead world between them and the Sakkra which would truly cut me off (it's also UR to boot). Also, I had purposely held off settling that Tunrda near them until getting spy visibility into their techs, not wanting to open a potentially vulnerable world, then they get the tech to attack it right after plopping down the colony ship. I have considerable resources - moving around 100 popguns, able to ship in a lot of rocks, and reserve spending - but the bugs saw their chance:
Although I have no scanner upgrades, I'm 95% certain that this is going to Celtsi. I scrapped the venerable scout1's making room for a new popgun - warp 3/speed 2, 1 laser, and reserve tanks so it could pull double duty attempting to defend the Dead gateway world once this crisis passed.
Well, it turns out I was wrong about the fleet's direction and no attack came immediately. I soon realized that I could settle far-out worlds:
I think this is probably the first time I've ever intentionally used lower-tech warp drives than I have - but it makes all the difference! Due to the plodding speed I pumped reserve at Phantos (the UR at the start) and built it at a closer world. However, the Sakkra had also gotten Toxic and both races were on the move to the north - so I was probably still going to get cut off. In a normal game I would have tried to sneak more ships through but in this environment I had to guard anything within range of the AI's. The goal Dead world should be fine - size 40 + UR, just flood it with colonists and it should have lots of bases fast - but defending multiple worlds would be tough. I was still lacking a full scouting report out west after my latest settlements; maybe I would be able to do an end run around Alkari space on the far west side of the map or find a hostile-environment path through them.
Further expansion in the west triggered vote at 2390 against Klackons; I pull votes from the Alkari and everyone else abstains, allowing me to vote for the bugs, excellent. Situation repeats in 2400 although I need to watch out as the Humans are nearly equal with the Klackons in population. Map:
That (red) human world in the far west is momentarily blocking my colonization - I had started one of the slow LR ships on it but was not close when the humans got there. Probably should have drawn some LR lasers to blockade eariler, those were also on the way. But the good news is they were willing to trade me Range5 for IIT8, which finally introduced me to the rather stunted Alkari (grey). In 2400 Death Spores was finally done, which allowed me to put real engines back on the long range colony ship and suddenly I had many expansion opportunities again. My votes allowed an alliance with the Klackons also, giving me more range and a sense of security on the eastern half, so I got considerably bolder. Here's the results 25 years later:
Time for a bit of an AI rant. In some ways this game surprises and delights with better AI behavior than much more modern games, but it's inexplicable that I got all of these worlds. Neither Alkari or Psilon have higher than Dead tech, so that explains the inferno grabs but I can't believe the Psilons didn't settle the worlds along the western edge. Similarly, no one except Humans have Radiated but how did those habitables in the east get to me? And I don't even want to know how that Jungle world in the NE is still open. There appeared to be some buggy blind spot in the AI, I eventually settled it years later.
Relations are starting to get interesting; I've triggered "you're too big" warnings from everyone now except my bug buddies. But there has still been zero acts of agression against worlds I've settled; only a couple skirmishes at still open worlds. The AI's aren't hitting each other either - at one point I noticed the Klackons orbiting a fleet over a human world and taking it by invasion a few turns later; next turn the two races were allied again. Thousands of popguns are guarding my new acquisitions but I'm quite ancy as many races have had class IV shields for a while, which would make them invulnerable. Just got Graviton beams and am working on frigates to replace.
Oh, and I am furious with the blasted Sakkra, who have failed for the last 50 years to do something about the pirates at Firma, killing trade.
Well, finally some action in 2430 as the Alkari DOW. Thankfully they are the weakest AI, and I should be able to hold my own against their fleets (no good ship to ship weapons, but they do have fusion bomb). Not too worried about them, but they are allied to everyone except the Klackons so this could get ugly fast, no chance at getting any of those races to cancel their alliance. Was quiet for about 10 turns, then an AI fail alert:
Nothing more than lasers/gatlings which can't touch my bases, but they chewed up my equally obsolete fighters pretty well. This was one of the Inferno's in Alkari space, if they had gone for the other one (no bases yet, although many of the graviton corvettes) they might have done something. Alkari would stay in non-threating war for quite a while; had some luck in the other races holding off but the dogpile was fully joined soon after the 2450 vote (still me vs. Klackons and everyone else, but a solid blocking vote). The smackdown came from the Psilons:
This was at Tao on the west edge of the map. Credit the AI here; this fleet had been massing near my inferno worlds so I had gathered most ships there, but then when they went west I couldn't react fast enough. My popguns actually took most of the missile blasts, giving the handful of Merculite bases a chance to shoot down some of the fusion beams, but it wasn't quite enough. However, the Psilons also were just short of nuking the planet to oblivion, setting up a rematch next turn when my dreadnoughts could arrive:
At this point I have already lost one (a different model; both are all autorepair+grav-beam, main difference is the surviving one has a repulsor, better targeting computer, and warp 4 engines). With some dancing I was able to outlast the missile-heavy fleet! I was positively euphoric that I was going to avoid having a blood enemy forced on me (although the Psilons were doing pretty well, so it definitely wasn't the worst thing in the world). Next I repulsed a smaller brain incursion in the inferno zone, then I find out that 20 of 40 Psilon marines got through at Tao (they had a planet close enough to send in one turn, so I didn't even see the invaders inbound). With only a few Silicoids still alive from the previous turn's bombardment and a gropo deficit, no chance of stopping them. So my blood enemy is set.