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Imperia 36 gentile (possibly shadow)

Imperia 36
Hello, well it’s my first attempt at an imperia and I think I screwed it up. I caught myself having made dead colony design at one point that broke the rule. I had it scrapped before any colonies were made with the design, but if that disqualifies me let me know.
Also, I’m still trying to figure out how to make a good report. So, if this is a pain to read please forgive me.

Starting impression: Hmm worried about runaway psilons as usual. There are 13 yellow stars not including my own so the AI are likely spread out around the map. One might be very close, but I find that unlikely. I can’t put a laser and a fuel tank on a small. My plan is to put reserve funds into standing up my home world faster build some laser fighters to scout and then colonies.
2316: at 176 factories I build 3 fighters as scouts.
2320: green to the east is only habitable world in range, will start building colony ship
2324: colony ship built and I chased a Sakkra scout away from anraq. They must be close and have probably scouted a lot more around me.
2327: my second colony brings me in contact with the sakkra who are already at 4 planets. Sakkra agree to 75BC trade I will send 20pop to quickly stand up my second colony. After that I need range 4 to expand so I am going to open up propulsion with 104 seeding. I choose range 4 to get expanding sooner.
2333: Range 4 pops and I open up construction and planetology, I go for RW80%, Imp Eco and warp 2. I should have gone for range 6. Almost have my production is going to eco on my homeworld. I will build another wave of fighters then, colony ships.
2338: Both nearby yellows are habitable I’ll go coreward first.
2342: Meklon finally maxes.
2344: Colonize Centuri, built a colony ship for Tao.
2348: Tao built, trying to find next place to go. Scouts find no more ready worlds. I really regretting not going for range 6. Just realized I forgot to send pop to Centuri.
2551: getting really late tech pops here both range 4, imp eco and reduced waste popped over 35%. Started Battle2 and Shield2.
2553: pick IT+20 as next planetology tech
2358: Warp2 pops at 30%, going back for range 5 cause it’s quickest and hoping to be able to expand after that.
2361: BC2 pops go for robot3, but reduce funding to finally open weapons, and choose hand lasers.
2367: Hand lasers pop and I choose fusion bombs next. Mrrshan med warship in area means I’ll start token bases. Next turn range 5 pops and I start exploring again. Research is set to balanced with warp as next prop tech
2369: IT+20 pops. I select controlled inferno next which would open up at least two more worlds.
2371: Meet Alkari they have 3 worlds one of which is super far from the others, must have used a cheese alliance, btw the sakkra are at 5 and I’m at 4. I sign them up to 125 trade. The Alkari are pacifist ecologists this game (weird).
2374: problems Alkari are exploring near me and I have a colony ship with nowhere to go cause everything around is useless until controlled inferno comes in. Also duralloy popped and I’m off to IIT7.
2379: Robot3 and personal deflectors pop, going for imp scanner and planet shields V next, so at least the tree looks nice.
2385: Meklon remaxed on factories other colonies will follow soon I hope.
2387: anraq remaxes and up the sakkra to 175 trade.
2391: fusion bombs and warp 3 pop, I go for warp4 cause I don’t see the use of the dissapator at the moment. Unfortunately the weapon tree has a severe lack of missiles so I’m making a quick trip back for hyper V. Next turn Centauri maxes.
2394: Controlled inferno finally pops and IT+40 is next. I meet the Mrrshans who are at 5 planets as their usual ruthless militarist-selves. Thankfully they are next to the alkari so I should be able to stir up trouble later.
2396: Imp scanner pops I select BC6 and build two inferno colony ships to start expanding again. I also design. Next year hyper-v pop and I put together a holdover med design with lasers and hyper-v. I also finally grab Dolz an ultra rich colony. I plan to put some reserve in it once pop arrives to stand it up quickly.
2399: Finally colonize Spica, the tundra near the center of the map.
2402: Colonize Gion, the rich inferno to the left of center, so both my flanks have nice inferno worlds to develop as later front line bases.
2407: I’m first to kulthos, an artifact world and pull automated damage repair. My frontline is standing up nicely and I feel in a stable position. I’m starting to pull ahead on the power charts.
2410: Colonize Kulthos triggering the first planet announcement. Also Dolz maxes and goes on reserve buildup.
2413: Zortium pops only choice is IIT5. Out of places to explore I need a new range tech soon,
2415: Warp4 and mass driver came in. Next is range9 to explore more and stingers to finally have decent missile bases.
2418: Mrrshans declare war on me. I get the Alkari to join on with me, and design some warships finish building a few more bases and then get ready to go on the offensive.

2424: Mrrshans attack Spica I built up plenty of bases to beat their pre-war designs. I have been terraforming after +40 popped. I choose atmospheric terraforming for my next tech. I have been working on a huge mass driver design with shield2, comp2 warp 4, ADR and some fusion bombs. Should roll over the mrrshan fleet, but may have problems with scatterpack bases.
2433: I have taken the ultra-poor world of Kakata, and the Alkari took Nyarl. I’ll try to stand it up some but am more interested in taking the homeworld. I also sign the Alkari to an alliance.
2434: Attack on homeworld unsuccessful there scatterpack V overwhelmed my huge design, I need shield 5 to pop then I’ll redesign. Next turn it pops. I also trade the alkari fusion bombs for range 6, just because.
2336: Stingers pop following the spirit of the imperia I chose megabolt cannons next.
2338: Cats offer peace for breaking alliance, but I say no. ITT5 pops I choose adrium.
2339: Stole Hyper-X, ECMV pops
2340: Atmosphere and range 9 pop. Choose advance soil and ion drives. Invasion of Fiaras is on route. Finally contact psilons, they have six worlds. I sign them up for trade and non-aggression pact.
2442: Terraforming complete. Nyarl has retaken by cats. First wave against fiaras fails but kills about 75%.
2444: Fiarras finally falls, and I build a new wave of laser scouts that are warp 4 to check out more systems.
2445: Sign Sakkra and Psilons to alliances, since they have been fighting the cats as well. However psilons pull the treaty after one turn.
2448: Take Ryoun from the cats, win controlled toxic which lets me colonize one more world.
2452-4 colonize Keeta, Jinga and Selia three small hostile worlds, Keeta is rich. Personal deflectors drop and go for shield7 next.
2455: Lizards break alliance.
2457: Take Laan, bombers on route to destroy tiny lizard colony and then put my ship there, Still standing up Keeta, Jinga and Selia. My popularity is starting to drop. I also realized here that I needed to start spying to see if anyone has controlled radiated, otherwise it will need to be extermination. I realize I had built a dead colony design-breaking the guns rule but scrapped it before it built any colonies. Current fleet is a warp 4 small with a laser and fuel tanks, another small with a laser and a fusion bomb and a mass driver dreadnought with auto-repair.
2460: I bomb a start up sakkra colony in the middle of no-where so they declare war. Our spies indicate I’m ahead of them all around for tech and their ally is the darloks, but I still plan on crippling the cats more before I go on the offensive against them.
2461: Put a colony on nordia, I have a huge mass driver to guard it from incoming lizards. Gaia terraforming pops I go back to pick up enhanced eco for a quick econ boost, and start terraforming.
2463: Chase off first attack on nordia, lizards like their neutron pellet guns. Also robotic factories 5 comes , as does ion drives (warp 6). I go for battle comp 7 and high energy focus. Finally I build a colony at berel and get ready for another round of factory building.
2468: Econ/gaia mostly finished bug with fiarra cost me my alliance with the birds when we got put into a fight together, hopefully I can get it back soon.
2475: After I reduce the cats to 2PE they sue for peace, their last worlds are size 10 tundra, and an ocean reduced to 4 pop. Reduced waste 20% popped went back for battle suits, and shield7 popped had to pick zyro. Next turn Tachyon beam pops I go back for ion rifle.
2478: Rha is taken, and now launching invasions of esper and sssla. Battle suits popped and I’m going for ADC.
2479:Esper and sssLa invasions are successful. sssLa barely so the battle suits definitely helped. BC7 pops have to get ECM7. High energy focus pops going for subspace teleporter.
2480: I build a design with primarily megabolt cannons, auto-repair and high energy focus I will build a couple to help with the conquest. Sakkra sue for peace and psilons declare war so they are my next target. Gearing up for extermination victory, target 2525.
2481: IT+60 came in and I’m grabbing UA next. Psilons had a lot of poor worlds.
2485: Sieze Mentar and Willow, and will exterminate the cats next turn.
2488: Sieze Vulcan and Tauri. Start to build more megabolt ships to wipe everyone out.
2493: Psilons wiped out
2494: Alkari wiped out
2497: Sakkra wiped out
2503: Kill the guardian
2505:Darlok wiped out extermination victory.

Final impression: Well if I had realized a little sooner that a vote was not going to happen I could have pushed for an earlier extermination victory. I also could have saved a few turns by ignoring orion. Over all not one particular opponent seemed to be the most challenging. Psilons didn’t get very big thanks to poor worlds. I do have to thank the birds for being best buds until I wiped them out. I know I made some sub-optimal tech choices as well. I should have gone for range 5 right away.


Attached Files
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Nice to see a win in your first Imperium - thanks for the detailed report!

Don't worry about the unused Dead Colony design. You caught it before it benefited the empire and effectively turned it into an expensive way of generating reserves, so there's no way it's going to make your game into a Shadow. I'd say my failure to add Radiated to the player's tech tree (especially coupled with the lucky draws of that very tech that some players had at Kulthos) is a much more significant error; sorry about that!

Quick question:

Quote:bug with fiarra cost me my alliance with the birds when we got put into a fight together, hopefully I can get it back soon.
What kind of bug was this? Do you remember what happened? (I haven't been in many alliances, and so I'm not familiar with the bugs that may affect them....)
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(May 9th, 2013, 00:48)RefSteel Wrote: Nice to see a win in your first Imperium - thanks for the detailed report!

Don't worry about the unused Dead Colony design. You caught it before it benefited the empire and effectively turned it into an expensive way of generating reserves, so there's no way it's going to make your game into a Shadow. I'd say my failure to add Radiated to the player's tech tree (especially coupled with the lucky draws of that very tech that some players had at Kulthos) is a much more significant error; sorry about that!

Quick question:

Quote:bug with fiarra cost me my alliance with the birds when we got put into a fight together, hopefully I can get it back soon.
What kind of bug was this? Do you remember what happened? (I haven't been in many alliances, and so I'm not familiar with the bugs that may affect them....)

As far as I can understand allies can be over each others planets without causing a battle. However, when I took Fiarra my allies forces were already on route. When they arrived a battle started, chased them off, and then they got angry and declared war.
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