2380: I inherit an empire poised on the brink of greatness/catastrophe. Surrounded by a massive flock of birds, a swarm of lizards, some insane brains, and a few rocks which are currently dashing themselves against the walls of our empire, we balance on a knife’s edge of peace against the backdrop of an almost certainly unwinable war.
Emperor Tacheon at least has broken all of his alliances, but the runaway Alkari are allied with the Sakkra, who are also allied with the as yet unmet Meklar.
Tech-wise the Alkari are currently the most frightening of our opponents, and could do us grievous damage if they wanted to.
I immediately set out to make a few changes to my empire. I adjust tech spending slightly to emphasize Weapons and Propulsion, and set some Cubscout 2’s to set out to the west to explore those new worlds. I also move the Moonbase from Griswold, but not to Dither, but instead to the new Alkari world of Gion. It is the same 2 turns either way and puts us much closer to Celtsi. Call me crazy!
2381: The Sakkra show up at Inferno Xudax and run me off. Duraloy pops, but neither of the two I really care about. Keep on keeping on…
2382: Range 6 discovered. That’s good. Range 7 is the only tech available. That’s bad! I’m sure glad Tacheon gave me those Nuclear Engines!
The Silicoids attack at Primodius.
It goes about how you would expect.
2383: Neutron Pellet Gun pops. I really want Fusion Bombs, but Scatter Pack V is just too tempting to pass up. I settle Little Sal at the blueberry up in Alkari space. I’m nervous to be encroaching on them, but now we can keep an eye on their fleets up there. The Silicoids have also withdrawn their fleets from Primodius. I start building factories. I also start building NPG 2’s to see about the Silicoids.
2384: I discover a Dead world out in the far northwestern nebula. Once we get Aquilae it will be in range. The rocks refuse peace, and I’m not willing to pay them for it. I’m now desperately trying to build as many factories as possible before IRC3 comes in and jacks up factory prices.
2385: The rocks have a colony ship inbound to Pollus the tiny Toxic 10 north of Cryslon. And they are welcome to it! IRC3 enters the percentages, and the Psilons are amassing the beginnings of a credible fleet at Iranha. It still only has 4 bases though, so if those ships make a move I’m going to invade it. Watch yourself Emperor Tachycardia!
2386: Planets are maxing, and things are pretty quiet at the moment.
2387: I settle Beedy, the southernmost point of our empire.
And a spy has infiltrated the Silicoids. They are exactly what we need (to invade) right now. I design a nuclear bomber and start production. It might take a bit, but Cryslon shall fall!
2388: IRC3 is taking its own sweet time! Currently 33% odds.
2389:
IT+30 hits at ~10% odds, but no IRC3. I grab Soil Enrichment, although Controlled Radiated is also available. Time to get busy!
2390: A busy end to my reign.
We check in on Cryslon and its 37 missile bases (packing Hyper V’s by the way).
IRC3 hits, just as most planets finish terraforming.
And we colonize 100AcreWood in the northwest, bringing us to the second population warning. The election shouldn’t be too far off now.
Notes:
Most planets are done terraforming and I have readjusted spending to start building new factories, but Primodius, Bohemia and Fnarglo need one more turn of terraforming. Feel free to readjust sliders as necessary.
There is a Moonbase2 due at Onlyou in 2 turns, which should be sent on to Selia in the nebula south of 100AcreWood.
Paladia, Tundra 30 is 6 parsecs from Beedy but I haven’t started building a Moonbase for it yet, it was just discovered this turn.
Nuker 2’s are being built slowly at Keeta, and whenever there are enough to tangle with Cryslon go for it. The rocks have some good stuff and we should be able to steal almost all of it with a successful invasion! I would suggest that whenever Soil Enrichment comes in we get Controlled Radiated and then snuff out the rocks once they take all those hostile planets in the west. It will be quicker and easier than building colony ships.
I’m quite certain that we can get a NAP with the brains and the lizards this turn, and maybe the birds too. I think that it would be worth doing (at least with the brains) so that they won’t declare war on us right away. I’m pretty sure that they will break their NAP first, which will give us a cushion/might save us from war all together if that is the extent of their insanity.
The Alkari are starting to make inroads along the southern edge of the map. Hopefully they will meet the Meklar and get held up, but watch out for them coming up from the south. Grab everything habitable we can!
We are in absolutely fabulous shape right now, although still precariously balanced.
Emperor Tacheon at least has broken all of his alliances, but the runaway Alkari are allied with the Sakkra, who are also allied with the as yet unmet Meklar.
Tech-wise the Alkari are currently the most frightening of our opponents, and could do us grievous damage if they wanted to.
I immediately set out to make a few changes to my empire. I adjust tech spending slightly to emphasize Weapons and Propulsion, and set some Cubscout 2’s to set out to the west to explore those new worlds. I also move the Moonbase from Griswold, but not to Dither, but instead to the new Alkari world of Gion. It is the same 2 turns either way and puts us much closer to Celtsi. Call me crazy!
2381: The Sakkra show up at Inferno Xudax and run me off. Duraloy pops, but neither of the two I really care about. Keep on keeping on…
2382: Range 6 discovered. That’s good. Range 7 is the only tech available. That’s bad! I’m sure glad Tacheon gave me those Nuclear Engines!
The Silicoids attack at Primodius.
It goes about how you would expect.
2383: Neutron Pellet Gun pops. I really want Fusion Bombs, but Scatter Pack V is just too tempting to pass up. I settle Little Sal at the blueberry up in Alkari space. I’m nervous to be encroaching on them, but now we can keep an eye on their fleets up there. The Silicoids have also withdrawn their fleets from Primodius. I start building factories. I also start building NPG 2’s to see about the Silicoids.
2384: I discover a Dead world out in the far northwestern nebula. Once we get Aquilae it will be in range. The rocks refuse peace, and I’m not willing to pay them for it. I’m now desperately trying to build as many factories as possible before IRC3 comes in and jacks up factory prices.
2385: The rocks have a colony ship inbound to Pollus the tiny Toxic 10 north of Cryslon. And they are welcome to it! IRC3 enters the percentages, and the Psilons are amassing the beginnings of a credible fleet at Iranha. It still only has 4 bases though, so if those ships make a move I’m going to invade it. Watch yourself Emperor Tachycardia!
2386: Planets are maxing, and things are pretty quiet at the moment.
2387: I settle Beedy, the southernmost point of our empire.
And a spy has infiltrated the Silicoids. They are exactly what we need (to invade) right now. I design a nuclear bomber and start production. It might take a bit, but Cryslon shall fall!
2388: IRC3 is taking its own sweet time! Currently 33% odds.
2389:
IT+30 hits at ~10% odds, but no IRC3. I grab Soil Enrichment, although Controlled Radiated is also available. Time to get busy!
2390: A busy end to my reign.
We check in on Cryslon and its 37 missile bases (packing Hyper V’s by the way).
IRC3 hits, just as most planets finish terraforming.
And we colonize 100AcreWood in the northwest, bringing us to the second population warning. The election shouldn’t be too far off now.
Notes:
Most planets are done terraforming and I have readjusted spending to start building new factories, but Primodius, Bohemia and Fnarglo need one more turn of terraforming. Feel free to readjust sliders as necessary.
There is a Moonbase2 due at Onlyou in 2 turns, which should be sent on to Selia in the nebula south of 100AcreWood.
Paladia, Tundra 30 is 6 parsecs from Beedy but I haven’t started building a Moonbase for it yet, it was just discovered this turn.
Nuker 2’s are being built slowly at Keeta, and whenever there are enough to tangle with Cryslon go for it. The rocks have some good stuff and we should be able to steal almost all of it with a successful invasion! I would suggest that whenever Soil Enrichment comes in we get Controlled Radiated and then snuff out the rocks once they take all those hostile planets in the west. It will be quicker and easier than building colony ships.
I’m quite certain that we can get a NAP with the brains and the lizards this turn, and maybe the birds too. I think that it would be worth doing (at least with the brains) so that they won’t declare war on us right away. I’m pretty sure that they will break their NAP first, which will give us a cushion/might save us from war all together if that is the extent of their insanity.
The Alkari are starting to make inroads along the southern edge of the map. Hopefully they will meet the Meklar and get held up, but watch out for them coming up from the south. Grab everything habitable we can!
We are in absolutely fabulous shape right now, although still precariously balanced.