Hopefully this is still on time. For some reason I though I had to May 8th to type all this up. Anyhow, lets get started. For this I used Kyrub's 1.40m patch.
EDIT: Looks like I messed up, as I while all my ships had guns I did build medium and large ships without the required 2 and 3 weapons. . Well consider this a shadow report, or whatever it is for someone who played the game but didn't follow the all rules. Oh well, it was still fun
2300 - Since I have some cash in my reserves, I immediately dump it all into Meklon. There are two planets within range, so I order up two popcorn fighters.
2302 - Dispatch the two fighters to the three planets within range, and order up some medium LR Lasers.
2303 - Find arid world (Anraq) and a star with just asteroids.
2304 - The LR Laser is done, and dispatch to the yellow planet to the south.
2306 - Second LR Laser is built. I send it up to the yellow planet up north.
2308 - Scout the terran planet to the south. Decide to leave LR Laser there to gaurd the planet while the 2nd LR Laser can hope around and scout all the other worlds within range. Meanwhile Meklar works on factories.
2319 - Find out that the Sakkra have colonized Esper to the south, but it's an ultra-poor so I'm not too disappointed about not being able to grab that one.
2320 - I order up a colony ship, with a laser attached, of course. Destination: Anraq.
2325 - Colony ship is complete and dispatched to Anraq. Start on a third LR Laser to scout the new worlds within range.
2328 - Found Anraq.
2332 - Open up tech. Decide to go for range 4 tech, Controlled Barren, and Hyper-V rockets.
2335 - Make contact with Sakkra. They have three worlds, apparently they have been heading straight for my territory. I start up minimum trade.
2336 - I scout Spica (Tundra planet) in the south, and chase away an weak Alkari scout with my totally awesome armed scount ship.
2338 - My cleanup costs on Meklon are starting to kill me here. Need some cleanup tech.
2342 - Range 4 pops. That brings two planets within range for colonization. I order up more colony ships. Meklon can crank them out at 3 turns/ship now.
2346 - First colony ship built, dispatched to Centauri.
2349 - Third colony ship built, dispatched to Tao in the north.
2350 - Found Centauri. Order up some more LR Lasers for scouting.
2352 - Tao founded. Mrrshans are #1 for production. Don't see that very often.
2354 - Things are relatively peaceful with the Sakkra so renegotiate trade to 100 BC/year.
2355 - Chase away some AI scouts from Keeta with my totally awesome scouts.
2356 - Meklon is maxed, so switch to teching up.
2358 - Scout Ryoun, Mrrshan world to the west.
2362 - I'm #4 in tech. I scout Hyboria, the yellow world to the west. For some reason I was sure that this was Fieras, but alas it is not.
2370 - At this point I'm starting to feel boxed in, with the Mrrshans to the west, the Sakkra to the south, and all these asteroid worlds surrounding my humble empire. There are currently no more worlds that I can colonize within range. I could attack the Sakkra, but the only world within range is the ultra-poor Esper and the Sakkra are allied with the Psilon! I decide to turtle for a bit and build up my empire.
The same year, a Psilon ship goes zooming through my empire headed to one of the the asteroid worlds to the north. It looks like the Psilons have some engine tech I could use.
2376 - Robotic Controls III pops.
2381 - The Sakkra chase away my LR Lasers at Spica (tundra world to the south) and colonize it. I wanted that world . I send some more LR Lasers to Nyarl to beef up the defenses there. Improved +20 Terraforming pops and I go for Controlled Inferno colonization tech.
2390 - The Sakkra send some armed colony ships to Nyarl, and after a prolonged fight the Sakkra prevail. .
2394 - Range 6 pops. I make contact with the Mrrshans and strike up minimal trade. I was expecting to make contact with the Psilons too, but alas not. Where is everyone?
I decide to do some more scouting, and since I have in the meantime teched up quite a bit, I design the LR Laser2, a ship design that I can honestly say I've never built anything like before.
2399 - Controlled inferno pops. I immediately order up two new colony ships with controlled inferno on Meklon and Anraq. And LASERS. They will be done in two turns.
2401 - I scout Kulthos, an Artifact Psilon world. Just what the Psilons need in their empire. Oh, and I managed to screw up the colony ship on Anraq and built the older standard design . I send that ship to the scrap heap and order up the proper ship. It will be done in one turn with some reserve spending.
2405 - Found Gion (rich inferno world to the west) and Dolz (ultra-rich inferno world to the east) on the same turn. This puts me into contact with the Psilons.
2408 - Class V planetary shield pops. Now that my planets can more or less handle themselves, it's time to start thinking about taking some opponent worlds. I order up two designs, a large ship with Mass Drivers, and a medium bomber with Fusion bombs and LASERS of course and start producing them. I decide that when I get to around 200 bombers I'll make my move.
2409 - Sakkras now control 8 worlds, according to GNN.
2417 - Random screenshot of the status screen and galaxy map. The Mrrshans are doing pretty well for themselves, and the Psilons aren't dominating the galaxy, at least not yet
2420 - As a matter of fact, the Mrrshans are leading the census at the moment, even if the Sakkra have more planets.
2426 - The Sakkra propose a non-aggression pact. Since I don't want to tangle with them quite yet, I say why not?
About this time, I decide that it's time to take Kulthos from the Psilons. I turn on espionage to see what happens.
2441 - The Psilons chase away the LR Laser class ships I had stationed at Keeta (Toxic world to the south) and colonize it. Too bad they are about to lose Kulthos now that I have amassed my 200 bombers. The Psilon know it too.
I send my fleet (minus the LR Lasers) and some transports along with it.
2442 - Critical spy hit against the Psilons. I go for computer tech, grabbing ECM Jammer 3, and blame the Sakkras for it.
2454 - I'm successful at my campaign, and Kulthros is mine. The Psilons decide that maybe this is war. By the way, 200 bombers was overkill. Oh, this is average I switch ultra-rich Dolz to pumping reserves at this point, and transfer the funds to Kulthros (but occasionally to other new worlds I'm building up) to maximum research. I pretty much do this the rest of the game. Rich Gion and Meklar are my two primary fleet-building worlds. Everyone else usually does research.
2460 - Now time to take Keeta. Except I forgot I don't have Controlled Toxic . The Sakkras are willing to trade Controlled Radiated for Inertial Stabilizers. I consider the taking advantage of the AI's overvaluing of Inertial Stabilizers a bit of a cheat so I don't do it.
2466 - So instead I glass Keeta. This puts me out of contact with the Psilons, leaving me with just the Sakkras and Mrrshans who I'm pretty cozy with at the moment. I'll leave my fleet gaurding Keeta until I can colonize it.
2470 - WHAT!?! The Sakkra just colonized Keeta right under my nose! Oh right, that non-agression pact . I send my fleet home.
2476 - Sakkras draw up the virus event.
2477 - GNN Reports that the Sakkra now have 17 systems.
2479 - Range 9 tech pops, which puts me into contact with the Psilons again. Where are the Darloks and the Alkari in this galaxy?
2483 - With Range 9 tech, I can now reach the toxic Psilon world Jinga towards the southwest corner, so I glass it just because I can. This elicits the "You have too many ships on our border" warning from the Sakkras. You think?
2486 - The Psilons come asking for peace. I accept. The Sakkra break the non-aggression pact, saying that need room to expand. Funny, I was thinking the same thing.
2493 - I decide to either take Nyarl or Spica as my first Sakkra world. I decide to take Nyarl as it's a bit more isolated on the edge of the Sakkra empire. I send my fleet and transports there.
2496 - The council meets for the first time. 23 of 37 votes went to the Sakkras. It's good thing that the Mrrshans abstained, or the galaxy would be under lizard rule as I don't have enough votes under my control to block a loss.
Strategically, I'm not sure if starting something with the Sakkras is such a good idea now. They have some pretty good alliances going, and there will another council meeting in 4 years and the last thing I need is an AI dogpile. However, my fleet and transports are on the way to Nyarl and they can't be turned back, so what is done is done.
(note: It just occurred to me as I write this report that bombing Nyarl to dust might drop the threshold of colonized worlds below the level needed for the council to meet and I wouldn't have to worry about the 2500 vote. Would that be correct?)
2497 - I take Nyarl. Win a bunch of mostly useless tech. Puts me in contact with the Alkari, so i start up minimum trade. I decide to kiss some kitty butt to try and get their vote (or at least keep them from voting Lizard) and give them Ion Drives.
I decide to try and grab Spica before the vote, and split my fleet up and send an invasion force to Spica with the modern designs, with the remaining obsolete designs defending Nyarl. I'm not worried because even those old stacks don't have a problem with what the Sakkra are currently throwing at me.
2499 - I take Spica. Make contact with Darloks. Initial relations are poor, but I strike up minimum trade.
EDIT: Looks like I messed up, as I while all my ships had guns I did build medium and large ships without the required 2 and 3 weapons. . Well consider this a shadow report, or whatever it is for someone who played the game but didn't follow the all rules. Oh well, it was still fun
2300 - Since I have some cash in my reserves, I immediately dump it all into Meklon. There are two planets within range, so I order up two popcorn fighters.
2302 - Dispatch the two fighters to the three planets within range, and order up some medium LR Lasers.
2303 - Find arid world (Anraq) and a star with just asteroids.
2304 - The LR Laser is done, and dispatch to the yellow planet to the south.
2306 - Second LR Laser is built. I send it up to the yellow planet up north.
2308 - Scout the terran planet to the south. Decide to leave LR Laser there to gaurd the planet while the 2nd LR Laser can hope around and scout all the other worlds within range. Meanwhile Meklar works on factories.
2319 - Find out that the Sakkra have colonized Esper to the south, but it's an ultra-poor so I'm not too disappointed about not being able to grab that one.
2320 - I order up a colony ship, with a laser attached, of course. Destination: Anraq.
2325 - Colony ship is complete and dispatched to Anraq. Start on a third LR Laser to scout the new worlds within range.
2328 - Found Anraq.
2332 - Open up tech. Decide to go for range 4 tech, Controlled Barren, and Hyper-V rockets.
2335 - Make contact with Sakkra. They have three worlds, apparently they have been heading straight for my territory. I start up minimum trade.
2336 - I scout Spica (Tundra planet) in the south, and chase away an weak Alkari scout with my totally awesome armed scount ship.
2338 - My cleanup costs on Meklon are starting to kill me here. Need some cleanup tech.
2342 - Range 4 pops. That brings two planets within range for colonization. I order up more colony ships. Meklon can crank them out at 3 turns/ship now.
2346 - First colony ship built, dispatched to Centauri.
2349 - Third colony ship built, dispatched to Tao in the north.
2350 - Found Centauri. Order up some more LR Lasers for scouting.
2352 - Tao founded. Mrrshans are #1 for production. Don't see that very often.
2354 - Things are relatively peaceful with the Sakkra so renegotiate trade to 100 BC/year.
2355 - Chase away some AI scouts from Keeta with my totally awesome scouts.
2356 - Meklon is maxed, so switch to teching up.
2358 - Scout Ryoun, Mrrshan world to the west.
2362 - I'm #4 in tech. I scout Hyboria, the yellow world to the west. For some reason I was sure that this was Fieras, but alas it is not.
2370 - At this point I'm starting to feel boxed in, with the Mrrshans to the west, the Sakkra to the south, and all these asteroid worlds surrounding my humble empire. There are currently no more worlds that I can colonize within range. I could attack the Sakkra, but the only world within range is the ultra-poor Esper and the Sakkra are allied with the Psilon! I decide to turtle for a bit and build up my empire.
The same year, a Psilon ship goes zooming through my empire headed to one of the the asteroid worlds to the north. It looks like the Psilons have some engine tech I could use.
2376 - Robotic Controls III pops.
2381 - The Sakkra chase away my LR Lasers at Spica (tundra world to the south) and colonize it. I wanted that world . I send some more LR Lasers to Nyarl to beef up the defenses there. Improved +20 Terraforming pops and I go for Controlled Inferno colonization tech.
2390 - The Sakkra send some armed colony ships to Nyarl, and after a prolonged fight the Sakkra prevail. .
2394 - Range 6 pops. I make contact with the Mrrshans and strike up minimal trade. I was expecting to make contact with the Psilons too, but alas not. Where is everyone?
I decide to do some more scouting, and since I have in the meantime teched up quite a bit, I design the LR Laser2, a ship design that I can honestly say I've never built anything like before.
2399 - Controlled inferno pops. I immediately order up two new colony ships with controlled inferno on Meklon and Anraq. And LASERS. They will be done in two turns.
2401 - I scout Kulthos, an Artifact Psilon world. Just what the Psilons need in their empire. Oh, and I managed to screw up the colony ship on Anraq and built the older standard design . I send that ship to the scrap heap and order up the proper ship. It will be done in one turn with some reserve spending.
2405 - Found Gion (rich inferno world to the west) and Dolz (ultra-rich inferno world to the east) on the same turn. This puts me into contact with the Psilons.
2408 - Class V planetary shield pops. Now that my planets can more or less handle themselves, it's time to start thinking about taking some opponent worlds. I order up two designs, a large ship with Mass Drivers, and a medium bomber with Fusion bombs and LASERS of course and start producing them. I decide that when I get to around 200 bombers I'll make my move.
2409 - Sakkras now control 8 worlds, according to GNN.
2417 - Random screenshot of the status screen and galaxy map. The Mrrshans are doing pretty well for themselves, and the Psilons aren't dominating the galaxy, at least not yet
2420 - As a matter of fact, the Mrrshans are leading the census at the moment, even if the Sakkra have more planets.
2426 - The Sakkra propose a non-aggression pact. Since I don't want to tangle with them quite yet, I say why not?
About this time, I decide that it's time to take Kulthos from the Psilons. I turn on espionage to see what happens.
2441 - The Psilons chase away the LR Laser class ships I had stationed at Keeta (Toxic world to the south) and colonize it. Too bad they are about to lose Kulthos now that I have amassed my 200 bombers. The Psilon know it too.
I send my fleet (minus the LR Lasers) and some transports along with it.
2442 - Critical spy hit against the Psilons. I go for computer tech, grabbing ECM Jammer 3, and blame the Sakkras for it.
2454 - I'm successful at my campaign, and Kulthros is mine. The Psilons decide that maybe this is war. By the way, 200 bombers was overkill. Oh, this is average I switch ultra-rich Dolz to pumping reserves at this point, and transfer the funds to Kulthros (but occasionally to other new worlds I'm building up) to maximum research. I pretty much do this the rest of the game. Rich Gion and Meklar are my two primary fleet-building worlds. Everyone else usually does research.
2460 - Now time to take Keeta. Except I forgot I don't have Controlled Toxic . The Sakkras are willing to trade Controlled Radiated for Inertial Stabilizers. I consider the taking advantage of the AI's overvaluing of Inertial Stabilizers a bit of a cheat so I don't do it.
2466 - So instead I glass Keeta. This puts me out of contact with the Psilons, leaving me with just the Sakkras and Mrrshans who I'm pretty cozy with at the moment. I'll leave my fleet gaurding Keeta until I can colonize it.
2470 - WHAT!?! The Sakkra just colonized Keeta right under my nose! Oh right, that non-agression pact . I send my fleet home.
2476 - Sakkras draw up the virus event.
2477 - GNN Reports that the Sakkra now have 17 systems.
2479 - Range 9 tech pops, which puts me into contact with the Psilons again. Where are the Darloks and the Alkari in this galaxy?
2483 - With Range 9 tech, I can now reach the toxic Psilon world Jinga towards the southwest corner, so I glass it just because I can. This elicits the "You have too many ships on our border" warning from the Sakkras. You think?
2486 - The Psilons come asking for peace. I accept. The Sakkra break the non-aggression pact, saying that need room to expand. Funny, I was thinking the same thing.
2493 - I decide to either take Nyarl or Spica as my first Sakkra world. I decide to take Nyarl as it's a bit more isolated on the edge of the Sakkra empire. I send my fleet and transports there.
2496 - The council meets for the first time. 23 of 37 votes went to the Sakkras. It's good thing that the Mrrshans abstained, or the galaxy would be under lizard rule as I don't have enough votes under my control to block a loss.
Strategically, I'm not sure if starting something with the Sakkras is such a good idea now. They have some pretty good alliances going, and there will another council meeting in 4 years and the last thing I need is an AI dogpile. However, my fleet and transports are on the way to Nyarl and they can't be turned back, so what is done is done.
(note: It just occurred to me as I write this report that bombing Nyarl to dust might drop the threshold of colonized worlds below the level needed for the council to meet and I wouldn't have to worry about the 2500 vote. Would that be correct?)
2497 - I take Nyarl. Win a bunch of mostly useless tech. Puts me in contact with the Alkari, so i start up minimum trade. I decide to kiss some kitty butt to try and get their vote (or at least keep them from voting Lizard) and give them Ion Drives.
I decide to try and grab Spica before the vote, and split my fleet up and send an invasion force to Spica with the modern designs, with the remaining obsolete designs defending Nyarl. I'm not worried because even those old stacks don't have a problem with what the Sakkra are currently throwing at me.
2499 - I take Spica. Make contact with Darloks. Initial relations are poor, but I strike up minimum trade.