2319 start into colony ship (1 sliver too little for two turns which goes into production to factory up while gathering ship materials for more industry at the end of the build)
2323 colony ship
2326 first new colony & made first scout
2327 25 colonists transported and 2nd scout
2328 first fighter
2329 decided to finish industry on meklon (at least up to population) since the nearest stars are now 'reserved' while sending 15 population when meklar gets to the 83 population mark. That seems to be where the free base growth slows down)
2331 hold the phone, the silicoids are taking Helos. Max population growth on meklar and hey, free colony. The already have marretta
2333 fighter arives at helos, 33 transports on the way.
2334 Scout arrives at beta ceti
2335 scout arrives at nitzer. Chased a scout from helos. Working on a colony ship
2337 threatened the Silicoid (they were relaxed) since I was about to invade anyways. A free 375bc goes into my economy. I figure that I'll break contact before they can declare war, so hopefully when I reinitiate contact, they will still be neutral. I switch to range 4 either way. We'll see.
2338 still have contact after taking helos, but that's fine. I'll get range 4 and go invading.
2339 split tech because I like 1 in 4 chances.
2340 sakkra have 8 systems. I have my first tech. Hehe. Starting to pump population from Meklon
2344 maretta is mine, but its going to be a hot potatoe
2345 chase 3 sakkra small ships and a colony ship away
2353 chased 5 sakkra small ships and a colon ship away
2357 maretta has a large ship chase my fighter off and loses 1 factory. I beg to no avail.
2358 Sequential begging seems to help. Even though more ships and transports are on the way, the de jure war ends and the silicoids are only tense.
2359 one of use asked the other for a NAP and trade but apparently only the trade came through. I decided I'd stick with it and not backstab them. After all they gave me peace when I wanted it.
2360 Finally got improved eco restoration
2362 Got range 5 since the artifacts world still seems safe
2368 founded beta ceti but saw a very large fleet 1 turn away. Since contact was given that turn and they were uneasy even after the largest 275bc/turn trading, gave them reduced waste 80% and asked for a NAP To my surprise they accepted. They really needed reduced waste, huh?
2372 After several turns of trying to chase of my scout from my own system (With NAP??) I threatened the sakkra and they gave me 350. Then they removed their ships too.
2373 Settled Berel. 15 transports attacked beta ceti. They were launched during the NAP. Um... Got Gatling Laser
2374 Got class II Deflector Shields
2376 Settled collossa. Sending transports at warp 1 hurts. NAP sakkra colony ships means something big enough had to be built to scare off their scouts. Started a large gattler at meklon
2379 chased away a darlok colony ship and resumed scouting north west. Sakkra went the wrong way with that worrisome colony ship. Whew.
2380 Silicoid finally are only at unease.
2383 Realized that the gatler wasn't helpful at all because even on neutral systems I can't scare off the sakkra. Silicoid went neutral so I traded the gatling gun for ECM1. Sakkra appear to have Vox which I did want but its only size 20. They are amiable so I am okay with them. They have an alliance with the Sillicoid.
2390 lots of scouting and some nominal teching. Only some infernal and radiated planets left. I'm purposely not giving the silicoid range 5, just in case.
2393 Personal deflectors seem important considering the sakkra chased me out of one of my colonies (we still have a NAP!) and then are sending transports. Ug. They ignored my first threats but then gave 275 once they saw my gatler on the way. Grabbed a NAP with the silicoids since I saw a large ship running around. I'm definately going for the 'build up' like computer meklars seem to do.
2394 Their ship still didn't leave so I complained at them so they went neutral. The 475 seemed worth it.
2399 transports hit my tundra but atleast the ship dissappeared. Scrapped I suppose. An erie calm sets in. Its probably because I'm purposely not getting scanner technology. I don't want to meat the darlocks.
2403 2nd missile tech stolen from the silicoids but they noticed and became uneasy.
2404 Silicoids are now wary
2408 silicoids are now uneasy
2409 "" neutral
2411 sakra still have an awfully close colony but they threw 375 to me so it will stay. At least until the infernos are settled
2414 900 trade to the sakkras and traded battle mark 4 for inertial stabilizer. I figure the spying bonus will help more.
2416 The gamble paid off. Major haul of Robotic Controls 5!!! I didn't get caught either. Twenty turns of spying finally paid off -- this was the one thing I was after.
2417 inferno and ion rifle
2419 2 colony ships (with 3 lasers) are headed to the inferno planets.
2420 I stole Robotics 3 from the Sakkra but since it was obsolete, they only became restless. Though there other things I wanted, none was a gauranteed 'win' like the computer category. I'm just trying to catch up so I can spy on the things I actually want. Besides I have 900BC in trade and a NAP. The sakkra will forgive.
2421 My strategy paid off. Full penetration and I still go for computer tech. Now with BM3 I have all caught up with the sakkra in computing. They didn't notice and are now wary.
2422 Darlocks finally get a space scanner so they found me. I won't put any points into security until I find out what they got and then only if they have a computer advantage.
2426 Finally I can tell that the darloks do have that lead. I thought one of the complaints about the AI is that the darlocks don't focus on computers. Maybe the patch made them smarter.
2430 Nitzer got hit with a test bomber from the darlocks. I stole 40% waste reduction but the sakkra noticed it and are now troubled. I'll have to give them a break for a while...
2432 Darlocks send their fleet (about a hundred ships) to my UPoor. I yell at them to see if they are down with, you know, not killing that colony. They give me money which I naturally use to buy my defenses.
2433 It totally worked. They didn't engage and immediately turned around. I was going to not like them, but I guess I can't dislike them for testing my defenses and also simply being darlok.
2434 Stole range 7 from sakkra but got caught. They will probably disband the NAP soon.
2440 2300+BC placeholder ship in 3 turns. I suppose I'll have to get automated repair soon. Sakkra finally at restless. Darlock give BM5 for inertial stabilizer so they are only 1 ahead of me and I can take down my beefed up security. They still refuse to trade and leave as always. Noticed they were in an alliance with the sakkra who are no long allied with the silicoids. Upped trade with them to 350.
2441 Sakkra at wary.
2443 Sakra unease and I framed the Alkari for stealing their 4BC Factory plans.
2444 Darlock FINALY agree to a tiny bit of trade.
2445 Stole 6BC factories from the sakkra and frammed the silicoid for it. Oddly, they are still allies
2446 A maxed out huge heavy blast cannon ship will be online next turn, harrased the silicoids to see if they were my next target. They gave me death spores so I'll bid my time.
2447 1675BC with the now neutral sakkra and they still remember my early game gift. Aw.
2448 Stole battle suits from the silicoid and framed the sakkra for it. I love being meklar.
2450 Darlock abstain and so do I so sakkra do not win via vote.
2452 Finally got the Silicoid's dulluroy armor. That took a while. They noticed and are uneasy. Meh.
2454 Stole merculite missiles from the silicoids without them knowing about it.
2460 The Darlocks sent a sizable fleet to Helos which I cut in half. Since we have trade and they are neutral I yelled at them for it. They gave me neutron pellet gun, so I guess I won't fight back.
2462 1075BC with the darloks now and traded rather useless biological protection for improved eco restoration. Yes! Also they sent a test fleet that they chose not to engage with.
2463 Got robotics 5.
2465 2 huge antimatter bombers come out and I'm again considering invading. The silicoid and only just stopped being neutral and are my weakest trading partner but they give nothing
2467 2 more huge bombers and the Sakkra give 1175BC and the darlocks give andronium armor but the silicoids give nothing so I break my NAP and mobilize.
2469 tole the obsolete tech the silicoids refused to give: terraforming +30. Framed the Sakkra
2470 too over paranar. Got Range 9.
2475 I abstain but the sakkra are getting close to winning by vote. I'm aware I could just start a war and bomb a planet but that feels cheesy. The bears ask for some trade so I accept. The sakkra break our long-standing NAP since I didn't vote for them.
2476 I trade that anti biological weapons technology for an outdated computer scanner. Every little bit helps. I also get fusion rifles (okay) for the biological weapons which we're immune to.anyways.
2477 cryslon is mine but I encountered a game-hanging bug. 1 ship left that was slowed to a stop and 3 other ships with beam weapons: I hit auto and they didn't move nor could I un-auto. Good thing I save constantly.
2480 Alkari demolish the silicoid (I lost contact when they gained a sneaky bottom left colony)
2487 The sakkra's very slow but very large fleet makes it to rhana. All I have are bomber and pushers but they have high energy focus so there is little point in using my ships. They take out about 50% (18) bases but now I have a consolidated fleet. I get 5 BC factories from the bears and ECM 5 from the darloks (they must have stolen it recently). But the sakkra despite killing 5 million meklars, don't apologize. And I would attack them immediately but that have Deflect 11 and Planetary Shields XX. Wtf? So I scrapped most of my bombers. I might as well apply that money towards tech.
2493 Stole impulse drives from the bears and framed the lizards. I've had star gates for a while though...
2496 Stole deflector shields VI from the bears
2498 Its too quiet. I still fear the lizards and want to attack the bears but they gave me an exoskeleton, so...
2499 The sakkra are so ahead in tech they are letting useful but not very powerful higher tech for much lower level things they are missing.
2500 no vote and I can tell my Urich planet keeps threatening to use its built-up BC, so I know the darlock are raising discontentment. So I yelled at them (does that stop spying?) and they gave me 20% waste reduction. I'm still going to make bombers. I don't trust the darlock.
2503 Exis goes fertile but it doesn't matter this late. Traded so obsolete techs with the sakkra
2504 Stole autoblaster from the sakkra. Meh
2505 Stole Battle Mark 9 from the Sakkra and they didn't notice. Nice. Met the surprisingly nice birds.
2506 Traded the lizards a neutron blasters for Subspace interdictor.
2507 Stole powered armor from the lizards then traded obsolete range 9 for subspace teleporters.
2509 Stole toxic bases from the birds without them noticing.
2512 Took reticuli from the bears. They should have given me something. Hehe
2515 Took Ursa
2517 5875 BC in trade now with the sakkra. They are amiable.
2521 4 turns until a vote so I can't commit genocide just yet. The stupid bears refused peace at one U-Poor planet. Signed a NAP with the birds.
2525 vote where everyone but the sakkra abstains. Bears have 1 planet and vote sakkra. THe darlock afterwards declare war randomly. And we had long-term trade too!
2527 bears gone. Alkari hate me now and the sakkra are tense
2529 first darlock colony. They seem to have no fleet. After adding their technologies I'm tied with the sakkra.
2530 major earthquake hit my Upoor right when I was going to use it for population. 50+ million dead and 500+ factories. Wow.
2533 Finished the southern end of the darlok empire and the sakkra break the NAP. Darn. Guess I'll rush maxing out force fields before they bring their death squad.
2535 Scrapping very outdated ships and consolidating at my middle 'point' colony of beta ceti
2540 survived the death fleet and invaded the first alkari world. The sakkra had 32 thousand small ships with nuclear missiles. I think that's a bug because they had much better tech and should have known that nuclear missiles won't do anything 240 turns in...
2544 had to split my forces. I kept 1 alkari planet alive. All the systems were colonized but orion, which I normally don't do so screw it and settled orion easily. I got bad techs anyways. I really only did it for the population so I could win by vote faster.
2550 So I'm off by 2% on the vote and I figure 25 turns will be less than having to rip through the sakkra... Unless I glass everything. That's not my style and the lizards have been nice enough to no outright conquer me through most of the game. I'm going to try this the non-violent way.
2552 got full terraforming. I think that does'er.
2570s took a few sakkra planets just for the tech but... I couldn't get them all. The last two very old planets (full factories) gave nothing!
2575 Voted myself the winner
Final thoughts. This one was very long. I just really sick at the end (hence my tardiness) and also I have 2 "bug" save games. I am using the patch. The first is with a negative factory amount for a U-Rich planet. The second results in a hang if you slow the enemies' warp drives and then hit auto. Or atleast it did once. I don't know what to do with them so I'll just attach it all.
2323 colony ship
2326 first new colony & made first scout
2327 25 colonists transported and 2nd scout
2328 first fighter
2329 decided to finish industry on meklon (at least up to population) since the nearest stars are now 'reserved' while sending 15 population when meklar gets to the 83 population mark. That seems to be where the free base growth slows down)
2331 hold the phone, the silicoids are taking Helos. Max population growth on meklar and hey, free colony. The already have marretta
2333 fighter arives at helos, 33 transports on the way.
2334 Scout arrives at beta ceti
2335 scout arrives at nitzer. Chased a scout from helos. Working on a colony ship
2337 threatened the Silicoid (they were relaxed) since I was about to invade anyways. A free 375bc goes into my economy. I figure that I'll break contact before they can declare war, so hopefully when I reinitiate contact, they will still be neutral. I switch to range 4 either way. We'll see.
2338 still have contact after taking helos, but that's fine. I'll get range 4 and go invading.
2339 split tech because I like 1 in 4 chances.
2340 sakkra have 8 systems. I have my first tech. Hehe. Starting to pump population from Meklon
2344 maretta is mine, but its going to be a hot potatoe
2345 chase 3 sakkra small ships and a colony ship away
2353 chased 5 sakkra small ships and a colon ship away
2357 maretta has a large ship chase my fighter off and loses 1 factory. I beg to no avail.
2358 Sequential begging seems to help. Even though more ships and transports are on the way, the de jure war ends and the silicoids are only tense.
2359 one of use asked the other for a NAP and trade but apparently only the trade came through. I decided I'd stick with it and not backstab them. After all they gave me peace when I wanted it.
2360 Finally got improved eco restoration
2362 Got range 5 since the artifacts world still seems safe
2368 founded beta ceti but saw a very large fleet 1 turn away. Since contact was given that turn and they were uneasy even after the largest 275bc/turn trading, gave them reduced waste 80% and asked for a NAP To my surprise they accepted. They really needed reduced waste, huh?
2372 After several turns of trying to chase of my scout from my own system (With NAP??) I threatened the sakkra and they gave me 350. Then they removed their ships too.
2373 Settled Berel. 15 transports attacked beta ceti. They were launched during the NAP. Um... Got Gatling Laser
2374 Got class II Deflector Shields
2376 Settled collossa. Sending transports at warp 1 hurts. NAP sakkra colony ships means something big enough had to be built to scare off their scouts. Started a large gattler at meklon
2379 chased away a darlok colony ship and resumed scouting north west. Sakkra went the wrong way with that worrisome colony ship. Whew.
2380 Silicoid finally are only at unease.
2383 Realized that the gatler wasn't helpful at all because even on neutral systems I can't scare off the sakkra. Silicoid went neutral so I traded the gatling gun for ECM1. Sakkra appear to have Vox which I did want but its only size 20. They are amiable so I am okay with them. They have an alliance with the Sillicoid.
2390 lots of scouting and some nominal teching. Only some infernal and radiated planets left. I'm purposely not giving the silicoid range 5, just in case.
2393 Personal deflectors seem important considering the sakkra chased me out of one of my colonies (we still have a NAP!) and then are sending transports. Ug. They ignored my first threats but then gave 275 once they saw my gatler on the way. Grabbed a NAP with the silicoids since I saw a large ship running around. I'm definately going for the 'build up' like computer meklars seem to do.
2394 Their ship still didn't leave so I complained at them so they went neutral. The 475 seemed worth it.
2399 transports hit my tundra but atleast the ship dissappeared. Scrapped I suppose. An erie calm sets in. Its probably because I'm purposely not getting scanner technology. I don't want to meat the darlocks.
2403 2nd missile tech stolen from the silicoids but they noticed and became uneasy.
2404 Silicoids are now wary
2408 silicoids are now uneasy
2409 "" neutral
2411 sakra still have an awfully close colony but they threw 375 to me so it will stay. At least until the infernos are settled
2414 900 trade to the sakkras and traded battle mark 4 for inertial stabilizer. I figure the spying bonus will help more.
2416 The gamble paid off. Major haul of Robotic Controls 5!!! I didn't get caught either. Twenty turns of spying finally paid off -- this was the one thing I was after.
2417 inferno and ion rifle
2419 2 colony ships (with 3 lasers) are headed to the inferno planets.
2420 I stole Robotics 3 from the Sakkra but since it was obsolete, they only became restless. Though there other things I wanted, none was a gauranteed 'win' like the computer category. I'm just trying to catch up so I can spy on the things I actually want. Besides I have 900BC in trade and a NAP. The sakkra will forgive.
2421 My strategy paid off. Full penetration and I still go for computer tech. Now with BM3 I have all caught up with the sakkra in computing. They didn't notice and are now wary.
2422 Darlocks finally get a space scanner so they found me. I won't put any points into security until I find out what they got and then only if they have a computer advantage.
2426 Finally I can tell that the darloks do have that lead. I thought one of the complaints about the AI is that the darlocks don't focus on computers. Maybe the patch made them smarter.
2430 Nitzer got hit with a test bomber from the darlocks. I stole 40% waste reduction but the sakkra noticed it and are now troubled. I'll have to give them a break for a while...
2432 Darlocks send their fleet (about a hundred ships) to my UPoor. I yell at them to see if they are down with, you know, not killing that colony. They give me money which I naturally use to buy my defenses.
2433 It totally worked. They didn't engage and immediately turned around. I was going to not like them, but I guess I can't dislike them for testing my defenses and also simply being darlok.
2434 Stole range 7 from sakkra but got caught. They will probably disband the NAP soon.
2440 2300+BC placeholder ship in 3 turns. I suppose I'll have to get automated repair soon. Sakkra finally at restless. Darlock give BM5 for inertial stabilizer so they are only 1 ahead of me and I can take down my beefed up security. They still refuse to trade and leave as always. Noticed they were in an alliance with the sakkra who are no long allied with the silicoids. Upped trade with them to 350.
2441 Sakkra at wary.
2443 Sakra unease and I framed the Alkari for stealing their 4BC Factory plans.
2444 Darlock FINALY agree to a tiny bit of trade.
2445 Stole 6BC factories from the sakkra and frammed the silicoid for it. Oddly, they are still allies
2446 A maxed out huge heavy blast cannon ship will be online next turn, harrased the silicoids to see if they were my next target. They gave me death spores so I'll bid my time.
2447 1675BC with the now neutral sakkra and they still remember my early game gift. Aw.
2448 Stole battle suits from the silicoid and framed the sakkra for it. I love being meklar.
2450 Darlock abstain and so do I so sakkra do not win via vote.
2452 Finally got the Silicoid's dulluroy armor. That took a while. They noticed and are uneasy. Meh.
2454 Stole merculite missiles from the silicoids without them knowing about it.
2460 The Darlocks sent a sizable fleet to Helos which I cut in half. Since we have trade and they are neutral I yelled at them for it. They gave me neutron pellet gun, so I guess I won't fight back.
2462 1075BC with the darloks now and traded rather useless biological protection for improved eco restoration. Yes! Also they sent a test fleet that they chose not to engage with.
2463 Got robotics 5.
2465 2 huge antimatter bombers come out and I'm again considering invading. The silicoid and only just stopped being neutral and are my weakest trading partner but they give nothing
2467 2 more huge bombers and the Sakkra give 1175BC and the darlocks give andronium armor but the silicoids give nothing so I break my NAP and mobilize.
2469 tole the obsolete tech the silicoids refused to give: terraforming +30. Framed the Sakkra
2470 too over paranar. Got Range 9.
2475 I abstain but the sakkra are getting close to winning by vote. I'm aware I could just start a war and bomb a planet but that feels cheesy. The bears ask for some trade so I accept. The sakkra break our long-standing NAP since I didn't vote for them.
2476 I trade that anti biological weapons technology for an outdated computer scanner. Every little bit helps. I also get fusion rifles (okay) for the biological weapons which we're immune to.anyways.
2477 cryslon is mine but I encountered a game-hanging bug. 1 ship left that was slowed to a stop and 3 other ships with beam weapons: I hit auto and they didn't move nor could I un-auto. Good thing I save constantly.
2480 Alkari demolish the silicoid (I lost contact when they gained a sneaky bottom left colony)
2487 The sakkra's very slow but very large fleet makes it to rhana. All I have are bomber and pushers but they have high energy focus so there is little point in using my ships. They take out about 50% (18) bases but now I have a consolidated fleet. I get 5 BC factories from the bears and ECM 5 from the darloks (they must have stolen it recently). But the sakkra despite killing 5 million meklars, don't apologize. And I would attack them immediately but that have Deflect 11 and Planetary Shields XX. Wtf? So I scrapped most of my bombers. I might as well apply that money towards tech.
2493 Stole impulse drives from the bears and framed the lizards. I've had star gates for a while though...
2496 Stole deflector shields VI from the bears
2498 Its too quiet. I still fear the lizards and want to attack the bears but they gave me an exoskeleton, so...
2499 The sakkra are so ahead in tech they are letting useful but not very powerful higher tech for much lower level things they are missing.
2500 no vote and I can tell my Urich planet keeps threatening to use its built-up BC, so I know the darlock are raising discontentment. So I yelled at them (does that stop spying?) and they gave me 20% waste reduction. I'm still going to make bombers. I don't trust the darlock.
2503 Exis goes fertile but it doesn't matter this late. Traded so obsolete techs with the sakkra
2504 Stole autoblaster from the sakkra. Meh
2505 Stole Battle Mark 9 from the Sakkra and they didn't notice. Nice. Met the surprisingly nice birds.
2506 Traded the lizards a neutron blasters for Subspace interdictor.
2507 Stole powered armor from the lizards then traded obsolete range 9 for subspace teleporters.
2509 Stole toxic bases from the birds without them noticing.
2512 Took reticuli from the bears. They should have given me something. Hehe
2515 Took Ursa
2517 5875 BC in trade now with the sakkra. They are amiable.
2521 4 turns until a vote so I can't commit genocide just yet. The stupid bears refused peace at one U-Poor planet. Signed a NAP with the birds.
2525 vote where everyone but the sakkra abstains. Bears have 1 planet and vote sakkra. THe darlock afterwards declare war randomly. And we had long-term trade too!
2527 bears gone. Alkari hate me now and the sakkra are tense
2529 first darlock colony. They seem to have no fleet. After adding their technologies I'm tied with the sakkra.
2530 major earthquake hit my Upoor right when I was going to use it for population. 50+ million dead and 500+ factories. Wow.
2533 Finished the southern end of the darlok empire and the sakkra break the NAP. Darn. Guess I'll rush maxing out force fields before they bring their death squad.
2535 Scrapping very outdated ships and consolidating at my middle 'point' colony of beta ceti
2540 survived the death fleet and invaded the first alkari world. The sakkra had 32 thousand small ships with nuclear missiles. I think that's a bug because they had much better tech and should have known that nuclear missiles won't do anything 240 turns in...
2544 had to split my forces. I kept 1 alkari planet alive. All the systems were colonized but orion, which I normally don't do so screw it and settled orion easily. I got bad techs anyways. I really only did it for the population so I could win by vote faster.
2550 So I'm off by 2% on the vote and I figure 25 turns will be less than having to rip through the sakkra... Unless I glass everything. That's not my style and the lizards have been nice enough to no outright conquer me through most of the game. I'm going to try this the non-violent way.
2552 got full terraforming. I think that does'er.
2570s took a few sakkra planets just for the tech but... I couldn't get them all. The last two very old planets (full factories) gave nothing!
2575 Voted myself the winner
Final thoughts. This one was very long. I just really sick at the end (hence my tardiness) and also I have 2 "bug" save games. I am using the patch. The first is with a negative factory amount for a U-Rich planet. The second results in a hang if you slow the enemies' warp drives and then hit auto. Or atleast it did once. I don't know what to do with them so I'll just attach it all.