Ahh, the rules are simple here. Do what it takes to win! I can't possibly screw this one up, can I? Well, lets see how I do.
Note: I'm playing with Kyrub's 1.40m patch here.
2300 – Someone has dispatched my scouts for me and found me some death spores. Somehow, my scientists have managed to take this advanced piece of weaponry and used it to make my colony ships cheaper. Oh joy!
2303 – I see I have two planets scouted. Incidentally, these are the only two planets within the three parsec range. I briefly debate where to send my colony ship. I can secure the smaller artifacts world, or the larger poor world, which may prove more useful for seeding population to other new worlds.
Wait, what am I thinking? I send my colony ship to the artifacts world. I order up some more scouts.
2305 – Vox (artifacts world) founded.
2312 – Bounce away Klackon scout at Keeta (50 Steppe planet to the north of Vox). I order up some bone stock Fighters to defend the planet.
2317 – Chase away Silicoid scout at Herculis (50 Steppe poor to the east)
2318 – Chase away two(!) Klackon colony ships at the strangely named water-world Hyades to the north and one colony ship at Dunatis (Tundra 35). I order some LR Lasers to defend Hyades.
2322 – I chase away the Klackons at Hyades again.
2326 – Chase away three (!!!) colony ships at Hyades. The Klackons must really want this world. It's a good thing that they haven't figured out... I dunno... putting guns on their colony ships.
2327 – My first colony ship built. From the neighborhood it looks like I'll be busy with lots of non-hostile worlds to add to my empire. I decide to open up Planetology and Propulsion fields. I open up Planetology hoping to score a cheap tech to further cut down the cost of my colony ships and maybe boost my planets (+10 terraforming would be ideal) and propulsion because it looks like some fuel cells may be in order to grab the juicy Terran planet to the west. I take the cheap controlled barren and range 4 because it looks like with range 4 I can hopscotch my way over to that terran planet. After the one turn big investment in Sol I have Vox trickle a few RP into the fields.
This turn I also chase the Silicoids away from Mobas (50 Minimal) to the north.
2330 – Silicoids control 6 systems . Chase Klackons away from Hyades, again.
2331 – Found Keeta. Order up some more scouts for the planets that have come into range.
2332 – Second colony ship built and dispatched to Hyades using the redirect trick to first send it to Vox. It will be six turns for it to get there.
2333 – Three unarmed Klackon colony ships show up at Hyades and run. The Klackons really seem to want this world.
2334 – Meklars send an escorted colony ship to Hyades. It's escorted with an unarmed scout which turns its tail and runs.
2335 – Silicoids chase me away from Herculis with an armed scout (no colony ship though). I hadn't really made an effort to secure this world being that it is mineral poor. However, the Silicoids are now number 1 in production. Given that they already have 6+ systems now I'm a bit worried. Sol also maxes this turn so it can concentrate on cranking out colony ships.
2338 – Fight for Hyades. The Klackons send an escorted colony ship with two medium designs. One appears to be a 2-shot nuclear missile design, and the other a heavy laser design of some sort. I dodge the missiles and my fighters and LR Lasers take care of the heavy laser ship. The colony ships and the ammo-expended nuclear missile ship flee.
Galaxy map. In case you don't know where Kholdan, my mouse cursor is pointing at it.
2339 - Bulrathis show up at Hyades. They run at the sight of my ships. My colony ship arrives and I found the colony. As expected, this puts me into contact with the Klackons, but the Darloks as well. Both are rocking a one-planet empire. No wonder the Klackons want Haydes so bad as it looks like the only avenue for expansion (at least until they get controlled Tundra, then they could go for Dunatis to their south).
I strike up minimal trade with both races. Oh wait, I'm the humans - I meant maximum trade.
Galaxy map, showing the totally fearsome Klackon and Darlok empires.
2340 – I found Kronos, which is another one of the ocean worlds to the north. Size 70.
2341 – One of my scouts finds Meklon, and promptly flees with a gazillion missiles on its tail.
This is a bit concerning, as I have three opponents all to the west, closely packed in. Evidence is that the Bulrathi's are also in the same neighborhood. That means whole the east and north part of the map is open for the Silicoid's taking unless I can stop them. This could be bad.
Klackons send a fleet to Hyades, and catch me with my pants down. They wipe out my defenses which consisted of some fighters and the LR Lasers. I honestly should have seen this one coming, as it's not like the Klackons have any other place to go and the computers love building warships with early tech. Great, this means the inevitable transports will be coming, and Haydes is far enough away from Sol for any defenses to arrive in time.
2342 – Found Rhilus, the poor ocean world next to Sol. At this, I've expanded as far as I can to the north for the moment (I haven't founded Seidon, the other 70 ocean world yet, but a colony ship is on the way) so it's time to start filling in the back worlds.
2343 – I threaten the Klackons, hoping they'll leave Haydes alone. They laugh at me.
2344 – Found Seidon. This puts me into contact with Silicoids. As I feared, they have themselves are pretty good sized empire out to the east. I strike up maximum trade.
2345 – I Found Vega (arid ultra-poor world to the south), Klackon transports arrive at Hyades and take the planet. Klackons! This puts me out of contact with the Darloks.
2349 – Despite chasing me away from Herculis earlier, the Silicoids hadn't founded a colony yet. I guess I can't blame them as they probably have a lot of better worlds to grab than some medium sized poor planet so close to Human space. I have a colony ship on the way, but naturally a few turns before it arrives the Silicoid colony ship arrives. This pushes them over the 12 threshold which makes the news.
2352 – Klackon threaten me. The past few turns I have been bombing Haydes with my laser-equipped ships to soften it up. This obviously started to ...uhh... bug the Klackons.
Umm... yeah... lets not forget that you're the ones that started this...
2358 – My transports arrive at Hyades. Fail to take planet but it's enough that the Klackons finally declare war.
2359 – Vega rolls the nova event, threatening to turn the already ultra-poor planet into a tiny radiated husk, making it into the uncontested lousiest planet in the galaxy. I dump all the young colony's meager resources into research and throw some people its way and we'll see if it's enough.
2361 – I retake Hyades, but the Klackon master fleet is incoming. Found Firma, the arid world on the far south of the map with the colony ship redirected from Herculis.
2362 - Lose Hyades to the Klackons.
2365 – Two years left until Vega goes nova, and I need exactly 104 RP for the solar rejuvenation system according to GNN. Vega won't make it on it's own, but it can make it with some reserve spending. I implement some tax and spend policies for the next two turns on the Planets screen to save Vega.
2368 – Range 5 pops. Make contact with Meklars, who are also rocking a one-planet empire. This map just shows how lame my non silicon-based opponents are in this game, with the possible exception the Klackons who have managed to carve out a two-planet empire by taking one of my worlds.
Range 5 will finally allow me to grab that juicy terran planet to the west (range 4 was not enough... oops! ). There are also some other planets to the south west that are waiting to be grabbed up so colony ship production goes back to maximum.
2371- Found Beta Ceti, the juicy 100 terran planet.
2375 – Found Rigel, the steppe world in the south west.
2380 – First council. The Silicoids control 8 of the 21 votes, which is big enough block to veto me getting voted in should the stars have aligned with all the other races. Though no one votes for me anyway. The Klackons, vote for the Silicoids and everyone else abstains.
2386 – Found Celtsi, the arid world in the south west. This puts me into contact with the Bulrathi who have managed to grab a line of planets down the extreme west side of the map.
2391 – The Bulrathi obviously wanted Celtsi too, and get a colony ship in orbit around Celtsi, and naturally send transports. . The whole cold war/planet stealing thing the AI's does in the early game does get tiring after a while.
2392 – The Bulrathi must have heard me swearing all the way from Sol, and decide to formally declare a hot war to make it better. I put some clicks into espionage to see what happens.
2396 – Bulrathis take Celtsi. I had chased off their colony ship at this point with some laser fighters, but they sent plenty of transports so they easily took the planet despite me shooting a few down. I commence bombing the planet to soften it up while my transports arrive.
2398 – My spies come through on the Bulrathi, and since computers are available I automatically take it even though it nets me ECM Jammer I. I even get to blame Klackons for it.
2399 – The Klackons want peace. They still have Haydes which will be a temporary situation if I have anything say about it, but I'm busy at the moment with the Bulrathi, so I accept. Their time will come.
2400 – The council meets again. It's me versus Silicoids. I have 8 votes. Silicoids pull in 14 with some help from the minor players.
2402 – Around this time I manage to research controlled inferno base, and a new round of colony ship building commences. My transports barely fail to take back Celtsi, so a new round of transports are sent. Bombing continues in the hope of reducing the population to a handful of bears to deal with.
2404 – Get another espionage hit on the Bulrathi. I manage to snag class 2 shields, and get to blame the Klackons again. Silicoids get absolutely creamed by the virus event:
9473 RP! Glad it wasn't me .
2405 – Found Tyr, the rich inferno planet to the north near Meklon.
2406 – My space marines in the fleet around Celtsi must have been hot this turn, as they somehow manage to completely glass Celtsi. Uhh... whoops. I get the “too big” warning from Klackons, which means that I must be doing something right.
2407 – Found Dunatis, the tundra world right under the Klackon's nose. They don't seem to be anywhere near the required controlled tundra base so they should, hopefully, leave it alone for the time being .
2408 – Tech ranking. Steal Ion Cannon from Bulrathi.
2409 – Steal Battle Computer 2 from Klackons. I give the Bulrathi the blame.
Something odd happened here, as transports going to Celtsi show up on the galaxy map, even though Celtsi has been a smoking ruin now for a few turns. I'm not sure if this is a glitch (AI sending transports to an empty world) or if they had managed to be in flight the last few turns (but they should be further from Ursa then, unless they came from another world?). Not sure what's going on. I have a colony ship ready to re-colonize Celtsi, but I'll have to park it at Rigel until 26 million bears get to die of thirst on Celtsi.
In the meantime, no one has made a pass at Whynil, the far north Tundra 50 world. I now have the tech, so I start working on an extended range colony ship to see if I can grab it.
2415 – Get to steal IIT9 from Bulrathi. Blame the Klackons, again.
2417 – Now that the mystery transports are gone, I refound Celtsi.
2419 – I get the neutronium deposits event at Firma. Nothing like a suddenly non-hostile rich world to enhance my core planets.
2421 – Found Whynil in the north. Send a scout to the far north star which is uninhabited. Klackons declare war.
Klackons make a pass at Kronos. They have a pretty decent fleet, though not a SOD. Not bad for a two planet empire.
Luckily I have enough missile bases to take care of large ships, and the fighters have no choice but flee.
2424 – Bulrathi want peace. I accept as I have better things to do that wrangle the mineral poor Jinga from them. The Meklars whine about how large I'm getting. You would think they would be more concerned about the Silicoids to the east. I dunno. Maybe they haven't made contact yet?
In preparation for this vote, I've renegotiated trade agreements with the Silicoids and Meklar. I'm already at max possible trade with the Darloks. The bears reject my wheeling and dealing, and go hide in the woods.
2425 – Important council vote. I control have 11 votes out of 33, which means I almost have veto power should I need it. I get some support from the smaller players too, for a total of 15 votes..
I have the following trade agreements:
975 BC/year – Silicoids.
700 BC/year – Meklar.
125 BC/year – Darloks.
My trade income is 353 BC/year.
Note: I'm playing with Kyrub's 1.40m patch here.
2300 – Someone has dispatched my scouts for me and found me some death spores. Somehow, my scientists have managed to take this advanced piece of weaponry and used it to make my colony ships cheaper. Oh joy!
2303 – I see I have two planets scouted. Incidentally, these are the only two planets within the three parsec range. I briefly debate where to send my colony ship. I can secure the smaller artifacts world, or the larger poor world, which may prove more useful for seeding population to other new worlds.
Wait, what am I thinking? I send my colony ship to the artifacts world. I order up some more scouts.
2305 – Vox (artifacts world) founded.
2312 – Bounce away Klackon scout at Keeta (50 Steppe planet to the north of Vox). I order up some bone stock Fighters to defend the planet.
2317 – Chase away Silicoid scout at Herculis (50 Steppe poor to the east)
2318 – Chase away two(!) Klackon colony ships at the strangely named water-world Hyades to the north and one colony ship at Dunatis (Tundra 35). I order some LR Lasers to defend Hyades.
2322 – I chase away the Klackons at Hyades again.
2326 – Chase away three (!!!) colony ships at Hyades. The Klackons must really want this world. It's a good thing that they haven't figured out... I dunno... putting guns on their colony ships.
2327 – My first colony ship built. From the neighborhood it looks like I'll be busy with lots of non-hostile worlds to add to my empire. I decide to open up Planetology and Propulsion fields. I open up Planetology hoping to score a cheap tech to further cut down the cost of my colony ships and maybe boost my planets (+10 terraforming would be ideal) and propulsion because it looks like some fuel cells may be in order to grab the juicy Terran planet to the west. I take the cheap controlled barren and range 4 because it looks like with range 4 I can hopscotch my way over to that terran planet. After the one turn big investment in Sol I have Vox trickle a few RP into the fields.
This turn I also chase the Silicoids away from Mobas (50 Minimal) to the north.
2330 – Silicoids control 6 systems . Chase Klackons away from Hyades, again.
2331 – Found Keeta. Order up some more scouts for the planets that have come into range.
2332 – Second colony ship built and dispatched to Hyades using the redirect trick to first send it to Vox. It will be six turns for it to get there.
2333 – Three unarmed Klackon colony ships show up at Hyades and run. The Klackons really seem to want this world.
2334 – Meklars send an escorted colony ship to Hyades. It's escorted with an unarmed scout which turns its tail and runs.
2335 – Silicoids chase me away from Herculis with an armed scout (no colony ship though). I hadn't really made an effort to secure this world being that it is mineral poor. However, the Silicoids are now number 1 in production. Given that they already have 6+ systems now I'm a bit worried. Sol also maxes this turn so it can concentrate on cranking out colony ships.
2338 – Fight for Hyades. The Klackons send an escorted colony ship with two medium designs. One appears to be a 2-shot nuclear missile design, and the other a heavy laser design of some sort. I dodge the missiles and my fighters and LR Lasers take care of the heavy laser ship. The colony ships and the ammo-expended nuclear missile ship flee.
Galaxy map. In case you don't know where Kholdan, my mouse cursor is pointing at it.
2339 - Bulrathis show up at Hyades. They run at the sight of my ships. My colony ship arrives and I found the colony. As expected, this puts me into contact with the Klackons, but the Darloks as well. Both are rocking a one-planet empire. No wonder the Klackons want Haydes so bad as it looks like the only avenue for expansion (at least until they get controlled Tundra, then they could go for Dunatis to their south).
I strike up minimal trade with both races. Oh wait, I'm the humans - I meant maximum trade.
Galaxy map, showing the totally fearsome Klackon and Darlok empires.
2340 – I found Kronos, which is another one of the ocean worlds to the north. Size 70.
2341 – One of my scouts finds Meklon, and promptly flees with a gazillion missiles on its tail.
This is a bit concerning, as I have three opponents all to the west, closely packed in. Evidence is that the Bulrathi's are also in the same neighborhood. That means whole the east and north part of the map is open for the Silicoid's taking unless I can stop them. This could be bad.
Klackons send a fleet to Hyades, and catch me with my pants down. They wipe out my defenses which consisted of some fighters and the LR Lasers. I honestly should have seen this one coming, as it's not like the Klackons have any other place to go and the computers love building warships with early tech. Great, this means the inevitable transports will be coming, and Haydes is far enough away from Sol for any defenses to arrive in time.
2342 – Found Rhilus, the poor ocean world next to Sol. At this, I've expanded as far as I can to the north for the moment (I haven't founded Seidon, the other 70 ocean world yet, but a colony ship is on the way) so it's time to start filling in the back worlds.
2343 – I threaten the Klackons, hoping they'll leave Haydes alone. They laugh at me.
2344 – Found Seidon. This puts me into contact with Silicoids. As I feared, they have themselves are pretty good sized empire out to the east. I strike up maximum trade.
2345 – I Found Vega (arid ultra-poor world to the south), Klackon transports arrive at Hyades and take the planet. Klackons! This puts me out of contact with the Darloks.
2349 – Despite chasing me away from Herculis earlier, the Silicoids hadn't founded a colony yet. I guess I can't blame them as they probably have a lot of better worlds to grab than some medium sized poor planet so close to Human space. I have a colony ship on the way, but naturally a few turns before it arrives the Silicoid colony ship arrives. This pushes them over the 12 threshold which makes the news.
2352 – Klackon threaten me. The past few turns I have been bombing Haydes with my laser-equipped ships to soften it up. This obviously started to ...uhh... bug the Klackons.
Umm... yeah... lets not forget that you're the ones that started this...
2358 – My transports arrive at Hyades. Fail to take planet but it's enough that the Klackons finally declare war.
2359 – Vega rolls the nova event, threatening to turn the already ultra-poor planet into a tiny radiated husk, making it into the uncontested lousiest planet in the galaxy. I dump all the young colony's meager resources into research and throw some people its way and we'll see if it's enough.
2361 – I retake Hyades, but the Klackon master fleet is incoming. Found Firma, the arid world on the far south of the map with the colony ship redirected from Herculis.
2362 - Lose Hyades to the Klackons.
2365 – Two years left until Vega goes nova, and I need exactly 104 RP for the solar rejuvenation system according to GNN. Vega won't make it on it's own, but it can make it with some reserve spending. I implement some tax and spend policies for the next two turns on the Planets screen to save Vega.
2368 – Range 5 pops. Make contact with Meklars, who are also rocking a one-planet empire. This map just shows how lame my non silicon-based opponents are in this game, with the possible exception the Klackons who have managed to carve out a two-planet empire by taking one of my worlds.
Range 5 will finally allow me to grab that juicy terran planet to the west (range 4 was not enough... oops! ). There are also some other planets to the south west that are waiting to be grabbed up so colony ship production goes back to maximum.
2371- Found Beta Ceti, the juicy 100 terran planet.
2375 – Found Rigel, the steppe world in the south west.
2380 – First council. The Silicoids control 8 of the 21 votes, which is big enough block to veto me getting voted in should the stars have aligned with all the other races. Though no one votes for me anyway. The Klackons, vote for the Silicoids and everyone else abstains.
2386 – Found Celtsi, the arid world in the south west. This puts me into contact with the Bulrathi who have managed to grab a line of planets down the extreme west side of the map.
2391 – The Bulrathi obviously wanted Celtsi too, and get a colony ship in orbit around Celtsi, and naturally send transports. . The whole cold war/planet stealing thing the AI's does in the early game does get tiring after a while.
2392 – The Bulrathi must have heard me swearing all the way from Sol, and decide to formally declare a hot war to make it better. I put some clicks into espionage to see what happens.
2396 – Bulrathis take Celtsi. I had chased off their colony ship at this point with some laser fighters, but they sent plenty of transports so they easily took the planet despite me shooting a few down. I commence bombing the planet to soften it up while my transports arrive.
2398 – My spies come through on the Bulrathi, and since computers are available I automatically take it even though it nets me ECM Jammer I. I even get to blame Klackons for it.
2399 – The Klackons want peace. They still have Haydes which will be a temporary situation if I have anything say about it, but I'm busy at the moment with the Bulrathi, so I accept. Their time will come.
2400 – The council meets again. It's me versus Silicoids. I have 8 votes. Silicoids pull in 14 with some help from the minor players.
2402 – Around this time I manage to research controlled inferno base, and a new round of colony ship building commences. My transports barely fail to take back Celtsi, so a new round of transports are sent. Bombing continues in the hope of reducing the population to a handful of bears to deal with.
2404 – Get another espionage hit on the Bulrathi. I manage to snag class 2 shields, and get to blame the Klackons again. Silicoids get absolutely creamed by the virus event:
9473 RP! Glad it wasn't me .
2405 – Found Tyr, the rich inferno planet to the north near Meklon.
2406 – My space marines in the fleet around Celtsi must have been hot this turn, as they somehow manage to completely glass Celtsi. Uhh... whoops. I get the “too big” warning from Klackons, which means that I must be doing something right.
2407 – Found Dunatis, the tundra world right under the Klackon's nose. They don't seem to be anywhere near the required controlled tundra base so they should, hopefully, leave it alone for the time being .
2408 – Tech ranking. Steal Ion Cannon from Bulrathi.
2409 – Steal Battle Computer 2 from Klackons. I give the Bulrathi the blame.
Something odd happened here, as transports going to Celtsi show up on the galaxy map, even though Celtsi has been a smoking ruin now for a few turns. I'm not sure if this is a glitch (AI sending transports to an empty world) or if they had managed to be in flight the last few turns (but they should be further from Ursa then, unless they came from another world?). Not sure what's going on. I have a colony ship ready to re-colonize Celtsi, but I'll have to park it at Rigel until 26 million bears get to die of thirst on Celtsi.
In the meantime, no one has made a pass at Whynil, the far north Tundra 50 world. I now have the tech, so I start working on an extended range colony ship to see if I can grab it.
2415 – Get to steal IIT9 from Bulrathi. Blame the Klackons, again.
2417 – Now that the mystery transports are gone, I refound Celtsi.
2419 – I get the neutronium deposits event at Firma. Nothing like a suddenly non-hostile rich world to enhance my core planets.
2421 – Found Whynil in the north. Send a scout to the far north star which is uninhabited. Klackons declare war.
Klackons make a pass at Kronos. They have a pretty decent fleet, though not a SOD. Not bad for a two planet empire.
Luckily I have enough missile bases to take care of large ships, and the fighters have no choice but flee.
2424 – Bulrathi want peace. I accept as I have better things to do that wrangle the mineral poor Jinga from them. The Meklars whine about how large I'm getting. You would think they would be more concerned about the Silicoids to the east. I dunno. Maybe they haven't made contact yet?
In preparation for this vote, I've renegotiated trade agreements with the Silicoids and Meklar. I'm already at max possible trade with the Darloks. The bears reject my wheeling and dealing, and go hide in the woods.
2425 – Important council vote. I control have 11 votes out of 33, which means I almost have veto power should I need it. I get some support from the smaller players too, for a total of 15 votes..
I have the following trade agreements:
975 BC/year – Silicoids.
700 BC/year – Meklar.
125 BC/year – Darloks.
My trade income is 353 BC/year.