This is an interesting variant to be sure, and I'm sure after the last imperium the rocks are undoubtedly hungry for a little revenge. So rocks versus bioorganisms. Hard versus soft. Silicon versus carbon. Lets see who's the better lifeform!
This has the potential to kind of break me out of my comfort zone a bit. I pretty much never use bioweapons, as I find the diplomatic penalty is pretty severe, and I like to capture planets as intact as possible so I can grab some tech, expand my empire, and stand them up quickly. I suppose they are good for scorched-earth, but by the time I can go scorched-earth on someone standard weapons usually suffice. I guess there is no rule saying I must use bio-weapons, but unless I can sneak out a cheesy diplomatic win I don't see any other alternative.
I must say though, impossible, with the 'coids, and can only attack planets with bio-weapons? Well, lets see how I do.
2300 - The first decision for any new emperor - what to do with my standard compliment of starting ships? Well, it seems that I'm in the corner and with a green star and a white star in range, and being that I'm the Silicoids I could (probably) colonize either one. I could scout them out, and then send my colony ship out to the best one. Or I could assume that the green star probably has a decent enough planet, and since it would put a couple more stars within my range, including a yellow star, I could just send my colony ship out and take what it has to offer. Which is what I do. I order up some more scouts.
2302 - Found Kakata, at the green star. It's a 40 desert planet.
2303 - My scouts report nothing of interest at the white star. Good job new emperor.
2304 - Darlok scouts are spotted flying through my space.
2305 - The yellow star Reticuli, south of Kakata houses a 90 terran planet, which will make fine addition to my empire. I also scout Uxmai, a 40 dead world to the west. I order up some Laser-class popcorn fighters to defend Reticuli as there is no doubt I'm not the only one interested in it.
2306 - Chase Darloks away from Uxmai, and the Mrrshans suddenly show up at Reticuli with a scout that I also chase away. The independent-minded Mrrshans are already up to three systems.
One of the Darlok scouts goes into orbit around Kakata. Don't think much of it at the time... I mean, it's just a scout which must be near the end of it's range...
2308 - Chase Darloks away from Reticuli again.
2309 - I find Nazin and my scout flees in terror. Also scout Tao, a small-medium desert planet to the west that I'll hopefully be able to grab.
Oh, and Darlok transports heading towards Kakata. What in the blazes????
2310 - Darloks capture Kakata. Not only do they capture my world, since I lose some range some scouts get cut off, as well as the lasers that I was sending to Reticuli to defend it.
I've mentioned it before. The AI automatically sending transports to any planet they get into orbit around is one behavior that I would change. Though I guess I could see the argument that it is part of the game, but here there is no way they had the range tech to pull this off. Apparently the AI doesn't have a range restriction on their transports, which I guess is a known bug.
Obviously this is a big setback during a crucial phase of the game. Can the fledging granite empire recover from this blow?
2314 - Transports from Cryslon recapture Kakata.
2318 - Darlok fleet shows up around Kakata. Once again, how do they have the range for this? The fleet destroys my popcorn fighters, and then vanishes. Maybe the game realized that they didn't actually have the range to do this?
2327 - Cryslon completes its first colony ship, which is dispatched to Reticuli via Kakata.
2330 - Decide to open up propulsion and planetology tech trees. The only options are the cheap +10 terraforming tech and range 5 fuel cells.
2331 - Found Reticuli. Make contact with the Mrrshans. Oddly, I'm not in contact with the Darloks. I strike up trade with the Mrrshans.
2335 - Tech report.
Oddly I'm not dead last, despite not having any tech besides what I started with.
2336 - +10 Terraforming pops. Next option is DEATH SPORES.
2337 - I decide to open up computers. Only option is BC2.
2338 - I scout Nitzer, an ultra-rich dead world to the southwest in the fringes of the Great Rock Nebula. By all accounts this is my world as I should be able to get it before those gooey bio-organisms have the tech to land there. I will need Range 5 to get there, so I put some priority on that tech.
2339 - Chase Mrrshan colony ship away from Vulcan, a nice jungle world to the southeast. Another world I would like to have. It's kind of isolated so I was hoping that my opponents wouldn't have the range tech to get there right away. Looks like I'm wrong about that.
2340 - The Alkari show up at Tao and chase me away with a fairly decent fleet. They found Tao, and this puts them at six systems. I strike up trade with the birds.
2341 - I found Uxmai. This triggers the first council meeting. Oddly I'm in the vote, against the Mrrshans. The Mrrshans nab the Darlok single vote, which combined with their votes gets them 4/8. The Alkari abstain.
The Darloks are unhappy about this turn of events, and declare war on me.
2343 - Galaxy map:
The Darloks, naturally make a move for Reticuli. They send up a fleet. The colony ships were unarmed, and naturally the scouts were too. But the Needle-class, which were almost certainly standard single-laser fighters were more numerous than my standard Laser-class fighters and they won the fight.
2345 - The Darloks take Reticuli, and manage to take my +10 terraforming tech too.
The Darlok fleet, happy with their accomplishments, promptly went back home. So I send some transports to Reticuli to take it back.
2350 - Council meets, and this time I'm not in it as it's now the cats versus their prey. I stay out of it.
2351 - I take back Reticuli.
2355 - The Darloks come to me wanting peace. Whatever dudes, accepted.
2358 - Galaxy map:
2359 - Mrrshans roll the industrial accident on Rigel.
Colony ship built and redirected to Reticuli on the way to Nitzer. No Range 5 yet so I order up some LR Lasers just in case someone gets some ideas about Nitzer.
2361 - Range 5 pops, and my LR Laser are instantly obsolete. I send some popcorn fighters to Nitzer.
2364 - Colony ship dispatched from Reticuli to Nitzer. The Alkari chase away my unarmed scouts from Nitzer with a couple of fighters (no colony ship in tow, whew!). Good thing my laser-class ships will be there in a couple of turns.
2365 - Darloks declare war. Just because I guess.
2367 - Scout Tau Cygni, a 25 toxic world in the nebula. Not a great world, but as a Toxic planet should be fairly safely mine.
2368 - Found Nitzer.
The Alkari start probing my defenses, and get a small fleet around Kakata which was currently undefended. Here we go again. Unfortunately, I had sent a large chunk of my Laser-class to Nitzer, which is something like 8 turns away because of the nebula at retro speed. What's left of the fleet is at Reticuli. I have Cryslon start pumping out more popcorn fighters and redirect them to Kakata.
Meanwhile, the Darloks send a bunch of transports to Reticuli. Unescorted.
2374 - The Mrrshans declare war. I manage to defend both Kakata and Reticuli from the Alkari and Darloks, respectively, by having enough popcorn fighters in orbit to shoot down enough transports that they don't take my world, though several million rocks still get slagged defending the empire.
2375 - Council meets. I decide to try and kiss up to the birds and vote for Skylord.
2376 - The Alkari respond to my kindness by sending a delegation to Cryslon. Somewhat disturbingly, this ship is FAST. The galactic propulsion experts have been busy. I had been building a colony ship, which I quickly switch over to missile bases, and get one up just in time. Which, equipped with the most basic shields and nuclear missiles, gets blown to bits.
I go to Skylord and after expressing my disapproval Skylord sends his ships home and gives me some BCs to boot.
2378 - Another colony ship is built and dispatched to Tau Cygni.
2385 - Scout Draconis, which is a tiny, rich world to the south of the map. Well out of range for the moment, but may become mine at some point.
The Alkari continue to make a nuisance of themselves. I go into my tech screen and emphasize Hyper-V rockets and Class II shields, with the hope that if I can strengthen my missile bases a bit the Alkari might decide to pick on someone else. Like maybe the Mrrshans? That would be great.
2389 - My spies roll a success against the Mrrshans, and naturally I take computers. I get ECM Jammer I. Yay, more expensive missile bases! At least they'll be better protected should the opponents start using missiles on their designs.
2390 - Found Tau Cygni.
2391 - The war with the Mrrshans finally heats up and they send a fleet to Reticuli.
Those ships with the neutron blasters are a problem for my missile bases.
Oh, did I say Mrrshan fleet? I meant fleets.
I chase the first few away, but they keep sending more and better ships. This is not going to turn out well.
This has the potential to kind of break me out of my comfort zone a bit. I pretty much never use bioweapons, as I find the diplomatic penalty is pretty severe, and I like to capture planets as intact as possible so I can grab some tech, expand my empire, and stand them up quickly. I suppose they are good for scorched-earth, but by the time I can go scorched-earth on someone standard weapons usually suffice. I guess there is no rule saying I must use bio-weapons, but unless I can sneak out a cheesy diplomatic win I don't see any other alternative.
I must say though, impossible, with the 'coids, and can only attack planets with bio-weapons? Well, lets see how I do.
2300 - The first decision for any new emperor - what to do with my standard compliment of starting ships? Well, it seems that I'm in the corner and with a green star and a white star in range, and being that I'm the Silicoids I could (probably) colonize either one. I could scout them out, and then send my colony ship out to the best one. Or I could assume that the green star probably has a decent enough planet, and since it would put a couple more stars within my range, including a yellow star, I could just send my colony ship out and take what it has to offer. Which is what I do. I order up some more scouts.
2302 - Found Kakata, at the green star. It's a 40 desert planet.
2303 - My scouts report nothing of interest at the white star. Good job new emperor.
2304 - Darlok scouts are spotted flying through my space.
2305 - The yellow star Reticuli, south of Kakata houses a 90 terran planet, which will make fine addition to my empire. I also scout Uxmai, a 40 dead world to the west. I order up some Laser-class popcorn fighters to defend Reticuli as there is no doubt I'm not the only one interested in it.
2306 - Chase Darloks away from Uxmai, and the Mrrshans suddenly show up at Reticuli with a scout that I also chase away. The independent-minded Mrrshans are already up to three systems.
One of the Darlok scouts goes into orbit around Kakata. Don't think much of it at the time... I mean, it's just a scout which must be near the end of it's range...
2308 - Chase Darloks away from Reticuli again.
2309 - I find Nazin and my scout flees in terror. Also scout Tao, a small-medium desert planet to the west that I'll hopefully be able to grab.
Oh, and Darlok transports heading towards Kakata. What in the blazes????
2310 - Darloks capture Kakata. Not only do they capture my world, since I lose some range some scouts get cut off, as well as the lasers that I was sending to Reticuli to defend it.
I've mentioned it before. The AI automatically sending transports to any planet they get into orbit around is one behavior that I would change. Though I guess I could see the argument that it is part of the game, but here there is no way they had the range tech to pull this off. Apparently the AI doesn't have a range restriction on their transports, which I guess is a known bug.
Obviously this is a big setback during a crucial phase of the game. Can the fledging granite empire recover from this blow?
2314 - Transports from Cryslon recapture Kakata.
2318 - Darlok fleet shows up around Kakata. Once again, how do they have the range for this? The fleet destroys my popcorn fighters, and then vanishes. Maybe the game realized that they didn't actually have the range to do this?
2327 - Cryslon completes its first colony ship, which is dispatched to Reticuli via Kakata.
2330 - Decide to open up propulsion and planetology tech trees. The only options are the cheap +10 terraforming tech and range 5 fuel cells.
2331 - Found Reticuli. Make contact with the Mrrshans. Oddly, I'm not in contact with the Darloks. I strike up trade with the Mrrshans.
2335 - Tech report.
Oddly I'm not dead last, despite not having any tech besides what I started with.
2336 - +10 Terraforming pops. Next option is DEATH SPORES.
2337 - I decide to open up computers. Only option is BC2.
2338 - I scout Nitzer, an ultra-rich dead world to the southwest in the fringes of the Great Rock Nebula. By all accounts this is my world as I should be able to get it before those gooey bio-organisms have the tech to land there. I will need Range 5 to get there, so I put some priority on that tech.
2339 - Chase Mrrshan colony ship away from Vulcan, a nice jungle world to the southeast. Another world I would like to have. It's kind of isolated so I was hoping that my opponents wouldn't have the range tech to get there right away. Looks like I'm wrong about that.
2340 - The Alkari show up at Tao and chase me away with a fairly decent fleet. They found Tao, and this puts them at six systems. I strike up trade with the birds.
2341 - I found Uxmai. This triggers the first council meeting. Oddly I'm in the vote, against the Mrrshans. The Mrrshans nab the Darlok single vote, which combined with their votes gets them 4/8. The Alkari abstain.
The Darloks are unhappy about this turn of events, and declare war on me.
2343 - Galaxy map:
The Darloks, naturally make a move for Reticuli. They send up a fleet. The colony ships were unarmed, and naturally the scouts were too. But the Needle-class, which were almost certainly standard single-laser fighters were more numerous than my standard Laser-class fighters and they won the fight.
2345 - The Darloks take Reticuli, and manage to take my +10 terraforming tech too.
The Darlok fleet, happy with their accomplishments, promptly went back home. So I send some transports to Reticuli to take it back.
2350 - Council meets, and this time I'm not in it as it's now the cats versus their prey. I stay out of it.
2351 - I take back Reticuli.
2355 - The Darloks come to me wanting peace. Whatever dudes, accepted.
2358 - Galaxy map:
2359 - Mrrshans roll the industrial accident on Rigel.
Colony ship built and redirected to Reticuli on the way to Nitzer. No Range 5 yet so I order up some LR Lasers just in case someone gets some ideas about Nitzer.
2361 - Range 5 pops, and my LR Laser are instantly obsolete. I send some popcorn fighters to Nitzer.
2364 - Colony ship dispatched from Reticuli to Nitzer. The Alkari chase away my unarmed scouts from Nitzer with a couple of fighters (no colony ship in tow, whew!). Good thing my laser-class ships will be there in a couple of turns.
2365 - Darloks declare war. Just because I guess.
2367 - Scout Tau Cygni, a 25 toxic world in the nebula. Not a great world, but as a Toxic planet should be fairly safely mine.
2368 - Found Nitzer.
The Alkari start probing my defenses, and get a small fleet around Kakata which was currently undefended. Here we go again. Unfortunately, I had sent a large chunk of my Laser-class to Nitzer, which is something like 8 turns away because of the nebula at retro speed. What's left of the fleet is at Reticuli. I have Cryslon start pumping out more popcorn fighters and redirect them to Kakata.
Meanwhile, the Darloks send a bunch of transports to Reticuli. Unescorted.
2374 - The Mrrshans declare war. I manage to defend both Kakata and Reticuli from the Alkari and Darloks, respectively, by having enough popcorn fighters in orbit to shoot down enough transports that they don't take my world, though several million rocks still get slagged defending the empire.
2375 - Council meets. I decide to try and kiss up to the birds and vote for Skylord.
2376 - The Alkari respond to my kindness by sending a delegation to Cryslon. Somewhat disturbingly, this ship is FAST. The galactic propulsion experts have been busy. I had been building a colony ship, which I quickly switch over to missile bases, and get one up just in time. Which, equipped with the most basic shields and nuclear missiles, gets blown to bits.
I go to Skylord and after expressing my disapproval Skylord sends his ships home and gives me some BCs to boot.
2378 - Another colony ship is built and dispatched to Tau Cygni.
2385 - Scout Draconis, which is a tiny, rich world to the south of the map. Well out of range for the moment, but may become mine at some point.
The Alkari continue to make a nuisance of themselves. I go into my tech screen and emphasize Hyper-V rockets and Class II shields, with the hope that if I can strengthen my missile bases a bit the Alkari might decide to pick on someone else. Like maybe the Mrrshans? That would be great.
2389 - My spies roll a success against the Mrrshans, and naturally I take computers. I get ECM Jammer I. Yay, more expensive missile bases! At least they'll be better protected should the opponents start using missiles on their designs.
2390 - Found Tau Cygni.
2391 - The war with the Mrrshans finally heats up and they send a fleet to Reticuli.
Those ships with the neutron blasters are a problem for my missile bases.
Oh, did I say Mrrshan fleet? I meant fleets.
I chase the first few away, but they keep sending more and better ships. This is not going to turn out well.