As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

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Mrrshans: Early POUNCING expansion strategy

I'm nearing the completion of my Mrrshan game. I will be uploading complete commentary of my 4x fast-forwarded video footage of the rest of the game in probably a few days. But here are the main lessons I took away from my game:

1. Nuclear engines + heavy lasers + battle scanner on a large ship will carry you a long time, unless you are facing a foe that likes to build ship designs with 2-range beam weapons (usually the races like the Meklar and Silicoids that prioritize large ships that can fit those on there). Against smaller ships that will almost certainly only have 1-range beam weapons or slow missiles, you can "shoot & scoot" and whittle down the enemy for a long time. Depending on who one's neighbors are in a particular game, it might even pay to prioritize rushing nuclear engines (if available) rather than better weapons if you are expecting early conflict.

2. 2-move or 3-move nuclear bombers can carry you a long way. I ended up phase-2 POUNCING on a size-65 Silicoid ocean world that was still getting its missile bases built and had "only" 9 bases. Even though the silicoids had class II shields + class V planetaries, their bases were still vulnerable to several hundred nuke bombers with the Mrrshan attack bonus. And nuke bombs are so cheap, all it usually takes is researching a first tier tech in weapons to get just a few tech levels in order to fit the nuke bombs onto a small. Plus, these things remain relevant for longer than you'd think. In a game with 5 opponents, there's usually some poor opponent that is lacking planetary shields in their tree altogether, and they might only have class IV or class V shields 150 turns into the game, making them a juicy target even if you don't have good weapon tech. For example, in most games I'd rather have fusion drives and only nuclear bombs rather than have anti-matter bombs and only retro engines.

3. Games where you go on the offense are easier and more clear-cut diplomatically. Even if you don't plan on invading planets (for example, if you can't reliably keep air superiority in ship-to-ship combat), fusion bombs are possibly the #1 "diplomatic" tech in the game, allowing you to dart in and bomb weak enemy worlds to get brownie points with their enemies during the crucial mid-game phase when the player is most at-risk for losing a council vote.
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Part 2 of my video commentary of my Mrrshan POUNCER game, covering from 2360 to 2394, is here.  I show how fast nuke bombers will situationally work even against some planets with level 7 shielding, how nuclear engines allow weapons to be postponed in favor of heavy laser "shoot & scoot" designs, and how fast Mrrshan NPG fighters are OP.
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Part 3 is up.  In short:  I capture Bootis and get BC4 and PS5.  I also capture a size-30 inferno world and get Improved Industrial 6.  The Silicoids get repulsor ships, but I get missile bases and heavy blast cannon cruisers to supplement my NPG fighters to safeguard my new possessions.  I let the Silicoids colonize a size-10 inferno world in my core and then immediately pounce on it as soon as I get controlled toxic, saving me the need to build a colony ship for it.  I also colonize a toxic world way to the NE and meet the Bulrathi.  They love me because of my bombing of the Silicoids.  I trade with the Bulrathi for fusion bombs, Personal Deflector Shield, Duralloy Armor, and Stinger missiles.  I make a fateful decision to form an alliance with the Bulrathi, which drags me into wars with the Klackons and Alkari.  Only the Alkari are a military threat.  Thankfully, I am still not top 2 in pop, so I don't have to face a council vote in 2425 (Silicoids vs. Sakkra), but I have soil enrichment about to pop, and I will be capturing some easy Klackon worlds to boost my pop for the 2450 election.  I am banking on the idea that my pop + the Bulrathi will safely be a veto block at that point.
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Part 4 is up.  I nearly triggered final war by staking everything on an alliance with the Bulrathi while thinking that we would have enough pop to form a blocking veto in the council, only to have a random event at the last minute take away some of my pop and make it a closer call than I had bargained for!  Otherwise, just steady progress in taking more Silicoid and Klackon worlds, growing pop with soil enrichment, and industrializing with IRC4.  I also now have repulsor beams and energy pulsars to deal with the Alkari ships.  After surviving the 2450 council vote, the game is, frankly, in the bag, although it would take another 50 turns to execute the mop-up against the Silicoids and others.  That will be in Part 5.
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Finally found time to watch this. Enjoying it very much so far. The only problem I have with the "sped" up play is tracking what weapons are on the AI designs when you use scanners in the battle screen, but you often fill this in in the voice-over anyway.
It may have looked easy, but that is because it was done correctly - Brian Moore
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