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Imperium Two - Hydrophobia

Players have until Monday night (their local time) to complete this event. Reports are due by the end of Tuesday night. Please post your game summary, or report, or a link to your report, in this thread. Reports or additional information to supplement game summaries are welcome any time, but at least a summary must be posted on time to be scored for this event. See the Imperium Two page for scoring details.

Let the comparisons and discussions begin!


- Sirian
Event Sponsor
Fortune favors the bold.
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Winning turn: 2600 (2599 is when it said in the game screen)

Condition: DOmination, 2/3 of the vote was mine alone.

Captured Orion: +10

Glassed Altair: +5

Planets, 34: +34

Total: 49 points (50 if you count the game as won in 2599, when it said I won).

Shabby result, and I could have won earlier, but it was more fun to drag it out, so I did. smile
Reply

Ok, a quick recap...
  • Variant rules:
  • Player may not settle any Ocean planet, ever.
  • Player may not settle any Tundra planet, unless another civ has transformed it to a Minimal environment planet first.
  • Player must leave orbit upon scouting any Ocean or Tundra planet, not to return.
  • No warfare may be conducted against Tundra or Ocean planets. We don't care who lives there. Let them be. Don't even go there.
  • Must win via the high council, so don't reduce the galaxy to one AI civ or you lose! Don't lose in the high council, as Final War is not an option for this event. We'd rather live under somebody else's rule than have to go to some watery hellhole to fight for independence.
  • Scoring:
  • 1 pts - each year before 2600AD that you win the election. (eg: 2475AD = 125 pts).
  • 1 pts - each planet you possess when the game ends.
  • 5 pts - glassing Altair, counts only once. (That'll teach those filthy Alkaris!wink
  • 5 pts - unanimous support - all 5 AI's survive, all but the opponent vote for you to win.
  • 10 pts - mastering Orion
  • 10 pts - researching any future tech (Advanced ??? Tech I, etc), counts only once.
  • 25 pts - conquering the galaxy (you possess all except the ocean and tundra planets).

Ok, we can't settle water or icy worlds, how much of a problem that will be depends on how many there are on the map. With Sirian's comment about some of his edits being obvious I expect to see Ocean homeworlds or orbiting purple/white stars or something. smile How much of an emphasis on conquest and how much on developing our own worlds depends on how constraining the terrain limitations turn out to be.

The majority of the points in the game are for a quick finish, which argues for constant warfare or near-constant warfare, especially with the Mrrshan who tend to be naturally aggressive and have bad relations with their neighbors anyway. The big question will be when to start going on the offensive. I really don't like going on the offensive prior to, say, sublight drives, but it might be called for here. Fortunately the game is only on Average difficulty so we can count on only moderate missile base presence at enemy planets. According to the manual there are 70 stars on a large map, so figure we could get at most 50 points or so there. Glassing Altair may be possible depending on where it is, getting unanimous support in the senate is likely a red herring, not worth enough points to twist your game around, but a few bonus points if you can pull it off. Mastering Orion and researching future tech is another red herring -- if you get the opportunity to do either of these you will have long since lost on time anyway. Conquering the galaxy is only worth the points if you take less than 25 turns to do it after an opportunity to win by vote.

So, my general plan is to go on the offensive as soon as I reasonably can, which means:
  • Colonize a decent number of worlds
  • Get a couple of my earliest colonies fully built up and going full steam on research
  • If I have any weakish-looking neighbors, start homeworld on military production and get to work

Ok, now to look at the start. We are in a corner, with yellow stars all over the place. Most likely our opponents are all coreward, so we will try to colonize in that direction first. There is a slight possibility of opponents rimward to the north and to the southeast, but if so we will deal with them as we discover them. Initial construction is in factories, and our scouts head out to explore. We will wait a bit to build more. I need about 10 scouts to scout out everything in range 6 so that's what I aim for for the moment. More will be needed when I am ready to start colony ship construction.

2303: We discover Helos, and it's a jungle. No, not a rainforest, it's a DRY jungle, you prissy felines! Down you go! I send over 14 million more to keep them company, which is the most I can send without the eco slider saying waste at Fierias. That will put them to 20% occupancy which should be enough to get them started -- I want to keep Fierias pretty full so that I can build colony ships rapidly.

2304-2305: Yech, white stuff discovered at Quayal. Move on. Uxmai, however, is a dry Jungle similar to Helos. We hope to settle there sometime in the near future.

2313: We have scouted out the local neighborhood. I see what Sirian was referring to about edits being obvious -- the planet colours are wrong in a lot of cases. I don't think I've seen too many orange Tundra worlds or blue Jungles before. smile I REALLY hope range 4 is in our tree...

2325: Fierias is maxed with some backfill from Helos, and I have started research. We have only one choice at every level. For starters I will focus on planetology and propulsion, of course. Range 4 is in our tree, as are Improved Eco Restoration and Reduced Waste 80%. Research set full steam to Propulsion.

2327: Hydrogen Fuel Cells come in; next up we have the choice between Nuclear engines and Irridium fuel cells. I want both... and I don't know what's my next techs in my tree. If Sublight engines are there I would normally prefer to go Irridium -> Sublight, but Nuclear engines are cheap and for quicker early expansion and aggression are also tempting. However, looking around my empire, I see lots of empty space that I'm not confident range 4 tech will let me cross. I decide to go with Irridium Fuel Cells for now and will pick up an engine tech next. Research shifted to Planetology and spending cut for colony ship construction.

2335: Guradas is founded, 20 million colonists on the way from Helos, colony ship sent to Uxmai. Scouts dispersed.

2342: Silicoid colony ship arrives at Moro (Dead), we chase it off. Their homeworld must be the yellow star almost due south of our starting location. Moro is out of range for now except with extended range fuel tanks, being 6 parsecs out from Guradas. Once I have my initial colony ships done I may build a small fleet to blockade there. I *REALLY* need range 6 now; I can't afford to devote time to building crappy Medium ER ships when I still have a bunch of land to grab. Next turn Improved Eco restoration comes in, and despite the fact that we hate Tundra planets, I opt to learn how to land on them. Maybe there's a Barren world around we can apply this knowledge to. Certainly it's a lot less expensive to research than Death Spores. Switch research back to Propulsion.

2354: Humans offer a trade: Deuterium Fuel Cells for Improved Eco Restoration. Normally I would not consider such a trade, but there happens to be a Terran 100 Ultra-poor planet to our south, Paranar, that is at range 5. This could be a gateway for further expansion to the south, and will at least allow me to blockade some of the hostile worlds in that direction. Accordingly, I make the trade and redirect my next colony ship toward Paranar. I still have a ways to go on Irridium Fuel Cells. Westward-bound colony ships have recently settled Gorra and Firma, and Xudax, a Terran 150 Fertile Ultra-poor, has been scouted.

2364: I have settled Paranar to the south, Xudax and Xendalla to the far west, and have a colony ship in the area looking for a useful planet north of Xendalla. The last 10 turns have been quite busy. When I settled Paranar and Xendalla, I discovered the 7-planet Alkari empire to the west of the Humans, the 5-planet Bulrathi in the south who have colonized Tau Cygni to the SW of Paranar, and the 3-planet Silicoid empire. The Silicoids have quite the little fleet going, but they still look to have a good amount of expansion room to their south. I have made trade agreements with both the Silicoids and the Bulrathi, but the Alkari are being stubborn (and they are Xenophobic, to boot, so we'll go to war with them over the slightest provocation.) On the plus side, Irridium Fuel Cells just came in, so now we can continue to expand in our southeast.

I have by now built up a small blockade of laser-armed fighters to fend the Silicoids off should they decide to try to colonize a pair of hostile planets east and west of Paranar. I have some Tundra and Ocean worlds in my back lines I would prefer to keep unoccupied, if possible. I've also sent a small fleet of such fighters towards the far west side of my empire in case the Alkari should get rambunctious. In an attempt to keep the Alkari busy I have convinced the Humans to declare war on them; the Humans are allied with the Sakkra, so hopefully they can convince their ally to help out. Bad blood between the Alkari and the rest of the galaxy is good news for us! smile

[Image: rb0-imp02-2364-map.JPG]

2367: A pair of Silicoid colony ships arrive at Hyades and Moro, and my popguns see them off with no losses.

2373: The Alkari eventually declare war, of course. I have several exposed planets in the west, reach planets that I may not be able to hold. I expect my small fleet of popgun laser ships on the Alkari front will only be capable of withstanding light opposition, and not much in terms of reinforcements are likely to be forthcoming soon, as I still have several planets in the east that need colonizing now that I have range 6. I trade the Bulrathi Improved Eco Restoration for Class II Deflectors, which will let me build bases which are immune to laser popguns, and start one at Xengara at double production; I also send the majority of my own initial batch of laser popguns on the Alkari front to Xengara from Xudax, where they are just now arriving. Fortunately, the Bulrathi have allied with the Sakkra, and the Silicoids with the Humans, which in turn has drawn them in to the war against the Alkari. Gotta like that, now EVERYONE hates the silly birds. smile With luck the first vote will come soon, the Alkari will be my opponent, and everyone else will vote for me...

2376: I manage to steal a technology from the Alkari; I can either get Deep Space Scanner, Improved Terraforming +10, or Hyper-V missiles. I go with Deep Space Scanner as I want as much advance notice of incoming enemy fleets as possible and also to improve my odds of success for future espionage attempts. They have a small laser popgun fleet enroute to Xengara but mine will arrive at the same time and win handily. Now that I can see their nearby planets I can see that they have literally hundreds of laser popguns lurking in their own territory. Good thing I am going to have a missile base up there next turn! I probably can't reasonably hope to defend Xudax though.

2378: I get another penetration into Alkari research labs, I can steal up to about TL5 or so, with options in Weapons, Planetology, and Construction. I might be able to get Neutron Pellet Guns if I go weapons, but most likely I would just get Hyper-V, when I'm working on Hyper-X. Construction would get me Reduced Waste 80%, which I'm close to getting myself. I don't have any Terraforming techs coming soon, though, so I pick that, despite the fact that it's only TL2.

2381: Another tech theft! This time, all options other than planetology are available. Unfortunately that means the Alkari have come up with a new computer and a new propulsion tech in the last couple turns, and I don't know what they are. I don't want IPC III just yet, but I already have all the early fuel cell tech, and a new engine would be nice, so I go for propulsion, and get Nuclear engines. Checking afterwards what the computer tech was, it was BC II, which I should be getting soon anyway. The Alkari already have Neutron Beams, though! If they liked larger ships, that would be a problem...

2383: The Silicoids break through my screen at Hyades with 3 large ships and manage to colonize it. I was about to attempt to reinforce with second generation laser popguns but there doesn't seem to be much point now. This will give them access to all those Tundra planets in my core. Ah well. It may also give them access to the ultra-rich Radiated planets in my core, which is less good. I will need a newer better blockade fleet to prevent that eventuality. IT: Another Alkari tech theft. This is getting almost embarrassing, but for some reason the Alkari are neglecting to do a spy sweep even though I've had 3-4 spies in their empire for quite some time now. Perhaps they feel they can't afford spy defense due to fleet construction & maintenance costs? I choose Force Fields this time to get Personal Deflectors, which I am only a short ways into. That lets me start on Class V planetary shields. Also, Reduced Waste 80% comes in. The Humans look like they are sending a fleet to colonize Denubius, which I want to deny as I am close to researching Tundra environment to grab it myself, so I send the Alkari-front laser popguns to blockade it. They should still be close enough to move back to defend Xudax or Xengara should it come to that.

2387: Hyper-X Rockets come in. I want a good versatile beam weapon that I can put on fighters, and Mass Drivers aren't it; they are too bulky unless substantially miniaturized. I go back for Ion Cannons. I might go back for Fusion Bombs too, we shall see how things are going with the Alkari by that point. IT: The Humans have beat the Silicoids to Antares, the first Tundra in the chain into my core. In a way this is good, as the Silicoids may not be able to use it as a refuelling stop if they are not allied with the Humans. Of course, right now they ARE allied with the Humans, and I want to keep them in contact with and at war with the Alkari, so I don't want to try to break that relationship. Time to build that popgun blockading fleet for the Radiateds and let the Humans claim the crap planets in my core.

2389: I fought off another, more serious Human attempt to claim Denubius this last IT, but my own colony ship is due to complete next turn, which should put an end to this nonsense. The Humans do have another colony ship on the way to Tundra Quayal in my core, but meh, I don't care. Well I do, as that puts the Silicoids one step closer to claiming the Radiated planets there, but that's the extent of how much I care. I do have a goodly number of Laz 2.0s in production, with Nuclear Engines and Shield II, to combat that threat.

IT (2389->2390) I steal Improved Industrial Tech 8 from the Alkari, which is nice as no Improved Industry techs have been in my tree to this point, and I am researching IPC III (if slowly.) More importantly, I colonize Xendalla and Proteus this IT, bringing my total number of planets to 16. This triggers the vote, and as you can see...

[Image: rb0-imp02-2390-bulvote1.JPG]

[Image: rb0-imp02-2390-silvote2.JPG]

[Image: rb0-imp02-2390-humvote3.JPG]

[Image: rb0-imp02-2390-sakvote4.JPG]

[Image: rb0-imp02-2390-mrrvote5.JPG]

...all went according to plan. Everyone hates the Alkari, so naturally they all vote for me. Diplomatic Victory in 2390.

[Image: rb0-imp02-2390-status.JPG]

[Image: rb0-imp02-2390-fleet.JPG]

I should note that it might have been possible to get a diplomatic victory earlier if I had allowed the Silicoids free access to the hostile planets that were their gateway to the Tundra worlds in my core, perhaps even to the Radiated planets up there -- or if they had been a bit more interested in expansion and a bit less interested in building a fleet in the earliest stages of the game. However, that would strike me as taking a significant gamble by putting all my eggs in the diplo victory basket. Normally speaking, trying to at least minimally delay AI expansion, rather than encouraging it, is the proper course of action.

[Image: rb0-imp02-2390-map.JPG]

[Image: rb0-imp02-2390-tech.JPG]

Despite my unusually good luck with spycraft, this time around my successes in that field made absolutely no significant difference to the final outcome. The keys to this game for me were that:
  • I managed to get both an excellent landgrab and for the Alkari to be the top AI. This is part skill at early landgrab techniques but a large part luck on account of the way in which the AIs expanded.
  • I got the Humans to go to war with the Alkari, and from there, let the early alliance behaviour work its magic to draw all the AIs in against the Alkari. Because the Sakkra were already allied with the Humans when I made the request, and the Alkari could not contact the Silicoids or Bulrathi without the latter being allied with either the Sakkra or the Humans, the Alkari had no chance at all to make friends this game. You could call this diplomatic skill, but it seemed like a pretty elementary move at the time. I know the Alkari are going to go to war with me, so it makes sense to get as many allies onboard as possible as early as possible.

Anyway, the end result was sealed as soon as I signed up the Humans as my proxy in this case. Other games where the AIs expanded differently may not have been so fortunate.

Scoring:
  • Year 2390: 210 points
  • Planets: 16 points
  • Altair Glassed: 0 points
  • Unanimous support: 5 points
  • Mastering Orion: 0 points
  • Future Tech: 0 points
  • Conquest: 0 points

    Total: 232 points.

    A link to the save file from 2389, for the curious.
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Final result: unanimous diplo win in 2418, with 15 planets (202 points).

2300 No real decision to make with the colony ship: since only one star is in range, send it there. Send scouts to Quayal and Gorra. Put four clicks into Scout 2 construction.
2301 Send new Scout 2 to Antares. Another click to ships.
2302 Send new Scout 2 to Uxmai. Another click to ships. Colonize Helos.
2303 Transport 8 million Fieras->Helos. Put ship spending back into factories, to get 3/year. Send new Scout 2 to Guradas.
2304 Eeek! Quayal is Tundra. My scout ship flees in terror for Seidon (hoping for a good planet so I can crank
another colony ship). Send new Scout 2 to Drakka. Send 3 million Fieras->Helos, take a click each out of planetology and industry, and put it into ships.
2305 Gorra scouted, good news. Send new Scout 2s to Xendella and Nyarl. Send 3 million Fieras->Helos, take two clicks out of ships and put one each into planetology and industry.
2306 Antares scouted: Tundra and Rich - that is just cruel frown. Send scout back to Helos. Switch to colony ship, hoping for (but not expecting) good news at Seidon. Send 3 million Fieras->Helos. Send new Scout 2 to Omicron.
2307 Seidon, Uxmai, Guradas scouted; time for some propulsion research. Let's see how bad a hand I've been dealt. Send 3 million Fieras->Helos.
2308 Range 4 is available: thanks for small favors. Fieras spends enough to get 3 factories/year, putting the rest into research. Helos is still growing.
2310 Xendella scouted.
2312 Drakka scouted.
2313 Omicron, Nyarl scouted. Send scouts out to planets near range 7 stars. Here's the known map: not a pretty picture!
[Image: rb2-2313.JPG]
2314 Propulsion research is at 3%. Transfer clicks into colony ship construction; drop research chance to 2%.
2315 Drop tech spending to one click (3%), put the remaining surplus into colony ship.
2318 Put Helos on 3 factories/year, the remainder on research (7%). Fieras continues to build 3 factories/year, remainder goes into colony ship.
2319 Research is up to 12%, 7 years to colony ship. Divert some tech spending into planetology, dropping propulsion to 10%.
2320 Improved Eco Restoration is available smile.
2322 Propulsion is holding steady at 10%; 4 years to colony ship (twiddles thumbs).
2324 Hydrogen Fuel cells (finally) come through. Put 100% of research into planetology. Nuclear engines and Iridium Fuel cells are available: tough choice, but I go for the speed instead of the range.
2325 Oops, I forgot to send out my scouts to the range 7 stars last turn.
2326 Colony ship completed, send it to Guradas. Put one click into Scout 2 construction at Helos.
2327 Toranor scouted.
2328 Vulcan scouted.
2329 Ryoun scouted, scout relocated to Fieras. Guradas colonized.
2330 Transport 20 million Helos->Guradas.
2334 Colony ship completed, send it to Uxmai.
2335 Hyades scouted.
2336 Planetology is at 1%.
2338 Paranar scouted. Improved Eco Restoration hits (yay!wink. I pick Controlled Tundra next: it's cheaper than Death Spores, and I don't plan on using biologicals if I have to win via election. Uxmai colonized. Split research between Construction, Planetology, Propulsion. Transport 25 million Helos->Uxmai.
2339 Moro scouted. Colony ship built, sent to Gorra.
2344 Gorra colonized. Colony ship built, sent to Xendella. Transport 10 million Guradas->Gorra, 8 million Helos->Gorra, 10 million Fieras->Gorra. Switch Fieras from ship building to research. The galaxy at this point:
[Image: rb2-2344.JPG]
2345 Sol discovered: it has 3 bases, 4 colony ships, 7 Gunboats, and 19 destroyers. My scout retreats.
2346 Newsdroid reports fleet strengths: Humans, Silicoid, Sakkra, Alkari, Bulrathi, Mrrshan.
2349 Humans colony discovered at Morrig: they have one destroyer in orbit, my scout retreats and tries again. Zoctan scouted: Human colony, population 35M. Xendella colonized.
2350 My scouts chase Human scouts from Xudax and Firma; both systems scouted. Morrig scouted; it is already at 95M. Send 5 million Helos->Xendella. I'm really wishing I had gone for range 6 instead of speed 2...
2351 Nuclear Engines researched (on the first chance!wink, range 6 next. Construction and Planetology are at 7% and 4%, respectively. Human destroyer chases my scouts away from Morrig.
2352 Human fleet (4 colony, 24 destroyer, 7 gunboat) arrives at Zoctan; my scout retreats. Move enough tech clicks from Contruction to Propulsion to reduce it to 10%.
2353 Move almost all research to Propulsion (leaving Construction and Planetology at 10%).
2354 Fieras hits max factories, population is 99M. One click to reserve.
2355 Put 100% of Fieras's production into building Colony 2 (3 years). Guradas has completed its first missile base, start it building small laser ship.
2356 Ukko scouted.
2358 Controlled Tundra (finally) researched, Controlled Inferno next. Iranha scouted. Colony 2 completed, send to Firma. Tech spending: 1 click to Construction (11%), remainder split between Planetology and Propulsion.
2361 Alkari (armed) colony ship and fighter chase my scouts away from Xudax, establish a colony.
2362 Reduced Industrial Waste 80% (finally finally finally!wink researched, Duralloy Armor next. But I still can't fit a long-range colony ship into a large hull frown. Put 70% into Propulsion; split the rest evenly.
2363 Firma colonized, contact with Alkaris. They have 7 planets (same as me) and appear to be slightly ahead in population and technology, way ahead in fleet strength.
2364 Send 11 million Gorra->Firma, 11 million Uxmai->Firma.
2365 Denubius scouted. Alkaris declare war. Propulsion is at 7%.
2366 Dial back Propulsion research to keep it at 10% chance, put extra into Planetology.
2367 Newsdroid says: Alkaris control 8 systems.
2368 Xengara (Alkari) scouted.
2369 My scout arrives at Anraq (Alkari), finds 1 foxbat, 1 pelican, and 4 falcons in orbit. Retreat & retry. Iridum Fuel Cells and Hand Lasers researched; next goal is Sub-Light Drives, Hyper X. Contact with Humans, they are uneasy (?) and well behind me in everything but fleet strength. Establish 25 BC/year trade route. Design Tundra Colony ship, Laser 2. Hit "=" on tech sliders; the Alkaris and Humans don't look like they'll be competing with me for the Inferno planets, so it's a good time to pick up a lot of techs. Change Fieras from placeholder huge ship to Tundra Colony.
2370 Alkari fleet (1 falcon, 11 pelicans) chase my scout away from Anraq. 3 new Colony 2 ships built, sent to Nyarl, Drakka, and Paranara. Normally, I hate settling Poor, and especially Ultra Poor, planets, but I need the population and the stepping stones in this situation. Switch Fieras to Laser 2, since I'll have to defend front-line planets with ships.
2373 Stalaz, Tau Cygni scouted. Nyarl, Drakka colonized.
2374 Transport 18M Gorra->Nyarl, 10M Guradas->Drakka. Paranar colonized, contact with Silicoids, who have 3 planets and trail badly. Silicoids agree to trade 35 BC/year.
2375 Transport 20M Uxmai->Paranar.
2376 My scout retreats from Centauri's single missile base frown. Force Fields are at 12%, back off to 10%, extra to Planetology.
2377 Guardian discovered. Class II Deflectors researched. Laan scouted; switch Fieras from Laser 2 to Colony 2.
2378 Proteus scouted. Increase trade with Humans to 125 BC/year.
2379 Regulus (another rich Tundra frown), Arietis, Rana scouted. Colony 2 completed. Alkaris are coming against Firma. Pump in some reserve to complete a missile base next turn.
[Image: rb2-2379.JPG]
2380 Alkaris win at Firma. I hate nebula worlds. My scout retreats from Silicoid missile base at Rigel. Industrial accident at Cygni (Bulrathi). I hope it was an ocean world wink. Put Firma on full-blast Ecology.
[Image: rb2-2380.JPG]
2381 Alkaris win again at Firma: ETA was wrong, and only half my fleet arrived! Misha scouted. Alkaris are sending 65 transports to Firma (pop 58).
2382 I win at Firma, 4 Laser 2s survive. Sakkra (unarmed) colony ship retreats from my 18 Laser 2s at Tau Cygni.
2385 Battle Computer II researched. Humans agree to Non-Aggression pact (they don't have the tech to poach any planets). Switch Firma back to max Defense (4 years). Tau Cygni colonized, contact with Bulrathis. They have 4 planets, and are in last place.
2386 Bulrathis refuse to trade. Transport 12M Paranar->Tau Cygni.
2387 51 out of 65 Alkari transports land on Firma; defenders hold with 25 survivors.
2388 Crius scouted: another icky Tundra planet. Bulrathis declare war.
2390 Cygni scouted. Humans agree to break alliance and declare war on the Alkaris smile. Sakkra colony ship arrives at Antares, but doesn't land. Laan colonized.
2391 Unknown spy destroys 5 factories on Paranar. Hyper X missiles discovered :D, Mass Driver next. Nordia, Lyae scouted. Nuke bombs will now fit in a small hull: time to drop the hammer on the Alkaris. Transport 11M Drakka->Laan.
2392 Transport 1M Drakka->Laan. Proteus colonized.
2393 Transport 17M Nyarl->Proteus; 1M Drakka->Laan. Humans trade +10 terraforming for 80% waste.
2394 Aurora scouted.
2395 Kakata scouted. Alkaris offer peace; I refuse initially, but accept 550 BC as sweetener. Silicoids agree to increase trade to 175 BC/year.
2396 6 Nuke Bombers arrive at Xudax to scout it: 137M population, 37 factories, 47 foxbats, 4 falcons.
2398 Robotic Controls III stolen from Alkari.
2399 Deep Space Scanner stolen from Alkari, they issue a threat.
2400 Xudax (Alkari) bombed: 3M, 16 factories. Alkaris declare war. The galaxy:
[Image: rb2-2400.JPG]
2401 Xudax bombed: 7M, 21 factories. Bulrathis issue an attaboy, but refuse peace offer.
2402 Xudax bombed: 6M, 1 factory.
2403 Aquilae scouted. Xudax bombed: 12M.
2404 My scout retreats from an armed Sakkra colony ship at Aurora. Xudax bombed: 13M. Bulrathis issue another attaboy, accept peace offer, agree to trade 30 BC/year. They are now Relaxed; change their spies from Espionage to Hide. Silicoids agree to Non-Aggression pact (at this point, I'm willing to let my friends grow at my expense).
2405 Silicoid spies destroy one missile base on Guradas. Personal Deflector Shield researched; Class V Planetary Shield next. Xudax bombed: 15M, 1 factory. Humans offer alliance, I decline. Denubius colonized.
2406 My bombers retreat from Alkari fleet at Xudax (I had sent the fighters to Denubius). My scout discovers Sssla, retreats from 11 missile bases, 5 Valkyrie, 53 Banshee. Bulrathis agree to non-agression pact. Transport 21M Firma->Denubius.
2407 Romulas scouted. Alkaris defeated at Denubius.
2408 Xengara (Alkari) cleared, bombed: 14M, 43 factories. Bulrathis, Humans issue attaboys.
2409 Xengara bombed: 10M, 30 factories; Xudax bombed: 3M.
2410 Controlled Inferno Environment researched; Soil Enrichment next. Xengara bombed: 12M, 2 factories; Xudax bombed: 3M, 1 factory. Bulrathi agree to increase trade to 130 BC/year.
2411 Xengara bombed: 15M, 1 factory; Xudax bombed: 4M.
2412 Alkaris barely beat me at Stalaz. Xudax bombed: 6M. Alkaris colonize Stalaz.
2413 Xudax bombed: 7M.
2414 My fleet at Denubius fights off Alkari invaders. Galos, Trax scouted. Xudax bombed: 7M.
2415 I beat the Alkaris at Stalaz. Sub-Light Drives researched. Xengara bombed: 19M.
2416 Stalaz bombed: 2 factories; Xengara bombed: 19M.
2417 Unknown spy destroyed 1 missile base on Gorra. Stalaz bombed: 1 factory; Xengara bombed: 22M, 6 factories. Pirates appear at Kakata. Silicoids, Bulrathis, Humans all agree to alliance.
2418 Crypto, Escalon scouted. Stalaz bombed: 1 factory; Xengara bombed: 27M. Council meets: Alkari (8) themselves, Bulrathi (4) me, Silicoids (3) me, Humans (3) me, Sakkra (4) me, me (11) me. Game over.
[Image: RB2council.JPG]
My friends:
[Image: rb2alliances.JPG]
My final fleet:
[Image: RB2finalfleet.JPG]
The known galaxy:
[Image: rb2finalmap.JPG]
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Mine was a boring game to read about so I wont bother filling up a lot of space with a report.

I did the standard opening of build till factories reach max, then started on colony ships. I did no research at all until my 3rd colony was formed, at which point i researched range 4 at max, after which I prioritized planetology & range 6.

We learn early that the Alkiri are going to be big as they are first to 8 planets about the time I had 3 or 4. That's not good news.

I met the humans early about 50 years in or so. They were small doing a 3pc. It was as big as they ever got. It wasnt too much later that I located the Alkiri, Silicoids & Orion, but still had no contact with anyone but the humans.

I met the Alkiri when they beat me to Firma by 2 turns frown . Fortunately I had a place to go with that colship. In fact, it tured out to be absolute optimal timing as it reached that no habital system the exact same turn as a settlement in the far east would allow it to grab the top right corner habital.

Geez were the Alkiri HUGE. They had 12 systems already! I decided to bribe them. I gave them all my reserve (like 100BC was all) then shiped them some tech or other which escapes me. This moved relations to neutral and they agreed to minimal trade.

The silicoids were a 3pe for a long time, aparently unable to research a range tech. That changed in the mid 70's as they got a range tech and basically started spreading like a cancer. I actually welcomed this, as the need to dilute the Alkiri pop/vote lead was strong.

I meet the bulrathi in 93 when they take Tau Cigni from the Silicoids. They start off disliking me and are also bribed up to Relaxed and minimal trade/nap immediately. Also I grab the last disputed planet in the south (Laan) and get naps with the Humans and Silicoids. At this point, I decide on a radical plan. I give the Alkiri hand lasers, which makes them like me enough to also give me a nap (How could they refuse the one who taught them the secret of Hand Lasers?). I go all out into research, forgoing any further base building (I had just started bases recently).

"You can't play defenseless." sayeth Sirian? (appologies to T-Hawk for the plagerisim). Well, on Hard or especially Impossible, you definately cant. Ever. Period.

But what about on average? If there had been an erratic opponent, I wouldnt have dared try, but there wasnt. With all the races bribed and with me not in a runaway planet or pop situation I was ready to gamble.

Please note, I do not claim this was a smart move. In fact, unlike the above referenced T-Hawk allways war republic brilliancy, this move was total weed and I realized it going in. Still, it wasn't as risky as it would seem (as later games I played on hard/impossible would reinforce. In those games I could carry off the bribery while still building formidable base totals.) because there was no pressure on the AI to attack at all (yet), and even less pressure for it to attack me.

The first vote is held in 97 & gee, the Alkiri are 1 vote short of 1/3 of the pop. I give away soil enrichment, which just came in, to all non Alkiri races to try to dilute the Alkiri voting block and to score relations points. It's going to take a unanamous vote to beet them probably as the unmet sakkra are in 3rd place in pop frown.

The vote in 99 has diluted the alkiri pop by 2 votes, maybe it can be won w/o the sakra involved if the Silicoids continue growing.

Doesn't matter now as, I get contact with the 3pe Sakkras (yep, 3 planets, but barely 3rd in pop!wink in 2113 after settling the Inferno planet behind the humans. I bribe them up to relaxed with 2 techs & trade package. The Silicoids give me an alliance this year also. I step up my bribery to the other races.

The year 2415 gets me an alliance with the humans. The bulrathi are up to calm. They might ally in time. Dono about the sakkra....

By 2421 I have managed to gift both the bulrathi and sakkra enough to get alliances (Ive been giving gifts every other year). Im confident I'll get a unanamous vote and....

Bingo! Everyone cept the Alkiri were at least Affable -even they were Amiable- and with them all as allies as well, the vote is a foregone conclusion.

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Summary

2425AD Election = 175pts (technically 2424 but I guess we are going with the 25/50/75/00 dates for numerical convenience)

18 planets (Galos, Ukko, Gora, Xendalla, Regulus, Proteus, Toranor, Fierias, Denubias, Uxmai, Guradas, Helos, nyarl, Escalon, Drakka, Laan, Paranar, & Tao - settled on the interturn before the vote. The settling happens before vote when next turn is clicked.) = 18pts

I didnt glass Altair (never made a warship heh) = 0pts

Unanamous support Achieved = 5pts

Didnt master Orion = 0pts

Didnt research future tech = 0pts

Didnt conquer the galaxy = 0pts

Total = 198pts

I though this would be a good total, but aparently it isnt going to be very good at all.

I'm amazed at how fast some people got elected. I didn't even know enough votes to get elected till the 3rd election frown. Maybe it had something to do with how the AI's expanded, especially the Alkiri.

BTW, I didn't play totally defenseless. I was just starting on bases when I decided to forgo it for the total pacifist gamble. I did have roughly 15 bases in my empire at games end smile

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Worth mentioning - I never made a single ship with a weapon on it and had 1 ship at games end (after the colony ship settles on the interturn). The only ship design I had period at the end was called Settler heh.

- I never planted a single spy

- There was no war at any point between any 2 civs let alone a war involving me.

- Total real world time to play the last 32 turns - about 15 minutes.....

I enjoyed the premise, and actually kicked myself for not defending the radiated planets after the fact (at least until I found I didn't have Radiated in my tree anyway).

The placement of those 2 tundra planets and the ocean planet sure killed a "back line" area as pretty much everywhere was exposed to the silicoids because of it.

If the save is wanted/needed I'll upload it to Civfanatics so let me know.

I noticed after playing that Sirian mentioned in the RBO1SG thread that "buying the vote" might need to be regulated. It was something I'd never really tried before, and though it is indeed powerful, I don't know that it is any more powerful than declaring war on a rival and lining up a full dogpile against them while you bomb some spud of theirs. The later strat produces the same result and is used a lot by most folks.

The diffrence would seem to be in risk. The risk of the bomb em strat would be that the AI kicks your but with its military, while the risk of the bribe em strat would be that they declare war on you and all your bribery goes for naught. At least with the military strat you have something to show for your efforts (the fleet).

The election buy was fun to try one time for me on each of the difficulty levels to see how it worked, but I don't think I'll be doing it much. It sort of makes the game less fun if you never have any combat IMHO.

I guess my 2 cents on the matter would be to leave the bribery available. It does have its risks, especially with Erratics in the game. If a middle ground is sought, it could only be available until they are Amiable I suppose (Amiable empires only occasionally vote for you in my experience).

Of course, in games where conquest or higher is the goal, no regulation would be required either.

-Maniac
Favorite quotes:
Diplomacy is the art of letting other people have your way - Unknown.
The graveyards are full of indispensible men - Charles de Gaulle
If you live to be a hundred, I want to live to be a hundred minus one day, so I never have to live without you - Winnie the Pooh.
There's no point in being grown up if you can't be childish sometimes - The Doctor
What's the use of a good quotation if you can't change it? - The Doctor (again)
Your friendship is the nicest gift I have ever recieved - my girlfriend smile
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Ozy, you make me feel a bit better. wink

My report is here.
On average, everybody thinks they are above average.
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What a marathon!
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Geez. Way to stick it out and win. Sorta reminded me of some of the more remarkable come from behind Civ SG's. Your game probably lasted 20x as long as mine in real world time, but it was also probably 20x as much fun to play.
Favorite quotes:
Diplomacy is the art of letting other people have your way - Unknown.
The graveyards are full of indispensible men - Charles de Gaulle
If you live to be a hundred, I want to live to be a hundred minus one day, so I never have to live without you - Winnie the Pooh.
There's no point in being grown up if you can't be childish sometimes - The Doctor
What's the use of a good quotation if you can't change it? - The Doctor (again)
Your friendship is the nicest gift I have ever recieved - my girlfriend smile
Reply

<new arrival from civ fanatics>

Hey guys, what's up. I had never played the game before reading about it on Sirian's excellent web site. Initially, I couldn't get the game to run at all, so I picked up a win 95 version of MOO II for about 8 bucks to play in the interim. Good game, but even after only a couple play-throughs I could tell it had some serious flaws; the custom race option is ridiculously overpowered, for example. Finally got MOO running after Imperium I had already finished, so I figured I'd jump in on the next one. My 'report' is a stream-of-conciousness mess; I was taking turns in between writing essays and studying for finals and jotting down notes as I went along. My hope was that pictures would help out, but I don't have hosting so that doesn't seem like much of an option. Even worse, spellcheck actually CRASHES word when I try to run it, so there are alot of misspellings.

Summary: A long, grueling game. I probably could have won earlier had I been more aggressive or used bomber SoD’s, but I still had fun, and I think I did pretty good considering this is only my second game after Sirian’s Tutorial. It was pretty much the equivalent of a CIV III Always-War game; don’t’have enough experience to know whether or not this is typical. In terms of map edits, the Alkari start position looked too good to be true; not that it did them any good against the Sakkra hordes. I hit the negative ship bug, but late enough in the game that 32,000 hyper X launchers mounted on the Sakkra Goblin-class fighters didn’t really matter much in the grand theme of things.

Scoring:
Victory Condition: Domination; a little over 3/4ths of the vote
0 pts: Game won in 2625 AD
42 pts: Controlled 42 planets when game ended. (Sssla fell the turn of the election)
5 pts: Glassed Altair (Assuming that glassing the planet AFTER the Alkari have been wiped out counts)
10 pts.: Mastered Orion
10 pts: Researched Advanced Weaponry I
62 points total


Full Report:
-Design new scout ship, send out starting scouts, send the colony to the white, and hope trusting that Sirian hasn’t given impossible start. Found Helos in 2302, size 80 jungle. Start sending pop from homeworld over to help it get up to speed.

Build a round of scouts (5) which fan out towards nearby stars. Find Gorra, a size 95 Terra, and Seidon, a size 40 ultra rich radiated.

Find our first Tundra planet, Quayal, size 15 to the south. Our scout pilots flee in terror. Also find another jungle, size 75 Guardas.

Scouts find Xendalla, a size ten minimal, Uxmai, yet another jungle, and ANTARES!! The scout pilot does a 180, knowing any second that the Harbinger could vaporize him, then remembers he's in a different game now. Still, it’s Tundra, and you never can be too safe.

Build another round of scouts. Keep building factories. Helos is brought up to size 40 and left on its own.

Scouts find Nyarl, a size 65, arid, fertile (??) mineral-poor world.

Scouts find Omicron, a hostile world.

Find Drakka, size 30 minimal.

Fierras reaches 160 factories and will start building colony ships. Helos sends pop back to bring it to full size.

2327: First new colony ship christened………….and nothing is in range except for the tundra world. Great. Time to start research I suppose. Fierras might as well get up to max factories first, and quickly does so. Put all 140 BC into research. Come on, range.

VERY nice research options, reduced waste 80%, deuterium fuel cells, hand lasers, battle comp mark 2, class 2 shields, improved Eco. I of course focus most on the fuel cells, but I will almost certainly get hand lasers first since they are so cheap.

Hand lasers come in, opening up fusion bomb, hyper x, and ion cannon. Start on the missiles. 23% chance of a breakthrough in propultion now.

Comes in next turn, opening up nucleur engines and range six. Start nuke engines. Conventiently, Helos is nearing max pop and factories and can keep research going for awhile on its own. Next priority is 80% reduced waste. The colony ship takes off immediately for Guardas. Now that I think about it, range six may have been a better choice, urk. The Guardas colony should extend my range enough to grab some more worlds though.

Found Guardas in 2339. 35 million colonists dispatches from Helos.

Helos reaches max factories the same turn GNN pops up and says that the Alkari have expanded to 8 systems. Eeek. About 4 turns or so from having 4 colonies. Stupid birds.

The silicoid colony of Moro gets his with the mineral depletion event. Discover vulcan, a hostile ultra-rich. A silicoid scout ship pops up at the tundra world, as is a sakkra one.

Contact is made with the rather massive silicoid empire to the south.

2347: Found Uxmai, driving off a human colony ship. Not good. The humans have five systems to our west. Uxmai’s founding opens up the size 95 Gorra. Colony ship dispatched.

Reduced Industrial 80% comes in. Nice.

Sakkra fighter drives us away from the rich inferno. Just you wait, lizard-boy.

Impoved eco restoration comes in, opening up death spores and, irnocially, controlled tunda.

Trade reduced waste 80% to pacifistic humans for range 5. Form trade with both them and the aggressive diplomats (?) silicoids.

GNN lists us 4th in production

Class 2 shields come in, only choice is personal deflector. Computer mark 2 comes in, start robotic controls III at a (low) research. Found a colony on the somewhat-useless Xendalla, but hey, its better than nothing.

The yellow north of Xendalla turns out to be a size 80 ocean. Argh.

Nuke engines come in, start on range 6. Find Regulus, an Inferno to the far north.

Hyper X rockets come in, start on Ion Cannons.

I figure this is a good time to get a few missle bases set up.

The Bulrathi world of Vega gets hit with the irradiation event; but they manage to clean it up by the next turn.

Range 6 comes in, start on sublight drives, the only choice.

Duralloy comes in a few turns later, start on improved industrial 7 to help me out once robotic controls III comes in.

2381: Colony built on Nyarl. I figure that it will probably be a pop producer for me since it so poor minerlly. Ship some colonist over to get it started anyway. The only planet in range I can settle is the size 30 minimal Drakka, but again, its better than nothing.

A couple turns later, the first election takes place. It is the Alkaris (surprise, surprise) vs. The Sillicoids. I abstain.

I really need to get some colony base techs before the sillicoids steal everything. Research in Planetology prioritized, since I need to get passed Death Spores anyway.

The Alkaris attack my scout orbiting Ukko, a size 30 Inferno. This probably means they are located in the northwest. Good thing all of my planets except for the size 10 Xendalla have a few missle bases up now. Death Spores come in, start on controlled Inferno. A scout finally reaches a system to my northeast that I had neglected, and it turns out to be a size 55 steppe, now in range. Another colony ship ordered up.

Personnel Deflectors come in, start on Planetary Shield V (only choice). I trade Death Spores to the Humans (they’re pacifists, remember) for terraforming +10%. Sign a Non-Aggression pact with them as well. Production shifted over to terraform all my worlds quickly.

Robotics controlled 3 comes in next turn, most of my planets are now focused on infrastucture. I had moved a scout from seidon acciedenltly, and the bastard Sillicoids immediately poach it. They are now on the list ™.

Next turn, my colony ship arrives at Drakka, opening contact with the Bulrathi, who must have formed an early alliance and crossed Silicoid space to reach Laan, a large distance form their main empire.

A GNN report comes in. The Sillicoids have reached 17 systems. My initial plan was to wait for sufficent planatolgy techs to come in so I could invade them, but I may not have that luxury. Fortunatly, Ion Cannons come in next turn, so I should now be able to build a semi-decent gunboat as well as missle ships. The best missle boat I can manage is a medium hull with no shields and titanium armor; little more than a pair of 2-shot Hyper x-racks strapped to a nuclear engine. My Ion Battleship, christened the Lion, carrys 4 heacy Ion cannons, 6 normals, a couple of nukes, a battle scanner, and the best armor, shields, and engines I can fit. I hope I don’t have actually launch an invasion any time soon.

A silicoid cruiser and armed colony ship drive off my scout squating on Vulcan.

GNN reports on empire production; us cats are number one, followed by the Sillicoids. The Alkari are all the way down at 5. I wonder what happened over there? Found Proteus in 2398, the last colony I will likely get until controlled Inferno. Next year is an election year, and it is again inconlusive. The sides seem pretty divided, pop wise. The Altaris and the Sillicoids get the same number of votes.

A few turns later, Fierras hits 330 factories, and starts churning out my crappy missle boat design, 1 a year, while still doing a lot of research. Controlled Inferno comes in next turn, so I start on Soil Enrichment and design an Inferno Colony ship. I build a large with a couple of heavy lasers strapped on, just in case. Of course, only one inferno remains free of the sillicoid menace…

Guardas reaches max factories in short order. It starts building Lion 1-Class heavy cruisers, one every three years. The Sillicoids need to be cut down to size. Gorra starts churning missle boats. Fusion bombs come in, start on mass drivers. The weak point in my defenses will be Narl. It will take forever to build bases, so I’ll have to station a defense fleet there. My initial target will be Torras, a rich inferno the west of Fierras. The only problem are its five bases. I’ll probably have to wear it down with hit-and-run missle attacks, as I can’t even fit a Fusion bomb into a small hull if I want to also intall engines.

About this time, my scouts stumble upon Orion and are promptly obliterated. I found a colony on Ukko, an Inferno, making contact with the Alkari. I think I see why they got such a fast start….

Peace with them last all of one turn.

Sigh.

Six missle boats hanging around Gorra are immedialty dispatched to defend the new colony. I will probably have to send the cruisers as well, so there won’t be much of a chance to take down the sillicoids any time soon.

Improved Industrial 7 comes in, a bit late, and I start on reduced waste 60%.

Looking at the map again, it looks like the Alkari can’t even reach me except from a lightly inhabited Tundra world. Argh.

A turn later, the Sillicoids call us up. Stating that Mrrshans cannot be trusted, they declare war. Well, at least Geode was right this time…
They have a Whale that looks like its on its way to attack Fierras. Well, ok. Go ahead and try.

The Sakkra get 1100 BC from a wealthy banker. I send three Lion-1’s and 16 missle boats to attack Toranor. I lose a lion and 2 bobcats, but destroy the missle bases. Good thing I stuck bombs on the cruiser design. 40 million troops dispatched, let’s smash some rocks!

My troops are promptly wiped out. The Sillicoids have the exact same ground techs I have, but presumably some kind of defense bonus?

Send more troops! Sublight drive comes in, start on fusion drive.
Half of Gorra’s Population is send for the next invasion. Other planets and eco spending should fill it back up, but losing one of my core worlds for a few turns will hurt a little. Still no sign of any offensive sillicoid moves though.
Bulrathi spies blow up a couple of factories and a missle base..
Toranor falls. I get warp dissipator, imroved terraforming 30%, Hyper-V rockets, Battle computer mark 3, and class three shields. A good haul.

Next year, the PACAFISTIC humans break our non-aggression pact, stating a need to expand. Wha? What happened to giving peace a chance? I check the races button, and it turns out that that statement doesn’t neccessaril mean we are at war; he has recalled his diplomat, but relations remain amiable and our 500 bc trade treaty remains intact. Oh well, its his funeral if he tries to start something.

Another election occurs, both the sillicoids and the Alkari remaing evenly matched. I abstain.

3 of my Lion-1’s reach the silicoid colony of Paranor and bomb its missle base with no losses.
A sillicoid spy takes out one of my bases, however. I decide to set up a spy network of my own, and dial up internal security to 4%. Parranar has a pop of 130 and my worlds still haven’t recovered from the invasion of Toranor, so I will have to wait or bomb it down to size at least before taking the system.

A sillicoid Whale-class cruiser counter-attacks my fleet orbiting Paranor. It empties its missle racks, causing minimal damage, then retreats before entering beam range.

13 missle boats and two crusiers reach the Alkari world of Denubius, finding it undefended. My missle boats scouting the sillicoid world of Iranna find out the hard way it is defended by 5 missle bases and fall back to Ukko.

Next turn, an Alkari Eagle attacks my squadron at Denubius. It dodges my missles but proves no match for my Lion-1’s once they get in range. More seriously, THIS design show up at Helos:


I have 4 missle bases left, having lost a couple to spies, and a few of my crappy missle boats defending. I should have been more careful, but the sillicoids had just been rolling over up until that point. At least it doesn’t have auto-repair. The Monitor pulls a stupid “chicken dance” to avoid the Hyper-X’s of my missle boats, but once they run out of ammo it charges forward and responds with its own salvo-which is 52 Hyper-V rockets. I have no idea how well my planentary shield will hold up against that. The answer turns out to be “not well” as I lose 2 bases to his opening salvos. I get some more shots in when he chases after my missle boats with his warp dissipator, but it isn’t enough and I can’t get the monster to under 50% hp before he annihilates my defenses. It kills a couple million colonists with bombs next. Space scanner comes in; gee I wish I had it a few turns ago. Uxmai has ten missle bases, so I feel confident enough to send the three Lion-1’s orbiting it to Helos, were it will link up with new production from the capital. The Sillicoid colony of Quayal could potentially invade before then, but Helos is big enough to take it easily. I get a spy set up with the sillicoids, so I shift funding to set one up in the Alkari empire.

11 sillicoid transports hit Helos and get slaughtered by my troops. I have a fleet on the way; whether the will be a match for the Sillicoid dreadnaught is another question entirely. I design this monstosity (Tiger 1) as a possible counter, depending on how my fleet does.

My Lion-1’s over Paranor finish bombing all of their factories, then head home. My planets cannot support an invasion of this scale right now, and I need the ships back home. Too many fronts. The Sillicoids have sent 26 colonist from Seidon against Helos-but my fleet will arive the same turn, and I should have another missle base operational. Time to slay the titan. First though, I sign a non-aggression pact with the Bulrathi. Got have some friends, right?

Here’s how the battle is set up:

[Image: clashoftitans.JPG]

Each one of his missle salvos shreds one of my cruisers. I do a couple hundred damage with my heavy Ion cannons, but he hits me with his warp dissipator. I run him out of Hyper-V rounds, but not before he paralyzes my last cruiser. The monitor then kills my missle base and empties his fusion bomb racks on My planet. 18 sillicoid transports make it through (some actually got shot down?) but are again butchered by my army.

My sensors detect another large moving up to reinforce the Monitor. All right, this has got to end now. I transfer what little there is in the planatary reserve to Helos, enabling it to build 2 missle bases this year. All of my frontier fleets are recalled. I will max Fieras on Factories and see if I can get my own dreadnaught built any time soon. In other news, my attack on Regulus fails miserably. However, the foolish Sillicoids have withdrawn the Monitor to Quayal, which will let me concentrate my forces and, hopefully, defeat it. Tech wise, everything is starting to come apart as my research budget had dropped to a fraction of its former size. I scrap my scout design to save on maintance.

Next turn, the dreadnaught continues its retreat. The sillicoids are moving in strenght to my north, but my fleet cannot be positioned to meet both threats. The best Fieras can do right now is 11 years on my dreadnaught design; or I could build ten missle boats a year. Instead, I will build 5-7 a year while doing some research. I realize now that my position is very precarious; the Sillicoids have planets all around me and started their war against me before I had finished tooling up my factories or setting up enough defenses. Worse, the sillicoid forward bases are largely immune to my attacks. I will try glassing a few of the radiated planets. I create a new bomber design, but can only fit a nuke on a small hull; I’m not sure how effective it will be. I’ll make about 50 of them this turn, then go field-test them and see if nukes are still any good vs. sillicoid planetary shields.

The next turn, the humans declare war. So much for peace.

Mass drivers come in the next year, start on Stinger missles.

A raiding group hits Seidon-only to find it defended by two Sillicoid Makos, battleships with neutron lasers and heavy blast cannons.

The sillicoids want Robotic Controls 3 for peace. Ugh. I’ll see how the next few turns go, first.

Another probe at Seidon reveals that it has produced a third Mako. My bombers are too slow to reach the planet before being blown out of the sky, my cruiser dies in one salvo, and my missle boats don’t have the ammo to cause any real damage.
On the plus side, my spies finally steal a tech, from the Alkari. I have the choice of Planetology or Computers. I decide to go for Planetology; computers is probably some sort of ECM-I get controlled barren, which is even more useless. The Mrrshan spies have intresting outfits…
Then, even better, the Sillicoids beg for peace. I accept. I wonder what’s up? My border fleets had reached Fierras, maybe they didn’t want they missle boats blasting their missle bases. Either way, I will reconcentrate the fleet at Torranor and go after the treacherous humans. I get another tech steal from the Alkari, and choose propulsion. I get….Intertial Stabalizer! Nice. My own scientests finish work on Class V planatery shield. I design a new missle boat with impulse engines, Inertial stabalizer, two Hyper X rockets, and a fusion bomb . I don’t scrape my current design, though.

29 Bobcat-1’s and 5 Lion-1’s set out for the human world of Firma, hoping to find easier targets. Speaking of Torranor, it has reached max size and is becoming a good producer thanks to its mineral richness. My fleet reaches Firma, bombs its 9 missle bases and drives off an orbiting cruiser. Firma turns out to be a size 100 arid. Soil Enrichment comes in, start to terraform. Torranor and Uxmai launch a massive invasion flotilla.

Denubius, an altarian world, get hit with the mineral enrichment event. Argh.

My missle boats raid Xudax, destroying a missle base then retreating. I take Firma, taking fairly heavy casualties, but getting range 7&8, repulsar beam, an obsolete improved industrial tech, and fusion cannons.

Reduced Industrial 60% comes in next turn, start on auto-repair. 60 human troop transports are on their way to Firma-but they are unescorted so they should be slaughtered by my fleet, unless I screwed something up. At this point in the game, it looks like the sillicoids could smash me just about any time they wanted. They are up powered armor in ground combat, not to mention the 5 huges and 22 larges just sitting at Antares. All my attempts to form a trade agreement result in them yanking their ambassador. I don’t see any way of organizing a coalition against them, as even the humans hate me. Only the Bulrathi remain on good terms, but are definitely a second-teir power at this point. I’m not giving up yet. I redesign my battleship design with an inertial stabalizer and a repulser, mounting heavy fusion beams with some Ion cannons for close in-defense and a some fusion bombs. The first will complete in 3 turns, although I would like to wait for auto-repair, it is many turns away. Another election takes place, and surpisingly, I am a nominee.

The humans and the Alkari vote for the Sillicoids, but the Bulrathi and the Sakkra (who I don’t even have contact with, I think) vote for me. I can still safely abstain, hopefully this won’t piss the sillicoids off to badly. I get Stinger missles a turn later, start on Graviton Beam.

Hit next turn, my spies report success in stealing space scanner. I send a fleet to attack the human world of Xudax….and then the sillicoids declare war. Well, I’ve managed to finish 1 battleship. 21 of my latest missle boat designs and the some other assorted ships just finished will meet up at Guardas. With 15 bases, it is my most heavily defended world, although I’m not too optimistic about stopping those Sillicoid huges. An Alkari squadron is attacking Firma; it will have a single missle base and some assorted torpedo boats to defend it. The rest of my fleet is in transit to Xudux. After they arrive, I will try and get peace with the humans. I sign the Bulrathi to an Alliance; maybe they can actually help me out. <sillicoid SOD.jpg>

The sillicoid SOD will probably just smash Guardas before my reinforcements arrive, argh.

The attack on Xudux goes well, as my missles plaster their two bases easily. The Alkari fleet attacking Firma turns out to be a trio of large missle ships. They empty their racks and run around for awhile, causing no real damage. Then the main event begins, as the Sillicoid fleet hits Guardas, now up to 16 bases but without any fleet support.

I do some damage, killing a couple of the monitors, but the bomb-heavy whales prove to be the bigger threat and pound my missle bases into slag. The sillicoids then bomb the planet, causing a fair amount of damage. Guardas is set to build max bases; it can do two/turn, supporting my fleet units in their counter-attack. Out west, the Alkari have another squadron going after Firma, 5 Dreadwing missle boats and 357 Foxbat fighters. The foxbats turn out to be carrying nucleur missle racks; they blast the two bases, but run out of ammo and retreat. At Guardas, my missle boats manage to knock out a couple of larges, but are forced to retreat. They bomb the planet again, then land 30 million troops. The 80-odd soldiers I have their take around 35 casulties, as the Sillicoids have Zortium Battle Suits.

Next turn, I take out a few more Sillicoid ships, but am force back again. They bomb the planet and land 16 transports, reducing the former size 125 planet to 24 pop points. I sign peace with the humans, and sign a trade agreement with them.

The Alkari come for me at firma

[Image: Altarifleet.JPG]

They are driven back when they are run out of ammo, but they are not decicively defeated.

In 2456, Guardas is again bombed. The sillicoids have 27 million troop incoming from their eastern colonies.

Next turn, my Sabretooth-class dreadnaught reaches Guardas. It proves to be more than a match for the sillicoid designs, but is badly outnumbered and eventually disabled by warp dissipators and picked apart. Guardas falls. The Alkari have been bombarding Ukko for awhile, but their invasion force is decimated, lacking pretty much every single army tech. The Sillicoid fleet moves on to Helos. Fortunatly, they leave behind their Shark design, which carries Omega-V bombs. Helos will have 13 missle bases when they arrive. The Alkari raid Gorras, but are driven off. I decimate the Sillicoid fleet at Helos, not making the mistake I did last time and holding fire with my missle boats until they can get good shots in and concentrating my forces.

Time passes. I briefly make contact with the Sakkra, then lose it again when the Alkari re-take the planet the Sakkra had conquered from them. The Alkari repeatedly attack Firma, but their attacks are generally ineffective, even against the obsolete designs. I introduce a new generation of beam cruiser, the Lion-II, two battleships designs, a new missle boat, and upgrade all of my missle bases to stinger missle launchers. Meanwhile, the Sillicoids have stagnated; at least what I am facing. Their monitor is no longer so formidable against stinger missles. Their class-II shields are no match for my latest generation designs, especially now that all of my worlds have around 20 missle bases or so. Actually taking the offensive is more difficult; the Sillicoids have a major advantage in their Zortium battle suits, and my attempts to retake Guardas fail. I research Ion rifle and keep up research on Zortium armor. Now that the sillicoids seemed to have stalled, the plan is to hold out and tech up until I can make advanced bombers and enough planetology techs so I can take their radiated strongholds (hopefully my spies get lucky and steal Omega bombs from the rockheads) and then take the offensive, as I need to keep my fleet on defense to distract the Monitors (They may be becoming obsolete, but they still have over 50 hyper-v racks).

Another election takes place, and I even have a slight lead on the sillicoids in votes.

Once I get fusion drive, I plan on starting constuction of my prototype bomber design. Toranor is a rich world and should be able to churn out, oh, 20 or so a turn.

A couple of turns late, the sillicoids finally notice that the weak point in my defenses is Xendalla. It has only a single missle base, negligable production. My main fleet won’t reach it in time. I will evacuate the world. On the positive side, the Sakkra are pressing the Alkari hard; they are on the doorstep of Altair itself, and there hasn’t been an Altairian attack for some time. I feel confident in finally scraping my Lion-1 design as a result. The sillicoid send a squadron against Firma, but I step up production of missle bases. Since I have to evacuate some of my pop anyway, I send a massive invasion force against Helos. I MUST retake it.

Out of the 118 troops that hit invade Helos, only 4! Survive the fight with the sillicoid powered armor. My troops sieze Reajax fuel cells and improved terraforming 40%. The sillicoids immediately retarget their fleets; I hope I didn’t over-extend. My long-range scanners pick up a new sillicoid ship design designate ‘Polaris’ but I have no idea of how it is equipped. I notice that I have over 80 Bobcat-II missle boats hanging around Proteus, overlooked for a number of turns. I will send them to Vulcan and bomb the sillicoid colony (can’t capture it, its irradiated). After a two-turn siege, the sillicoids capture Xendalla. In other news, I finish Zortium armor and start on battle suits. This should swing thing my way in graound combat.

My alliance with the Sakkra drags me back into war against the humans. Oh well.

I design a bomber, the Helldiver 1, which carries 2 fusion bomb racks and has a manuver rating of 7. The sillicoids have bent all their efforts to re-capturing Guardas; hopefully my bomber squadrons can go off and level their Irradiated worlds and cut into the number of fronts I have to cover. Actually invading their planets just isn’t worth it right now; maybe once I get powered armor.

My first wave of bombers take out 4 sillicoid missle bases before dying. Oh well.

GNN lists me as being 5th in fleet strength, ahead of the Humans and Alkari.

The Sillicoids show up at Toranna with their Polaris design. It turns out to be bomb-heavy design, but is also armed with Heavy Blast Cannons and my Lion-II is destroyed in a single salvo by a stack of 11 of them. My Tiger-I fairs better, since it also carries missles and has auto-repair.

Oh swell. My diplomat to the Sakkra tries to assassinate their emperor. My only ally of any consequence is now at war with me. AHH.

The Sillicoids launch a massive assualt on Torranor. The planet has 20 missle bases, 1 Tiger 1, 1 Panther 1, and 40-odd bobcat II’s. The Sillicoids send 4 Monitors, 20 Sharks, 20 Polarisis, 5 Makos, and 4 armed colony ships. My fleet is wiped out, and my missle bases fall to the Omega-V bombs of the sillicoids. In return, I destroy all of the Sharks and Polarsises. The Makos have been redesigned; they are using massive banks of Heavy Blast Cannons that eat through planatery shields almost as well as bombs.
The Sillicoids bomb Torranor, destroying +/- 100 factories and 30 million colonist. I cannot let my only rich world fall. If they choose to bomb it down to the bedrock I won’t be able to stop them; my remaining ships will need three turns to reach Torranor. For that matter, my “fleet” is concentrated at Guardas. The mistake I made was forgetting to upgrade Toranor’s bases.

My bombers blast the crap out of Seidon. Not that it matters much at this point. The sharks are circling the water now, and sillicoids have fleets heading for almost all of my systems.

[Image: sillicoidsiege.JPG]

37 million sillicoid troops are headed for Torranor, ETA 2 turns. Class V shields finish, start on Class X planetary shields. Next turn, Advanced Eco Restoration comes in, start on Atmospheric terraforrming. Seidon is BDZ’d after three turns of bombardment. Torranor falls, and the Sillicoids steal Class V shields, Neutron Pellet Gun, and Battle Computer Mark V. Ouch. I still somehow have the second highest pop according to GNN. Something strange happens next: The Sillicoids initiate diplomacy! They demand that I break my deal with the Bulrathi, and when initially refuse, they offer 2775 BC as a bribe! Could it be that DA BEARS are beating on the Sillicoids down south? I refuse him again; Geode won’t keep his word anyway, and my scorched-earth campaign proceeds. 100 HellDiver I’s are sent to blast the Ultra-Rich Hyades to the ground. I actually could land troops on it, but the Sillicoids have too much of an advantage with personal absorbtion shields and combat exoskeltons. My bombers hit Hyades, but fail to defeat the missle bases. Factory Control 4 comes in-nice. Omiracron is glassed next though. I design the HellDiverII, which is

The turn before the election, two bomber groups hit Sillicoid worlds. 150 HelldiverI’s hit Hyades, and this time the colony does not get off lightly. It is BDZ’d.

Election: The damn Sakkra vote for the Sillicoids. Just my luck. Still manage to hold off losing the vote though. The Sakkra ambassador finally show up agiain next turn, and we are able to sign a peace treaty. And a rather large trade agreement. Hmm, If I survive until the next election and keep blasting Sillicoid colonies, I may acually be able to win the vote!

Fierras hits max factories; it can build one of my dreanaught designs in 4 turns! I will have it build bomber instead though; I need to create a new battleship design as I am not satisfied with either one in service. Waiting for Megabolt cannon research to finish first though.

Level Paranar next.

Capture the ultra-rich Hyades after the Sillicoids refound (even againt 4 troops I took have losses)
Megabolt cannon FINALLY comes in , start on Scatter pack VII. Design the Tiger II, a huge hull with class v shiels, zortium armor, fusion engines, Mark V battle computer, repulsor beam, auto-reapir, intertial stabilizer, 16 megabolt cannon, 13 heavy fusion beams, and 1 fusion bomb.

I steal Merculite Missles from the Alkari. Moro get hit with the Pirates event. The Sakkra ask for an Alliance, and I agree. The Silicoids have Class Ten Plantary shields, making my bomber design all but useless against their planetary defenses. I need a new bomb. None of my allies have anything in that area, but I do get controlled radiated (finally!wink from the Sakkra. I can now take those accursed sillicoid planets that have been taunting me all day. Soon I will try and re-take Torranor. My two worlds nearby are extremely heavily fortified; Gorra has 60 missle bases. The only problem are those class ten shields.

The Sillicoids have another task force heading for Fierras. I will have it up to 40 missle bases by the time their squaron arrrives, however. My defense fleet is destroyed, but the only 2 sillicoid ships escape the attack.

Time passes. I finally get combat exoskeletons, so I decide it is time to re-take Torranor. I have 45 of my 3rd generation missle boats, 6 cruisers, and 1 of my brand new Tiger-2 Dreadnaughts, as well as a couple hundred Helldivers who had been massing at Firma on their way to attacking the Alkari. The battle goes fine-but I can barely scratch their planetary shields. I wonder if they have something hifhger than mark X? No, I guess not. I REALLY could use a new bomb

Class X’s of my own come in. Time to back off on base construction on most planets; upkeep is just getting too high.

The Alkari prove to be much easier targets. The diminished fleet I had sent against Torranor hits the rich Denubius, destroys their seven missle bases and various fighers. The planet has seen heavy combat; out of 110 max pop is down in the thirties. I will try and capture the planet and its 250 or so factories intact. Hyades, the Ultra Rich I took from the sillicoids, has reached maximum output. It is a tremendous industrial world; it build up to 40 defense bases quickly and can now churn out a Tiger-II every 4 turns or so. Throughout this time, the Humans and the Sillicoids have been begging me to break my alliance with the Sakkra. Uh, no. My only worry is that the Sakkra will grow too strong, eclipsing me in the election nomination.

In 2550 or so, 60 transports hit Denubius. The hopelessly outgunned Akari only cause about 15 casulties, and my troops sieze Impulse drive. Seidon, the Sillicoid Ultra-Rich my bombers have been busy pounding into the stone age should fall next turn. Taking Vulcan, the Sillicoid Ultra-Rich next store, will be more difficult since it has Class X shields and missle bases. Increase spy funding against the sillicoids; they have numerous bomb techs I would love to have. If all else fails, I will start building a large design with a decent engine and computer, with all the rest of its space full of Stinger missles, which should be able to hurt even Class X shields. Moro falls a couple of turns later, its defenses destroyed by my bombers before the Rocks got class X shields going. So does the ultra poor Parenor.

Another vote, still inconclusive. Finish scatterpack VII, start phasors.

Attack the Alkari world of Spica, it’s a nice size 140 Terran. Level its bases, send in the marines.

The Sakkra land troops a turn ahead of me, however, and my invasion force dissapears. Sigh. For that matter, the Sakkra also have taken Altair, so I guees I can’t destroy it unless I go to war with them.

Atmospheric Terraforming comes in, start on Advanced Soil Enrichement (Gaia Transformation)
Andrium Armor comes in, start on Improved Industrial 4. ECM Jammer Mark V comes in, start on robotic controls V. Phasors come in, start on Hercular missles (still trying to find a way to crack those sillicoid planatary shields!wink

I try to grab the last couple of Alkari systems before the Sakkra or Bulrathi take them down.

2536: Stalaz, a size 110 steppe planet formerly belonging to the Alkari, falls to my hordes.

2538: A sillicoid Sod, with a new monitor design present, zeroes in on Seidon, where I have forgotten to get missle bases set up. [Image: newsillicoidsod.JPG] They are slow-moving (possibly due to the colony ship) and the dreadnaught squadron orbiting Guardas will reach Siedon first; and in any case the system is Ultra-rich and just finished maxing factories, so it will be able to churn out a fairly formidable defense on its own (I just don’t know the capabilities of their new Monitor design, though). Siedon can build about 30 missle bases (I think; hard to tell how many resources it has queded up) in the time it will take the sillicoid squadron to arrive. Now that’s the power of industry.

2539: Trax, a crappy inferno planet, falls to my troops. The Alkari are down to one planet.
2540: Seidon will hit 42 missle bases the turn the sillicoid fleet arrives. I don’t think the rocks are gonna make it. It is now clear that the rocks have sent numerous small task forces against Seidon, presumably targeting the world when they noticed it was the only one I held of any importance that wasn’t defended by 50+ missle bases. They have two new designs, both huges, the Kraken class and the monitor class. Let’s see what they’ve got. Next turn.

Hmm, looks like the Kraken carries 67 Tachyon beams; I don’t know, but I think those may be streaming weapons. It has class three shields and Zortium armor, based on its hitpoints. Doesn’t do it any good; it never reaches firing position, blown away by 43 bases worth of scatter pack VII missles. Only the colony ship escapes my (unintentional) trap.

GNN reports that the Amoeba is coming; I’ve never had a game reach this date before, so I have no idea how to deal with it. Let’s hope it goes and munchs on someone else.

The new sillicoid monitor turns out to be armed with 40 heavy blast cannons; more importantly, it has a class 6 targeting computer and class V deflectors unless I’m mistaken. It can actually survive a salvo from my planatary defenses, but is torn apart by the 7 Tiger-II’s now at Seidon. One more wave of Sillicoids is on its unalterable course with destiny.

In 2545, Cypto falls, and the last of the Alkari are dead or subjugated. GNN also reports that the Sakkra have passed up the sillicoids in pop, making an election victory any time soon less likely. Oh well, more time to reach Orion. I have never before captured Orion in this game, so I’m not sure what kind of firepower its going to take. I know the Guardian is fast and uses some kind of energy weapon, along with a lightning shield generator that makes it fairly immune to missles. If it’s like the one in MOO II, it will be carrying Death Rays and energy torpedoes of some kind, and will have auto-repair and the equivelent of the Achilles targeting computer (Oracle?).

I spot the Amoeba-it appears to be homing in on the sillicoid world of Arietes. I have 2 Tiger II’s in orbit of Moro; they can go poach the world, possibly. Meanwhile, I will step up operation against the humans until I get Hercular missles and see if they can penetrate the sillicoid defense shields.

The Amoeba moves past Arietes. The attack on Morrig times out; my dreadnoughts can barely scratch their shields, but auto-repair allows them to camp in the high oribitals of the planet dropping fusion bombs; I manage to kill 7 of the planets 13 bases, at the cost of 13 Bobcat III’s and 2 Tiger II’s

2549: Ion Drive comes in, start research on High Energy Focus. I’m also nearing breakthroughs in Improved Industrial IV, Robotics control V, and Hercular missles. Ten Tiger II’s are sent back to Morrig for another try at taking the world.

My TigerII SOD arrives at human Morrig; it has 3 missle bases left but has been reinforced by a single Dreadnaught. I do not know its capabilites (no battle scanner) but it probably has zortium armor, based on its hit points. In any event, it flees from the battle, and my Tigers surely but slowly pound the missle bases to dust. Improved Industrial IV comes in, start on Tritanium armor. GNN reports that the Sillicoids have wacked the Amoeba. Elections take place; it is as I feared, the Sakkra are now my opponents. The humans and the Sillicoids vote for the Sakkra, but I can afford abstain. The margin between the Sillicoids and the Sakkra remains slim.

2550: Parranar, the ultra-poor world I conquered from the rocks, sends an assualt fleet to Moro, supported by trooops sent from Guardas.

In between turns, the sillicoids destroy my colony on Moro. The 2 TigerII’s defending it are destroyed by the enemy Monitor and its Whale heavy cruiser escorts. The Sillicoids use of Warp dissipator prevent me from using the Megabolt cannons more than a few times. Moro was not particularly useful anyway, but every bit of pop may end up being crucial, so I’ll retake it once I get a chance. I have a few colony ships with radiation colony pods hanging around. My fleet orbiting Siedon heads down for Moro, confident that the massively productive world can handle itself. Robotics controls V and Hercular missles come in the same turn; start on Hyperspace communications and Disrupter cannons. Morrig falls; the human GROPOS are somewhat better than the Alkari, but lack combat exoskeletons and absorbtion shield. The world and its 400+ factories fall to the cats. My troops seize Improved Industrial 6, Bio Toxin Antidote, Scatter Pack V, and Fusion rifles from the humans. The rifles will be useful; the other techs will just help with miniturization at this point.

Start re-fitting my worlds to make use of Robotics V. Design a new missle boat, this time on large hull, mounting 8 hercular missle launchers. Have to wait for factory refits though. There is a Sakkra SOD in orbit of Sol; I dispatch some of my Tiger II’s to scout out the situation. Sol has 14 missle bases covering it.

Seidon and Hyrades hit max factories after a turn of work; they will build 7 of my cruiser-sized missle carriers next turn.

2553: I re-found a colony on Moro. Not sure for how long though; both the Sillicoids and the humans have it targeted. The humans have sent what appears to be their only remaining warship, the Dreadnought, and the Silli’s have sent one of their usual SoD’s. A smaller Sillicoid stack has targeted Morrig, but Morrig is right next door to Hydrades and has ten Tiger II’s guarding it.

The Sillicoid attack on Moro fails, desptite them paralyzing my Tiger stack. The human dreadnaught flees.
Most of my factory construction and refitting finishs in my core worlds, and my research (most of my construction is being done by the rich worlds right now) breaks 6000 b/c.

Sillicoid attacks stopped with minimal losses. Computer Virus event destroys all my weapons research, to the tune of 14,000 RP.

Someone frames me for sabotaging the Bulrathi. Sol falls to the Sakkra, but the humans are still holding on, somewhere.

I notice that the Sillicoid world of Omiricron is undefended. Send a dozen of my Arsenal ships (missle boats) and a Tiger 2 along with 60 troops from Nyarl. The Sillicoids now have Tritanium exoskeletons, but I have a better weapon. Omiricron falls. My troops sieze…..IMPROVED CONTROLS 6!!! Yes!

In their next attack on Parranor, the Sillicoid ships are seen using Hercular missles.

Soil Enrichment comes in, start on improved terraforming +60. Once I get class seven shields, I will design a new dreadnought class and prepare to conquer Orion. Actually, I think I will test Orion’s defenses first. Ten Tiger II’s and ten Bobcat IV Arsenal Ships head towards Orion.

The Battle of Orion <pic>
[Image: Firstbattleoforion.JPG]

Well, I win intiative.

Scan the Guardian…Eek. High Energy Focus, Lightning shield, BUT no self repair, class 7 shields, Mark X computer, 45 scatter pack X’s, 23 stellar converters (now this scared the hell out of me for a second before I remembered that Stellar Converters are NOT planet-killers in this game), 12 plasma torpedoes, and 1 death ray. The Guardian annihilates my arsenal ships in a single shot. My tiger stack survives for a few rounds, but gets ripped to shreds, managing to do about 70 damage. Um, maybe I’m not ready for the guardian yet. Class VII shields come in, start on class 15 planetary. Better wait for high-energy focus; on the bright side, tech is now over 10k/turn as more and more worlds finish infra builds.

Hyperspace communications comes in, start on Computer mark X.

High Energy Focus finishes next, start on Ionic Pulsar. Hmm, looks like Tritanium armor and Disruptor Cannons will be finishing up within the next few turns; might as well wait for them to finish before designing my Guardian-slayer.

My Seidon Squadron hits Vulcan. Its ten missle bases prove no match for 23 hercular missle heavy cruisers, and the planet is now open to ground assault. Next turn, it falls to a 123-transport strong ground assault.
With 450+ factories I should get quite a haul….

Troops capture Doom Virus, Battle Suits, Intergalactic Star Gates, Tritium Armor, mark six ecm generators, and <drum roll> Anti-matter bombs. FINALLY I get a decent bomb! Construction research begins on Power Armor. All this, and another Ultra-Rich world. The sillicoids have reinforcements incoming, but nothing I’m worried about. I’ll set up star gates at key worlds, mostly just for the fun of it at this point.

I start work on a new bomber to crack open the sillicoid defenses. <helldiver 2> I can fit 6 antimatter bombs in a small hull ,along with max engines, manuverablity, inertial stabilizer, and even a decent computer. It’s time to take back Torranor.

Disruptors come in, start on Tri-focus plasma cannon. Another Election takes place-The sillicoids have recovered to 19 votes, again vote for the Sakkra. The same turn, the always-loyal Bulrathi call me up and demand that I break my treaty with the Sakkra. This requres some thought. First, the Sakkra are clearly the only remaining superpower in the galaxy, and our trade treaty is providing me with a good chunk of income. On the other hand, I will have to fight them eventually it seems (If I totally rolled up the Sillicoids and got 60% terraforming I might just squeek by an election win) Oh well. I declare on the Sakkra. It is finally time for a new Huge design to complement my bombers as I take the war to the Sakkra, and maybe, just maybe, take Orion. 45 Disruptors, high energy focus, antimatter bombs, MUWHAHAH.

Squadron dispatched to retake Torranor. Torranor’s missle bases annihilate my massed bomber squadrons (they were using scatterpacks-do these do better against multiple targets?) but distract the bast long enough for my arsenal ships to unload, smashing the bases with a couple of Herculite salvos. 92 troop transports dispatches from Gorras.

Torranor falls, but my troops take heavy casulties. They have the advantage of fusion beams, but were actually slightly outnumbered because only gorras was within 1 turn of the planet. Capture 350 or so factories, battle computers 6,8, and 10 along with tachyon beams. Start on Robotic controls VII. Terraforming 60% comes in, worlds quickly expaned. Massive retooling projects will slow my deployement for a few turns, but I’ve already got a couple of the Judgement-1design.

Time goes by. The Sakkra finally take offensive action, sending 75 Juggernaughts, 2 Hydras, and 7 Collussusses against Crypto. I have no idea of their capabilities; my spies have yet to penetrate Sakkra security. It’s a rich planet, but one I have forgot about after the Alkari war. It only has 4 bases, a single Tiger II, and a squadron of obsolete bobcat III’s defending it. It is too far from my territory to reinforce. Using the reserves, I can get it to build 14 bases in the one turn I have before the Sakkra strike force arrives. The fleet moving on Crypto appears to be their mobile reserve; it had been garrisoning Xudax (I think) a few turns before; now Xudax and Xengara are uncoverd, so my fleet massing at Denubius moves against the X worlds.

The Sakkra fleet that arrives at Crypto is smaller than expected; they must have use hyperspace comms and recalled some of their strength. Their designs are not all that impressive; they are using heavy phasors on large hulls, with class IV shields. But numbers have a quality all their own. They route the local sector fleet easily, but their lack of any bombs dooms them to failure in their efforts to take the planet itself. Its scatter pack VII’s eat them alive. Even worse, for the Sakkra, is the fact that I complete class XV planetary shields in the interturn. Start on Personal Barrier Shields. My attack on Xudax almost fails; only three million troops survive. The Sakkra have Adamantium Combat Exoskeletons. GNN reports that a comet will hit the Stalz system in 13 turns-wait a second, that’s one of my worlds! The Sillicoids send me a message, congratuting my efforts against the Sakkra.

2583: Sillicoid Regulus falls to my troops. They sieze Power Armor, Omega V bombs, and mark 11 battle computer from the rocks. Start research on Industrial Elimination. I design a replacement bomber with 2 Omega V Launchers, max speed and manuverability, class 2 computer, mark V ecm and class 1 shields.

A Sakkra SoD impales itself on Denubius’s defenses, although they manage to kill 3 Judgement-I’s. I probably should have just let the planet fend for itself; it rush build up to 51 missle bases and had class XV planetary shields.

2586: The sillicoids destroy the Xudax colony. I underestimated the single huge they sent after it; it had Adamantium plating and mangaged to outlast my pickets. The comet is destroyed. A single Judgement destroys the defenders of Xendalla-troop are sent to finally liberate the world that has long suffered under the fist of the rocks. The fleet that intercepted the comet is sent to take the Sakkra world of Xengara, while my Denubius squadron is redeployed to intercept the incoming sillicoid raiders targeting Toranor. In fact, I am under heavy attack all along my borders; some 200 Sakkra ships are heading towards Uxmai. My main battle fleet is gathering at Hydrades (32 arsenal ships, ten huges) and I was planning on making another try at Orion, but it looks like I will have to re-deploy to intercept the Sakkra hordes.
Attacks repulsed with some losses, Sakkra Sod due next turn. Cloning comes in, start on improved terraforming 80.

Xendalla falls to my troops. Uxmai holds, at the cost of my Orion expedition’s support elements (I.e. the ships other than the Judgements).

2590: Sakkra world of Zoctan falls.

2591: Xengara falls to 154 transport strong assault. 574 factories are captured, along with Improved Industrial III, Improved Industrial II, Trilithium (range 10) fuel, improved terraforming +50 (useless), battle computer mark 7, and plasma cannons. My own research on Tri-Plasma cannons finishes, start on Plasma Torpedoes.

When I’m not paying attention, the Sakkra slip an SoD into Stalaz, including over 1,000 fighters and 60 larges, and bomb the crap out of the planet. They have 79 troop transports incoming. Dispatch the squadron over Xengara to intercept. Ionic Pulsar comes in, start on Thorium fuel cells. I design a new cruiser with tri-plasma cannons and the latest shields and targeting, so my worlds that are not Ultra-rich and can’t build a Huge every other turn have something to contribute.

The attack on Stalaz is repulsed, at the cost of one judgement, 2 lions, and all the arsenals ships. 350 HelldiverI suicide bombers hit Sillicoid Irahna. They only manage to get off one salve before being torn apart by scatter packs and repulser beams, but that salvo destroys all 11 missile bases on the planet.

The Sakkra send another wave, targeting Firma. Most of their cruisers seem to have been decimated, but they have gathered over 3000 goblin fighters (Hyper-X rack). I quickly design an anti-figher ship with tachyon streams and and Ionic pulsar; I can only build one in time but it will be an intresting experiment. My main battle fleet is on the way to Orion, due there in two turns. My fleet has 21 huges, 18 of which are the latest generation Judgement design, and 30 larges of various designs, armed with disruptors, tri-plasma cannons, and even some heavy fusion beams on the venerable Tiger II design.

The second battle of Orion:
[Image: 2ndbattleoforion.JPG]

Turns out to be ridiculously easy. I win after losing only 4 ships. My cruisers alone could have won easily; the battleships were just overkill. I get the Deathray, Scatterpack X, ECM mark X, Complete terraforming. No idea if this is the ‘standard orion tech’ or something, although I’m fairly certain the Deathray is. I have to design a new colony ship at this point, and discover that I can fit a standard colony pod on a medium hull with room to spare. Ah, the power of miniturization. I scrap the LionII design, finally, and replace it with the Guardian super-dreadnought. 30 Tri-Focus Plasma, 2 Death Rays, 9 Scatterpack X, and the usual load-out of specials and omega bombs.

Uh oh. I spot NEGATIVE 2941 goblin fighters. Is this the dreaded negative ship bug? They have several thousand of the things, but I thought the bug gave them something like 67,000? I sure haven’t seen that many, yet. Either way, next stop-Altair!

2598-Orion is colonized. Everyone has fleets on the way, even the Bulrathi, so now I’ve got to hold it. Might…get….difficult, given how close I am to the sillicoid homeworld.

Election Year: The humans are now on my side; to bad they only have 1 vote :P. I miss winning the election by 4 votes; by the time the next one rolls around, I should have enough pop to win if that’s what I end up doing.

2 Guardians and a Judgment head for Altair.

[Image: altair1.JPG]

The first round of bombardment doesn’t wipe out the planet-not quite. The next one does. Altair glassed.

Next turn, this fleet shows up:

[Image: infiniteship.JPG]

Oh, THAT’s the negative ship bug. I kill about 200 of them, they smack my Guardian down. I design an anti-fighter battleship: 102 Tachyon beams, 4 Scatterpack X’s, Level 2 Tritanium armor, Ionic pulsar. Sol’s defenses fall, so I begin landing my troops. Robotics Control VII and Waste elimination come in on the same turn, nice. Start mark 9 battle computer, Neutronium armor. Sol falls in a close battle, I’m up power armor, the Sakkra are up adamantium.

2604: Xendalla destroyed by the Sillicoids. Oh well.

2606: Re-found Xandalla. Zoctan is bombed back to the stone age by the Sakkra. Personal Barrier shield comes in, start work on Class XIII shields. Troops capture Sillicoid Irana, a rich world, and steal improved industrial V, Adamantium armor (yes!wink and Pulson missles.

Particle beams finish, start hand phasor. Smash the defenses of Cryslon.
2610: Cryslon falls to a 154 transport assualt. Thanks to personal absorbtion shields and bettter guns, th invasion force takes minimal casulties.

2611: Found a new colony on Altair. The planet is absolutly devastated by polution; its max pop is 60 currently.

2612: Rigel (Silicoid) falls to my troops. Phasor rifles come in, start on advanced weapon tech 1. Thorium fuel cells come in, start on displacement device.

2614: Spica falls to an 184 millions strong assault. My troops sieze controlled dead and enhanced eco restoration.

2615: Battle computer mark 9 finishes, start on ecm jammer mark 7.

2618: Neutronium armor comes in, start on reduced industrial 40% (only option) Misha and Escalon fall to my troops in their brand-new neutronium power armor. Escalon is a rich Sakkra inferno, Misha is an Artifacts world, presumably were the sillicoids got their GROPO techs? My troops sieze the Technology nullifier from the Sillicoid factories on Misha. I trade scatter pack X (my shields are all but immune to it at this point anyway) to the Bulrathi for reduced industrial 40, finishing the construction tech tree. Start on Advanced Construction 1.

Interesting foreign policy note: The Sakkra and the Sillicoids hate each other so much that pretty much every turn both of them will send me congratulatory messages for “smiting the infidels” of the other race. Both races are actually wary towards me, despite the fact that I’m rolling that I’m ripping their empires to pieces.

2619: Centauri and Tauri fall. Class XIII shields come in, start on Black Hole Generators. Design the Last Word class-Super Dreadnaught: 30 Tri-plasma cannons, 1 Death Ray, 15 Plasma Torpedos, the usual goodies, neutronium armor, class 13 shields, speed 3.

2621: ECM mark 7 comes in, start on advanced computer 1. Advanced cloning comes in, start on 100 Terraforming. Sakkra Anraq falls to my battle-hardened warriors.

2622: Capture the Sakkra world of Tyr. Someone frames me for spying on the humans. Don’t really care.

2623: Capture Sakkra worlds of Cygni and Aquilae. Steal Bio-Terminator from Aquilae. Advanced Weaponry 1 Research finishes, start on Advanced II.

2624: Sssla falls.

Election:
[Image: lastelection.JPG] Well, I could drag this game out and get more points, but I think it is time to finish this. With 76 out of a total 100 votes, plus the support of the Bulrathi and the humans, I win.

My total fleet strength at the end:[Image: FinalFleet.JPG]
The Final Map:
[Image: finalmap.JPG]
Thanks for the great game, guys.

EDIT: Picture added. How do you guys make decent screenies of the game? My 'paste it into paint and crop the edges' obviously doesn't turn out that well.
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Wow, Brack. Wow. What an adventure! I wish I was playing that game instead of the one I played (although I had plenty of fun in my own game, too). I'm glad you had a happy ending, after all that suspense! tongueh34r:

- Sirian
Fortune favors the bold.
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