2450: The Alkari are about to go extinct, and we have to think about who's our next victim. The humans are busy fighting with both the Silicoids and Meklars (who aren't allied anymore) and would be easy prey, but I decided to leave them alone because we're guaranteed their votes as long as they are at war with the Silicoids and not with us. Also, having tech trading partners is nice! Attacking the Silicoids is the most effective route to shift the balance in the council in our favour, but they are also the strongest rivals. I settled on attacking the Silicoids, and trying to play nice with the rest of the galaxy (which turned out to be more difficult than I thought). Speaking of tech trading: I was hoping to get better IIT, since we are teching towards better robotic controls, but no luck. The Meklars were offering some obsolete terraforming tech. The humans were offering ECM4 and accepted Repulsor Beams in exchange, after which they withdrew their ambassador...our relations were still at relaxed. Even after reading the diplomacy chapter in the strategy guide, this doesn't make sense to me.
Anyway, I went on to design a new bomber with the new ECM. I went with a large design again, which is not something I do very often.
2451: As Psillicyber predicted, the battles with the Alkari were easy. Our transports continued creeping through the nebula towards the last Alkari planet.
2452: Our first wave captures Tyr! This battle kept me on the edge of my seat even though I knew we'd get it anyway on the next turn.
I usually avoid killing other empires completely in my own games. I know that there are diplomatic penalties, but I was really surprised by how large they were. The humans declared war immediately (because of their honorable personality, the diplomatic penalties are doubled, IIRC).
A small Silicoid fleet is headed to Tyr at a snail's pace.
2453: We research cloning and get some nice new options:
That's an easy choice: I think with Adv. Soil Enrichment, we have the election in the bag! To seed it properly, I switch the colonies from ship-building to research for a turn and inject reserves into our Artifact world.
2454: RC4 comes in. I pour reserves on our rich worlds which gets them to the new maximum by the next turn. For the rest, I switch a few to full industry spending, and the rest to 25%, so I still harvest the full research bonus. The choices for our next computer techs are as follows:
I choose Advanced Space Scanner. But this is not very urgent, so I dial down computer research in favour of building more factories.
I've been assembling a fleet at Tyr to defend against the incoming Silicoids and later take the battle to them at Paranar. But their attack fleet is still 5 years away. And our fleet can practically head out to Paranar and be back for dinner...let's see what we can do!
2455: Our fleet arrives at Paranar and encounters a single ship and a few missile bases (I don't remember the exact number and forgot to take screenshots). The ship has a cloaking device which gives it a much-needed boost to its defense, but that's still not enough to evade our attacks.
I take out all missile bases, at the cost of all our Drip Trays. But at least I didn't lose any of my new bombers! We find a pop-50 Inferno planet. To take the planet, I send 40 transports from Tyr. But I'm not sure if that will be enough. It would be convenient to send some additional troops from Bootis, our Artifact world. But that would be a huge drain on our research...wait a minute, we just discovered better robotic controls! Bootis can spare about 20 pop, without turning any factories idle! That should be more than enough!
2456 & 2457: Our transports arrive at Paranar.
Techs found: ECM2, T30, Cloaking Device. At least one interesting tech. I don't know if it's useful, we're doing fine for now.
As a consequence, we're now formally at war with the Silicoids. Meanwhile, the Meklars feel boxed in and cancel our NAP. The diplo screen starts feeling like a very lonely place...
A few fleets and transports are heading towards our new acquisition. ETA 3 years, so our ships at Paranar can hurry back to defend Tyr and be back at Paranar just in time to intercept them. I love having superior speed! As a side note, the humans send 3 Cruisers to Rotan. They still have very weak weapon tech, so I don't bother spending anything on defense there.
2458: Not much going on...
2459: I try to get a peace treaty with the humans, to secure their votes for the next election, but they're having none of it.
What?
They've been cancelling our NAPs every few turns!
The Silicoids retreat from Tyr, so I send my fleet to Paranar.
2460: The Silicoid fleet at Paranar retreats and we shoot down the incoming transports. All five of them!
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The human Cruisers stand and fight, and almost scratch the paint of our missile bases. Also, our spies finally infiltrate a research center at Meklon. I thought I wouldn't see any spy successes at all! I pick Construction because if I couldn't trade for IIT, maybe I can steal it...and I get IIT6, which decreases the cost of our factories from 14 bc to 12 bc. It doesn't sound like much, but considering how many factories we still have to build, I think it will come in handy.
Map, Status and Tech:
Roster:
- shallow_thought (up next)
- Ianus (on deck)
- haphazard1 (inactive)
- Psillycyber (in the hole)
- RFS-81 (just played)
Notes:
- Silicoid fieet moving to Paranar (ETA: 7 turns). With our enormous advantage in speed, we should have enough time to mass our fleets wherever the Silicoids are going to hit. Just make sure to check for planets under attack using the F8 key, and you should be fine.
- Everybody hates us. The Meklars are formally at peace, but have cancelled the NAP. They're also allied with the Silicoids again. The humans are still at war with the Silicoids, so if you can make peace with them, that might give us their vote next election.
Fun Facts:
The humans still control Imra! Also, we still have no contact with the Mrrshans. Maybe we'll win this game without ever meeting them?