Here's the report. Text version in this post, while the full version with pics is attached as a PDF.
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OSG 31 – 2460-2470 Report – Psillycyber
Pouncing on the Meklars and grabbing Class XI shields from them was a brilliant move. The previously-invincible Klackon bases were about to be shredded our new “Gilamonster” class of cruiser. This cruiser would be invulnerable to all Klackon bases and nearly all the existing ship designs (all except the Pegasus class destroyers with their hard beams and cloaking to get past our repulsors).
The Klackons needed to come up with some better ship designs pronto if they wanted to survive. (Sadly for them, they did not).
In the meantime, we had to fend off a sizable Klackon attack at newly-conquered Meklon. The only dangerous ships here were the cloaked Pegasus destroyers and the large cruisers, which were dispatched with ease thanks to our ion stream projectors and heavy fusion beams.
Meanwhile, I also did some scouting, sparing one of the old stegosauruses for the duty. Lo and behold! There was an uncolonized radiated planet in our neck of the woods! I scrapped our stegosauruses for good and designed a new radiated colony ship. (We ALMOST had high enough tech levels to fit a radiated base on a medium hull! Oh well…)
Now for the slicing and dicing of the Klackons! Our first Gilamonster to roll off the assembly lines took aim at Mu Delphi. There was nothing the Klacks could do in this engagement. Watching their Scatterpack VII missile bases get whittled down by our ion stream projector was just sad. (And their nuclear missile fighters in this battle were equally useless).
Meanwhile, we were able to use our existing fleet to take a few planets from the Darloks and Bulrathi. Anything to get our population up! Note that it was actually not too difficult to defeat the Bulrathi in ground combat.
Sadly, no new techs from these backward races. But at least several new, developed jumping-off points for the upcoming invasions of the Klackons!
Around 2462, we did face one decent Meklar attack. But it could do little against our repulsor ships.
Phasors popped in 2462. I picked particle beam to continue up the tree, although in all likelihood I won’t be putting any more research into weapons from this point on.
During the interturn between 2462 and 2463, we colonize that overlooked radiated world of Neptunus.
In 2463, the Grand Battle for Kholdan commenced. In one corner we have: the remains of the Klackon mega-fleet! In the other corner, we have…one lone cruiser. Except this cruiser was by itself more than a match for this entire obsolete Klackon fleet plus Kholdan’s missile bases. That’s what good shielding + repulsor beams + ion stream projectors will do against the AI.
Our first invasions against the Klackons arrived at Phantos. Ground combat against the Klackons was not difficult (and about to get even easier with the seizure of their andrium armor tech!) LOTS of other juicy techs were obtained, including IT+60!
We also finished cloaking that next turn. (I picked Personal Absorption Shield for the next rung, but in all likelihood we will not get a chance to research that before the end).
I considered designing a new ship at this point, but I wanted to wait one more turn because I knew that we would be cleaning up the rest of the Klackon tech tree the very next turn. Here’s what that looked like:
And here’s the list of techs that we got from these conquests. Megabolt cannon was the prize I was most happy about.
These techs put our tech levels up to ridiculous heights.
NOW I was ready to design a new ship. This Megahydra would be an all-purpose escort design that would shorten battles against weak Klackon forces immensely (no more waiting for ion stream projectors to whittle down the enemy!)
The Megahydra would prove its worth against this new Klackon design: a large cruiser finally equipped with doom viruses (2x), good attack level (8), and cloaking + zyro shield. The Achilles heel of this design, though, was its pathetic speed of 1 in combat…plus its arrival too late in the game and in far too few numbers to make a difference. 20 of these about 20 turns ago might have given us some real headaches! (Well, if the design had also had better speed and evade too. As the Klackons designed this ship, it only has an evade of 6 even when cloaked, so we could have easily designed a ship with a similar attack level to counter this. The Klackons needed to also give this design inertial stabilizers + the best evade, which would have given it an evade of 10 when cloaked, making our best ships hit only 10% of the time).
The rest of my turns were fairly straightforward. Clear out Klackon missile bases, invade, defend against weak Klackon counter-attacks, rinse, repeat.
As you can see from the map and bar graphs below, we have probably 90% of the galactic population now, and our victory in the 2474 election is assured, even if we don’t take any more of the few remaining Klackon planets. Class XI shields really single-handedly turned the tide!
=================
OSG 31 – 2460-2470 Report – Psillycyber
Pouncing on the Meklars and grabbing Class XI shields from them was a brilliant move. The previously-invincible Klackon bases were about to be shredded our new “Gilamonster” class of cruiser. This cruiser would be invulnerable to all Klackon bases and nearly all the existing ship designs (all except the Pegasus class destroyers with their hard beams and cloaking to get past our repulsors).
The Klackons needed to come up with some better ship designs pronto if they wanted to survive. (Sadly for them, they did not).
In the meantime, we had to fend off a sizable Klackon attack at newly-conquered Meklon. The only dangerous ships here were the cloaked Pegasus destroyers and the large cruisers, which were dispatched with ease thanks to our ion stream projectors and heavy fusion beams.
Meanwhile, I also did some scouting, sparing one of the old stegosauruses for the duty. Lo and behold! There was an uncolonized radiated planet in our neck of the woods! I scrapped our stegosauruses for good and designed a new radiated colony ship. (We ALMOST had high enough tech levels to fit a radiated base on a medium hull! Oh well…)
Now for the slicing and dicing of the Klackons! Our first Gilamonster to roll off the assembly lines took aim at Mu Delphi. There was nothing the Klacks could do in this engagement. Watching their Scatterpack VII missile bases get whittled down by our ion stream projector was just sad. (And their nuclear missile fighters in this battle were equally useless).
Meanwhile, we were able to use our existing fleet to take a few planets from the Darloks and Bulrathi. Anything to get our population up! Note that it was actually not too difficult to defeat the Bulrathi in ground combat.
Sadly, no new techs from these backward races. But at least several new, developed jumping-off points for the upcoming invasions of the Klackons!
Around 2462, we did face one decent Meklar attack. But it could do little against our repulsor ships.
Phasors popped in 2462. I picked particle beam to continue up the tree, although in all likelihood I won’t be putting any more research into weapons from this point on.
During the interturn between 2462 and 2463, we colonize that overlooked radiated world of Neptunus.
In 2463, the Grand Battle for Kholdan commenced. In one corner we have: the remains of the Klackon mega-fleet! In the other corner, we have…one lone cruiser. Except this cruiser was by itself more than a match for this entire obsolete Klackon fleet plus Kholdan’s missile bases. That’s what good shielding + repulsor beams + ion stream projectors will do against the AI.
Our first invasions against the Klackons arrived at Phantos. Ground combat against the Klackons was not difficult (and about to get even easier with the seizure of their andrium armor tech!) LOTS of other juicy techs were obtained, including IT+60!
We also finished cloaking that next turn. (I picked Personal Absorption Shield for the next rung, but in all likelihood we will not get a chance to research that before the end).
I considered designing a new ship at this point, but I wanted to wait one more turn because I knew that we would be cleaning up the rest of the Klackon tech tree the very next turn. Here’s what that looked like:
And here’s the list of techs that we got from these conquests. Megabolt cannon was the prize I was most happy about.
These techs put our tech levels up to ridiculous heights.
NOW I was ready to design a new ship. This Megahydra would be an all-purpose escort design that would shorten battles against weak Klackon forces immensely (no more waiting for ion stream projectors to whittle down the enemy!)
The Megahydra would prove its worth against this new Klackon design: a large cruiser finally equipped with doom viruses (2x), good attack level (8), and cloaking + zyro shield. The Achilles heel of this design, though, was its pathetic speed of 1 in combat…plus its arrival too late in the game and in far too few numbers to make a difference. 20 of these about 20 turns ago might have given us some real headaches! (Well, if the design had also had better speed and evade too. As the Klackons designed this ship, it only has an evade of 6 even when cloaked, so we could have easily designed a ship with a similar attack level to counter this. The Klackons needed to also give this design inertial stabilizers + the best evade, which would have given it an evade of 10 when cloaked, making our best ships hit only 10% of the time).
The rest of my turns were fairly straightforward. Clear out Klackon missile bases, invade, defend against weak Klackon counter-attacks, rinse, repeat.
As you can see from the map and bar graphs below, we have probably 90% of the galactic population now, and our victory in the 2474 election is assured, even if we don’t take any more of the few remaining Klackon planets. Class XI shields really single-handedly turned the tide!