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OSG-38 - Renaissance Psilons

It's (way too) late at night here, so I'll just post this as-is, with spoilers as always just because there's so much!

Introduction:
My people long for peace always, seeking to research quietly in our labs and develop the infrastructure of our worlds uninterrupted even when we are invaded from afar.  When the Human Warship arrived at our Paradise world, we responded in the manner even they must have understood:  Taking a cue from a famous figure in their own history, we met them with the doctrine of Satyagraha:  Passive resistance to their military force.  Their ship soared overhead, and we refused to fight it directly:  The ships we had in the system or about to arrive both retreated as soon as fired upon, back to Stepstone where they would be safe for the present, trusting to the Humans' good intent since they surely launched their colony fleet before our colony was ever established there, and surely would not leave it in place once they saw they faced peaceful civilians and no warlike enemies.  Then in case that might not be so, we prepared not a military answer but a peaceful, blissful civilian one, breeding ever faster to ensure that our people were too numerous to be simply murdered or quelled, awaiting the Human Warship's departure confidently.  Their colony ships departed, seeking new worlds yet unclaimed.  Their lone fighter is gone as well - perhaps sent away as an escort, perhaps rendered down for scrap, outdated ship that it is; I did not attend and do not care to know - but the Warship remained, hulking and implacable, firing on any transport that approaches the colony, warning the ever-more-numerous people of Paradise to surrender or die.  We kept to Satyagraha, refusing to surrender, refusing violence, simply living, all in our way, in spite of them.

Their response was nearly fifty million troops, dressed in titanium-alloy battle armor and armed to the teeth with automatic assault rifles, shrapnel grenades, and portable LMGs.  At first, as their transports landed, we met these as we had met the Warship:  Living, standing together in protest, keeping to the principles of Satyagraha, letting them gun us down if they would, but never taking up arms against them.  There were massacres in our streets, and the images were broadcast across the Human empire and all our worlds:  Thousands of Psilons dead, unresisting, posing no threat, but gunned down where they stood.  But these were not the British people of whom we learned in Human history; this was the imperial culture of Human supremacy, and they laughed to see us dying in our thousands - and then tens of thousands, hundreds of thousands, millions - and it became agonizingly clear that our Satyagraha meant nothing to a people who were perfectly content to kill us all.  More and ever more of our people died as the Paradisian survivors scrambled to regroup, to reorganize, to prepare themselves - and arm themselves - to fight back.  The invaders fought mercilessly, tirelessly, to the death, and forced the choice upon us:  To kill or to be killed.  In the end, nearly one hundred million lay dead on the surface of Paradise, almost exactly half Humans, almost exactly half ours - including several million who perished before they realized there was no way to stop the invaders without taking up arms.

The Warship still cruises our skies unopposed, and the Humans are readying another wave of transports, another invasion that if it lands will claim tens of millions more lives.  We have met them in peace and suffered massacres with no sign of end; they have forced their ways upon us:  The ways of war.  Their merchants exchange their goods for ours and chuckle over their profits and make tutting noises about the fighting and the killing and ask, half incredulous, half patronizing, why we didn't defend ourselves, as though we could have done so, as though their way is the only way, as though we understood how.  Their diplomats smile and offer to trade a type of fuel that won't let us reach their worlds for technology that would increase their wartime production massively, and offer a non-aggression treaty which they carefully word to exclude cases where one side's ship is over the other's world.  We reject both; we reject them, but cannot reject their ways - not wholly, not now.  The Humans, by force, have taught us their violence.  Let us see if we can learn it well enough to teach our peace to them.


Report:
If we are going to fight the Humans, we are going to do it our way:  We may not be able to achieve peace, but our victory will lie - at first at least, as long as we can - less in fighting than in learning what we face.




The first destroyer-class ship in our fleet will exist first and foremost to carry a battle scanner into space, to provide detailed readings on enemy fleet composition so we can identify their likely targets and their strengths and weaknesses and plan accordingly.  It goes without saying that the Learn 2.0 will mount nuclear engines, our state of the art, like every ship we build until we can develop something even better:  No matter what a ship does, we need it to get where it's going to do it fast!  The only serious question about the design was whether it should carry weapons and other combat systems into space, and since a few extra maneuvering thrusters would be easy to include and would make a lot of difference in a fight for tactical options and survivability, and any lasers we put on would get the benefit of the battle scanner, both in combat and when helping to shoot down attack transports coming in, we're going with a triple-laser setup with maximum maneuverability.  I would have liked to see it built up at our Backwards colony or someplace, but the fastest way to get it a look at the Warship is to put Stepstone on the job and help it out with resources from the emergency reserves, with Mentar helping out by providing more.  If that's not enough to finish it within two years, we can always downgrade its armament and just make it a flying battle scanner in space, but if the spaceyards' calculations are right, it won't come to that, and the Learn 2.0 should be good to fly at the earliest opportunity.  Another advantage of this is that our world in the Backwards system can put some more time into factory infrastructure and Mentar can put most of its energies into research, helping to get laboratory equipment built for future work in planetology and propulsion while it helps Nature fund experiments in the other fields with our copious existing equipment.  If all goes well, then next year the Backwards colony will be able to contribute something that way too while we await definite information on the nature of the threat to Paradise.




We just got the report from the skies of Paradise, and the bad news is, our new Learn 1.0 dedicated scanner ship and the lone, obsolete Popgun1 fighter we sent along to keep it company just so it would have something to do are not going to have enough between them to take out the Human Warship.  I don't think anybody was expecting anything different, so when that's the bad news, you can probably already infer the general flavor of the news that came in!  Eight nuclear missiles that launch in volleys of four are probably more dangerous than (say) ten nuclear missiles that fly more slowly in volleys of two, but that's pretty much just splitting hairs:  Neither one is going to scare anybody.  The ship does have three heavy lasers, and the best targeting systems and shields we or the Humans could build, oh, sixty years ago, but that's very little total firepower they can bring to bear - especially on fighters - all at once, especially since their cowardly pilots are sure to want to always engage from their maximum range.  Before we had nuclear engines, this thing would have been a tougher nut to crack, but now that we have a good idea of what it's bringing, and that idea is "nothing much good," I'm confident we can handle it, even with a pretty small fleet.  The hard part is going to be shooting down the transports once it's gone so they can't all land and slaughter more millions on the ground.  That, and dealing with the news that's not from Paradise. 




The bad news from Proteus is that the Silicoids have started arming their colony ships, and though their weapon systems are worthless - no scan, but it looks from following the combat like a five-rack of nuclear missiles and a single heavy laser weapon with no computer or scanner or shield - the fact that they have a beam weapon at all meant they wouldn't retreat.  I actually think with a more-aggressive stance, even our little squadron of eight fighters could have taken that thing out, though only once, and at the cost of most of the squadron itself, but that doesn't matter since they didn't try, hiding behind asteroids and taking only occasional attacks of opportunity until it was too late.  Not for the fighters themselves - even after the battle exhausted both sides' emergency energy reserves, a few of them still survived intact! - but for keeping the Silicoids away from Proteus for even a few years more.  When everyone's exhausted capacitors forced a mutual retreat, our fighters had to return to their nearest fuel base, three parsecs away - and the limping remnants of the heavily-damaged Silicoid ship, because it carried a colony, was able to turn into a fuel base on the ice world we discovered in the system long ago.  We're steadily losing ground to the Silicoids here, so it's a good thing we've been able to hold off the Humans!  We just have to keep doing that - so here's the next piece of the plan to defeat them:




Maintaining healthy doubts about our beliefs and everyone's claims is an important part of Psilon culture, so it's appropriate in a way to name a new fighter design after them, but I wouldn't blame the defense administration for also acknowledging that they have their doubts about this design itself:  We certainly need something to fight the Humans off above Paradise, but lasers are just so ineffective as weapons, there's very good reason to wonder how long these are going to be relevant in the galaxy.  We can get some down to Paradise in time from Mentar and our Backwards colony, and then send more at the last moment from Stepstone while Paradise builds its own, and we'll certainly do all of that - perhaps like me, the ruling administration just couldn't bear to let any more civilians die on the ground who we could have saved, even inefficiently, by throwing already-obsolete ships into space - but the costs are high and the expected useful lifetime of these ships is a short one.  It won't be the only measure we take of course:  Stepstone will be sending population over in transports to reinforce Paradise as well, due to arrive at the same time as our Warship-busting fleet so the Humans be able to shoot them down.  No matter how many assault transports we manage to shoot down, some are likely to get through, and we'll want as many people as we can to overwhelm them on the ground - and as many people as possible to finally start building up our beautiful colony there once the threat is gone!




I'm in no mood for celebrating, though the Human invaders are finally gone from Paradise.  The Warship wasn't even an anticlimax:  Even Alexander himself realized the thing was so out of date, he actually scrapped it as soon as our fighters were en route.  The transports were a different story:  In spite of the fighter screen we put in place, Doubts and the lone local Popgun and the Learn 2.0 all helping out, some twenty-two million Human soldiers dropped out of the sky of Paradise and came in firing as soon as they hit the ground.  Worse, they came better prepared for armed resistance this time, each firing from behind a personal deflector shield that more than made up for all the advantages of our dug-in defensive positions protecting our homes from their charge.  Our people fought bravely, knowing this time all too well that the invaders wouldn't rest until they or we all died, and in spite of their advantage, losses were again - like in the first battle - nearly equal on both sides, leaving us with fifty million survivors to hold our world, in peace at last with no further transports coming and no attack cruiser in our skies.  We have won; we have our Paradise, and no one disputes that now - but some hundred and forty million sentient beings had to die to decide that outcome, almost exactly half of them ours, and the only thing that can reconcile me to that loss is the knowledge, proven on the bodies of the first millions who faced the Human threat, that if we surrender or withdraw, the death toll will be higher still:  To retreat is to give them a new world from which to launch a new attack, forcing another withdrawal until we have nowhere to withdraw to but the killing vacuum of space; to submit is to be drafted into the ranks of their soldiers as cannon fodder to be thrown against their next victim, to die in service of their ambitions instead of our own defense.  I still long for an answer - if not Satyagraha than something else - but there seems to be no answer to those willing to use violence to achieve their ends but the will and the strength to successfully fight back.




I hope at least we can find something before the Silicoids run out of hostile worlds to expand to and try to start expanding over our corpses instead.‭  ‬Sending ships to stop the Human transports meant leaving nothing armed to stop the Silicoid colony ship at Tao,‭ ‬which turns out to be the twelfth world in their rocky grasp as they spread like grit in a sandstorm over entire galaxy.‭  ‬The once-fearsome Mrrshans have been left in these Silicoids‭' ‬dust‭ ‬-‭ ‬and their latest colony has other consequences too:‭  ‬The dozen star systems they control,‭ ‬with our five,‭ ‬the Humans‭' ‬three,‭ ‬and another dozen divided among the Mrrshans,‭ ‬Klackons,‭ ‬and Meklar in some combination,‭ ‬represent two thirds of our entire galaxy,‭ ‬leading GNN after its announcement about the Silicoids running away to add another:‭  ‬That a High Council will meet to elect a single ruler for the galaxy‭!  ‬Could this be the way forward that we seek‭?  ‬The candidates announced are neither Humans nor Silicoids,‭ ‬but a Mrrshan named Mirana and our own‭ ‬38th Order of Scientific Genius‭!  ‬I hoped to hear Mirana speak,‭ ‬to witness whatever moving address the OSG-38‭ ‬could prepare together in the brief time they had before their first opportunity,‭ ‬and to watch the discussion of the merits of each case,‭ ‬but it was not to be:‭  ‬The High Council was not a summit for hashing out differences and coming to a decision together,‭ ‬but the culmination of such discussions as the peoples of the galaxy might have had already:‭  ‬An election-by-holoscreen,‭ ‬in which the votes of the galactic leader were weighted by the number of sentients represented by each,‭ ‬and perhaps because no such discussion had happened as yet‭ ‬-‭ ‬or none to which one of the nominees had been privvy at least‭ ‬-‭ ‬or perhaps because only the galaxy-spanning Silicoids,‭ ‬not even yet elected,‭ ‬had actually met everybody,‭ ‬the vote mostly consisted of abtentions,‭ ‬with only the Mrrshans and Klackons supporting Mirana,‭ ‬perhaps because of close relations already established,‭ ‬or perhaps merely in a fit of Klackon caprice‭ ‬-‭ ‬it's difficult to know for sure from this side of the galaxy‭ ‬-‭ ‬and no one at all backing our OSG.




Of course we could have cast our votes for Mirana ourselves,‭ ‬likely winning her good will in spite of the fact that it would still leave her two votes shy of the victory margin she would need.‭  ‬There were several in the OSG who advocated in favor of the policy,‭ ‬as a symbol of trust and cooperation we could offer to the favorite of the most-populous empire in the galaxy,‭ ‬but in the end the prevailing sentiment was one of presenting ourselves honestly:‭  ‬Having never met Mirana except at this very Council by holo-image and screen,‭ ‬knowing nothing of her credentials or policies,‭ ‬we could hardly judge of her fitness for the throne of the galaxy,‭ ‬and to pretend otherwise merely to win her good opinion,‭ ‬safe in the knowledge that the gesture would be symbolic only,‭ ‬did not seem to our leadership to be in keeping with our attachment to evidence and rigorous honesty.‭  ‬Perhaps at another Council more than a decade hence,‭ ‬the OSG will decide differently‭ ‬-‭ ‬much can change in such a period,‭ ‬including the composition of the OSG itself‭ ‬-‭ ‬but for now,‭ ‬we are content with our decision,‭ ‬and will stand by it.

Finally,‭ ‬with our Paradise colony at last secure,‭ ‬another huge fleet of transports set out from Nature to help build its future,‭ ‬and our starfleet in orbit there began transitioning to other potentially-threatened worlds,‭ ‬hoping to prevent invaders and further Silicoid incursions into our part of space.‭  ‬In the meantime,‭ ‬our homeworld,‭ ‬Nature,‭ ‬and the Backwards colony all contribute to our research efforts, while both of our newest worlds race against our technological progress, trying to complete as many factories as they can before new robotic control protocols force them to slow down the work.  In spite of the inefficiency, Mentar even funds a certain amount of reserve spending to help get Paradise's new factories ready, since ultimately a larger industrial base will make it easier to build the rest when needed.




We've had a little time to build our strength again in peace, but no time is ever truly quiet in the galaxy.  Beginning the year after the High Council meeting, we've been tracking another Cruiser - this one a Meklar Tornado - making its way across space on our long-range scanners.  As this view with after-images of its position from 2365 and 2366 will show, it seems clearly to be headed - slowly - for the Tao system and its Silicoid colony.  This must mean they had an alliance in effect at some point in the past, when the Meklar were permitted to take advantage of Silicoid fuel bases, but repeated checks of our reports have indicated no such alliance in recent years:  Only one between the Silicoids and Klackons that has lasted at least since 2359.  Apart from that though, these years have been peaceful, just waiting to see what wonders our scientists can achieve!  I know perfectly well that it won't last long, but still I can hope it goes on a little longer at least....




Our materials engineers came through in a big way, with duralloy armor ready to deploy to anyone defending our homes against a future invasion or aboard larger combat ships if needed, already being installed on the one missile base built a decade or more ago here at Mentar, and most importantly, enabling component miniaturization thanks to thinner and sturdier support structures for everything we build.  The 38th Order held long debates about the next path to pursue:  Battle suits would rapidly advance the state of the art and convey a decided advantage in case of any future invasions.  Improving the efficiency of our factory construction even further than before would be perfect if we could have it done today, but by the time research completes, we'll probably have no more space to industrialize for some time to come anyway.  Automated repair for our ships will be nice to have eventually when we can - and if we must - make combat ships that rival the size of what we've seen from more-violent races thus far, but comes at great expense and is never strictly needed.  Nevertheless, believing that the sentiment of the population at large will favor auto-repair - and knowing that it may reduce the number of lives lost in space should battle again prove necessary - the Order chose the repair system ahead of everything else, with ever-greater chances of new breakthroughs in other fields in the coming years.




This isn't the kind of breakthrough our scientists had in mind.  Just one more year to go until the next reorganization of the OSG-38, and a Silicoid Colony Ship - armed, as by now we know - arrived at the Firma system, where most of our remaining Scouts were trying to converge.  Two more of them are due to arrive in the next few years, but even were they there, together with the one that was already present, no number of unarmed ships could have held off the colony.  It's looking like we'll soon be surrounded by Silicoids on all sides except toward the nearest galactic rim!  Recognizing the danger, the OSG has dispatched the interdiction fleet back to Mentar from Laan, partly just as a more-central location, but also in the hope that it can move on to guard Zoctan in time instead.




Here's a look at some of our fleets en route as we reach 2370 and the 38th Order of Scientific Genius prepares for another change:  The 41 transports due to arrive at Paradise next year should be helpful as it keeps building up its factories and everything else it needs, and the ships due at Mentar the year after that represent nearly our entire armed combat fleet!  They aren't actually needed at Mentar; the plan was for the Order to decide what best to do with them after they arrived.  You can also barely see the trailing Scout of the pair that were being sent to Firma in the hopeful years when we thought we might one day be able to scout beyond it, before it turned into a Silicoid colony...




...like thirteen - and counting - other stars across the galaxy.  At this point, it's going to be a challenge to keep them from overrunning everything - especially since we're still a long way away from being able to survive on any of the hostile worlds in our space ourselves.  The good news is, we aren't actually all that far behind, and we'll soon have the tools we need to develop even further econominally.  The bad news is, the Silicoids already have the tools - or rather the planets - they need to grow into a gigantic powerhouse if they're given time.  We'll just have to hope - and try to arrange - that our time advantages are more important than theirs!




Five years from now, the Galactic Council is scheduled to meet again; it may go the same way as before, but there's no telling what may change.  The Silicoids might even surpass us in population by then - or even the Mrrshans!  It's going to be an up-hill struggle to make our place in this galaxy, but at least we've begun.




Research is maturing in nearly every field, the chief exceptions being Construction, since we just started our latest project last year, and to a lesser extent Propulsion, which when our research completes will likely become our most-advanced field of technology.  We'll need wise minds to guide us through the coming years - so I'm glad we have the OSG-38 to lead the way!

Notes for the next leader are mostly contained in the last few pictures and paragraphs (the shortest, generally) of the report (sorry - I'm tired!) - the save is attached to this post!  And of course:

Roster:

- RefSteel (just played)
- shallow_thought (UP!)
- haphazard1 (on deck! - I hope the screenshot and/or forum problems have improved!)
- DaveV (back up after that!)


Attached Files
.gam   OSG-38-2370.GAM (Size: 57.65 KB / Downloads: 2)
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Thanks for the entertaining report, RefSteel! Sounds like solid work keeping the humans from over-running our planet, even if the price was rather bloody.

The rocks are spreading everywhere. frown Their pop growth rates are very slow, but given time they will become extremely powerful. Hopefully we can advance fast enough to avoid getting left behind as their planets mature.

It is good news that we have a lot of techs in percentages. Hopefully we will soon have some more tools to work with. Duralloy ships with ion cannons will hold up better than laser popguns if we have to fight again soon. Auto repair offers some longer term options and will be expensive, but should be very helpful down the line. IRC3 will allow us to greatly expand industry on Mentar, which is the majority of our productive capacity.

Hopefully we will not get hit with cheese alliances by the AIs with the next council vote. But there is not much we can do about that at the moment.
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It's deeply ironic that the humans scrapped their fleet just when you were ready to take it on. Less amusing is the Silicoids vacuuming up so many planets. I'm regretting choosing terraforming over controlled tundra; that would let us challenge them on at least a few of their worlds, before they grow into an unstoppable juggernaut.

We will have to be careful about AI alliances. I assume that asking AIs to break alliances is less frowned upon than asking them to declare war on each other? I didn't see either mentioned in Ref's list of exploits, but in my personal games I will never ask for a war declaration against an AI with whom I'm not already at war. I will request alliance breaking, since the AIs are so promiscuous about signing alliances and the consequences can be catastrophic as they drag their partners into war.
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(June 16th, 2023, 13:20)DaveV Wrote: It's deeply ironic that the humans scrapped their fleet just when you were ready to take it on. Less amusing is the Silicoids vacuuming up so many planets. I'm regretting choosing terraforming over controlled tundra; that would let us challenge them on at least a few of their worlds, before they grow into an unstoppable juggernaut.

We will have to be careful about AI alliances. I assume that asking AIs to break alliances is less frowned upon than asking them to declare war on each other? I didn't see either mentioned in Ref's list of exploits, but in my personal games I will never ask for a war declaration against an AI with whom I'm not already at war. I will request alliance breaking, since the AIs are so promiscuous about signing alliances and the consequences can be catastrophic as they drag their partners into war.

(This is not a technical got it as I've not yet downloaded the save, but I fully expect to get to it in the morning).

I would not consider asking an alliance break (or for a war ally) an exploit. Getting the point where we have the relationship to ask successfully could be the fun part. In the short term, I'm kind of hoping for a cat v rocks vote and getting friendship with them until we can backstab. We can't deal with them until we have the planetology tech to invade, but in the long run they're just building factories for us. The humans ... depends. They may be our only plausible expansion path.

We do have some very sound techs either with us or en-route. Duralloy, ARS, sub-light just need a half-decent bomb and gun to go with them. IRC3 will give us production.
It may have looked easy, but that is because it was done correctly - Brian Moore
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(June 16th, 2023, 08:10)haphazard1 Wrote: IRC3 will allow us to greatly expand industry on Mentar, which is the majority of our productive capacity.

It'll indeed be great, but not only on Mentar!  In fact, though it still accounts for some 40% of our production (for now!) it's no longer the majority!  Backwards is maxed on factories (and like Mentar, so close to max pop that it'll regrow in a small number of turns naturally) and has almost two thirds of Mentar's production, and Paradise is over a third of Mentar's production on its own already, and could be over half within three turns if RC3 and IT20 don't hit by then, thanks in part to the 41 transports due to arrive next turn.  I made an effort to get infrastructure up during my turns, and we now have more factories outside of Mentar than on it, finally!

(June 16th, 2023, 13:20)DaveV Wrote: I'm regretting choosing terraforming over controlled tundra; that would let us challenge them on at least a few of their worlds, before they grow into an unstoppable juggernaut.

I know the feeling.  I've regretted picking a battle computer over Deep Space Scanner basically every time I spotted a new enemy fleet!  I am glad it (presumably) meant a few turns' delay on RC3 though:  Time enough to get some cheaper factories up on Paradise and Stepstone (already up to 87 and counting between the two of them - a good production base from which to build more factories!)  Likewise, IT+20 means we get our next-tier Planetology tech that much faster - and hopefully that means our first(!) Controlled Environment tech comes in right around the time we're ready to take on the 'coids!

Quote:I assume that asking AIs to break alliances is less frowned upon than asking them to declare war on each other? I didn't see either mentioned in Ref's list of exploits, but in my personal games I will never ask for a war declaration against an AI with whom I'm not already at war. I will request alliance breaking, since the AIs are so promiscuous about signing alliances and the consequences can be catastrophic as they drag their partners into war.

I'm with you on all of this - and in fact, so are the exploit rules:

(May 9th, 2010, 18:14)Exploit List Wrote: 3.  "Spectator Wars":  Also known as "Let's you and him fight."  We may not ask one AI to declare on another race with whom we are not already at war ourselves.

Note asking to break alliances (or declare war on our own war enemy) is perfectly fine.

(June 16th, 2023, 15:08)shallow_thought Wrote: In the short term, I'm kind of hoping for a cat v rocks vote and getting friendship with them

I hope so too, but I don't expect it:  The next vote is in five turns, by which time (unless we have some transports in space again) I expect we'll have five votes - the same number the Mrrshans had in the High Council of 2364.  The Silis were still at 3 votes at the time, and even with transports landing and population growth on all their worlds, I doubt they'll have doubled that by 2375 even if the cats manage to get another vote by then too.

Quote:The humans ... depends. They may be our only plausible expansion path.

True; they're very weak - although we'd need better fuel cells or an inferno colony at Laan to even reach their worlds, and the nearest one is Sol.  Note I've been spying on them a very little - just a couple of clicks - but don't have a spy report on them yet.  Last I checked (five years ago?) they didn't want to exchange any technology.  I haven't done any spying on the Silicoids yet, and the only thing they wanted to trade ~5 years ago was their ECM1 for our Hyper-V Rockets (or something I was much more reluctant to give them).  I didn't pull the trigger on that deal, though I thought about it, and I obviously don't know if it (or a new one) is on the table now.

Something closer to proper hand-over notes than what I posted yesterday:
- 41 transports are due to hit Paradise next turn.  There's room for them, with plenty to spare, but not immense amounts of room.
- We have two Scout ships heading for now-Silicoid Firma, sent before I knew they were anywhere near there.  (One will arrive next turn.)  Up to you if you think this warrants any changes.  Our other Scouts are at the unclaimed stars (just two!) that our fighters can't reach, plus one extra over each of Zoctan and Laan.
- Our main war fleet is on its way to Mentar, due in two turns.  That's just a way point - DaveV built a missile base there, so it doesn't need a ship in orbit - so you can dispatch them however you prefer (e.g. to cover Zoctan, the Dead 45 at the green star on our side of Firma if the Silicoids haven't yet claimed that by the time they can arrive.
- I just noticed when I was sending single Doubts 2.0 fighters to various star systems, I somehow neglected to send one to Backwards.  Sorry about that!
- We have a very small fleet of fighters at Laan.  Believe it or not, I think these six little Doubts can kill an unescorted (armed) Sili colony ship unless they upgrade the design again.  We might lose one or two in the process - or might not.  (If my math and guesswork is right!)
- That one unexplored, uncolonized blue star in range is still Orion.
- The Silicoid transports near Nature are (based on context and previous movement) heading for their colony at Tao.

Good luck with the turns!
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Got it. Will be hoping for peaceful, buildery turns until we get more tech, I think, with some sort of attempt to keep the Silicoids from colonising Zoltan.
It may have looked easy, but that is because it was done correctly - Brian Moore
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Good luck, shallow_thought!

Some builder turns and more tech would be good. About our only alternative would be an invasion of the humans, I guess. And that would likely turm into an expensive bloodbath.
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We have to accept that this galaxy, at least, is not in balance. The rocks spread further and faster than any other race - astonishingly so. And yet, our Psilon approach to the mysteries of the universe still holds value: we simply need everything that can be discovered, in order to compete. Better fuel, better engines, better shields, better factories, better armour, better control systems, better scanners, better shields, better weapons of all kinds. And - not above all, but key to our future - a way to compete with the Sillicoids for those worlds we cannot currently settle.

Turns played. Spoilered for length.


T2370
I want to put a squadron of fighters over Zoctan ASAP, so Mentar can pump out another round. We know that we have Controlled Dead, and I think it's worth fighting for (more so than Laan, although I will probably still pick CI over CD to advance the tree - if we don't have CI, hmm). The main fleet is probably best placed at Nature - we can't afford to be surprised, and it's not going to have a missile base any time soon (we're too desperate for tech to take it off research for 12 turns).

Looks like the Humans might accept a NAP. I go for it. We'll regret if they get Controlled Inferno before we do, but it secures our flank for the moment.


T2371
Retreat our scout from Firma to be polite. Despatch 15 Doubts to Zoctan (to add to the one already there).

T2372
Shield III is in, and I pick PS V over S VI (not a hard choice). I take a Doubt from our main fleet to cover Backwards and send the fleet to Nature.



T2373
Ion Cannon is in, and we have a full set of choices. With a cannon from the previous tier and a (minor) missile upgrade already in place I go for Fusion Bomb. This is a longer-term play, but lets us (hopefully!) pick Stingers or Fusion Beams at the next level, and Fusion Bombs should be relevant for a while. It's also the cheapest tech.




Note that we can't yet fit an Ion on a small (not with good engines, at least).

I think that Willow is new Sillicoid world this turnset. Oh boy. At least they seem to have lost their alliance with the Klackons.




T2374
Our Doubts got to Zoctan just in time. 16 destroy an unescorted Colship without loss (BtbLtG).

We get IRC III, and I pick Improved Space Scanner.




We also get IT20, and a much harder choice (I missed the screenshot here, I'm afraid). We had Enhanced Eco and IT30 - but then Controlled Toxic at three times the cost of Controlled Dead; no Controlled Inferno. I feel we have to try to hold Zoctan and/or be able to threaten Tundra worlds, so I stay at the lower tier and go for Dead. Comments are welcome rolleye .

Our tech rate crashes (60RP just to keep things going) as every world terraforms - and Mentar and Backwards begin refitting as well.

The Sillicoids now have an alliance with the Meklar.

T2375
Vote is us against the cats, as Ref predicted. Mirana picks up votes from the Klackons and Meklar, taking her to 11/22 - with our 5 that would be a comfortable win, so that's off the table. I abstain.

Everywhere except poor old Nature is back on factories.

The Humans would trade PDS for IRC III - I say no, but if we end up facing an invasion, it's an option (rocks offer nothing interesting).

T2376
We may have an incoming Silicoid fleet at Nature. I decide to see if we can handle it - or, better, if it's actually going Uxmai to Firma.

T2377
Phew - they're heading on past. We have a tech report on the Humans (not checking this may have been me rather than slow spies - bah). If they traded for Range 6 that would let us put a scout over the yellow in the far north, but wouldn't gain us much else (apart from the ability to strike Sol, which we're not ready for). I therefore leave things as they are for now. I stop spying on them and start on the Sillicoids.




T2378
Quiet.

T2379
Looks like another colship heading to Zoctan. We handled the last one easily, so let's hope they've not upgraded much.

T2380
The Humans have a major radiation leak on Maalor. Shame.

The map is terrifying; however, the status screen is not too bad. We're competitive in tech and production - if we can get a few key things into place, maybe we start to push back.







Quiet turns, but I hope our Doubts are still capable of handling a Colship. We may need to reinforce if my policy of trying to deny Zoctan is continued. I hope my decision to go for Controlled Dead - giving us a chance at Zoctan and at least one target to invade - turns out OK (also my choice to go for bombs, although that at least advanced a tier). I suspect that we need to start actively pushing the rocks back rather sooner than would be my natural inclination. I don't think scavenging around the edges and picking off other weak races is going to cut it in this game shakehead .


- RefSteel (just played)
- shallow_thought (just played)
- haphazard1 (UP!)
- DaveV (on deck!)


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It may have looked easy, but that is because it was done correctly - Brian Moore
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Lots of new tech and delaying the rocks -- good stuff, shallow_thought. I like the Fusion Bomb choice, and also Improved Scanner. Controlled Dead is a tougher decision, but I think you are correct that we need to be able to start pushing the rocks on some of their planets. That galactic map is scary. eek 17 planets is ridiculous.

At least the council vote shows that the rocks don't have much pop. Hopefully they are stuck with minimal pop on most of those worlds, with very slow growth. They will continue getting stronger for a LONG time, though, while we are near our caps. The new IT+20 will help, and IRC3 will let us build plenty of factories. But something needs to be done.

OK, this is a GOT IT. I think I have fixed my screen shot issues (had a mis-configured key). I should be able to play sometime Sunday. Looks like goals will be completing any terraforming and factory building still needed on our worlds (other than Nature), getting a current spy report on the rocks, and making preparations to contest a world here and there. Suggestions and advice welcome!
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Fusion Bomb and Controlled Dead were good choices IMO, but both are in tier 2 and will not advance the tech trees.
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