This will be a long-running series. Playing each of the races on Medium/Impossible/5 races until there’s a victory – there’s a chance that Large is harder than Medium under Kyrub’s patch, but I definitely won’t be finishing that many Large games, since this is at least 10 games and more likely to be 15-20 (although it's possible the reporting will make me play more carefully & your advice is always welcome). No variants, other than the usual exploit list.
First one? Klackons. I think the Klackons are way better than the Psilons, because early game expansion is so important and the Psilons can’t keep up with that.
This will be Klackons -> Psilons -> Meklar, and then we’ll see where it goes from there. Darloks and Mrrshans will definitely be the hardest (mostly because of Diplomatic issues). Silicoids are powerful, but they’re so different that I don’t know when I’ll want to tackle them. Sakkra are also pretty good because of their potent early game. Humans are so good, although the exploit rules limit some of their abuses. Alkari and Bulrathi bonuses are pretty weak, but at least they don’t quite have the atrocious diplomatic issues of the Darloks and Mrrshans.
EDIT: Status:
Klackons: Victory (Tries required: 1). Method: Extermination in 2492.
Psilons: Victory (Tries required: 1). Method: Diplomatic Victory in 2525 (32/52 votes from myself)
Meklar: One defeat.
Humans:
Silicoids:
Sakkra:
Alkari:
Bulrathi:
Darlok:
Mrrshan:
Impossible Klackon 01 (I really hope I don’t have to do double digits for any of the races; Mrrshans may be a real challenge).
Starting map:
![[Image: sOEnSxN.jpg]](https://i.imgur.com/sOEnSxN.jpg)
There’s 3 worlds within range (Purple, red @ 2 parsecs, and red @ 3 parsecs). This looks really good. This NE corner of the map should pretty trivially be ours. That’s 12 stars we could potentially colonize, depending on habitability/existence.
The blue world to the SW is 6 parsecs from Kholdan01 looks like a really important choke point. I’m going to behave as though there is an AI in the yellow stars that are due south – if neither of those two are occupied, then this game just got much easier. Meklar and Silicoids are unfortunate opponents – Meklar because they can be tech powerhouses with only a few worlds, and Silicoids for obvious reasons.
So opening turn:
1) Definitely sending the colony ship with a scout escort because The Guardian has a 2% chance of just ending the game if I don’t.
2) Going with the THREE parsec red star – that way I’ll know where to send the Colony Ship if it turns out to be uninhabitable.
3) I really want to be the first person to get to that blue star to the SW. So that’s the second scout’s destination. It’s a 7t mission because of the nebula, and it’s definitely inside the nebula, so holding it is going to be difficult.
4) see three additional high-priority scouting missions: Purple and 2nd red star, and the green one to the south.
5) The Red, White, and Green stars all to the west are each at 7 parsecs from Kholdan. So they won’t be getting scouts for a while.
6) If I’m going to hold at 6 scouts before getting my 3rd colony, I need to start sending the 6th scout out now so I’m making informed decisions. So that means building 4 scouts on turn 1. Klackons can handle this.
2302:
Uxmai is a size-55 poor world.
![[Image: nLNsZiW.jpg]](https://i.imgur.com/nLNsZiW.jpg)
But we guessed correctly: Anraq is a size 95 Terran
![[Image: tsd91fO.jpg]](https://i.imgur.com/tsd91fO.jpg)
Send Anraq’s scout to the red world to the south, and Uxmai’s to the green world to the east, who will then head to the white world after that. I send 7M to Anraq – I’m going to keep Kholdan at size 40 until there’s enough pop at Anraq for it to end up at 1/3. About the time I do that, I will go above 6 scouts and make a bunch more in anticipation of forward deployment when we get Range 4 or 5. Getting a scout screen deployed as far and fast as possible is the most important early-game action you can do to secure space against MOO AIs – I’ve found that trying to build fleets to contest worlds I can’t just send a colony ship to rarely works (either the AI sends no guns or absolutely way too many of them most of the time). And that trying to pinch pennies by holding out on full scout deployment tends to lead to pound-foolish decisions and/or lost worlds that could have easily been ours.
Scouting reports start coming in (here’s the map at 2306):
![[Image: LvC1vLe.jpg]](https://i.imgur.com/LvC1vLe.jpg)
2306: Darloks are spotted. Pretty sure that’s only possible if they’re in the yellow star that’s circled. That’s a little unfortunate, I was hoping to have a little more flexibility, but they’re not the Silicoids and they’ve got an Inferno and a Dead world in the way, so I’m not under any direct pressure from them.
![[Image: NzeuSvW.jpg]](https://i.imgur.com/NzeuSvW.jpg)
2308:
![[Image: H2rgIK3.jpg]](https://i.imgur.com/H2rgIK3.jpg)
Dilemma on starting tech. I went with Range 5 but think this was a mistake I should have known better about at the time – while I knew Cygni was 5 parsecs away (Size 65 to the north), I forgot to check whether Hyades (Size 45 to the NE) was 4 or 5 parsecs away from Cygni, and it was 4. So I could’ve started with Range 4 and still gotten every currently known world (and unlocked the most important worlds to the west to scout). Anraq is spending 2 turns on seeding the tech, and then it will start trickle research. I’ve shut off transports at this point.
2309:
Order up a round of 9 scouts so they can make sure I’m pre-deploying scouts for when Range 5 comes in, and can ensure there’s no surprises from a Darlok scout getting somewhere they shouldn’t early. This is also because I’m going to be building colony ships very soon, and it’s not possible to switch from those to Scouts if the need arises.
2310: SUCCESS! Paladia is an Artifacts world, and I’ll happily take IIT9 for free, that’s going to jumpstart production nicely.
![[Image: 8Z5fD9J.jpg]](https://i.imgur.com/8Z5fD9J.jpg)
![[Image: ZQDQpGP.jpg]](https://i.imgur.com/ZQDQpGP.jpg)
Here’s the worldview with the first round of scouting complete:
![[Image: Z7GlVC2.jpg]](https://i.imgur.com/Z7GlVC2.jpg)
2312: I start a Colony ship for Uxmai (6t build). I’m trickling in a few factories while finishing it in 6 turns. I want to have 3 colony ships ready to go when Range 5 comes in, but we’ll see how that holds up. I'll probably get to 120-140 factories (especially with the discounts!) and start a Huge Prebuild while research is ongoing. Poor worlds are so much better for the Klackons since we'll be skipping factories here through at a minimum the discovery of Range 5. I do tend to build factories in Poor worlds, but they're not a top priority here.
I’m going to stop here for the moment. That’s enough for one post.
First one? Klackons. I think the Klackons are way better than the Psilons, because early game expansion is so important and the Psilons can’t keep up with that.
This will be Klackons -> Psilons -> Meklar, and then we’ll see where it goes from there. Darloks and Mrrshans will definitely be the hardest (mostly because of Diplomatic issues). Silicoids are powerful, but they’re so different that I don’t know when I’ll want to tackle them. Sakkra are also pretty good because of their potent early game. Humans are so good, although the exploit rules limit some of their abuses. Alkari and Bulrathi bonuses are pretty weak, but at least they don’t quite have the atrocious diplomatic issues of the Darloks and Mrrshans.
EDIT: Status:
Klackons: Victory (Tries required: 1). Method: Extermination in 2492.
Psilons: Victory (Tries required: 1). Method: Diplomatic Victory in 2525 (32/52 votes from myself)
Meklar: One defeat.
Humans:
Silicoids:
Sakkra:
Alkari:
Bulrathi:
Darlok:
Mrrshan:
Impossible Klackon 01 (I really hope I don’t have to do double digits for any of the races; Mrrshans may be a real challenge).
Starting map:
![[Image: sOEnSxN.jpg]](https://i.imgur.com/sOEnSxN.jpg)
There’s 3 worlds within range (Purple, red @ 2 parsecs, and red @ 3 parsecs). This looks really good. This NE corner of the map should pretty trivially be ours. That’s 12 stars we could potentially colonize, depending on habitability/existence.
The blue world to the SW is 6 parsecs from Kholdan01 looks like a really important choke point. I’m going to behave as though there is an AI in the yellow stars that are due south – if neither of those two are occupied, then this game just got much easier. Meklar and Silicoids are unfortunate opponents – Meklar because they can be tech powerhouses with only a few worlds, and Silicoids for obvious reasons.
So opening turn:
1) Definitely sending the colony ship with a scout escort because The Guardian has a 2% chance of just ending the game if I don’t.
2) Going with the THREE parsec red star – that way I’ll know where to send the Colony Ship if it turns out to be uninhabitable.
3) I really want to be the first person to get to that blue star to the SW. So that’s the second scout’s destination. It’s a 7t mission because of the nebula, and it’s definitely inside the nebula, so holding it is going to be difficult.
4) see three additional high-priority scouting missions: Purple and 2nd red star, and the green one to the south.
5) The Red, White, and Green stars all to the west are each at 7 parsecs from Kholdan. So they won’t be getting scouts for a while.
6) If I’m going to hold at 6 scouts before getting my 3rd colony, I need to start sending the 6th scout out now so I’m making informed decisions. So that means building 4 scouts on turn 1. Klackons can handle this.
2302:
Uxmai is a size-55 poor world.
![[Image: nLNsZiW.jpg]](https://i.imgur.com/nLNsZiW.jpg)
But we guessed correctly: Anraq is a size 95 Terran
![[Image: tsd91fO.jpg]](https://i.imgur.com/tsd91fO.jpg)
Send Anraq’s scout to the red world to the south, and Uxmai’s to the green world to the east, who will then head to the white world after that. I send 7M to Anraq – I’m going to keep Kholdan at size 40 until there’s enough pop at Anraq for it to end up at 1/3. About the time I do that, I will go above 6 scouts and make a bunch more in anticipation of forward deployment when we get Range 4 or 5. Getting a scout screen deployed as far and fast as possible is the most important early-game action you can do to secure space against MOO AIs – I’ve found that trying to build fleets to contest worlds I can’t just send a colony ship to rarely works (either the AI sends no guns or absolutely way too many of them most of the time). And that trying to pinch pennies by holding out on full scout deployment tends to lead to pound-foolish decisions and/or lost worlds that could have easily been ours.
Scouting reports start coming in (here’s the map at 2306):
![[Image: LvC1vLe.jpg]](https://i.imgur.com/LvC1vLe.jpg)
2306: Darloks are spotted. Pretty sure that’s only possible if they’re in the yellow star that’s circled. That’s a little unfortunate, I was hoping to have a little more flexibility, but they’re not the Silicoids and they’ve got an Inferno and a Dead world in the way, so I’m not under any direct pressure from them.
![[Image: NzeuSvW.jpg]](https://i.imgur.com/NzeuSvW.jpg)
2308:
![[Image: H2rgIK3.jpg]](https://i.imgur.com/H2rgIK3.jpg)
Dilemma on starting tech. I went with Range 5 but think this was a mistake I should have known better about at the time – while I knew Cygni was 5 parsecs away (Size 65 to the north), I forgot to check whether Hyades (Size 45 to the NE) was 4 or 5 parsecs away from Cygni, and it was 4. So I could’ve started with Range 4 and still gotten every currently known world (and unlocked the most important worlds to the west to scout). Anraq is spending 2 turns on seeding the tech, and then it will start trickle research. I’ve shut off transports at this point.
2309:
Order up a round of 9 scouts so they can make sure I’m pre-deploying scouts for when Range 5 comes in, and can ensure there’s no surprises from a Darlok scout getting somewhere they shouldn’t early. This is also because I’m going to be building colony ships very soon, and it’s not possible to switch from those to Scouts if the need arises.
2310: SUCCESS! Paladia is an Artifacts world, and I’ll happily take IIT9 for free, that’s going to jumpstart production nicely.
![[Image: 8Z5fD9J.jpg]](https://i.imgur.com/8Z5fD9J.jpg)
![[Image: ZQDQpGP.jpg]](https://i.imgur.com/ZQDQpGP.jpg)
Here’s the worldview with the first round of scouting complete:
![[Image: Z7GlVC2.jpg]](https://i.imgur.com/Z7GlVC2.jpg)
2312: I start a Colony ship for Uxmai (6t build). I’m trickling in a few factories while finishing it in 6 turns. I want to have 3 colony ships ready to go when Range 5 comes in, but we’ll see how that holds up. I'll probably get to 120-140 factories (especially with the discounts!) and start a Huge Prebuild while research is ongoing. Poor worlds are so much better for the Klackons since we'll be skipping factories here through at a minimum the discovery of Range 5. I do tend to build factories in Poor worlds, but they're not a top priority here.
I’m going to stop here for the moment. That’s enough for one post.