Thanks to Maniac Marshall for pointing me to ImageShack, pictures included this time!
2930:
- Stopped ship production at all planets, switched to research
- New tech allocation (in ticks): Computers 1 (at 11%), Construction 2 (= interest optimization, will be at about 20% in 8 years at optimal interests), Force Fields 1 (not a priority yet), Planetology 31 (putting it at 30%, we seem to be jinxed here and need it urgently), Propulsion 14 (8% chance), Weapons 1 (also not a priority). Total RP 668.
2391: IRC3 lands at 11%, along with Inferno at 30%. I choose Improved Space Scanner over ECM mk III and IT+30 over Soil Enrichment and Bio Toxin Antidote. 6 fighters produced at Endoria.
- Designed Inferno 1.0. 1 will be completed at Esper => Beta Ceti, 1 at Tau Cygni => Dolz and 1 at Trax => Antares. Another will follow at Esper => Kailis in a few turns and one at Tau Cygni => Jinga also in a few turns.
- Seeded IT+30, did not seed Improved Space Scanner. Left other fields at optimal interest rates, will let Inertial Stabilizer remain at 8% until it hits.
2392: Silicoids approach Beta Ceti with a single colony ship, they quickly retreat when stared down by 104 fighters. Finished 3 inferno colony ships. Inertial Stabilizer hits at 10%! I choose Sub Light Drives over Dotomite Crystals.
- Continued to seed IT+30 heavily, seeded Sub Light Drives a little bit.
2393: Silicoid colony ship approaching Antares alone, Meklar Devastator (Large) parked at Arietis right next to our systems.
- Switching to minimal research for optimal interest in all fields, totalling 205 RP. Will be keeping this allocation for the rest of my reign, and I advise my successor to stick with it as well. Will need to up the RP total by 22.5% each turn.
- Sssla and Vega finance the research for now, Tau Cygni is at max ship building, rest are at max industry.
2394: Silicoids retreat from Antares, and we colonize it! This brings us in contact with the weakminded humans, who foolishly believe that our empires can live in peace and harmony. They control only the 3 systems we already know of. The Silicoids and Meklar are expanding recklessly, 14 and 13 systems respectively. To my surprise, the humans are at feud relations with us!
- I seek negotiations with the humans. They offer us Fusion Bomb, Deep Space Scanner, IT+10, RW80 and Hand Lasers. They'll only part with RW80 for IRC3, but they'll trade us Hand Lasers for either Barren or Hyper-V tech. I gladly give them Barren for it. They then refuse a trade treaty and rudely ignore me. I fund a spying operation on them, hoping to steal some easy tech.
- Silicoids trade me Nuclear Engines for Death Spores! While Death Spores are not a harmless weapon, I'm much too excited about Nuclear Engines to pass on this offer. They would also have accepted Inertial Stabilizer, which I consider a bigger asset. They then proceed to trade me IIT7 for Inertial Stabilizer, which is also an offer I can't refuse.
- The Meklars offer a wide range of technology for Inertial Stabilizer: ECM II, BC III, Shield III, Irridium fuel, RW80%, Dotomite... Nothing really interesting. And then they sweeten the pot:
They're willing to accept IRC3 for it instead, but that seems foolish. These trades were a windfall for us, along with lucky breakthroughs this is a clear sign that we shall win this game resoundingly.
- The Meklar have sent 3 Nexus ships, 1 Ajax and 1 Colony Ship to take Antares from us... I grudgingly acknowledge Maniac Marshall being right to warn us about this possibility, as I doubt we'll be able to repel them next turn. I will try to disable the colony ship so we'll be able to send reinforcements before the planet is taken. Max ship production on Trax (2 turns) and Sssla (3 turns). They're producing my new Fighter 2.0: Nuclear Engines, Inertial Stabilizer, 1 laser, BC I at 18 BC. I believe these will be highly potent in a nebula battle.
- Esper and Vega take over the majority of the research projects, while Tau Cygni churns out a colony ship and Endoria produces factories.
2395: The battle is on!
Turn 1: enemy ships advance, we advance and seek to duck behind asteroid clusters at the bottom.
Turn 2: enemy ships advance again, we continue hiding
Turn 3: nexus ships and the colony ship fire their missiles at our fighters, our ships hold position
Turn 4: another volley is fired, the ajax advances on us, we still hold our position
Turn 5: 5 fighters go down to the first volley, all enemy ships advance, we're still tucked in behind the asteroids
Turn 6: 3 fighters go down, seems there are no more missiles, we advance near the bottom of the screen
Turn 7: 4 fighters go down to what seems to be ion beams from the ajax. Our scout is taken out by heavy laser fire from the nexus ships. Our fighters fire at the ajax and inflict 35 points of damage.
Turn 8: 15 fighters go down, only 37 left now. I make a feeble attempt at taking out the colony ship, doing 32 points of damage.
Turn 9: 12 fighters go down, 25 left. 28 points of damage inflicted to the colony ship, 40 HP left.
Turn 10: All fighters perish
Dolz is settled, and Antares is destroyed. It will likely be settled by the Meklar next year.
- raised total research to 306 RP, still running at optimal interest in all fields
- A Meklar Devastator seems to be en route to Jinga... If this is the case, I'll churn out some nuclear fighters next few turns to send there. With our new and improved speed, we should have no trouble catching it in time.
- Silicoids offer me IT+10 for Hyper-V, I consider this a pretty good deal. Granted, they only have nuclear missiles at present so their interest in an upgrade is obvious. Still, I'm happy with the exchange.
- I do max industry on Sssla and put up 90% of a base on Trax. Vega, Esper and Endoria finance our research.
2396: Colony ship complete at Esper, relocated to Endoria. 10 nuclear fighters arrive at Antares to duke it out with 4 large ships and a colony ship! My defense rating is up to a whooping 6 from 3 earlier, so I decide to go for broke and try to take out the colony ship. I also have a 1 point upgrade to my battle computers, and I should be able to outrun their missiles this time with their impressive speed of 3.
Combat report: I outrun their missiles easily, but am sadly no match for their beams and only do 9 points of damage to the colony ship before being destroyed.
- Sssla set to produce 12 nuclear fighters which will be relocated to Trax. In case the Meklar move on Trax next turn, they'll arrive in time.
- Trax back to max industry, I want our front line planets to have the capacity to put up a lot of bases and ships if needed
- The Meklar Devastator is indeed bound for Jinga, and will arrive in 5 turns. It's not much of a threat on its own, and we keep a close eye on any reinforcements sent there. Our colony ship will arrive in 4 turns, so we'll need enough fighters to repel it. I send the Endorian fleet of 31 fighters there, trusting that Endoria will remain safe for now. Jinga already has a fleet of 29 fighters, adding 20 nuclear fighters should be more than enough to repel the Devastator.
- Research upped to 377 per year, still running at optimal interests across the board. Planetology and Weapons are lighting up about halfways.
2397: Beta Ceti is colonized! Not a moment too soon, as the Meklar are approaching it with a colony ship and a Nexus. Should be easy enough to handle with the current fleet stationed there, tallying 143 retro fighters.
- Added a tick of terraforming to most planets, utilizing the terraforming technology we got from the Silicoids.
- Total research of 454, still on target.
- 21 nuclear fighters total being produced at Endoria and Esper, will arrive at Jinga in time to repel the Meklar Devastator.
2398: 21 nuclear fighters completed at Endoria and Esper.
- Upped research to 565 RP
- Silicoids are now at Relaxed relations, I decide to push my luck and seek a NAP with them. They accept!
2399: Meklar attack at Beta Ceti! Both ships foolish charge us and are destroyed with minor casualties. In other news, a wealthy merchant decided to support the Silicoids with 900 BC. While I'm pleased with the fortune of our new friends, I would have been even more pleased to see us get that cash.
- The insidious Meklar are finally willing to talk to us, but I decide to let my successor handle dealings with them.
- The Silicoids have a colony ship approaching one of our systems, probably Beta Ceti. Should not be a problem. Surprisingly, they're back down to Neutral. May be to do with one of the bugs kyrub spotted in the relations code? May also have to do with them finally catching our hiding spy
Before he was terminated, our spy discovered that the Silicoids now have access to IRC4. We will be hard pressed to keep up with our neighbours industrially...
- Trax should be well defended: 27 nuclear fighters and the capability to finish the dormant base and put up another one same turn. Endoria should also get a base, but I'm holding off for a little while longer. Beta Ceti will need a contingent of nuclear fighters shortly, we should look into scrapping our retro fighters within the next 10 turns.
2400: Election time! Not surprisingly, our powerful Meklar and Silicoids neighbours are both nominated. Bulrathis abstain (5 votes), Silicoids vote for themselves (8 votes), Meklar vote for themselves (9 votes), Humans vote for the Meklars (3 votes), Klackons abstain (7 votes) and we abstain (6 votes)
My reign is complete, and it's time for a status update:
- I decided to not finance colonization of the UP planets yet, believing that we have more pressing priorities and cannot afford to hold that many frontier planets. Ajax (15 Toxic Rich, in between the two UP) has a colony ship en route.
- I gave industrial and technological progress very high priority, and I think I did a good job of that. Interests have been put to good use, and my successor can keep the current allocations for a couple more years. Planetology is now at 2% and Weapons is at 3%. Computers still haven't been seeded, all other fields are well underway.
- I lost Antares, which was an embarrassing defeat. I had ample time to bolster defenses, and foolishly disregarded the warnings of Maniac Marshall. However, we shall use this as our first strike point in the war with the Meklar that seems more and more likely.
- All other systems are defended adequately, I do not foresee any imminent threats against us barring total war with the Meklar.
- Relations are improving with the Silicoids, I suggest that we strive to maintain good relations with them.
- I lucked into a huge windfall with the technology swaps, a windfall that may well secure our victory. All of those technologies came at just the right time to be of optimal use, and we didn't have to pay much for them.
Below is illegal information obtained in heinous ways
Total research of 11196, meaning that a whooping 840 RP will be needed to keep taking optimal advantage of interests. Fortunately, two of our fields are maturing shortly. I actually tried using this editor to cheat and change RefSteel's research decision
Turned out that changing to a lower level tech means you'll still be paying the original price... Not so cool, so I quickly cheated back
I wish my successor good luck, I'm feeling very confident of our chances and am enjoying this variant immensely. Many thanks to RefSteel for hosting it, and to all of you for agreeing to most of my suggested rules