[MoO] MOOniversity of Kholdan: My Introduction to playing Impossible with the Klackons

Harv

Emperor
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Dec 16, 2008
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Welcome to the MOOniversity of Kholdan, where I am learning how to play MOO1 on Impossible difficulty and maybe exchange a few tricks with some friends here. Here are the settings:

Huge Galaxy: 36 x 32 Parsec Grid, 108 Stars
Impossible Difficulty, -1 for Huge Galaxy, -1 for Five Opponents, and -1 for playing the Klackons, so I guess it should actually be Easy.
Five Opponents

Red: Queen Intoxikated of the Klackons

Here is what the start looks like:



We are located 5 parsecs from the left edge of the Galaxy Map, and 17 Parsecs from the Top edge. Overall, this is Center-Left. Looking around, I saw no G-Class stars within the first ten parsecs of the left edge of the map. (All Home Systems are Yellow G-Class stars.) So this map has a potential of becoming broken if we are able to bust out early and colonize that left third of the map.

For future reference in this thread, coordinates are referenced Cartesian-style, with the origin in the top left part of the map. Alt-M brings up a grid and the lines are 5 parsecs apart. Kholdan, for example, is located at (5,17). Stars will be expressed by their Spectral Class. (B - Blue, A - Green, F - White, G - Yellow, M - Red, and N - Purple)

There are 10 systems within 6 Parsecs of Kholdan, 2 of which are within Colony Ship Range. The systems are as follows:

2 Parsecs: A(6,18)
3 Parsecs: B(6,15)
4 Parsecs: M(2,16), M(8,15)
5 Parsecs: N(8,14), B(10,17), N(8,21)
6 Parsecs: F(3,13), F(9,22), F(4,22)

A save is attached in case somebody wants to shadow this game and show me how it is done right. ;)

At the very beginning, there is only a little bit to discuss. One question might be whether it is better to send the Colony Ship. If there is one system in range, it is a pretty easy choice. Otherwise we might guess which system is likely to have the better planet and might guess wrong.

We might also guess Orion. (1 in 101 Probability) Has anybody lost a Colony Ship by sending it to Orion?

More is coming shortly, since I have already played this out to 2325. It will still take me a while to type out the After-Action.

If you are playing along and want some Spoilers for a head start, they are embedded as they get bigger.

Spoiler :

It is safe to send the Colony ship to either star.
Spoiler :

Send the Colony Ship to the White Star.
Spoiler :

Orion is at M(2,16). It is the Red Star 4 Parsecs away from Kholdan up and to the left.
Spoiler :

Send one of the Scout Ships to F(9,22). There is an Artifacts world there.



 

Attachments

  • Klackons 2300.zip
    5.4 KB · Views: 63
2300: Here we go!

My order of preference for sending the Colony Ship are: Yellow, Red, and Green, in that order. The other three classes I have not decided on yet. So:

The Colony Ship goes to A(6,18) because I think Green has a better chance than White of revealing a great planet.

One Scout Ship goes to the other system, B(6,15) since I might be wrong or I might be lucky. If I am wrong, then I lose a little bit of time sending the Colony Ship to the other system. If I am lucky, then I have another nearby system to colonize.

The other Scout Ship goes to N(8,21) 5 parsecs away, in case we get a colony that also happens to bring this system into range.

With that order of business complete, the next thing we need to do is gather information and send scout ships to every system within 6 Parsecs of Kholdan. First, we redesigned the Scout Ship, for 8BC instead of 10BC. We called it the Ant. Just like in real life, when an Ant finds something good, pretty soon there are Ants all over it!

The Ants will eventally replace the Scout Ships, and will be built in packs of 6, since 6 is a sacred number for anybody out there who has ever played Starflight.

So Kholdan will produce 5 Ants this year.

2301: 5 Ants were produced at Kholdan. These went to the White Stars 6 Parsecs away and the other two went to N(8,14) and B(10,17).

At the end of the year, the Colony Ship arrived at the Dolz System and discovered:

Spoiler :




With opponents seemingly so far away and having a third of the galaxy to ourselves and 100 turns to develop it into something fearsome, a Terran 120 would have been icing on the cake. This is a little setback.

2302: 4 more Ants were produced at Kholdan. Two went to explore the remaining two systems, one went to the Dolz system, and one stayed home for a turn. Meanwhile, the Colony Ship humbly started its trek back to Kholdan.

Meanwhile, at the other end of the Galaxy, scout ships explored the Talas System:

Spoiler :
Talas:



This is better. We are slowed down a little bit, but at least we get to set up some kind of colony system. Talas also brings two more systems into Colony Ship range, so things might get better still.

2304: 3 Ants were produced at Kholdan. They went to the Talas System along with the Colony Ship. The Arietas System revealed a Dead 50 world.

2305: The Scout Ships are no longer needed, so we scrapped them for 5 BC and invested the money into Kholdan. Hindsight says we might have done better to just keep them and maybe have one ship less or maybe pay 1BC more in miantenance. Meanwhile, scout ships have arrived at the Orion System:



Needless to say we did not last long:


Scouts alse explored Selia Radiated 30, Zhardan, Inferno 20 Rich, and Phyco Toxic 40.

2306: Scout Ships explored Rha Radiated 45 and Toranor Dead 50. This is exactly when I said this start stinks - and then the scouts discovered Vega.

Spoiler :





This is a boon exactly when we needed a shot in the arm! It is a technology we were unlikely ever to research and it jumps our Planetology Level from 1 to 9. On top of that, it makes future Colony ships much, much cheaper. It is also 6 Parsecs away, so we will need a little technological help in order to reach this system.

Finally the Colony Ship arrived at the Talas System.


Colonizing Talas brings two more systems into Scouting range.

A save is attached for 2307.
 

Attachments

  • Klackons 2307.zip
    6.2 KB · Views: 78
2307: When the first colony is established, I calculate how many colonists I need to send to the new colony in order to have both colonies at the same percentage of population to optimize growth. Kholdan has a population of 59 and is 3 parsecs from Talas with a population of 2. The number of colonists to send is 21.

50x(59+2+3x2.85)/(100+50)-2=21. Both colonies will be 46% populated when the colonists arrive at Talas.

What I have not figured out is if the Ecology is done exactly right, sometimes I end up with 7 Pollution - or 7 points of research might disappear. It might be a messed up bit or something. So colonies were set on producing industry for a turn while we figure out the micromanagement.

2308: With the colonists out of the way, we had Kholdan set aside 10 Research Points to open up 5 fields. We opened up:

Computer: Deep Space Scanner, 640 RP. I always find this useful and therefore chose it over the ECM Jammer. The Improved Scanner is much better, of course.
Construction: Industrial Waste 80, 600 RP. This was chosen over the Industrial Tech. It gives industry a better return and there is better industrial tech likely to come.
Planetology: Terraforming 10, 160 RP. There were lots of options, but this is a gift that keeps on giving. It is also very cheap.
Propulsion: Deuterium Fuel Cells, 1250 RP. There was no choice, but this was the better choice in this circumstance.
Weapons: Hyper-V Rocket, 640 RP. Again, there was no choice here - or I would have chosen Hand Lasers for the cost.

Normally, I would open up Propulsion and choose between Hydrogen and Deuterium Fuel Cells, but this is a very exceptional case. We are at two systems with nothing in range to colonize. The next colonizable system we found is 6 parsecs away, so neither will help anyway. We did, however, get an incredible amount of Planetology. With a little bit of Construction Tech, we will be able to reach this system. So we are going to stop everything we are doing and focus on developing this technology.

2309: We started to ramp up research to 100 RP and took this opportunity to open up Force Fields.

Class 2 Deflector Shields, 640 RP.

2310: Research is ramped up to 135 RP. We are working on Planetology, Construction, and Propusion, in that order. We are setting up Planetology first because it is so cheap and beneficial. The Constuction tech might allow us to build Colony Ship with extended range. Finally we need the better range fuel cells so that we can send out Scout Ships further. The plan is as follows:

We dumped 80 RP into Planetology to get it to 50%, and then chose an investment to get the full amount of the 15% "interest" rate. The balance is then put into Construction, until it gets to 50%.

2311: Our scout ships encountered the Silicoids at the Seridan System and drove them off. Seridan is Radiated 25 Rich. It is nice to see the Silicoids not colonize that system. :)

2312: Our scout ships explored the Vox system. It is Desert 45, 6 Parsecs away.

2316: We achieved a breakthrough in Industrial Waste 80 at 3%. Planetology at 22% is still going. This was a nice break. We chose to continue research into Industrial Tech 8 at 1530 RP.

2317: It turns out this is enough technology to build a Colony Ship with Reserve Fuel Tanks! We can colonize systems 6 Parsecs away! We immediately started to build on at Kholdan.

Our scientists and engineers came through on Terraforming 10 this year at 28%. Research will continue eventually into Toxic Planet Landings at 9000 BC. It sounds like a lot, but we wil be there before we know it!

2318: We redesigned the Ant Colony Ship at 447 BC and took a turn to terraform our two colonies.

2321: The Ant Colony Ship is ready at Kholdan. It will take 6 years to arrive at the Vega System.

2322: We produced 12 more Ants at Kholdan, bringing the total fleet to 24.

2323: We achieved a breakthrough in Deuterium Fuel Cells at 23%. Reserach continues into Irridium Fuel Cells, at 4050 RP.

2324: We had another skirmish with a Silicoid Colony Ship at Phyco.

2325: Another Ant Colony Ship was build at Kholdan. This one will take 8 years to arrive at the Vox System.

It is a slow start, as far as the number of colonies is concerned. It is 2325 and we only have two systems. There is one Ant Colony arriving at Vega in 2 years, and another arriving at Vox in 8 years. Our total population is 140.

Kholdan: 92 Population, 75 Factories, producing 172 Research Points
Talas: 48 Population, 8 Factories, producing 74 Research Points

Computer Tech Level 1
Construction Tech Level 5 (Industrial Waste 80)
Force Fields Tech Level 1
Planetology Tech Level 10 (Terraforming 10, Death Spores)
Propulsion Tech Level 5 (Deuterium Fuel Cells)
Weapons Tech Level 1

Luck with Technology rolls have ranged between slightly above-average to incredible. Getting the Death Spores was a boon too.

A Terran 120 world right next door would have been nicer, but having an Artifacts world up and running in 8 more years will have to do. ;)

It is going to be a good while before we have the technology to colonize all those worlds nearby. Time will tell how long we can hold off those Silicoids.

Systems Explored:
Spoiler :

1. G(5,17) Kholdan Terran 100
2. A(6,18) Dolz Toxic 40
3. B(6,15) Talas Desert 50
4. N(8,21) Arietas Dead 50
5. M(2,16) Orion
6. M(8,15) Selia Radiated 30
7. N(8,14) Zhardan Inferno 20 Rich
8. B(10,17) Phyco Toxic 40
9. F(3,13) Rha Radiated 45
10. F(4,22) Toranor Dead 50
11. F(9,22) Vega Desert 50 Artifacts
12. M(9,12) Seidon Radiated 25 Rich
13. M(5,10) Vox Desert 45


Tier 1 Technology Tree:
Spoiler :

160 ECM Jammer Mark 1
640 Deep Space Scanner - 2335 Breakthrough at 11%
XXX Battle Computer Mark 2

210 Improved Industrial Tech 9 - 2354 Stolen from the Silicoids at Cryslon
600 Reduced Industrial Waste 80 - 2316 Breakthrough at 3%

640 Class 2 Deflector Shield - 2349 Breakthrough at 14%

160 Terraforming 10 - 2317 Breakthrough at 28%
XXX Controlled Barren Landings
XXX Ecological Restoration 3 - 2395 Stolen from the Sakkra at Zoctan

XXX Hydrogen Fuel Cells - 2352 Stolen from the Silicoids at Trax
1250 Deuterium Fuel Cells - 2323 Breakthrough at 23%

XXX Hand Lasers
640 Hyper V Rockets - 2344 Breakthrough at 10%
XXX Gatling Laser


EDITS are added in to the list above as Tier 1 Technology is discovered later in the game.
 

Attachments

  • Klackons 2325.zip
    7.1 KB · Views: 73
Here is the next 50 years played out. Where we left off in 2325 we had two systems with two colony ships on the way.

We colonized 4 more systems, bringing our total to 6.

Spoiler :

2326 Vega Desert 50 Artifacts


At Vega, we spied a Silicoid Scout on its way to M(11,22) and that system will, unfortunately, be scanned by the Silicoids before we can get there.

2332 Vox Desert 45


2342 Gorra Steppe 55 Artifacts


2348 Yarrow



We mapped another 24 Systems, bringing the total to 37.

Spoiler :

14. M(8,9) Gorra Steppe 55 Artifacts
15. M(4,9) Nordia Barren 35
16. M(7,23) Argus Toxic 40
17. M(11,22) Galos Ocean 90 Ultra Poor
18. F(3,24) Paladia Desert 40
19. A(10,25) Centauri Ocean 70
20. B(12,24) Celtsi Radiated 15 Silicoid Colony
21. F(4,27) Jinga Desert 40
22. B(8,27) Artemis Tundra 25
23. M(13,24) Yarrow Jungle 125 Fertile
24. M(14,25) Kailis Terran 125 Fertile
25. M(5,6) Tao Inferno 40 Rich
26. B(10,4) Romulas Dead 20 Ultra Rich
27. F(8,5) Misha Minimal 65
28. A(11,8) Gion Terran 85 Ultra Poor
29. B(14,18) Beta Ceti No Planets
30. M(5,3) Cygni Arid 70
31. A(15,18) Trax Barren 45 Silicoid Colony
32. B(16,21) Omicron Minimal 50 Silicoid Colony
33. B(13,12) Xengara - Silicoid Colony
34. M(13,5) Firma Arid 70 Ultra Poor
35. G(14,15) Cryslon - Silicoid Home World
36. G(18,14) Nitzer - Silicoid Colony
37. B(18,17) Maretta - Silicoid Colony


I was really excited to see this!



But it looks like the Silicoids have beat us to this one and they are flying around with some crazy technology. :(

There are some pretty good planets out there, but they are very far away and it will take a while to get there. The Silicoids are providing stiff competition, but we have been able to limit their progress. Colonizing Yarrow in 2348 finally put us into direct contact with them.



Needless to say, they were not terribly impressed to meet us, who have been so aggressively driving them away from their systems.



So we are at war already! Hopefully it is a fake war, but Yarrow is the point of contact and currently has a population of 2. Colonists are coming, but they will not arrive for another 11 years.

I do not know if Yarrow has been scanned yet, or not. We will know very shortly. If it has, then the Silicoids might be sending some troop ships calling.

Hopefully this turns out to be a fake war for a good long time.

I do not know yet what technology they have. I think a spy network costs 33 BC for level 4 Computer Technology, but rounding and moving colonists around means I did not get a spy in the last turn.

Speaking of technology, we have made some progress:
2334 - Industrial Tech 8 at 26%
2335 - Deep Space Scanner at 11%
2344 - Hyper-V Rockets at 10%
2349 - Class 2 Deflector Shields at 14%

Our luck with breakthrough rolls continues to be very good. Here is a summary of our technology:



We are putting all of our research effort into Planetology to get the Toxic landing base. With this technology, we can land almost anywhere and colonize all those scrap systems we have been finding.

We appear to be on even terms with the Silicoids, according to the Status screen.



They have some advanced technology from Ruins. We have some advanced technology from Ruins. I really wish I knew which fuel cells they have. I think they have Hydrogen and that makes more of our systems safe.

They have 7 Systems and we have 6. Their 7 systems are:
Cryslon G(14,15) Terran 100
Celtsi B(12,14) Radiated 15
Trax A(15,18) Barren 45
Omicron B(16,21) Minimal 50
Xengara B(13,12)
Nitzer G(18,14)
Maretta B(18,17)

Our 6 Systems are:
Kholdan G(5,17) Terran 100 - 67 Population, 130 Factories
Talas B(6,15) Desert 50 - 41 Population, 46 Factories
Vega F(9,22) Desert 50 Artifacts - 57 Population, 109 Factories
Vox M(5,10) Desert 45 - 33 Population, 60 Factories
Gorra M(8,9) Steppe 55 Artifacts - 30 Population, 11 Factories
Yarrow M(13,24) Jungle 125 Fertile - 2 Population

This is all I have for a map.



Uploaded a 2350 save. Tier 2 Technology list is as follows:
Spoiler :

XXX ECM Jammer 2 - 2408 Plundered from the Silicoids at Trax
2560 Robotic Controls 3 - 2373 Breakthrough at 20%
4000 Battle Computer 3

1530 Industrial Tech 8 - 2334 Breakthrough at 26%
2400 Duralloy Armor

2560 Personal Deflector Shield - 2373 Breakthrough at 3%
4000 Class 3 Shields - 2408 Plundered fromt he Silicoids at Trax

XXX Tundra Landings
2560 Terraforming 20
3240 Dead Planet Landings
RUINS Death Spores - 2306 Obtained from the Ruins of Vega

XXX Nuclear Engines
4050 Irridium Fuel Cells - 2373 Stolen from the Silicoids at Maretta
XXX Inertial Stabilizer - 2408 Plundered from the Silicoids at Trax

XXX Anti-Missile Rockets
1960 Neutron Pellet Gun - 2380 Breakthrough at 36%
XXX Hyper X Missile - 2390 Plundered from the Silicoids at Omicron
3240 Fusion Bomb
4000 Ion Cannon
 

Attachments

  • Klackons 2350.zip
    8.5 KB · Views: 80
When we left off in 2350, we had just met and started a war with the Silicoids, who have 7 systems to our 6. Colony Ships are on their way - so we have been building colonies.

Spoiler :

2350 Centauri Ocean 70


2350 Paladia Desert 40


2352 Kailis Terran 125 Fertile


2354 Galos Ocean 90 Ultra Poor


2354 Gion Terran 85 Ultra Poor


2355 Jinga Desert 40


2361 Misha Minimal 65



This does put us ahead in the race to colonize systems!



We will be able to colonize a lot more systems once we get the appropriate technology. We are almost there. Toxic planet landings are at 14%.

We were able to explore another 8 systems:
Spoiler :

38. A(5,29) Simius Arid 65 Ultra Poor
39. A(11,29) Denubius Minimal 40
40. M(20,21) Willow Toxic 25
41. M(1,30) Crius Jungle 105 Ultra Poor
42. A(13,30) Quayal Toxic 10
43. G(18,25) Uxmai Ocean 80 Artifacts
44. M(16,30) Regulus Arid 60
45. A(15,27) Volantis Inferno 25


We found another Artifacts world, but unfortunately we were beaten to the goodies.



We were able to secure Yarrow with a missile base and fighter ships are on their way, but the Silicoids have recently (2359) researched Irridium Fuel Cells, extending their range from 4 to 6 and putting many more systems in range. They are now escorting their Colony Ships with Morey-Class Destroyers, and were able to colonize Phyco in this way. The destroyers have gone from there to every direction.

Kholdan and Talas are in range of Phyco, but this is a two-way street. We will try to quickly destroy this colony before troop ships arrive. I just want to see 28 Silicoid Transports with nowhere to land.

Silicoid Technology is as follows:
Computer 2: ECM Jammer
Construction 10: Industrial Tech 9, Duralloy Armor
Force Fields 1
Planetology 2: Improved Terraforming 10
Propulsion 11: Hydrogen and Irridium Fuel Cells, Inertial Stabilizer
Weapons 4: Hyper-V Rockets

We have been investing about 4%, or 35 to 40 BC per year into espionage and we have picked up a little bit of technology that way.
Spoiler :

2352 Success!


2352 Hydrogen Fuel Cells


2354 Industrial Tech 9



It is nothing ground-breaking, but maybe it gets them to spend something on internal security. They probably do because every once in a while I lose all my spies, but the probability of a confession is 1% otherwise. Hmm. I will try to keep track of this.
 
Here is another short segment, finishing with a status update to 2375.

A lot more systems have been either mapped or claimed by rival empires. The total count is now 64.
Spoiler :

46. G(16,9) Neptunus Jungle 50 Poor - Meklar Colony
47. A(15,11) Aurora - No Planets
48. G(16,28) Imra Inferno 35 Ultra Rich
49. F(19,27) Klystron Dead 25
50. A(11,1) Rigel Desert 65
51. N(21,24) Berel No Planets
52. F(2,2) Hyboria Radiated 20
53. M(16,15) Mu Delphi - No Planets
54. G(21,28) Zoctan Ocean 65
55. M(16,4) Gienah - Mekar Colony
56. M(18,6) Kronos - Meklar Colony
57. M(21,8) Pollus - Meklar Colony
58. M(22,9) Anraq - Meklar Colony
59. A(25,8) Proxima - Meklar Colony
60. B(27,8) Aquilae - Meklar Colony
61. A(18,12) Stalaz - Meklar Colony
62. A(20,11) Herculis - Meklar Colony
63. G(23,11) Meklon - Meklar Home World
64. G(29,11) Paranar - Meklar Colony


We added 3 more systems to our collection:
Spoiler :

2369 Cygni Arid 70


2371 Phyco Toxic 40 - Wrested from the Silicoids


2372 Uxmai Ocean 80 Artifacts - And we beat the Alkari there by a single turn!



We suffered a little setback in 2370 as Vega appears to be going supernova.


It does take well-developed Artifacts world out of production for several years. We will find out soon enough how many more research points will be needed.

The Spy versus Spy game continues.
Spoiler :

2370 the Silicoids were able to blow up the only Missile Base on Vox. It is a 208 BC setback.


But we scored Irridium Fuel Cells in 2373.



The Silicoids still have ECM Jammer Mark 1, Duralloy Armor, Automated Repair, and Inertial Stabilizer.

The Irridium Fuel Cells put us into direct contact with the Meklar Empire.


The Meklar have 11 Systems. Their Technology is:
Spoiler :

Computer 10: Deep Space Scanner, Battle Computer Mark 3
Construction 25: Waste 80, Tech 8, Battle Suits, Tech 6, Waste 40
Force Fields 14: Class 2, Class 3, Class 4
Planetology 7: Barren Base, Restoration 3, Tundra Base
Propulation 10: Deuterium, Inertial Stabilizer


At least they did not declare war on us right away - but that will not stop us from spying on them. They have way too much stuff that we want and they are really too far away to be able to do anything about it. :mischief:

Our technological developments were:
2364 Controlled Toxic Environment at 20%
2373 Improved Robotic Controls at 20%
2373 Personal Deflector Shield at 3%

Once we have finished up on the Neutron Pellet Gun, we will have opened up the Tier 3 Technology Tree.
Spoiler :

XXX ECM Jammer Mark 3
XXX Improved Space Scanner
9000 Battle Computer Mark 4 - 2396 Breakthrough at 20%

2900 Battle Suit - 2400 Stolen from the Meklar at Stalaz
XXX Industrial Tech 7
4700 Automated Repair Units
5400 Industrial Waste 60 - 2384 Breakthrough at 13%

XXX Class 5 Planet Shield - 2409 Stolen from the Sakkra at Exis
7840 Class 4 Deflector Shield - 2406 Breakthrough at 16%

5760 Controlled Inferno Environment
6760 Ecological Restoration 5
XXX Terraforming 30
9000 Controlled Toxic Landings - 2364 Breakthrough at 20%

7200 Sub-Light Drive - 2400 Breakthrough at 24%
9800 Dotomite Crystals

4840 Scatter Pack 5 Rockets - 2392 Breakthrough at 19%
XXX Ion Rifle
6760 Mass Driver
7840 Merculite Missiles - 2408 Plundered from the Silicoids at Trax
XXX Neutron Blaster


Here is a quick tour of our 16 systems:



M(5,3) Cygni - Arid 70 - 4 Population 1 Factory
F(8,5) Misha - Minimal 65 - 47 Population 11 Factories
M(8,9) Gorra - Steppe 55 Artifacts - 65 Population 120 Factories 2 Missile Bases
A(11,9) Gion - Terran 85 Ultra Poor - 54 Population 2 Factories
M(5,10) Vox - Desert 45 - 39 Population 60 Factories 1 Missile Base



B(6,15) Talas - Desert 50 - 53 Population 79 Factories 2 Missile Bases
B(10,17) Phyco - Toxic 40 - 39 Population
G(5,17) Kholdan - Terran 100 - 89 Population 130 Factories



F(9,22) Vega - Desert 50 Artifacts - 60 Population 109 Factories
M(11,22) Galos - Ocean 90 Ultra Poor - 55 Population 2 Factories
M(14,25) Kailis - Terran 125 Fertile - 87 Population 80 Factories
G(18,25) Uxmai - Ocean 80 Artifacts - 2 Population
A(10,25) Centauri - Ocean 70 - 52 Population 71 Factories


F(3,24) Paladia - Desert 40 - 47 Population 30 Factories
F(4,27) Jinga - Desert 40 - 37 Population 20 Factories
 

Attachments

  • Klackons 2375.zip
    9.5 KB · Views: 68
This is a very short, but busy update.

We colonized 7 more systems, bringing our total to 23.
Spoiler :

2375 Denubius Minimal 40


2375 Imra Inferno 35 Ultra Rich


2376 Crius Jungle 105 Ultra Poor


2378 Simius Arid 65 Ultra Poor


2381 Romulas Dead 20 Ultra Rich


2381 Tao Inferno 40 Rich


2381 Toranor Dead 50



The war with the Silicoids continues to grind on. We have a very secure position on Phyco. Lots of fighters are in orbit and it has one missile base. It will industry up and be self secure before too long.

They will have to send more than a few transports to reclaim this system.



The Morey is the workhorse of their fleet. Here is what we are up against.



I kind of figured that they would only be able to fit a single missile launcher on a ship that size with an Inertial Stabilizer. It is very hard to hit, but one of these can only expect to kill one single fighter - five in the very worst case. If we outnumber them five to one, we can outlast them.

Meanwhile we managed to catch them at Seidon off-guard and managed to destroy their colony at Seidon.



Then they decided to send a Colony Ship to Dolz. This is right next door to Kholdan. What do they think is going to happen? Silly 'Coids!



Maybe they have some Klackon sympathizers within their ranks and are just helping us spam new colonies. When we get Radiated landing technology, then there are several more systems we can grab.

Vega was able to cure its star from going supernova.



Meanwhile, elsewhere in the Galaxy, a plague has broken out on one of the Alkari worlds, Kulthos.



I think it's a bird flu - or something like that.

And - The Sakkra have colonized Zoctan and we are now in contact with them.



They also have a bunch of technology for us to grab and most of their systems are very far away. There will be more on that in the next update.

We have not made much progress in spying on the Meklar - It does help to get them on Espionage instead of hiding. :hammer2: We fixed that problem now!
 
This is another very brief segment. We are still adding systems rapidly, whether by colonization or by invasion.

Spoiler :

2383 Captured Dolz Toxic 40 right next door to Kholdan


2383 Volantis Inferno 25


2385 Artemis Tundra 25


2387 Nordia Barren 35


2387 Regulus Arid 60


2387 Captured Zhardan Inferno 20 Rich



This brings our total to 29 systems.


We are having no luck in the spy versus spy game, as the Silicoids appear to have struck again.


I do not know why they engage in sabotage, those silly 'Coids. This is a 48 BC setback for us. It amounts to a rounding error.

In the real war, we have been striking back where it hurts. To deal with the so-called Galactic crisis, the Meklar have formed the Galactic United Nations in 2388 and held a High Council Meeting.



They also tried to install themselves as high rulers of the Galaxy, but the Psilons and the Alkari have not yet found out how brutal the Klackons are in person and have abstained from voting.



19 Votes for the Meklar
8 Votes from the Meklar
4 Votes from the Silicoids (who are at war with us)
7 Votes from the Sakkra (who are allied with the Meklar)

20 Votes Abstain
3 Votes Alkari
4 Votes Psilon
13 Votes Klackon

The next meeting is scheduled for 2400, in twelve years. Hopefully the Klackon Anti-GUN lobby is strong enough to block any vote.
 
We added four more systems, bring our count to 33.

Spoiler :

2388 Quayal Toxic 10


2390 Omicron Minimal 50 taken from the Silicoids


2391 Arietis Dead 50 the Silicoids were nice enough to colonize for us


2391 Argus Toxic 40



The Silicoids keep trying to colonize Seidon and we destroyed it again in 2392.


Finally, they sued for peace.


We decided to grant them peace and figured it would last long enough for us to change out our obsolete ships and be ready once again.

Slowly, we are ramping up our technology.
Spoiler :

2390 Hyper X Missiles plundered from the Silicoids at Omicron.


2392 Scatter Pack Missiles Breakthrough at 19%.

2394 Battle Computer Mark 4 Breakthrough at 20%.

2395 We finally managed to steal one from the Sakkra.


We got Ecological Restoration 3. Well, it is a big improvement over our current technology anyway.


When we finally decide to build a fleet to take on the Guardian at Orion, here is what it looks like.
Spoiler :




The Alkari found a cure for their bird flu in 2394.


And the Galactic United Nations met again at 2400 in another attempt to install the Meklar as supreme leaders of the Galaxy.



So we have a voting block of 39% and survived this election. We had 13 out of 39 votes previously and we gained 7 out of the last 12 votes.

We should have done this much sooner, but we will be climbing the Planetology Tree so that we can grab those Radiated worlds. If we also snag Atmospheric Terraforming, we have a lot of Hostile worlds we can terraform. A high population will keep us protected from the GUN even if we are facing a five-front war.

Here is the Tier 4 Technology Tree
Spoiler :

11560 ECM Jammer 4
12960 Robotic Controls 4
16000 Battle Computer 5

XXXX Zortrium Armor
7770 Industrial Tech 6

XXXX Repulsor Beam
16000 Class 5 Shield

10240 Soil Enrichment
XXXX Bio Toxin Antidote
12960 Radioactive Landings - 2406 Breakthrough at 22%
XXXX Terraforming 40

12800 Energy Pulsar
16200 Fusion Drive
XXXX Urridium Fuel Cells
20000 Warp Dissipator

XXXX Anti-Matter Bomb
XXXX Graviton Beam
12960 Stinger Missiles
14440 Hard Beam
16000 Fusion Beam
 

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  • Klackons 2400.zip
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This segment starts with some spy versus spy.

Spoiler :

2400 We finally score one on the Meklar!


The Meklar have been running up Construction technology, so that is what we grab - and we get Battle Suits.


The Meklar are not impressed.


Well, we are ants. We get into everything! If it's good, then we are all over it. They were not too pleased with our response, so the next year they declare war.


The Meklar and the Silicoids are allied - and this is all the excuse the silly 'Coids need to go to war, the next year, in 2402.


What can we say? They are gluttons for punishment.

Our spies keep striking, scoring Armored Exoskeleton in 2402


and Andrium Armor in 2403.


The Meklar must have let their guard down when going to war. This is precisely when they should be ramping up security.

The Meklar seem to be striking back at our factories, for some reason.





So we have a two-front war, only one which counts - depending on how you count. The Meklar can hurt us, all right, but their colonies are far away and their ships are slow and we should have lots of time to defend ourselves. They seem to be engaging in a fake war, where they move big ships around to defend their border colonies, but they do not seem to be sending anything at our colonies.

Their easiest target would be Gion, which is in range, but Ultra Poor and hard to set up defenses.

The Silicoids, on the other hand, are right next door. With all this armor technology we acquired in such a short period of time, we should be able to put our boots to their hindquarters - wherever that might be on a Silicoid.

We also made a breakthrough in Radiated Planet landings in 2406, so we are able to engage the Silicoids everywhere.

We added two more systems, bringing our total to 35.
Spoiler :

2404 Klystron Dead 25 right next door to Imra.


It is in a neutral zone next to a couple of Sakkra systems, but we should be able to defend it with ships built in Imra.

In 2408 we grabbed Trax from the Silicoids, Barren 45


and this scored us a bunch of technology from the Silicoids!









Colonizing Klystron put us into contact with the Alkari. They are not nearly as big and scary as the Meklar.


The next invasion into Silicoid space will be from our Artifacts world Vega which had an unfortunate accident and we decided to send them on a mission.


We are bugs. Aren't bugs supposed to survive and thrive in this kind of stuff? :nuke:

Finally, we snagged another critical technology from the Sakkra.


With glass and some shield tech, it will be very difficult to attack a planet. With the Meklar seemingly stuck at Warp 1, we will have lots of time to prepare for an attack. We also opened up Atmospheric Terraforming. This will be incredibly useful with the number of hostile worlds we have. We also have access to Soil Enrichment, but I do not know yet if we have access to the advanced version. We also have the Silicoids next door we are going to grab worlds from. We should be breaking the game before long.
 
The damage on Vega was cleaned up the next year. With current terraforming technology it will be a size 40 Radiated world with Artifacts. So it was a little setback.


The spying game continues:
Spoiler :

2410 We snagged Duralloy armor from the Silicoids


2411 ECM Jammer Mark 1 from the Sakkra


2414 Industrial Waste 40 from the Meklar


Meanwhile they are striking back at our factories and missile bases.






We colonized 2 more worlds and captured 2 more worlds, bringing our count to 39.
Spoiler :

2410 Hyboria Radiated 20


2410 Seidon Radiated 25


2411 Selia Radiated 30 captured from the Silicoids


2413 Celtsi Radiated 15 captured from the Silicoids



Our troops from Celtsi came back with some improved technology.


This is very useful. Now when I go tour my systems, it is very clear that there are ships coming. I guess the poor man's version of Improved Space Scanner would be to compare a screenshot with the previous turn and extrapolate - but even that might still get it wrong.

The scientists are still working:
2413 Improved Robotic Controls 4 breakthrough at 26%
2415 Hard Beam breakthrough at 22%

Meanwhile, we are at war on all fronts!




Both of these are pretty far away. However, the Sakkra have two colonies nearby that we can quickly grab. That might put us out of contact with them, unfortunately.

The next vote is another 10 years away. Although we are on a four-front war, at 39 systems, we should be safe.
 
We captured two more systems.
Spoiler :

2419 Morrig Minimal 40 taken from the Sakkra


A panicked report came out from the GNN.


Media bias is against us. :mad: But we keep going.

2423 Willow Toxic 25 taken from the Silicoids


We also got Zortium Armor, for another point of Construction Technology.



This now puts us at 41 systems. A lot of them are scrap, but we have Atmospheric Terraforming and we will soon have Soil Enrichment. Unfortunately, we do not have Advanced Soil Enrichment. :(

The spy game keeps going.
Spoiler :

We lose factories and bases every once in a while.




But we got one from the Alkari.


Tundra Colony Base. Oh well. A point of Planetology is still production.



Our computer technology is almost on par with the Meklar. They have ECM 6, so their technology level is 27. We should be are at 26, but I did not check specifically. The Sakkra are at 19, the Silicoids are at 16, and the Alkari are at 13. I think they are running a lot of internal security until they see any evidence that we have stopped.

The Meklar have finally decided to attack, choosing our relatively recently captured Celtsi as a target.


Firstly, this is why Improved Space Scanner is so useful. A routine tour of the planets picked up this problem very early so that we can deal with it. Also this, my friends, is why you need to develop engines faster than Warp 1.

6 Turns is a whole bunch of time to prepare for an attack. All those blue lines are relocation vectors - ships built in other systems automatically relocated to Celtsi where the action is going to be in a few more years. How many Ant Peggies will be waiting for them at Celtsi when they finally arrive? 6 Turns is also a lot of time for ships to be just travelling and not guarding and not attacking.

Bottom Line: Don't be a Meklar. Don't just build ships faster. Build faster ships!

What do we have? 2 Colony Ships, 4 Ajax, 4 Tornado, and 10 Nemesis Battleships. I saw the Ajax travelling around past normal range, so those have extended fuel tanks. The battleships, of course, will be the main threat. They have all shields up to Class 6, we can expect anything and assume (hope for) Class 6 shields. They have Inertial Stabilizers, so we can count on them to have them. They do not have any Engines, so their maneuverability and defense ratings will be a big fat 2.

Both versions of the Ant Peggy have a Mark 4 Battle Computer, so we should be popping them 70% of the time for d4-2 points of damage, an expected average of a little more than half a point of damage per Ant Peggy. The Meklar only developed Adamantium Armor in 2423, so it is very unlikely they built ten of them in a single turn. Perhaps these ships have Andrium Armor for 1500 hit points each. This being the case, we need about 3000 Ant Peggies to blow up one of these ships in a single turn.

Chances are, we will not have the requisite 3000 ships, let alone 30000. So they will be pelting us back with either Mass Drivers or Stinger Missiles. Hopefully they are heavy on the missiles because that leaves them with less for a toe to toe fight. Our ships have no shields and 3 hit points each, so the assumption is one hit equals one kill. Most of our Ant Peggies have an Inertial Stabilizer and 3 Maneuver rating for a grand total of 7 defense. The Meklar have the Mark 5 Battle Computer, so they should be hitting us 30% of the time. So a Battleship with 50 guns will be destroying 15 ships each turn. The stack of 10 will destroy 150 per turn.

We might be able to field 2000 of these ships, so it looks grim for Celtsi. But we do have Class 5 Planet Shields and Class 4 Shields. We might even very likely improve to Class 5 shields by the time the Mech Armada arrives. We should have about 7 missile bases by the time they arrive, so if they did not prepare for a bombing campaign, they might be stuck.

There was another vote in 2425. Everybody voted against us, but the anti-GUN lobby is still strong.


We control almost 40% of the vote. It is about the same result as before. We are safe for another 25 years.
 

Attachments

  • Klackons 2425.zip
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Again, this is a short segment, but it covers a couple of battles.

It starts with a rebellion in 2428 in a distant corner of the galaxy.


Help us, Luke Skywalker! You must help us!

There is no hope for them. Join us on the dark side!

So yes, the Empire strikes back, reclaiming Hyboria in 2430.


The year 2429 featured the Battle of Celtsi we have been waiting for.


We had a small fleet and 8 Missile Bases waiting for them when they finally arrived at Celtsi.


Here is what their ships looked like:


That is an awful lot of Fusion bombs! A single strike from a single Battleship should be enough to wipe out a single Missile Base. The stack of them should be able to wipe out the entire planet in a single turn.

Here is our defending fleet:


Oops, it looks like I forgot to equip the Queen Ant with a Battle Scanner and maybe Inertial Stabilizers. The next generation will be better.

It turns out that the Queen Ant was not targeted at all in the battle. More surprisingly, Celtsi was not targeted in the battle either, with all those bombs those Battleships were carrying. They really should have plowed on to Celtsi as fast as they can, but they decided to go toe to toe with Ant Peggy.

So one by one we blew them up, until the entire Meklar Armada was destroyed.

Meanwhile, the Alkari settled a peace with us so that they can focus on their other fronts.


We can take a snowplow approach to this multi-front war, but we granted them a few years of peace.

In 2432, we captured two more systems.
Spoiler :

Xengara from the Silicoids. I think it is Radiated 15.


Zoctan from the Sakkra, Ocean 65


This breaks our contact with the Sakkra, but we obtained a bunch of technology.

Improved Industrial Technology 7


Automated Repair Units


Anti-Missile Rockets


Ecological Restoration 5



The big picks were Automated Repair Units and Ecological Restoration 5. So now we can build big, self-repairing ships. The tiny little bombers have been doing an adequate job, but we might build a big bomber to go after the planets with the big missile bases. The other will have Hard Beams.

It was immediately after the battle we got our breakthroughs in Class 5 Shields and Soil Enrichment.

With Fusion Drives, we are due for another generation of ships.

The Meklar lost one fleet, but they are quickly building another. It will soon be time to hit the offensive. Instead, we will take advantage of the break in action to carve up some more Silicoids. We will keep them alive because they have been useful: Of our opponents, only they can colonize Dead, Inferno, Toxic, and Radiated planets - and a system they colonize is a system we will control. :mwaha:
 
Only two systems added in this segment, Maretta in 2337.


We got a little bit of Construction Tech out of it.


We also captured Cryslon in 2440.


The Silicoids are just easy targets right now. Between fending off Meklar raids, we grab another Silicoid system.

Meanwhile, we continue to grind out research.

2438 Impulse Drives
2440 Personal Absorption Shield
2440 Doom Virus
2448 Pulson Missiles

Our espionage has made some occasional success.
Spoiler :

2441 Battle Computer 3 from the Alkari


2442 Battle Computer 5 from the Alkari


2443 Barren Colony Base from the Meklar


2444 Terraforming 30 from the Alkari


2446 Battle Computer 2 from the Alkari


We also had some setbacks.
2440


2441


2446



The Alkari, of course, are not too pleased with all this activity in their systems.


Face the wrath of the Alkari Empire? Come on now! You must be evolved from chickens!


Bawk!


Bawk! Bawk!


Bawk! Bawk! Bakkaw!
 
We continue to pick off Silicoid colonies, Nitzer in 2447.


Finally, the Alkari declare war in 2448.


We responded by sending our troops to Rhilus in 2449.


This brings us up to 47 systems.


The troops picked up a few new techs.
Spoiler :

Dotomite Crystals, Range 7 - an improvement over what we have


Energy Pulsar - looks like a stack killing device


Terraforming 40 - another 10 to our population cap and we are caught up with everybody in that department



We also achieved a breakthrough in Battle Computer Mark 7 in 2447. Here is our current technology.


We are almost caught up with the Teklar.


Another vote was held in 2450, but we now control half the votes.
 

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  • Klackons 2450.zip
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This is a short segment. We continue to steamroll the Alkari.

Spoiler :

2451 captured Rotan


gaining Urridium Fuel Cells


and the fearsome Gatling Laser Cannon



This put us in contact with the myserious Psilons.
Spoiler :



It looks like they just want to trade.



2454 saw the capture of Antares


and we grabbed Battle Computer Mark 6.


Capturing these Alkari worlds brought cheering from our opponents.
Spoiler :






Who will be eaten last?

Our scientists are making rapid progress
2450 Breakthrough in Terraforming 60
2451 Breakthrough in Cloaking Device
2454 Breakthrough in Trilithium Crystals

The spies are not inactive, grabbing Ion Cannon from the Sakkra


And look here! There is an entire corner of the Galaxy that has not been colonized!
 
These summaries will get more brief. We are wrapping this up. Whether by breakthrough or by espionage, we are continuing to acquire new technology.

The year 2455 saw one war end and a new war begin.




We arrived at a corner of the Galaxy to colonize - and we claimed 7 new systems.
Spoiler :

2456 Rha way over in our corner in the galaxy we forgot about


2457 Guradas


2457 Reticuli taken from the Alkari


2458 Rana


2459 Nyarl


2460 Spica


2461 Lyae



Here is where I am losing count. Maybe this droid here knows.
 
Finally we decided to make our bid at domination and take the war to our enemies.

We took it to the Meklar.
Spoiler :

2464 Rigel


2466 Firma


2467 Gienah


2468 Kronos


2469 Pollus


2470 Proxima


2472 Neptunus


2473 Primodius


2474 Stalaz



We took it to the Silicoids.
Spoiler :

2470 Escalon


2473 Incedius


2474 Iranha



And we took it to the Alkari.
Spoiler :

2469 Laan


2471 Altair


And the Alkari go the way of the dodo.



The Sakkra wanted some action, but they were too late.


Bio Terminators might have been a better solution for all this, but nuking the planets was fun.

This will not win us very many votes in the upcoming election, but now we just have to sit and wait......
 
We hit the Meklar so hard they were not up for election, and.....

Spoiler :



NOOOOO!!!!!!



WRONG BUTTON!!!!!!



:aargh: :badcomp:

This is why you save the turn before an important election, right?
:joke:


Here it is.
Spoiler :






 
Played a few MOO I games over the weekend and I'm very glad to stumble upon this, reading through.

Won hard tiny 5 opponent game with Mecklars and Huge hard with Darloks.

Replies:
I did loose colony ship when I generated a map where Orion was green star 3 parsecs away. I played a few games on tiny and I tend to send scout with the colony ship, so as to prevent AI from scouting my colony and sending transports. I build scouts for other stars in range first. Thus when I stumbled upon Orion once with colony ship and scout, I was able to escape with colony ship while guardian killed the scout.
 
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