Challenge Moo1: The Bugs of Life

Here's the unnecessarily long conclusion. I do realize that I'm not preserving the story so much as the details with these, but ... well, it's late. I hope the details and the story make for a fun read.
Spoiler :
First things finally:
The battle for Gorra comes immediately after my Stinkbug4.1 buys it at Kholdan, and I lose almost all my FireAnts burning down the Psilons' Stinger bases, but finally succeed, while the Standoff cuts the local fleet to pieces. This reveals the reason the Psilons were so puissant with just a 2PE: It's a Terran Artifacts world, and its base size is gigantic! Terrific news here, as its 187 factories are currently manned by just 22 million Psilons; the planet size has actually been polluted down to 20, no doubt in order to maintain their no-longer-at-Neptunus death fleet. 50 million bugs will arrive next turn from Mentar, and then if we can hold Gorra long enough to stand up its defenses, and if we retake the skies above Kholdan, we should be in a very strong position from which to deal with the Human menace.
We continue to repel joke fleets at Mentar and Rayden while the real Human fleet bombs Kholdan, with monkey transports incoming. The first invasion of Rayden fails, as I lose all 40 million invaders to kill 21 million Humans (they have exoskeletons to my battlesuits). Of course, there were supposed to be a lot more than 40 transports in the first wave, but the Nebula was doing its thing. We take Gorra the same turn though, with 32 million survivors! From the smoking ruins and many functioning factories, we ... huh? What now, Newsdroid? We're busy looting Gorra, so this had better be important!
2470bf2.jpg

Oh, please. Surely this could have waited for the 11 o'clock news. The Psilons would still be dead then. Let me also say that I don't think the Klackons were the real bane of the Psilon race; since they moved their giant fleet away from Neptunus, leaving it uselessly in deep space while the rocks bombed the system out and we took Gorra, I consider this a case of Psilon mass-suicide. 'Course, I don't suppose the other races will see things that way....
Okay, now we loot Gorra! Nearly two hundred factories yield Controlled Barren Enviroment (you have got to be kidding me), Battle Computer V (not bad!), Deep Space Scanner (obviously the PRNG isn't in love with Klackon soldiers), and ... nothing ... else. I guess with that computer tech, I really shouldn't complain, but I was hoping for some slightly more useful technology. Well, Gorra should be able to provide some in the future at least.
Meanwhile, we need to save Kholdan! I scrap the cheap but poorly-shielded Stinkbug4.1 in favor of an upgraded version, the 4.2, with my best shields and some actual weaponry. One finally arrives at Kholdan and repels the Human starforce just as our nebula-delayed transports land at Rayden. I lose more than half my troopers, but still wind up with 60 survivors to explore the 260 factories and find... Class III Shields (pitiful), Graviton Beam (pointless), Armored Exoskeleton (hurray!), and ... nothing else. Three techs, two of them obsolete, from 260 factories. I've been neglecting the Klackon research computer in favor of pointy-sticking things, and the PRNG has decided to punish me. The Exos pay off quickly though, as 25 Human transports get past my defenses at Kholdan, and I lose only 19 pop repelling them. With Rayden in my hands now, Kholdan should be ... um ... when did Lasitus research Range 10? So much for that reason for taking Rayden.
I decide to make Sol my next target, only to find it has 61 bases, with 11 levels of shielding, plus a fleet in orbit. Instead of prudently retreating to go after it with a monster stack of FireAnts later, I attack right into the teeth of the Human defenses, taking out a few bases - far, far too few - before admitting defeat. None of my old Hive(Killer) ships survive, and I have only a few dozen FireAnts left when they retreat. As they do so, since our homeworld apparently hasn't had enough excitement yet this game, it develops a virulent plague - not necessarily the most devastating, but definitely my least favorite event in Orion. I refuse to send healthy bugs to Kholdan, but I pump such pop as it has with all the reserves I can feed them.
While the plague goes on, I repel various Human and 'Coid attacks at Mentar and Rayden, and breeze through the 2475 High Council with a clear veto, 9 votes of 23. If I were a more capable player, the game would be effectively over at this point (probably well before this point, actually). It still could be if the AI never comes up with an answer to my repulsor fleets.

Answers to Repulsor fleets:
After rejecting a Human plea for peace and accepting a larger trade package offered by Sedimin (I probably should have done that the other way around, actually...) and getting a 2481 GNN report that the Humans still lead me in tech, I check intel on the monkeys, and learn that they've researched High Energy Focus. Ummm ... really? As soon as they put that onto a ship, my Repulsors will be obsolete! About time, admittedly, but I'd been relying on them to the exclusion of everything but bombers, even skimping missile bases in vulnerable places, such as (ahem) the homeworld. I start spying on the apes and prepare to raid Sol again, hoping to hit them hard before it's too late. For the purpose, I design the FireAnt4.1, upgraded from the old version with a level 2 battle computer. Our hot war, going cold, is about to heat back up. Hopefully after Kholdan is cured, though!
2482ln7.jpg

A spy hit in four fields (I'm the Humans' equal in computers, and their only Force Fields tech beyond mine is their very latest) nets me Deuterium Fuel Cells, so obsolete it hadn't even appeared on my intel screen. Then, just as the plague ends at Kholdan, our fleets pass in the night at the galactic core, and strike each other's planets simultaneously. Zoctan's bases are all burned away before the local Stinkbug can get a handle on the situation and chase off the Human fleet, but we return the favor at Sol, destroying all the bases in exchange for most of our bombers, but losing space superiority to a new large design, the Dreadnought. I hold my breath before checking the scanner, but it doesn't have HEF yet: Just ... Doom Virus, Heavy Lasers, and Mercs? I didn't send a Huge in with my fleet (leaving the Standoff to protect Rayden while the slower Chitin remains in the south to help hold Mentar and Gorra) and the stack of Dreadnoughts at Sol was more than enough to handle my local Stinkbug even with just those lasers; all it took was any two-space beam! My planets are going to get spored into lifeless husks unless I build a lot more bases! Good thing Stinger tech is about to come in....
When it does, I choose Ion Stream Projector, which might even complete before the game is over, though I wouldn't bet on it either way. With the Standoff sent down to Sol, we burn down all seven of the new Dreadnoughts there, but the battle times out before we can kill off the remaining 72(!) Human larges. I've been so successful for so long just dropping anvils on the AI's head that I've never bothered with a hammer, but that massive fleet means I'll have to change that. I do wait for Construction to come in though, which it finally does (after more indecisive battles over Sol, Mentar, and Gorra) in 2493. Better yet, In the meantime, I get a spy hit across all fields where I'm not the Humans' equal, and instead of grabbing their newest shield tech, I take Propulsion again, hoping for HEF. I don't get it, but I do pull in Ion Drives, the state of the art for warp speed in the galaxy so far! The result of all this (replacing the FireAnt 4.0s) is the ArmyAnt6.0: A medium hull with Ion Engines, Stabilizer, max maneuver and computer, a pair of Stinger 2-racks, and a single Fusion Bomb. My fleet's about to get some mandibles, finally! I'm not sure how many of these I'll need to burn down that annoying (not much more than that, since it can't touch my ships) fleet, but I'm setting out to build plenty! Better yet, it looks like it may not matter: The giant Human fleet moves off to attack the 'Coids at Beta Ceti, which means I get control of Sol's orbit, and can even send enough transports to take the planet before the fleet can possibly return! In case it wasn't over already, that's the game.

Endgame:
Our ArmyAnts end up getting their first test at Poor Zoctan, where the Humans sent another SoD (since I control Sol's orbit, they can't arrive in one turn anymore) including a dozen of their Doom-Virus/Merc/Heavy-Laser Dreadnoughts. We wipe out the entire Human fleet at the cost of a handful of Army Ants, so I consider them a success. At the same time, 236 of our troops meet 165 Humans, and when the dust has settled, we own the monkey homeworld, with 44 of our own remaining. We get 482 factories here, so if we don't recover six techs, I may throw a fit. GNN interrupts our tech search again, but it's an acceptible interruption this time, as it's a special report on Klackon expansion, and how from our 9 current worlds we will soon control the galaxy. As for our discoveries, we get completely worthless RW80 (well, it should miniaturize things a very, very little...), Hard Beam (getting better), Advanced Eco (marginal at this point, as our waste is almost nil already), Doom Virus (yuck), Atmospheric Terraforming (meh ... I already had the bloody thing in percentages...), and Class VI shields (the galaxy's state of the art). I do notice that we got none of the Humans' factory cost techs (almost the only thing they had in Construction) and no HEF, but I can't complain too much about nabbing their top techs in three different fields ... even if they were the fields about which I cared the least. With my current planetology project completed for me, I go back for Bio Toxin Antidote, the only possibly-useful thing I might be able to research before the end of the game.
The 2500 election is a stalemate once more, but peace with the Humans would have brought me awfully close to a Domination victory, so I assume I'll win that way (if not by Conquest) in 25 years. Another all-possible-fields spy hit, hoping for HEF, gets me now-obsolete Impulse Drives in between hit-and-run raids at Whynil and defense against enemy fleets. The old Stinkbug4.0s are scrapped for FireAnt6.0 bombers (now with room for BC5) and the FireAnt 4.2s are scrapped to make way for a new Huge, the Storm 6.0. With Battle Scanner, Stabilizer, Autorepair, and all the maneuver, computers, and shields I can fit, armed with 24 Tachyon Beams, a 2-rack of nukes for maneuvering, and a single Fusion Bomb, it's meant to deal with the Humans in case they ever get around to putting HEF and Class 6 shields on a new design. At that, I'm not sure it'll do the trick. (If it happens, I'll have a better answer, e.g. a giant stack of smalls or something).
In the course of my slow assault on Whynil, an "unknown" (Human) spy destroys seven factories at Rayden. I weep openly. When Whynil falls (it's a size 120 Jungle, including Terra+40), we discover ... another confounded GNN interruption. This time, we have pirates in the Yarrow system, a Human colony. Well, I suppose I'll just have to park some ships in orbit there for everyone's benefit. Oh, and also some race called the Klackons owns almost half the galaxy. Not counting Orion and the asteroid stars, we're just one system shy. The Newsdroid also claims that other civilizations are planning to merge with us, but they won't get the chance unless they survive to see 2525.
Okay, now we discover ... Neutron Pellet Gun (good grief), Controlled Tundra (this must be the planet where Lasitus kept all his plans for worthless junk), IIT4 (we had this in the percentages already), IIT6 (because it's so useful once you have 4...), Improved Eco (doubly obsolete), and IIT7. Bleah. I choose Tritanium armor for my next research project, not intending to actually ever finish it. Sedimin babbles something in his technologically backward language that sounds to me like, "We're scared of you, so we're going to make belligerent noises!" In spite of this, he's still at Amiable. We're back down to zero spies in Human space, but he's welcome to keep spending money on spy defense to protect High Energy Focus instead of on ships that actually use it. (My spies soon hit again in spite of him, across all three possible fields, but I only get Nuclear Engines out of it.)
Thanks to our latest miniaturization, the very last Stinkbug design hits the scrap heap in favor of the FireAnt6.1: Ion Engines, Computer 3, Stabilizer, Maneuver 7, and 3 Fusion Bombs apiece. IRC4 hits too, at long last, and I choose Advanced Scanner, which won't come in before the game ends. GNN reports that the pirates in the Yarrow system were eliminated, apparently as collateral damage, while I'm still conducting raids, and then we take the planet ... and learn why Human research went so well in this game: Yarrow's another Artifacts world ... on an Ocean 120 no less! Just before I launch my invasion, Lasitus sues for peace. He may have interpretted my laughter as a "no," but I'm not sure. Either way, I take the 315 factories there, which should clean him out entirely. Actually, we get: IIT 8 (lame stuff first), Death Spores (really lame stuff second), Terra+30 (long, long obsolete), Trilithium Crystals (Range 10 should allow me to reach every star in the galaxy), annnnnnd ... yup. High Energy Focus. That's everything. I offer peace with Lasitus now, since he no longer has anything I want, and I'm about to go after the 'Coids to ensure I really do get my Conquest victory. (Having little choice, he agrees.)
The old Chitin did yeoman's work as a damage sop for much of the game, but it's a boat anchor at this point, chugging along at speed 3 ... and worse yet, its name is still misspelled as "Chiton"! I scrap the thing in favor of yet another Huge design: The Pickaxe6.0 is intended to break rocks, as you might expect from the name, with Scanner, HEF, Autorepair, a 5-rack of Merculite Missiles, and 49(!) Tachyon Beams.
2511: Neptunus is glass.
2512: "Human" (maybe, but more likely 'Coid) spies blow up a pair of Zoctan missile bases. Not a big deal now that it has ~30.
2513: We trade half of Klystrom's bases and a bunch of Polaris (Repulsor/Dissipator large) ships for our oldest bombers and missile boats. The Storm is eventually timed out and forced to leave. Class X Planetaries come in and we choose Cloaking Device, which we will never research, and I replace the old FireAnt6.0 design with a 6.2, identical except for the addition of max maneuverability and a Nuclear Bomb to go with the Fusion pair (the 6.1, with 3 F-Bombs, has a weaker computer, and so is judged a poor candidate for attacking high-ECM 'Coids). I told you I was profligate with ship designs this game.
2514: I decide to boost Human relations (for no particular reason) by asking Lasitus to join my war on the 'Coids. He asks for Controlled Toxic, so I give it to him, since it honestly doesn't matter anymore.
2515: Klystron is radiated, so of course we just glass it. Don't tell anybody, but we would have done that anyway! The Silis are sending what I suppose they think is an SoD to Rana (which, since recent glassings, may not even be in range for them anymore) ... flying it through the heart of the nebula ... and due to arrive in 2523! Remind me when it's 2522 or something. Not to put up more defenses, you understand, but to be ready to have a good laugh at Sedimin's expense.
2516: Energy Pulsar and Ion Stream Projector both come in, and I choose Anti-Matter Drives and Phasors, knowing full well that I won't be researching either one this game.
2517:
2517ho2.jpg

2518: Celtsi is mineral rich. Just a minute ago, it also had a Silicoid colony.
2519: Laan is a beautiful Arid 110, with a brand-new glassy sheen.
2520: Wow! Beta Ceti is huge!
2518nw5.jpg

When I saw it go rich way back when, I didn't realize it was size 105 plus Terraforming! I'm glad (but not surprised) the Humans never managed to take it. My Pickaxe destroys their huge Monitor on the third round without taking any damage, but I didn't bring enough FireAnts for all those bases. We'll have to come back for this one later ... when this fleet unites with the one that's off glassing Xengara this year!
2521: Moro has 115 population, 460 factories, and 39 missile bases. Sorry; that's had. It is also Fertile ... well, fertile for a chunk of glass anyway. The Sili "SoD" I mentioned ages ago is now due at Rana at the same time that a 'Coid Colony Ship, with escorts, is due to reach Xengara: In two turns. My united fleet, together with the FireAnts sent from Whynil last turn, is due at Beta Ceti, the last remaining Silicoid world, in one.
2522: I bring 855 FireAnts to Beta Ceti this time, along with the Pickaxe and Storm. You can guess the results, I assume.
2522yd5.jpg

I'm not going to win via Conquest after all.
2523: 48 bases at the Human colony of Bootis. (Plus 8 Destroyers, but those are old-fashioned nuclear missile boats, and irrelevant to the game). This'll be a real test, as the Humans have three more levels of shielding than the 'Coids, and though their missile defense is worse, these are bombers that I designed especially to deal with high-missile-defense, low-shielding bases. The throw-on nukes, for instance, will be pretty much worthless. ... Okay, so maybe not so much of a test, with 855 FireAnts swarming in. Bootis, a large jungle world, is a colony no more. I've also accidentally sent about 250 bombers to Exis (believe it or not, this really was an accident) so...
2523tf8.jpg

Also this interturn, Antidote comes in. Um, yay? I choose Terra +60, which I'll try and crash-research so as to ... yeah, okay. We also bomb out the weed colony of Laan, but a new one was just formed at Beta Ceti. Oh, and Lasitus doesn't call to say so, but we're now at war with the Humans, according to the diplo screen. (I was worried you might not have noticed.)
2524: My Storm arrives at Cryslon at the same time as a would-be weed colony fleet. 10 Dreadnoughts, 2 Warships, 56 Destroyers, and a pair of Colony Ships greet me cordially and retreat. 855 FireAnts hit Beta Ceti, which is pretty spectacular overkill for its zero bases, zero factories, and population of 3. 16 Human Destroyers bear witness to the end of their race, as the planet is glassed from the combat screen before they can even retreat. 5 Dreadnoughts, 4 Warships, 3 Destroyers, and a Colony Ship reach Bootis, where my Pickaxe is waiting for them. The Colship dies before the others can escape. I would have had to play one more turn before the final council vote had I stopped short of Beta Ceti (when the 'Coids still owned it), but now...
2524nh2.jpg

Game over, by extermination. All hail ... uh ... the big cheese!
 
Did not finish last night, but got to around 2590 or so. I have Gorra, Mentar and Exis added to the empire and cannot be out voted. Especially since the coids HW got destroyed by the comet.

I am ahead in tech now and should win tonight.
 
An engrossing adventure RefSteel with an epic story to accompany it! :lol: Congrats on your total victory.

Regarding the cheesey threats to avoid a critical loss of a planet, I think your use is valid within Dathon’s latest exploit list on RB RB moo exploit list - but every player must judge themselves whether their use of such tactics is exploitive or not. My use of a spectator war in the Meklar Challenge fell within the original list but not the later one.:( IMHO everyone is entitled to extend the game with potentially exploitive tactics provided it is the minimum necessary at the time and not planned in advance. Hopefully we can all also improve to the point when such cheesey tactics are a rarity!:) I had been looking forward to battles over retaining poor Zoctan in my own game up till the vote loss. Being the mighty Klackons I expected to be successful but the numerous apes, the advanced brains and the spreading rocks may have disagreed! :D

Now we’re just awaiting final vmxa and Alan’s reports (plus others hopefully) and we can look for the next challenge – the 2008 Imperia will not commence until late spring or early summer according to Sulla over at RB: RB Imperia 2008
 
Regarding the cheesey threats to avoid a critical loss of a planet, I think your use is valid within Dathon’s latest exploit list on RB
I'd missed (or had forgotten about) the codification of the exploits over at RB. Yes, I do squeak by under those requirements: Consulting my game notes for the details, (yes, the epic you read was a shortened version!) I find that Zoctan had just completed its first missile base when I issued the threat that saved it, and Rana and Toranor each had a small number of bases when their fleets were threatened away. Amusingly enough though, I technically broke rule number one in my very first real battle, though not intentionally. I even took a screen shot of it! In the middle of episode 4, you can see my Drone and Standoff firing missiles without moving as far as they can toward the enemy. When I did it, I wasn't thinking beyond, "Here they come! Open fire!" and the "missile back up trick" had nothing to do with the outcome of the battle, since my Stinkbugs and Standoff prevented the enemy from ever reaching the planet anyway, but if we hew to the letter of the law, I broke the rules.
As for my Meklar Challenge, my original post said, "Variants: I didn't ask for spectator wars or use the missile backup trick (anyway not intentionally) or anything else that seemed really exploitive, but whatever you're comfortable with sounds good to me." You can tell from the "but" in that sentence that it's saying, "This has the potential to be a ridiculously hard map, so if it looks like it's breaking that way, use any and all exploits you think are necessary to make a game of the thing!" Remember, I drew one of the easiest starts possible in that galaxy, and by the time the game had ended and I posted the thread, I knew it.
Anyway, even though my threats in this game were legal, it doesn't mean they weren't a little cheesy. And it made for a good running gag, don't you think?
 
Pre:
delete all ship desings other than scout and colony.
set research so that const is at the start level and all the rest is in planet research.
This is what do as a Klac as they get such a good construction and they have a special advantage with pop that you want to get up the planet tree quickly.

send out the ships. You really do not have any choices here, so colony to yellow star and scout to the next two systems.

found Phyco and it is a crappy 40 minimal planet. I do not see any sense in sending pop to Phyco, let the home world get up as fast as possible to get research going.

Rana is pop 25 Inferno, sucks for sure.

Arrive at Zoctan and is at least a good size jungle, but is poor. Thanks a lot. I run off a Psilon scout, do not know if they were there before me and now know the planet or not. Hope not.

Well this is not going to be a pleasant "barefoot walk in the park". That is for those of you that played Stars.

2308: increased the spending on ecology on Kholdan as pop is better than factors for the bugs. At this point.

2309 Apes show up at Zoctan

Choose +10 and it came in on the next turn or the one after, it was so fast I was not paying close attention.

Put all the cash into Kholdan a massive 40BC.

2322: finished pop and factories and put the 10bc into Phyco, which is 20/48 doing +1 pop and 1.8/y. Should not take more than forever here.


2326: Start +20 research as Eco comes in. Size 110 with 220 factories yields 368 production, doing 287 RP. Adjust Phyco to get 4.4/y and +1 pop. It has 29/50 and 612 production. The game was putting out 17 RP there, but I prefer to let it max first.

2328 II9 comes in and Armor is all I have.

2336: +20 comes in, skip Spores and go with Eco. Phyco is 45/50+ at +1 pop and 63 RP. Will let it do that now as I want to get up the tree to see if we have a shot.
I give Phyco the 36 BC on hand and it manages +2 and 77 RP. So I alter it to +4 and 46RP.

Next turn a Human colony ship is forced to leave. Not a god sign. Can't be long before they come with guns.

2340: Kholdan finished pop and factories. Holding the cash as Phyco is done with pop and doing factories are at max so next turn.

2344: Another unarmed colony, phew. Humans announced as a 6 planet empire.

2347: Brains retreat a colony. I put the research into all fields now.

2350: a couple of techs come in and I reach ahead on comps for RCIII. BC and ECM not real great at this point. I do not want to make ships just yet. Humans retreated a colony again though. Three techs are in low percent and one has a full bulb.

2351: We have a vote and I have no contacts.

2352: Range and Force come in. I go with nuc eng as I can reach Zoc with a ship before I can get the tech in most likely. I need about 50 more space with construction at 9%.

2353:
Yup, it comes in and I can make a colony with tanks and 5 lasers and off we go.

2355: Off she goes. (upon reading this I do not know what this refers to any longer)

Found Zoctran and send 28 from Home and 10 from phyco.

Met the Brains with my new planet.

What a crappy neighborhood two Infernos and a Rad planet.

Troops arrive and Eco finally comes in, that was a long run. I back up for Spore to get the extra boost for the workers. Put cash into Zoctan.

Looks like no one is close enough to send invaders, but could send ships. Not sure about the Brains they could have the range.
send 10 from Home and 5 from Phyco to get maxed asap.

2361: dang, met Coids and find Sol and as I get control of the game back I see the Coids have founded on Toranor and Neptunus.

I guess the good news is I won't be in the election for some time. The bad news is the Apes are likely to have friends.

Next planet is also Humans and both have many bases already.
I scrape the scouts, not much need for them now.

2366: Hyper -x comes in, going to be slow with only these little planets.
2367: RCIII in and Humans get loss of research.
2368: Brains fill in Rana, so it will be nothing but grief from now on.
2369: Engs
2371: two more techs come in.
2373: two more techs.
2375: vote, Kholdan and Phyco finsih RCIII and pump the cash into Zoctan.
 
BTW not making spoilers at this late date. If anyone has read down to here they only can blame themselves.

2383: Finally can pick Toxic, but I wait and go for +30 as I am not going to be able to hold a planet, if I could take it. The Coids DOW on me a few turns back.

2384: Met the Humans.

Not sure of the date, but the Brains had declared on me a while back and now have a fleet about to hit Kholdan. I have some bases up and one ship. I am researching Mercs as I knew this was coming.

The Coids have yet to make an appearance, but have done some sabotage. Well I think it is them.

Zoctan has 3 bases up now and is at max size, with 278 factories.

Lost my ship, but survived the battle, no worse for wear.

Put some spies money up on the Coids, they are not far ahead right now.
I did not try the Brains as I figured they would surely be ahead in comps and it would be a long time coming.

Beat off an attack at Zoctan, but took some damage, 2 pop and 6 factories. No ship to help defend, but one is coming from Kholdan. It can at least cause them to chase it a few turns.

Making a second design to possibly divide any attackers and further buy time.

Get a steal of Anti Missiles, which I rarely use. Still got to start some place.

2401: I looked up the date this time. Not bad turn as I smack down another attack and steal Hyper V, yeah junk and decline peace with the Coids, until they toss in 1800+ bc. I will have to think about switching spies to someone else. Maybe not.

2402: switch to spying on Brains and get to choose from all 6. Go for Planet. I see they have radiation and toxic.

2403: got another and get toxic. Now I can start to think about taking a planet. Only thinking though.

Humans get super nova.

2406: steal +30, so researching antidote.

2408: Switch to steal from Apes as Brain give Stabilizer for peace. I really hate to do this as I prefer to stay at war with a few to kept them from building up larger fleets. I figure it will not be long till they change their minds though. Mercs are at 3%, so soon I will get some additional punch.


Some techs come an the Brains get the equake or some such event, I think on Gorra.


Now at war with Apes and Brains and stoled Sub lights, so may start making bombers, not sure as they are still quite slow. I see the stupid part of the game got me again. I am not at war with the humans, they just attack me a few times, but that is not war??? So I switch spies to the brains and get Repulsor. That is great as It reveals class X shields.

A few more turns and Brains give Blaster for peace. Still waiting for my armor to come in.

Armor comes in and so does Drivers and I steal BCiv or one of those and the brains did not appreciate that.

Caught stealing again, this time I did get BC4, last was V.

Pirates at Rayden, Apes DOW.

Another vote and the coids DOW, so now it is all three again. Researching X and Stingers, while making more ships to try a little dash.

Wow back to back steals.
Another steal 3 in just 4 or 5 turns, the Brains must not be able to pay for spies.
I got Andruim.

2460: I sent 80 ships with 2 spores each and destroyed the Toranor planet and found a new one. The coid then gave over 3,000BC for peace. I am concerned that I will now be up for election and could lose.

I won't make any peace deal just to stop the vote, but will do them as always. If they pay I agree, if they do not I do not. I have almost 5,000 in the kitty. I see atmo terraform in the tree.

Now the apes give me 3350 for peace, so only the Brains still going.

Sent about 100 spores ships to Rana and kill all pop and found another colony. Now for sure I will be up for a vote. Just need to get the class X and I can be safe for a time. Well maybe the Coids still have enough to be up for election.

Neptunus was flattened by by the coids after the Brains took it over, but I am too thin to try for it now.

Beta Ceti gets irradiated, sorry guys.

Steal Adv Scanner and can now see most of the map. RCV is up on all planets, except Toranor.

Vote goes down and I was not in it. Neptunus was flatten again.

Some where around 2480 stingers come in.
 
2479: Ok, I looked this date up as it was a watershed year. First Class X comes in and the happy dance starts. Then I get the pop up saying that Kholdan has had a sudden shift in climate and it is now fertile. Oh happy day. Now it is 155 size and +40 is at 1%.

Steal Propulsion and get range 8. I was researching it and not far into it, so I now start on Impluse Drives.

Get Impulse drive from the brains on a steal and now start Gates. +40 came in this turns as well. Phyco is the first to get up a shield, so class V is better than none. I have pumped money into Zoctran trying to get at least the V's up, not yet. Don't you hate poor planets? Neptunus has been whacked and raised many times now.

This is getting funny, steal Deep Space, Zoctan/Kholdan get V's up. Kholdan is 165 now.

Class X on Kholdan, but it is not going to be attacked anyway, at least not for some time. Rana adds class V. The Brains have 3 fields that I have all their tech and one with only 1. Total of 8 techs to get.

Stingers are eaten up the Brains ships. Once I finish this upgrade and get the break through on construct (2%), should look to take on Neptunus, not sure if it has any factories left or not. currently owned by the Coids.

2488: I see that all planets have class V now.

Got another tech, not going to list this any more it is slowing down the game to write everything down.


No one is on Neptunis so I drop a colony ship over and settle down to see if I can hold it.

I am at peace with all but the Brains and they have twice asked for peace. I expect them to make an offer soon, but someone may make a play for the planet. I have a decent fleet there and will pump it will pop and cash as fast as it will go for it.

Atmos is being researched now.

Only Toranor is working on shields now. Sent 28 to Neptunus as it is now size 40.

Coids had a colony and one escort heading to Neptunus before I grabbed it and they did not retreat, so they are dead. No one has made any stab at it and I am getting it build up.

2500: Coid gave me the stop growing stuff and then the vote came and I was up and the coids voted for me? Brains did ask for peace, but would not make a bribe. So far no one is going for Neptunus and it wil be working on its shields from now on.


Wow Yarrow is an Ocean Artifact planet!!!

Finally the Brains send a small fleet to neptunus, but I have shields up there now. Sent my spores and the fleet to try to grab Gorra, no one is home and I will spore it to death.

2509: Well the apes DOW a turn or two back and I killed the pop at Goora and found it now. I have 6 vote of 21, so this should put me at a safe place, especialy after the terraforming.

It is about to come in.

Scrap the spore ships, do not want to drop the pop size down any longer. Lost most of them anyway. Brains are down to Mentar.

I see I did not mention the Amoeba, not sure if it was last turn or what, but it is way on the other side by Beta Ceti. I figure the AI can handle that at this point.

Apes send a few huge, but no chance with all my bases. Atmos comes in as well. (I read this now and I think it was really the Coids as they were the one using huge ships).

Hostiles are all Minimals now, Gorra up to 66 so far.

Gorra hit 140 pop and the Brains pay up for peace. The Apes kill the Amoeba. They have a good size fleet coming for Rana, but it will be whacked or it will retreat or pieces of it will. Switch spies to Humans to get pulson, want to make a large with them to bust bases now. Last I knew no one else had planetary shields.

Close call at Rana. I was able to kill all ships, but the last 8 large with spores dropped one round. They did no damage though. No one died, pop stayed at 85. That loss will slow down the Apes I hope. Gorra online now and will boost research for sure. I am debating if I want to sink any cash into pumping the RP's there. 5 of the tech trees have no bulb and the other is a full bulb. I am thinking I need the cash more for boosting any conquest or any planet that looks like it is danger. I do not really need to speed up research more after the jump from Gorra. Also I already got a steal from the apes.

They are not that far ahead and I am surprised, given the Ocean artifact planet. Too much war I guess.

Repel two more attacks and the vote. 8/24 for me and two from the Brains? Guess they are even madder at the Apes right now.

Well the Humans decide to help pay for research with 3450bc for peace, so I pump some to Gorra.

I steal Pulson and see that they now have HEF, so that changes fleet tactics. I just never got any rich or UR planet to make good ships. Trit is at full bulb, so I wait for that. I should have mentioned that the Brains defense is so bad that I got steals long after I stop spending on spying them. Maybe I mentioned that getting sleepy here. Coids are sending a fleet, but no DOW. I think they did give me the expanding noise, but I am not sure.I get so many.

Ok, went cheezy here. I started spending on sabotage on Mentar to blow up bases. I then send off my fleet of Pulson packs and a bunch of invaders from Gorra/Zoctan and lesser amounts from the other three planets. Loss most of the attacking ships, but the invaders overwhelmed the Brains and we got 3 or 4 techs. A reduction tech and HEF. Now I will see if I can manage to fit any guns with that. Usually it takes a few more techs to manage enough to matter.

The Apes have sent more ships and so have the coids. The Humans are the one that could be dangerous as they used Pulson and Herc and did bust about 15 bases. I am now researching class XV and Pack VII's.

Bye to the Brains, so I am sure I have no vote issues now.

Another attack form the Humans at Zoctan and then they decide to declare on me. mentar is about to be starting on shields as it came with over 500 factories.
 
2549: Cryslon gets the Comet news. I see in the Stats I lead in all areas, except fleet strength and that is now being addressed with a new large HEF design.

2550: vote is a given now 9/22.

Coids give 23xxBC for peace so I pump up Goora. They had just attack Kholdan and I was not expecting that, but no real harm. Lost 1 pop and a few base and factories. Will be glad to see class XV.

2556: Wow, the comet destroyed their Home World. I stole Hercs and Dom Virus came in. Going for the much need +60, only choice anyway. Force at 1%. Human fleet about to met either Hercs or VII's which ever makes sense. Piling up ships for a visit to probably Exis.

Oh yeah with packs and hercs and HEF ships, the fleet was whacked, but a few retreated. I hate to see them get away to play another day.

I see the apes have added class XV to their stuff, that is not so good.

After several smashings the Apes give 1975BC or something like that.

Disease hit me, not a huge issue right now.

Get two techs in and steal from the Apes who complain.

Start a new design. drop the bomb as it will not do, best I can do is use 2 shot Herc and some Megabolt and 1 mass driver. will switch to sabotage some to clear some breathing room for an attack.

Apes turn back their attack on Toranor, maybe because the XV's are up now on all planets.

Stole again and they DOW, switch now to sabotage as they only have one tech.

Well I have not have a single sabotage act so far, the Humans did not seem to stop my steals, but they are skating by on the skulldugury.

Finally got 2 bases, but they are on Whynil. It was easier for the Brains as they did not have planets like the humans.

3 bases at Exis and I get +60. No soil or adv soil.
9 bases at Exis this time at off we go.
5 at Exis.

I think it is 2587 and I grab Exis with no strain. Get 3 techs and check to see that I have all their techs. Get the msg that I have 9 planets and a majority.

14 bases at Rayden are sabotaged. They got some of my factories (18). I have not mentioned the bases and factories they have sabotaged, nothing heavy though.


Bootis goes Poor on the Apes.

2592: Start research on XX. Rayden losses 19 bases, which it was closer.

A few turns later I realize it is not so far away and I can send my fleet to Toranor to launch an attack. Rayden is down to 7 bases.

2595: off we go with troops flying in from many planets to met the fleet.

2596: Rayden joins the family with 324 factories. The lowly Knight with 3 particle beams x15 was enough to clear the bases. It has Torps, but they did not get to the planet. I am not sure if they humans ever put up any shields there.

I have 3 designs with HEF in larges to defend. The Humans do not seem to be sending any big stacks, except fusion bombers in tiny ships. Will forward all new ships to defend, in case. I get the msg about joining me as a majority holder of planets.

Humans send 420 tiny bombers and 50 or 60 beams as smalls. No sweat.

Next turn they send 3 stack about the same two beamers, 1 bomber. I bust a bunch and they retreated without firing a shot. Shields will be up next turn. I forgot to mention I get to see several more planets now. A rich being one, so I would like that one.

This game went so slow due to lack a real production place. I see all planets now.

Must be 2600: as we had a vote and I have 13/25 now.

Send the fleet to Yarrow and many troops in their new combat transports, which help reduce the losses. I was not able to bust all the base and a few survived and cut down a bunch of troops. 401 factories ready and it is size 140 artifacts, yum.

Still waiting for 4 techs that are in double digits, RC6 and Elim Waste and Adv Eco are among them.

A few turns later and RCVI and Eco come in.
Next turn get Waste and start learning N.armor. Pump more cash in the two artifacts.

Been sabotaging Coid bases.

2614: Gave up on the spying, only got 4 bases. I build a dozen ships with about 6 Omega bomb and that is enough for the Coid shields, now class X. I am researching N-Bombs to deal with the Apes. Anyway Klystron is in the fold. I never did build any Gates.

Next turn I got 14 bases on Celtsi, so I sent some of the fleet to take advantage of them being down to 6 bases.

Had to select bases on Klystron as I had already taken when I got the sabotage pop up. Waste there.

Got my bombs and class XX. More bases go up in smoke and I have stop spending on spies awhile back. Will make a new ship after the shields next turn.

16/22 I think the vote was. I had 16 for sure though. Apes mange to bust a few bases at some planet that only had one ship at hand. With the Rich planet I made a Gate and one at Toranor, even though it is small, it is central. I did this as Celtsi is so far away. I sent the fleet to Xengara last turn will be there next turn.

2625: Grabbed another planet. Way ahead on all stat, except fleets. That of course is a bogus stat as the humans have many thousands of worthless fusion bombers and few of anything else. I got several techs from the Coids again. did not think they had any old tech I had not gotten.

Couple more techs come in, including N-armor, so need another design. Putting up a gate at Rayden. Will do one at a time to allow meeting fleet to kill as many as I can before they bail out. Note I like the constrictor game. Not going to finish them off till I take all planets and Orion..

Here is a case in point for the gates as they sneak in another attack and busted a few bases on Rayden, before I kill them or they retreated.

This turn they got caught.
 
2365: My friends the Humans gave up Wynil and that yields Pack X and Hyper Drives. Whynil had 49 bases, but down she goes. I followed the retreating fleet to kill it as well, but they keep getting the bombers out. I should mention that I put up a Gate at any newly capture planet at this stage. This lets me send the fleet back if needed and I figure the research from that planet is was not mine before, so it can wait a few more turns. It will be hard now for the Apes to muster up much.

2642: Took down Sol and now they have nothing to fight with, but a few poor/UP planets. Going to gear up for Orion to see what I can get.

2651: Bust and Dusted Bootis, did not want to sit on a poor.
2652: Captured Moro. Not sure how the Apes went form 3 ships to 33 (large) with just one UP.

2654: Killed off the Humans, sick off them. Sitting on Bootis so the Coids cannot grab it.

Will send the fleet to take Laan next and let them have the UP with no factories while decide how much to send to Orion.

2657: Got Laan now and Coids are on UP with 5 pop. Will only use Rich planet to make ships for Orion, while I tech out some more to increase my odds on getting something good.

RCVII coming. construction long done. Force done. Planet doing +100. Prop doing Interdictor. Weapons doing Plasma Rifle. The last two are 23% and 37%.

Fire sale on bases, don't need them as I have ships on their planet. If they pop out ship I shot it down.

Comp tree done.

Pumping all cash into artifacts to speed up the tech. Coid keep making base and I am trying not to destroy the planet.

Turn after turn they get 3 or 4 bases up. They have 9 pop and 9 factories, must have some cash left.

Ok, weapons done, so it will go faster now.

Only Prop left and it looks like the last one is up.

Done, so off the fleet goes.

2681: Orion is free and we got as the first tech after Death Ray was Adv Soil. Fleet heads to end the game now.

Bombs away, the end
 
RefSteel, nice write up, well done.
Thanks very much!
You did an amazing job fighting your way out of a constricted start ... to win the game in your "constrictor" style! Also, now that I've seen your playstyle in your report, I understand why you never play on not-small maps, and why you had to deal with negative fleet bugs and similar Huge-Galaxy insanity on the medium Meklar Challenge map.
Oh, and I think I can answer one of your questions from this report:
"2355: Off she goes. (upon reading this I do not know what this refers to any longer)"
It's gotta be your LR Colship, just completed (you mentioned starting work on it in 2353) and getting sent off to Zoctan.
 
That is what I thought, but I just did not remember. I like small maps as you can finish them in a day or two. Well if you can put in a long session.

I fire off mediums from time to time as a change of pace. I just like to see more planets, but then I realize this will take so much more time. I get into huge maps mainly from the boards, where I play one that is posted.

I do confess I will at time just dust planets and leave a guard behind to just end it all on the huge maps.

This game was not easy that is for sure and I did not get much in the way of real ugly events. The two I would have not wanted are the very early rebellion on a core planet or the comet.

The rest are not going to make big difference. The Humans were top dog most of the game and got most the events. I did not even see the one for the rich planet, but reading your log it must have occurred.
 
I don't have a good log of my games - I can summarize.

I played the map twice. The first time, the psilons must have pulled range 6 from gorra, they had the 3, 6 and 9 planet news events. It was a wild ride for a while there - think 50 missile bases everywhere.

Parity was achieved by crushing the humans before the psilons could, and scoring sufficient points with the rocks that they sided with me against the brains.

The second time I played, the silicoids had the runaway - they even got the ocean artifact that's nearly on top of the humans. I didn't win this one - early vote me vs the coids was all in on the coids because they had contact and I did not. The difference between the two games is what convinced me to post it.
 
That is so funny as neither of them were top dog in my run. Just shows the serendipity of it all.
 
I played the map twice. The first time, the psilons must have pulled range 6 from gorra, they had the 3, 6 and 9 planet news events. It was a wild ride for a while there - think 50 missile bases everywhere.

Heh, I'm an arch turtle, once I get my economy going a bit I normally end up with that many everywhere anyway. I find I can fend off enemy attacks without ships until they get death spores or the technology nullifier.

It's the problam I have with MoO2, the enemy doesn't have to engage your planets fortifications so turtling outright doesn't work
 
It works as long as you can feed the planet, till you have a fleet to attack with. You just suffer a bit, until farms come in. I some times play a one system game where I do not allow myself to co0lonize any other systems till I have gotten either a planet by conquest or Phasors.
 
I like small maps as you can finish them in a day or two. Well if you can put in a long session.

I fire off mediums from time to time as a change of pace. I just like to see more planets, but then I realize this will take so much more time.
I like small maps too, and for the same reason, but I'm much more willing to play larger maps in MoO than in MoO2 (where the number of planets on larger maps gets to be absurd, and the already not-too-bright MoO2 AI gets even more weaknesses exposed). I wouldn't be able to play the larger maps at all if not for my willingness to accept a diplo win (as in the Meklar Challenge) and/or to go on a swift endgame bombing run (as in this game), which makes your dedication to possession of every planet all the more impressive to me.

On MoO2 though, I must agree with malicious bloke: You can't build the equivilent of 50 bases, so live players can destroy a no-ship defense out of hand. Against the AI, it just seems wasteful to build a bunch of expensive, high-maintenance defense-only stuff when an enemy fleet in orbit will slash the planet's production anyway and a couple of roving sentries could destroy the AI fleet outright.
 
I tend towards the smaller map sizes as well, although I have a huge game in progress at the moments (as the mighty mrrshan) that is fairly entertaining. ("There are birds out there, and where there are birds, cats must go to eat them.")

I'm searching the galaxy for the alkari, but had no luck finding them so far.
 
I play bigger maps on Moo2, even huge. I do not try to hold all the planets in Moo2. I am more inclined to just hold the ones I need to get around easily. I often will just send 1 or 2 fleet to dust planets in Moo2.

MP games have nothing to do with single player games, the AI does not have any memory. It just has a decision tree. Cannot learn from past mistakes nor adapt.

Well years ago I did play a huge map to see what kind of score, so I did hold all the planets save one. It was very tedious and I never did it again.
 
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