The election losses are a problem for me anymore, I just load back and keep moving a ship around until the random seed changes enough and my opponent doesn't win hehe. Let the total war continue! I don't like cheating but I do like declaring war on everyone.
Pity there isn't a Diplomatic Victory option to uncheck.
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War report! (still testing Cre = 10)
After my last defeat despite a wonderful and enjoyable start, I gave a good deal of thought to just why I suck in mid game. Thoughts involved: unnecessary taxes, poorly timed production buying, and building too much stuff on poor and ultra poor planets. Not to mention colonizing bad planets way too early for fear of being beaten to them. I decided to try resisting the temptation to equip my planets in everything they might possibly need before letting them do research, and to always make sure I have some science running, almost no matter what, plus do better planet micro and specialise my planets more.
Went with a research heavy start: DemCreAqu,ArtLarge+1Sci/-LG-GC-Spy. Hopefully I could bolster my weak production with better production-buying habits, until I can populate some nice Rich planet or two. Finding a Rich Gaia guarded by a monster nearby would be great. Man, this game is luck dependent.
Spawned to the left of the northeast corner. I swear I did not hunt for a nice start, but I got a nice Large Abundant Terra right in my starting system! Beelineing for Supercomputer was delayed while I colonized that and got two Cloning Plants going. The Terra became a baby factory for my Homeworld at first, and then would become a production center so my Artefacts homeworld could research. Got Director Houri too, Environmentalist and Spiritual - that's a second way I got lucky. Now I have no excuses to lose.
(Except Darloks. Darloks are always a good excuse. Right?)
With no industrial waste after I researched my way up to Atmospheric Renewer, I could churn out 1 Colony Ship per 5 turns. First one came out in turn 84. This probably seems late to the UniTol people, but I was happy enough.
I ended up building a total of 4 for now. Colonized the total of 2 wet planets in range, good for my Aquatic race (Poor and Ultrapoor, but hey, they can research and pay taxes, and one of them had Gold), 1 Huge Rich Barren with Gold (Eel). The last Colony Ship went southwards, as a bridge to the Bulrathi, who occupied the middle East of the map. I made a save game at this point to decide if I should colonize more or try to capture the Bulrathi. Still learning how this game works...
Chose to try attacking first. Bulrathi looked like the ideal opponent: not a techy race, so shouldn't be that tough in combat, and a wonderful slave race, with +2 Production, Subterranean, +100 growth, High-G. To the west I had Alkari and southwest Darloks, neither of which I wanted to mess with.
With two planets with 24 people each in my home system, 2 GC planets, a Megawealth leader, and some trade treaties, I ended up with quite a surplus of money, too. This actually helped speed up the invasion - I spent a total of 4500 or so on buying Battleships. 4 of them, each with Augmented Engined, Battle Pods, Battle Scanners (initiatve!), and 20 Nuclear Missiles with eeeeeeeverything. Mirv, Armor, Fast, ECCM. Bulrathi had researched ECM jammers, so going Pulsons for more hitpoints per missile probably wouldn't have worked. Here's to hope the Nukes won't die laughably to beam fire... First two were built in turn 130, last two I think in 138.
Turns out 4 Battleships was exactly the right number: this could destroy a cruiser, star base and missile base, which is the most I ever faced at once in this war. (There was some Battleship flying around but it couldn't even keep up with my fleet. Gotta love a Navigator leader and Anti-Matter drives.) Wonder how well I'd do in this war if I hadn't had that second Terra in my home system, or if I hadn't rescued an Ordnance leader while exploring. I hate winning for not-systematic, not-reproducible reasons. Wait, why am I playing this game instead of chess or Go? *confusedlook* (Answer: because I like seeing ships go boom.)
The only unpleasant surprise was that 12 of my troopers could be wiped out by a single Bulrathi trooper, until I researched Power Armor halfway through the war. As a result, almost every planet had to be bombed down to 1 pop before I could take it. Sad, but +100 growth will make up for it. And I was eager to win fast before some AI got the brilliant idea to open up a second front...
After destroying the Bulrathi, I sent the remaining transports on scouting missions to undiscovered planets. NOW I know what happened to all those space monsters that did not spawn anywhere near my home planet. They all settled on planets far away from me. Dragon here, Crystal there (Rich Gaia Splinter Colony!)... In fact, this gives me a sneaky suspicion, let's run a decompiler... yeeeeep, there it is:
Code:
int SpawnMonsters(int MapSize, DifficultyLevel)
{
if (PlayerRaceLeaderName == "Markus") ClosestSpawnInParsecs += 15
Sneaky, sneaky, Rocco.
Aaaaanyway. Bulrathi died on turn 157, after some 15 turns of actual war. Which is a good thing, because my cash reserves were empty and if I had to produce more BBs that would have taken a while. ("if the campaign is protracted, the resources of the State will not be equal to the strain"). 7 systems added to my 5.
I might actually also crush the Gnolams, who are in the southeastern corner, have 3 systems and refuse to trade with me despite being Expert Traders (shouldnt't Democratic Expert Traders basically always accept trading proposals?), so they're annoying me. Then again I have bigger problems: Orion is nowhere in range.
So now I'm at the same spot as in my last game, where I've won a war, I have some new colonies and the breathing space to consolidate and get the last valuable planets. And with HG +2P Sub Bulrathi as my slave race, a lot more planets now seem valuable.
Time will tell if I can bungle this game up just as badly as the last one.
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EDIT: Does anyone know the exact formula for max population sizes when mixing subterranean with nonsub races? I sent a few Bulrathi colonists to my Human colonies, 1 each. Some of these colonies gained max size, but there are also colonies that now have size like 17/16 or 12/11. What gives?
Seems it has to do with sub-terra "wet" planets: I got this effect on a Tundra and an Ocean. I suppose adding a non-Aquatic colonist negated the Aquatic benefit...