MOO 2 Meklar - Impossible Large Galaxy

Harv

Emperor
Joined
Dec 16, 2008
Messages
1,987
Now I can post a start and find out from the Forum how to play the Meklar.

The settings are the same: Large Galaxy, Average Age, 7 Impossible Opponents for a total of 8 Players.

Our fearless leader is B33R of the Meklar.
meklar0start.png


We are Cybernetic, for what that is worth. It is 4 points and instead of one food per Colonist, it is half food plus half production. Production occurs on every planet so basically we need only half the Freighters to supply our Colonies.

From the in-game description, we also get a natural bonus to ship repair that does not seem to be mentioned in the original strategy guide. This bonus is 10% to Ships Armor and 5% to Intenal Systems. That being the case we would eventually do well to produce large indestructable ships.

Since we have such a need for large industrial production base, we have a +2 bonus to Production. It is not as big a production bonus as being Unified but it will do. It does mean that Poor and Ultra Poor planets are fair game.

Here is a look at our Home System:
meklar0system.png


We have:
1. Asteroid Belt
2. Medium Toxic Abundant
3. Medium Tundra Poor
4. Meklon our home world

Here our map of the Galaxy:
meklar0map.png


We are orbiting K-Class star in the upper left corner. We look reasonably sheltered with some expansion room before we meet anybody.
Also we have 3 systems in range - one Orange, one Yellow, and one White. So we should have good odds of finding another colonizable planet nearby.

Here is what I am thinking:
1. Build a Colony Base on Meklon 2 and set it to Housing.
2. Develop Nuclear Fission Technology and build a Freighter Fleet. Try to time this close to 1 above.
3. Build a Colony Base on Meklon 3 and set it to Housing.
4. Build Meklon 4 to 11/12 Population and Meklon 3 to 3/4 Population.
5. Research Hydroponic Farm and build on Meklon 3 and 4.
6. Research Electronic Computer - Research Labs. Build Research Labs everywhere.
7. Research Reinforced Hull - Automated Factories. Build Automated Factories everywhere.
8. Research Chemistry. Build a Scout Ship. Store production in a Battleship if necessary.
9. Research Cold Fusion. Build a Colony Ship on Meklon 4.

Is this order correct or should we develop Automated Factories and Research Labs before developing the rest of the system?

Given that the Meklar are Cybernetic, is Soil Enrichment skippable? With Hydroponic Farms, the home system described above needs 10 :food: and 10 :hammers: to support and we can do that with 3 Hydroponic Farms and 2 Farmers on Meklon. We can at least delay Soil Enrichment or Cloning Centers in favor of getting Robo Miner Plants earlier.
 

Attachments

My usual Mecklar start is to build research labs and then autofactories before colonizing my system as I don't think they have enough production after pollution to make it best to colonize first but now that you're playing them I'll DL your start and test both ways (not selling SB since I know you don't) and compare. I might sell SB with that starting position, but if more central I'd not dream of it.

I think you may be better off in the long term with biospheres since Mecks don't need that much food anyhow and your planets don't have much initial pop capacity.

If researching at the start, you have two farmers, 1 worker (needed to feed) and 5 researchers generating 15 RP/t with 1 PP/t left over to be saved up. This is clearly a better start than with a weaker race.

I'll do some Meck start tests tomorrow.

As for cloners or soil.... I'd usually go soils as Meck as planets aren't big and housing can create new workers quickly anyhow, but there's no rush to get soil enrichment like with many other races.

I'll play along with you and like with Klackons will likely post lots of early econ details so we can compare but not give away too many later details so as not to give you too much advance info as to what this galaxy holds and ruin your game.

EDIT: I think this is a huge galaxy isn't it?
 
I made one quick test before I head to bed and as Meck, building 1 CB, then frieghters and then the other CB seems very close to building labs and factories and then CB, freighter (since research is done), CB.

I bought what I could when half or more built in both scenarios and hired no leaders to cloud the issue.

CB first had two more people after 64 turns but was a couple turns behind in research.

Take your pick of methods I guess.

I just tested building both CB's first and then freighters, labs, factories and while a turn behind to get labs and factories on all planets and several turns behind in research, I have as many people as when building 1 CB first and am a couple turns away from birthing 2 new people, but I don't think this method is best.
 
It looks like you are correct. It is better to start Meklon down the Research route than with the early Colonization route. So we begin by switching Production to 2 Farmers, 1 Worker, and 5 Scientists and net 1:hammers: and 15:science:.

Research is as follows:
Turn 5 Electronic Computer
Turn 16 Research Laboratory
Turn 22 Reinforced Hull
Turn 28 Automated Factory
Turn 32 Hydroponic Farm
Turn 35 Nuculear Fission
Turn 38 Chemistry
Turn 40 Physics
Turn 43 Cold Fusion
Turn 60 Battle Pods
Turn 74 Space Port

Production is as follows:
Spoiler :

Meklon 2: (Colonized Turn 48)
Turn 55 Automated Factory
Turn 60 Research Laboratory

Meklon 3: (Colonized Turn 52)
Turn 59 Automated Factory
Turn 64 Research Laboratory
Turn 69 Marine Barracks
Turn 74 Hydroponic Farm

Meklon 4: (Home Planet)
Turn 18 Research Laboratory
Turn 29 Automated Factory
Turn 34 Hydroponic Farm
Turn 39 MISP 1
Turn 41 Freighter Fleet 5
Turn 46 MISP 2
Turn 48 Colony Base at Meklon 2
Turn 52 Colony Base at Meklon 3
Turn 75 Space Port


Exploration is as follows:

Spoiler :

Turn 41 Derke System
meklar41derke.png


Turn 45 MISP 1 is destroyed by a Space Dragon at the Neptunus System.
meklar45neptunus.png


Turn 48 Vaht System
meklar49vaht.png



Events are as follows:
Spoiler :

Turn 9 We hire Gizmo the Gadgeteer. His abilities as a Researcher will help us in the early game.
meklar9gizmo.png


Turn 19 Commander V'Larr the Independent Trader offers his services. We can really use his wealth. Turn 22 we sell off the Star Base and hire V'Larr.
meklar22vlarr.png


Turn 36 Captain Ruola the Weapons Officer offers help. We see no immediate benefit in his services and we decline.

Turn 53 Just as we are contemplating how to reach the Vaht System, the entire Galaxy is hit with a Hyperspace Flux. The condition lasts until Turn 75.
meklar53flux.png


Turn 74 We hired Administrator Garron the Ambassador. We can use his Wealth and his Influence.
meklar74garron.png



Here is a look at our Home System on Turn 75:
meklar75system.png


This is how much of the Galaxy we have explored.
meklar75map.png


So the general plan is to out produce and out colonize our opponents.

The Research Plan is:
1. Robo Miners
2. Deuterium Fuel Cells
3. Merculite Missiles
4. Neural Scanner
5. Planetary Supercomputer
6. Soil Enrichment
7. Microbiotics
8. Terraforming

If the Planetary Supercomputer is blasting our Research past 200 or so then we will insert some of the smaller projects.

The Natives on the Neptunus system should be able to supply a lot of the needs of the Meklar people. It is surprising to see Ultra Rich and Low G together, so we should not be surprised to encounter the Gnolam or the Psilon nearby.

We should get to this planet before they do! This means researching Deuterium Fuel Cells and Merculite Missiles and building MIRV Nuke Destroyers. We might be able to accomplish the job with four of them.

Would we do well to insert Merculite Missiles before Planetary Supercomputer or before Terraforming?
Were we supposed to do this before Space Port?

The next round should take us either when we take Neptunus, or First Contact. (EDIT: I am guessing the Yellow Star in the Nebula gives us either the Psilons or the Gnolam.)
 

Attachments

You got the next game up. :)

The natives on Neptunus will probably supply your early empire by themselves. :) That dragon should be safe from AI attack till around the 150th turn at least, so you have a lot of time.

Since you already colonized the home system planets, I think I would move towards supercomputer and terraforming (I cant remember which takes less research) before moving on to merc missiles. Those home system planets wont be very productive till they get terraformed or biosphered. You can take that dragon down with mirv'd nuclear missiles.
 
Harv, you have some interesting research choices now. If you want to take the very nice Neptunus system quickly you can go Deut Cells then Mercs. If you want to turtle a bit and likely meet no one, you can go Neural Scanner and Supercomps and concentrate more on tech. Of course, as planned, Robo Miners are a big help to Mecklars since they eat some production.

You could colonize the Vaht system and get two more productive planets and still likely not meet anyone else.

The techy possibility which will leave you then in great military shape, assuming you can get there safely is to go crazy on chem techs after robo miners and neural scanner and comps. Then you can put everyone but one worker/planet on research and hopefully blow thru Deut Cells (you'll meet others for sure) and then Mercs followed by Atmos Renewer and Zort armor. Then you MIRV Mercs and kick butt and your ships are hard to kill as well. Atmos Renewer will solve pollution issues and your 1 worker each with Robo Miners should be saving up production or even completing the Star Bases.

Should be a fun game to watch you progress.

.. neilkaz ..
 
Noting that Harv later sold the SB to raise cash to hire a nice megawealth leader, I decided to test the start selling the SB instantly as I think it is a reasonable gambit from this corner position in a huge galaxy.

I then built two colony bases as fast as possible, buying them on the turn when they were at least half built. I didn't worry about a freighter fleet til after that since Mecklars lacking food, but having adequate production on the 1 pop planets were only starving at -.025 rather than -.050 for a normal civ lacking food.

As a result, my start is accelerated and after turn 56 I have 17 pop and have built labs and factories on all three planets. I'll have to rebuild the SB on my HW, but hopefully that can wait til I get Robo-Miners and hopefully pollution control from a leader or Atmos Renewer when it won't take long.

I'm allready near my pop caps so I'll go Biospheres for sure.

No colony leaders have shown up :eek: and the only ship leader was worthless so I have 111 BC banked and nice income.
 
This is a short segment. It features a battle with a Space Dragon and our first contact.

Research:
Turn 86 Robo Miners
Turn 91 Deuterium Fuel Cells
Turn 100 Merculite Missiles
Turn 108 Neural Scanner

Production:
Spoiler :

Meklon 2: (Colonized Turn 48)
Turn 87 Robo Miners
Turn 90 Hydroponic Farm
Turn 101 BOOM N7
Turn 108 BOOM N7
Turn 111 Freighter Fleet 10
Turn 112 "Refit" MISP 2a

Meklon 3: (Colonized Turn 52)
Turn 87 Robo Miners
Turn 91 Space Port
Turn 101 BOOM N7
Turn 108 BOOM N7
Turn 111 Freighter Fleet 15

Meklon 4: (Home Planet)
Turn 87 Robo Miners
Turn 108 Colony Ship
Turn 111 Freighter Fleet 20


Exploration:
Spoiler :

Turn 95 San System
meklar95san.png


Turn 99 Tejat System
meklar99tejat.png



History:
Spoiler :

Turn 81 The Trilarian got a Virus while researching.....
meklar81virus.png

Neutrino Physics

Turn 90 Captain Grum the Armsman offers to join the Meklar. We currently have him in waiting. He might come in handy if we are fighting an early war.

Turn 99 MISP 2 rescues Kirsus the Psilon Scientist from the Tejat System. We put him to work in our home Meklon System.
meklar99kirsus.png


Turn 100 With Merculite Missiles complete we design our BOOM N7, featuring 6 MIRV Nukes plus an extra Armored Nuke. We prepare a fleet to defeat the Space Dragon.

Turn 107 We get an offer from Galis

Turn 111 We battle the Space Dragon. It immediately rips up one of our BOOM N7's but it was there as a decoy. Our ships are not fast enough to shoot missiles at point blank range so we move in and launch our salvo. The Dragon has time to destroy one more ship, then we finish it off.
meklar111dragon.png


Neptunus is colonized. We immediately have Freighers move food from Neptunus to Meklon, and colonists from Meklon to Neptunus. Getting Neptunus fully industrialized is a priority.
meklar111neptunus.png


We hired Galis for the Neptunus System. Eventually there will be Colonists working there and his Financial skill will turn us a profit until we can find a Labor Leader.
meklar111galis.png



Turn 112 Industrializing Neptunus is especially a priority if we have neighbors like these guys.....
meklar112darlok.png


On top of their normal Sneaky Spying ways, they are also Tolerant with +1 Industrial Production. Their Stealthy Ships also have +25 Defense. They make up for their complete lack of Creativity with +20 Espionage.

They are Ruthless Industrialists. They are at war with the Klackon. That might be either a very good thing or a very bad thing for us.

Technology Comparision:

Spoiler :

They have:
Dimensional Portal
Class 1 Shield
Battle Scanner
Fusion Beam
Anti Missile Rockets

We have:
Robo Miners
Merculite Missiles
Neural Scanner
Space Port
Battle Pods
Research Laboratory
Hydroponic Farm
Reinforced Hull


Here is a list of our Colonies:
meklar112colonies.png


And our Map:
meklar112map.png


They have 5 Systems to our two. We have 2 Colony Bases and have lost 2 of our BOOM ships. This might be equivalent to a couple of systems.

It should not take very long to get Neptunus fully populated and running. This will be the launch point for our Colony Ships and our Battle Ships.

We need a few defensive spies to protect our Technology and our Assets.

What is the best way to deal with the Darloks? My books say the only good Darloks are dead ones. However we might be able to negotiate a treaty and pretend to play nice for a while.

We also have some room to expand if we are quick about it.
 

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What is the best way to deal with the Darloks? My books say the only good Darloks are dead ones. However we might be able to negotiate a treaty and pretend to play nice for a while.

I agree. Darloks suck. There's two options: a non-aggression pact or "kill them", anything else and you get burned by their spying/framing you.
 
I presume your initial relations with the Darlok are quite favorable as mine were and if so, that means that you can likely make treaties and befriend them. You may wish to buy those 3 spies when half built and quickly convince them that they are likely wasting their time spying. If their spies come back and your relations are good, they may agree to a demand to stop spying.

However, if you decide to attack them instead and can take over a few systems loaded with their tolerant workers, you'll likely have a nearly won game. If you do decide to attack, check that Inak isn't more than 6 spaces from Nazin or your attack will stall due to only having Deut cells unless that white star below Inak can take an outpost.
 
I tried doing this game as production-expansionist, building auto factory and a couple of colony ships to colonize the nearby systems. But this didn't work out as the nearby planets are as lousy as the home system ones, so all I gained by this strategy was hobbling my empire with a very slow start. Harv's strategy is much better for this map. :thumbsup:
 
We decided to work with the Darloks..... for now..... :backstab: Besides Inak is 7 Parsecs from Nazin so the worst we could do to them is take two planets and stare at each other while they get Irridium Fuel Cells and strike with no warning.

We have been focusing on expanding and at least claiming a few systems before the other productive races claim them.

Research:
Turn 122 Planetary Supercomputer
Turn 124 Fusion Beam
Turn 129 Soil Enrichment
Turn 131 Space Academy
Turn 133 Battle Scanner
Turn 141 Telepathic Training
Turn 149 Terraforming

Production:
Spoiler :

Meklon 2: (Colonized Turn 48)
Turn 116 Spy
Turn 132 Planetary Supercomputer
Turn 137 Spy
Turn 142 Spy
Turn 148 Spy

Meklon 3: (Colonized Turn 52)
Turn 115 Spy
Turn 136 Planetary Supercomputer
Turn 141 Spy

Meklon 4: (Home Planet)
Turn 114 Spy
Turn 123 Planetary Supercomputer
Turn 143 Star Base

Neptunus 1: (Colonized Turn 124)
Turn 127 Automated Factory
Turn 133 Robo Miner Plant
Turn 135 Marine Barracks
Turn 137 Research Laboratory
Turn 141 Planetary Supercomputer
Turn 143 Hydroponic Farm
Turn 146 Space Port

Neptunus 3: (Colonized Turn 111)
Turn 114 Automated Factory
Turn 117 Marine Barracks
Turn 120 Robo Miner Plant
Turn 121 Space Port
Turn 124 Colony Base Neptunus 1
Turn 125 Research Laboratory
Turn 127 Planetary Supercomputer
Turn 136 Colony Ship
Turn 139 Hydroponic Farm
Turn 143 Colony Ship

Vaht 2: (Colonized Turn 139)
Turn 142 Automated Factory
meklar139vaht.png


Tejat 3: (Colonized Turn 146)
meklar146tejat.png



Exploration:
Spoiler :

Turn 118 Malus System
meklar118malus.png


Turn 124 Jobe System
meklar124jobe.png



History:
Spoiler :

Turn 112 Are we always this slimy or is this one of our better days? We sign a Trade Treaty with the Darloks.

Turn 118 There was an Industrial Accident on Kholdan. If we had more range we would send condolances. We are sure that just like cockroaches they will be allright.
meklar118accident.png


Turn 132 We sign a Research Treaty with the Darloks.

Turn 140 We encounter the Klackon. Although they are xenophobic, they sign a Trade Treaty with us.
meklar140klackon.png


The Klackon have a Unification to go along with their incredible (+2) food and industrial production. They also have a Large and Rich and (hopefully) radiated Home World. They are as uncreative as usual and maybe that will give us an early advantage.

Turn 141 The Klackon and Darlok sign a Peace Treaty.

Turn 146 Inspecting our Intelligence on Darlok Technology, we discover they have Iridium Fuel Cells and can reach our home system! We sign a Non Aggression Pact with them. It might be worth little more than the paper it is written on. (It is an electronic document.) We might be the only friends they have and it might buy us some much needed time.

Meanwhile the Bulrathi and Klackon go to war.

Turn 147 The Darlok go to war with the Humans.


We have a small corner in the Galaxy and we are next to two very productive Races, the Klackon and the Darlok. We have heard vague rumors of the Humans, the Bulrathi, and the Trilarian and two other races that we have not yet encountered. We are hanging in the Technology race reasonably, but the Darlok appear to be grabbing extra technology and causing mischeif. We have only seen their force of spies once and amazingly they have not taken anything from us.

Technology Comparison:

Spoiler :

Both the Darlok and the Klackon have:
Dimensional Portal
Autolab
Ion Drive
Iridium Fuel Cells
Pollution Processor
Fusion Drive
ECM Jammer
Anti Missile Rockets


The Darlok also have:
Gyro Destabilizer
Class 1 Shield
Mass Driver
Tachyon Scanner

Neither the Klackon nor the Darlok have:
Terraforming
Robo Miner Plant
Planetary Supercomputer
Telepathic Training
Space Port
Soil Enrichment
Battle Pods
Space Academy
Reinforced Hull

The Klackon also do not have:
Merculite Missile
Battle Scanner
Fusion Bean
Automated Factories
Research Laboratory
Neural Scanner
Hydoponic Farm


We have a small corner of the Galaxy:
meklar149map.png


We also have Terraforming. We have 40 Population. [EDIT - My Klackon game had 36 Population at Turn 86. :eek:] So we are hanging in there. Here is a list of our Colonies.
meklar149colonies.png


We have 4 Systems, 7 Colonies in a tight empire in a corner of the Galaxy. Both of our neighbors are currently at war although we do not know how long it will last.

Of our Colonies, we have Two Terran, Two Tundra, One Barren, One Radiated, and one Toxic. Of the Planets that can be Terraformed, two are Large. The Radiated World is also Large. In the Systems we have already colonized, there is also a Medium Radiated and a Large Radiated.

We have a chance at getting San (Large Barren) and Malus. (Huge Barren Rich High G)
Derke is neutral between us and the Darlok. If we claim this we have 7 Systems and 12 Colonies. This is as far as we can expand without going to war.

Here is the Research Path I have in mind:
1. Mass Driver - It takes two turns hopefully and starts us down the Force Fields Path.
2. Augmented Engines - This will help us later.
3. Atmosphere Renewer - We *just* *need* it.
4. Anti Grav Harness or Inertial Stabilizer?
5. Planetary Radiation Shield - I am really thinking about skipping Class 3 Shields because of all the Radiated Planets we have already. This is taking a big chance that we do not have an early war. This takes us further down the Terraforming path.
6. Neutron Blaster
7. Planetary Gravity Generator - We have a Low G and maybe a High G World.
8. Assault Shuttles?
9. Titan Construction - Bigger Ships are Better Ships
10. Planet Construction - I just like building them but is this better than Recylotron?

We might have to do something different if we are on the War Path.
 

Attachments

4. Anti Grav Harness or Inertial Stabilizer?

AGH will mean fewer transports needed, while IS very useful if you are not far ahead in ship tech. I prefer IS, since I spam transports anyways.

5. Planetary Radiation Shield

Yes, flux shields are a long ways off and those planets need terraforming asap.

8. Assault Shuttles?

Useful for capturing Antaran ships. I build destroyers filled with AS for that purpose.

10. Planet Construction - I just like building them but is this better than Recylotron?

I like building them too, but I usually found those colonies never got going very much before the game was over, so building them was mostly a waste. So I would recommend R instead. You can never have too much production capacity. ;)

In the game I played from your save, the Darloks colonized the systems to their right instead and I colonized both Derke and Jobe before I met them. I guess it was a dice roll that chose which direction they would go in and they rolled differently in our respective games. The Klackon may become a serious problem if you get on their bad side too early. :eek:
 
This is a short segment, 26 Turns. We claimed three more systems and met two more races.

Research:
Turn 151 Mass Driver
Turn 153 Augmented Engines
Turn 158 Inertial Stabilizer
Turn 169 Atmosphere Renewer (We got all the way from 4% to 97%)
Turn 175 Planetary Radiation Shield

Production:
Spoiler :

Meklon 2: (Colonized Turn 48)

Meklon 3: (Colonized Turn 52)
Turn 154 Terraformed to Swamp
Turn 167 Star Base

Meklon 4: (Home Planet)
Turn 151 Soil Enrichment
Turn 164 BOOM N7
Turn 170 Spy

Neptunus 1: (Colonized Turn 124)
Turn 161 Star Base
Turn 170 Atmosphere Renewer

Neptunus 3: (Colonized Turn 111)
Turn 150 Colony Ship
Turn 157 Colony Ship
Turn 162 Star Base
Turn 169 Colony Ship
Turn 171 Atmosphere Renewer
Turn 172 Spy
Turn 173 Spy
Turn 174 Spy
Turn 175 Spy

Vaht 1: (Colonized Turn 158)
Turn 167 Automated Factory

Vaht 2: (Colonized Turn 139)
Turn 150 Robo Miner Plant
Turn 152 Marine Barracks
Turn 166 Terraformed to Swamp
Turn 170 Atmosphere Renewer

Tejat 1: (Colonized Turn 167)

Tejat 3: (Colonized Turn 146)
Turn 152 Automated Factory
Turn 158 Robo Miners
Turn 160 Marine Barracks
Turn 167 Tejat 1 Colony Base
Turn 171 Atmosphere Renewer
Turn 173 Hydroponic Farm

San Juan: (Colonized Turn 153)
Turn 161 Automated Factory
Turn 169 Robo Miners
Turn 171 Marine Barracks
meklar153san.png


Derke 1: (Colonized Turn 160)
Turn 170 Automated Factory
meklar161derke.png


Malus 2: (Colonized Turn 174)
meklar174malus.png


This is where High G - Barracks = Very Slow Production.



Exploration:
Spoiler :

Turn 151 Nekkar System
meklar151nekkar.png


Turn 152 Wesat System
meklar152wesat.png


Turn 160 Caph System
meklar160caph.png


Turn 165 Quandra System
meklar165quandra.png


Turn 166 Kadath System
meklar166kadath.png


Turn 175 Choo System
meklar175choo.png



History:
Spoiler :

Turn 153 We had an Assassination Plot against the Darloks blow up. However nothing really bad happened from the Darlok side. Meanwhile the Trilarian control 8 Star Systems.

Turn 154 Colonizing the San System has put us in contact with the Humans, most likely the source of all the technology the Darloks and the Klackons are getting. They are very agreeable and sign Trade and Research Treaties immediately.

The Humans are Honorable Expansionists and Charismatic and Democratic like normal Humans, but also have +25 Ship Defense and +20 Ship Offense.

Turn 156 The war between the Humans and the Darloks comes to an end.

Turn 158 Moving onward with Diplomacy we sign a Research Treaty with the Klackons.

Turn 161 We get an offer from Magistrate Ailis the Gifted. We raised the money and hired him on Turn 165 and put him on Neptunus to replace Galis.
meklar161ailis.png


Turn 165 Exploring the Quandra System has put us in contact with the Gnolam Empire on the other side of the Quandra Wormhole. They are a little snotty and do not sign any agreements.

Turn 169 The Klackon and Bulrathi sign a peace.

Turn 170 Black Razor the Enforcer wants to join us. He is useful. We were able to hire him for the Meklon System, replacing Kirsus.
meklar170razor.png


Turn 171 There is a war between the Humans and the Klackons. It lasts for a single turn.

Turn 173 War breaks out between the Klackons and the Darloks. Nothing will likely happen as they are on opposite sides of Worm Holes.


We still have our little corner in the Galaxy, as we can see on the map:
meklar175map.png


We are up to 7 Systems. The Klackon have 8 Systems and the Trilarians have at least 8 Systems. We have not yet encountered the Mrrshan or the Bulrathi yet so we have no idea how many systems they have. It appears to be pretty balanced.

At 60, we seem to have an advantage in Population.
meklar175colonies.png


Terraforming will help get this number up.

With Black Razor on our side we should be sending some spies out. We have 12 of them. The Humans are probably the easiest target but we have good relations right now. The Gnolams do not have any agreements and they are in no position to strike back. If we can rob somebody blind we can catch up in the technology race.

The Darloks will likely choose our first enemy and we have to prepare. We have no Shields but Zortrium Armor will put us right back into the running.

Our next project should either be Zortrium Armor or a couple of the Spy techs, depending on how much time we think we have until our first war.
 
I think I would go for the armor first so a defensive fleet could be built up while the spying tech was researched.

Usually the Darlok prove a pain in any game, but in my last game, the Darlok were well behaved and I didn't get spied on by them or any irate AI accompanied by the "framed" message.
 
It looks like you are correct about the defensive fleet. Hindsight says I should have researched Zortrium Armor instead of Planetary Radiation Shield. The Radiated planets can wait.

So what I can do is switch reseach to Zortrium Armor, build Star Bases where I do not have them after building Automated Factories, Robo Miner Plants, and Marine Barracks, and start building an Autofire Armor Piercing Battleship on Neptunus.

Is it my imagination or is spying very difficult? It almost seems to be an end game thing when we have 64 of them and nowhere to put them.

Tonight is a little late for me so maybe I can get something up Friday night.
 
Something I often do when building a new battleship design is start the ship while the last tech desired is still being researched, since these expensive ships might take 10 or more turns to build. When the tech is finished, I redo the ship design and switch it into the production slot. That way I can have the ship ready a few turns sooner than I would have if I had waited for the tech to finish researching. Alternately, I go ahead and build the ships while the tech are researching so I'll have the hulls already built and gaining experience. Then once all the techs I want are done, I rebuild the ships to the new design. Since ship upgrades usually only take a short while to build, many can be done very quickly. As long as the upgrade isn't too radical.

I found spying to be very unreliable. I did some experimenting with modded races with all the spy traits maxed a while back. The result was disappointing. The best results were usually in the first half of the game, but the number of techs stolen diminished as time went on. Sometimes I stole a lot initially, sometimes I hardly got a thing. As the game advanced, unless I managed to get the spy boosting techs, the spying dribbled away to no results at all. If you are behind the others in the spy techs, the chance of getting any techs is very small, no matter how many spies are used. I found I got a lot better results from conquests and tech trades than spying.
 
Harv,

By all means it is time to get Zort armor which allows you to MIRV Mercs and also makes any ships and SB's much tougher than your current basic cardboard (Titanium).

I think you'll want a battleship or two so you don't look too weak to AI's and to prepare for the inevitable upcoming war(s).

As for spying, you need at least somewhat of a spying advantage to have much luck.

Note that most AI races are dictatorships and get +10 to agents so in addition to Black Razor, you'll want at least one more spy tech than them to have a good chance to steal a tech every few turns. With Darloks in the game, there's a decent chances that AI's have lost some techs allready and have both researched some spy techs and also have plenty of agents at home to defend vs spies.
 
This is another short segment, 28 Turns. With careful use of the Time Machine we got over the hump and got to the first election.

Research:
Turn 180 Holo Simulator from the Humans for Planetary Radiation Shield
Turn 186 Zortrium Armor
Turn 192 Cyber Security Link
Turn 194 Anti Matter Torpedos from the Gnolam. They are not impressed.
Turn 198 Stealth Suit
Turn 201 Neutron Blaster

Production:
Spoiler :

Meklon 2: (Colonized Turn 48)
Turn 182 Freighter 25

Meklon 3: (Colonized Turn 52)
Turn 182 Terraform to Terran
Turn 185 Holo Simulator
Turn 190 Soil Enrichment
Turn 196 Spy
Turn 202 Spy

Meklon 4: (Home Planet)
Turn 176 Spy
Turn 181 Holo Simulator
Turn 187 Spy
Turn 193 Spy
Turn 199 Spy

Neptunus 1: (Colonized Turn 124)
Turn 176 Radiation Shield
Turn 177 Terraform to Desert
Turn 181 Holo Simulator
Turn 185 Terraform to Arid
Turn 191 Terraform to Terran
Turn 192 Soil Enrichment
Turn 193 Refit BOOM M7
Turn 194 Spy
Turn 196 Spy
Turn 197 Spy
Turn 199 Spy
Turn 200 Spy
Turn 202 Spy

Neptunus 3: (Colonized Turn 111)
Turn 181 Holo Simulator
Turn 184 Space Academy
Turn 185 Eel Killer
Turn 193 Refit BOOM M7
Turn 194 Refit Eel Killer
Turn 199 Eel Killer

This is the Eel Killer with cardboard armor. It has since been upgraded to Zortrium. It has not been upgraded with the further reduced Mass Drivers. I noticed in the battle with the Space Eel that my combat speed was 10, but I had Augmented Engines. Is that a bug?
meklar185eelkiller.png


Vaht 1: (Colonized Turn 158)
Turn 179 Robo Miner Plant

Vaht 2: (Colonized Turn 139)
Turn 178 Terraform to Terran
Turn 179 Space Port
Turn 180 Research Laboratory
Turn 182 Holo Simulator
Turn 184 Supercomputer
Turn 185 Soil Enrichment
Turn 186 Hydroponic Farm
Turn 195 Star Base
TUrn 198 Spy
Turn 200 Spy
Turn 202 Spy

Tejat 1: (Colonized Turn 167)
Turn 185 Robo Miner Plant
Turn 188 Marine Barracks
Turn 198 Star Base
Turn 200 Radiation Shield

Tejat 3: (Colonized Turn 146)
Turn 182 Star Base
Turn 189 Terraform to Tundra
Turn 201 Terraform to Swamp

San Juan: (Colonized Turn 153)
Turn 185 Star Base
turn 187 Hydroponic Farm
Turn 195 Terraform to Tundra

Derke 1: (Colonized Turn 160)
Turn 181 Robo Miner Plant
Turn 193 Star Base
Turn 196 Radiation Shield

Malus 2: (Colonized Turn 174)
Turn 183 Automated Factory
Turn 189 Robo Miner Plant
Turn 193 Marine Barracks
Turn 203 Star Base


Exploration:
Spoiler :

Turn 181 Hermidon System
meklar181hermidon.png


Turn 182 Tur Systm
meklar182tur.png


Turn 185 Sol System
meklar185sol.png


Turn 189 Celaeno System
meklar189celaeno.png



History:
Spoiler :

Turn 179 The Gnolam and Mrrshan sign a peace treaty

Turn 180 We sign an non-agression pact with the Humans. We also made a technology exchange.

Turn 182 Remember that eel we killed when we colonized Malus 2? Its mother is looking for it. It is heading for the San System and will arrive in 6 years.
meklar182eel.png


Turn 188 We had the battle with the Mother Space Eel. Autofire Mass Drivers + Electronic Computer - Eel Speed = Lots of Misses. Lots of the nukes hit and that slowed it down enough that we could pound it.
meklar188eel.png


We lost one BOOM ship but the other two retreated.

Turn 194 Our spies in the Gnolam Empire strike!
meklar194steal.png


Turn 195 The Gnolam defend themselves a bit better and we lose a spy.

Turn 196 The Black Razor strikes - killing one spy! The Humans and Gnolams go to war.

Turn 199 The Black Razor strikes again!

Turn 202 The First Galactic Council meets. It turns out we are quite popular, gathering nearly half the vote.
meklar202vote.png


Turn 203 Brainac wants to join. He is pretty weird but we could use an Instructor. He will replace Garron the Noble. We could use his fame but we do not need so much Megawealth anymore.
meklar203brainac.png



At 90 Population and 9 Votes, we have a population advantage but the Trilarians are not very far behind at 8 votes. Here are some of our colonies.
meklar203colonies.png


This is our map.
meklar203map.png


We are still in a corner. We have 2 Battleships and 2 Destroyers. Is that enough to deter any fights or even start them? We have 26 Spies and lots more coming. This is certainly enough to start a fight with the Gnolam.

I am thinking we can get away with continuing to build up our colonies. We have the jump on terraforming.

For Technology we need the Cybertronic Computer and we can upgrade our Battleships and actually hit something this time - smaller than the broad side of a barn. Other technology stealing might soon be a prospect. We have a jump on espionage technology.

How far away do you think they are from taking Orion?
 
I noticed in the battle with the Space Eel that my combat speed was 10, but I had Augmented Engines. Is that a bug?

No, AE adds 4 speed and battleships have a base speed of 6 with nuclear engines and all their space used up.

I am curious why you used a mix of 4 different types of mass drivers in that design. Here are some ideas designing ships that will be used against monsters. If the ship was designed especially to kill eels, the mass driver AP mod is not needed as eels, like all monsters, don't have armor. Leaving it off will save 7 space per heavy and 3 space per regular mass driver. This will allow more weapons to be carried. Further space reduction per weapon can be had by using the 270 attack arc rather than the 360 (I'm guessing about 4 for heavies and 2 for regulars). With the 205 space you have on the ship left over from the ship specials, you could have had 9 heavy mass drivers with AF, with a little space left over. That would do a lot more damage than 4 heavies and 6 regular I would think.

Then there is also the specials choices. Both IS and AE give a very good boost to beam defensiveness, but eels don't use beams. Their weapon is like a plasma flux or a gyro destablizer, which ignores beam defenses from what I've seen. Monsters can be expected to hit these early ships irregardless of their beam defense in general. So with ships designed to fight monsters, I figure the ship is going to get hit. The 50 damage potential on hull and armor titanium gives battleships is quickly eaten up. Since the ship is going to be hit irregardless, IS and AE don't help it much and use up valuable space. Reinforced hull and heavy armor would serve the ship better against monsters, since they would triple the amount of damage it could receive. I know you have researched reinforced hull, but maybe you have heavy armor also from a tech trade? One of the nice things about mass drivers is the damage they do at any range is the same, so closing with the enemy is not important. A monster will usually approach your ships anyway, so they will be close to get hits even with early computers. This means AE isn't needed to close range, either, and you could get by without it on that account. Dropping AE and IS will save about 110 in space, while adding RH and HA will use up 100 space. This gives an extra 10 space (60 if you don't have HA) to devote to mass drivers. That buys you a regular mass driver with AF using the bit of space left over from the 9 heavies (without HA, this leaves enough room for 2 more heavies, plus a regular). Such a battleship would be roughly twice as potent as the one you designed to destroy eels.

Against another AI race, such a ship would not be so ideal, but upgrading the ship to a design more suited to attacking AI ships would probably only take a turn or two. Against AI ships, I would probably go with IS (but not AE) and with both RH and HA. The mass drivers would also get the AP mod, besides the AF and the heavies would be mostly 90 arc instead of 270 (AI ships wont be as fast as eels and less likely to get behind the ships at this tech level). This would mean something like 4-5, maybe 6, heavy mass drivers and at least a couple regulars to handle any AI missiles and fighters.

We have 2 Battleships and 2 Destroyers. Is that enough to deter any fights or even start them?

Probably, as long as they are not a whole lot stronger. Check out the relative fleet strengths in the info section. If your neighbors are a whole lot more powerful than you, you could need to build up some more ships. I think the game compares relative strengths when determining whether an AI will initiate trouble. Having a battleship stationed in the systems they would need to attack first is a great deterrent also, provided they are not fielding a force strong enough to overwhelm.

For Technology we need the Cybertronic Computer

Eventually, but right now I doubt the AI has that great of beam defense yet. Usually in the first half of the game, if you can get a total hitting percentage of 100-125% (battle scanner + the 2nd or 3rd ship computer), that should be enough to hit their ships. Oops, looking at your research lists, it looks like you skipped those ship computers, so if you cant steal one from the Gnolams, or perhaps do a tech trade with any of the others, then you will need cybertronic to get that hitting ability up.

How far away do you think they are from taking Orion?

My experience is the AI will go for Orion usually between turn 250 and 300, but sometimes they go there as early as 220. It depends on their fleet size. Orion is usually around the center of the map and it looks like you will need to do some outposts to get your scouts in range. You could outpost the gas giant in the Tur system (that shouldn't upset the Humans) to get to the blue star nearby. That may be Orion. If not, it could be outposted or colonized, if it has useful planets. This could bring several more within range, and perhaps relations with a new race. Got to be on good terms with the Humans to do this safely.
 
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