MoO1 challenge: Another Meklar Corner

I gave this one a go:
Spoiler :
Seeing the initial layout we have 4 mediocre planets + home. We are the meklars so we don't need such a large empire.
I get the message humans to 6. This is dangerous obviously. We have the coids so the first vote will be early and could very well be disastrous.
Fortunately the coids are up against the humans and it's all OK. My plan is to try and stay out of 2nd place which should pretty much keep me from losing the vote, then expand aggressively once I get some speed and weapons.
I get greedy and think hmm I'm behind the coids on pop and I've already got IT20 with no pop expansion in sight so I can expand a bit as they surely are still growing. I go toxic to settle the tundra and crappy corner inferno then follow with radiated to try and pick up the rich. The bugs beat me to the radiated rich and we're mostly at war for the next 100 or so years with them blowing ships and doing little damage. Just as well that I didn't get that as I was close to second on several dangerous votes.
I have a close call as I unexpectedly come up for a vote and squeak by a single vote.
I'm able to keep good relations with the birds and the brains most of the game.
Around 2500 I get the offense going and it's payback for all those declarations.
I've got impulse, AM, exo, BC7, zort. I've traded for pulsar to deal with the mass of tiny bug ships. In short order I take cryslon then 3 bug planets (picking up gobs of tech) and pass the 2525 vote. The rest is mop up--probably won't finish it.
 
I decided to have a try also...short version.

Spoiler :
Well, I was expecting to get stomped as I'm relatively new to MOO and had just lost my only try at Impossible, and was not disappointed. Early landgrab was pretty limited like many of the others, only getting the 4 nonhostiles around Meklon (had just gotten the inferno in the backlines when it all ended). Should have put some popguns over the tundra planet. Despite the small empire, was consistently up for the vote and lost in 2400 to Silicoids. The diplo situation sucked, the vote allocation was something like 3-7-5-5-5-5 but I'm the one of those 5's up for vote (do ties always go to the player in this case, or does it compare the fracitonal parts?). Couldn't do anything, even start a cheez war between AI's as I had no diplo contacts with anyone but Psilons. I had been neglecting range 7 tech as my scouts were reporting that it wouldn't give me any more worlds; perhaps beelining that would have given me a chance to manuever diplomatically as I would have met the bugs and rocks.
 
My story so far..

Spoiler :
Guys, I'm feeling a little beat up after having invested quite a few hours in this game and getting a little past 2500. I finally read/skimmed the reports that have been posted. I'm a little surprised by the variety of game experiences people have had (though certainly there are some similarities) and I think my experience has its own novelties. I didn't keep detailed notes, but basically, by around 2355 I was thinking it would all be over soon, even though I got the planets as far south as Dunatis (Dunatis itself being quite a prize too!) , because the Psilons had about 10 planets, which I thought was bad news enough, until the Silicoids then triggered the GNN notice that they had 12 of their own. But I hung in there, made nice with the much-superior-in-tech Psilons, and with the Silis and Klackons when we met them. By "nice" I mean trading, not sabotaging or doing espionage, and having a NAP with the Psilons, as I feared being crushed by them. For some reason, even thought the Klacks and Silis declared on me, all 3 of these races left me alone for decades, and I noticed my standings in Production and eventually Tech getting better and better (the Psilons still standing head and shoulders over the rest of us in tech though). I did persuade the 3 races to engage in wars with each other; I only asked for DOWs against races (Klacks & Silis) that had already DOWed me. However, I was not in a position to actually send meaningful fleets against my opponents myself, so I'm not sure whether that would be seen as following the guidelines of Realms Beyond folks or not; feel free to share your perspective on this.

I started to dream of seizing a Klack or Sili planet and getting good techs, especially RC V. I was able to trade with the Psilons to get RC III but very much wanted more. I was disappointed to find that Draconis appeared to have functioning shields even though it appears to be in the middle of a nebula (aside: using the battle scanner on a planet IS definitive, correct?) But eventually I had enough bombers that when the Silis foolishly sent the ships at Draconis away, I was able to rush in, take out the bases, and capture it. I was somewhat chagrined, though, when I only got one non-obsolete tech (I think it was Enhanced Eco, but do the Silicoids ever learn that, even from pointy-sticking?). I wasn't able to keep Draconis, but I did trick the Silis (by raising its pop just enough) into glassing it shortly before their troops arrive to reclaim it. Later I wasn't sure that had been a good idea because the Psilons came in and made it their planet.

After that I turned my attentions to the Klackons, setting sights on Centauri. The Klacks in the early-to-mid 2400s had a smaller fleet than other races and Centauri in particular was not defended by their ships. But whether it was actual artificial INTELLIGENCE or just lucky die rolls for the Klack decision-making...they made it really tough for me. They got Scatter Pack V, BC VIII, better shields (planetary V AND better ship shields IIRC), plus enough gropo tech to give them +40% on defense (ouch!!), all while I was trying to make this invasion happen. Also the Silicoids started actually attacking me and were suddenly developing more tech after having been stalled for a long time. In the southern "theater", I feinted at the Ultra Poor planet, repelled some ill-considered attacks by the Klacks on Dunatis and Argus, and then finally succeeded in swooping in and capturing Centauri. We were at -15% in the gropo battle and had 1 troop left (see thumbnail); though we had more on the way. Again we got obsolete techs except for slightly better range and the much-coveted RC V (thank goodness). I was able to make peace with the Klackons (I think I did that after seeing nasty incoming Silicoid fleets bound to other colonies of mine; "nasty" because of many larges with 4 anti-matter bombs each), which was OK because I wasn't yet in a position to grab more of their (Klackon) worlds anyway.

The Silis sent a fleet containing 50 of the large bombers. This fleet (at least I think it was the same one) had earlier approached Dunatis but turned back without fighting when I had 50-60 bases there. Unfortunately I didn't reckon on the possibility of seeing it sent somewhere else later. Also they added 2 huges with 12 anti-matter bombs each. They sent this fleet toward Kulthos and I could only get about 30 bases up, though at least with Planetary Shield X. That battle was really nasty, i.e. completely lost without going back a couple turns to change history. I tried trading various techs with the Klackons and Psilons, but it was only when I got lucky enough that the Klacks offered Scatter Pack V that I was able to win the battle. The packs made a HUGE difference, the Sili shields being 2 to 3. I still might go back and replay it, though, because the amoeba showed up--where else?--on MY border, on that same turn.

I'm ready to get off the computer for a while so will wrap this up. I may continue with the game but I feel a little worn out because each time I appear to make progress, or go back some turns to change events because something too demoralizing for me has happened (or I made a mistake that I never would have made if I had noticed it), I think it's going to get easier, but it really hasn't. And the vote is still a concern--last one was 16 votes for the Psilons (who have 12 by themselves), 20 for the Humans we've never met, with us having 7 votes and abstaining. Incidentally, the first time I played through the council in 2499, I voted for the Psis for the relations boost and somehow the total went to 29 votes for the Psis instead of the expected 23, and they won--anyone else ever seen this kind of Council math error / "bait and switch"?

Ready for a little rest. Kudos to the people who won this game..
 

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Well, I've played this one up to 110, but it's going to be put on hold for a little while, because The RBO Imperia are back!!! Once I've played through Imperium 10 and gotten my report ready for closing day, I'll hopefully turn back to this one ... assuming it doesn't take me most or all of the whole four weeks to do so!
 
I think I'll give this a go also, but first there's that Sakkra game and my civ games. I guess they wanted to attract new players with that Sakkra game or something? It looked like the game might work out a little harder than a usual Average game, but then I thought about it and thought it might actually work out easier than Average. We'll all see once we start to play I suppose.
 
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