MoO1 Challenge: Meklar survival is at stake!

I managed to get Radiated in 2395 and haven't received any notable attacks yet. If I'm allowed to hold all those juicy Radiated systems I'll be cruising on to victory from here.
 
Report so far:
Spoiler :
Keeping colony ship at home, scouting first
Opening IT+10
6m to Aquilae
4 Radiated scouted, wow
IT+10 hits, IER next
Seeding IER, then all into ship
Opening Deuterium, not seeding
2 scouts built
Aquilae handles most research
Seeding Deuterium, seeding Hyper-V
Chased away from Romulas by Psilons by single fighter, sending 2 fighter escorts with my colony ship but the Psilons leave on their own
2335: Romulas founded
2336: IER hits seeding Tundra moderately
2338: humans at 6 systems
234131: Deuterium hits, choosing Inertial Stabilizer, contact with Klackons
2349: Hyper-V hits, seeding NPG
2354: Rigel colonized
2356: Tundra hits, seeding IT+30 heavily
2360: NPG hits, chose Merculite
2363: IIT9 hits, chose 448RIW80
2364: Virus nukes Stabilizer research badly
2365: Scanner and Shield I hit, chose IRC3 (seeded) and Personal Deflector
2366: Tau Cygni founded
2378: IT+30 hits, seeding Radiated
2379: RIW80 hits, chose Duralloy
2393: Paranar founded, contact with Psilons, start building factories on Romulas
2395: Radiated hits!
2405: Sakkra declare war! Merculite and Duralloy still in the making, will crank out a ton of NPG fighters. They have Repulsor Beam tech, though...
2410: Merculite hits, Gatling Laser next. Humans colonize Maalor and Vox and make contact.
2412: Duralloy hits in time for battle with Sakkra at Romulas next turn... Battle Suits next.
2413: Repel Sakkra easily, they're using Death Spore ships. I have 386 small fighters and 40 medium 5x merculite boats + a base vs a huge spore/missile ship and 44 spore ships. I lose a mere 6 fighters, their fleet is wiped out.
2414: Beat back the 2nd incoming fleet, 1 huge and 76 spore ships. Tiny casualties again. Launching counter offensive against Sakkra, they seem to have mostly spore ships. Building nuclear bombers, escorted by missile ships and fighters.
2422: Atmospheric Terraforming hits, Enhanced Eco next
2424: Gatling Laser hits, AMR next
2425: Personal Deflector Field hits, Class V Planetary Shield next
2428: Inertial Stabilizer hits, Dotomite next
2429: Beaten back at Sssla with 67 vs 140 troops, Battle Suits didn't hit in time for the battle. I decide to bomb it to oblivion and colonize it instead, will take too long to conquer it. Their tech won't run anywhere, and I can take it easily on some of their smaller planets.

I think I lucked into a lot less AI aggression than most other players, haven't seen any real threats so far. Klackons are friendly, and Sakkra are food. Psilons and Humans balance each other out, neither running off.
 
And now I just overwrote my game with the succession game :( I'll have another go at it though, this is a really nice map.
 
I'm having another go at this. First, I'll try to analyze RefSteel's gambit:
The colony ship is worth 147 credits scrapped, plus 24 credits in saved upkeep. That's 17 factories + change, worth 8.5 production. The alternative is getting a colony in 2302 with 2 pop which will start building up. I wish to see if there's a way to have a larger total production after settling the system with a new colony ship later, and I'll be employing a spreadsheet to that end. I'll use pop data taken in-game, as I don't know the formula for pop growth.

Fast forward to results: In 2331, a singular Meklon will have maxed factories and have 848 production to spare. Production level will be 453. Had Aquilae been colonized instead, the empire would have had a total production of 467 with no resources yet set aside for colonization purposes. This assumes 8m colonists sent to Aquilae, brief tests showed that to be the optimal number.

These findings interest me. Two planetology techs can easily be discovered by 2331, lowering the cost of the colony ship additionally. It thus seems quite likely that the gambit can pay off, contrary to my original expectation. However, this assumes that the colony ship is scrapped in turn 1. Scrapping it on turn 3 or 4 will lower the advantages significantly.

I'll try two quick runs up until 2350 or so, one with the gambit and one with conventional wisdom.
 
First gambit test run, ending in 2391.

Total production 1098 BC
Total factories 659 (520 of them on Meklon and 82 on Aquilae)
Total population 412m
Total waste 220
Net production 878

Systems: Meklon, Aquilae, Romulas, Tau Cygni, Rigel, Paranar
Techs: IIT9, RIW80, IT+10, IER, Tundra, IT+30, Radiated (finished in 2390, but forgot to save), Hydrogen, about halfway to Deuterium

Fleet: 75 fighters, 1 colony ship halfway done

I'll now try to achieve these objectives with better numbers in the same time frame using a conventional opening. I'll also try the gambit plan with different tech and colonization priorities to see if I can get better results.
 
Back
Top Bottom