For my opening gambit, I scrap my Colony Ship.
(!!!)
No, I'm not kidding. This is the gambit to end all gambits;
everything is wrong with this move ... but I'm banking on the Meklar's insane factory to population ratio to somehow make it worthwhile anyway! (Plus those two blue stars in colony range weren't exactly beckoning to me....)
I plow the reserves into Meklon, dial ECO to minimum clean, and just leave it on factories for 20+ years while my two Scouts scramble to explore and blockade. Fortunately, they do okay, due to the combination of a corner start, my willingness to cede scouting reports of Radiated worlds to the AI ... and the fact that there's practically nothing around
except Radiated worlds!
In 2324, 3 Newscouts roll off the docks to finally help out the existing Scouts, while Meklon finishes its 300th factory(!) and starts building a colship every 3 turns. (!!) Unfortunately, as we confirm soon before the third would have been built, there's nowhere to send more than two (founding Little Aquilae and Poor Romulas). We meet the Humans, and see no reason not to NAP, but don't bother to initiate trade, as we expect them to declare war at any moment for no reason.
We start research with IIT9 and Terra +10, and move on to RW80, Improved Eco, Range 5, and finally to Controlled Tundra. In 2363, right around the time we're colonizing Poor Rigel and Tau Snowball, we discover Paranar, an unclaimed Arid 60 in the south that looks like a paradise compared to our other planets. We build an LR colship and start biting our nails as the Humans take increasingly closer colonies -- perhaps actually just taking them from the Psilons, with whom we notice they are at war in 2366. We manage to found Paranar without conflict in 2372, establishing contact with Kelvan of the Psilons (we open minimal trade), and start giving it everything we can to make it stand up quickly. We
are doing research, but fail to make the correct Radiated calculation ("if it's not in our tree, we're dead regardless, so we may as well proceed under the assumption that it is") and waste a bunch of energy getting Deep Space Scanner, Shields II, Inertial Stabilizer, and Hyper Vs, actually /emphasizing/ research in these areas due to some misguided notion about defending Paranar and/or Romulas, which have yet to come under attack and probably couldn't have held out long with this stuff even if they had. The Klackons have no contact with us and apparently no range tech to speak of, and the Humans and Psilons are busy with their war -- in fact, the Psilons are actually at war with
everyone with whom they're in contact ... except for us!
First High Council occurs in (technically just before) 2374, Humans vs. Psilons. We vote for Kelvan, as do the Psilons themselves; the Sakkra abstain, and everyone else goes for Humanity. The Humans are down to Neutral, but they're erratic anyway, so why worry? We form a NAP with the Psilons, and have a repeat of the vote the very next year (heh) ... only it's not a repeat! Not only do I abstain (I can't risk
more Human unhappiness), but the Sakkra vote for the Humans, leaving their emperor, Mad Bladrov II, just a fraction of a vote shy of victory! I get contact with the lizards immediately, and find they own nearly the entire north of the galaxy uncontested. I open minimal trade. In the wake of the vote, I begin to realize that I need the Psilons to be stronger lest the Humans steal the game, and so trade with the brains, giving Cotrolled Tundra (new to them) and RW80 (they had 60, but it helps with miniaturization) for Battle Computer II and Hand Lasers.
The Klackons take the Human world of Rha in 2381 ... but they don't go to war, and are allies 3 turns later! The bugs would trade Rha back and forth with the Psilons until nearly the end of the game (not quite a spud -- it was never glassed, and I don't think the Psilons ever even bombed it; Kelvan was eventually to make good on his claim, but only for the last decade or so of the game), but the Humans would never own that world or nearby Rana again, as both appeared to have been alliance-aided colonies, and when the Psilons astutely take Rana in 2383, they cut off Human access to both worlds, except when a Darlok alliance allows them to fight at Rana temporarily (no first-hand knowledge of when or whether these fights actually occurred, but the Psilons would own Rana for the rest of the game). This incidentally also cuts off the Humans from Paranar, not that they ever showed signs of having designs upon it anyway.
In 2383, I give Tyranid (of the Sakkra) stabilizers for Nuclear Engines, and upgrade trade to the maximum with both him and Kelvan. Apart from the tech trade, this was probably a mistake. The next year, I give the Klackons Improved Eco for ECM I, as they already have Enhanced; this helps both of us a little, but
only a little. Some sabotaging spy frames us with the Psilons, but Kelvan is too smart to fall for it for long; relations swiftly heal.
The turning point in the game comes in 2391, not for any reason you'd expect: Paranar maxes pop and factories, and starts working on defense. This makes no real strategic difference in the game, but the psychological shift is significant. I feel like I have an actual chance, and within two turns, with some defenses finally up at Paranar, I finally lose the defeatist attitude I unconsciously felt since the beginning of the game, and try and come up with a way to win. Terra+30 immediately receives virtually my entire research budget, and research receives virtually my entire
Imperial budget. I should have done this decades ago, but better late than never! I've come so far in the course of two years that I even develop a plan B (to which T+30 is also critical) in case someone else gets Controlled Radiated too soon or I don't have it in my tree.
We vote again in 2400, and it's Bladrov vs. ... me?!?!?! Well, those poor worlds may not be much to look at, but since no one ever challenged me at them, they're good for a lot of voting power ... and Kelvan's expansion was stuck in neutral with all his wars; at this point, I have more planets than he does! The voting blocs fall the same way as in 2375: Everybody for Bladrov the Mad except for me (abstaining) and the Psilons (against Bladrov, which in this case means for me). Bladrov is a
whole vote shy this time, mostly because of my growing population. The Sakkra however are growing too; I'll have to keep an eye on them.
Kikitik wants a trade treaty after the Council, failing to understand that his hold on Rha (which gives us contact via my Deuterium; he only has Range 4) is only temporary. And then we hit the fateful interturn to end of the century: I hit "Next Turn," and Terra+30 comes in. (Yay!!! We may compete with the Sakkra after all!) And in spite of all my assumptions to the contrary, all my wasted time and dallying about with techs that were obsolete when I reached them, Radiated is in my tree! I suddenly believe I might be able to win this game -- not as a goal or a vague hope, but as an actual possibility. I click on Controlled Radiated Environment ... and get the headlines from GNN.
There's a massive plague set to kill millions ... on the Meklon colony.
I find out the cost of the plague on the next interturn, and there's just no way. It looks like the original number was something like 6,500 RP before my research spending from the previous turn was subtracted. RC3 hits during the plague years, which actually helps, since we don't pay refit costs, but the plague eats all my production (including reserves pouring in from Paranar) and tens of millions of my people for more than a decade anyway. And just when I think I'm going to learn that it's cured, just one turn short of reality, I get a different message instead: The stars have finally alligned, and mad old Bladrov II declares war on me.
The Sakkra fortunately agree to join me against their erstwhile allies the Humans when I present documented proof of Bladrov's insanity, and I trade them Robotic Controls III for Range 7 Dotomite Crystals. That was probably a crazy move, but I think it wound up helping me ... as much because of what I gave Tyranid as because of what he gave me!
The Klackons refuse to break up with their Human allies, which makes sense -- I wouldn't want to get crushed between the Humans and Psilons either -- but trade me ECM II for my Inertial Stabilizer, helping with my base defense and spying.
The Psilons are my best hope against Bladrov, so I'm willing to give them anything they want as long as I get useful stuff in exchange; I trade Terra+30, Dotomite, and RC3 for Class V Planetary Shields, Sublight Engines, and Class IV shields.
The newsdroid forgot to add, "And not a microsecond too soon!"
I manage to steal Controlled Barren from the Humans in 2418. That year is important because it happens to be the same one in which our scientists discover a
slightly more important type of Controlled Environment technology:
Since we're never allowed to hold onto good Radiated news for long, an earthquake hits Rigel the next year, killing over 5% of my entire empire's population, and destroying probably a dozen turns' worth of factories. Unlike the Meklon plague though, this doesn't slow us down significantly, and with Neutron Pellet Guns coming in the same turn, there's even hope that I can build a defensive fleet. I discover Orion in 2420 at what I thought would be a Darlok world. I never would reach one of their worlds, nor achieve contact with them, though the Psilons never got around to exterminating them for some reason. (Maybe the game just ended too soon for them to finish the job, but I think a lot of it has to do with their Human wars -- for the same reason, Bladrov never attacked me, and the biggest fleet I ever sent to his worlds was a single medium with a scanner and Hyper V rockets, to check out his fleet. More than 50 years after the Human-Psilon war was declared, I'm beginning to witness the full importance of that stroke of luck to my game!)
With Sublights and Rad bases, I colonize my entire halo of Rad worlds by 2424, with Duralloy hitting in the meantime and two more ships sent en route before the election (thanks to Dotomite Crystals) for UR Radiated Vox and Toxic Rich Maalor. Also in 2424 however, someone frames me for sabotaging the lizards (unlike with our friends the Psilons earlier in the game, our relations would never recover from this) and the Klackons finally declare war (due to their on-again off-again alliance with the Humans) ... even though they can't reach any of my worlds without LR tanks! Believe it or not, the timing of the Klackon declaration may have cost me a 2425 diplo win; had it come much earlier, I might have found a way to take Volantis, and had it come any later, I might have persuaded them to join my war against Bladrov instead this year (though I doubt it). Their two votes would have won the vote for me here, as the Psilons, Sakkra, and I are all united in war against Bladrov the Mad, and I'm running a solid second place to the Humans in population with my Radiated halo filled by transports from swiftly-regrowing Romulas and Rigel.
We colonize Maalor in 2427, and GNN officially declares us the early runaway. The lizards respond by declaring war ... and unlike the Humans, they mean it! Virtually their entire military effort is concentrated on me, but fortunately they have to spend some time gathering it before they can attack. I build my first armed starships of the game, NPG fighters called Swarms, and get ready to dig in. In the meantime, BC4 hits -- I believe it was the earliest battle computer in this improbable Meklar tech tree -- and we steal Controlled Dead from the bugs.
Tyranid's first probing attack hits Aquilae in 2436, and the enemy has death spores. My seven Hyper-V bases barely take him out before he can spore me. My spies infiltrate his labs as well, but only get Anti-Missile Rockets. Soon thereafter, I scan his fleet at Sssla, and discover the entire thing is based on spores, with a few Heavy Ions mixed in on the larges. Poor AI ship design may save me here, as better combat speed on their medium spore ships or better engines on their most common larges would have been a nightmare. Their numbers are so huge (46 larges are incoming to Romulas already, with support), it's looking like a nightmare anyway. Fortunately, Merculite Missiles and Auto Repair System both come in, providing a huge leap forward for my defense and some help with ship miniaturization. I actually refuse peace with Bladrov when he comes calling, figuring that if he doesn't
want to fight me, he probably
won't fight me -- besides, he certainly hasn't been! I
do want peace before the next election, but I want to wait a few more years so he'll have fewer opportunities after pace is established to change his mind and declare war on me.
2441 brings the decisive battle of the Sakkra war as his main fleet attacks Romulas, defended by a dozen Merc bases, hundreds of Swarms, and dozens of the new Strikes -- just like the Swarms, but upgraded with my state-of-the-art battle computer. Tyranid spores the planet down to 3/4 of its population, but we take out his entire fleet, at the cost of a few dozen Swarms. We have broken the back of the Sakkra navy, and with defenses building up quickly on our vulnerable worlds, Tyranid would never successfully spore us again.
Two years later, we win the decisive
espionage battle of the game. We hit across all fields with the Sakkra, and choose computers, knowing their only tech advantage on us there is BC3 -- first to help our spying, second to make it easier to fit good computers on small ships, third and most importantly because it's also the only computer tech advantage
Bladrov has on us in that field ... except for RC4! I even got to frame the Humans for the steal. I was pretty pleased ... but didn't expect it to pay off on the same turn!
The only reason Planetology isn't an option is because he has nothing I don't have already in that field. Yes, I'm playing the Meklar. No, I can't explain it either. I was correct, and nab the Robotic Controls. I'll have 780 factories on Meklon, 1080 between various UR worlds, and 360 on Rich Maalor, all finished by next year.
The pirate event hits the Human world of Vega and pretty much evaporates my Psilon trade treaty, so I trade tech with the brains instead, giving them Controlled Radiated for Improved Space Scanner, which cements my ability to thwart Sakkra threats. I make peace with Bladrov, but Kikitik the bug wants Improved Scanner for peace, which is ridiculous -- he still can't reach any of my worlds! -- so I refuse for the time being. I've built a bunch of Baby Bomb 3s to attack Volantis -- small
nuclear bombers(!) -- but since the Psilons have decided to make Rha stand up after all and already hold orbit at Volantis, no doubt sending transports already, I let it go. I consider scrapping the fleet, but send it up to Maalor instead, in case the newer Sakkra planets in the northeast -- between their wars with their neighbors up there, their relative youth, and the cost of building up facs since I traded them RC 3 -- have weak eough defenses to give the Baby Bombers a chance against them. It turns out that all three of those things must have played important roles, since the two Sakkra planets I examine have 10 missile bases /between/ them, and don't even have planetary shields completed. My Baby Bombers fly right around their scatter packs, and take the bases out in one turn while my Swarm escorts go after the fleets in orbit -- though there's no need, as once the bases are destroyed, if not before, the ship at each location retreats. This does wonders for my relations, as the Sakkra are at war with literally everyone in the galaxy. I sign peace with the bugs, form NAPs both with them and with Bladrov, and trade Soil Enrichment, RC4, and worthless Hyper V rockets to the Psilons for Impulse Drives (warp 5!), Megabolt Cannons, and worthless Hydrogen tanks (but they'd help prevent bad spying outcomes on good spy hits if there was any need to do more spying) respectively. These might have been crazy moves if the Psilons weren't stunted by their war with the Humans ... and if they hadn't been my de-facto allies (though we've never made the alliance official since I don't like to be at war with the rest of the galaxy).
I build the last colony of the game at the former Sakkra world of Neptunus (destroyed by my Baby Bombers in a single turn of orbital bombardment) after a battle with the lizards' latest large design. With 4 Heavy Blast Cannons and no computer (just a Battle Scanner), it's exactly the wrong answer to my swift-moving NPG fighters. We destroy it without losing a single ship.
The final vote is cast in 2450: Sakkra, 8 for Tyranid. Klackons, 2 for me. Humans, 8 for me. Psilons, 5 for me. Darloks, 2 for me. Me, 11 votes. That's not even quite enough for a veto, and I'm certainly not yet in what Sirian would call a winning position, but from here out, this would be my game to lose, and I don't expect that I would lose it. I take the diplo win, with unanimous support, and at last all the people of the galaxy learn the secrets of symbiosis between living entities and machines. Tyranid is executed for his flagrant use of germ warfare; perhaps it was this that led the other peoples of the galaxy to realize the cybernetic Meklar were the true champions of life -- not just machines! -- in the galaxy. His poor, slaving Sakkra subjects however are welcomed into the fold as we form a New Republic. Kelvan becomes my chief technological advisor. Kikitik and the nameless Darlok ruler are permitted to survive -- which for them, in this galaxy is a relief! Even Bladrov II receives a life stipend, and the very best services our new galactic government can offer him, in his special office on Sol ... in a padded room!