MoO1 Challenge: Meklar survival is at stake!

2nd vote in 2399??(I thought after the first were only every 25yrs) is me vs brains and all vote for brains.

There is another quick vote soon after the first one. Then they go into the regular vote cycle.
 
@Horizon: My suspicion is that the bugs' low speed was just because of poor design decisions (a common AI weakness is to build s-l-o-w ships and send them along with the rest of their fleets, thereby slowing their superior designs too), though you may well be right that they're hurting for engines -- I vaguely remember that Klackons are poor at researching Propulsion. (As further evidence, in my game, the bugs never got range tech beyond Hydrogen cells, which stunted their growth horribly, as you might imagine).

@IamJohn and Ungy: I'm glad you enjoyed it, in spite of the AI running away with the game. That's what I meant when I wrote that the map isn't intrinsically winnable; there was the potential for one of the big AIs to just go on a romp and take the game before they could be stopped -- I'm sorry you drew starts where they met that potential.

@dathon78: Argh!!! That sounds like it was a terrific game ... right up until the Psilons got that plague-assisted fraction of a vote! I'm tempted to agree on the random events, especially the plague. There's just something wrong when the only effective way to deal with a disease is to send millions of colonists from healthy worlds to die horrible deaths in the plague zone.
 
All right, as promised, here's the short(ish) version of my game log. If anyone's interested, I can put copious details up elsewhere and post a link. I'd also love to discuss the pros and (many) cons of the Meklon Gambit I used as my opening strategy. It's definitely not "better" than a normal opening -- certainly not in all circumstances -- but it provides significant trade-offs that I think are very interesting. (That's one word for them, anyway!)

Spoiler :
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!
 
Some highlights, first from the galaxy as all (or most) of us got to see it: (All images created by copying and pasting pieces of screenshots into each other from different periods in the game)
Spoiler :
Our absolutely horrific start...

...that turned overnight into an incredibly strong position.


The "anti-Meklar" tech tree, with few choices in computers...

...and everything we could possibly desire in Planetology.


And a map that featured this friendly combination right at the very center of the galaxy:



Second, some peculiarities of my own game that I'll bet you didn't see!
Spoiler :
Mad Bladrov II, the erratic emperor, honoring our NAP for nearly 80 years -- and never attacking even when he was at war with me! -- while Tyranid, the pacifist, never agreed to a NAP at all in spite of decades with a 300BC trade agreement, and sent constant late-game sporing expeditions against me.


Rha, the spud that changed hands 8 times in less than 50 years but was never actually glassed throughout the game.


The interturn at the turn of the century that encapsulated the first ~125 years of this game.
Mr. Researcher Robot, I want to shake your hand!

WE! HAVE! RADIATED!!! HURRAYYYYYYYYY!!!!!

...
...
...well, that was a quick letdown.
(Yup, those three screens came in immediate succession.)

Beating an Impossible AI's bases with nuclear bombers(?!?!)
Before...

...and after....


And Tyranid's latest and "greatest" design, the inaptly named Juggernaut, with its attack level of 1, armed with four non-streaming beam weapons and nothing else, trying to deal with a few dozen of my nimble fighters...

...and failing miserably.



I'm glad so many of you had fun with this one!
 
@Sullla: Wow. ... Wow. If my "Big Three" had looked like that....
It looks to me like my draw was even luckier than I thought. I'm looking forward to seeing your commentary on the other games ... especially (selfish cyborg that I am) on my own!
 
Impressive, seems i have a lot more to learn, especially in the 1st part of a game, as my problem is that i may always wait a bit too much before getting seriously on the offensive instead of doing small skirmishes here and there like currently.

That delay in my play usually allow for the AI to climb higher in the tech level, and in Impossible, mine is really not climbing as well as theirs, so i always end with something very difficult.
In my current game i am wondering how i could take out the huge evil empire that the Psilons have built, nearly destroying all the Klackons.
Winning by vote is now out of question, as the Psilons have enough population to block what they want.

I could try to search for spores and build massive fleets of small ships bombing Psilons planet back into pop10-only systems to cripple their fleet maintenance, but unlike my other games on lower difficulty i doubt this would work as now Psilons systems have way too much missile bases for the bombing fleets to close in with enough to destroy them.

I wish i had teleporters, i would easily break the Psilons using spore like this, but the tech is far, very far away out of my reach with my slow researches. And so far spying has been unsuccessfull, as everyone seems to have better spy defenses.

On my game there was a plague event that took over lots of turn before being cured, but it touched the Darlok, and so far out of the planetary vote i never met them, the plague has surely killed their expansion ambitions.

I bet that even an amoeba/crystal in the enemy territory would not help, the Psilons are so high tech that they would just walk over it.

At least Psilons can't win by vote for now, as i am always having the Humans, Sakkras and Klackons being that friendly to me that they are eating in my hands. The Darlok sometime vote for the Psilons, but they are so crippled that it counts nearly nothing.
I just hope the erratic personnality of the Humans will not break the diplomacy scheme, as for now i can indirectly get those 3 races fighting the Psilons for me.

I can always try some opportunity invasion, as during the Klackons/Psilons war some worlds never cease to change owners, making invasion easier for me.
 
My report is finished. It can be found on my website, here:

http://www.garath.net/Sullla/MOO/meklarchallenge1.html

I'm a bit tired of typing now, so I'll wait to comment on the other games until tomorrow. :)

My start was quite similar, up to the ugly:sad: loss of Romulas by Anti-Matter bombs.

Apart from the Sakkras colonizing the worlds I couldn´t hold against the humans, I decided not to conquer their territorry at first, but to get techs from the Psilons and only afterwards turned on the Sakkras. I think both are quite valid. The Sakkras actually built huger fleets then the Psilons, so I needed a tech edge with them.
 
Well, now that I've had a chance to look at some of the other games, let me see if I can add some comments. I'm not going to both with the spoiler tags; we're on the second page of this thread now. If you're still in the midst of trying the game, just don't read this post, OK? :)

Archduke
Let's see, the Humans came after you at Romulas at just about the same time they attacked me. The main difference is that their ships were using Heavy Lasers... as opposed to Antimatter Bombs! :lol: After all, you constructed a single base, and held them off. I built 10 bases, and lost horribly. A bit of a difference there, although the Humans did come back later and wipe out the planet. They seemed more willing to sign peace with you than they were with me; I must have asked the Humans for peace a dozen times and kept getting shot down. Pulling the Mining event and getting another Rich planet had to help out as well, even if it was only Aquilae. I was not able to draw any of the "good" events in this game, unfortunately. Fortunately, I managed to avoid having Meklon go Mineral Poor, OUCH!

We had the same overall strategy though, the beeline for Controlled Radiated tech, and actually landed it at roughly the same time. I was slightly before 2400, your game just a hair afterwards. We even made the same trade, getting warp 2 engines from the Klackons!

Because I was able to stay out of hot war with the Humans for a period around roughly 2450, I had less of a rough time standing up the Radiated colonies. They didn't come under serious attack until later, after I'd had time to stand up plenty of bases. The interval of peace that I got also allowed me to discover Planetary Shield V and Merculites at an earlier date than in your game, which was a major relief!

In the late game, the major difference between our galaxies was the emergence of runaway Psilons in your world, while I had a three-way split of AI powers. You did much more with capturing technology in your game than I did, and probably had higher tech levels than me due to looting all those Psilon goodies. I certainly was nowhere near Black Hole Generators! The diplomatic situation in my galaxy allowed me to carve up the weaker races instead, which granted me more territory - but not a great deal of tech. Overall, I think your situation was quite a bit more difficult than the one that I faced, which explains why your game finished later than mine. I've taken down runaway AIs before, but it's never a fun task. :)

Horizon
Based on your early tech discoveries, it sounds like you were splitting research evenly in all fields early on. You'll see from a lot of our reports that many of us will skew the early research heavily in favor of certain categories, usually Planetology and Propulsion. Those fields are both critical for grabbing a lot of planets, which is usually a prerequisite for success. I actually agree that a balanced approach to research is usually a good thing... but the early game is a bit different, and should be treated as a special situation. You might want to think about that for the future.

From that second image, it's also clear that you didn't post scouts over all potential worlds in range. That's usually a good rule of thumb; if the AI doesn't scout a planet, it won't send a colony ship there. Denying them access to worlds is extremely important on Impossible! You should have been able to prevent the Psilons from colonizing Tau Cygni, for example. I don't think anyone else saw that happen. Especially when you have so few worlds, you can't afford to give any of them up to the AI.

You didn't pick up +10 terraforming until ~100 turns into the game? That's leaving a lot of population on the table... That tech is absolutely dirt cheap (less than 200RP, even on Impossible). I would always grab that first, and add the additional population on all my planets.

Weird to see the Klackons dominating so much in your galaxy. You weren't even in contact with the Humans, which was probably a good thing! Erratic neighbors are among the worst to have to deal with. Diplomatically, I'm not sure antagonizing the Psilons was the wisest move, but it seems to have worked out OK.

You were pretty lucky that the Radiated planets were still there to be colonized so late. The one race that had the tech in their tree was... the Humans! They certainly were grabbing Radiated planets in my game, where they were one of the major AI powers. I think your game is the only one where no AIs tried to attack at Romulas (the Poor world in the northeast). Pulling the Mining event at Meklon was another VERY nice break. I think that MOO liked you in this one! ;)

If you can keep the Psilons from totally running away with things, you probably have a winnable game on hand.
 
RefSteel
Wow, that's a bold move out of the gate, to be sure! With such a poor surrounding neighborhood, it actually wasn't all that bad of a play here. Generally speaking, however, I think that you would usually come out behind compared to a normal start, if only because the second colony usually feeds population to all of your other developing worlds. Not to mention, the second colony extends range so your scouts can fan out further, thus denying more planets to the AIs via scout blockade... yes, in most situations this play probably wouldn't be best. But you did a great job of showing that there's more than one right way to execute a MOO opening! :)

Paranar, the Arid planet in the southeast, was already colonized by the Psilons before I could even get there. I definitely had a scout there before your game; I wasn't writing exact dates down, but I'm sure that I had Range 5 tech by 2350 at the absolute latest, and the Psilons had a colony ship there by the time my scout showed up around ~2355. If only that planet had been up for grabs! I had more than enough production to defend the location with LR ships until a colony one could arrive.

It's absolutely bizarre to see how poorly the Klackons did in your galaxy, and have a runaway Human power instead. You may have been the most fortunate at all, in that the Erratic Humans never declared war throughout the entire game (am I reading that correctly?) I would have to say, that certainly makes for a different experience than in a game like mine or dathon's. Of course you did get major trouble from the Sakkra instead, who for no clear reason became a superpower, despite being a minor player in most games.

Technologically, I certainly would not have made some of the trades you did. You gave a lot of the AIs technologies that were missing from their trees in exchange for things that you would have researched naturally anyway. It certainly seemed to work in this game, I just dunno how wise that would be over the long haul. I would never, EVER give Improved Robotics away from something as minor as Range 7. You're going to give the AI 50% more production on every planet, in exchange for a tiny increase in range?! Giving away Inertial Stabilizer for ECM II? :confused:

You did have to deal with a very bad Plague event, on Meklon itself! That's definitely a tough break. At least the other events weren't too bad.

Strange to see the Sakkra using Death Spores on their fleets. I don't think they even researched that tech in my game. No one else has mentioned having to deal with Antimatter Bombs in the early game from the AI, I wonder if I was just unlucky there? You did a fantastic job of working the diplomacy in this game, first uniting the AI races against the Humans, and then turning them around on a dime and getting them to align against the Sakkra instead. You didn't even have 1/3 of the population, yet managed to pull support from everyone and win a true Diplomatic victory. Excellently played. :D

I wonder why the Psilons did so badly in your galaxy? That didn't seem to be the case in most games!

dathon
I saved dathon's game for last because I have the most critical points to make about how it ended. I know dathon was feeling frustrated about the outcome, and I understand that, believe me... but I disagree with his eventual conclusions. Let's go through things from the start.

I agree 100% with the initial philosophy dathon outlines. The best way to play the Meklar is to expand out to roughly 2x factories initially, then run the landgrab as usual until expansion is no longer possible. Only THEN should you go back and fill out the other factories; trying to max 4x factories out of the gate takes too long, and will result in a stunted colonization. This is indeed a mistake that many new players (and the AI!) tend to make.

Unlike dathon, I do not have the numbers memorized for which combination of techs open up LR colony ships. I knew that Durralloy would do it, which is why I researched II9, Durralloy, then RW80%, but beyond that you're getting too "spreadsheetish" for me. :p It's interesting to note that dathon's Planetology tree ended up looking different than almost everyone else's, due to the desire to fit reserve tanks on colony ships as soon as possible.

dathon always puts more into research, less into factory construction than I do early on. This paid off handsomely in this particular game for him, because he reached Paranor about 5 turns before I did - JUST enough time to chase away a Psilon colony ship. I think I reached that planet around 2355, and the Psilons had just settled there (i.e. the colony had 2 population). The bid for the planet was excellently played, and did manage to land the location. Very well done.

The Sakkra declared war on dathon immediately, just as they had done in my game. The key difference is that I didn't meet them until almost 50 turns later, when I could handle their aggression much easier. Ironically, since I already had lost Romulas by that time, the Sakkra didn't have anywhere to attack me (they lacked Controlled Radiated) and so our war became phony. That may have actually been a boon to me in disguise, as I could safely ignore the lizards rather than having to spend heavily on defense.

I think this quote sums up the differences in our playstyles quite well:

Unfortunately, I'd been running a gambit at Romulas, speeding my research at the expense of slowing the planet, thinking I'd have more time.
You would never see me do this in a game. Poor planet on the front lines says to me "max factories and defenses immediately, with reserve spending if necessary." Now I'm not saying I'm right or wrong necessarily; if anything, I made the wrong call in this game, because I invested a lot into Romulas and couldn't manage to save the planet. I'm more just trying to highlight some of the interesting comparisons that emerge from looking at these games. Even though I lost Romulas, my factory-heavy playstyle has saved some Poor worlds in the past that I think most player would have given up on. :)

Another difference in our playstyle that I've noted is that dathon tends to open up the extra tech fields much later than I do. I started doing at least minimal research in all fields after about 2350, when I discovered Range 5 tech. There are advantages and disadvantages to each approach, naturally. I just always recall the game where I waited too long to open up Force Field research, allowing a swarm of Laser fighters to capture one of my planets that a single missile base with 2 points of shielding could have saved!

I think dathon had by far the worst luck in this game in terms of AI declaration of wars. I certainly didn't see anyone else getting hit so hard by the Sakkra and (later) the Humans. On the plus side, the battle raging over Romulas was epic! :D I hope that that provided some entertainment.

I agree that researching both Battle Suits and Autorepair Special was a fairly major mistake. Either one or the other would have been fine, but not both. In a typical Impossible game, you only have time to research maybe 6-8 techs in each field. Pushing up the tree ASAP is something we can probably all agree is vital. Lacking engine techs was another huge hole in everyone's trees. Several of us managed to trade for warp 2 with the Klackons - but obviously that wasn't an option in your galaxy.

Now, let's get to the end of the game, and the controversial part of this commentary. dathon stated that the council loss in the 2500 election was due to the Plague random event:

To punish me, the game slapped me with the plague event at Tau Cygni Argh! The game is already close and challenging enough; I don't need this kind of setback. At least it will only take ~8 turns, but that's with a lot of reserve spending. But, it didn't matter:

The event killed me. I lost enough pop at Tau Cygni to lose the vote. Un-frickin-believable. 30/46 would have been fine, or even 31/47 if the math went that way.
I'm sorry, but I'm not buying this excuse. The Plague event can kill, at most 3m population per turn. Even if it lasted for a full 8 turns, as stated in the report, that would only be 24m people - that's 1/4 of a council vote. It's extremely unlikely that the event caused dathon to lose any representation in the voting whatsoever. And besides, even if the Plague was killing off population, we're in the year 2500! This is not the early game here. You could easily replace any population lost by transfering colonists from Rigel, a Poor world right next door to Tau Cygni.

Don't get me wrong; events can absolutely cost a player the game. My least favorite is the Assassination event, which has been directly responsible for 2 of my 5 MOO Impossible losses (turning a trusted ally into a declaration of war overnight). The Plague event is very nasty if it hits in the early game, slowing expansion drastically. But by 2500, it's nothing more than a nuisance, easily correctable with reserve spending and population transfer. I am totally NOT buying the excuse that this event, which probably didn't even cost dathon a single council vote, was responsible for losing this particular game.

The real reason this game was lost was due to diplomacy. dathon, you could have handled that side of things a whole lot better in this game. Here's what you said going into the final council vote:

Darlok's gained contact when I took Maalor, and promptly declared war the next turn. I wasn't too worried though; the vote was 10 turns away, and I had terraformed all of my worlds. Even if the Sakkra declared war again, I felt I had enough to block the vote. Besides, I hoped to have Gorra by then, but it did mean that I had to move quickly to avoid having fleets in space when the vote hit. The 18-planet report for the Psilon in 2493 did NOT inspire my confidence, however. And sure enough, the following year the Sakkra declared war for the what, 42nd time? I've lost count Humans tried to wriggle out of losing Gorra by asking for peace 1 turn before my invasion force hit. I don't think so, you damn hairy ape!
The first mistake is saying "I felt I had enough to block the vote". If it's even REMOTELY close, you'd better assume that you don't have enough to block the vote! At least, that's my philosophy. :) I always assume that everyone will vote against me unless they have a compelling reason not to do so. Unless I have like 50% or more of the total galactic population, I keep a really close eye on who's going to vote for whom. To do otherwise is to court disaster, IMO.

Secondly, dathon seemed to shrug off the fact that he was at war with pretty much every single race here. That put him in a situation that, quite frankly, could have been avoided. Sure, the Darlok declaration of war was a bad break. I would have been checking them frequently to try and get peace over the next 10 turns, but let's assume that would be impossible. The Sakkra piling on was even worse news, although somewhat expected, given the bad blood between Meklar and lizards in this galaxy.

The real problem, however, was the Humans! They were asking dathon for peace! Well yeah, OF COURSE they're going to vote against you if they asked for peace and you turned them down so you could take over more of their colonies! What did you think was going to happen? :lol: Given the overall diplomatic situation, it was entirely predictable that everyone would vote against dathon here.

The loss could have been easily avoided simply by giving the Humans a respite for awhile, then finishing the job later on. Assuming that you have enough population to block a loss really is a VERY dangerous situation. I hate to say it, but I think dathon was playing with fire here and got burned. I mean, it's not like this was an isolated incident; the Psilons avoided winning by a single vote in 2399, 2400, AND 2475! Those first two votes the human couldn't do much about, but the 2475 and 2500 votes probably didn't have to be that close.

So while I'm totally OK with dathon's dislike of the random event, it's extremely unfair to blame this loss on the Plague. The game was lost due to diplomatic manueverings, not the viccissitudes of the random number generator. Sorry dathon, but that's the way I see it. :)
 
Sullla - I'm actually glad you saved my response for last, it's let me cool down from the day before :lol: First off, I'm going to state up front that I have no problem with your critical evaluation; I appreciate your candor.

Looking at the diplomatic situation, you are right; it was tenuous the entire game. My Psilons expanded the fastest, and got the largest of any race in any of the games, I think. They got the 6, 12, and 18 planet GNN reports. The only thing that kept them from winning diplomatically was that they did it by going through every single other race.

Now, as for the decision to stay at war with the Humans, I actually don't think I had a choice, and there's no way you could have known from my notes :) The "invasion force" I spoke of included transports; when the Humans asked for peace, I had troops already en route to Gorra. Taking peace would have been silly, as we would have been at war again just after we landed. And the invasion happened in 2498, 2 turns before the vote. Transports had to come all the way from Romulas, took 4 turns to get there. I actually thought about letting the Humans off after Maalor, but they weren't in the mood at that point, so I went ahead and tried to get Gorra before the vote, thinking "why not? They are going to vote against me anyway."

As for the plague event:

The Plague event can kill, at most 3m population per turn.

That is simply not correct. According to the MOO guide, it is random 5-10% of your planet's population. Incidentally, the cost is random 3-10 times the planets GDP. I'm not at the computer that the game is on, but I seem to remember Tau Cygni being around 80 pop after terraforming. That tracks right with what I saw; first turn after the event, I had 7 pop lost from Tau Cygni. Also, as for number of votes, every race gets 1 vote for every 100 million pop ROUNDED UP. So 100 million is 1 vote, 101 is 2 votes. So losing a few pop could very well have cost me a vote. As for re-filling pop, I was actually trying to do that, but the nearest world was 2 turns away and poor, and I didn't want it to be empty, or have transports in space (not counted) when the vote hit. Plus, I think that everything that happens on an interturn, including events, happens BEFORE the vote (I could be wrong, but given that bombings happen before the vote I think everything does). That means I lost 4-8 peeps, at the very least , that I would not be able to replace.

Now, as for my reaction and conclusion. I was extremely upset at the sudden loss. I had just clawed my way through everything, snatching the game back from the jaws of defeat several times. It had actually been one of the most enjoyable play experiences, in any game, ever. I was FINALLY at the point where I could pay back the Sakkra for their decades of unprovoked aggression. I was really looking forward to taking on the Psilon behemoth in a true late-game war. So I was very angry to have that elation and anticipation suddenly yanked from me.

When I had checked the bar graphs before Gorra, it honestly looked like I would have 1/3 on my own, without anybody else. Gorra was ~100 mil, so that made the prospect even better. I actually don't like to leave the vote up to chance either; keep in mind, you were reading my notes, not all of my thought process :) Peace with anybody but the Humans was simply not an option. And since they had denied peace as recently as losing Maalor, it didn't seem likely there either. Yes they asked, but that was before I took their planet. Should I have asked again? Probably. I didn't for two reasons; a) I didn't think that the Humans would agree b) I didn't want to :lol: That last reason is absolutely no excuse, but after being beat up and bullied all frickin game, I was feeling pretty darn belligerent :)

Now, the $64,000 question: Did the event actually kill me? The truth is, I don't know. I certainly lost more than 6 pop in the couple turns it was in place, which may or may not have cost me a pop vote. I'm not about to go back and count either :p It could very well be that I was going to lose the vote anyway. However, my dislike for random events, coupled with the anger at the loss, triggered my reaction. I honestly don't know if that did it or not, but at the time, it seemed like it did.

More to follow, probably tomorrow though. I still have some thoughts about the events (rational this time) and council vote.

dathon
 
@Sullla: A few notes on some of your questions about my game:

By the time I won, I knew I'd lucked out on AI decision-making; if I had expected it to be as winnable in most cases as it turned out to be for me, I wouldn't have bothered posting it as a challenge! Still, I didn't realize just how challenging the map could be -- and would be in (for instance) your game and in dathon's!

The Klacks were indeed stunted in my galaxy, and the reason was simple: They never achieved range tech greater than 4! This was a classic case of an AI neglecting an important "type" of research and suffering as a result. It may be that this was the key to the entire game as well: I notice that in most of your galaxies, the Klackons wound up taking something way up in the north, perhaps helping to keep the Sakkra stunted.

I don't know if the Sakkra's spread in the north was cause, effect, or both of the Human-Psilon wars; it might have been a lucky erratic declaration, a Darlok frame job, or pressure from the Sakkra in the north driving Bladrov against Kelvan. Whatever its cause, the war between Humans and Psilons was at the center of my entire game. I first noticed it on the diplo screen in 2366, but I hadn't been watching closely, and it might have been going on for ages. Time and again, this war was what saved my game.

I suspect it was the reason Paranar remained available to me: With the Humans taking Rana and Rha (probably from the Psilons, in battle, though I didn't have contact with the brains at that point, so I can't be sure) Kelvan had better things to do than to worry about the far west.
I'm also sure it's the reason Bladrov never attacked me. He did declare war in 2413, while the plague was ongoing at Meklon, and we would remain at war for 30 years, but he never sent a fleet to any of my colonies. Why not? I saw fleet after terrifying fleet marshal at Vega -- not only during the war, but throughout the game -- only to suddenly move off without approaching me. My guess is that the Psilons kept mounting offensives, forcing him to counter with the battle fleet meant for me.
On flipping the AI: The only war I requested and received was by the Sakkra against the Humans, just after Bladrov declared on me. (I asked the Klackons around the same time, for the same reason, but they wouldn't bite, and eventually went to war with me). That was all it took to "flip" the galaxy later on, since Tyranid's previous alliance with the Humans meant he was already at war with the Humans' enemies, and his new war with the Humans also put him at odds with their friends. The "diplomacy" I used at the end was just bombing Sakkra worlds to help relations with other races and gain peace!
 
Later than others but I thought I would try the opening of this interesting setup - thanks for posting. The summary is I survived and am ready to rally. I have not got the time to complete this but I mainly wanted to compare my opening with the poster and others.

Spoiler :
RefSteel Meklar challenge:
2300 Send Colony ship to northern blue star, scout other blue star
2302 Aquilae founded (minimal 30) and 12 pop sent from Meklon
2305-2310 Scouts find a difficult map with ultra-rich but radiated planets cutting off from main part of galaxy. Two habitables (100 & 85) but both poor plus one Tundra 35. Check tech and finding IER (over IT+10) invest one turns worth of Meklon’s production then use incremental research.
2310-2324 After building just one factory at Aquilae put all into research. Meklon builds factories then slowly increases research investment till IER into percentages.
2325 IER pops reducing waste, increasing pop production and decreasing colony ship cost (one in 3 turns). Select Tundra over Dead or IT+10. Switch to researching Range 5 (over Range 4) and choose IIT9 over RIW80%.
2327 Psilon 6 systems
2329 GNN Production – Klackon, Sakkra, Psilon, Human, Darloks, Meklar
2332 After RELOC via Aquilae found Romulas (poor 100) and meet Psilons (honourable expansionist) and start minimal 25 BC trade. Send pop from Aquilae and forward 20 from Meklon via Aquilae, total 38 in 3 batches. Romulas set to factories. Check other techs and select Deep Space Scanner, Deflector Shield 2 and Hyper-V (over Gatling laser). Start investing in Tundra as well as Range 5.
2339 Range 5 pops, only choice Inertial Stabilizer. Already met Sakkra ships to north and now meet Klackon to SE (and Psilon everywhere!).
2343 IIT9 pops, select RIW80% over Duralloy
2345 Found Rigel (poor 85)
2348 Controlled Tundra pops, select cheap IT+10 over Enhanced ECO or Dead
2352 Found Tau Cygni (Tundra 35)
2354 RIW80% pops, only choice Duralloy
2356 IT+10 pops, select Enhanced ECO over Dead
2357 Deflector Shield 2 pops, only choice Personal Deflector Shield
2359 GNN Pop – Psilon, Meklar, Sakkra, Human, Klackon, Darloks
2362 Deep Space Scanner pops, select RC3 over ECM2
2366 Hyper-V pops, select Ion cannon over NPG, Anti-missiles or Gatling laser
2370 Psilon 12 systems causes council vote – Sakkra(4), Humans(4), and Darloks(1) abstain; Psilons(7), Klackon(3) and Meklar(4) vote for Psilons – gets me Amiable with Psilon from Neutral (later progresses to Calm).
2372 Enhanced ECO pops and Controlled Radiated gladly selected (over Soil Enrichment and Bio Toxin antidote!)
2375 Vote – as before except Humans vote for Psilons and I have to abstain.
2377 Personal Deflector Shield pops, only choice Class V planetary shield
2382 Ion cannon pops, select Merculite missiles over Neutron Blaster or Mass Driver
2385 Psilons colonise Maalor (toxic 30 rich) in North
2386 Meet Klackons (aggressive militarist) and start 80 BC minimum trade. Duralloy pops, select ARS
2389 Class V planetary shield pops, select Deflector Shield 5 over Repulsor
2390 Meet Sakkra (pacifistic industrialists) and start 80 BC minimum trade.
2391 Controlled Radiated pops, select IT+30 over Atmospheric Terraforming etc.
Status: All planets maxed (+10) except poor Romulas 313 factories and poor Rigel 163 factories. Two Radiated Colony ships to be produced next turn pumping reserves (and waste at Aquilae).

Now with 2 (or 3) Ultra-rich planets plus Atmospheric plus Soil Enrichment plus IT+30 this should be winning; not won with a powerful Psilon but certainly winnable. I was fortunate it was a peaceful start allowing me to concentrate on economy and tech.


Save at 2391:
http://forums.civfanatics.com/uploads/117018/RefSteel_Meklar_challenge_SAVE6.zip
 
A couple more items, in hopes of offering and getting some alternate ideas on strategy:

What Sargon0 managed (check out the difference in tech levels!) with a start as peaceful as mine and in spite of much, much stronger Psilons crowding in (to say nothing of starts like TheArchduke's, Dathon's, and Sullla's in spite of constant attack) suggests that -- at a minimum -- a strong player with a standard opening beats a newish player with this gambit. In case you want to compare my start with your own or others', my save from 2399 (which I just load/saved into slot 6 for the sake of consistency) is attached at the bottom of this post.

So, though I pulled some other tricks that I liked -- notably including limited use of the tax slider(!) -- I think the part of my game of which I'm proudest is my ... um, creative? ... tech trading! I therefore felt I should explain my reasoning to Sullla and others who thought (at least some of) my trades were frankly insane.

Every tech trade in my game was made for situational strategic reasons, often having little or nothing to do with the value of the specific techs in the trade. I sometimes (especially with the Psilons) intentionally traded valuable tech to gain both the alien tech on offer and a stronger ally against a dangerous enemy. The perpetual war between Kelvan and Bladrov kept me alive throughout the game ... but that might just have had something to do with my trading Tundra to the Psilons early -- they had no Controlled tech at that point, and the Humans had both Barren and Tundra worlds, presumably among their newest colonies. At the time, the Humans had twice as may planets as the Psilons and had almost run away with a 2375 diplo win! Likewise, I loved getting planetary shields from Kelvan, but I equally loved giving him Terra+30 in exchange, as that gave him more votes to cast for the only emperor with whom he was not at war: Me!

Trading RC3 to the Sakkra was a miscalculation; I thought the battle lines were drawn, and it would be Meklar, Psilons, and Sakkra against Humans, Bugs, and 'Loks until one side got strong enough to give Bladrov or myself a Diplo victory. That wasn't the whole calculation though: I traded for Dotomite because it was in my tree. I was researching it at the time, with maybe a couple of hundred token research points invested of the thousands I would need, and like every other incarnation of these Meklar, I was desperate for engines. I gambled that, in exchange for giving a friend RC3, I'd be getting not just range tech, but thousands of research points toward a high-end engine technology. (It opened up Fusion Drives, so you could even argue I won the gamble, but for various reasons, they never played a role in my game).

Finally, Stabilizer for ECM2: The Klackons were the only race left in the game who still lacked Inertial Stabilizer, and at the time I made this trade, they were allied with the Humans, who had just erratically declared war on me. I didn't care what tech the bug ships had, since they lacked the range to reach me and were playing a shrinking 2PE, and it was the last chance I expected to have of trading the Stabilizer to them for anything. As a result, I regarded this trade as getting ECM 2 -- the most useful-to-me tech they had available for trade -- effectively for free!

Even so, all these decisions may have been dumb; there may have been critical factors that I misweighed or that weren't part of my calculations. I'd love to hear what you think of them (Sullla or anyone else) now that you know my reasoning.
 

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@Sulla

Thanks for the positive critique. One of the major differences of our game resulted also from the Sakkras. They actually colonized the Ultra-Rich and were voteable in the first two elections, making it very easy to suck up to them.

Also, the Psilons were indeed a runaway AI. As soon as I finally beat the Humans back I saw Sol and several other systems in Psilon hands, now that gave me a shock, I can tell you.

If it wasn´t for the pacifist Sakkras I would have stood no chance against the Psilons, although they snatched Romulas away from me before I could stand it up (again).



All in all a fun game, I think, showing that SGs are nice, but nothing beats a Moo Start played out like a GotM or RB Epic game.:)
 
All in all a fun game, I think, showing that SGs are nice, but nothing beats a Moo Start played out like a GotM or RB Epic game.:)
I agree. At some point in 2008, I plan to look into reviving the Imperia at Realms Beyond (our friendly competition games involving Master of Orion). Things are a little too busy with Civ4 at the moment, of course...

For those who have been around a while, Sirian bridged the gap between Civ3 and Civ4 by introducing MOO to much of the community. I hope to do the same thing as interest slowly declines in Civ4 and we begin waiting for the next game in the series. There's been no official announcement of a Civ5 as yet, but I think we all know one is coming eventually. When that time comes, I hope that some of you MOO oldtimers will be around to help show our newcomers some of the ropes. :)
 
Some good reading and very constructive critics, thanks a lot.

For those who have been around a while, Sirian bridged the gap between Civ3 and Civ4 by introducing MOO to much of the community. I hope to do the same thing as interest slowly declines in Civ4 and we begin waiting for the next game in the series. There's been no official announcement of a Civ5 as yet, but I think we all know one is coming eventually. When that time comes, I hope that some of you MOO oldtimers will be around to help show our newcomers some of the ropes.
I learned how to play MoO1 by reading Sirian tutorial.
Before i was only playing MoO2 as i always prefered it over the Civ serie.

But after discovering this tutorial i could finally figure out how all of the interface was working and began to have as much fun as i had in MoO2.

I like both games not only because both are great in game mechanisms and user friendliness while offering lots of replayability, but actually out of being both 4X games, the gameplay is in fact totally different between those 2 games, so i don't feel like playing the same thing over and over again.

If only MoO3 would have not been what it is , billions light years behind MoO1 and MoO2 in term of fun and interesting gameplay...

A bit of update for my game, starting from my previous save from 2474 and ending this time in 2524, far from being finished actually.

I have stagnated in term of empire size, as with my old retro engines with which i was stuck since the beginning of the game, it takes way too much turn to reach and reinforce all those away systems while Psilons can run over the whole universe in a turn or two.

But i progressed a bit in term of tech and population, as i am now nominated in election to face the Psilons, and i have now a better engine making now possible to move around without waiting lot of turns before reaching destination.
On the bad side, the Psilons are now even more powerfull with insane tech levels and i will be forced to fight them, as the combined vote of everyone for me is not allowing me to be elected and win diplomatically.
Everyone is more or less friendly to me.

..............................
Year 2474

We are always trading with everyone (minus the Darlok, but it is only because they are so far with their tiny empire that we have no contact)
The erratic Human refused for the first time.

Ion Canon and ECM Jammer discovered.

Class 5 Planetary shield discovered, at last ! We should be able to breath a bit more.
The Sakkras are too far from Psilons to wage war against them, so i asked them to declare war on the Humans, as i am very concerned by the erratic leader there.
If they can conquer a planet or two, i will be able to ask them to attack the Psilons.

The Psilons are the main enemy, as an old spying report show that they already have a lot of superior techs that none else have. If they wanted i believe they could walk over the universe just now.

I have been spying everyone since decades, but it seems imposible to get anything with my Computers 4. Mixed with my crawling researches, i continue to far away in tech level.
At least my spies report that actually everyone seems to be at war with everyone.
I fear that the Psilons will be even more helped by this global war situation.

Got Death Spores from the Sakkras. At least maybe there is another option now to take out the Psilons, crippling their world back to pop10.
But before dreaming of this, i strongly need a better engine, as the retro engines of my fleets are crippling any of my expansion wish, as the time i can reach an enemy system, it had been took and retook 10 times, and reinforced even more.

A bad event, a comet going to Romulas. and guess what, i scrapped my obsolete fleet few turns before to get more funding. I am now doomed to redirect all the researchs of Romulas to building tons of cheap ion canon fighters, hoping it will be enough in 8 years. Just what i needed....

Dotomite Crystal (range 7) finally discovered, at last i can go on some away system. But with that slow Retro engine, it will be ridiculously long.

For the 1st time i am nominated for the election in from of the Psilons, everyone vote for me, minsu the Darlok that has 1 voice, but i can only get 22 to 15 , as the Psilons litterally own the universe.
I am afraid a diplomatic win is impossible unless i take out several Psilons worlds, but with their superior speed, weaponry and other techs , i doubt it will ever happen.

And now, because of this vote, the Psilons are restless with me, but at least they continue to accept the ever increasing trade i do with everyone, the amount of money flying in space is now impressive.

Battle suits discovered, great. but for now i am very concerned with my current 92 ion canon fighters not having destroyed the Romulas comet yet, what are they waiting for ?
92 percent of the comet is destroyed, i hope the last 8 percent will be in the 2 years incoming, or we are doomed at Romulas.

Comet destroyed 1 year before the count , good news, now i can go on with researches, hoping for a miracle or something.

I removed all my spying, it is worthless, my computer 4 has not been able to steal anything in centuries other than Death Spores from Sakkras.
At least research should be boosted.
ECM Jammer 4 discovered, well i had just ECM jammer choice in the tech list for computer, this is useless but at least open for computer 6 that may help with future spying.

Finally Computers 6 discovered , but i guess the time it took, everyone must have even better computers now.
It was at that time that i made contact with the Darloks , they seems even more hopeless than me :)

Enhanced Eco restoration discovered too, ah now that's something awesome.
Less of those tons of wastes annoying my planet sliders.
Improved Industrial tech discovered, it seems my research effort has nearly doubled, they were long to come but now we have some more techs.

I continue to keep everyone friendly with me by offering them regularly new trades, those traders must now be the richest people of the universe.

Finally in year 2524 Fusion Drive are discovered, a great breakthrough, never again our ships will take dozen of years to reach away systems, we can now reasonnably thing about getting on the offensive.
Maybe some spying just before to test our new Computers 6
But that will be for a next chapter .

Year 2524

The map


The trade/diplomacy screen


The universe status


Basically the Klackons have been forced to relocate their whole empire to the north of the map.
The Humans are more or less the same
The Sakkras have been seriously hurt , having lost some systems to the Klackons.
Psilons are growing, like if they needed this to be a threat.
I am stuck with my empire for now.
 

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I agree. At some point in 2008, I plan to look into reviving the Imperia at Realms Beyond (our friendly competition games involving Master of Orion). Things are a little too busy with Civ4 at the moment, of course...

I'd love to participate in a revival of the Imperia sometime next year. I'd be great at providing detailed examples of exactly what not to do!

@Horizon: Good luck with the rest of your game. Be aware that your Computers tech level is what matters for spying (the number to the right of the Computers slider on your Tech screen) - not just your highest level battle computer. (Edit: Your latest technology in this area is what's important, no matter whether it's in Battle Computers, ECM, Scanners, or Robotic Controls, and each obsolete tech of any of these types, regardless of quality, help a little.)
 
I still have not gotten back to Moo, but I hope this weekend will see me playing this game. Jones for Moo by now. I had two Civ3, 1 Civ4 game going and I wanted to play some GC2.

Some where I wanted also get in some Might and Magic, but I have not been able to get off work, so not enough time to do it all.

Looking forward to reading the stories, if I had known how long it would be till I got to this, I would have read them as I would not have remember anything by now anyway.
 
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