MOO2 Psilons

Harv

Emperor
Joined
Dec 16, 2008
Messages
1,983
Here is the game I just rolled up for the Psilons.

The settings are:

Impossible is nothing!
Huge Galaxy makes all things possible!
Average Age
8 Players means maybe a nice juicy one to conquer.
Pre Warp gives us more time to leave everybody in the Cosmic Dust.

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We are leading the Psilon Race to the end - bitter or otherwise. The Psilon get a big research bonus, but more importantly they are Creative and that means they get to research and build everthing.

Although we do get to build everything, financing it is another issue. The Scientific Dictatorship focuses on studying everything that makes the world go round, which would be BC's by the billions, instead of making more of them.

Every colony will need a Marine Barracks and that takes up BC's which are available in lesser quantities. We are more dependent on production, which is more difficult to come by because Psilons are accustomed to low-G, low mineral environments.

Also, great leaders are harder to come by and relatively more expensive to maintain.

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Of course all problems are solved by technology!

Honestly, I only rolled once for a start like this. Here is a peek at our home system.

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Oh my - a Tiny Toxic Ultra Rich!

On the positive side we can focus our resources on our home world! In the later term, when we have tons of money, I suppose we can colonize it and build Factories and a Biospheres and build more Colonists.

After that, well lets see what the rest of the galaxy has to offer.

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We are in a corner and sheltered by two black holes. I suppose Isolation is good for the Psilons. On top of that if we choose to be conquereors, Scientific Overlords of the Galaxy, then we get to focus on one race. Two systems are in range of our Scout Ships, when we build them.

So far we are basically restricted to our home system until we can find what colonization prospects those two systems hold. At least the Home World holds lots of colonists. We can have a population of 18 with Biospheres.

I am thinking of using the same research path we used for the Humans:

1. Electronic Computer
2. Research Laboratory (and Optronic Computer and Dauntless Guidance System)
3. Hydroponic Farms (and Biospheres)
4. Reinforced Hull (and Fighter Bays and Anti Missile Rockets)
5. Automated Factories (and Heavy Armor and Missile Bases)
6. Nuculear Fission
7. Chemistry
8. Physics
9. Cold Fusion
10. Soil Enrichment (and Cloning Center and Death Spores)

I am not certain if the Hydroponic Farms breaks my economy, however, but one more Scientist is always helpful!
 

Attachments

Looks like a "safe" start, being isolated like that in a corner. You should have a lot of time to build up a decent empire base.
 
Here we go! I played out 45 Turns - Using the same convention I used in the last game, this brings us to the year 2345. We have built Interstellar Space Probe One and explored the closest star systems in search of a new home among the stars.

Research is as follows:
2305 Electronics
2316 Optronics
2322 Astro Biology
2327 Advanced Engineering
2332 Advanced Construction
2335 Nuculear Fission
2337 Chemistry
2339 Physics
2342 Cold Fusion

Currently researching Advanced Biology 123/400

Production on Mentar is as follows:
2319 Research Laboratory
2327 Hydroponic Farm
2336 Automated Factory
2341 ISP 1 (Scout Ship)

Currently producing Colony Ship 24/500

Offers from Leaders have been as follows:

2316 Administrator Crassis - We have not hired him because I cannot make any value out of 10% Production for 1BC. The best we can do is turn 1.5:hammers: into 1.65:hammers: if we are making a run at a Colony Ship, but this is unlikely in the plan.

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2336 Commander Aquasarrious - We simply cannot afford him. My bankrupt economy is producing 4BC and we are going to need all of them for the next projects.

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The traits I am looking for right now are:
1. Megawealth (instant fix to our economic problems)
2. Famous (easier and cheaper hires down the road)
3. Researcher (Cheap conversion of :gold: into :science:)
4. Special One-Field Technology such as Terraforming

Would we do better to simply dismiss them instead of rejecting to keep more empty slots open?

Systems explored are as follows:

2343 Steinbok - Medium Barren Ultra Rich Heavy Gravity

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2345 Tur - Huge Tundra Poor Normal Gravity

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Both systems feature Gas Giants. :)

Eventually I am planning to colonize Steinbok first because it does have resources. Eventually with a Gravity Generator it will become the production center for further colonization efforts. Extensive Terraforming will make it even bigger.

Tur will be colonized second. It suffers from lack of resources, but with Terraforming we can turn it into a Bread Basket and feed our little empire.

Tur will produce :food:. Steinbok will produce :hammers:. Mentar will produce :science:.
 

Attachments

I played out another 41 Turns, to the year 2386. We have First Contact!

Research is as follows:
2357 Advanced Biology
2364 Capsule Construction
2372 Astro Engineering
2386 Robotics

Production on Mentar is as follows:
2358 Soil Enrichment
2373 Space Port

Elsewhere in the Galaxy, there is a Population Boom on Fieras II, lasting from 2357 to 2364.

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We got one more offer in the year 2369, this time from Commander Sparky.

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In the year 2386, we have First Contact with......

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....the Darloks! Their stats for this game are.....

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....Yucky! It looks like they have 3 extra picks.
Like normal Darlok, they have Stealthy Ships and +20 Espionage, and run a Dictatorship government. They are also Subterranean and Repulsive, and their ships sport +25 Defense.

Here is a look at their current technology.

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They have Class 1 Shields and Deuterium Fuel Cells over us and that is about it. They have a population edge because they have been building colonies. We are out building an out teching them.

Here is a map of the situation.

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It looks like they colonized a beeline towards us! They want our Technology and they shall not have it!

This completely changes our plans. The Colony on Steinbok can wait. We have work to do.

Definately the Darlok have to go. The question is how to direct research and production.

If we research Advanced Metallurgy, then we can build an Outpost on Steinbok and reach Thok with a Troop Transport. With Advanced Chemistry we can build Destroyers with Mirv Nukes.

Assuming they do not steal Heavy Armor and Reinforced Hull and Tritanium Armor, this should be all the technology we need to defeat them.

The question is if we should research Artifical Intelligence first to even up our odds against their spies. I am inclined to think the quicker we can take the Darlok out, the better off we are and the best defense is good offense.

Production wise, we are 70/150 on the Robo Miner Plant. For 175BC we can buy it, then move one or two workers over. This will give us a pretty good production rate.
 

Attachments

Darloks and Psilons do not play well together. This can be settled only be war. So we gear up.

Research is as follows:
2393 Advanced Metallurgy
2412 Advanced Chemistry
2416 Fusion Physics

Production on Mentar is as follows:
2387 Robo Miner Plant
2391 Agent 001
2393 Biospheres
2396 Outpost Ship
2399 Transport Ship
2413 BOOM N5
2414 BOOM N5
2418 Agent 002

Meanwhile, the Darlok spies are working as fast as they can.
2389 Darloks steal Cloning Center
2417 Agent 001 is killed.

We have some more offers:

Spoiler :

2390 Director Allis wants to join, but all of our money is being directed into the war effort.

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2402 Captain Sparky, along with his engineering skill and knowledge of Advanced Damage Control.

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Elsewhere in the Galaxy, noteworthy events have been as follows:

Spoiler :

There was a Plague on the Darlok Barv 2 Colony. This will slow them down a bit.

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The plague lasts from 2401 until the year 2412.

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2412 A Klackon ship mysteriously exploded.

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With the discovery of Deuterium Fuel Cells and the extended range they bring, the ISP 1 continues its mission.

Spoiler :

2396 Explored the Darlok Thok System.

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2399 Explored the Cadmus System but found nothing.

2407 Fled a Giant Space Amoeba while exploring the Testa system. The system features a Huge Rich Terran, and has a Poor Barren world with Gold Deposits.

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Thanks again to Scratch for pointing out that indeed a Scout Ship can outrun an Amoeba.

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2416 Explored the Suud System. It looks like I do not have a picture. I think it has a Medium Radiated and an Asteroid Belt.


Gearing up for War and the Battle of Thok:

Spoiler :

With the discovery of Advanced Chemistry, we improved the design of our Nuculear Missiles and designed a pair of Destroyers to defeat a Darlok Star Base.

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2414 A Military Outpost has been established on Steinbok 2. It currently serves to extend the range of our Invasion Fleet to reach the Thok System. When colonized, this base will then serve as a Marine Barracks. The Invasion fleet of 2 BOOM N5's and a Troop Transport depart for the Thok System.

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2419 The Battle of Thok

We got in range of the Darlok Star Base and opened fire will all of our Nukes!

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Here is a look at the Star Base, just in case the Darloks stole Heavy Armor.

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They did not. Here is another look at that same star base, mere seconds before blowing up.

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BOOOOOOM!!!!!! :nuke:

We followed up on this strike with an Invasion and Captured Thok.

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On with formalities, we are at war with the Darlok.

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Meanwhile, ISP 1 explored the Taben System and found a Worm Hole.

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On the other side of the Worm Hole are.....

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...The Bulrathi!

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They are like the normal Bulrathi, but they also have 25 Ship Defense and +1 Food Production. They are also Repulsive.

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2419 Captain Grak from the Bulrathi Empire was apparently impressed by our quick capure of the Thok System and wants to join us. We need him, but do not have the money right now so will save up.

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Here is a map of our situation.

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Some Darloks are going to starve for a turn while we get a Merchant Marine up and running. The build order I am thinking of is Automated Factory - Robo Miner Plant - Marine Barracks. With 3 suriviving Marines, assimilating the Darloks should not be too much of a problem. This should be done in 24 more turns, is that correct?

For research, I am picking stuff that is going to help in the war against the Darloks. We are currently working on Tachyon Physics and that will get us one extra Command Point. I am thinking about switching this to Advanced Fusion for one more point of ship speed, but otherwise it is next. Then I can either go towards the Planetary Supercomputer or the Alien Control Center.

ISP 1 will scout out the Barv System and see how well developed it is. We do not need to send a scout across the Worm Hole. We can do that later with a full fleet.

The plan I have is to build an Outpost Ship and send it to the Ocean World in the Taben System. This will serve as a base to launch an attack on Barv. With Fusion Engines, it will take 4 Turns for the Outpost Ship to arrive at Taben, then 5 more Turns for the Transport to arrive. So it should be 13 or 14 Turns by the time we get to Taben.

Meanwhile, we are also supposed to be raising money for Captain Grak's Bulrathi Renegades.
 

Attachments

Harv

You've done pretty good. :) You have advanced the game past the point where most of the questions you asked would still be relevant, but answer any I think are still open.

"Would we do better to simply dismiss them instead of rejecting to keep more empty slots open?"

As long as there is always one slot open in each leader category (planet and ship), you should still have new leaders show up for hire. Extra open slots I don't think make any difference.

"This should be done in 24 more turns, is that correct?"

Could take less time, or longer. It's a 1 in 8 chance per turn for a dictatorship government, and rolled randomly by the program.

I'm surprised the 2 destroyers were enough to knock out the star base and survived. By the time you get to Barv, the Darlok may have some ships there. Have you checked the timeline in the info section to see how strong their fleet is? You may also need more than 1 transport, since Barv will have had more time to amass defending troops.

Bad news about the Bulrathi being repulsive, they may be within attack range of Nazin by the time you take it
 
Another 28 years have passed, and the Psilons have carved themselves a Galactic Empire.

The pace of Research is slowing. This is a consequence of delaying Positronics.
2421 Advanced Fusion
2428 Tachyon Physics
2437 Artificial Intelligence

Production on Mentar:
2420 Freighter Fleet 5
2423 Outpost Ship
2427 Troop Transport
2431 Freighter Fleet 10
2437 Freighter Fleet 15
2442 Freighter Fleet 20
2444 Agent 003

Production on Thok: (Captured in 2419)
2426 Automated Factory
2433 Robo Miner Plant
2435 Marine Barracks
2438 Troop Transport
2441 ISP 2
2442 Space Port
2444 Pollution Processor
2446 Research Laboratory

Spies continue their dirty work:
2424 The Darloks steal Fusion Bomb
2431 The Bulrathi steal Troop Pods

Our Dealings with leaders are as follows:

Spoiler :

2442 We hired Captain Grak Sparrow, the Bulrathi Renegade

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2446 We hired Director Chugg the Planetologist and obtained Terraforming Technology. He origianlly showed up in 2441 but we were still saving money for Grak.
He is currently assigned to Mentar but will move later.

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2447 Director Black Razor, the Enforcer wants to join.

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The ISP 1 continues on its exploration mission.

Spoiler :

2421 Barv System - The Darloks have settled a Large Terran Ultra Poor World. The Radiated World is Small, Poor, and Low-G. The Barren World is Medium and Rich.
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2424 The Persea System is completely empty.

2426 Beta Ceti - The Bulrathi have settled a Medium Tundra Ultra Rich Heavy G world. The Ocean World is Large and Poor.
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2434 Nazin - The Darlok Home World is Medium Terran. The Darloks have also colonized a Medium Gaia. The Radiated Worlds are Medium Abundant and Medium Poor.
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2435 The Umm System is completely empty.

2439 The ISP 1 is destroyed by a Space Dragon at the Thesbia System.
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The Toxic World is small with Abundant Resources.
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2447 The ISP 2 continues where the ISP 1 left off and explores the Malus System. This is what is left of the once glorious Darlok Empire. (Large Radiated Abundant)
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Elsewhere in the Galaxy....

Spoiler :

2428 A Computer Virus strikes the Klackon.
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2438 The Gnolams are getting richer.
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The war with the Darloks rages on:

Spoiler :

2421 We engaged the Darloks at Thok. The newly minted Fusion Drive Systems for the BOOM N5 and its nuculear missiles were just fast enough to catch the Seeker VIII just before it warped into hyperspace. Poor Gizmo. He signed up for the wrong team.
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2427 An Outpost is established on the Ocean World of Taben 2.

2432 Barv falls to the Psilons. We really should have softened up the defenses first as only one trooper survives. I am not sure how long this colony will last but I will play it as cautiously as possible by not building much and offloading Assimilated Darloks.
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2434 A single BOOM N2 engages the Darlok fleet of 3 Seeker 8's and destroys two of them while retreating.
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Ruola the Weapons Officer is killed.
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2436 In another raid by a BOOM N2, the remainder of the Darlok Fleet is defeated at Nazin. The blockade begins. However the Darloks have managed to build another colony at Malus.

2441 Nazin 4 falls to the Psilons. This is the crown Emerald of the Darlok Empire.
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2442 We started our assault on the Darlok Homeworld, Nazin 2, destroying the Star Base and bombing the Planet.
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2443 Nazin 2, the Crown Sapphire of the Darlok Empire, falls to the Psilons. Only 2 Troopers survived so I might play this planet cautiously as well. My first build might be the Marine Barracks. The Troopers came back with details on the Darloks Shield that might come in handy even if it did not protect their starbases that well.
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We encountered the Gnolam in the year 2440. However we could not negotiate any deals with them.

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On top of normal traits, the Gnolam have a Democracy and +1 Research

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Their technology has the same critical holes as the Bulrathi and the Darlok. However their survival odds look good as long as the neutral planet of Tur is not colonized.

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Again, here is a map of our situation.
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Basically the Darlok have been defeated, but we cannot finish them off unless we send an outpost ship and follow up with troops and take the system, or we defeat the Space Dragon and colonize there, or we build a Destroyer with Extended Fuel Cells and a mission to nuke the planet.

We will consolodate for a few years and build up all those Darlok holdings. Thok is coming along very nicely. It is likely to become the Ship Yard since we do not have any Rich worlds.

The Research path is Positronics - Military Tactics - Xeno Relations and then probably Advanced Magnetism and Molecular Compression. Research should take off as soon as we get some Supercomputers up and running.
 

Attachments

We took advantage of a lull in the action to build up our conquests.

Research:
2456 Positronics
2458 Space Academy
2461 Advanced Magnetism
2468 Xeno Relations
2476 Molecular Compression (Irridium Fuel Cells and all)

Production:

Spoiler :

Mentar:
2448 Agent 004
2452 Agent 005
2457 Planetary Supercomputer
2461 Holo Simulator
2472 Alien Control Center
2473 Mentar 2 Colony Base

Mentar 2: (colonized 2473)
2478 Automated Factory

Thok: (Captured in 2419)
2451 Terraformed to Terran
2453 Cloning Center
2455 Soil Enrichment
2459 Planetary Supercomputer
2462 Holo Simulator
2463 Hydroponic Farm
2467 Thok Prime Colony Base
2469 Alien Control Center
2473 Troop Transport
2477 Atmosphere Renewer

Thok Prime: (Colonized in 2467)
2474 Automated Factory

Barv: (Captured in 2432)
2452 Automated Factory
2467 Robo Miner Plant
2470 Marine Barracks
2474 Cloning Center
2479 Alien Control Center

Nazin 1: (Colonized 2476)

Nazin 2: (Captured in 2443)
2449 Marine Barracks
2456 Auto Factory
2468 Robo Miner Plant
2470 Alien Control Center
2473 Pollution Processor
2476 Holo Simulator
2479 Soil Enrichment

Nazin 4: (Captured in 2441)
2450 Automated Factory
2464 Robo Miner Plant
2465 Marine Barracks
2469 Soil Enrichment
2470 Pollution Processor
2472 Spaceport
2473 Cloning Center
2476 Nazin 1 Colony Base
2478 Atmosphere Renewer
2479 Holo Simulator
2480 Research Laboratory


Colony Leaders:
Spoiler :

2463 We hired Director Black Razor, the Enforcer.
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The very next year he strikes!

2478 Magistrate Matrix, the Cyber Mage wishes to join. She will be useful for Mentar.
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Elsewhere in the Galaxy:

2464 The Bulrathi stumbled upon an Ancient Derelict Ship.
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2476 The Gnolam are threatening. :lol:
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2477 Agent 002 is killed.

We finished our war with the Darlok in the year 2480, when our fleet finally reached the Malus System. So this war is over just in time for us to start another one! :mwaha:

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Ironically....
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The Bulrathi should have their hands full fighting the Klackon, so I think this is a good time to go after the Gnolam.

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Here is our Galaxy Map.
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Here is a look at our colonies.
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The Gnolams have Neutron Blasters and Pulson Missiles, but no defenses. So if we are able to out run the Pulson Missiles, our two Destroyers can take out their Star Bases. They also have nothing better than Nuculear Drives and Electronic Computers and Battle Scanners. The Neutron Blaster might be enough to do some damage so I might play cautious and update my Destroyer designs and give them a bigger ship to shoot at.
 

Attachments

"Ironically....Darlok spy steals Pulson Missile"

I've never seen that happen on their last turn. :lol:

I'm curious why you call the year 2480 while in the game it says 3518.0?

One way I deal with missiles is to pack some destroyers with regular size mass drivers or fusion beams with all the mods. With battle scanner and at least a +50% computer, these can easily knock out 2-4 missiles per individual beam shot. Giving them augmented engines makes sure they can get close to the incoming missiles and gives them some defense against enemy beams. With a few of these, AI missiles rarely reach my ships.

Once I've gotten a combined hitting % of 100% or better, I usually switch over to mass drivers and fusion beams. With all the mods, these are quite deadly in the first half of the game. The fusion, with enveloping, are good for peeling off the shields, while armor piercing, autofire mass drivers can really do a number in wiping out the vitals of ships.

I usually make separate types for these fusion and mass driver ships. The fusion, being short range beams, I give the ships aug engines so they can close. Then pack the ships with heavy fusion with all the mods (enveloping is the most important). Usually I will leave room for 1 regular fusion or mass driver for self defense against incoming missiles, assault shuttles and fighters. The mass drivers on the mass driver ships don't need to close for max damage, so I'll skip the aug. engines and pack them with heavy mass drivers. Since they hang back, it's not so important they have their own defense against missiles, so I'll arm them with a regular beam only if the space works out. I prefer building cruisers for these ships, since they can carry more heavies than destroyers.

The Gnolams may be on the way to attacking you. Sometimes the attack comes after the first threat, sometimes after the 2nd.
 
Great gameplay. Thanks.

I would research up shields to get AP mass drivers at a reasonable size. You are the creative one. Other players will not have Heavy Armor, so shred them with AP mass drivers.

I am interested in how this turns out.
 
"Ironically....Darlok spy steals Pulson Missile"

I've never seen that happen on their last turn. :lol:

I'm curious why you call the year 2480 while in the game it says 3518.0?

The Gnolams may be on the way to attacking you. Sometimes the attack comes after the first threat, sometimes after the 2nd.

The Gnolams do have the Pulson Missile so it is possible that they stole it and framed the Darloks. But still I thought it was funny.

They must have researched Irridium Fuel Cells when they issued their ultamatum. I suppose I could have just given them Death Spores - It is not a very important technology. Then I might have had a shot of opening trade agreements with them and play nice. :evil:

:backstab:

If they are coming I will have a good bit of time to prepare. Heavy Neutron Blasters shred Tritanium Armor, so my plan so far is to update the design of our BOOMships, send my fleet back to Nazin for refit, then launch an attack. This should take a total of 9 Turns.

Regarding the dating system, I reverted to the MOO1 dating convention because it made more sense at the time I was playing the Humans. Growth rates tend to be about 1% per turn so it makes more sense that each turn equals one year and then this reflects rapid population growth. Next time, I will change back to the normal game year and drop the decimal point and start the game at 35,000.


Great gameplay. Thanks.

I would research up shields to get AP mass drivers at a reasonable size. You are the creative one. Other players will not have Heavy Armor, so shred them with AP mass drivers.

I am interested in how this turns out.

Thanks! :)

I like the AFAP Mass Driver Design with Class 3 Shields.

The updated BOOM design will include heavy armor. The concept is to survive long enough to launch 2 Volleys and escape for another day at the field.

ADDIT: I have played out another 26 Turns and will try to get an update in. It might take a day or so.
 
Another 26 years have passed and the Psilon strike again! :mwahaha:

Research:
2481 Gravitic Fields
2487 Magneto Gravitics (Class 3 Shields)
2492 Neutrino Physics
2498 Artifical Gravity (Hindsight questions why I chose this route.)
2501 Genetic Engineering (Microbiotics)
2504 Servo Mechanics (For some reason I still think I am playing a Building Game.)

There is quite a bit of a production list here. For some reason, this game has morphed into a stompfest instead of a building game.

On the other side, even if we are starting to look sloppy, this does help keep my micromanagement disciplined. :)

Spoiler :

Mentar:
2484 BOOM N2b
2485 Troop Transport
2490 Troop Transport
2492 Freigher 25
2494 Freigher 30
2498 Mentar Pollution Processor
2501 Spy
2504 Spy
2506 Freigher Fleet

Mentar 2: (Colonized 2473)
2493 Robo Miners

Thok Prime: (Colonized 2467)
2495 Robo Miners

Thok 2: (Captured 2419)
2484 BOOM N2b
2485 Troop Transport
2490 Colony Ship
2492 Star Base
2493 Troop Transport
2496 Troop Transport
2501 Troop Transport
2503 Battlestation
2505 Biospheres
2506 Freigher Fleet

Barv 2: (Captured 2432)
2481 Soil Enrichment
2484 Research Lab
2490 Planetary Supercomputer
2494 Space Port
2499 Holo Simulator
2503 Spy

Nazin 1: (Colonized 2476)
2496 Automated Factory
2505 Robo Miner Plant

Nazin 2: (Captured 2443)
2482 Atmosphere Renewer
2483 Spaceport
2484 Refit BOOM N2b
2485 Research Laboratory
2486 Planetary Supercomputer
2487 Hydroponic Farm
2492 BOOM N5c
2495 Star Base
2503 Battlestation
2504 Troop Transport
2506 Freigher Fleet

Nazin 3: (Colonized 2485)
2501 Auto Factory

Nazin 4: (Captured 2441)
2482 Planetary Supercomputer
2483 Hydroponic Farm
2484 Refit BOOM N2b
2485 Nazin 3 Colony Base
2486 Alien Control Center
2492 Star Base
2494 Space Academy
2495 DOOM M9
2501 Battlestation
2503 Troop Transport
2504 Troop Transport
2506 Freigher Fleet

Modus: (Captured 2480)
2501 Auto Factory

Testus: (Captured 2489)
2500 Auto Factory
2501 Robo Miner Plant
2504 Alien Control Center
2506 Marine Barracks

Steinbok 2: (Colonized 2492)

Gorgunis: (Captured 2491)
2496 Alien Control Center

Gnol: (Captured 2501)
2505 Alien Control Center

Kakari: (Captured 2503)

Reticuli: (Captured 2505)


The Exploration Mission of the ISP continues, although instructions are coming through more intermittendly.

2483 Kyosho System
2487 Ayil System
2490 Juka System
2497 Ursa System
2498 Celox System
2502 Phoenix System
2506 Ishtar System


Of course here is the main action of our story:

Spoiler :

2483 The Gnolam and the Meklar start a war.

We updated the BOOM N5 to include Class 1 Shields and Heavy Armor. The entire concept here is to survive some pot shots from the Heavy Neutron Blaster.

2486 The Klackon and Bulrathi sign a Peace Treaty. The Bulrathi will lose the Hut System to the Klackon.

2487 We come into contact with the Klackon, but are unable to arrange any trade agreements.

2489 We are now at war with the Gnolam as we strike and capture the Testus System. In the raid 2 Gnolam Gremlin Class Destoryers are destroyed, along with Hawk the Astrogator and Aquasarrious the Trilarian Navigator.

psilons2489starbase.png


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psilons2489gnolamwar.png


This puts us into contact with the Meklar Empire. An enemy of an enemy is a friend, right - so we manage to sign trade and research agreements. Maybe they have seen what happens to those who do not.

2491 We captured the Gorgonis System and Dimensional Portal technology. Hmm can we pwn the Antarans with MIRV Nukes and Heavy Mass Drivers?

psilons2491gorgonis.png


Pirates start to plague the Nazin System. This lasts until 2495.

psilons2495pirates.png


We updated the BOOM N5 Design to include Class 3 Shields.

psilonboom.png


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2492 A Gnolam Destroyer is defeated and Nhagg the Armsmaster is added to the list of casualties.

2494 We hired Matrix for the Mentar System and sent Chug to the Thok System.

psilons2494matrix.png


2495 The Gnolam strike it lucky and get to survive for a few turns longer. We were two years out of Gnol when this happened.

psilons2495dumbluck.png


2497 The Klackon demand a 5% Tribute Treaty, but we do not feel like paying them off if we are going to fight them later. They declare war, so we will be fighting them right after we are done with the Gnolam. They will be added to the body count.

psilons2497klackonwar.png


2499 The Spy vs Spy war intensifies. Agent 003 is killed.

2500 The Gnolam and the Meklar sign a Peace Treaty.

2501 The Battle of Gnol - Gnol is captured as our Psilon Galactic Armada strikes. As a bonus, our troopers obtained Zortrium Armor and Ion Drives.

psilons2501gnol.png


2503 The Gnolam exact revenge on the Gorgunis System, building a Cruiser and killing 1 Billion people and destroying the Auto Factory and Pollution Processor. This will not stop the onslaught, as we take the Kakari System.

psilons2503kakari.png


2504 The Gnolam Cruiser strikes again, killing 2 Marines.

2505 We captured one of the two remaining Gnolam Stongholds, Reticuli 2.

psilons2505reticuli.png


2506 Rather than wait one more turn for the Troop Transport, we decided to destroy Reticuli Prime and sic the Marines on the Klackon instead.

psilons2506reticuli.png


The Gnolam Cruiser struck one more time at Gnol, killing 1 Billion colonists, and 1 Marine Unit. Then realizing the war is long since over, they scuttled the ship and surrendered.

psilons2506destruction.png



So here we are in the year 2506 (Orion Year 35206) and we have crushed the Gnolam and are ready to strike at the Klackon.

psilons2506map.png


Here are some of our colonies:

psilons2506colonies.png


Our core holdings are absolutely safe. We can continue to build while slipping in the occasional Troop Transport at the Klackons. I do not see anything they have to stand up to our fleet. The Bulrathi are probably next, but overruning the Klackons will probably put us into contact with another empire. The Meklar might stab us while we are not looking.

The Gnolam holdings do not have enough to be worth defending yet so I will leave them wide open. Granted we lost an Auto Factory, 2 Colonists, and 3 Marines, but the campaign only took 18 Years. If anybody comes knocking we will exact revenge.

We are not far at all from building Titans. However we do not have the budget for it at the moment.

Uh, where is Orion?
 

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For some reason, this game has morphed into a stompfest instead of a building game.

Looks that way. :lol:

I have a question. Do you sign non-aggression packs with the AI? I usually get that first, then try for the trade and research treaties.

I also noticed you had a lot of your population farming. Are you building all the food enhancement improvements or have you not reached such techs as subterranean farms and weather control?
 
Looks that way. :lol:

I have a question. Do you sign non-aggression packs with the AI? I usually get that first, then try for the trade and research treaties.

I also noticed you had a lot of your population farming. Are you building all the food enhancement improvements or have you not reached such techs as subterranean farms and weather control?

Yes, this game is a massacre. You were very correct to quickly eliminate the Darloks. Repulsive Darloks nearby can't be tolerated as they'll steal your tech, steal others' techs and frame you (often resulting in an instant war with the Humans their tech is stolen and you're framed) and will also sneak attack you to try to make use of their stealthy ships.

As so often, all it takes is to conquer a couple races by taking all their planets to have an easily won game.

As for finding Orion, make a couple of scouts and check some unexplored center systems.

I find it MUCH easier playing Impossible to get a research or trade treaty first and improve relations and then get a N.A.P.

Soil enrichment on a few of those good farming planets should alleviate your food issues.

Since I expect you to play Psilon and Impos I played three games myself (Cluster map for quicker contact) and while the first was a bit of a struggle meeting an early and aggressive Klackon who also was stealing my techs, once I conquered him around turn 250, it was smooth sailing. 2nd game, almost everyone liked me, but as usual I got framed for spying on the humans and it was wartime. 3rd game was rather unusual in that I was in the center and quickly at war with Klacks and Elerians and with a 3 planet Mentar system, I could easily defend and fought them off. On Stardate 3519.9 I defeated the Guardian and Orion became my first colony. 74 turns of romping later it was all over as I had over 2/3 of the GC voted myself and had wiped out (took all planets) 4 enemies and was almost finished with the 5th.

Once Psilon gets going it is very strong. I much harder game will be had by playing a weaker race and I think Harv is ready for that :goodjob:
 
Looks that way. :lol:

I have a question. Do you sign non-aggression packs with the AI? I usually get that first, then try for the trade and research treaties.

I also noticed you had a lot of your population farming. Are you building all the food enhancement improvements or have you not reached such techs as subterranean farms and weather control?

Non Aggression Pact? Hmm, maybe that would be a good idea right about now given that we just blitzed the Gnolam and have access to some great planets.

Lots of farming? Given that we blitzed the Darloks and then blitzed the Gnolam, we have been a bit slow on technology. All we have is Soil Enrichment and Hydroponic Farms.

Also, it looks like we have morphed into a Middle / Low G Subterranean Race with some +2 Scientists and a lot of Creativity. Production is not a problem. :)

I played another 26 Turns but have to call it a night. I will post tomorrow evening. Eventually I decided it was best to consolodate our gains in Gnolam Space and play Defensive against the Klackons.

The round ends a single turn before building our first Titan and I am looking for some insight on how to design it. Right now I have it with Class 3 Shields and Heavy Armor. I might also go with Reinforced Hull because Graviton Beams are popular. Then I will load up with AF Mass Drivers and Enveloping Fusion Beams. I am leaning towards the Fusion Beams because we have advanced Physics Technology more.

For Specials, I am thinking Battle Pods, Battle Scanner, Augmented Engines, Heavy Armor, Reinforced Hull, Automated Repair Unit. The idea is to be nearly indestructable.

If we need to take out Missile Bases, are we better off with Heavy Mass Drivers and Point Defense Fusion Beams?
 

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It looks like you're in fine shape and there's nothing wrong with consolidating for a while if you aren't seriously threatened.

Note that if you still have multi-racial colonies, they suffer a 20% moral penalty unless you have an alien management center.

For your Titan, by all means use reinforced hull as well, since you want it to stand up several+ turns in battle.

If they have missiles bases and shields, they will block a lot of beam damage and that could mean that even heavy MD's can't hurt them. You'll need missiles or a beam with more powerful base damage. Graviton beams really shread ships, so that is another idea and you can research a couple more physics techs and miniturize further.

You may want to kill the Guardian soon, but make sure to have at least one more spy tech so that you don't get wonderful techs like X-armor stolen.
 
We played Defense and consolodated our gains in the Gnolam Empire.

Research:
2508 Astro Construction (Titan Class Warships)
2511 Ion Fission
2514 Planetary Stock Exchange
2519 Advanced Manufacturing (Artifical Planet)
2524 Nano Technology (Microlite Constrution and Nano Dissassemblers)
2528 Macro Genetics (Weather Controller)
2531 Subspace Physics

Production:

Spoiler :

Mentar:
2509 Gravity Generator
2515 Planetary Stock Exchange
2520 Recylotron
2524 Freighter 55
2525 Freighter 60
2529 Weather Controller
2530 Subterranean Farm

Mentar 2: (Colonized 2473)

Steinbok 2: (Colonized 2492)
2508 Robo Miners
2513 Gravity Generator
2517 Atmosphere Renewer
2518 Pollution Processor
2521 Terraform to Tundra
2525 Terraform to Swamp
2530 Terraform to Terran
2531 Soil Enrichment
2531 Spaceport

Thok Prime: (Colonized 2467)
2515 Planetary Stock Exchange

Thok 2: (Captured 2419)
2520 Recylotron
2524 Artifical Planet Thok 4
2525 Thok 4 Colony Base
2529 Weather Controller
2530 Subterranean Farm

Thok 4: (Colonized 2525)
2531 Auto Factory

Barv Prime: (Colonized 2527)
2531 Auto Factory

Barv 2: (Captured 2432)
2511 Barv 3 Colony Base
2518 Planetary Stock Exchange
2523 Recylotron
2527 Barv Prime Colony Base
2528 Hydoponic Farm
2531 Weather Controller

Barv 3: (Colonized 2511)
2519 Automated Factory
2527 Robo Miner Plant
2530 Marine Barracks
2532 Pollution Processor

Nazin Prime: (Colonized 2476)
2525 Marine Barracks

Nazin 2: (Captured 2443)
2515 Planetary Stock Exchange
2520 Recylotron
2528 Biospheres
2529 Weather Controller
2530 Subterranean Farm

Nazin 3: (Colonized 2485)
2513 Robo Miner Plant

Nazin 4: (Captured 2441)
2515 Planetary Stock Exchange
2520 Recylotron
2528 Biospheres
2529 Weather Controller
2530 Subterranean Farm

Malus Prime: (Captured 2480)
2510 Robo Miners
2513 Radiation Shield
2523 Terraform to Desert
2525 Marine Barracks

Testus 2: (Captured 2489)
2510 Gravity Generator
2512 Pollution Processor
2514 Atmosphere Renewer
2516 Soil Enrichment
2518 Holo Simulator
2519 Space port
2521 Recylotron
2522 Research Lab
2523 Planetary Stock Exchange
2524 Hydroponic Farm
2530 Battlestation
2531 Weather Controller
2532 Subterranean Farms

Gnol 2: (Captured 2501)
2511 Robo Miner Plant
2512 Marine Barracks
2514 Soil Enrichment
2517 Holo Simulator
2518 Space Port
2519 Research Lab
2521 YARR Refit
2522 YARR Refit
2523 Recylotron
2524 YARR Refit
2525 YARR Refit
2526 Planetary Stock Exchange
2527 Hydroponic Farm
2529 Weather Controller

Kakari 2: (Captured 2503)
2517 Robo Miners
2520 Marine Barracks
2521 YARR Refit
2528 Ground Battery
2532 Gravity Generator

Reticuli 2: (Captured 2505)
2518 Robo Miner Plant
2523 Marine Barracks
2530 Terraform

Gorgunis: (Captured 2491)
2514 Automated Factory
2521 Robo Miner
2523 Marine Barracks
2526 Soil Enrichment
2531 Recylotron



History:

Spoiler :

2506: With the Gnolam Empire crushed we had five systems to secure and develop. Some of the fleet flew to Kakari, while four of the older BOOM Class Destroyers went to Gnol for evetual refitting for the next campaign. This is a very good time to secure the border with the Meklar.

psilon206pact.png


2507: The ISP 2 is lost to a Giant Space Hydra at the Hanekomi System.

psilon207hydra.png


psilon207hanekomi.png


2509: The Klackon attack the Kakari system, seeing only a Cruiser and a Destoryer defending it. Unfortunately, their ship designs lack Heavy Armor and this is a fatal flaw. Upon closer inspection, it is in fact only Titanium Armor. The ship is destroyed and Jarred the Explorer with it.

psilon209jarred.png


What is a picture show without a Hollywood-style explosion?

psilon209boom.png


2511: The Klacons and the Humans go to war. The war persists until the year 2522.

2512: Captain Kytryl the Privateer wants to join. We are still discussing his merits.

psilon212kytryl.png


2519: We hired Rear Admiral Sparky. His skill will be useful at the helm of a heavily armored Titan.

psilon219sparky.png


2520: Given the Klackon use of ECM, we updated the BOOM class Destroyers into the YARR.

psilon220yarr.png


2526: Another battle at the Kakari System - This time with 2 updated Battleships and 1 old Destroyer attacking. The destroyer was quickly dispatched. The Battleships made a run for it, but not before one of them got captured, along with Captain Mukir the Mrrshan Warrior.

psilon226mukirr.png


psilon226capture.png


The Klackon Battleship was scrapped for 349 BC. Yarr!

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2531: The Klackon try their luck again at the Kakari System. This time they escape! We will not be allowing that again. ;)

They have Heavy Neutronium Armor!

psilons231neutronium.png



We are one turn before building our first Titan-Class ship at the Nazin System. I am planning to use it to take out Mr Space Dragon right next door. I will take another look at the weaponry and load up on enough Heavy Autofire Mass Drivers to knock down a Battleship's Class 3 Shields and then load up on enough Graviton Beams to shred it.

Consolidating has been working out well. Here is our map.

psilons2532map.png


Here are our colonies.

psilons2532colonies.png
 
OK good, so next kill the dragon and colonize Thesbia, but also make 2 scouts and explore the central planets. It is time to take out the Guardian...either using missiles or something to knock down a shield and then sending in some EMG missiles or having a couple tough ships (your TT's) loaded with Grav beams. Get some defensive spies so AI's don't steal things like X-armor (should u luck into it) or death rays.

You have an easy win here, and Locknar's ship and some Antaran techs will make it nearly effortless.
 
Inspiring game. You make me want to roll a creative race again! The last one had neighbor troubles; namely Klackons who pulled off a battleship at t99. Just stupid. I always thought that creative needed a bit more time to settle in, but your war was early and got you huge momentum. I'll try to change my ways and lean harder on the mirv nukes.
 
Inspiring game. You make me want to roll a creative race again! The last one had neighbor troubles; namely Klackons who pulled off a battleship at t99. Just stupid. I always thought that creative needed a bit more time to settle in, but your war was early and got you huge momentum. I'll try to change my ways and lean harder on the mirv nukes.

At least as Creative you'll have Trit armor to help those early MIRV Nuke ships survive.

Once when playing a garbage stock race I had Klacks roll into my home system with a battleship, a cruiser and two destroyers on turn 84 and it was enough to kill a couple rushed defensive ships and my starbase. I got to hear "your insulence has cost you your empire" really quickly that game :lol:
 
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