Justus II
General Staff
My goals for this turn are to focus on retooling our industry to take advantage of our new Robotic Controls technology, while strengthening our defenses and finishing our last bit of expansion, grabbing the tundra in the south. I would also like to upgrade/reorganize our fleet if possible, replacing our slow scouts with fast ones, and designing (and maybe building) a new faster ship to replace our Gatling and Laser1 designs. In order to do all that, I want to avoid distractions from the Alkaris, so I am going to seek peace as well.
Pre-Turn. I start with diplomacy, to see if we can get our peace. Not only will the Alkaris not agree to peace, they remove their ambassador.
The Psilons are just as impatient. Although Battle Computers II is available, they will only take Robotic Controls III, and when I refuse, they also withdraw their ambassador. Warp 3 drives wasnt even an option. Now that I think about it, if Jabah had already proposed those trades on this turn, then said forget it we would have already exhausted their patience, and so had a negative modifier to any dealings. One thing about MOO diplomacy, unlike Civ3, there IS a cost to comparison shopping. If you open an audience with a leader, it automatically increments their patience modifier, and once it gets too high, they will withdraw the ambassador. Similarly, every agreement/treaty/trade you propose, even if not accepted, increases the negative modifier toward that agreement, meaning asking repeatedly for something will get increasingly worse odds. So its always a good idea to do your homework before an audience (read your report on their techs and alliances, know what techs you have or are working on, etc) so you can make the deal while you are there, without backing out to check on something. For SGs, it means its more difficult to have discussion about possible trades, because the act of checking the possibilities lowers your chances of actually making the deal, at least temporarily. Probably better off to avoid diplomacy on the last turn, so the next leader has a clean slate with no negative modifiers.
Anyway, back to the game. First priority is to design and build a new colony ship for Antarres, the tundra to the south. The LR Colony2T is designed, with reserve tanks, Tundra base, Warp 2 engines, and 2 ion cannons, since it will be going without escort (we dont have any LR ships left). I swap Argus over, which can build it in 3, and set Reloc to Rana. It should complete and move to arrive on my last turn. I also redesign a Warp 2 scout, called Scout 2X to distinguish it from our Scout 2s. I set Trax and Dunatis to build 6 each, for the north and south. Some will be used to cover planets from prying eyes, but I also want to be able to check on our neighbors worlds if we can. Also, several of our planets with scout coverage have bases now and no longer need the scout. I also move a couple Laser1s from Xudax to cover open hostile worlds, in case we start to see armed colony ships.
On to industrialization. Rather than just setting every planet on blanket refits, I decide to prioritize a little. As mentioned, a few planets delay a turn to crank out our new Scouts and Colony ship. I also postpone Gorra. It is poor, and at the point where it would spend a long time in refit status, without increasing output at all. Instead, I set Gorra up to carry our research burden while the other planets industrialize, and then it can refit later. This allows me to continue research at least over 100rps, which will avoid wasting as much interest on existing research investments. Xudax is also not included in the refit program for now, as an ultra-poor it will be slow going. However, it is starting to grow out of the fat part of the growth curve, and hasnt terraformed yet, so I prioritize that first.
I leave research spread evenly, as we arent putting much more than maintenance in, and I dont want to reduce any of the categories any further than they already are. Once our main worlds start to come back on line, I will prioritize computers. I also shift our spying around, put a couple ticks toward the Psilons to establish a network there.
IBT: Produce 13 Scout 2Xs, swap Trax and Dunatis to factory refits.
2391 (1): We get a report on the Psilons, they are Honorable Technologists, and allied with both the Silicoids and Alkari. They are ahead in tech (surprise!). Just the latest: Battle Computer III, Industrial 7, Shield III, Death Spores, Range 8!/Warp3, Mass Driver, plus more filler techs. No problem.
Still wont talk to us, though.
IBT: Chase a silicoid scout from Primodius.
2392 (2): Nothing interesting.
2393 (3): Our LR Colony 2T completes, and is auto-sped on its way to Rana. Argus starts the refit process. We can finally talk to the Psilons again, and are able to swing the Battle Computer II for Tundra deal, but his patience is again exhausted. The Silicoids will trade Hyper-V rockets, but want too much, so I pass. Our scout reaches Yarrow, and we can see its at 46 pop, 38 factories, 2 bases. In orbit are 31 Falcons (medium), 17 Sparrowhawk (Small), and 4 colony ships, this looks like their staging base. Cant stick around here!
2394 (4): The first Vote! We are nominated, as are the Psilons. Voting is as follows:
Psilon (5) themselves, Silicoid (5) Psi, Sakkra (3) Abstain, Darlock (2) Abstain, Alkari (4) Psi, and we (9) abstain, rather than anger the Psilons unnecessarily. Vote total is 28, so we dont quite have enough to block if everyone voted against us. Our scout has arrived at the Psilon world of Esper, which is undefended, it is a Fertile Arid 80, 68 pop, but no bases.
IBT: We get a successful steal from the Alkari! We can choose between Computers, Construction, or Planetology. I know they have cheap and/or obsolete computer (ECM) and Construction (Industrial 9) techs, but we already have the cheaper planetology techs, so it would have to be at least level 8, and I choose that. We are rewarded with Terraforming +20, which was missing from our tree. I say no to the auto-adjust dialog, I prefer to do those myself. Then we get a strange message:
What did we do to deserve this??
2395 (5): I look around, but dont see any Psilon fleets. In fact, our scout is still orbiting defenseless Esper, which would seem to be their closest planet, and cant see anything. (I hope having a scout there wasnt enough to provoke a war, I wouldnt have thought so. Maybe the Alkari asked them to honor their alliance). Try again for a peace deal with the Alkari, but no dice. In fact, the Alkari fleet has left Yarrow, looks like its headed for Jinga again. Still 4 Colonies, 31 Falcons, and 17 Sparrowhawks. Looks like they will arrive in 4 turns? What can I do in time for that. I swap Ursa and Gion, who were maxed and working on Terraforming, to my newly designed Ion Cruiser 2. Ursa can finish and relocate in time, Gion will probably be a turn late, but I do it anyway, as we need some defenses. I also switch Jinga to building a second base, it should complete just in time. Theres a spare Laser1 at Klystrom, I send it over. Other planets cant get there in time for this battle, so they focus on factories for the next one. In good news, Gienah is maxed out on factories, and swaps over to terraforming, and is also able to start some research again. Since we are at war, I boost spy spending, trying to get multiple networks vs. the Psilons, and switch them over to espionage, as we KNOW they have some good techs.
2396 (6): After reviewing the planets, Klystrom (poor) does Terraforming before factories, it can be a marine barracks to reinforce or launch attacks from.
2397 (7): Scout Obaca, an Ultra-Poor Silicoid world. Time to send our Colony 2T on to Antarres. I know its not the best bargain, but I trade the Silicoids Warp 2 engines for Hyper-V rockets, we have to have some firepower for those bases at Jinga. The only other choices they would settle for were all higher-level techs (Duralloy, Robotics, or Terra +20).
IBT: When it rains, it pours! Our spys are successful vs. both the Psilons AND Alkari. Vs. the Psilons, we have a choice of all fields. I know they have techs at various levels, so I dont know what level of penetration for sure, but looking at the chart, I know we have everything in Force Field short of Class III, so I chose that one, and sure enough, we get Class III shields. This will also help our bases, and maybe allow for another redesign. Against the Alkari, our choices are Computers or Construction, which both have older techs, I chose computers, just to help our spying percentage, and get ECM II.
2398 (8): Time to prepare for the big battle, we have our first Ion Cruiser in place. I look at a redesign, but putting the new shields in takes away weapons, Ill leave it for the next leader to decide on a new design.
IBT: Fourth Battle for Jinga. Hes bringing the fleet, we are relying on our bases and our new cruiser.
I send the cruiser to take on the Sparrows first, while the base fires its missiles at the Falcons. The colony ships have a much higher HP/firepower ratio, so Ill leave them for last, I want to reduce his firepower as quickly as I can. It takes several rounds to eliminate the Sparrows, and the Ion cruiser takes some damage from the Sparrows and the heavy lasers of the bigger ships. Our Laser1 absorbs the missile salvo from the Falcons, and dies. The bases missiles are gradually taking out about a Falcon per turn, until they back off, and then I target the colony ships. After many rounds of constant pounding, our Ion cruiser is finally destroyed, but the Sparrowhawks are gone, he has lost 8 of the Falcons, and 2 colony ships, and retreats. I probably should have focused everything on the Falcons, as the Sparrowhawks had trouble damaging the cruiser, but at least Jinga holds.
We also chase another Silicoid colony ship from Primodius but it doesnt run away! Ruh roh. We have a Laser1, a Scout 2, and a Scout 2X, and he has . . . I dont know, I dont have scanners. Well, Im not giving up without a fight, bring it on. I have 6 lasers, but only 18hp to his 100, this could get ugly. I approach, and do 10 pts the first round, he fires back and only does 1. Thats good! The scouts move on him aggressively, for no real reason, he doesnt waste time firing on them. Many of his attacks cause no damage though, he must have left the battle computers at home.
Its still pretty tense, as I have some rounds where I only do 4hp, but at least I am doing something every round, whereas his are hit or miss. Finally I get down to 5hp, but destroy his colony ship! Chalk another one up one for the Da Bears!
2399 (9): Our Scout 2Xs and Lasers are in position to replace all our old scout 2s on blockade duty, so I scrap the old ones, but leave the money in reserve. We could also scrap the 2 Sentinels, as there are Laser1s there also, but Ill leave that for the next leader. Jinga starts on a third base, due in 5.
IBT: Antarres is founded on the tundra to the south. We have another vote, as its 2399. Results are similar: Psilon (6) Psi, Silicoid (5) Abs, Sakkra (3) Abs, Darlok (2) Abs, Alkari (4) Psi, and we have 10 votes of the 30. Still not quite enough to block, but we are growing. Another Cruiser completes and is enroute to Jinga.
2400 (10): Havent done much, except to MM planets. Most have completed the +20 terraforming, and refits, and are just filling in factories for the new growth. Ursa and Gion are building Ion Cruisers, with enough going into factories to keep ahead of growth until they re-max. Argus has been working on an Ion also for the southern border. We need to send colonists, and probably some defenses, to Antarres, it may be a reach, but it gives us a base for more exploration. Scouts should be able to push west along the southern boundary now also.
Havent done much with tech this round, just keeping it steady, as most of the time we were only at around 100-150RPs. We are up higher now, as Gienah is mostly back online, so I will let the next leader reprioritize our research. I havent done any diplomacy this turn either, mostly because they wont talk to me anyway.
I would try to make peace with the Psilons if we get a chance, still havent seen any ships, but when they do come, they will undoubtedly outclass us, and they are too far away for us to launch an assault on them.
Here be Interesting Times
Pre-Turn. I start with diplomacy, to see if we can get our peace. Not only will the Alkaris not agree to peace, they remove their ambassador.


Anyway, back to the game. First priority is to design and build a new colony ship for Antarres, the tundra to the south. The LR Colony2T is designed, with reserve tanks, Tundra base, Warp 2 engines, and 2 ion cannons, since it will be going without escort (we dont have any LR ships left). I swap Argus over, which can build it in 3, and set Reloc to Rana. It should complete and move to arrive on my last turn. I also redesign a Warp 2 scout, called Scout 2X to distinguish it from our Scout 2s. I set Trax and Dunatis to build 6 each, for the north and south. Some will be used to cover planets from prying eyes, but I also want to be able to check on our neighbors worlds if we can. Also, several of our planets with scout coverage have bases now and no longer need the scout. I also move a couple Laser1s from Xudax to cover open hostile worlds, in case we start to see armed colony ships.
On to industrialization. Rather than just setting every planet on blanket refits, I decide to prioritize a little. As mentioned, a few planets delay a turn to crank out our new Scouts and Colony ship. I also postpone Gorra. It is poor, and at the point where it would spend a long time in refit status, without increasing output at all. Instead, I set Gorra up to carry our research burden while the other planets industrialize, and then it can refit later. This allows me to continue research at least over 100rps, which will avoid wasting as much interest on existing research investments. Xudax is also not included in the refit program for now, as an ultra-poor it will be slow going. However, it is starting to grow out of the fat part of the growth curve, and hasnt terraformed yet, so I prioritize that first.
I leave research spread evenly, as we arent putting much more than maintenance in, and I dont want to reduce any of the categories any further than they already are. Once our main worlds start to come back on line, I will prioritize computers. I also shift our spying around, put a couple ticks toward the Psilons to establish a network there.
IBT: Produce 13 Scout 2Xs, swap Trax and Dunatis to factory refits.
2391 (1): We get a report on the Psilons, they are Honorable Technologists, and allied with both the Silicoids and Alkari. They are ahead in tech (surprise!). Just the latest: Battle Computer III, Industrial 7, Shield III, Death Spores, Range 8!/Warp3, Mass Driver, plus more filler techs. No problem.

IBT: Chase a silicoid scout from Primodius.
2392 (2): Nothing interesting.
2393 (3): Our LR Colony 2T completes, and is auto-sped on its way to Rana. Argus starts the refit process. We can finally talk to the Psilons again, and are able to swing the Battle Computer II for Tundra deal, but his patience is again exhausted. The Silicoids will trade Hyper-V rockets, but want too much, so I pass. Our scout reaches Yarrow, and we can see its at 46 pop, 38 factories, 2 bases. In orbit are 31 Falcons (medium), 17 Sparrowhawk (Small), and 4 colony ships, this looks like their staging base. Cant stick around here!
2394 (4): The first Vote! We are nominated, as are the Psilons. Voting is as follows:
Psilon (5) themselves, Silicoid (5) Psi, Sakkra (3) Abstain, Darlock (2) Abstain, Alkari (4) Psi, and we (9) abstain, rather than anger the Psilons unnecessarily. Vote total is 28, so we dont quite have enough to block if everyone voted against us. Our scout has arrived at the Psilon world of Esper, which is undefended, it is a Fertile Arid 80, 68 pop, but no bases.
IBT: We get a successful steal from the Alkari! We can choose between Computers, Construction, or Planetology. I know they have cheap and/or obsolete computer (ECM) and Construction (Industrial 9) techs, but we already have the cheaper planetology techs, so it would have to be at least level 8, and I choose that. We are rewarded with Terraforming +20, which was missing from our tree. I say no to the auto-adjust dialog, I prefer to do those myself. Then we get a strange message:

What did we do to deserve this??
2395 (5): I look around, but dont see any Psilon fleets. In fact, our scout is still orbiting defenseless Esper, which would seem to be their closest planet, and cant see anything. (I hope having a scout there wasnt enough to provoke a war, I wouldnt have thought so. Maybe the Alkari asked them to honor their alliance). Try again for a peace deal with the Alkari, but no dice. In fact, the Alkari fleet has left Yarrow, looks like its headed for Jinga again. Still 4 Colonies, 31 Falcons, and 17 Sparrowhawks. Looks like they will arrive in 4 turns? What can I do in time for that. I swap Ursa and Gion, who were maxed and working on Terraforming, to my newly designed Ion Cruiser 2. Ursa can finish and relocate in time, Gion will probably be a turn late, but I do it anyway, as we need some defenses. I also switch Jinga to building a second base, it should complete just in time. Theres a spare Laser1 at Klystrom, I send it over. Other planets cant get there in time for this battle, so they focus on factories for the next one. In good news, Gienah is maxed out on factories, and swaps over to terraforming, and is also able to start some research again. Since we are at war, I boost spy spending, trying to get multiple networks vs. the Psilons, and switch them over to espionage, as we KNOW they have some good techs.
2396 (6): After reviewing the planets, Klystrom (poor) does Terraforming before factories, it can be a marine barracks to reinforce or launch attacks from.
2397 (7): Scout Obaca, an Ultra-Poor Silicoid world. Time to send our Colony 2T on to Antarres. I know its not the best bargain, but I trade the Silicoids Warp 2 engines for Hyper-V rockets, we have to have some firepower for those bases at Jinga. The only other choices they would settle for were all higher-level techs (Duralloy, Robotics, or Terra +20).
IBT: When it rains, it pours! Our spys are successful vs. both the Psilons AND Alkari. Vs. the Psilons, we have a choice of all fields. I know they have techs at various levels, so I dont know what level of penetration for sure, but looking at the chart, I know we have everything in Force Field short of Class III, so I chose that one, and sure enough, we get Class III shields. This will also help our bases, and maybe allow for another redesign. Against the Alkari, our choices are Computers or Construction, which both have older techs, I chose computers, just to help our spying percentage, and get ECM II.
2398 (8): Time to prepare for the big battle, we have our first Ion Cruiser in place. I look at a redesign, but putting the new shields in takes away weapons, Ill leave it for the next leader to decide on a new design.
IBT: Fourth Battle for Jinga. Hes bringing the fleet, we are relying on our bases and our new cruiser.

I send the cruiser to take on the Sparrows first, while the base fires its missiles at the Falcons. The colony ships have a much higher HP/firepower ratio, so Ill leave them for last, I want to reduce his firepower as quickly as I can. It takes several rounds to eliminate the Sparrows, and the Ion cruiser takes some damage from the Sparrows and the heavy lasers of the bigger ships. Our Laser1 absorbs the missile salvo from the Falcons, and dies. The bases missiles are gradually taking out about a Falcon per turn, until they back off, and then I target the colony ships. After many rounds of constant pounding, our Ion cruiser is finally destroyed, but the Sparrowhawks are gone, he has lost 8 of the Falcons, and 2 colony ships, and retreats. I probably should have focused everything on the Falcons, as the Sparrowhawks had trouble damaging the cruiser, but at least Jinga holds.
We also chase another Silicoid colony ship from Primodius but it doesnt run away! Ruh roh. We have a Laser1, a Scout 2, and a Scout 2X, and he has . . . I dont know, I dont have scanners. Well, Im not giving up without a fight, bring it on. I have 6 lasers, but only 18hp to his 100, this could get ugly. I approach, and do 10 pts the first round, he fires back and only does 1. Thats good! The scouts move on him aggressively, for no real reason, he doesnt waste time firing on them. Many of his attacks cause no damage though, he must have left the battle computers at home.

2399 (9): Our Scout 2Xs and Lasers are in position to replace all our old scout 2s on blockade duty, so I scrap the old ones, but leave the money in reserve. We could also scrap the 2 Sentinels, as there are Laser1s there also, but Ill leave that for the next leader. Jinga starts on a third base, due in 5.
IBT: Antarres is founded on the tundra to the south. We have another vote, as its 2399. Results are similar: Psilon (6) Psi, Silicoid (5) Abs, Sakkra (3) Abs, Darlok (2) Abs, Alkari (4) Psi, and we have 10 votes of the 30. Still not quite enough to block, but we are growing. Another Cruiser completes and is enroute to Jinga.
2400 (10): Havent done much, except to MM planets. Most have completed the +20 terraforming, and refits, and are just filling in factories for the new growth. Ursa and Gion are building Ion Cruisers, with enough going into factories to keep ahead of growth until they re-max. Argus has been working on an Ion also for the southern border. We need to send colonists, and probably some defenses, to Antarres, it may be a reach, but it gives us a base for more exploration. Scouts should be able to push west along the southern boundary now also.
Havent done much with tech this round, just keeping it steady, as most of the time we were only at around 100-150RPs. We are up higher now, as Gienah is mostly back online, so I will let the next leader reprioritize our research. I havent done any diplomacy this turn either, mostly because they wont talk to me anyway.

I would try to make peace with the Psilons if we get a chance, still havent seen any ships, but when they do come, they will undoubtedly outclass us, and they are too far away for us to launch an assault on them.
Here be Interesting Times