2469 (Turn 0) For whatever reason, either jmas or TheArchduke only played 9 turns; I'll play 11 to get us back on even dates. Looking through our planets, nothing is precisely wrong per se... it's just that I can make some more tweaks to improve efficiency. Most of our planets are running a couple clicks in defense building, a couple clicks in research, a couple in ecology, and the rest into factory construction. This is partly a personal preference, but I basically NEVER do this. From my experience with the Civ games, I've found that you almost always want to be pushing 100% forwards towards an individual goal; trying to do a little of one thing and a little of another thing only ends up getting you neither in timely fashion.
With that in mind, I max factory spending at all worlds below the maximum amount. (Unless there is a DIRE need for something, I always will max factories/population before doing ANYTHING else!) Our slow-growing Hostile worlds will have their population filled out by infusions from nearby non-Hostile worlds. Misha, our Rich world, is putting most of its BC into research?!
That gets fixed immediately; I'll use it to fund the reserve, and spend heavily to speed up the development of our smaller worlds.
I also want to make a play at Tauri again (currently controlled by no races), but that will have to wait until a little later on my turn. Overall, there was nothing bad happening on TheArchduke's turns, I just thought I could make things run a little more smoothly.
2470 (Turn 1) Combat at Firma: Psilons bring 10 Larges and 271 Smalls. Easy pickings, but they run away. I'll have to put a scout in orbit next time to bait them into staying. Between turns, Misha maxes factories/pop, Paladia maxes. Paladia is sending population to our nearby weak Hostile worlds. Currently pumping reserve funds at Centauri and Proteus. Elsewhere, still pretty quiet. Psilons look like they have bigger fish to fry in the east.
2471 (Turn 2) Drakka maxes, Firma maxes, Paladia re-maxes after sending population offworld. With some of our other planets finishing their infrastructure, Ursa can construct a colony ship for Tauri. Hopefully we can colonize, then immediately sign peace. That's the only chance we have to stand it up... one worth taking, IMO.
2472 (Turn 3) Tao maxes, Ursa back onto research. Our colony ship bravely heads out after the empty world at Tauri.
2473 (Turn 4) Vox maxes, Gion maxes, Berel maxes, Centauri maxes. The worlds in the south will continue adding bases, with those in the backlines can go onto research. We are too late at Tauri; the Meklar have set up a colony there. Hmmm... Maybe the Psilons will wipe it out for us? (Turns out that was a "no".)
2474 (Turn 5) The Psilons came after us at Firma (again), where our Scatter Pack bases smoked them easily, killing a dozen Large ships with no losses. Research is up to 2200/turn and several techs are in the percentages. Once we get breakthroughs in Weapons/Propulsion, I'll design us a new ship and go for the Klackons' throat.
There is a Council vote upcoming for the next turn, but we are quite safe. The Psilons will be our opponent, and everyone hates them. I expect that we'll be offered another chance to win, which I will decline.
2575 (Turn 6) Discover Fusion Beam, yay! One of my favorite guns in this game; since we lack good missiles or bombs, I may elect to design us something using the Heavy version and shoot through Planetary defenses that way. We have our choice of Omega-V Bomb, Antimatter Torpedoes, or Megabolt Cannon to move the tree forward. Well that's an obvious choice: high-level bombs, here we come!
Council Time:
Klackons (2) for the Psilons
Darloks (3) for us
Meklar (5) for us
Psilons (7) for themselves
Mrrshans (2) for us
That makes the vote 10 to 9 in our favor, with us having 11 more votes to cast. Obviously we could vote for ourselves and win 21 to 9 with 70% of the vote.
But again, I decline the option to play on; we actually have to abstain this time, because our 11 votes would hand the PSILONS the win!
Note that we have a voting block of more than 1/3 currently, insuring us against a loss. (That is, unless AI population increases, which it very well could!)
I dial up a little spying on the Klackons to get an updated picture on what they have now. I also am waiting for Warp 4 engines (7%) to pop; we might have a chance to invade the Klackon planet of Nordia even without escorts! (The Meklar have gained orbital supremacy there, and are waiting for their own transports to arrive.) There's no point in launching marines until we get faster engines, however.
2576 (Turn 7) I sent a scout to the Klackon homeworld a couple turn ago; they have 33 bases on Kholdan. Yeah, that looks pretty doable. For sure when we get Omega-V bombs, if not earlier. Waiting on techs to pop...
2577 (Turn 8) Improved Space Scanner discovered, yay! Now we can end the guessing game and check incoming attacks with F8.
Do this every turn! Even better, we also get Fusion Drives (warp 4), woohoo! I can pick either Robotics IV or Battle Computer V to advance the tree in Computers; that's a no-brainer for Robotics IV. (Pretty nice selection of Computer techs for the bears in this game!) In Propulsion, I can either backtrack for the Warp Dissipator or push further down the tree with our only option, Impulse Drives (warp 5). Even though we don't really need the engine upgrade, I strongly believe that you should always move forward on the tree unless there's a critical need for another older tech. We don't need the Dissipator that bad... so warp 5 it is.
Time to design a ship... We're lacking in new missiles or bombs, so I'd like to use the Heavy Fusion Beam for planet busting. (Should work just fine against anything that lacks a Planetary Shield X). With the Auto Repair special in hand, that sounds like a Huge design to me. We have Repulsor Beam popping in a couple of turns as an added bonus, a ship with two-range guns that can hang in a gunfight or defeat lightly-shielded planets. 4-5 of them should have a good shot at Kholdan, which lacks missiles better than Hyper Xs. I'll start work on a generic Huge design now, then re-design the ship when Repulsor Beam pops.
At Nordia, we have the opportunity for a daring raid - I have to try it!
The Meklar are invading the Klackon planet this turn. But we may be able to kill the Klackons, then become the defender ourselves and kill off the Meklar! Anyway, it might be a total bust too. But if we can get a whole planet for the cost of regrowing 30m population, isn't that worth the attempt? Let's try it!
2578 (Turn 9) First we scrap another Psilon fleet trying to attack Misha, killing a dozen Larges and 500 Smalls without losses. More importantly, at Nordia 26 of our 30 transports are shot down by a Klackon fleet that I must have missed, leaving only 4 to attack the planet. The attack fails! However, there are only 5 Klackon defenders remaining...
...which we will overwhelm with our second wave of attackers!
ETA two turns, I bet that the Klackons won't have the fleet discipline to hold their units over that world. And even if they do, we should have enough to slip through and capture the planet anyway. Remember, we're the Bulrathi - ground pounding is what we do best!
2579 (Turn 10) Yep, the Klackon fleet moved off! Say goodbye to your planet of Nordia, bugs!
Unfortunately, the planet has been so decimated by bombardment that the max population is only 10m, so 35m of our marines vanish into smoke. Still, we've secured ourselves a new world... if we can hold it. I dial up the bugs and ask for peace... done! Maybe this will keep them from attacking at Nordia (?) I guess jmas will have to find out on his turn. Even if my gamble fails, I think it was worth the effort.
Note: Repulsor Beam is at 13%, when it comes due, we should redesign our Huge ship to include them. Ursa, Paladia, and Misha are working on these dummy ships right now. I would make sure to include our best Battle Computer, shield, and the special combo of Battle Scanner/Auto Repair/Repulsor. A couple of those ships should be enough to genocide the Klackons; just make sure to do it right after a council vote, so we have time to repair our reputation!
Map:
dathon78
Sullla
jmas <<< UP NOW
TheArchduke <<< on deck
http://forums.civfanatics.com/uploads/12069/OSG20-2480s.zip
Good luck!