First thing I notice is that our ship maintenance budget is already at 11%. Despite the prebuilds underway at virtually every planet in our empire, we really can't afford to do a lot more shipbuilding at this point. I generally don't like to go above 15% and definitely not 20% on ship maintenance. IMHO we need to concentrate more on quality, and less on quantity. Fortunately, as Psilons, we are well-qualified to do that... but it does mean we need to be placing more of an emphasis on additional research than we are right now, so I turn off the prebuilds at Rayden and Rotan. I also equalize tech since Trilithium is well into percentages and should pop on its own relatively soon. At this point we need more tech across the board to improve our economy so we can afford more ships/research, and to miniaturize and otherwise improve our existing warships.
2440: Trade the kitties Fusion Rifle for Jammer III. I want to be able to trade for their Fusion Beams next turn, before we build some real warships. Send most of our fleet at Proteus to Kailis. We wipe out the defenders and bombard, killing most of the pop and destroying the factories. Hopefully the kitties will be around soon to mop up. We repel a couple small fleets elsewhere. On the interturn, we learn Trilithium and I pick HEF; also the Kitties colonize Altair. That'll learn them birds!
2441: Give the cats Impulse drive for Fusion Beams. Now we have a real gun.
Well we had Neutron guns, I suppose, but having more options doesn't hurt. Send the bulk of the fleet to attack the birds at Volantis, though it's getting spread out more as we defend more planets for the kitties.
I have some choices to make for ship design. Here are some options:
1) Small Bomber: I can make a warp 5 bomber with stabilizers, Mark III computers, and 2 fusion bombs. This should be a pretty decent glassmaker.
2) Small Fighter: Warp 5 with a Neutron Beam, stabilizers, and Mark II computers. I have to give up too much if I try to fit on a fusion beam. Although, I could upgrade to BC III if I switch to dual NPGs instead of the neutron gun. What kinds of shields and maneuver are we going up against with the Meks and Bears, I wonder? On the other hand, our existing NPG fighters have only one NPG but attack level 5... so redesigning them now would not afford a big improvement.
3) ARS Huge: Tempting but we can only be in one place at a time and they have very large maintenance. I don't think they will be flexible enough with our limited economy.
4) ARS Large: Might be a better option than ARS huge, need more info on Bear and Mek weapons though. Or perhaps just go with non-repairing larges and strap on more guns.
5) Missile boats: Actually we have lots of good tools to make this viable. We could even make a small with merculite 2-racks if we wanted, though I would probably go with a medium or large design instead.
Bottom line is I need more intel on Bears and Meks before I can decide what I need to build. So I make a few spoiler attacks to get some intel. I send one large to coordinate an attack on the Meks at Rhilus with the cats. Not sure if it will do much good, but if not we can always retreat, and it should get specs on the Mek bases. Similarly I make an attack at Omicron in bear space.
Results: We wipe out the bases at Volantis without losing a ship; we nearly lost one though, as I've had to split off a lot of the attackers. We find that the bears have 2 bases at Omicron with Mk I computers(!), ECM II, Hyper-V rockets, Titanium armour, and Shield 2. Pathetic. We wipe out the base and scout the planet with our 1 ship, destroying a small number of factories. At Rhilus we encounter bases with Mk IV computers, ECM IV, Hyper-V rockets, Shield IV, and Duralloy armour. Not a lot better. The weak point of both the Bears and the Meks appears to be lack of decent missiles, which suggests a strategy revolving around larges with our best shields (Class VI) should work well. Small bombers will work well against the bears, and should work ok against the Meks due to their slow (hence dodgeable) missiles; however, putting a few bombs on larger platforms should work as well.
2442: I design Fusion 5.0, a large with ARS and Class VI shields, 10 fusion beams and 8 fusion bombs. We can build 13 this turn, which comes close to doubling our current fleet. Hopefully this won't put us too far into the red as far as maintenance costs go. We attack at Obaca and shuffle fleets around to try and defend against various threats. I'm starting to think it might be better to play zone defense a bit more now that the Alkari are not much of a threat.
Results: We wipe out the birds at Obaca and finish bombing out the factories at Volantis. I wonder whether it might not be better to leave the birds with one or two undeveloped planets. We don't want to annoy the cats by genociding the birds, after all.
2443: We build a bunch of Fusion 5.0s and wait one more turn to build a couple more. Our ship maintenance budget jumps to 15.9%. Reposition ships.
2444: Move out our 15 Fusion 5.0s to the front, reposition ships. Meklar Toranor ship is a fusion bomber with not much offense other than that. It does have good computers, though.
2445: Bear navy is pathetic. We encounter 6 larges at Omicron where our one ship has been bombing for the last several turns. This turn it's reinforced by several more ships from Alkari space and makes short work of the bear fleet. We nearly glass Omicron. We also spot a Meklar huge heading for Maalor, which we will hopefully have enough forces to smack. The bears did some smacking of their own at Proteus, which we haven't had a chance to fight back against for some reason. Not sure what's up with that.
2446: Drive off the Meks at Primordius, who retreat to Rhilus, which is now in kitty hands. Apparently their invasion attempt succeeded, due to the Meks not having any ships there. Of course it's an ultrapoor world, but still. We smack the bears at Ukko, dropping the defenses there and bombing out the factories. Our new fleet will defend Primodius against some transports this turn and move into Mek space next turn.
2447: Rhilus appears to have been destroyed; the Meks came back with a large fleet including a couple huges and drove our NPG fighters and single NPG large off. Also the Bears have gotten Class V planetary shields so our NPG groups fighting over in that direction have been stymied for the moment. We will need some Fusion 5.0s to make a dent up there, but I have the feeling we'll need all 15 of them on the Meklar front. Somehow the Meks are again able to avoid our defenders, this time at Maalor, with a bunch of those Tornado bombers. We'll see what comes of that. Send our new fleet to Jinga, which will take 2 turns.
2448: Pirates at Obaca. Annoying since we actually have some decent trade going with the cats. Hopefully our fighters stationed in the area can take care of it.
Our new fleet arrives at Jinga and smacks the planet; the Meks have a huge in the fight which could hurt our stack but they are too scared to fight when we bomb out all the bases and run away. Then we bomb the planet, wiping it out. We also wipe out Omicron, finally, with the guys that had gone off to Ursa and met stiff shielding, before coming back there. We'll wipe Ukko next.
2449: We send our Fusions off to Meklon while our Omicron fleet goes to Ukko.
Interturn, we destroy Meklon and nearly wipe out Ukko, leaving just 2 pop. The Mrrshan genocide the Alkari by taking their last planet in a ground invasion. In the vote, the Mrrshan have 10 votes, and get the Meklar and Bear vote for a total of 15, out of 25. I suppose I should have mounted an attack on the bugs too, since they voted for us. With the bug vote, the Mrrshan would have won.
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I saw 3 Meklar Huge designs in my turns but I really don't think it matters much now. We will take the northernmost Meklar planet out next turn with the orders I've left in the save for the next player, which will leave the Meks with one planet (that we know of.) They'll pretty much have to scrap their navy at that point. Still the designs they did have were reasonably potent, and could in theory pose a threat if they somehow stuck around and made a counter-attack.
As far as what the kitties were doing in all this time goes... well to be honest, not much. A lot of flying around between random planets in their empire, for the most part. We are clearing out planets for them far faster than they are resettling or invading, and that's without being extremely quick on the attack on our part. I could have built up more of our fusion bombers... but why? If we were doing the invading and resettling ourselves it would be a different matter, but to be honest, at the rate at which the kitties are backfilling our conquests, we don't need more forces than we have on hand now.