Turn 250:A scout was ordered from Shalako, to explore two nearby systems.
Turn 251:"Peace in our time! the Psilons and the Elerians agreed to end hostilities today...". Well, hopefully their military will rust over with this lull of fighting.
Turn 252:Victory of Ixion III! Our forces smashed all resistance, seized experimental recycling technology, and captured the planet virtually without loss!
Report on the status of Silicoid resistance: The battle at Ixion showed the use of a fighter screen launched from the planet to cover for the star base and the planet itself, while our designers were wise, and included many point defense weapons onto our craft, about 1/2 of the first wave of fighters made it to the ship to deliver their attack. They were armed with phasors, and with the shields already weakened from plasma cannon fire from the star base were able to punch through and damage the armor of the ship.The next round of fighting saw both the star base and the fighter screen completely destroyed, but these rocks are starting to mount resistance to us. Likewise, on the ground a unit of powered armor troopers was lost to defender fire.
The scout was completed, and will be sent out to explore the two red stars, that scanners reveal absolutely no activity around, we may even be lucky enough to find a worm hole.
Turn 253: The Ixion system is now ours! Silicoids rushed troops to defend their newest colony, but orbital bombardment proved their downfall, using careful aim, our gunners managed to eliminate all of the enemies troops, but leave the citizenry alive.
Macro Genetics has been discovered, this will provide a food bonus to our HNSS worlds. Next up is evolutionary genetics. And after that our long range thinkers envision Giant warships,planetary reconstruction, and advanced production/mining methods.
Turn 254: Oshi! the new name our explorers have given to thetotally worthless system that we have found, onward to the next star!.
Our latest design rolled off the production lines this turn, this fearsome beast is equipped with our heaviest armor, and 5 plasma cannons, with a few of these we will be able to make short work of the Orion Guardian.
Turn 255: The Vagn system has been explored, the only thing of notable interest is an asteroid field that we may place an outpost at if we wish to. Our current fuel lines means that we could easily strike at the psilons from our silicoid holdings, so that is not needed.
State of the empire:
The leaders have been moved around such that the production leader is back on Darlenia, Houri was moved to qui, at this point in the game it may just make sense to fire her, but she'll probably help out that colony as it grows.
We are 8 turns away from the next technology, and are getting 40 BC per turn. We are now running an 8 cp deficit, from 5 battleships, 1 frigate, and 3 transports. More starbases and battlestations are being constructed though.
One of those battleships, and the three transports are headed to the second to last silicoid world. Next turn they arrive. The orionator design is headed for Kenyan, and we have a decision to make here. I think that we need to rush build a starbase on Kenyan, and refit the battleships we have nearby to take on Orion, that will mean that we'd likely need to put D3 on trade goods. We can fund 1 more battleship though.
We need to turn our attention to the next threat, It will either be the sarka or the Humans. The Humans have the most territory, and their population, while low now, is climbing. Their fleet appears to match ours in size. The Sarkas have about as much territory as us, have the largest fleet in the game, and would be a problem. The general consensus seems to be construction, but we know nothing about the exact size or disposition of either side's fleet. Our own fleet will take 6 turns to get from one side of the empire to the other(in addition to it currently being dispersed to several planets), perhaps we should consider getting warp interdictors. Relations however, are near neutral across the board,except of course for the silicoids. The Sarka are relaxed(which is suprising considering that our fleet is close to them) and the Humans are at uneased(which is again suprising considering that our fleet is further away from being able to defend targets that they can strike).
The Sarka are Aggressive ecologists, which means that our fleet being right by their empire is probably the only reason that they have not attacked us yet.
The Humans are erratic expansionists, which means that relations could change real fast, AND they are looking for more territory to settle.
On the technology front the Humans have Tritanium armor, no shields,positronic computers and plasma cannons.
The Sarka have class 3 shields, titanium, postronic computers, and fusion beams.
From that we could easily beat their fleet, that is, if our fleet can get to the besieged planet in time. Defenses are of course going up on every planet though, and the nebulae around Tycho will act as a natural interdictor for any fleet headed to the homeworld or that system, so we could probably hold off warp interdictors for a while, especially if we leave a battleship on each border.
as always, rename save9.gam.sav save9.gam and move it to the orion2 directory.
Turn 251:"Peace in our time! the Psilons and the Elerians agreed to end hostilities today...". Well, hopefully their military will rust over with this lull of fighting.
Turn 252:Victory of Ixion III! Our forces smashed all resistance, seized experimental recycling technology, and captured the planet virtually without loss!
Report on the status of Silicoid resistance: The battle at Ixion showed the use of a fighter screen launched from the planet to cover for the star base and the planet itself, while our designers were wise, and included many point defense weapons onto our craft, about 1/2 of the first wave of fighters made it to the ship to deliver their attack. They were armed with phasors, and with the shields already weakened from plasma cannon fire from the star base were able to punch through and damage the armor of the ship.The next round of fighting saw both the star base and the fighter screen completely destroyed, but these rocks are starting to mount resistance to us. Likewise, on the ground a unit of powered armor troopers was lost to defender fire.
The scout was completed, and will be sent out to explore the two red stars, that scanners reveal absolutely no activity around, we may even be lucky enough to find a worm hole.
Turn 253: The Ixion system is now ours! Silicoids rushed troops to defend their newest colony, but orbital bombardment proved their downfall, using careful aim, our gunners managed to eliminate all of the enemies troops, but leave the citizenry alive.
Macro Genetics has been discovered, this will provide a food bonus to our HNSS worlds. Next up is evolutionary genetics. And after that our long range thinkers envision Giant warships,planetary reconstruction, and advanced production/mining methods.
Turn 254: Oshi! the new name our explorers have given to the
Our latest design rolled off the production lines this turn, this fearsome beast is equipped with our heaviest armor, and 5 plasma cannons, with a few of these we will be able to make short work of the Orion Guardian.
Turn 255: The Vagn system has been explored, the only thing of notable interest is an asteroid field that we may place an outpost at if we wish to. Our current fuel lines means that we could easily strike at the psilons from our silicoid holdings, so that is not needed.
State of the empire:
The leaders have been moved around such that the production leader is back on Darlenia, Houri was moved to qui, at this point in the game it may just make sense to fire her, but she'll probably help out that colony as it grows.
We are 8 turns away from the next technology, and are getting 40 BC per turn. We are now running an 8 cp deficit, from 5 battleships, 1 frigate, and 3 transports. More starbases and battlestations are being constructed though.
One of those battleships, and the three transports are headed to the second to last silicoid world. Next turn they arrive. The orionator design is headed for Kenyan, and we have a decision to make here. I think that we need to rush build a starbase on Kenyan, and refit the battleships we have nearby to take on Orion, that will mean that we'd likely need to put D3 on trade goods. We can fund 1 more battleship though.
We need to turn our attention to the next threat, It will either be the sarka or the Humans. The Humans have the most territory, and their population, while low now, is climbing. Their fleet appears to match ours in size. The Sarkas have about as much territory as us, have the largest fleet in the game, and would be a problem. The general consensus seems to be construction, but we know nothing about the exact size or disposition of either side's fleet. Our own fleet will take 6 turns to get from one side of the empire to the other(in addition to it currently being dispersed to several planets), perhaps we should consider getting warp interdictors. Relations however, are near neutral across the board,except of course for the silicoids. The Sarka are relaxed(which is suprising considering that our fleet is close to them) and the Humans are at uneased(which is again suprising considering that our fleet is further away from being able to defend targets that they can strike).
The Sarka are Aggressive ecologists, which means that our fleet being right by their empire is probably the only reason that they have not attacked us yet.
The Humans are erratic expansionists, which means that relations could change real fast, AND they are looking for more territory to settle.
On the technology front the Humans have Tritanium armor, no shields,positronic computers and plasma cannons.
The Sarka have class 3 shields, titanium, postronic computers, and fusion beams.
From that we could easily beat their fleet, that is, if our fleet can get to the besieged planet in time. Defenses are of course going up on every planet though, and the nebulae around Tycho will act as a natural interdictor for any fleet headed to the homeworld or that system, so we could probably hold off warp interdictors for a while, especially if we leave a battleship on each border.
as always, rename save9.gam.sav save9.gam and move it to the orion2 directory.
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