Imperium 1 of Realms Beyond Civilization - "Off to a Flying Start"
"An average beginning in an average galaxy with an average species."
Well that sounds super for a below average player!
-- Let's try this again, I tried to post this Mon night and apparently clicked off somewhere
else after a 'Preview Post' that I thought was an 'Add Reply' ! :rolleyes:
The Imperium name seems to derive from our species, the Alkari, excellent flyers.
Specifically, they get a +3 bonus to defense and initiative on their ships and excel at
combat. They're excellent in Propulsion, though poor at force fields. The Alkari (birds)
have enmity with the Mrrshan (cats), and a dislike for the Klackons (insects) and the
Sakkra (lizards). It's a medium size map with five opponents. This game was played
very shortly after the announcement, before I got an understanding of combat in
the OSG1 succession game (and it shows!

I also had no way to make screenshots at
the time, so this report will be textual, and an abbreviation of my turn notes.
If I go into detail at some minor point, it's probably in hopes that I'll get feedback
how my understanding was on target, or how it needs to be improved :P Let's rock!
2300 - Turn 0 - We start in a middle position, right side, 3 o'clock at Altair.
We'll want to study this map a bit. Our other foes are: Meklar, Silicoid,
Sakkra, Klackan and Mrrshan. Average?? *ALL* our racial foes are present, this
is not going to be a peaceful game! 8-o There seems to be five other clusterings
of foes going by the yellow stars, including one right above us without much room to
expand. If we can beat whoever that is to the border planets we should have an
advantage. One of the races looks like it may have *four* yellow stars right near
each other. We have a Nebula with two red to our left. There are precisely two
stars in immediate colonization range, a green up top, and a blue below.
Hmm, that yellow up North - if that's a homeworld, it has nothing within 3 parsecs
and they're toast. The green seems so much more likely to be a decent planet for
life that I make my first key decision - sending the colony ship there right away.
The two scouts will split up, one going south and the other to the north purple.
2303 - Turn 3 - We find Kailis, and ack! It's just a "Minimal" planet? Colonize now
or hope that the blue world is much better? I don't think a one turn delay will hurt,
and so hold on. It's seen to be Quayal, a Desert 40. We'll colonize Kailis next turn.
2304 - Time to send some colonists to our new guy. 61/100 vs 2/45, this begs to send
about 16 to Kailis, and so we do. We next see purple star is Mobis, Ultra rich with
triple industry pts. Down south Malaar is Jungle, a very nice 75 planet. Scout heads
for the central Nebula, but we'll want a scout to blockade Malaar soon.
We immediately make a Scout2 ship (cheaper although same) and a Colony replacement.
Since at this point we can spew 5 scout2's in a turn from Altair, we shall. I like
to know my region, and to discourage others from scouting.
Soon we see that north yellow is free, "Primodius", a Terran 100! Sweet! We'll leave
the scout there. Alas, to reach it, we need to extend our range to 4. Time to open
up the research tree with a few coins from Kailis. I also order up one more scout2 from
our capital to finish the initial blockade. Then after factories improve a bit we'll
want a colony.
2307 - Bingo, Bootis is Terrain 95 not far from Kailis. That's a huge need for two quick
colonists. It would take 9 yrs for a colony now, so we continue factory focus.
Arietis in mid-nebula is void.
2313 - Pop growth is slowing on homeland, and we could really stand to have more planets.
This seems like in Civ3 do you focus on letting your capital grow or do you get out
settlers? Aside from a granary, the answer is clear, and we're ordering up 2 ships.
Next turn scouts find north Incedius, an ocean planet, and just outside nebula,
Laan, a rich but toxic world. Bootis will open up 4 new stars to scout, so we pump
4 scout2's and next turn send to Bootis. ( Note later: well, letting the homeworld
grow in factories is like a granary, factory, coal plant, library and marketplace all
in one, and I'm more prone now to wait on colonization until more factories are done)
2320 - First tech choices:
Computers: Deep Space Scanner or Battle Mark II. I take DSS, prefering intel to +tohit.
Propulsion: Deuterium Fuel cells (range 5) - Score!!
Weapons: Hand Lasers or Gattling Lasers. I take the gropo tech for defense.
Then next turn:
Construction: Reduce Industrial waste 80% (oh good! I'm not getting Sirian luck!

Force Field: Class II Deflectors
Planetary: Terraforming +10. It's all good!
I'm prioritizing Propulsion then Construction, but need to focus more on industry
on Kailis.
2323 - Bootis is founded. Transport 32 from cap, 16 from Kailis.
Our first contact soon after that, as the blue central star is met with Silicoid
resistance - Denubius, yellow. Also, Gorra is a dead planet, blue.
First contact then is silicoid, who refer to themselves as godlike. Hrmpf.
They have five planets, not uncommon I think, for the silicoids. They're neutral.
2329 - Another colony ready, but the 3 we would most like to hit will need the propulsion.
tech to arrive. It can sit and wait, or hit the desert world. We do the latter, and
swap Altair back to industry. Past the nebula we soon find the gray star is Thrax,
toxic, and the Denubius (yellow) is inferno. Bad for us, good for silicons.
2331 - Qayyal is founded, and we get our first GNN report, the ranking of population:
1. Mrrshan (boo!!!

2. Alkari (yay!

3. Meklar 4. Silicoid 5. Sakkara 6. Klackon.
Bootis can spare 18 to transport to the new colony. Just a few turns later we learn
the Silicoid empire is pulling ahead a bit on territory.
2340 - Altair hits 200 factories, 95 pop. This means a temporary spike in research,
to be followed by several colony ships. Terraforming hits first, +10M. I'll do the
adjustment manually. New options: Controlled Dead Environ, or Death Spores. I'm
not big into WMD and choose the former. Sooner after we score Deuterium and the
next one is no choice, Nuclear Engines (warp 2 and more maneuveable)
Shoot, silicoids come to the northern ocean planet as a colony ship escorted by
a whale. They must have pre-scouted? Incendius is added to my "contested" list.
On that turn construction hits with Ind Waste 80%, and our next choice is between
Improved Industrial tech 8 and Duralloy armor. We choose the former as we're somewhat
behind in factories.
2352 - We find our very first artifact planet - Helos the Red, Arid 60. It's range:
In same year we found on Terran Primodius. Altair hits 220 factories, 108 pop.
Our colony ship that just popped out is IMMEDIATELY sent to Helos.
Ruh roh, I look more closely at Silicoids. They're aggressive expansionist in alliance
with the Mrrshan! I make a trade deal to improve reltions. 125gpt, no need of toys.
Worse, next year they come calling at our artifact planet which has a colony en route!
Unarmed? No 8-\ Colony ship and whale. I was hoping not to get into conflict THIS
early, especially with a Mrrshan ally.
New colony ship heads to Maalor, Jungle planet to our south. Next turn our lone scout
at Thrax turns back an unescorted silicoid colony ship. Then Nuclear Engines come in
and we can choose between warp 3 (sublight) engines and Range 7 (Dotamite xtals).
Both are quite nice, but I'll take range first.
2359 - Small blue star south is Simius, a steppe 40, Green one (Paladia) is inferno 15 while
small blue is Proteus also inferno 40. Next turn, way up north a whale keeps us from
scouting a small green, while east we find void Rhilus. Jungle Maalor is founded.
2361 - We run into Meklars to the south while scouting. If we can get our colony ship
to Simius it will make contact. We also see our first Mrrshan flyby.
Then SCORE! Omicron, a Terran planet that is Fertile! We order up a colony.
Soon after, and near it, is Drakka, Desert 35. (Note later: Sirian denoted Omicron
as a critical planet that would be likely be important to grab, so I'm glad to both
recognize this and pull it off :P )
2368 - Man, these guys are aggressive! Silicoids send an ARMED Colony ship that boots
our scout out and claims. Worse, the Melklars come at our scout at Sirius, which
is a key stepping stone to the fertile Terran. GNN then reports the Silicoids are
outstripping all other races with 13 colonies. This brings up the first election!
(Note later: I was totally caught off guard by this style of aggression, as these
undeclared skirmishes have no counterpart in civ 3. In retrospect, I let the AI just
plain walk all over me, and I made NO use of our specialty.)
The contenders are the silicoids and... us!

There will be 21 votes.
Meklars abstain 2, Sili self vote 5, Sakkara abstain 3, Klackon abstain 2, and the
Mrrshan abstain 4. This lets us vote for *silicoids* to improve relations with no
fear of a loss. The Meklars respond? state? they want NO CONTACT with the filthy
Akari. Oops??? Odd, they do have contact with us. Xenophobic technologists. Makes
sense. Neutral (while Sili's are amiable now after vote). We set up a 200gpt trade
with them. They have range 4 tech and some ECM, but nothing else. We pass.
We're last in tech, on par with Sili on fleet strength, which is amazing since we
have ONLY scouts! Ouch on their poaching of Simius. That leaves us with 3 colony ships
flying around with zero places to settle. 8-\
(Note later: Oh my, is this crying out for aggressive action. When the game turned out
as it did, I recognized I was too passive, but was almost entirely uncertain as to when
I should have done something, and how. The other reports are helping with this, but
I can see that direct action should have been taken NOW, if not earlier)
2373 - Second vote, also lots of abstentions except he picks up the Msshar vote.
We cannot vote for him now, and choose to abstain.
2379 - Having designed a huge colony ship to fit on board extra reserve fuel cells,
we send it out now towards the Fertile Terran in lower right corner.
Next turn I design a warbird, large size, with extra range, scanners, titanium ii
armor, lasers, nuclear wpns, and mark i computer, and aim to get one in most systems.
Then Improved Ind Tech 8 arrives, next choices: Duralloy armor, battle suits,
improved tech 7, automated repair. we'll go battle suits, but alter priorities.
Next turn in Wpns, Hand Lasers come in and we go for Hyper-X rockets (other choice
was Ion cannon) Dotomite Crystals immediately follow giving range 7. New choices
include Uridium range 8 and Energy Pulsar. I like the distinctive killing potential
of the latter, and go for it. (Note later: And you didn't use it???!!
2383 - We scrap the original Scout and make a scout 3 with one laser and the better range.
2384 - We're quite proud to settle on Omicron, the fertile planet.
Next turn we found on desert planet, and violent quake hits Ajax of silicoids.
Then control dead comes in, options are control toxic and and improved terraforming +30
Tough call there, but let's do terraforming.
2399 - Class II deflectors arrive, only choice is class III.
2400 - The nice Hyper-X arrives, options are gattling laser, ion cannon, ion rifle,
and neutron blaster. Tis time for an election! 29 votes. Meklar toss 4 to sili,
they self vote 10, sakarra and klaxon abstain, msshar vote 4. These clowns are a
hairs breath from winning, I'm afraid. I abstain. Meklars are relaxed to us, sili are
even amiable. I've yet to meet Msshar or others!
This is a big decision point for me in this game.
- Each vote, though I'm gaining in tech and increasing production, I find myself falling
behind in the vote and if one more abstaining bloc goes for the silicoids, I've lost.
- I'm *definitely* not taking advantage of the Alkari distinciveness, quick fighters
- I have virtually no fleet, although the Silicoid fleet doesn't seem too huge either
- I was the first to find artifact planet but it was poached from me
- The silicoids are allied with the Meklars - if I hit one I'll have a two front war
and my defense bases are hideous, one per planet basically.
- If I'm definitely behind in tech and military might, and if the game favors the
defender, doesn't it makes sense to forget trying to build a fleet now that will all
too quickly become obsolete, and instead go whole-hog on tech?
- I just don't know, the game experience to know if I'm dire, facing a normal situation,
or one about to spiral out of control, is wholy lacking.
I think I'm going to stay the peaceful course, though if it fails I may for my own sake
comeback to this year and try another path!
(Note later: I chose unwisely! :P Actually, I had insufficient knowledge of combat
to have made this work, but the situation called out for a perimeter stand up of
bases followed by a mini-SOD to claim several silicoid systems, especially artifact
planet. What I missed here is that you don't build up a fleet and sit on it, you
build it up ONLY to use it in immediate battle, and for a specific goal. The only
thing I wonder at this point is if I'm *already* lost, or if this point would be
a great time to go on the offensive and see it work.)
There are two things I better do short term, and one longer term.
- Get some spies in place just to see what techs are around, or if any weaknesses
- Sign NAP with Meklars, and check for better trade deals
- Longer term, I need some very long range missions and colony to meet other races.
(Note later: I did zero espionage this game, not knowing how, or how much to spend,
and fearing the consequences of getting caught. Espionage seems a BIG part of the game)
2401 - Energy pulsars arrive, an excellent weapon. For next tech choice, warp 3,
distance 8, or 9. We choose 9 as we want some long range scouting.
2402 - Ok, got one puny spy for each. Meklars have nothing 'significant' up on us, Mark III
Silicoid compueters are at Mark IV. Construction is duralloy armor but not much else.
FF is lvl 3 and personal deflector. Planetology has Death Environ and Bio antidote.
Propulsion still warp 1, range 7, inertial stabilizer. Wpns: Gattling laser,
Hyper-V and -X, and Fusion bomb. Nothing too scary. Hey, they do NOT have Energy Pulsar.
Looking again, Meklars have Death Spores, controlled barren and dead, weak on wpns.
Oops ya, almost forget, I'm paying ridiculous mainenanace on my 3 unused colony
ships. I can scrap and re-build cheaper.
2403 - Deep space scanner arrives, we start the 3-factory per pop tech.
2405 - I won my first space battle!! I saw a colony ship heading for a hostile planet
in my inner ring, and dispatched a warbird there (sort of a cruiser). It was actually
a slow crawling beat down, but we ended up victorious. I see a few more similar
colony ships and am putting at least a warbird now in place instead of a scout
in unclaimed systems. Next turn I see a 'shark' heading toward the place where my
warbird just defended. (Note later: Lol, a cruiser beat up a colony ship, that's
newsworthy??? Hehe! Still, this WAS literally my first combat at was exciting)
2408 - I couldn't get a warbird to a southern star in time and must accede to a colony
ship. GNN then reports the silicoids have 18 star systems and if unstopped will reign.
There are more sharks in the water, literally. I propose to Melkars an alliance.
They don't consider the offer fair. How about Non aggression with silicoids?
2410 - Improved terraforming+30, which we make use of immediately.
Controlled toxic and radiated are both options. The price diff seems small, so I go
for toxic right away.
2418 - Battle suits come in and we're offered the nice Improved Repair, and go for it.
Also, our planets are done terraforming and can grow.
2419 - I realize my weed. Mobas is colonized right under my warbird without a fight,
thanks to the non-aggression pack. At least several sharks go home.
2420 - Range *9* comes in, time for a new design! Choice is tough - warp 6 ion drives,
warp 3 sublight, or instellar space gate. We'll try the star gates.
2425 - Election time. (Eep! well, at least we completed terraforming)
35 votes total, 4 from Meklar to sili, 13 for self, Sakkra abstain (3), Klackons 2,
Mrrshan 4, bringing total to 23 of 35, or 65.7%!! *ONE* vote short!
Alas, silicoids are pulling away on planets and hence population.
Next year Neutron blaster complete, we start a streaming wpn, the Graviton beam.
(Note later: I was extremely relieved to see not one but several 'expert players'
see this happen, getting to within 1 vote of losing early! I may not actually be doing
THAT horrendous a job so far (???!???) but the others knew, and I didn't, that turning
around the situation absolutely required strong offensive action. I knew diplo wins
were a common part of the game, but what I didn't realize is that there seems to be
NO 'pacifist' option in this game. If you won't fight for what's rightfully yours,
others will take it and you'll have no recourse. Kinda real-world in that respect!
2428 - Controlled radiation arrives, none too soon. Good choices coming in,
Death Spores, Atm Terraforming and cloning. Atmospheric sounds best right now.
Alas, we're too late on radiation now that the silicoid have poached all the planets.
2430 - Gate arrives, new choices are high energy focus along with the warp 6 drives.
2437 - At long last, Paladia is founded on Inferno soil.
Then, in construction, automated repair is done, improved industrial tech 6 and open,
we choose to go for duralloy. Meklars let us know the Non-agression pact was made
in haste and their needs have changed. They must expand to grow. Eep!
This is simultaneous with three ships, Ajax, Nemesis and Tornado heading toward Paladia!
Omicron next door was working on a star gate. I think it's time to design a dreadnought!
We design the "Hammer" class Huge ship. Auto repair, Energy Pulsar, Battle Scanner,
16 Heavy blast cannons, 6 Hyper-X rockets, 10 neutron blasters, 13 hvy lasers.
(Note later: wow! Nice ship Charis!! Why didn't you go pound the ground, mix it up??!

2443 - Silicoids voice "A cry has wrung out throughout the galaxy for expansion!
I have no choice but to cancel our non-aggression pact!" (eep!

They're asking for the hammer to fall! Ok, I wanted peace, but if they're going to
insist, we'll go down fighting! A report shows Mark VI computers and repulsor beam.
These guys do, however, seem to lack some of the toys we have.
I design the devastator for offensive action, with Auto repair, best computer/shield,
12 nuclear bombs, 1 heavy cannon, 2 neutron blasters, and a laser.
2444 - Class III deflector shields available, Class V (or IV optionally) researched next.
2445 - Our first hammer comes off the line at Omicron. As we won't be able to do anything
in 5yrs, I'll continue the fleet buildup for 5 yrs, so if a losing vote is coming
I won't get over excited.
2446 - Oh my that silicoid fleet is near Bootis. IBT - Yup, here they come, 1 round
before my dreadnought arrives. What do they have?
5 Polaris with Death Spores, Inertial Stabilizer, 4 Sharks with Hyper-V and Death Spores,
5 Whale with 5 Hyper-X, 3 Mako with fusion bomb and gattling laser, and 4 colony ships!
And they've got initiative over me. I have no idea how to do real combat, and probably
am wrong to do this, but let it go auto. It didn't matter, it was a total outclassing.
My 2 warbirds and 1 devastator could do nothing. They ignored the ships and just
wiped out the planet completely, then ate the ships for dessert. Ignoring bio-antidote
was a mistake, and so was thinking I could stay at peace :P
What great timing on their part too, *just* before an election, wow!
I'll see what a devastator/hammer can do vs one of their worlds next.
2447 - Hammer arrives and moves three times before they can, frags one ship in one
shot then watches them all retreat. I don't bomb the planet, as *MY* factories are
intact. But we'll need gropo troops? How does that work?
Improved robotics comes in, we start mark IV.
2448 - Hammer reaches the artifact world. We beat it down over half, but I think ran
into a time limit. Our auto heal was incredible - we took essentially no dmg instead
of dying in 6 turns. At Laan we knocked it down to its last shield, then time! Drats!
Even worse, it's election time... here's the results: 37 votes total, which ain't good,
4 from Meklar, 15 self, 3 from the previously abstaining Ksharra, Klackons abstain,
4 from the cats and instead of abtaining, I vote for myself for the first time.
The council has chosen Geode of the Silicoids to be the High Master of the New
Republic?! 8-o Do we accept this decision??? Heck *NO*!
The sharing of techs doesn't help. Something utterly wicked is fraggin my hammer,
perhaps the Merv-pack missles (or whatever they're called).
2557 - Kailis outer defenses are breached and 42 transport get in. We manage to JUST
defeat them to hold off against the forces of evil. The silicoids give us a msg that
we're weak and about to be eliminated.
2575 - Altair itself, our glorious homeworld, is destroyed by death spores. We capitulate.
Fun game, although the ending wasn't 'fun' in the typical sense

I'm not sure how 'average' that was either. I learned quite a bit, but more in the SG
and combat articles/tutorial, as I come back and look over what I did. As I finished the
game I felt pretty clueless on how to do any better. I knew military action would be
a part of improving, but unclear how. I'm still unclear, but at least I have some thoughts,
and can self-nit a lot of things in this report. That's good, right?!
Thanks to all who played, and for Sirian for getting this off the ground.
And to any who read my newbie plea to play... wasn't that worthwhile? And if you
ignored my comments - shame on you!! You missed an excellent game

I told you Charis
would not steer you wrong! Try Imperium 2!
Charis