The Let's Play Archive

Master of Orion

by Thotimx

Part 160: Episode XV: 2425

Episode XV: 2425 -




As usual, it's clear that the winner of the early Bulrathi-Mrrshan conflict was those who didn't participate. Now we have to try to do the same thing, by staying as much out of the fray as possible while everyone gangs up on the antagonistic Klackons.




We are still considered dishonorable according to Sharpclaw, who declines a trade deal for about the sixth time despite 'Amiable' relations. I'll keep trying. The Silicoids needs some time to get over our abstention in the Council vote. Basically my goal here is to get trade & NAPs with the Xenophobes, and an alliance eventually with the Psilons.

After this, we bribe the Psilons with Dead Environment but it really doesn't get us anywhere. We need more.




Terraforming is coming before too much longer, but nothing else of real significance.




** Silicoids(11)
** Klackons(10)
** Psilon(7)
** Alkari(5)
** Bulrathi(5)
** Mrrshan(2)

The balance of power here is really quite encouraging. I SO wish we had managed to hang onto Spica instead of the Psilons getting it, but even so the bugs look strong enough to not be a total pushover, and the Silicoids being big is definitely the best outcome. If we can keep the eggheads at around this size, and gradually pick off a planet here or there, we could find ourselves with a tenable endgame. Lots of stuff would have to go our way, but if the Psilons had a dozen planets or something I'd be writing up the surrender most likely. This really could work ... centuries from now.

Best not to forget about Orion either. We aren't big enough to go after that though even if we had the tech to do so. But when the time is right, I'll be happy to have it close at hand I think. We could try building some ships right now; the standard from our latest reports is Class V shields everywhere else, so at least until we get the Mass Driver that would be pointless. Hyper-V Rockets would do 1 point of damage, and nothing else would touch them. Even so, I think I want more research for the purpose of bribing/trading before I go that route.

2426: Something bad happened on Spica, as contact is broken with the Psilons. Naturally I send in a Colonizer to investigate.




Another year, another crapfest. Klaquan needs to go pick on someone else. Having said that ... there's over 100 ships in orbit. And you only took out two factories! What'd you put on those things, slingshots?!?




2428. Oh, if only it could last. Once again, all together class; every year we have it is a year they don't. Klackons show up the next year and destroy it, so literally only a single cycle.




NOOO! Nonononononononono. We need to keep them neutral if we're going to have any chance here. They're also allied with the Mrrshans and Psilons. No contact with the eggheads right now, but I ask Miamar to break the deal from their side.




They want most of our planetary reserve, but they agree. I'm surprised. We also get our next round of trade rejection with the Alkaris. I seriously don't know what their problem is.




Best part is I can't do anything about this with Klackon ships in orbit. And the Psilons have now settled Spica. Don't know how long it'll last, but a new trade deal is signed with our best shot at a powerful friend.




OUTSTANDING. Big-picture update: the Klackons are still at war with everyone(except the Psilons, who have no wars or alliances). Alkari-Silicoid alliance is now a thing though. So that whole 'gang up on the Klackons' idea has gone away. So I throw crap tech at Klaquan, and he agrees to peace. He'll end up ticking everyone off again I'm sure, but maybe we can hold onto Volantis now and get control of it back. So that the Alkari can take it. But what else is there?




Class III Deflectors in 2437. We can now start Planetarys, when the Klackons have had Class Xs for at least a decade. But it's better than nothing.

And contact is broken with the Psilons again as the Klackons seize Spica.




We have transports on the way, but they're at least two years late. It's been real.




A year later, our transports are incinerated on approach to Volantis, while two Silicoid battleships show up at Ajax, nearly destroying the almost-develop system. The writing's on the wall ...

Both appear to want the systems intact though, because bombardment ceases. The first wave of Alkari transports outnumbers us, but we fight them off. So we limp on in control of both systems, for the moment.




First good news we've had in some while. Radiated Environs next. I think it's quite amusing that this is the game we get that. When it's, you know, totally useless for the expansion phase at least.




I have no 'forces' to 'concentrate' anywhere. But sure.




How often can this happen before even sub-molecular remants of the artifacts are destroyed? Also, the Silicoids captured Ajax.




Grunk rules over the three systems on the right in the year 2446. And perhaps not even that much for long.




Paperweight or a coaster? Stinger Missiles up next. We are so irrelevant that we can't see hardly any ships moving around any more; our scanners don't reach far enough.

Let's vote again, just for the fun of it.

** Psilons(4) - Sedimin
** Silicoids(8)
** Alkari(3) - Sedimin
** Klackons(7)
** Mrrshan(2) - Sedimin

17-7 as the vote comes to us. It's so tempting to just vote Silicods and try again. But no. We must play this out. The rocks aren't going to hate us any more than they already do, so we vote Klaquan with our four.

The one thing that really puts the nail in the coffin of this effort, so to speak, is all the Xenophobes. They don't want any of my bribes, and even if they did I haven't been able to keep peace with enough of them to keep them from allying against me. Also, they seem less interested in fighting each other than they do with bear-hunting. That could change. I ain't betting the farm on it though.