This is part 2 of a 4 part series on the villains of Star Control DLC for Galactic Civilizations III. You can see the...unpleasantness that took place in part 1 here. Mistakes were made.
In Star Control: Origins we wanted to make sure that humanity's opposition wasn't simply a set of cartoon bad guys. Each opponent has a pretty strong motivation and a rationale...except for the Xraki. The Xraki are insane. They're not "evil" they were driven insane by events in the distant past and now simply destroy anything they come across.
In this game, I will play as the Xraki against the other villains and see how things work out.
We get a pretty good starting location with a number of habitable worlds.
We soon have a couple of colonies and it is time to form a new government.
As you can see here, each species gets their own unique portraits for citizens. They also get their own names.
War is quick
So let me be clear, playing with malevolent civilizations is rough.
I had a colony ship on its way to a planet they wanted. So they killed it. No warning.
The Xraki's technology is based around control of singularities. So at the heart of their ships tends to be something freaky looking.
The Phamyst arrive at around turn 50 in this game. So far, it's just been the Xraki vs. the Scryve. As it should be!
The war between the Scryve and the Xraki is endless skirmishing combined with subtle expansions.
However, the Xraki find one of the best locations to build a starbase that I've ever seen.
And at last at turn 57 we meet the Measured.
And here is the power rating of each civilization at this stage:
But in the background of all this, there is war.
The Scryve and the Xraki continue to hammer it out. We are both equally matched more or less.
With the right payments, the Phamyst and the Measured went to war with the Scryve which resulted in a peace settlement between the Xraki and the Scryve.
This allowed a period of uninterrupted internal growth. Through careful planning, for example, I was able to build Kimberly's Refuge in just the right spot to get a huge boost for it.
Balance of power
The Phamyst and the Measured together were still powerful enough to deal with the Scryve. We had pulled out ahead thanks to our internal buildup. By turn 120 (and thanks to some new multithreaded techniques on AI pathfinding, the turn times are less than half as long as what they were in 3.8) there was a balance of power in the quadrant.
The problem with a balance of power is that some malevolent bastard always wants to upset it. In this case, everyone. By turn 140, all the powers were at war with everyone else. The Scryve quickly took the lead with a coordinated attack / invasion right into the heart of our empire.
Scryve thrusts into my empire.
But we had not been naïve enough to think we had peace in our time. One of our internal improvements was the research of weapons and defense technologies.
We had transports escorted by entropy class frigates which were deadly in numbers.
While a single Entropy couldn't take out a mighty Scryve battlecruiser, they could overwhelm one thanks to each Entropy having very good defenses and a sharp sting.
Many months later, the war continues with back and forth battles. At one point, the Xraki homeworld is conquered by the Measured which has emerged as the super-power of the quadrant.
We have fallen far from our early lead. But we aren't dead yet.
The Chaos class battlecruiser should be able to take on any single ship out there.
It would get its first test in a very important battle:
The Measured had succeeded by using the same strategy the Xraki were. Not too many large ships but lots of deadly small ships. However, unlike the Xraki, their ships had virtually no defensive capabilities. They were designed to be cheap and efficiently mass produced.
The Chaos class ship, however, was massively defended by barrier fields. This would be a good test of offensive investment vs. defensive investment.
The Xraki strategy had succeeded. Other than a tiny disintegrator class ship and a first generation Entropy, the fleet remained relatively untouched.
(Many hours later)
At turn 236 the galaxy remained on fire but we had recovered our lost territory.
Here is the status of the quadrant:
The Xraki ownership and happiness joy region has been reclaimed.
On the other hand, this region represents only a small part of this medium-sized map:
The Xraki are not close to being the most powerful.
However, we are well situated going forward as the Scryve are somewhat over extended and many of their outer colonies are pretty isolated.
Some final thoughts
Having played through the "evil" civs as someone who usually plays as neutral or good, I will tell you that as cool as the unique abilities of each civilization are, they really don't hold a candle to the varied gameplay that you get from the combination of opponents you pick. Playing as a malevolent civilization in a galaxy filled with malevolent civilizations changed the dynamic a great deal. I hope if you're reading this that next time you play, try playing the opposite ideology as you usually do and put in some evil civs.
As the old saying goes: Evil will always triumph because good is dumb.