MarcM, 19 February 2026
The Replicator Empire has filled their home system and has its eyes on the Terran world. The machine race is generating a wave of, if not powerful, plentiful, ships and they’re headed this way. What can the Terrans do to keep their colonies from becoming the raw materials of Replicator expansion?
Very little, as it turns out. In my playthrough of Replicators, the second of three expansions for Jim Krohn’s Space Empires 4X, I started panicking about round six or seven. when I saw just how many ships were heading for the Terran empire. Each round they build more and they will not stop. See Part 1 to learn why.

click images to enlarge
Desperate Times for Terra
At the start of round eight, I counted 35 Replicator ships on the board. And the Replicators gain Movement Tech 3 on round 8, allowing them to move two extra spaces each round. A fortuitous arrangement of black holes – that the Replicators were able to avoid, thanks to Explore tech – would slow and channel them somewhat, but they’d be attacking Terran colonies soon and I fell back on a conventional strategy of building Cruisers and Battle Cruisers.

Not soon enough for the folks on Rigel. On the edge of Empire, I had left it unprotected and fell to a lowly Replicator Exploration ship. That lone Exploration ship was joined by a second and a Type 0 ship. I moved in three Destroyers, hoping their superior firepower would give me an easy win.

I soon had two Destroyers orbiting the ruins of Rigel Colony and no Replicator kills to show for it.

It finally took a Battle Cruiser (yes, I’d started building Cruisers and Battle Cruisers, despite the warning to stick with Destroyers) to win the Battle of Rigel. Sort of win. I’d lost a colony and the chances of getting another Colony ship there before the planet was overrun were very slim. I cut my losses and moved this meager fleet to nearby Orion Colony to defend this side of the Empire.
Replicator Advances

The Replicators have purchased enough RP to build Type II ships, roughly comparable to Destroyers. Yes, the Terran Empire has begun to fall through sheer weight of numbers, and the Replicators are just now starting to build Destroyer-class ships. A pair of the Type IIs join an Exploration ship in attacking the Terran Scouts protecting the colony on Prometheus. I have Cruisers nearby that have been plugging a hole in the center of the Empire, but they’re a turn away. I lose a Destroyer, but the defenders have delayed the Replicators long enough to allow the Cruisers to join the fight.

The Cruisers dispense with one of the Type IIs in the first round of battle, but the Replicators quickly move in more ships – a Class 0 and four Class IIs. No, they’re not particularly powerful, but that’s seven ships the Terrans need to kill to hold onto Prometheus Colony. And the Terrans don’t. They lose the Cruiser in the next round of battle.

And they lose the remaining Destroyer. The Replicators destroy a couple of mining ships before the turn ends.

They’ll mop up the Merchant Pipeline and the Prometheus Colony next turn.
Dominoes Fall


Replicator ships have moved deeper into Terran space and begun bombarding the colony on Odyssey. Prometheus falls, and is quickly reborn as a Replicator colony. In the next turn, a reduced Odyssey will fall..

Replicators have reached the Terran colony on Orion. The Battle Cruiser and Destroyer that had been protecting it are falling back to defend the home world. There are just four Shipyards left to defend against a Type IV and four Type IIs. With an attack factor of 3, Shipyards have some oomph, but apparently the fire control officers are having a bad day or are already headed for the escape pods, because they get no hits on the attackers and two of them are subsequently destroyed.
A Tactical Error

Meanwhile, back in the heart of the Replicator Empire…and in fact on every colony in the Replicator Empire, the encounter with Terran Cruisers and a Battle Cruiser has given them an additional couple of RP…enough to begin building Type IVs and eventually Type Vs, approaching Battle Cruiser and Dreadnought firepower, albeit with a lower firing class. And their colonies…what, ten, eleven of them now? will be able to crank them out every round.
I think I see where this is going. To quote from the Space Empires victory conditions, “The victory condition for each scenario…is to destroy your opponent’s home world. However, the winning side usually becomes obvious before every last ship of your opponent is eliminated and it is suggested that you end the game at that point.” The Terrans have just a handful of combat-capable ships left. They’ve lost a significant amount of income with the loss of their colonies and the Replicators have a ton of ships and will produce nearly a dozen more next Economic Phase. So.
The Dust Settles

Okay. That happened quickly. I think we reached the tipping point at about Round 6. After that, the Terrans were too far down the path of conventional strategy and the Replicators were building to an unstoppable wave. If the Terrans could have held out until round 10, Replicator colony depletion would have begun. This is because their furious rate of production comes at a cost and the machine race exhausts the resources of their planets. At round 10, they begin losing colonies, one per round. So try to make it to round 12 or 13 and things might start to swing back in your favor.
Summing Up Replicators

Replicators offers a completely different experience from the base game. While Close Encounters adapted the system to add ground combat (a very clever adaptation), Replicators is a more dramatic leap and for me, probably the most interesting experience so far. The asymmetrical nature of the two empires required a completely different way of thinking…which I fell short of. But it was fun seeing just how quickly things got comically out of control for the Terrans.

Replicators also includes a sort of bot system for solitaire play against the Replicators. I actually started with that and then realized I didn’t understand how the empire played well enough to handle the exceptions and caveats the solo system threw at me. It didn’t feel as straightforward as I expected. But I like the concept and I think, now that I know how to play the machine empire better, the exceptions and programmed behavior will make more sense. I’m a big fan of solo play, so it’ll be interesting to try it out.

The terrain tiles are a really nice addition. Are they necessary? No, certainly not, but the colorful artwork makes the board more engaging and gives me a greater sense of immersion. The only downside with them…I’m pretty finicky about lining stuff up just so and I was often twitching the tiles to center them in the hexes. We’ll call that a personal problem. The tiles make the board look great, even if not perfectly positioned.

Just like with my look at Close Encounters, there’s a whole lot in Replicators that I haven’t even tried yet because I wanted to start playing the new Empire. Just like with Close Encounters, there is so much more in the box. I’ve been impressed with the gameplay, unit and rule additions, the ones I’ve tried and the ones I still want to try. One piece of advice. Replicators adds on not just to the base game but the Close Encounters expansion as well. One might be wise to get really familiar with those rules before digging into Replicators. Aside from just being a smart way to get the most out of the game, flipping through three different rule books to track down a particular rule and how the expansion adapts it is no joke. GMT does offer a PDF rulebook that consolidates everything from Space Empires and the three expansions, but I like leafing through the booklets.

Plus, I’ve yet to crack the shrink wrap on All Good Things, so, you know, spoilers.
Space Empires 4X Series
(Re)introduction ~ (Re)Learning AAR pt 1 & pt 2 ~ Ground Battles pt 1 & pt 2 ~ Replicators pt 1 & pt 2 ~ All Good Things pt 1 & pt 2 ~ Forum Thread
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