While you can't exactly duplicate the conditions of this war in Artemis 1.702, you can come close. If you want to devise a mission script, or a campaign of mission scripts, that take place during this time period then follow these guidelines:
1) The players should only use the Scout class.
2) Difficulty should be set to 10 or 11. This reflects the early technology (low energy efficiency, weaker beam weapons, etc.)
3) USFP sectors should have only one (rarely two) DS stations.
4) The DS station knows the Kraliens are coming, so it will have built plenty of torpedoes, mines, and even some ECMs but no nukes (the Scout can't carry nukes).
5) USFP sectors should start with very few minefields.
6) USFP sectors should have several Destroyers and at least one Transport.
7) All sectors should have a 4-10 anomalies.
8) Add black holes, space monsters, and asteroids as desired.
9) The Kraliens are not as dumb as you think. If they come within 2,000 µls of a space monster change their brain stack so they alter course to avoid it.
10) If you want to simulate a Kralien base, start with a Kralien Dreadnought, disable its engines, and wrap a big generic object around it. Leave its steering enabled so that it can turn to face the players.
If you REALLY want to get into the canon then add some communications messages from the Kraliens. These can show their motivation and even give the players a chance to get to know some Kralien characters. Here are some general guidelines:
1) As they enter the sector the Kraliens will announce themselves and demand tribute be paid.
2) Some Kralien captains are very religious. They will say things like, "As decreed in the sacred scripture of Amborax, your payment of money is demanded now!"
3) Less religious Kraliens will be more capitalistic, e.g. "Pay what you owe or your destruction will take place!"
4) If a Kralien captain attacks a DS station he may say, "Your females and hatchlings are made to shriek in fear. Pay 5,000,000 gleps of platinum or their fear will be made into death!"
5) The Kralien language has no first person personal pronouns. When translated into English it always sounds like convoluted passive voice. This gives the Kraliens a reputation for sounding like sniveling weasels who don't accept responsibility for their own actions.
Religious fervor makes it difficult for Kraliens to accept defeat. This means that Kralien crews may mutiny and Kralien captains may destroy their own ships.
1) If a Kralien captain surrenders and withdraws then his crew may mutiny (either a random probability for every ship or pick a certain ship that is guaranteed to mutiny if it surrenders). After a few minutes the mutineers will revoke the surrender, turning to attack the players again.
2) If a Kralien ship's shields have been blasted down and a player ship is nearby, then the Kralien captain may overload his own engines, destroying his ship in a massive explosion that damages the players' ship.
[Last edited May 23, 2013 20:30:21]
"Damn the torpedoes! Four bells, Captain Drayton!"
(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).