With the colonization of Maalor, I feel obliged to apologize to RefSteel: I'm sorry, I was right yet again when I said earlier that those 2 worlds in the corner deserved a look and that was reason enough to settle the Ultra Poor. In my defense, I was expecting to find either someone living there, a radiated planet, or, at least asteroids. Really, I was! The turn isn't over yet though, so maybe I can still find a way to be wrong yet!
Maniac was quite pleased with the settlement of Maalor, figuring it would only add to the legacy of the "Savior of Jinga", but still he wanted more. He needed something else, and he thought he knew what it was, which was why he had called a meeting with the head of the research department for today.
"Look Beeker, I'll be brief. It's my consssidered opinion that your lot aren't holding up their end of the bargain." Said Maniac
"Why would you sssay that? Did we not deliver the sssecretsss of Persssonal deflector ssshileds to you only a few yearsss ago?" countered the ssscientist.
"Yeah, you did. But that'sss ONE new technology in ssseven years. ONE. We're definitely NOT keeping up with the Meklar and Sssilicoidsss if we're learning one technology in SSSEVEN yearsss." Maniac said with a twinge of anger in his voice. He was not done either.
"Furthermore, and even more disssturbingly, I've been hearing rumorsss that that RefSssteel guy might get re-elected sssoon. I sssaw your department in action during his lassst term. And when I sssay inaction, make no missstake, that'sss one word, NOT two. You and your guys couldn't have made a breakthrough on a thin pane of glassssss with an entire bucket of rocksss when he was in charge, and he just let you ssslide. Really, I've no idea why he let you keep your job. Other leadersss, are not likely to be ssso lenient... Have I made myssself clear?" Maniac hisssed.
"As a bell ssssssssssssssssir" Beaker ssspat.
"Very well, then if you value your job, you have three years to deliver sssome ressultsss. Disssmisssed." Maniac conclued.
Beaker left the meeting thinking to himssself that if he did make sssome breakthroughsss, he'd alssso try to trade them to the other racesss. Of courssse, he'd present them as dissscoveriesss. What the presssident didn't know....
2418 - Fleet at Ajax sent to Maalor... the Silicoids are fixing to colonize Ajax in 2-3 turns anyhow. Lets hope we can hold this new planet! In other news, Planetology is now in the low %, a warp 2 laser is now in orbit at every colony but Maalor, where one is en route, and, in celebration of getting reasonable defenses stood up everywhere, AND, hopefully a new beam soon...
(Is that a cheer coming from the general vicinity of the UK?
)
I feed some reserve to Jinga and Maalor. The rich worlds are going to max factories way ahead of pop anyhow, and I can't remember... did we adopt the no growing pop rule? I'm not going to grow it just in case. I figure the rich worlds can generate reserves/build ships soon regardless. If growing pop IS something we can do, then the next player can do that at the rich worlds and at the UP too.
IT - We get a couple of breakthroughs
This was at "9%" iirc, and so not unexpected. this one, however was a surprise, being only at 3%
The only realistic new choice in Construction is Improved 6 )No reason to go back for 80%)... No Zortium Armor.
Planetology, however, offers us Cloning and
Atmospheric Terraforming! Finally we get something good!
I select Atmospheric Terraforming without delay. Hopefully we have Advanced Soil in the tree, but, we at least have Soil, and after converting all our planets to minimal, we'll benefit greatly from either of the Soil Enrichments, which should likely be our next research after Atmospheric.
2419 - I seed Atmospheric and Improved 6 as well as I'm able w/o totally ignoring the other fields. I'm tempted to trade the antidote around immediately, but, I think no, I want to wait one more turn and see if we get some more breakthroughs. The more stuff we have to trade the better, and also... it looks like we MIGHT have a new neighbor soon, and a bit of a surprising one...
Guess we'll see who makes the best colony ship? (Assuming the Klackons know Toxic)
IT - Still more breakthroughs. These were at "7%" each, so a bit of luck there for us.
New choices in propulsion include all 3 options at this level. Yep, that's right. Range 8, Dissipators, and,
, Fusion Drives, which I select. Soon we'll have the fearsome Warp 4 + Stabilizer combo... now if only we had a bomb...
In weapons our new choices are...
1) Graveton Beams (might be great if we were going to fight the Alkari, or even the Klackons), which I reject on the principal that the only race these would be useful against would be the Klackons, and it appeared to me that the Silicoids won the settlement race. Everyone else builds Larges and Dreads where caryover is mostly a non factor.
2) Hard Beams, which I reject on the principal that we already have a crappy linear accelerator. OK, this one isn't quite as crappy, but still...
3) Fusion Beams, which I select on the principal that it might be nice to have something besides Hyper-V rockets that can shoot past repulsors.
Yes, this means we don't have Stingers either...
OK, time to see what we can get for that antidote. Lesee... Oh, I like the look of this...
The tech we're about to get in computers is a tier below this one, so we'll basically get to skip a level. Not bad.
And for Death Spores, I pick up this possibly useful goodie
Hey, computer tech is always good, especially when giving away a worthless tech to get it. Add in that we had noting between I and V and III seemed like a good bargain for Death Spores.
OK, now, lesee what the Rocks will give us for antidote. Hmm, did I mention that we'll soon have Warp 4 + stabilizer, but no bomb to complete the 2 move glassmaker?
I think I might have solved that issue...
I try to trade for Range 6 to put us in touch with the humans, but they want BC V, and I think that's too much. I dono, maybe it wasn't. We could talk it over, and the next player could always make that deal on their turn. I suspect giving "advantageous" trades to the humans wouldn't be a big deal, as the humans are likely to be insignificant no matter what.
It's actually a shame that we discovered mass drivers this turn, and perhaps a bit of
on my part not to trade the antidote around last turn, or we could have skipped a tech level in weapons too... oh well. There Ref, I did something not right afterall!
Still, we needed a good bomb, and we got one that hopefully will last us till the game ends.
They PROBABLY have better computer tech than that, but, honestly, I dono, because I kinda forgot to do any spying
In my defense, I'm usually lazy in SP games and leave a click on everyone, so I just didn't think about it. The next player should probably (OK definitely) rectify how out of date our tech reports are...
Overall, a pretty good 10 turns for us I think. Defenses are a little light, but I think pushing research during my turnset was the right call considering our limited build options. Here's a look at how things stand.
OK, for the next player or two: We'll soon have the tech to build badass bombers - Warp 4 + Stab, which is awesome. So, what are we still deficient in?
CPU: Once our scanner finishes, nothing really.
Planetology: Nothing for the moment. Just need to get Atmos and (Adv) Soil then keep moving up
FF: Planetary shields. This is a big one. Perhaps I erred in trading for BC V and not trying to get Planetary V from the Meklars instead...
Propulsion: Once we get Fusion Drives, we'd only be short a better range tech. Range 6 would put us in contact with the humans. Unknown what we'd need to get contact with the other races, and maybe we'll get lucky and the Klackons will settle the other toxic planet before the Silicoids or Meklar get there. Probably wishful thinking.
Construction: Armor is badly needed imo. Any construction would help with miniaturization as well.
Weapons - Still would be nice to get npg or ion cannons, but holy crap do we need a missile, and unless we get a tech at the next level via non research methods, we're still ages away from researching Pulsons, IF those are in the tree. As near as I can tell, our opponents missile tech sucks as badly as ours, which is great, but... We could also use a troop gun, and we might want to grab the cheap ion rifle after we finish Fusion Beams. Not sure.
We now have the means to make Mass Driver mediums or Larges. What's the best design? I dono. You guys can make some suggestions perhaps? I'll probably defer the designing suggestions to others, and will chime in if asked.