PREGAME ANALYSIS
OK, the first thing to look at as allways is what stars are within 3 parsercts of home. The answer in this case is that there are THREE stars within range. The red and green stars to the north, and the white star to the southeast are all in immediate range.
The next thing to consider is the locaton of other yellow stars. The game rarely starts an AI within 6 or 7 parsects of your start. The yellow star to the south-southwest IS 6 parsects away, so I'm going to guess that there is almost ceartianlly no AI there. The yellow in the nebula to the west is 7 partects away. It MAY have an AI, but I still consider it unlikely to have one on this size map. Other than these 2 yellows, the next yellow is TWELVE parsects out, meaning it is very likely we'll end up with lots of room to expand. The lack of ANY yellows on our northeastern backside means we'll likely end up with a rather large backyard as well, particularly if no one is in that yellow 12 parsects to our southeast.
A quick glance at our opponents reveals it couldn't get much worse. The 3 strongest races (Psilon, Human, Klackon) in the game are present. The only way I see we could have gotten a much tougher slate was if the Kitties were Meklars instead. Even though we are only on hard, the presence of the Psilons and Humans deffinately demands our attention, especially if the Humans get to #1 or #2 in pop (the Psilons could be a threat from #4 or even 5 in pop....).
THE OPENING
2300 - OK, with 3 stars in range, we have options. If we weren't the Silicoids, I would, without a second thought on this map, send the colship to the green star. It isn't only the most likely to be "habitable", as likely as the red to be large, and less likely to be poor, but also right between the other 2 stars. Even if it turns out to be a dud, it wont take 7-8 turns to fly the colship elsewhere.
But we ARE the Silicoids, and we can live anywhere, so I take into account the X-Factor of strategic bridging to other planets. Colonizing either the red or white star appears to me to bring 2 extra planets into scouting range each. The question now becomes, do I think any of those 4 planets appears to be under imminent threat of being settled. The answer to that is no. Therefore, I return to my default plan.
I send the Colony Ship to the green star, and the scouts to each of the other 2 stars so if the green star sucks, I can redirect the colship to the best alternative.
2301-2302- Factory building.
2303 - The Colony Ship arrives at the green star and finds size 85 Jungle Aquilae. I dono what the scout ships are going to find, but I'm going to assume it wont be a whole lot better than this. A big second planet is a really good thing to have as silicoids. I order the ship to settle. Scouts then reveal the red planet to be Tauri, a size 65 Steppe POOR planet, and the white planet to be size 30 Inferno Phantos. Looks like the percentages played out for us afterall.
I whip up a Scout II design, using the arrow down to give it the same pic as the Scout (something you can only do if you have 5 designs in play allready. It might be some sort of bug that allows it, but I've allways done it.) Then I scrap all the other designs and redesign the Colony Ship (It's still called Colony Ship but it IS redesigned).
I order Cryslon to send 11 or its 44 million to Aquilae, and shift it to producing Scout II's. We'll need 8 of them to scout the rest of the stars. It says it will make 6.
2304 - It lied. We make 7 scouts. Scouts fan out to the 7 farthest stars. I order up 1 more scout and some factories. I could send the scout off of Phantos, since an inferno planet is uncolonizable by everyone but us, of course, but decide not to. I send 1 million more to Aquilae, keeping Cryslon at 33mil.
2305 - The last scout heads out. Annother million heads for Aquillae. We're building factories.
2306 - Two million head for Aquilae.
2307 - Two million head for Aquilae.
2308 - Holy cow. Scouts find size 100 Terran Seidon at the red to the west of the poor planet, just 4 parsects from home. Annother million heads for Aquilae.
2309 - Wow, what a start. Scouts find Size 100 Terran Rha at the red star north of Aquilae and Tauri, and it's only 3 parsects from Aquilae. That means we've allready found 3 Huge planets in our first five scoutings
Or, maybe this ISN'T a great start (kill the band). Scouts find Asteroids at Paranar, the Purple star to the south-southwest, at Volantis, the green star south of Cryslon, AND at Exis, the red star in the nebula southwest of Cryslon
(OK, so even WE can't live EVERYWHERE). Thats bad luck to draw so many asteroids nearby. Cryslon dispatches annother million to Aquilae.
Cryslon now has 77 factories, more than enough to employ the 33-35 million citizens it now has. With other races, I'd just keep on building factories or grow some pop at this point. But I think that's counter productive with the Silicoids. Pop costs too dang much to grow in the opening with the rocks, and having 100 factories no one is using isnt useful either. Since there are several planets within 3 parsects, I swap Cryslon over to producing a colony ship. When the factories < (pop+2) X 2, I'll take a turn off of the ship to build more factories.
2310 - Or, maybe it IS that good of a start. Scouts find size 100 Terran Ryoun at the yellow star 6 parsects away... I'd recall the band (aka Maniac's Minstrels) but, umm, with all the asteroids between Cryslon and Ryoun, that's unreachable till range 6 or reserve tanks
. With Aquilae at 24/85 +2 on the way, and Cryslon at 35/100, I decide to send a final 2 million to Aquilae.
2311 - Building a Colship/Building Factories.
2312 - OR, maybe the start DOES suck. Scouts find MORE Asteroids at Xengara, the northernmost red in our "backyard". Building Colship/Factories.
2313 - The final scout finds Vox, a size 35 Toxic at our backyard purple star. Cryslon takes a turn of factories to keep ahead of pop.
2314 - Cryslon goes back to the Colship.
2315 -
2316 - The Colship pops a turn ahead of expected, as it said 2 turns still when I clicked next turn. There are 3 choices for where to go with the ship. The 2 logical ones seem to be Tauri, to bring Seidon in range, and Rha, to get started filling up that huge planet. I opt for Rha. Cryslon takes a turn of Factories.
2317 - Cryslon goes back to the colship.
2318 - Building Colship/Factories
2319 - Cryslon takes a turn of Factories.
Nothing happened on the Inter Turn.
NOTES:
I probably sent a few too many pop to Aquillae, but oh well. Since our colony ship is going to arrive at Rha next turn, they are available to send there. I reccomend keeping Aquillae at 28 million and trickleing the pop over to Rha from there, but do whatever you feel is needed.
Considering the size of the planets we have near us (mostly either 100 or 0) I'm not sure it's really feasible to not send pop off the homeworld. I'd reccomend to at least 18 to start the poor planet when we settle it.
Then, by the time we settle the other size 100 planet, Aquillae could probably switch to trickeling pop over to it. If we do this, I'd suggest getting Aquillae to a little over 60 factories and starting research from it, at least propulsion for range 4/5. Again, just a suggestion, not my call, and feel free to do whatever you feel is best.
This is definately an interesting start.
In review, all 3 T planets = size 100, the northernmost one will be settled next turn. The S planet is size 65 poor, and the 2 hostile planets size 30-35.
Roster
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Good luck on your 20 turns Therlun.