2300: First:
We start in a nebula! That means shields are useless at our homeworld (and maybe some of the stars nearby), plus transports slowed to a crawl, and unreliable ETAs. I haven't even started, and already this looks like it's going to be a crazy game!
All right, first things first: Tax rate is set to the
maximum! I have to readjust Cuba's sliders immediately just to keep the colony clean. We now have only 1.2 factories due next turn, with nothing else under construction. (Plus 5 BC in reserves-to-be.) I send the Colony Ship to
the coreward yellow star, and the Scouts to the other two stars in colony range.
2301: I pour
all our reserves (5 entire BC!) right back into Cuba. I plan to do this every turn until we found our second colony.
2302: Two years at all-out factories and
we've barely finished three!
2303: We discover Steppe 80 Uxmai at the northwest yellow star, Tundra 20 Kronos (can you say ICE?) at the blue star to the northeast, and at the coreward yellow star ...
INFERNO 15 Rhilus! Can't land on that thing until at least tier three in our planetology tree - which means we've got to turn around! Our colony will be delayed five more turns, and we'll be paying around 20% of our budget just on maintenance for the ship (that's on
top of our taxes!) the whole time, slowing our growth curve significantly. Well, those are the breaks; I'm not letting a little setback like this slow me down: Just get ready; we're in for a wild ride!
For now, I design a new Scout 1.0 and start building them at Cuba as fast as I can.
2304: A pair of redesigned Scout 1.0s are completed at Cuba and dispatched. I'm scouting outside-in from now on, hoping to get scouting reports in for the most distant stars we can reach by the earliest possible date. This should make it easier to make research decisions and the like. Knowledge is power. Ignorance is bliss...ful slumber in a bombed-out tomb!
2305: Three more Scout 1.0s sent on their way.
2306: Yet three more Scout 1.0s wing their way into the night.
2307:
Yet another further trio of Scout 1.0s depart Cuba for the stars. I dial back ship spending in favor of more factories again.
2308: Our first colony, finally!
Uxmai is renamed Mañana (well, Manana since Orion doesn't recognize the eñe) in reference to our Cuban people's Spanish-speaking heritage and the fact it took so long to snag the place! From here, I'll keep Mañana's economy doubled with reserve spending at least until the transports arrive (25 being sent from Cuba in one batch, in honor of Charis and his growth formulas!) with the rest of our reserves still pouring back into Cuba. Meanwhile, our last Scout 1.0 is completed and sent on its way. That's all for the scouts - for now, anyway. Now for more factories! Oh, and our scanners at Mañana reveal a Bulrathi Scout apparently approaching the white star in the west. It looks to be one or two turns away, and we have a Scout 1.0 heading there ourselves, 2 turns out. Will it be in time? We'll see....
2309: That would be a no. The
Bulrathi Scout arrives just as we scout Desert 40 Tauri to the southwest. If the white star's an artifacts world, I'll really regret waiting so long to send a ship there - they'll have snagged a free tech that we could have gotten ourselves!
2310:
We ... have ... snow! Tundra 35 Mobas at the green star in the north and Tundra 50(!) Zhardan at the red star in the northeast, all on top of the already-discovered tundra at Kronos! I am
loving this! No, we can't land on any of those planets yet, but just look at those shiny, frosty plains: Cuban ICE-olationists ride again!
Also, fortunately, losing the race to that white star didn't matter: It's just the Guradas asteroid field. Far more important is Misha, a Terran 85 at the green star to our southwest!
2311: The green star in the east proves to be Vulcan, a Minimal 35; the yellow star to the south is Whynil, a Terran 100(!), and the second yellow star west of Cuba is Tyr, an Ocean 65 near the heart of the galaxy. There should be no way we can claim it ... but what a coup if we could....
2313: Our Scout reaches Ursa, the northernmost of the northwestern yellow stars. A pair of Tooth cruisers prevent me from scouting the place properly. Meanwhile, our transports have finally arrived at our colony ("3 turns" = 5 through the Cuban Nebula).
2314: And the yellow star south of Ursa is Arietis, another Bulrathi colony ... and a
Minimal ARTIFACTS 40! So they
did get a free tech (no way to know what yet, except that it isn't range) but I can rest easy: There was no way for us to get here before them. Just one more star to scout, and it's too far off to change my plans no matter what it is - I'll need range 6+, Controlled Tundra, or Reserve Tanks to reach it, and none of that's going to happen before our first planetology tech is in anyway. I therefore invest 2 BC into Planetology research from Mañana.
2315: Okay, we chase a Bularthi Scout from the white star beyond the northern nebula, which turns out to be Tau Cygni, a Radiated 25. The Bear Scout that beat us to the Guradas Asteroids also arrives at Kronos this turn, and is sent packing by our local Scout 1.0. That brings us to technology!
Options are Improved Terraforming +10 and
Improved Eco Restoration. I take the latter because it's massively helpful in light of our variant - even more so than usual, since its primary benefit to the economy isn't taxed! (We should open construction at some point too, since both first-tier techs have this advantage, but they just aren't valuable enough to justify early spending like this.) I basically pour our entire economy into starting up research in this technology - including the scrap from our old pair of Scout ships (leaving only our dozen Scout 1.0s). Two Bulrathi colonies mean we have two scouts too many, and they're the difference between 1 and 2 BC ship maintenance a year - plus we get 5 BC in extra reserves right away! All our reserves are going to Cuba each turn at this point, since either both planets or neither will be building factories, and our homeworld will be spending more on factories than the colony on any given turn.
2318: After three turns on nearly all-out research, I slow down a little, but I'm still pouring over 30 BC into our new tech-to-be. The rest goes into factories at Cuba.
2319: And that's all for our starting investment. I'm now "trickle-researching," spending almost exactly 7.5% of our prior total investment on Imp Eco each turn, to take full advantage of MoO's research investment system. This will be paid from Mañana as much as possible, with Cuba adding on when it becomes necessary, with everything not spent on research going into factories.
2324: Planetology research now shows
a 3% chance of a breakthrough (actually 6% - the display screen shows half the real chances)...
2325: ...Now up to 9% (meaning 18)...
2326: ...And we've reached the point of diminishing returns. Cuba goes back to all-out factories, and Mañana gets back to factory constructon too while feeding the minimum research necessary to keep the project going - now at "10%".
2327: 11%. These look like terrible odds, but spending huge numbers of BC just to increase our odds from ~1/5 to ~1/4 would be a waste. The value of eco restoration is in its cumulative effect over time. Nabbing it a turn or two sooner won't save us as much as it would cost to improve the odds. Now, jumping from ~1/30 to ~1/6 was worth the price, absolutely. But at this point, I'll just happily roll the dice each year. I'll get a winning roll soon enough; you'll see!
2328:
Breaking news from GNN! We're actually ranked third(!) in empire-wide production! How is that possible? With our tax- and early-maintenance-crippled economy, the other races' Hard bonuses, and all the resources I spent on research, I'm surprised we aren't last! But no, we trail only the Meklars (no suprise) and Mrrshans (Wha ... uh-oh! Cats with a strong economy could be
scary! ... But I'll believe it when I see it.) and come in ahead of our ursine neighbors to the north as well as the Psilons (next to last; thank goodness) and the Silicoids (no surprise; they tend to be last in everything but expansion!) ... I wouldn't read
too much into all this though. I've found the production ratings (perhaps because of reserve spending and transports) are volatile at best ... and it's very early days yet.
Five transports sent to Cuba, to top off its population; ETA is "2331," but they should actually arrive in 2333 (although with the nebula, you never know for sure....)
2329: And
Eco hits at 12%! This will be a
huge boost to our economy! Our options going forward? Expensive, vile Death Spores, going back to tier 1 for terraforming, or ...
Controlled Tundra Environment!!! Yyyyes! ICE-olationism it is!
(Hard to believe, but it's true: I just went with the first map the game spit out for me, and we wound up with THREE Tundra worlds on our doorstep, and Controlled Tundra as the only non-death-spore way forward through second-tier planetology! ICE-olationist Cuba just seems to come together for these games!)
All right, I was going to play to turn 30, but with that tech coming in, we've got a major decision to make: Do we open up any other fields (as well or instead)? Go back to full industrialization? Start work on a Colony Ship? (No - where would we send it?) Or
start investing in Tundra bases? Well, if it were up to me, I'd spend at
least one full turn of production "seeding" Controlled Tundra, planning for my first colony ship to be an ice lander for Kronos, and plan from there on the basis of what happens in the meantime (like discovering what's in the third tier of our plantetology tree, or the bears establishing contact).
Normally, I would have opened Propulsion research by this stage of the game, pursuing Range 4 unless Range 5 either turned out to be the only option or looked like it would be especially helpful for
the map I rolled. This time though, I'm not sure I want to research
either one! We're Isolationists, and with good reason! The moment we encounter another race - and any range tech at all will put us in touch with the Bulrathi - our economy will go into the tank! 20% of
gross Imperial production,
after Reserve spending, on
top of taxes, is no joke.
Now, eventually, someone's going to contact us. As soon as the Bulrathi get Range Anything, for instance. But if we want to gamble, we could wait for that to happen, then set security to 10% and Espionage to 10% (the full bar!) against them, aiming to steal whatever propulsion tech they brought in, and open our own propulsion research only
after stealing whichever tech it is, hoping for Nuclear Engines (or maybe Stabilizer if necessary). That might be a serious gamble, with serious risks (until we get Inferno or better bases and open up our west, only Kronos is in range 3) ... but luckily, whether we take it or not isn't my decision to make! I'm handing the game over now, so as not to hog the strategy: Maniac can choose his
own priorities!