Turns 110-120 summary
112 - 2 spies steal energy for me, 352 each. Building quest of Command Center gives me 1 extra spy. I will use the energy to get more colonists. Derelict settlement gives me 1 extra pop.
New virtue: Knowledge opener. I am going deep into Knowledge now. I want to get the Virtue cost reduction virtues and then go into Industry all the way. I have started the first 2 Steal Science operations. I might go towards the Ressurection Device wonder because I will surely have a lot of Health to use from it. Capital is now getting some workers out to start building terrascapes everywhere soon.
My other land city is building some colonists because I will have supply issues soon. That Kraken destroying my 5th is now producing its effects on my colony.
My 2 water cities are producing more Cruisers and then they will start moving around after they get Rudders.
113 - B-quest for Laboratory, I take +1 science now. Usually if built early and with no Prosperity, the expedition module is the natural choice.
114 - I have received the affinity quest Steel Synapse. This requires me to build 3 CEL Cradle buildings. I needed to get at least one anyway so this is not a big deal. These are good buildings. So I go to Artificial Intelligence as my next research to get this quest done.
115 - I am over supply limit. I will try to use a deal with INTEGR to be able to instantly found cities. I bought another colonist. I think 7 cities will be enough to have for the rest of the game, and I will keep the capitals and the cities with Wonders.
116. The Slavic Federation declares war on me once again and tell me I am finished now.
118. I have received the espionage mission "Redacted" that wants me to perform a level 4 mission. This is now my first priority as the quest reward is very strong.
A slavic fleet has shown up near my capital. I will have to go higher in affinity before I would have wanted to. I wouldn't want to risk losing Cruisers. And it is time to upgrade them against ranged since that protects against air too.
I use 3 alien artifacts for Tidal Navigation ability (+100% defense vs ranged)
I finish the exploration that was being delayed for finishing An Elemental fate quest and now I am at affinity 7 with Supremacy. My cruisers get upgraded to Arbiters will demolish the Slavic units now. I made them better when near each other again.
At the same time I will use a part of my fleet to attack The African Union. I need to cripple them so that they don't give me trouble later. I will not conquer their capital because one of my spies is stealing science there.
But I should be able to get a good enough War Score from killing units and their other city.
I declare war on African Union and get a large respect boost from PAC. I have maximum respect from PAC and Franco Iberia now. I could get them to ally me but for the moment I don't want any allies.
119. I start killing units of my enemies. I found 2 new cities, one near a Giant Fungus on a small island and the other one in a suboptimal position because of an alien scarab who was targeting my unescorted colonist.
120. PAC proposes that we cooperate and I accept. This earns a big boost of respect from INTEGR who now also propose a deal for +13 DC. I accept and ask them to cooperate with me too. They accept. Now I have 3 colonies that are cooperating (Franco Iberia, PAC and INTEGR). I will destroy the others one by one before betraying these 3.
I am now at +70 Diplomatical Capital.
Evaluation: I am expecting a victory even faster than before now. Turn 180 maybe or even faster if all the capitals are reachable from the coast. Supremacy 13 should be enough to close the game but I will also try to get high purity for the Terrascape bonus.