Germany, excellent, that's going to be a very interesting and instructive game! I'm curious to find out about Northern Pike's idea to use the MIL trait for capturing the necessary land for science farms quickly. Also one idea that just occured to me: with MIL we'll have more elites and consequently a better chance for an early MGL, which can get our FP up and running quickly! And considering that two members of our team are from Germany, quite a fitting choice... (But hey: you consistently misspelled "Bismarck"... ) Sounds fine with me. I want to announce already now, that I'll be on vacation June 9th - 15th. We are going to Baltrum Island, but I know already from previous years that there is an internet caffee, which I can use like every other day to check back here. So please be patient, if it takes 48h for my "got it" during that time. And I want to make an additional suggestion: in my previous spaceship SG (BB-01), we were suffering a bit from "lack of discussions": people played their turnsets prematurely without paying attention to what the team had discussed/planned. (One example out of many: even though there was a prime first-ring city location only one turn away, the current player marched our third settler for 6 turns to a mediocre second-ring location, only because there was a furs resource, which however we were not able to connect for centuries anyway, because we did not yet have the necessary worker power to build such a long road. Some cows and wheats inside the core had to be improved first.) In order to avoid things like that in our current game, I suggest the following procedure: Player posts his "got it". Then he has a day or so to post a short "action plan" of what he is going to do within his turnset. (Doesn't need to be detailed, just a general layout of the goals and the strategy to achieve these goals.) Then the team has a day or two to discuss this plan. When everything is settled, the player starts his turnset. If anything unexpected turns up, he pauses and gives the team a chance for additional feedback. At the end, the player posts the turn log and some handover notes for the next player: units, that still have movement, things that the next player needs to pay attention too, things that must not be forgotten longterm. I started using that procedure in the BB-01 game, and I think it showed good results: dispite the many early blunders, we still managed a 1265 AD spaceship in that game! So basically I would like to play more as "a team" instead of as "a series of single-players".