Pre-turn: Adjust tech spending to emphasize Planetology and Computers. Start construction of a LR Dead for Centauri. I don't increase trade with the Psilons as I want the existing route to mature to being considerably more profitable before I do. This might we worth considering during the next player's turn, though.
2411: That didn't take long. Psilons colonize Centauri and Hyboria, the small toxic on our border. I should start building a fleet to maintain our claim over the toxic rich world but it's probably too late.
2412: Colonize Galos, get contact with the Ruthless Ecologist Klackons. Start a minimal trade agreement. They only have 5 worlds and a whole backyard full of empty planets that the Psilons can poach from them. Neither they nor the Psilons are willing to trade us anything useful.
2413: We hold the 1st vote. We have 7 of 18 total votes, barely enough to block a Psilon vote win. The klackons voted for the Psilons. Obviously we need more votes!
2414: We get an industrial accident at our poor world, Antares. Oh, great. Transfer 8M pop to Volantis to save some refugees. I spot a Klackon fleet going somewhere.
2415: We repel a Psilon colonization attempt at Dolz, our Toxic 30 Rich world, with 47 NPG 2.0 fighters, losing 2 of them. (They had a large col ship with a couple neutron beams and a medium gatling laser-armed ship.) Another batch of 47 fighters is enroute, which should solidify our claim for now. The Klackon fleet, however, is going to Galos, and it looks like we are going to lose that world for the moment.
2416: I decide not to give Galos up without resistance. The Klackons have started to expand into their backline. If we don't keep worlds like Galos we might well lose the next vote, which is in only 9 years. I threaten to attack the Klackons to make them back off Galos, and they fall for my bluff. We need to start considering building a real fleet to make them stay away, though. Hopefully stabilizers will come in soon so I can design a better NPG fighter. Meanwhile I start Rana in on the design we already have and relocate them to Galos.
2417: Enhanced Eco comes in, and I have a choice between Radiated and Terraforming +40. (No Soil, waah!) I opt for Radiated of course. I trade the Klackons Controlled Dead for Range 5. I could trade the Psilons Enhanced Eco for Range 7... but the Klackons have already foreclosed any possibility of eastward expansion even with LR colony ships, so I judged the deal not worth it.
2418: Stabilizers come in. We also get a message saying the Psilons control 18 star systems, ouch. If we are not careful they will be able to vote themselves in soon enough.
I get a new spy in Psilon territory and about choke on the tech report. Still no luck getting a spy in against the Klackons though.
2419: Get a spy in Klackon territory, finally.
2420: Nothing much. I'm still very concerned about the next vote. Both the Psilons and Klackons are still expanding, and aside from Galos, we aren't. Plus the accident on Antares certainly didn't help. Unless the Klacks decide not to vote for the Psilons next time, it will be a close vote that could go either way. Pushing planetology is important but will not yield dividends in time for the next vote. Assuming things don't go pear-shaped during the next player's turn, the push for planetology will be important by the following one, as will be taking the fight to the Klackons. We will definitely want fusion bombs as our next weapons technology.
If things don't go pear-shaped during the next election, that would be a good time to consider increasing the trade agreement with the Psilons. I would not increase the trade agreement with the Klackons, though, since we plan to be at war with them before any such agreement could mature to the point of usefulness.
The next player gets to decide whether it's better to gamble that the vote situation doesn't fall out against us, or risk playing diplo games to destabilize Klackon-Psilon relations. I don't envy that player that decision.
The save:
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