(0) 2430 OK, first things first. LOOK at this galaxy map we've got!
Dathon wasn't kidding when he mentioned that we had no less than ELEVEN different worlds to grab. My mission should therefore be clear: see if I can grab ALL of them before the end of my turnset. With our expertise in Planetology, we could potentially even be able to walk to a Conquest win without firing a shot, heh. (Atmospheric + Advanced Soil at all those worlds = lots 'o lizards!) We only just hit Controlled Radiated, so I've got a lot of ships to build.
I notice a lot of planets with a couple of ticks in defense spending. There's probably nothing wrong with this, but I like to have my worlds putting 100% of their spending into whatever I'm emphasizing at the moment. That is, I'd rather be going full blast on bases, OR max speed on research, one or the other - not trying to do a little of both at the same time. I therefore do some adjusting of the sliders; feel free to reset to fit your own personal preferences as desired.
With us at peace for the immediate future, now is the perfect time to build up our Poor planet, so I go back to doing that. It should be able to max factories by the end of my turn, then can start building a shield and some bases for itself (yes, these planets CAN defend themselves given enough time!) The Ultra Poor I will, however, keep on research - if only to humor the rest of my team.
I also reshuffle some of the RELOC orders, planning out a destination for each colony ship I plan to build (this is not something Dathon could have done on his final turn, so not a criticism here). Since Proxima is 100% safe against Mrrshan incursion, I also have it go back to maxing factories rather than adding more bases (3 is plenty). And with that, everything looks good!
(1) 2431 Not much going on. Lots of colony ships getting ready to pop.
(2) 2432 Here's the Mrrshan fleet:
The only dangerous ships are the Larges containing Heavy Ion Cannons, but of course they're glacially slow at Warp 1 speed. I focus on the Warcats first, killing three of them before their missiles take out our scout and they retreat. Not much of a battle, to be honest.
Sssla and Quayal finish colony ships, and continue building more. Talas maxes and begins some base construction (it's a frontline world on the Meklar border, so we'll want a good amount here).
(3) 2433 Mrrshans are intent on killing our scout at Proxima, allowing our Scatter Pack bases to waste their ships with no losses. We discover Warp Dissipator tech! The pick is between Range 9 or Impulse Drives (Warp 5), so that's an easy choice and I select the better engines. We build FOUR (!) colony ships this turn, heh. Proxima also maxes factories, and I elect to add some more bases. Coordinating all this is a bit tricky, but also fun.
(4) 2434 Our first new colony is born!
Hopefully many more to follow in Reticuli's wake. I quickly send 38 mil from the surrounding worlds to get it up to speed. (Size 40 Radiated? Pretty nice. That'll be base size 70 after Atmospheric Terraforming!)
(5) 2435 Found a new colony on Ukko; I of course send population there from nearby Proteus. 3 more colony ships complete, finishing our total needed for my round. Now if I can just keep the orders straight! I've been sending the first colony ships to the furthest (and least-safe destinations), so many of them won't land until StuporMan's turns. Still, I think we're in prime position at this point to potentially land all 11!
(7) 2437 The Meklar sent a colony ship to Exis, a Rich Toxic world in the extreme southeast, but I manage to dodge their nuke missiles with our scouts and thus get them to retreat. Whew! (Not that they could have settled there anyway, but easier all around this way.) We build new colonies at Bootis (Toxic 55) and Hyboria (Toxic 35). I shuffle population around to help out our new worlds. Our lizards are really starting to get out of control in this galaxy...
(8) 2438 The Mrrshans try again at Proxima. They fail again; with 11 Scatter Pack V bases, the slaughter is indiscriminate. We colonize Toranor (Toxic 25) and find a system with no planet in the west, over by the Meklar. No further opportunity to expand over there, oh well. The Meklar then come calling, asking for a Non-Aggression Pact, which I happily accept. I also realize our Espionage against the kitties is pointless because they have nothing to steal, so I go back to one tick of spying for each race (I do leave Espionage on against the Mrrshans on the off chance we get a lucky dice roll.)
(9) 2439 Discover Battle Computer Mark V; our next choices are Mark VI or Advanced Space Scanner. Since we just discovered a computer, I opt to go for the scanner upgrade. We can then finally dispense with the need to move scouts around after that!
Very bad news on our Weapons research though:
We were at 20% to discover Hard Beam tech, ouch!

That's a major setback. Not on a tech we really need, but still painful. The Humans also come to us protesting about sabotage; we were framed by the Darloks. Maybe attacking the shapeshifters isn't such a bad idea...
(10) 2440 Mrrshans attack again; they fail again. Badly. Construction tech pops and gives us Improved Industrial 6, which will be a major help to our new worlds (drops factory costs from 13.5 BC to 9 BC each - big difference!) Our only next choice is Reduced Industrial Waste 40%, which makes our Improved Eco research look a little silly. Still, you can't see the tech tree ahead of you, so sometimes it happens. I do shift 3 clicks from Construction research to Planetology, however.
We establish colonies at Omicron (Toxic 30 Ultra Rich), Volantis (Toxic 30), Mobas (Toxic 15), and Denubius (Tundra 50). Woohoo! The other races are in trouble now!

That leads to this screen:
We get the 3/8 warning, without firing a shot. Beautiful. I hope the "A" team is doing as well!
There are currently no attacks incoming against us anywhere, which is nothing short of amazing. I have our core worlds doing research, while the worlds on the periphery are either adding factories, bases, or sending population to some of our new worlds. With Improved Industrial 6 in hand, I think now is the time to start adding factories on our Ultra Poor world, but I'll leave that up to the rest of you. I've got a lot of population moving around in space, and StuporMan will get to play around with that as well. There's probably not too much you can do with the worlds in the extreme southeast, but any population that can be spared down there will definitely help out. Our last two colony ships will land in 1 and 2 turns, respectively. Amazingly I didn't forget a single RELOC order this whole turn, which is quite rare for me!
Map:
Kinda disgusting, huh? We have 26 planets (with 2 more on the way, at those two red stars in the SE), and no one else has more than 9. I'm pretty confident we'll have 1/3 of the galactic population by 2450, but the Humans DID get Terraforming +40 recently, so keep an eye on diplomacy just to be safe. Have fun!
http://forums.civfanatics.com/uploads/12069/OSG14b-2440.zip