(0) 2490 Well, I planned to get to this last night, but the girlfriend wasn't feeling well, and that took precedence. Plenty of time to get the turns done now, fortunately. I take a look around our planets, and it seems we need a few more turns to finish constructing factories and star gates, plus we really could use some better weapons before going after the Meklar/Humans. This will probably be another infrastructure turn then - but I may be able to have some fun with the Bulrathi, if you know what I mean.
The only change I make is to cancel some star gates; I usually don't build them everywhere, just in locations where I plan to do fleet building (any large planet) and in strategic locations. For our game here, I'm only going to build them at planets over size 100; anything smaller can do research for us and won't need one. (I'm also going to spend heavily from the Reserves during this turnset too.)
(1) 2491 Lots more planets max their factories. We are producing 4802RP/turn and our Rich planets funneled over 3000BC into the reserves last turn (!) I feel like a kid in a candy shop here. More mundane management of planets.
(2) 2492 Discover Class VII Deflectors, only option to move forward is a VERY good one, Class XV Planetary Shield. (I've never gotten Planetary Shield V, X, AND XV in a game before!) We get three different "size" complaints from the other races, and the Meklar cancel our (very small) trade agreement.
(3) 2493 We get a tech theft from the Bulrathi; I checked their tech list a couple turns ago, and they have nothing but junk. Therefore, I opt to grab the one thing that WILL help us: more Computer tech. We get Deep Space Scanner, and I get to frame the Humans for the theft. I also find out that the Meklar stole Sub-Light Drives from us between turns; they already had a better engine, so no big deal.
(5) 2495 Discover Improved Industrial 4; our only option to move ahead is Reduced Waste 20%. Too bad we've missed out on so many armor upgrades!
By the way, I've also decided to wipe out the Bulrathi while waiting for techs to come in. Gotta keep busy somehow!
(6) 2496 Now this is just sad:
Hyper-Vs?! And only 4 points of shielding on those bases. Man, our ION FIGHTERS can almost damage that planet! One shot from our Virus Stack of Doom (and with all those Death Spores, it's a true Stack of DOOM!) and the planet is wiped clean. Zero losses to us and the colony is destroyed.
To add insult to injury, we get another tech theft from the Bulrathi after the combat. Since there's no Computer option, I go for Construction and get Industrial Tech 8. The Meklar call us up to complain about our use of bioweapons, but we ignore them. Relations with the bears drop to "Feud" (lowest possible), but they do NOT declare war (!) Weird. Pulson missile research is already up to 4%, by the way (of course - we are getting more than 10,000 RP/turn right now!)
(7) 2497 Another tech steal from the pathetic bears; since they have Neutron Blaster tech, I go for that with Weapons. Unfortunately I pull Neutron Pellet Gun instead, oh well. More importantly, we get an agent in against the Humans! There's no Computer option, so it's probably a low-level penetration. Well, the tech we want is Advanced Soil; even though we probably can't get that this time, let's grab Planetology so we can decrease the junk techs in that category when we DO get a major penetration. Naturally, I get Controlled Barren.

But that's more or less what I was expecting; I hope the rationale I laid out makes sense.
We also discover Terraforming +60, which means I get to do a lot of miniscule terraforming/factory construction on this turn - umm, yay? Options are Complete Eco Restoration or Terraforming +80; I take +80 since we have virtually no waste cleanup anymore. Also build a new colony at Phantos, the former Bulrathi world.
(8) 2498 Bulrathi have a number of Large ships at Ursa, but we outnumber them by a lot. Rather than fight, they turn and retreat - silly AI. You know what that means...
We also get a hit in every field with the Darloks! Deep penetration, looks like. We've got a 50/50 shot to pull Soil Enrichment in the Planetology department, so I *HAVE* to try for that... Score!
Well, looks like I'm going to be building a lot more factories for the rest of my turnset!
Get this: I retreated from Ursa once the population had been wiped out. Since that counted as a retreat, the Bulrathi ships that were in the system got to stay there, and since they had a colony ship, Ursa was re-founded between turns! The new Ursa only has 2 colonists and 0 bases though, so it won't last another turn.
(9) 2499 Bulrathi and Darloks finally declare war between turns, which shouldn't matter too much as the bears only have 1 more turn to live, and the shapeshifters have only one planet. Massive population growth everywhere from Soil Enrichment.
(10) 2500 Wipe out the last Bulrathi colony with our death fleet. We get another spy into Human territory; no option for Planetology (or Computers), so no chance for Advanced Soil Enrichment; I grab Construction tech and get Battle Suits. We found a colony at Ursa.
Bears survive into the council election by virtue of having a colony ship over their last planet, then re-founding their planet when we are forced to retreat from the bases. Bah! They live to cast one vote against us. Vote looks like this:
Bulrathi: 1 vote Humans
Humans: 15 votes Humans
Darloks: 2 votes Humans
Meklar: 6 votes Humans
That gives us 48 out of 71 votes = 67.6% of the galactic population!
And so we wrap things up with a Conquest victory in 2500. Great game guys, even if it was on the easy side!
Here's the final map:
We finished the game with 39 planets to our name - wow. Research on the 2500 turn (after maxing out all planets from Soil Enrichment) was over 19,000RP (!!!) Total income from planets was just over 30,000BC. We could not have won on this date without the fortunate Soil Enrichment steal; population grew by 389 lizards (4 council votes) just on the 2500 turn alone. Nice timing there from our spies.
Here's a final shot of our fleet:
Not very impressive, but it got the job done. We had Pulson missiles at 17% and High Energy Focus at 5%. In other words, we could have opened up some whoopass pretty darn soon even if we hadn't won this council election.
Final save, for the curious:
http://forums.civfanatics.com/uploads/12069/OSG14b-2499.zip
Now, time to go check out how the "A" team is doing, eh?
