Zed pretty much summed up what I would have said regarding the planetology decision. The only thing that I would add is that extra techs, even if not used, do give a benefit. The amount of BC per worker starts at 1, and increases based on planetology level. I don't have the exact equation handy, but I know that it doubles for every 25 levels of planetology tech. He have roughly 700 people in our empire at the end of my turn, and that's only going to grow, so having Dead on hand to boost planetology tech by a level would be about 28/BC per turn from those people to the end of the game, and that will go up as tech level increases. So in reality, while the upgrade that a given tech provides may obsolete, having researched it does carry a game-long benefit, either in increased production or miniaturization, yet another brilliant feature of the MOO tech system.
Oh, and one more note, I was pretty tired last night when I left comments for Azoth. Putting LR tanks on the col ships was absolutely the right thing to do. It let us get them en route faster, and will help us in colonizing the north. Sorry for the
on my part!
Alright, opening the save file, things look pretty good. Sssla can finish it's colony ship in 1 turn, and put some to research. I kept Escalon on full ship building to get carry-over for another ship for Arietis. We'll get Ryoun 4 turns sooner by sending Escalon's colony ship there, so that's what I set up. Yarrow will be colonized by the ship from Hyades.
Regulus and Toranor were both colonized in 2383, setting up the first election:
The Klacons (4), Humans (3), and Bulrathi (4) abstained, while the rocks (4), Mrrshan (3), and we (7) voted for the Silicoids. We don't quite have nenough for a 1/3 bloc, but we have a shot at that before the next election in 2400.
Toranor was seeded from Sssla (25) and Helos (15), while Anraq sent a full contingent of 23 to get Regulus up and running ASAP. After Escalon built it's ship for Arietis, I kept it on col ship building. There are a lot of stars coming into reach, and chances are very good that at least one will be toxic or better and unclaimed. Turns out, we found two worlds in the north:
This is the map from the end of my turnset. The Arid world is a size 60 UP (hey, more pop = more votes and troops), and the Barren is size 50. We have a colony ship on the way to the UP (it was scouted first), and Escalon is a turn away from completing another. A scout will reach the planet between them next turn as well, so if it's better than a 50 Barren we can nab it first.
Founding Ryoun brought us contact with the Aggessive Silicoids and Klackons, and minimum trade was established with both. However, the Pirates event popped at Rayden (a Silicoid world), so the effects of that will be tempered. Our core is maxed out, Toranor will complete terraforming next turn, Regulus in 3, and troops are scheduled to depart from Anraq to Ryoun next turn.
RW60% popped, greatly helping our economy, and I took Zortium armor, the only option. Now that we have some mature worlds, it's time to spread out research. Different people have different strategies when it comes to this. I notice that Zed tends to go with mostly equal in all categories. Sirian plays by allocating research in 10% chunks (5 clicks), with at least 10% in each category. I've found this works pretty well, so that's what I do as well. There are pros and cons to both ways. The equal method ensures that all tech levels keep growing at a pretty good clip. The block method can be used to emphasize critical techs to pop them sooner, but requires more management to run the sliders, and keep all the tech levels advancing. So I allocated 10% each to computers, weapons, and shields (which are all in percentages), 20% to construction and propulsion, and 30% to planetology to get +40 going sooner rather than later.
Alright, we're up and running, and in pretty good shape here. The Silicoids and Klackons have cut off expansion to the east, but it looks like we can grab the northeast, especially if we can grab that UP. However, I wouldn't leave our new holdings in the middle of the map unguarded to try and get them. We're in a race with the Silicoids, and we'll grab what we'll grab. Once shields and Hyper V's hit, we'll want a base each on Hyades and Denubius, and perhaps one more at Escalon.
Keep us expanding Snaproll!
dathon
Oh, and one more note, I was pretty tired last night when I left comments for Azoth. Putting LR tanks on the col ships was absolutely the right thing to do. It let us get them en route faster, and will help us in colonizing the north. Sorry for the
on my part!Alright, opening the save file, things look pretty good. Sssla can finish it's colony ship in 1 turn, and put some to research. I kept Escalon on full ship building to get carry-over for another ship for Arietis. We'll get Ryoun 4 turns sooner by sending Escalon's colony ship there, so that's what I set up. Yarrow will be colonized by the ship from Hyades.
Regulus and Toranor were both colonized in 2383, setting up the first election:
The Klacons (4), Humans (3), and Bulrathi (4) abstained, while the rocks (4), Mrrshan (3), and we (7) voted for the Silicoids. We don't quite have nenough for a 1/3 bloc, but we have a shot at that before the next election in 2400.
Toranor was seeded from Sssla (25) and Helos (15), while Anraq sent a full contingent of 23 to get Regulus up and running ASAP. After Escalon built it's ship for Arietis, I kept it on col ship building. There are a lot of stars coming into reach, and chances are very good that at least one will be toxic or better and unclaimed. Turns out, we found two worlds in the north:
This is the map from the end of my turnset. The Arid world is a size 60 UP (hey, more pop = more votes and troops), and the Barren is size 50. We have a colony ship on the way to the UP (it was scouted first), and Escalon is a turn away from completing another. A scout will reach the planet between them next turn as well, so if it's better than a 50 Barren we can nab it first.
Founding Ryoun brought us contact with the Aggessive Silicoids and Klackons, and minimum trade was established with both. However, the Pirates event popped at Rayden (a Silicoid world), so the effects of that will be tempered. Our core is maxed out, Toranor will complete terraforming next turn, Regulus in 3, and troops are scheduled to depart from Anraq to Ryoun next turn.
RW60% popped, greatly helping our economy, and I took Zortium armor, the only option. Now that we have some mature worlds, it's time to spread out research. Different people have different strategies when it comes to this. I notice that Zed tends to go with mostly equal in all categories. Sirian plays by allocating research in 10% chunks (5 clicks), with at least 10% in each category. I've found this works pretty well, so that's what I do as well. There are pros and cons to both ways. The equal method ensures that all tech levels keep growing at a pretty good clip. The block method can be used to emphasize critical techs to pop them sooner, but requires more management to run the sliders, and keep all the tech levels advancing. So I allocated 10% each to computers, weapons, and shields (which are all in percentages), 20% to construction and propulsion, and 30% to planetology to get +40 going sooner rather than later.
Alright, we're up and running, and in pretty good shape here. The Silicoids and Klackons have cut off expansion to the east, but it looks like we can grab the northeast, especially if we can grab that UP. However, I wouldn't leave our new holdings in the middle of the map unguarded to try and get them. We're in a race with the Silicoids, and we'll grab what we'll grab. Once shields and Hyper V's hit, we'll want a base each on Hyades and Denubius, and perhaps one more at Escalon.
Keep us expanding Snaproll!

dathon


Letting Ultra Rich planets max pop naturally is incredibly wasteful, especially since they are generally hostile and slow to grow anyway. Toranor can max out its pop NEXT TURN and still put 25% into the reserves. We're wasting 7/BC per turn per citizen there, and it's going to take at least 15 turns to grow up naturally. Likewise Regulus should be maxed out next turn as well, which will help it build those colony ships faster.
For what it's worth, the Humans will also trade Ion Cannon for IS, giving us a decent beam weapon, and I'm willing to bet the cats will trade Class III or Improved Eco for IS as well. Never overlook the trade value of those Stabilizers!
Speaking of that, I think this is going to be the last round with the "veterans" playing. We're off to a good start with a very solid position. Besides, that should give us even more to comment on 