Sullla
Patrician Roman Dictator
This forum has been way too quiet lately. Time for a new succession game from the folks at Realms Beyond! 
Impossible Difficulty
Bulrathi
Must always research gropo techs if available
Roster
Sullla
dathon
TheArchduke
(open spot)
Let's get started...
2300 (Turn 0): I took the first map the game offered up, because it looked like it had an interesting mix of racial opponents. Psilons, Silicoids, and Meklar as major threats, plus the kitty/avian war to spice things up. We start in the southwest corner of the galaxy:
There are three stars in range, the two yellows to the west and the red to the southeast. (The other yellow and green are 4 parsecs distant.) Obviously I want to send the colony ship to one of the two yellows, but which one? With the way that MOO processes combat and scouting reports, if I send the colony ship to the southern of the two yellows, we'll be able to see the other planet first and thus know whether to settle or move on. (Since the two yellows are only two parsecs distant, it's also better to move the colony ship over there than wait and see at the starting planet.) So thus I route the colony ship to the southern yellow, one scout to the northern yellow, and the final scout to the red star 3 parsecs distant.
Whew! Now let's see if that strategizing works!
2303 (Turn 3): After two turns of building factories, we find that the northern yellow holds Tyr, a size 45 Steppe. Good but not great. The southern yellow is Seidon, a size 85 Terran!
Excellent news. Let's grow us some bear-boys there. The red star contains Firma, a size 40 Minimal planet. Also a decent result, if not great. At least our initial neighborhood looks pretty welcoming.
I scrap the initial ship designs and order up some Scout2s. Yellow star analysis suggests that our opponents will be to the north and east, so that's where our initial scouts will go. There are 10 planets currently within six parsecs (including our two colonies), and we have two scouts, so we'll need eight more Scout2s. Ursa can make 5 of them at the moment, which is exactly typical for Impossible difficulty.
2304 (Turn 4): Five Scout2s produced as expected. I order up the final three for next turn, putting the rest of production into factories. Ursa is at 51 population; I'll send an initial batch of 6 colonists to Seidon and continue trickling more colonists until it hits about size 20-25.
2305 (Turn 5): Ursa at size 47, sending 2 colonists to Seidon. This will keep going on for a while, so I won't be typing it each turn.
2307 (Turn 7): The blue star in the east is Drakka, an Ultra-Rich Tundra 25! Small but deadly, to be sure. This will be a major priority if we can get the right Planetology techs.
2308 (Turn 8): The green star in our neighborhood is another Terran 85 (Exis), and the yellow to the south is a Terran 100 (Uxmai)!!!
Maybe this game will be TOO easy?
2311 (Turn 11): My goodness! The last two worlds in the northwest are an Arid 65 (Xendalla) and another Tundra 20 Ultra Rich (Herculis)! This is just ridiculous.
Our local neighborhood:
Both of the Tundra planets are Ultra Rich. Heh. If we were to get nothing else in the landgrab than what's right here, we'd still be in unbelievable shape.
2320 (Turn 20): And that's it on this very short initial turnset. Ursa is at 77/136, and in another couple of turns it will be time to send population back from Seidon (which is at 51/25 and growing quite nicely). No sign of any other races so far. If we feel that this map is too easy, I can start over again easily. This turnset only took about 20 minutes to play...
http://forums.civfanatics.com/uploads/12069/OSG20-2320.zip
dathon is up next, with us playing 20 turns each for the first turnset.

Impossible Difficulty
Bulrathi
Must always research gropo techs if available
Roster
Sullla
dathon
TheArchduke
(open spot)
Let's get started...
2300 (Turn 0): I took the first map the game offered up, because it looked like it had an interesting mix of racial opponents. Psilons, Silicoids, and Meklar as major threats, plus the kitty/avian war to spice things up. We start in the southwest corner of the galaxy:

There are three stars in range, the two yellows to the west and the red to the southeast. (The other yellow and green are 4 parsecs distant.) Obviously I want to send the colony ship to one of the two yellows, but which one? With the way that MOO processes combat and scouting reports, if I send the colony ship to the southern of the two yellows, we'll be able to see the other planet first and thus know whether to settle or move on. (Since the two yellows are only two parsecs distant, it's also better to move the colony ship over there than wait and see at the starting planet.) So thus I route the colony ship to the southern yellow, one scout to the northern yellow, and the final scout to the red star 3 parsecs distant.
Whew! Now let's see if that strategizing works!

2303 (Turn 3): After two turns of building factories, we find that the northern yellow holds Tyr, a size 45 Steppe. Good but not great. The southern yellow is Seidon, a size 85 Terran!

Excellent news. Let's grow us some bear-boys there. The red star contains Firma, a size 40 Minimal planet. Also a decent result, if not great. At least our initial neighborhood looks pretty welcoming.
I scrap the initial ship designs and order up some Scout2s. Yellow star analysis suggests that our opponents will be to the north and east, so that's where our initial scouts will go. There are 10 planets currently within six parsecs (including our two colonies), and we have two scouts, so we'll need eight more Scout2s. Ursa can make 5 of them at the moment, which is exactly typical for Impossible difficulty.
2304 (Turn 4): Five Scout2s produced as expected. I order up the final three for next turn, putting the rest of production into factories. Ursa is at 51 population; I'll send an initial batch of 6 colonists to Seidon and continue trickling more colonists until it hits about size 20-25.
2305 (Turn 5): Ursa at size 47, sending 2 colonists to Seidon. This will keep going on for a while, so I won't be typing it each turn.
2307 (Turn 7): The blue star in the east is Drakka, an Ultra-Rich Tundra 25! Small but deadly, to be sure. This will be a major priority if we can get the right Planetology techs.
2308 (Turn 8): The green star in our neighborhood is another Terran 85 (Exis), and the yellow to the south is a Terran 100 (Uxmai)!!!

2311 (Turn 11): My goodness! The last two worlds in the northwest are an Arid 65 (Xendalla) and another Tundra 20 Ultra Rich (Herculis)! This is just ridiculous.


Both of the Tundra planets are Ultra Rich. Heh. If we were to get nothing else in the landgrab than what's right here, we'd still be in unbelievable shape.
2320 (Turn 20): And that's it on this very short initial turnset. Ursa is at 77/136, and in another couple of turns it will be time to send population back from Seidon (which is at 51/25 and growing quite nicely). No sign of any other races so far. If we feel that this map is too easy, I can start over again easily. This turnset only took about 20 minutes to play...
http://forums.civfanatics.com/uploads/12069/OSG20-2320.zip
dathon is up next, with us playing 20 turns each for the first turnset.