2350: I survey my domain and notice that Paranar and Xendalla are available for colonyships. Barren tech isn't popping so might as well grab these two worlds as soon as possible.
Dial up the meklars and ask them to break their alliance with the bird people, but they refuse. They have Deep Space Scanner and want Imp.Eco. Might be a usefull trade there later if they still lack Eco when they get robotic controls. The darlocks and silicoids aren't interested in our technology (presumably as they plan to steal it later.)
I start research from Fierias on II9, injection this turn then will trickle a bit while sending out colships.
We chase away a darlock scout at Reticuli, its a 85 terran with 4 pop. Its range 7. I am sorely tempted to send in the group troops. Our colonies are all vastly underpopulated though, so its not the right time. Perhaps later. Barren still hasn't popped.
2351: Contact has been broken with Meklar empire!
2352:Alkaris have settled Tao to the north (red star NE of reticuli)they have 2 foxbats so I can't scout it, but pop is only 2. Settling Thilus should being it into range.
Barren still not popped.
2353:factory building is getting properly underway now settlers have arrived, colony ship ready next turn. I re-design it to have a laser in case the alkari send fighters to the east.
Explore Klystron (dead35) Get chased away from the green star south of Klystron by a darlock ship, after first chasing away an alkari scout above its colony there! Have the alkaris got the entire western third?
Settle Mu Delphi, send col ships to Rhilus and Paranar.
Barren still not popped.
2354:chase bulrathi scout from kylstrom.
Barren still not popped.
2355:darlocks chase away a scout with 5 mediums at Tauri
Barren still not popped, IIT9 in %s
2356:Scout Taur, 110 max fertile! That would be a nice world to have.
2357:Silicoids have a large shark and 2 col ships inbound to Kailis (barren). Not much I can do to stop them starting a colony there now, but should be simple enough to take it off their hands once barren pops.
Silicoid advance with both colships and shark, so their colships are armed now (with missiles)
Barren pops! Dead will let us get a few more worlds, but +20 is cheaper and will have a greater effect. + we really want inferno for the ultra rich! +10 is much much cheaper though, and will pay for itself before +20 hits, and with the extra tech level so I pick it first.
2358:I decide to settle the two remaining barren worlds before Firma(the 15max runt) so design a new barren colony ship and start production.
19 alkari foxbats chase away our scout at Rhilus. This demands action.
2359:Nothing from fieres will get to Rhilus for 11 years, by which time anything could have happned. The armed colship heading for Paranar will redirect to Rhilus and the Rhilus one will build at Paranar. 1 laser isn't going to do much against 19 foxbats though, but might be usefull if some of them leave. Iranha and Neptunus start building fighters to kill the pesky alkari so we can build our colony.
2362:Barren colony ship dispatched to Darrian. Research picking up with IIT9 on 16% and hand lasers at 8%.
Silicoids Kraken picked up on scanners, a huge. Might need to start getting some bases built.
Silicoids settle Tau Cyni, chasing away our scout with their large.
Settle Paranar and Xendella. Contact with the Alkari and our first vote! Alkari and Darlocks vote together, rest abstain. No-one votes for us, I abstain.
2363: Start a 25 BC trade with Alkari, in an atempt to forstall the inevitable! They have Hyper-V rockets and hand lasers, want Range7 or imp.eco. I didn't do a deal with them, but the rockets might be usefull later. Darloks are allied to the Alkaris still, but its just the two of them at the moment.
Alkari have 7 falcons at Tao now, new design.
IIT9 pops! IT+10 pops!
Only available construction tech is IIT8. Start +20 terraforming.
2364:My fighters have regained orbital contro lof Rhilus, and without a fight too. Alkari must have sent their fighers elsewhere, or scrapped them as they have the new design? Col ship will be there in 2.
Silicoids send a colship and escort to the large dead near us. Their huge is lurking just to the south so I won't try rush building ships and taking it down. Don't want to provoke them too much. We can't settle the dead for a while anyway, and it will be just as easy to take if off them with factories and tech later.
Hand lasers pop! Hyper-X or Fusion bomb. I pick Hyper-X since we will want some defences before we go attacking. We can pick up fusion bomb when we want.
Alkari declare war, we were up to wary relations too!.
2365:Call everyone up and ask them to join in agains the Alkari. And by everyon I mean the darlocks as the silicoids don't have contact. They DO have gatling lasers though. I didn't want to give them range7 for them though. Darlocks don't want to go to war with the Alkari, and are still allied to them. If they join in the Silicoids might join in on our side. I put 1 tick on spying on the alkari (Didn't seem to cost anythign checking planetary production.)
Darlok colony ship arived at Rhilus! Runs away when it sees our fighters, and our colony ship lands. Silicoids Settle Crypto.
2366:Worried about Willow, our UR inferno in the north. Its now 5 parsecs from the silicoids and a likley target for their expansion. I send all our fighters there to protect it. I haven't settled Firma yet as its 15 pop max. Darlocks aren't allied to the Alkari anymore, thats something good. Alkari are allied to Meklar now though. Thats not so good.
Paranar rebells! 1 million rebels control the planet. Transports are allready on route, of course.
2367:We are back in contact with meklar, Nyarl has been retaken. Meklar refuse any trade or to attack the Alkaris.
Imperial troops recapture Paranar, with 1 loss.
2368: Silicoid fleet is heading to Firma. If we take Firma, Tau Cygni and Kailis in one fell swoop that would be very effective. If we bomb out Crypto at the same time it would disband their huge ship.
2369

arrian is founded.