Jan 2183
Here's the opening screen:
So, we've fallen behind on tech. We're still not bad, all things considered; and there are a few key early wonders that we have a shot at if we start prioritizing Social building, and FAST. In particular, I'd love to get Diplo Translators, especially if we're going to need an Alliance win.
Start with a few tweaks. Autoturn set to off. Rename the freighter from Petroni. I add Research Lab to the Governor's queue and bump it ahead of Manufacturing Center. I usually place Research Labs ahead of Manufacturing Centers because they're relatively cheap to build, giving us the benefits earlier. Also pull Medical Center from the queue completely. Figure it's going to be awhile before we need it.
There's a constructor almost finished; I'll wait for it to be built before starting the social push, and we'll pick up a couple of warships to boot.
Switch to manual control on several ships for the moment because there seem to be a lot of sharks. I note that Sirian sent the new Petroni freighter to the northwest a bit, but we already have a Petroni freighter close to connecting with the Torians. I agree with the suggestion about setting up something with Arcea; if we use this Petroni freighter, it will only skim the edge of Drengin space - safer than one from Vesta. Send the ship on its way.
Set up our Corvette and Starfighter for a (doomed?) attack run on the shark - figure I'll wait a turn to let the fighter die first.
Feb 2183
Gladstone III builds another Battleaxe. Start on a Constructor, though with the social push coming nothing is likely to happen here for awhile.
The shark didn't move; so, we'll need one more turn before we can hit it with both ships at once.
Just in case, I bring out the Corvette from Wardell and shuffle the defense ships to cover the planet.
We have maximized our trade routes. I park a freighter next to the Yor system.
A scout notices that the Drengin have yet another culture starbase at the southern edge of the map; combined with the one next to Vesta, this could be problematic if (when) they both are completely developed. Something to remember if (when) the shooting starts.
We settle Betelgeuse II and get a minor event.
Our morality stands at Neutral (58). With no real prospects for viable colonies left, except maybe a random PQ13 or 14 in the few unexplored systems, we're going to have to either play a long game and pray for random events, or start shredding the cheese in colonizing any system we can find just to grab events. Being new at this, I'll wait for input from my teammates; shouldn't be a problem for awhile, as we have no colony ships in the field anyway.
March 2183
We get an Altarian freighter - good. A pack of ships is finished, including the latest freighter at Petroni and the Constructor at Vesta. I switch all of the defended planets over to Constructor production, including Petroni - we have plenty of freighters on the way, and we've already hit our trade route cap; we can always switch back later.
Switch to 100% social production. Cut taxes to 35% to bring another couple of planets to their maximum population boost; cut spending to 79% to keep the cash flow positive.
Another freighter is in a holding pattern at the Torian capital. Hurl both the starfighter and the corvette at the shark; get it down to six hit points. Good thing we're bringing that other corvette in, as we'll need reinforcements. I decide to scrounge up another 'Vette just to play it safe.
April 2183
Alex builds a Manufacturing Capital. Our southern scout notes that the Drengin have yet another resource starbase, this one a Tech resource. If we ever go to war with these guys, we're going to need dozens of constructors just to make use of the resources!
Our eastern scout finds Cari's home system, which contains a PQ24 and a PQ19. Ought to make a nice place to send our newest Petroni freighter. The Arceans have a whopper of a military starbase near it.
Our autopiloting Constructor finds another space shark. I decide to get cocky, go to manual, and see if I can get it to follow our Constructor off to the east. I've never tried this with a Constructor before, so I have no idea if it's going to work.
May 2183
Send the two Corvettes in against the Shark. It's up to 7 hit points. The first 'Vette takes it down to two; the second, unbelievably, goes down in flames while only knocking off a point! We've now lost four ships against this thing. We'll need to back our two Constructors off while we bring in reinforcements - our last Corvette and Starfighter. If this doesn't work, we're actually going to have to go back into warship production, as we're down to Battleaxes and Defenders across the board! Of all the luck!
June 2183
Nothing particularly interesting; more scouting and movement.
July 2183
We get a trade route from the Yor; Cari builds Tri-Strontium Steel and Diplo Translators IN THE SAME TURN - and as far as I know, they only have two planets. We are going to have to get Diplo
Translators from them at some point. Ironically, Earth just became our first planet with both a Fusion Plant and a Manufacturing Center; I WAS going to start Diplo Translators this turn.
On the plus side, we're the leader in trading:
Pull Earth off of the Governor queue to build Grav Accelerators; 11 turns to completion.
August 2183
Rathra II finishes the fusion plant, shifts to Aphrodisiac. 10 turns to completion. Tweak spending to 81%; we're still raking in positive income despite the increased spending as our trade routes start to pay off.
The eastern shark isn't biting on the Constructor bait, and is flying right into the east side of our empire. Who let all these things loose, anyway?
September 2183
Thuban is set to build Frictionless Clothing - the only Wonder left on the list. 11 turns to completion. I was tempted to start the Manufacturing Capital there, but will save it for Petroni in a couple of turns. Being much closer to the Drengin, we may want to build ships more quickly there at some point.
A very, very battered Corvette FINALLY kills the shark. Not a moment too soon, as our Torian pals are sending constructors at our Military resource:
We have two extra Constructors nearby. It's obvious we're not going to grab a spare resource anytime soon, so I earmark both of them for expanding the new base. I may regret this later, but I
don't see a need to immediately boost our military abilities. With such a central location, it's irresistable to develop the sector-boosting abilities of this base instead. We can boost Rathra's
production, or boost the culture of a good chunk of our empire. I figure that with only two constructors to spare, the culture is a better bet, particularly as the Drengin have two cultural resource starbases already.
October 2183
An election is held, and we win handily:
Rathra II builds a colony ship, which is odd as military spending is still at 0%; then again, they did just finish those production boosters. That's what I get for not micro-managing. Also, I didn't launch the ship, yet it's in orbit. I honestly have no idea how many colonists are on board - perhaps 1000, based on what I remember of Rathra's population a couple of turns ago. Did we switch on auto-launch? There are a couple of PQ14s in the southeast corner that our scout has uncovered; there's a LONG way from our power base, but could come in handy for flipping the Arceans at some point. Send the ship on its way. While I'm at it, I set Petroni I to build another colony ship for the second PQ14; it's our closest world, and the pop loss should be minimal in a double system.
November 2183
We get a freighter from Alex. Petroni I finishes its colony ship. I have seen no sharks in the southeast, so both colony ships are set to autopilot towards the PQ14s.
The eastern shark has nearly reached Thuban. With two Battleaxes in orbit, I'm fairly confident we can just let it try to shoot at us. Better than losing another handful of military ships.
December 2183
Our tribute just kicked out; we're at -93 bc per turn. I'm tempted to let it run a few turns yet without any adjustments, as at this rate we'll still be positive when we finish our third wonder seven turns from now. But with one month left to go, that will be my successor's decision.
There's a bit of autopiloting going on:
A defender is en route to Wardell, making up for the two Corvettes it sent after the shark. When it reaches port, Vesta will be our only undefended planet. We may want to move something over to Vesta for basic defense or just to sleep easier.
We have freighters parked near planets of the Altarians, Torians and Yor. Two additional freighters are en route to Arcean and Carinoid space. After we finish the social rush, we will want to start developing trade techs to take advantage of these routes.
Two scouts are autopiloting to the last few areas of unexplored space. When this has been explored, we can park the scouts near resources to see when they open up, give them away, or disband them completely.
Jan 2183 Handoff
We get another trade route. Gladstone I finishes its build queue. To avoid the empty queue, I manually start an Economic Exchange. My successor can change this without penalty if desired.
Final note: The Drengin have three Corvettes and a Starfighter south of Petroni, as well as four Corvettes near Rathra. They're officially at war with the Altarians, so they're probably just cutting through...but it's disturbing all the same, considering the fact that the shark beat up our military a bit. We are Friendly with the Altarians and Torians, and Neutral with everyone else, including both minors.
Due to an oversight on my part, the map graphic shown here represents the end of December rather than the beginning of January. But as no manual moves have taken place, it should be close enough to give you the broad overview. Enjoy.
At the Plate: Physicist
Warming Up: Sirian
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