January 2188AD
There are two planets left we could grab, both in a system north of the Torians: a PQ 12 and a PQ 11. At this point, I am inclined to settle them in hopes of reaching 70 alignment. If we CAN bribe the AI's to Close, let's do it and wrap this thing up. And since we already have a colony ship out there, I am going to settle the PQ10 in the Lasitus system in Arcean space.
As I wake that colony ship, I spot a problem. There is a warship on guard there. That's a major gaffe.

As of v1.12, parking any warship on Guard in a sector adjacent to one with an AI system can trigger them to declare war. They have now been programmed to view ships parked near their systems as a threat, and at the least, it will harm relations. This does not seem to apply if player has influential control over the sector, but I looked and the Drengin control this sector. The Arceans are in third place on influence, so perhaps them being behind us has saved us, but I have seen my best friends declare war on no notice over this kind of situation. I have learned to use Sector Sweep, not Guard, as that does not offend them.
Only ships with zero attack appear not to bother the AI's. You can park scouts, drones, constructors, surveyors, and colony ships anywhere and they won't care, but anything else may upset them if it is too close to their planets. I am not sure about Star Hawks. Never taken the chance to find out. Transports especially draw their ire.
Anyway, it's no longer an issue as I wake the Defender in question and order him to follow the colony ship to Lasitus. I will build colony ships out of each of the two PQ13's in Torian space, and that will take two turns, so I will let the military spending continue pretty much as-is. If I can pull some cheapie research out of it, too, though, I will. I check, and yes, we can research 1D Phasing. I tinker and arrange it.
February
We learn 1D Phasing. Torians and Yor make peace. I send some more of our new constructors to park. I gift the Arceans a tech, Corvettes, but there is no immediate relations hike.
March
We learn Reinforced Hulls. Our colony ship pair are on their way, and I kill the military budget. Looks like I can get to Extravaganza in three turns, so that is the new plan. Research set to 100%, spending adjusted.
April
Torians declare war on Drengin. We learn Negotiation. Our colony ship arrives at Lasitus.
Our alignment is now 69. We are almost there, and we will get two shots at an event in the northwest. With 50 colonists, morale sits at an awful 32. I authorize payment for an entertainment center, and that improves morale to 58. At least our people there can now carve out a tolerable existence for themselves. We have promised them our full support.
I gift three techs to Arcea and this time a shift occurs. Relations now up to Friendly.
May
We settle the PQ 12 at Octavia but draw no event.
June
We learn Extravaganza. I set up a new governor to be used for our new colonies, which are concerned only with morale at this point, so I arrange for PQ and cheap morale improvements for them. I add Stadiums HIGH on the priority for our primary governor and switch our economy to max social spending. I go through the planets and manually set them all to build stadiums, except the ones that can finish their stock markets in the same time period or less.
Our last colony ship arrives at Octavia and settles the PQ11. Wow, check this out.
That's the granddaddy event, the Big Crippler. It is worth 4 to 10 points of alignment shift toward good, depending on how strong of a penalty is rolled up, and we have drawn a high number. Our alignment jumps to 79.

Where was this event in the early game when we could have used it, instead of that endless trickle of 1 point jobbers. Anyway, we are now qualified for victory, so I will try to butter up the majors.
With a mere 10m pop our morale at the new colony is in the tank.
I tried using propaganda, but that only improved morale from 2 to 3. This planet must be abandoned, left to the watery natives.
I saved the game here (but did not exit) in case of disaster, such as power outage.
The good news is, we have plenty of techs to give away. Some of them are significant techs, too, so I am hopeful that we can buy our way to Close. It may be now or never as far as the Drengin are concerned, and if it can be done, this situation with a big tech lead and the rivals locked in wars is the time to try it. One thing to remember, you can only give one gift per turn, per AI, so I will have to choose wisely. Fortunately, I have a number of turns to work with.
I start with the Yor. I gift them Battleship Tech and Aphrodisiac. Oh not good. That did not move them to Close. Not good at all. I will hold off gifting to the stronger AI's, but I will give the Arceans something this turn. Those weaklings are the test case. If I can't move either of them to Close with gifts, I'm not giving squat to the larger majors. We can fall back to cultural push on the Drengin and use that to take them out, while letting trade and alignment do its thing for us with Arcea and the Goody types.
Hmm, the Arceans would not take my gift. Could it be that you can only give a gift to one AI per turn? I don't remember that being the case, but perhaps I remember wrongly. Or... maybe it is too soon since the last gift I gave them in April.
July
I gift five major techs to Arcea. This did not improve relations to Close. I am inclined to believe we will have to do this the long way. I will continue our social push to improve morale, then set us up to begin cultural starbase construction near Drengin space.
August
Relations with Arcea, the Yor and the Drengin have all dropped to Warm. Settle in, lads, this ride ain't over yet. There is much work left for us to do.
September
I start Restaurant of Eternity at Petroni. Start Ultra Spices at Vesta. The Drengin are getting a drubbing at Dester. Thanks to Orbit Bug, their pop has taken a big hit there, and since that is their economic and manufacturing capital, if it should fall or even be crippled, this could be the beginning of the end for the Drengin.
Our approval rating is up to 85, by the way. All hail the supreme improvement, the Stadium.
October
Arrgh. Looks like I goofed. Both planets are building Ultra Spices? I change Petroni to the Restaurant like it should be. Sorry bout that. We lost one turn on it. The Altarians have learned both Business and Marketing, so both of these projects are on the clock, and we should continue social spending until they complete.
November
The Arceans have made peace with the Altarians. Wait. What's that? Their planets have turned blue. Uh... yep, here it comes. Here comes their nineteenth nervous breakdown.
December
I sell a few techs to Alex over 20 turns. I trade Business to Drengin for Hyperspace and a defender.
January
We are but one turn away from securing the two uniques. After that, it will be up to Amulekbird to set our destiny.