The time has come to break out the hose and head for the desert!!
Admiral Charis I was elected for a term at the helm of the fledgling
Human empire. He follows a micromanager by the name of Iester, which
is probably a very good thing. With luck I won't do worse than a
blind viceroy would do, at least not over a 10 turn period
Plans, if you can call them that:
- Keep making spies and stay strong on that front
- Remember there's a Guardian at Altair, stay away
- I probably won't redesign any ships
- Check the Cebalrai V colony that it has an industrial DEA
- Make sure our colony ship sets up at Tyr 1 "Sweet spot with natural aphrodisiacs?"
- I wonder if colonizing or blockading Talitha or Noamex would make sense to hem in
the Ithkul? Perhaps we're strengthening Cebalrai first...
[41] I start off just getting acclimated, feeling like the mayor of Podunk
arriving in Washington to assume his role as Senate Majority leader...
- Tick up mil slider on Cebalrai V to cut a few turns off getting some defense
- Likewise on Balren IV
- An idle scout at Munsee is sent nearby to recon
- Tyr is not marked with 'Send Colony'? Since a colony ship is heading to
the Tyr system, I'm not sure if that will cost us a turn. So I click "Send Colony"
- The G2 in Tyr 6 also seems to want us to colonize it?
- I noticed FLU is 'allowed' - isn't it better to let them live free and colonize
on your behalf? Unsure, I leave that setting alone.
Cebalrai V has TWO industry DEA's, so not to worry.
[42] Sitrep:
- A scout at Nazin runs into a Guardian.
I try a retreat but die.
Not only do I not see 'Nazin' on the map, but I can't see where a TF is
missing, so I have no idea where this threat is. 8-\
(Even worse, I load turn 41 up again to look, and still can't see what died where)
- Kraaktka accept our offer (TA Open Border I soon see)
- Lvl 4 Phys Sci
- Four migrations reported
Nothing 'much' happened and nothing arrived, anything else to do but hit next turn?
[43] Sitrep:
- We encounter a new race! (Sounds good) Omarasis - Grendarl. (4,16)
- Two more DEA's finish
- Exploration of Andurfin is complete (?)
- L5 Econ and Business
I 'state' a request for NAP with the lizard lookin' new guy.
We seem to have met him near Munsee, and his 6 worlds are W and SW of there.
Hey, Andurfin V is a sweet spot with low grav. There is a G2 in that system too,
and several R2. Sounds like And-V is a good spot for a colony. Once Tyr 1 arrives
I'll ask one to be sent here.
[44] Sitrep:
- New spy Argos is rdy (political)
- Alansis in the SE is now explored
- L6 Social arts, L5 Energy, L5 Math
- Diplo msg
The new grendarl counters with a TA Economic, pathetically moaning and calling
us powerful. I accept politely.
With the Kraaktka I reason that a TA Intel would do us both good.
Alansis is seen to have just one planet, an R2 with a special of polution.
There is a lane (wormhole??) leading out of Alanis of 1 turn taking us rather far
away, to a M2V Red Dwarf. I'll head there with the scout.
[45] Mid turn our two scouts enter their two systems. One is Wolf, the other Orion (!?)
The Orions maul our poor scout ship, retreat failing.
At Wolf, Larchug Lulaga had a recon ship that went against ours. The battle took six
minutes to complete as we nickel and dimed either other. I seemed to have no laser,
while he did. But we had a figher. First 'matched' space combat I've seen actually.
Alas, I've now seen a total of three scouts go down on my watch already.
Orion is the yellow planet directly NE of Andurfin. Orion 1 has about 10 planetary
forces. The system has five worlds, mostly toxic.
Larchug and Lularga ships were at the end of that large jump. Beware. Wolf has 7 planets.
Sitrep:
- Omarasis refused our offer. *VERY* politely I might add. The NAP intriqued him.
- Balren 7 completes its colony ship, it's tasked and immediately sets off for Tyr 1
(Showing of course, that I should have reset the Send Colony else where. At least it's
in a TF. I'll send it towards Andurfin V. That's 24 turns away, so it can be vetoed)
[46] Sitrep:
- Space combat? Defend planet "Timarsis" vs the Omarasis? Eep! No, it's No combat.
- L5 Bio, L5 Phys Sci
I look at Timarsis for it's defense. A FtrRecon2 is in the queue. I speed it up.
The Tyr ship is there, ETA 0. It takes yet another turn to land and colonize, eh?
[47] Sitrep:
- The colony ship lands on Tyr I.
- L7 Social, L6 Econ
I get to assign my first DEA's manually on Tyr I. The viceroy started us off
with one Industrial which is ok. The Aphrodesiac will increase the pop growth
rate 'for a while', so food seems good. Two fertile regions each get two Bioharv.
I add a Govt and a recreational DEA. Add in one Mil DEA. Mining and Research get
one each to round out the mix. Viceroy chose to MBQ a fighter base and a basic
space module (seems ok).
Our power rank is 2 btw, Omar 6, Ithkul 9, Kraaktka insects 3 (not senate).
[48] Sitrep:
- Inductance, our new spy is rdy.
- Infantry x10 completes on Balren I
[49] Sitrep:
- Our war with the Ithkul ends. (for now!)
- Lots of techs complete and ready to use: Quark Cannon, Plasma Projector,
and Autofire Fighter Laser.
- L6 energy and math
[50] Sitrep:
- The Ith redeclare war. Well they wasted no time there
- Our spy Xentax is no longer available to us
- L8 Social
[51] Sitrep is:
- Tilamis IV FtrRecon2 is now rdy (Task him up)
- A new colony Cebalrai 4 has been created. Y1y(12) (hmmm.... I didn't do that)
Looking closer, the population there is Darlok. (ah)
- L6 Phys, L7 Econ
That's it. Good luck to our next leader.
(I must say, I felt altogehter useless this round. No real clue of what's
going on, not much that I am cognizant of needing to do, and watching half of
our scouts get wiped out. For a newb, at what point does Moo3 become fun?)
Save File Turn 51 RBMoo1A
Charis
PS to KingOfPain - welcome to da CF SG board