Ok - I've given up on screenshots so here's the blow by blow. I'm going to see if I can get moo to run in compatibility mode so I can take screens next turn
2374 - distributed reserve among new rich colonies to get their first few factories finished faster. 6 mil tauri-aquilae.
IBT - II8 hits, select ADR passing up II7 Duralloy and Battle Suits. Mrshan
Settle Regulus (Green Upper Right) At least 8 parsecs, maybe more away from nearest mrshan world!
2375 - equalized tech spending and put rha and aquilae to max out factories, then produce more slow colony ships. dial up a spy in 3yrs vs all races...lets see what the tech looks like. I'm particularly interested in engines atm. 3 scouts sent south from escalon, if we get ukko they'll fan out to the bottom stars. Set seidon to full industry--3 missile bases should be plenty to hold off the bugs/lizards and 5 wouldn't faze either the cats or apes.
IBT - discover misha (mrshan desert 30) and anraq radiated 40 in the south.
2376 - Talk to all the races...noone willing to trade engines-or noone has any. Ships seem to move awfully slow around here. Strongly consider taking deepspace scanner from the humans decide to hold off. hit next turn after telling the scout at misha to move along. Note that the mrshann have bypassed ukko for points west...must be another 8-9parsec colony effort. I'm almost afraid to see the tech levels.
IBT - UKKO and VOX Founded. 2 col ships roll off the lines, aquilae maxed pop and factories.
2377 - Col ships sent to thrax maretta and bootis. Pop sent from escalon/incendius-UKKO and from phantos-VOX.
IBT - opened up force fields and weapons by accident. Pick shield 2 (no other choices

and handlasers (over hyper-V) Discover 2 ultra-poors in the south. Whynil (jun 100) and Dunatis (Oce 70). I think these might as well be named hot potatoe one and 2. Although maybe the Mrshann will be able to hold them. Regardless they're too far away from our core to be an easy grab, and we've got other choices. I make a note for the next time I'm up to come back here with pointy sticks and collect the tech that will have matured
2378 - Design and change seidon to the LR colony. I was building a regular col ship hoping to get a faster engine, but now it's 1 turn from complete and there's no sign of nuc...so time to bite the bullet and comission the LR ColShip (LR stands for Laurus Rate--signifigantly slower than ludicrous speed)
IBT - Combat @ berel (asteroids) with 1 medium mrshan missle boat. 2 shot racks. I obligingly dodge the 2 missles then they retreat. Our unarmed scout is victorious!
2379 - Spend some of the "max factory" reserve on new planets.
IBT - We lose the combat @ berel this time...asteroids didn't block the missile,
oh well. 2 more col ships and cryslon and escalon max factories.
2380 - allocate the windfall reserve. Check Tech now that spys in place. Noone has engines except the humans (sublight) Wow, we're all walking. Various low level techs around. The Mrshan have range 5. Guess their colony ships are packing LR tanks but still regulus looks like it's 9 parsecs...ah well.
IBT- Nothing
2381 - did some pop buying to speed along the few planets who needed workers to man their factories.
IBT - Nothing
2382 - Next turn
IBT - 2 more col ships come off the lines. Combat @ Gaurdas with armed mrshan col ship. They win the combat but can't settle the tundra.
2383 - dial down col ship production after doing a quick count. We now have 5 colony ships en route to unsettled worlds and 5 more ships ready to settle the far south. Shift over to tech for the moment. Hopefully we can get something worth a trade of sublight from the humans.
IBT - Thrax Founded Colonists forwarded
2384 - Next turn
IBT-Nothing
2385 - ColShips continue towards the southeast at warp 1. These are true generation ships.
IBT - Handlasers pop, select fusion bombs over Hyper X, Maretta and Bootis Settled, we get the silicoids control 17 systems outstripping all other races GNN and the high council convenes. US vs Humans. Cats abstain with 6 the psilon vote human with 2 the sakkra abstain with 3 and the bugs vote human with 3. Humans vote themselves 8 and we abstain with our 8 votes as voting for the humans would give them 21 of 30. We also meet the psilons on this
IBT-they're honorable industrialists, which explains why they're still stuck on their rock. I put in a minimal trade agreement with them and dial up some light spying to keep tabs on their tech.
2386 - Next Turn
IBT - Nothing
2387 Next Turn
IBT - BC2 pops and I choose RC3 over BC3. Then I dial the spending down on computers some. We'll need this tech eventually but I'd like to settle the 5 colonies we have en-route and get them setup first. Of course we may discover II4 before our col ships get there.......
2388 - Last Turn. I go ahead and go through all the planets and verify nothing goofy is going on. Then hit the button.
Things that need to be done-There's colony ships en-route to several worlds, and several more colony ships en-route to staging areas. Take a look at the fleet screen and you'll see what I mean.
We need to send more population to the new colonies--Feel free to grab from where you can. Now that we're so far from home, it takes a disgustingly long time for transports to make it. Have I mentioned we need engines?
For expansion we have the west side of the map available still, but most of the south is done. There might be one or two worlds down there the mrshan can't settle. We need better engines desperately. Enough so that if anyone but the humans had some I would have put on my darlok costume and researched computers in an attempt to steal them. Since the humans are diplo AND have a pretty large lead in computers already--I view that as an uphill battle.
Here's the save