RBO - OSG3 - Hard Rock Cafe

Agreed #1 is most likely, but think #3 is the second most likely because of all the open space arround it. If that green there is toxic or such, they are stunted, maybe having the blue and some of the unflaged planets in the southwest. We'll know tomorrow.

Agreed we can out research most people by sheer size. The Kitties might become a factor if they explode into the southeast corner. Then again, they ARE only the Kitties :lol:

Agreed it looks very winable unles the humans continue to expand quickly, even then, not unwinable. Unless the Psilons are big, or we get dogpiled (erratics declare for instance), or probably BOTH would need to happen, we look to be ok for the vote, especially with the Kitties having no contact.

Perhaps "not a cakewalk" sounded a bit to negative.

Like I said earlier
I think it's too early to make any other short range plans beyond "spread like a cancer" until we know more about the Psilons.

-Maniac
 
You know, I had this afternoon, I took a look at the save file, and had this nice little analysis going that I was going to write up... about where the Psilon's were :lol: At least we came to the same conclusions. However, I went a step further, and talked to each race to see who they knew (just go to the ask to declare war menu). Neither the Klackons nor the Sakkra know the Psilons. So, unless they are pulling some OPE action, the Brains are at 3 or 4. My guess (desperate hope? :rolleyes:) is 3, especially since the Mrrshans don't know the Psilons either.

I also HEARTILY agree with Alan... we are in serious danger of losing this to a Human council vote, particularly if we do start "spreading like cancer", as that will trigger the vote sooner. I'm almost considering asking the Kitties to declare on the Humans on my turn. That, however, is a MAJOR move, and I'd like to debate it a little. I see four very good things in asking for war...

(1) The Kitties and Skin Bags are clearly the power houses. Setting them at war should stunt their growth curves a bit, esp since they are on opposite sides of the galaxy (lots of time wated in transit for their warships/transports).
(2) We don't lose in the soon-to-be-happening vote (hopefully).
(3) If the southeast is open, the Kitties might be too distracted to grab much of it.
(4) This will give the Ruthless Mrrshans someplace to vent their anger :evil: :ar15:

Now, this will have to wait, as I have noticed from looking at the save that the Humans and Mrrshans do not have contact yet.

Other "pre-game" things I noted:
*The col ship heading to Incedius will be flung at that blue star, assuming it has an unoccupied planet. Otherwise, runner-up prize will be Spica.
*I agree with your suggestion of getting a Col ship in position to take more of the Southeast. I'll probably also fling one at that Toxic to the east to make sure the only planet the Mrrshan's could possibly filch is the Dead. After Range 6, of course. However, if I'm right about the Psilons, there is a very good chance that Yellow #4 is occupied, either by Mentar or another Psilon colony.
*War WILL be coming to the northwest with TWO erratic races there, and Seidon is exposed, especially to the Bugs. Some defenses will need to be massed to make sure we don't lose that planet, as that would almost surely spell our defeat.
*Spying on the Humans will be difficult, as their Diplomatic leader will spend more towards espionage, and that usually does include security spending. I cannot verify this absolutely, but based on my experience, it is hard to spy on a diplomatic race.

So the way I see it, expand to the SE if possible, if not fill up the NE ASAP. Then, go hog wild on the computer research and spy on everyone BESIDES the Humans, framing them if possible, and hopefully catching up on tech. Try to get the Kitties to declare on the Humans if at all possible, or vice versa. Asking the Humans to declare on the Kitties would NOT hurt our relations with the felines. And give some thought to defenses at Seidon, for when the Lizards or Bugs come at us.

We're not dead by any means, but runaway Humans are serious business, and their pop will grow MUCH faster than ours...

-dathon
 
@ dathon

I talked to all the races too. I have to point out a fatal flaw in your logic though. You can't know one way or annother if the Klackons or Sakkras have contact with the Psilons because you can't ask a race to declare war on annother race if YOU don't know the race in question. As a simple proof, dial up the humans and see if you have the option to ask THEM to declare on the Psilons (you don't), yet we know that they know the Psilons because the 2 are allies.

At present you can't as the kitties to declare on the Humans, because they don't know them....

I do agree with your that getting the Kitties at war with the Humans would be a good thing. I can't see a negative to that.

In my experience, the Humans are middle of the road at anti spying. They are probably tougher than the Sakkras, Klackons or Mrrshans to spy on. This is based on my observations, not on hard data. I don't see a lot of spying on the Humans in our future. I'd think the people to spy on EVENTUALLY are the Erratics. They'll stab us in the back eventually no matter what, so what's the incentive not to?

I wouldn't be opposed to starting bases at Seidon at 30-50% of spending. I don't see anywhere else that I'd build bases yet though. That poor planet isn't worth going to the trouble of defending yet on this size map.

Hog wild on Computers? I'm disinclined to that, since I think our sheer size will be enough to overcome the Hard/Bad Penalties and keep us competitive. I'm inclined to spy on the erratics when we have our paremeter defended, yes, but I don't think we'll NEED to be Darlok wanabees, but if the majority wants to play it that way...... It would probably work too. Lets hold off on making that call. We aren't ready to seriously reseach right now anyway.

-Maniac

Edit: I forgot to mention that their pop won't grow twice as fast as ours if we have twice the number of planets growing pop that they do ;)

SECOND EDIT - This just in. While Industrial 9 and 8, Range 5, and TF +10 isn't enough to fit reserve tanks on a colship, that stuff + Range 6 IS ENOUGH. We don't need to research Death Spores for that (trust me on this one).
 
Ah, didn't know that about the declaration thing. Thanks for clarifying. That means it is a toss up. Also, by hog wild, I mean significant devotion, not 100%. After the early game, I usually keep at least a couple clicks in each field for some progress, unless there is DIRE need for a certain tech. So, after I get the techs for the LR col ship, I'll be researching across the board, but with a strong emphasis on computers. I'll be playing this morning, report hopefully this afternoon.

-dathon
 
Just keep in mind that research is a distant second priority compared to expansion. I don't care how many people we piss off expanding, if we have over 1/3 of the pop just by virtue of our sheer size then who cares. I would NOT turn on computer research just yet. Focus on getting the stuff we need for LR colony ships first, and expand like mad!

I wouldn't be opposed to starting bases at Seidon at 30-50% of spending. I don't see anywhere else that I'd build bases yet though. That poor planet isn't worth going to the trouble of defending yet on this size map.

I wouldn't pump Seidon up quite that much with bases yet. We need to research a few weapons and shield techs before a ton of bases would prove useful. I would get some base construction going at Seidon, yes, but not that much. Closer to 10% would be my target, and use the remainder to help with the colonization and/or research effort.
 
Interesting set of turns:

2360: Cryslon set for a colony ship to Incedius, delay 7 turns. Darn nebula. Seidon set to terraform, as it is half up. Scouts sent to the green S of Primodius and the white S of Sssla. Scout withdraws from Pollus.
Between turn: Nothing

2361: Ryoun founded. I sent 10 each from Seidon and Cryslon. Normally, I wouldn't send from the home world, but I want this colony stood up ASAP, as it is directly in the line of fire. Scout heads for Yellow #3 (reference is to Maniac's map).
Between turn: And the moment of truth... "Houston, we have a radiated rich at Escalon!!" :band: Pop 15. Scout retreated from a medium warship at Rotan, adn we chased a Human scout away from Escalon.

2362: Col ship at Incedius dispatched to Escalon. Ack, all of our extra scouts are in the back lines!? And nowhere forward to make more. :cringe: This will setback our expansion efforts. Well, nothing for it, all the extras I can spare from Maretta in the NE are sent to the asteroids at Cygni, where they will be dispatched to the south. Manage to scrounge one more from Ryoun to also head south. This is the quickest option. Will take appalingly long to get there however, probably not on my turn :eek: Range 6 has reached 5%.
Between turns: We scout the Human world of Vega, SW of Ryoun. Ultra Poor Steppe, pop 53/60, 0 factories. Good for us that such a crappy planet is near Ryoun. And Yellow #4 is... unoccupied! :thumbsup: We chase a Human scout away from the desert world of Ukko, pop max 50.

2363: The colony ship being built at Cryslon will complete in 2 turns, and will be sent to Ukko once it reaches Incedius. Seidon has WAY more factories than pop, so I start a base going, 50%, rest to industry. Moro needs some pop, but I want the extra rocks at Firma to go to the UR at Proteus in 3 turns to stand it up quickly.
Between turns: nada

2364: 4 from Phantos to Ryoun, bringing Phantos back to half, and raising the colonists heading there to 24. Range 6 at 19%.
Between turns: More asteroids at Herculis, Blue SW of Ryoun. :(

2365: Col ship produced, will hit Incedius in 6 turns. I keep Crys on col ship production; next one in 4 turns. This one will head to Vox to secure the corner. I've been checking the Races screen every turn, but no change.
Between turns: Range 6 comes in! [party] Our only option is Range 7 [pissed] Proteus founded.

2366: 13 from Firma to Proteus. Scouts head to all Range 9 worlds. Research set to 3 clicks computers, the rest Industrial 8. On the diplomatic front, the Humans and Psilons are no longer allied, but the Sakkra's and Klackons are. Mrrshans colonized the Purple star directly east of Yarrow. Range 10, don't know what it is.
Between turns: Only computer option is Mark II. Escalon founded. A Toxic 30 is discovered at Bootis, the green star in between Yellow's 3 and 4.
 
2367: Ok, what can I scout... ACK!! The red star S of Ukko is Misha. How do I know this? Because the Mrrshans colonized it :eek: The red to the SE of Escalon is 6 Parsecs away, so still in range. A scout dispatched. Worse, the Kitties have a col ship in orbit around Rotan, with a couple of medium warships, so anytime they want to waltz down and grab Ukko they can. :sad: In fact, I'm kind of curious why they didn't settle there first. Oh, and the Sakkra Klackon alliance lasted all of one turn :lol: Industrial 8 is halfway done. Humans and Mrrshans still have no contact.
Between turns: White star, Romulas, south of Sssla has... you guessed it.. more asteroids! :wallbash: That makes 8 unusable systems in this galaxy. ON the upside, that will delay the first vote.

2368: Good news, the col ship at Rotan is not going to be going to Ukko. Bad news, looks like it left for that Red 6 parsecs from Escalon. That will put the cats in range of all the systems down there. We're going to lose the corner. :thumbdown In light of this, Crys will produce another col ship, relocated to Phantos, to colonize Maretta. We can no longer afford to lose that system.
Between: Mentar found at Yellow #3. They have 2 col ships, and 12 missile bases. Yikes what a bad start for them!

2369: Col ship completes at Crys, heading for Vox. Hmmm... that Mrrshan col ship looks to be heading for the Red SOUTH of the 6 parces one. Take a look:

kitty_col_ship.JPG


Next col ship from Crys will relocate to Incedius instead of Phantos. Probably a pipe dream, but if that system is too hostile, we might land it after all. If nothing else, that ship can go to colonizing Spica or Bootis.
Between turns: zip

2370: zzzz
Between turns: Humans want a NAP. Considering we are at Amiable, we don't need the relations boost. And, that would prevent us from chasing a col ship from Ukko if they happen to go there. I decline.

2371: Col ship heads out from Incedius to Ukko. Briefly thought about just heading to the red, but decided against it. That could be more asteroids. Or worse, Orion :suicide:. Industrial 8 is at 12%. Tauri can terraform in a turn, so I set it to do so.
Between turns: Scout Xendella, Toxic Rich 20 directly W of Kholdan.

2372: Col ship completes from Cryslon, heading for Incedius. Next one in 4 turns, relocating to Phantos, should arrive just as Vox colonizes, so can head for Maretta. I see another Kitty col ship heading S :(
Between turns: Scout the Blue SE of Mentar: Guradas, Tundra 50. Will be in range when (if) we settle Ukko.

2373: zzzz
Between: zilch

2374: zzzz
 
Status report:
*There are no alliances or wars anywhere.
*Industrial 8 should pop next turn.
*Cryslon building a col ship bound for Proteus to colonize Maretta. Of course, this could easily be overriden.
*Col ships heading for Ukko and Vox to colonize.
*Col ship heading for Incedius, meant for the red to the SE of Escalon, or runner-up prize of Spica or Bootis.
*Seidon has 3 missile bases.
*Every planet except Firma and Phantos in our "core" has been terraformed.
*Scouts should be heading to all eligible worlds. The one heading to Thrax should be sent to the green in the corner once Vox is settled.
*We might lose Ukko to the Kitties:

kitty_col_ship3.jpg


The red ship just to the right of Escalon is a kitty colonizer. Our own colony is the ship to the right of the unoccupied white. Looks like one turn loss :wallbash:. I can't say for sure that's where the ship is heading, but it's not looking good.
*Here's a final map:

final_map2.JPG


Mentar is the planet circled in yellow, the blue circle is the star 6 parsecs from Escalon.

Thoughts:

Looks like we will be dealing with two very strong races, the Humans and Mrrshans. We definitely need to spark a war between them somehow. I agree with Zed, once Industrial 8 is finished, research should be turned to a trickle and all available planets colonized. As for the bases at Seidon, now all we have to do is pay upgrade costs when the techs come in. Alright Alan, you're up. Good luck!

-dathon

P.S. The save file is attached to the first post.
 
I'll try to get my turns done this afternoon. More to come once I've had a chance to look at things...*Cue the imperial march*
 
I wouldn't pump Seidon up quite that much with bases yet. We need to research a few weapons and shield techs before a ton of bases would prove useful

For an SG, you are probably right. I suspect I micro manage more than most (probably all) of you do. I do a full planetary tour every turn checking for and tweaking everything. I'd probably set it to 1/3 of spending and watch it every turn till it got to about half a dozen, then stop spending. So when I said 30-50, that wasn't meant to come off as indefinately. It's probably easier in an SG environment to just set it to 10-20 and forget about it. That IS a pretty important planet for us given both size and location, so I'd rather be safe than sorry.

Hmmm. So the Psilons were at 3? I really thought they were at 1.

Wow at the way the Kitties are expanding suddenly. I don't think we are going to get 1/3 by ourselves after seeing their recent growth, but that wouldn't stop me from trying to. As for getting the kitties and humans at war, if we need to later, we can allways give the kitties a range tech (NOT RIGHT NOW) to get them into contact.
 
dathon78 said:
Ack, all of our extra scouts are in the back lines!? And nowhere forward to make more.
No, I left several at various places lying around waiting for orders. Did you check the fleets screen? There should have been 3 planets with several scouts in orbit. One was Ryoun in the center, the others were somewhere in the west and the dead world in the east.
 
Yes, I did check the fleets screen, and there were several groups, but all in the North. 6 at Maretta and 4 at Moro, if I recall correctly. Nothing to send further south into that corner once Escalon was settled except the extra scout at Ryoun. Not that if looks like it's going to matter anyway... :rolleyes:

-dathon
 
Ah, ok they were there, just not where you wanted them to be relative to where your exploration efforts wound up concentrated. Sorry about that, I tried to cover all bases equally but apparently some bases were more equal than others. ;)
 
Looks like you did a pretty good job. I may go back and take a more detailed look later, but the things I see right now... As soon as construction hits, we should take Seidon off bases. The 4 or 5 it has then is enough to have a foundation if somone does declare. Seidon would be my choice to make the colship (reserve tanks) for the Rich Toxic by Kholdan.

I noticed when I looked at the save last night I thought we didn't have enough scouts in the south either, but a few turns delay scouting isn't going to make much diffrence at this point. Not a major deal one way or the other. A scout in orbit won't deter the kitties armed colships anyway.

Speaking of scout ships, I must confess I am a bit confused as to why we have them over all of our long since colonized core worlds. I'm not suggesting we remove them now, as we have nothing else to do with them. I understand why we leave them in orbit of uncolonized planets, as the AI sometimes sees that as a "claim" on that world, and will preferentially settle elsewhere. I also understand leaving them in orbit for a few turns AFTER colonization so that they can turn back enemy scouts/unarmed colships (at least until the planet can produce a scout in 1 turn itself in a pinch, or until the AI has armed colships).

Does the AI see a scout ship in orbit as a deterrent force? If it does, then this makes sense.

I have a general feeling that we didn't produce as many colships as I'd like for us to have. My feeling is we worried too much about getting Reserve Tanks and not enough about getting the allready in range planets asap. I think I'd have used Aquillae and Rha to make 3 between them to grab the eastern edge before letting them research, and had cryslon pump an endless supply to send south. I'm not criticizing here, I haven't played in 55 turns, so I may be out of touch a bit. It's just how I think I'd have done it.

It sucks that we seem to be BARELY losing planet after planet to the Kitties. BTW, DON'T sell these particular Cats Short. Remember thes felines are Technologists, which makes them much more dangerous than your "off the rack" cat.

I think there was definately more good than bad in your turns :)

Now its time for Alanxander The Great to lead us for the next 15 turns.

-Maniac

Edit: Forgot to mention the frustration that we missed out on the first THREE engine techs. Seeing only Range 5/Range 6/Range 7 as our only choice is just about the worst case scenareo. This could end up costing us worlds because of the transit time alone. If possible, look for a way to get an engine in a trade. Even neuclear engines would help quite a bit.
 
@ Zed

No harm done, a few turns is unlikely to matter. I'm a little anal about scouting things as soon as possible, so I was surprised that there were no scouts down south. Keep in mind that I pasted my notes into the reply then edited (if that wasn't already glaringly obvious by the terse sentences), so the "ACK" was a knee-jerk reaction, not to be confused with genuine frustration. :)

@Maniac

I agree with your assessment of Seidon. That was my goal for it, which is why I set spending like I did. That's our point planet for the NE. As for col ships, I felt it better to find out what habitable world were out there that we could grab and save the Toxic's etc for later since they won't be in contention for awhile. I think we are going to need as many worlds as possible against these monster AI's.

@ Group

One of the awesome things about SG's is the opportunity to see different playstyles and choices. I would suggest, however, some care in language choice. Labeling things as "bad" or "wrong" should be done with care. Everybody has different priorities, based on personality, personal aggression, experience, etc. One of the great things about this game is that different game plans can be successful. Thus, unless something is obvious :weed:, if somebody does something different than you would, I would say to state what you would do and why, and leave it at that. No need for the labeling. This has NOT been prompted by a specific comment, either at me or somebody else, just a bit of a vibe I'm starting to get. That way the analysis/discussion/strategizing (the good stuff!) doesn't get precluded by defensiveness or hurt feelings. Just my $0.02 worth on criticism.

We've got a heck of a game going, guys, this is going to be fun :D

-dathon
 
ToddMarshall said:
Does the AI see a scout ship in orbit as a deterrent force? If it does, then this makes sense.
Well, there have been times where I have had single scouts in orbit around all my planets well into the game, then scrapped them as no longer necessary, and the following turn the AI sends a probe to a planet they have never visited before. So, while this is not definitive proof, I'd say it is suggestive that the AI considers a fleet in orbit -- any fleet -- to be one of the several factors it considers when it wants to make an invasion/poach attempt.

I have a general feeling that we didn't produce as many colships as I'd like for us to have.
I'd tend to agree, I'd have settled the east before pumping research into extra range or especially computers.

If possible, look for a way to get an engine in a trade. Even neuclear engines would help quite a bit.
Sounds like a good idea to me. Unfortunately we don't have much to trade, but range 6 for nuclear engines sounds like something the AI might go for.
 
One of the awesome things about SG's is the opportunity to see different playstyles and choices. I would suggest, however, some care in language choice. Labeling things as "bad" or "wrong" should be done with care. Everybody has different priorities, based on personality, personal aggression, experience, etc. One of the great things about this game is that different game plans can be successful. Thus, unless something is obvious :weed:, if somebody does something different than you would, I would say to state what you would do and why, and leave it at that. No need for the labeling. This has NOT been prompted by a specific comment, either at me or somebody else, just a bit of a vibe I'm starting to get. That way the analysis/discussion/strategizing (the good stuff!) doesn't get precluded by defensiveness or hurt feelings. Just my $0.02 worth on criticism.

I ceartianlly hope I haven't upset anyone... If I have I'm really sorry. (I allways seem to do that without intending to). I've tried to refrain from being too critical of anyone. For the most part there hasn't been too much to be critical of. There were a few decision made that sort of surprised me, but everyone has had good reasons for everything they've done. AFAICS everyone has done their best based on their knowledge and ability, which is all you have any right to expect.

FWIW, I ceartianally haven't been upset by anyone. I've enjoyed the reports and comments of everyone on the team. Baring a quick election for the humans (or, the way the kitties are expanding maybe the Kitties :lol: ) I don't think we have much to worry about. Everyone, and I do mean EVERYONE has turned in a solid turn so far and I see no reason to expect that to change.

Learning from others play is indeed one of the best things about SG's. I know I've allready learned something from Zed this game. I've learned I'm going to be a lot more concious of leaving planets (at least those within 7 parsects of an AI world) covered by a scout based on his feel that the AI is less likely to brush war those worlds.

I'm looking forward to a grandly fun war by my third time arround :)

I'm probably not going to be arround tomorrow night, so I may have to "get it" on sat night.

-Maniac

Edit: @ Zed either Range 6 or Improved 8 should be enough to pry loose neuclear engines I think, but no guarantee.

@ all - Trust me, that line of asteroids and the no engine tree are the only things that have annoyed me so far.
 
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
 
Looks pretty good overall. I'm curious why you chose fusion bombs over Hyper-X. The Klacks and Sakkra will come for Seidon eventually and we need something better than Nukes and Lasers to throw at them. Hyper-X would have given our bases some actual teeth. Fusion bombs are a great tech to come back for later, not a great one to research first.

Hopefully we will get scatters in our weapons tree next. That would solve the problem...
 
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