OK, The first order of buisness is to see what hasn't yet been scouted, and prepare to scout it at the earliest convenience, and to make sure everything has a scout in place thats been scouted, as I notice we have some scouts in retreat? Could we not have just turned them arround or did we just forget?
We have 2 spare scouts in place at Dunatis to send to the 2 bottom planets, so thats all good. The 2 planets we cant cover yet scout in the bottom right don't have any spares, so I order Rich Escalon to make a pair to send that way. I want to scout the Red between Willow and Mentar asap, so I take a chance and send the scout off of Bootis, which should be safe for 2 turns as its toxic, order up a scout from Ukko recloced to Bootis. The left side is where the challenge is. We are about to settle Toxic Xendala, but unfortunately, we only have 2 scouts overhead, and there are 5 planets over thataway, though one of those will still clearly be out of range, and a 2nd one is questionable.... We have 4 spares at Moro, but thats NINE turns away, or 6 turns behind the Colship. The nearest planet is Ryoun, but thats 11 turns from Xendala. Not sure which will get places faster, I send the spares to Xendala, and make 4 spares to send to the blue asteroids. On the plus side, I should have every single scout mission started by the end of my turn, so we shouldn't ever have to fiddle with scouts again
OK, next I check the planets screen to see which planets might need their starting pop sent. There are 3 candidates, but I notice that 'sports are on the way to Thrax. Maretta and Bootis need help however. I send 11 mil from Phantos to Maretta, and, reluctantly, 8 million from Ukko to Bootis.
Now, about them Colships.... There are currently 16 worlds still up for grabs, but at least one of them is hopless because its Orion. We currently have 9 Colships. Thats a diffrence of 6.. I know we won't get every contested world, but I'm hoping we can do better than 9 for 15, and I'd rather have 2 too many colships than 2 too few, so I look and think... then decide to just make a couple more off Ryoun starting next turn, saving the hideous transit time from the core by doing so. I also will think about making a couple at Escalon. I wish a couple more of the colships had reserve tanks... I send the Colship at Ryoun to Dunatis and pray its still settlable in 12 turns.
I do the planetary tour and most of it looks good. I tell a couple planets to terraform, thats about it.
On the tech front: Was Robotics III our only cpu choice? We probably should have skiped that on this size map. Class II is overdue, so I shift most of its spending to Construction for Auto Repar, which is the most appealing tech that I see us going after atm.
Still having trouble believing that damn red flag at Regulus. Hmm, there is an extra scout at Thrax, so I decide to see if I can get a peek at what we lost. Kitties are plenty friendly so one scout mission shouldn't bother them.
OK, its finally time to click next turn.
2390 - Class II pops. Crapola. Class III is the only choise, no PDS. Rich Proteus up in the corner maxes out on facts. I tell it to feed the reserves. I set Ryoun to making an LR Colship, and do the same at Escalon... Hmm 8 turns for Escalon? Nopers. 4 turns, because I'll feed the Reserves to it. See, we found a use for Therlun's reserves afterall
Shuffle scome scouts about and reset research. Not much to do this turn. I have to laugh though, when I notice we are 2nd in fleet strenght. FEAR our scouts. ph34r them! I send the just arrived LR Colship to Vulcan. FIFTEEN turns. Will we get it?
2391 - We settle at Spica. I send it 8 million from Ryon because there isn't anywhere else to send from. Very quiet turn.
2392 - We settle at Xendala. I send it 5 million from Moro. The Sakkra appear to be sending a large to scout Xendala. They don't have toxic and should leave. Scouts arive at White Rhilus in the deep south and find it Barren. This looks like a winner for where to send the Colship that Escalon is making. It isn't safe from the Kitties, they have Controlled Tundra. I notice Seidon only has 3 bases, I tell it to scramble up 2 more. Do some terraforming.
2393 - The Lizards weren't scouting the Toxic afterall.
2394 - The 2 colships complete. I'm going to make 2 more. Thats probably overly ambitions, but oh well. The Psilons show up with Neuclear Engines. Lessee what we can trade for those. Crap, they won't take Range 6 for it. I notice Kitty colships, but they appear to be in retreat?
2395 - Yep, the Kitty Colships are headed toward their core. Could it be the fleabags haven't redesigned them to fit Tundra bases on them?
. The rest of the turn = one big
2396 - Poor Tauri, our original "half artifacts" planet, maxes its factories.
Computers half done. I reduce it to a single click. I wish we weren't researching Robotics III
. The 3 regular colships arrive at Spica. What to do with those? Well, there are only 3 planets left that are in range of a regular colship at the moment (and only 5 other planets period, 2 of which are still beyond even extended range.) Odds are one of those is Orion. Well, the guardian is going to get fed a snack then because I send the colships out blind to those 3 stars.
(continued)