So...my computer shut down due to overheating again, and I lost the report for my earlier turns. Luckily, I didn't loose the turns themselves, thanks to patch 1.40m's obsessive auto-saving! But the write-up for the first half of my turnset will be very sketchy. If this keeps happening, I guess I need to check for dust build-up in the fan.
I sent 20 colonists from Tauri to Incedius, following RefSteel's advice of keeping planets within 1/3 to 2/3 population capacity. (I did a quick calculation, and if you keep within that range, you have more than 88% of the maximal growth, so that's definitely a good rule of thumb!) The scout ship from Incedius was already sent to explore the red star south of Ursa, which is now in range. I spotted another star that has now come into range (the green one south-east of Proteus) and thought about sending the scout from Yarrow there. Ultimately, I decided to keep the scout at Yarrow to delay the Darloks' expansion. I don't plan to colonize Yarrow, but slowing them down is still good.
When our scout arrived at the red star, it was greeted by a Darlok missile base and a large ship, so I retreated and rerouted the scout to the green star.
Meklar maxed out on factories after the first two turns and switched over to building more colony ships. I sent the first one off to Gion, and immediately started on the next one.
Industrial Tech 9 took its sweet time to finish; it went up to > 40% discovery chance.
I picked RW80% since it will quickly free up some production.
GNN ranked empire production as Darlok, Klackon, Sakkra, Silicoid, Bulrathi, Psilon
The Darloks are beating the bugs in production! Amazing!
One unarmed Darlok scout came visiting at Obaca at some point. They also have a scout in orbit at Volantis. The Bulrathi sent an unarmed colony ship to Incedius which of course retreated.
2342: Tauri has 145 factories. Since we're going to send some colonists to Gion soon (the ship is two turns away), I stop factory construction and shift the spending to tech instead. It's producing 163 RP, so this seems like a good time to see what the other fields of research have in store for us. I still keep the bulk of spending on Planetology and Construction, though.
Force Fields only has Deflector Shields II. The choices in the other fields were as follows (with my pick highlighted):
I didn't put anything into Propulsion since we don't need the Inertial Stabilizer urgently.
2343: Mentar finishes the next colony ship. The previous one is one turn away from its destination. The only planet in range right now is at Volantis (60 pop, ultra poor). When Gion is colonized, Kulthos (65 pop) and Firma (80 pop, poor) will come into range. Kulthos is the clear winner here, in my opinion. Since Gion can support 90 pop, I think it is capable of seeding the northern part of our territory on its own. Otherwise, I might have decided to colonize Firma earlier.
2344: With Gion colonized, I send the next colony ship to Kulthos, and I send the scouts to explore the new stars that are now in range. I send 30 colonists from Tauri to Gion, dropping it to 55 pop.
2345: Nothing special.
2346: The scout I rerouted to the green star arrives and is chased away by a large Darlok ship. There's already a colony there. With nothing else to explore, I let it retreat to Incedius.
2347: A scout reached Argus (one of the yellow stars in our north) and reports a 60 pop Ocean planet. Mentar finishes the next colony ship which I send to Firma. It's going to arrive in 6 turns and then it opens up Argus for colonization. I shift some spending at Mentar to tech, so that the next colony ship will be produced in 6 turns.
2348: Everything just moving along. I noticed that, at some point, the Darlok have removed their scout from Volantis. Maybe they went to explore Orion?
2349: Our weapon researchers are slacking off, with Hand Lasers at 40% discovery chance. Maybe pacifist researchers are refusing to work or sabotaging their efforts...Other than that, no news is good news, I guess.
2350: Hand Lasers are finished, my next choice is Hyper-X rockets since I think that we're going to play defensively and will be using more missile bases than ships early on.
The scout ship finds a pop 90 Jungle planet at Paranaar in the north-eastern corner of the map. It definitely feels like a MOO2 map when you choose an organic-rich galaxy. Maybe MOO1 randomly makes a choice like that under the hood? The colony at Kulthos is established. Also, the game does the copy-protection dance and asks me to identify a ship that doesn't appear on GOG's reference sheet. WTF? I managed to pick out the right name by process of elimination.
Here is an overview of the map, and with that, I hand this game off to the next emperor!
I've reached my attachment limit, so the save comes in my next post. I should probably host those images someplace else. Some notes for the next player:
I sent 20 colonists from Tauri to Incedius, following RefSteel's advice of keeping planets within 1/3 to 2/3 population capacity. (I did a quick calculation, and if you keep within that range, you have more than 88% of the maximal growth, so that's definitely a good rule of thumb!) The scout ship from Incedius was already sent to explore the red star south of Ursa, which is now in range. I spotted another star that has now come into range (the green one south-east of Proteus) and thought about sending the scout from Yarrow there. Ultimately, I decided to keep the scout at Yarrow to delay the Darloks' expansion. I don't plan to colonize Yarrow, but slowing them down is still good.
When our scout arrived at the red star, it was greeted by a Darlok missile base and a large ship, so I retreated and rerouted the scout to the green star.
Meklar maxed out on factories after the first two turns and switched over to building more colony ships. I sent the first one off to Gion, and immediately started on the next one.
Industrial Tech 9 took its sweet time to finish; it went up to > 40% discovery chance.
I picked RW80% since it will quickly free up some production.
GNN ranked empire production as Darlok, Klackon, Sakkra, Silicoid, Bulrathi, Psilon
The Darloks are beating the bugs in production! Amazing!One unarmed Darlok scout came visiting at Obaca at some point. They also have a scout in orbit at Volantis. The Bulrathi sent an unarmed colony ship to Incedius which of course retreated.
2342: Tauri has 145 factories. Since we're going to send some colonists to Gion soon (the ship is two turns away), I stop factory construction and shift the spending to tech instead. It's producing 163 RP, so this seems like a good time to see what the other fields of research have in store for us. I still keep the bulk of spending on Planetology and Construction, though.
Force Fields only has Deflector Shields II. The choices in the other fields were as follows (with my pick highlighted):
I didn't put anything into Propulsion since we don't need the Inertial Stabilizer urgently.
2343: Mentar finishes the next colony ship. The previous one is one turn away from its destination. The only planet in range right now is at Volantis (60 pop, ultra poor). When Gion is colonized, Kulthos (65 pop) and Firma (80 pop, poor) will come into range. Kulthos is the clear winner here, in my opinion. Since Gion can support 90 pop, I think it is capable of seeding the northern part of our territory on its own. Otherwise, I might have decided to colonize Firma earlier.
2344: With Gion colonized, I send the next colony ship to Kulthos, and I send the scouts to explore the new stars that are now in range. I send 30 colonists from Tauri to Gion, dropping it to 55 pop.
2345: Nothing special.
2346: The scout I rerouted to the green star arrives and is chased away by a large Darlok ship. There's already a colony there. With nothing else to explore, I let it retreat to Incedius.
2347: A scout reached Argus (one of the yellow stars in our north) and reports a 60 pop Ocean planet. Mentar finishes the next colony ship which I send to Firma. It's going to arrive in 6 turns and then it opens up Argus for colonization. I shift some spending at Mentar to tech, so that the next colony ship will be produced in 6 turns.
2348: Everything just moving along. I noticed that, at some point, the Darlok have removed their scout from Volantis. Maybe they went to explore Orion?
2349: Our weapon researchers are slacking off, with Hand Lasers at 40% discovery chance. Maybe pacifist researchers are refusing to work or sabotaging their efforts...Other than that, no news is good news, I guess.
2350: Hand Lasers are finished, my next choice is Hyper-X rockets since I think that we're going to play defensively and will be using more missile bases than ships early on.
The scout ship finds a pop 90 Jungle planet at Paranaar in the north-eastern corner of the map. It definitely feels like a MOO2 map when you choose an organic-rich galaxy. Maybe MOO1 randomly makes a choice like that under the hood? The colony at Kulthos is established. Also, the game does the copy-protection dance and asks me to identify a ship that doesn't appear on GOG's reference sheet. WTF? I managed to pick out the right name by process of elimination.
Here is an overview of the map, and with that, I hand this game off to the next emperor!
I've reached my attachment limit, so the save comes in my next post. I should probably host those images someplace else. Some notes for the next player:
- Incedius will soon have 50 prod, so we might want to terraform it. But check how far along planetology research is. If Terraforming +20 is already in the percentages, we probably want to hold off.
- I didn't spend anything on trade agreements or spies yet, in order to not slow down our early growth. Maybe one of our more experienced players can decide when it's time to start with that.
- I think if possible, we should seed new colonies from Gion. For Kulthos and Firma, we probably still need to use Tauri, but after that, we should let it build more factories and fill up.

Looks pretty good, RFS-81. 
