Altair reaches 200 industires and 100 pop in 2323 and starts on colony ships.
Bootis is settled in 2330
and we get into contact with Siliconids. Here is the current territory layout
Kailis reached 46 factories just in time and will now stay at 23 pop and start our research while constantly sending surplus colonists to my new possessions. With Siliconids nearby to grap the 60 Ocean and maybe the 100 Terran planet I invest everything in propulsion. Fortunately Alkaris are excellent in this field. the map shows already 5 Siliconid planets and they do know range 4 because we wouldn't have met otherwise.
I get range 5 as my only option
which is nasy with respect to the northern planets, since range 4 would have sufficed for the planets in siliconid range, but fine in the south. Then the next colony ship is reloced to Bootis to grab the 60 Ocean planet at Siliconid border. While the Col ship is on the way to Bootis saving one turn Altair will temporarely stop building colony ships and help research so the range tech should be ready in time. Only a few more scouts are employed during research time.
Mrrshans, our arch enemy is leading the planet count.
Could get ugly even on average.
Range 5 comes in the turn my colony ship reaches Bootis. Nuclear Engines are my next research option, which is good, but some waste reduction or terraforming are more urgend at the moment. So I set out checking construction and planetology options while Altair switches back to colony ship construction.
Tech options are
and
750 BC is a long way to go with only 26 bc research, while the +10 terraforming will immediately help especially my size 40 and 45 planets. So everything into planetology now and then construction later.
2 turns before my colony ship arrives a siliconid colony ship attacks the 60 ocean planet and my scout wins the battle.
That was close and they will be back with firepower soon. I find a size 60 artifact planet in the north but no tech. So Siliconids where already here. I settle Incedius successfully and hope Siliconids will respect my claim until I've time for defense.
+10 terraforminc comes in in 2347 and I opt for dead environment over death spores. Nevertheless all my 30 bc research is spent on construction now.
Contact with Meklars in 2352.
here the map
In the north you can spot a siliconid colony ship retreating from the artifacs planet.
I'm second im population
Siliconids call and want
well, not until the land grab is over. I'm still happy with the number of driven away colony ships.
Same turn finally my waste reduction comes in and gives a great boost in economy. Altair is conduction research now. One colony ship is no the way towards the artifacts planet and theother is heading for the poot planet in Meklar territory. There is room for 2 more colony ships in meklar space, but only after the first is successfully settled. So better do some research now. Research is set to nuclear engines which will boost my ship speed considerable.
Two turns later siliconids first time accompany their colony ships with military. My scouts have to retreat. I settle the artifacs planet in the north, though there is no garantee to keep it. Next turn I settle the poor steppe planet in Meklar territory and an election is hold. I vote for Mirana, who gets 10 votes while Siliconids vote for me.
Here is the map one turn after the vote.
Nuclear engines comes in in 2366 and I opt for more range instead of sub-light drives, which will bring contact with more races.
Next year Meklars attack my poor planet inside their territory with an armed colony ship. I design a warp 2 small laser ship without anything else but speed. (not more space) and shift Altair form colony to laser ships. Lets see, if we can do something, but it looks hopeless:
But I'm lucky. Meklars retreat from orbit and I gathered just enough firepower for
Nevertheless the remaining of the free planets in the south belong to meklars. Their fighting power simply ecceeds mine.
Improve robotics 3 came in in 2389 giving another major boost in economy.
Next vote is held in 2400. Siliconids get mine without fear of loss. Same turn dead environment comes in and I opt for toxic environment in hope of grabbing the rich and ultra rich planets before Siliconids of so. My laser ships are guarding them atm.
Pirates emerge at Keeta in 2411, don't even know where that is and it will turn out, it is an inhabitable system on the western edge of the map. So trade is useless in my game until it is already dedided. Toxic comes in same turn and I design the toxic colony ship and build it on 5 planets. Then after warp 3 engines came in 2 turns later I design a long range dead ship with the intention of grabbing a tundra planet in Meklar space.
2417 My landgrab was reasonable as you can see here: