I forgot about 2 moves on a colony pod, so I'm able to settle this turn. Joy. Only what? 3 turns behind Bob from the start?
Right off we see a number of interesting things in the city screen.
- Governor's Office:
- Believers Headquarters:
- Planet Rating:
The HQ is my faction palace, and the Governor's Office appears to be a building that carries all my faction benefits. As you can see, I get a base +10% of my food stored and my psych chaplains (Artists) get +1 Hammers.
Also, we see that I take a -1 planet rating straight off from my faction ability. C'est la vie. Let Bob hug the fungus, we're going to turn this place into a new home if it's possible.
I start production on another flamer squad. I plan to keep my 2 flamers at home in case of mind-worms. From SMAC the believers tend to piss off planet and garner that sort of attention, so I'll prepare for it and figure out the mechanics later.
I plan to upgrade my starting supply unit into a rover for faster scouting and better psi-defense (it starts with +40% or something like that, so on the psi attack if things work like in SMAC it's going to be very useful indeed against native life). Also, my faction gets a bonus to building formers, so I lose fewer former turns (that and my starting tech only lets me clear fungus...)
There's a pod to my south that I should grab w/ my flamer squad before settling in for the long defense.
Finally, for my tech decision I start teching the ability to build mines. After that I'll tech Network Nodes since I'll get a free one in my HQ and that'll let me hire a librarian w/ my free specialist and get some more tech rolling. I'm going to need a lot of the basics as I start terraforming the place up.