Play the odds and send the col ship to the yellow straight away, and pays off handsomely. I've rarely seen non-hostile Ultra Riches, and never one in initial range (plus a healthy size 50 to boot!). Round of scout 2's fans out and finds a "nice" tech at the NE artifacts:
OK Sullla, enough is enough (note that this was his tech of choice in the debate after Imperium Ten). From now on I'm going to request you PM me the location of any Artifacts planets so I can avoid scouting them in scored events
Range 5 was the only early Prop choice. That was fine, only world in 4-range was a poor, and the artifacts was 5 away.
Here's that 2nd planet soon after, building a colony ship for the other habitable in starting range (for those who didn't play it was a size 30 minimal, very nice to have a 2nd habitable in range):
This is absurd, its 2313! In fact on this turn I reversed the standard opening. I stripped Kholdan down to 50 pop and filled up Maalor as it would be a faster col ship pump. Turned Kholdan onto full research (had more than enough factories for 50 pop), I had been tricking credits into range5 for a while. I got lucky and range 5 popped in 2318 - chances went 1%-8%-17% and got it on that turn. Same turn Maalor maxes out and it could build 3 col ships in 4 turns (!) (only did two as I couldn't use more), one is ordered immediately for the artifacts world. Select Nuke Engines. Open Planetology:
Take Barren as there are two Barren worlds, one next to the artifacts and another east. Construction gave RW80 as only choice, nice to have at bug-discounted prices but not a top priority due to the artifacts bonanza. I generously overfund research and finish Barren and IT+10 by 2326, then start on Dead. 2 colonies founded that turn (Artemis artifacts and Primodius Poor):
Gosh, what a favorable opening (I've screwed up slightly here being slow to send a scout SE of the cursor/NE of the Dead but compared to most games I've done a good job of managing scouts; the planet at the cursor is Orion). Barren and Dead are the perfect tech choices as there are two of each in range, and having +10 was great too. Of course I have a big advantage with the Improved Eco pop, and a massive one if it was not in the normal bridge. By this time I figure the central yellow is vacant (no ships seen at all yet) and I'll have free run on a lot of the galaxy. Colony ships going every which way soon. Also, that western Terran at the yellow is a size 125 Fertile.
Other tech things - take the cheap ECM1 and Hand Laser options, transitioning to BC3 (only choice) and NPG (cheaper than the other Ion Cannon option). Interestingly, Humans are ranked ahead of me in production sometime in the 2330's despite my roaring start (and no sign of them yet). Controlled Dead comes in 2341 (again I got lucky, went 4%-11%-pop!)
Map a few turns later in 2346:
Ships are crawling to the SE Dead and Arid (I can now fit reserve tanks on a Large colship) but I decided to suspend the rest of the building as I was close to Nuke Engines (which just came in, chose Sublights - not all that useful, but Range 7 didn't seem important) and the the distances are long enough that they will come out roughly the same in the end. I design a medium warp two to safeguard the hostiles near the Silicoids as well as Ukko, the barren closest to them. Already got lucky as I've retreated unarmed colony ships there just after founding. Have chased Psilon and Bulrathi scouts in the east.
The downside of this ridiculous start is that I am really short on colonists to send to all of these worlds. I've been keeping Kholdan near half-full the whole time and still have a lot of outposts with only the initial colonists. Good news is that Poor planet is at its bell curve peak so I can start using it to seed worlds as well.
I have 29 turns until scoring benchmark. I definitely want Toxic before then (need to finish +20 first, that may have been a mistake) to get the 3pts per additional planet. In other techs - will probably ignore Prop and spend on areas I'm behind in to get lvl2 techs like IIT8, whatever tier-2 force field I have, NPG, maybe BC3. I should be in contact with all races by then, we'll see what happens.
Ideally I would like one AI to be at war with two or more others - then I can attack them, gaining at least as many diplo points as losing as well as getting tech and planets. But it seems unlikely that this will happen before the score deadline. Also, I was hoping I don't trigger the "we hate you cause you're big" before 2375.
Keep grabbing worlds, IT+20 in (finally) in 2355.
Map of 2357:
Next turn the rocks settle another planet bringing the first vote. I have a blocking 6 of 17, but enough vote for the Humans that I can't. A shame, that would've been great for relations.
Finish NPG in 2361, choose Merculites over mass driver and neutron blaster. Almost everything going to Toxic now. My absurd luck continues as I get Toxic in 2362 - it wasn't even in percentages when I checked I dont think! Must have had some pop growth nudge it to 1% and hit gold. Unfortunately, I've been splurging on different types of colony designs and have to wait a turn for another founding before being able to design a toxic ship.
I continue to retreat Silicoid ships (for some reason they've never used armed or escorted ones, I have some 4laser mediums but not much that would withstand a determined attack). However, I lose a Barren to the Humans at the north edge a turn before my ship can get there. In 2365 I see a human colony ship inbound to a new settlement of mine:
It didn't retreat when my scout was chased, so I believe it's armed and I don't have any warships in the area. I don't think I can fend off an invasion so I try threatening them, they cave (and give range 4). It seems like this was a mistake as their ship continues past that world - sorry, couldn't tell without a scanner upgrade. One point could be deducted from my tech score if desired.
Sublights pop in 2368 and I go for Fusion engines (hey, I missed all these in the last Imperium! Energy Pulsar and Warp Dissipator don't seem at all useful; I will be able to crush the AI's at will). At this point all toxic ships are outbound and I should have all those settled by the scoring mark.
2369 - Pop BC3 and FF3 (the latter at 1%, jesus christ this is some crazy tech luck). Go for deep space scanner (an extra tech point that's cheap) and FF4 (no choice). Neptunus is settled, at last granting me formal contact with the only-Mentar psilons. They are at Unease and all three other races are Relaxed. I also get the "half-the-galaxy" notification; I keep dreading the "you're too big" relations tank but it hasn't happened yet - based on pop instead of # of planets maybe? Sign all but unwilling braniacs to NAPs as no planets are still in jeopardy. The homeworld is maxed in 2371 or so.
More good luck with popping Battle Suits and Deep Space Scanner in 2372, set course for ECMIII (over BC4) and Zortium. I was worrying that I might not get one in just through poor RNG luck; I probably can't finish any other tech in 3 turns (despite a 3000BC/yr research clip) so I max the eco slider on my numerous half-full worlds to grow pop for the Colonist division.
The last available Toxic planet is settled in 2474 and it's an unmitigated disaster as I finally trigger size warnings from Humans and Bulrathis. Relations with all races drop - Humans and Silicoids from Amiable to Neutral, Bears Relaxed->Neutral, Brains Unease->Wary. Rocks do bounce back a bit for the scoring turn:
This is 38 points. Would have been 48 if I could have just maintained the relations from a few turns ago, argh! Geez, I'd have to hold this even until 2450 to get the 75 points.
Now for the Colonist news
That's 26 planets total, so I have (26+14)*3 = 120 points. Great news, hitting 150 in that category is assured assuming I don't suffer big losses. Techs:
Good for 70 points.
OK Sullla, enough is enough (note that this was his tech of choice in the debate after Imperium Ten). From now on I'm going to request you PM me the location of any Artifacts planets so I can avoid scouting them in scored events
Range 5 was the only early Prop choice. That was fine, only world in 4-range was a poor, and the artifacts was 5 away.
Here's that 2nd planet soon after, building a colony ship for the other habitable in starting range (for those who didn't play it was a size 30 minimal, very nice to have a 2nd habitable in range):
This is absurd, its 2313! In fact on this turn I reversed the standard opening. I stripped Kholdan down to 50 pop and filled up Maalor as it would be a faster col ship pump. Turned Kholdan onto full research (had more than enough factories for 50 pop), I had been tricking credits into range5 for a while. I got lucky and range 5 popped in 2318 - chances went 1%-8%-17% and got it on that turn. Same turn Maalor maxes out and it could build 3 col ships in 4 turns (!) (only did two as I couldn't use more), one is ordered immediately for the artifacts world. Select Nuke Engines. Open Planetology:
Take Barren as there are two Barren worlds, one next to the artifacts and another east. Construction gave RW80 as only choice, nice to have at bug-discounted prices but not a top priority due to the artifacts bonanza. I generously overfund research and finish Barren and IT+10 by 2326, then start on Dead. 2 colonies founded that turn (Artemis artifacts and Primodius Poor):
Gosh, what a favorable opening (I've screwed up slightly here being slow to send a scout SE of the cursor/NE of the Dead but compared to most games I've done a good job of managing scouts; the planet at the cursor is Orion). Barren and Dead are the perfect tech choices as there are two of each in range, and having +10 was great too. Of course I have a big advantage with the Improved Eco pop, and a massive one if it was not in the normal bridge. By this time I figure the central yellow is vacant (no ships seen at all yet) and I'll have free run on a lot of the galaxy. Colony ships going every which way soon. Also, that western Terran at the yellow is a size 125 Fertile.
Other tech things - take the cheap ECM1 and Hand Laser options, transitioning to BC3 (only choice) and NPG (cheaper than the other Ion Cannon option). Interestingly, Humans are ranked ahead of me in production sometime in the 2330's despite my roaring start (and no sign of them yet). Controlled Dead comes in 2341 (again I got lucky, went 4%-11%-pop!)
Map a few turns later in 2346:
Ships are crawling to the SE Dead and Arid (I can now fit reserve tanks on a Large colship) but I decided to suspend the rest of the building as I was close to Nuke Engines (which just came in, chose Sublights - not all that useful, but Range 7 didn't seem important) and the the distances are long enough that they will come out roughly the same in the end. I design a medium warp two to safeguard the hostiles near the Silicoids as well as Ukko, the barren closest to them. Already got lucky as I've retreated unarmed colony ships there just after founding. Have chased Psilon and Bulrathi scouts in the east.
The downside of this ridiculous start is that I am really short on colonists to send to all of these worlds. I've been keeping Kholdan near half-full the whole time and still have a lot of outposts with only the initial colonists. Good news is that Poor planet is at its bell curve peak so I can start using it to seed worlds as well.
I have 29 turns until scoring benchmark. I definitely want Toxic before then (need to finish +20 first, that may have been a mistake) to get the 3pts per additional planet. In other techs - will probably ignore Prop and spend on areas I'm behind in to get lvl2 techs like IIT8, whatever tier-2 force field I have, NPG, maybe BC3. I should be in contact with all races by then, we'll see what happens.
Ideally I would like one AI to be at war with two or more others - then I can attack them, gaining at least as many diplo points as losing as well as getting tech and planets. But it seems unlikely that this will happen before the score deadline. Also, I was hoping I don't trigger the "we hate you cause you're big" before 2375.
Keep grabbing worlds, IT+20 in (finally) in 2355.
Map of 2357:
Next turn the rocks settle another planet bringing the first vote. I have a blocking 6 of 17, but enough vote for the Humans that I can't. A shame, that would've been great for relations.
Finish NPG in 2361, choose Merculites over mass driver and neutron blaster. Almost everything going to Toxic now. My absurd luck continues as I get Toxic in 2362 - it wasn't even in percentages when I checked I dont think! Must have had some pop growth nudge it to 1% and hit gold. Unfortunately, I've been splurging on different types of colony designs and have to wait a turn for another founding before being able to design a toxic ship.
I continue to retreat Silicoid ships (for some reason they've never used armed or escorted ones, I have some 4laser mediums but not much that would withstand a determined attack). However, I lose a Barren to the Humans at the north edge a turn before my ship can get there. In 2365 I see a human colony ship inbound to a new settlement of mine:
It didn't retreat when my scout was chased, so I believe it's armed and I don't have any warships in the area. I don't think I can fend off an invasion so I try threatening them, they cave (and give range 4). It seems like this was a mistake as their ship continues past that world - sorry, couldn't tell without a scanner upgrade. One point could be deducted from my tech score if desired.
Sublights pop in 2368 and I go for Fusion engines (hey, I missed all these in the last Imperium! Energy Pulsar and Warp Dissipator don't seem at all useful; I will be able to crush the AI's at will). At this point all toxic ships are outbound and I should have all those settled by the scoring mark.
2369 - Pop BC3 and FF3 (the latter at 1%, jesus christ this is some crazy tech luck). Go for deep space scanner (an extra tech point that's cheap) and FF4 (no choice). Neptunus is settled, at last granting me formal contact with the only-Mentar psilons. They are at Unease and all three other races are Relaxed. I also get the "half-the-galaxy" notification; I keep dreading the "you're too big" relations tank but it hasn't happened yet - based on pop instead of # of planets maybe? Sign all but unwilling braniacs to NAPs as no planets are still in jeopardy. The homeworld is maxed in 2371 or so.
More good luck with popping Battle Suits and Deep Space Scanner in 2372, set course for ECMIII (over BC4) and Zortium. I was worrying that I might not get one in just through poor RNG luck; I probably can't finish any other tech in 3 turns (despite a 3000BC/yr research clip) so I max the eco slider on my numerous half-full worlds to grow pop for the Colonist division.
The last available Toxic planet is settled in 2474 and it's an unmitigated disaster as I finally trigger size warnings from Humans and Bulrathis. Relations with all races drop - Humans and Silicoids from Amiable to Neutral, Bears Relaxed->Neutral, Brains Unease->Wary. Rocks do bounce back a bit for the scoring turn:
This is 38 points. Would have been 48 if I could have just maintained the relations from a few turns ago, argh! Geez, I'd have to hold this even until 2450 to get the 75 points.
Now for the Colonist news
That's 26 planets total, so I have (26+14)*3 = 120 points. Great news, hitting 150 in that category is assured assuming I don't suffer big losses. Techs:
Good for 70 points.