Okay, GOT IT! I should have a chance to play a few turns later tonight, and hopefully I can finish the set tomorrow night.
First of all: Whoever named our scanner ship the Seismometer wins this SG forever. I'm likely to scrap the ship soon as we have other means of scanning, but I love the name.
Second of all: It looks like the humans somehow have taken Psilon Tau Cygni's orbit (and have a bunch of 'sports coming in through the nebula). I'm pretty sure this will not have cleared the bases though, due to a bug in the game. Similarly, the Alkari have taken Psilon Beta Ceti's orbit with a totally inadequate (remaining) fleet and have transports on the way from Altair. I'll see if I can keep these worlds in Psilon hands until they fall into Silicoid hands instead. Against the Psilon worlds themselves ... well, we'll see what our Rock'n'Rolls can do.
Tech-wise, I might be able to get the antidote on my turns, but other than that, it looks like nothing's even been started, so I'll see what I can do to get things rolling for the next player via scientists, spies, and pointy sticks.
And the fleet. We need some space superiority ships, but have no idea what the Psilons are piloting. For now, I'll design some high-accuracy ion fighters because they should work well against the humans' awful ship designs and be good for shooting down transports. Once I see the Psilon and Alkari ships, I'll reasses.
The Sakkra don't have Scatters, but I'm not planning to fight them during this turn set anyway unless everybody else gets actual missiles (and the lizards don't). Note our bases are still firing nukes as well.
The Meklar should make things interesting if they can leverage their production and tech into further expansion, but we're not ready to take them on just yet.
First of all: Whoever named our scanner ship the Seismometer wins this SG forever. I'm likely to scrap the ship soon as we have other means of scanning, but I love the name.
Second of all: It looks like the humans somehow have taken Psilon Tau Cygni's orbit (and have a bunch of 'sports coming in through the nebula). I'm pretty sure this will not have cleared the bases though, due to a bug in the game. Similarly, the Alkari have taken Psilon Beta Ceti's orbit with a totally inadequate (remaining) fleet and have transports on the way from Altair. I'll see if I can keep these worlds in Psilon hands until they fall into Silicoid hands instead. Against the Psilon worlds themselves ... well, we'll see what our Rock'n'Rolls can do.
Tech-wise, I might be able to get the antidote on my turns, but other than that, it looks like nothing's even been started, so I'll see what I can do to get things rolling for the next player via scientists, spies, and pointy sticks.
And the fleet. We need some space superiority ships, but have no idea what the Psilons are piloting. For now, I'll design some high-accuracy ion fighters because they should work well against the humans' awful ship designs and be good for shooting down transports. Once I see the Psilon and Alkari ships, I'll reasses.
The Sakkra don't have Scatters, but I'm not planning to fight them during this turn set anyway unless everybody else gets actual missiles (and the lizards don't). Note our bases are still firing nukes as well.
The Meklar should make things interesting if they can leverage their production and tech into further expansion, but we're not ready to take them on just yet.