I've been having a lot of trouble lately with Impossible, so I'll try to go for a Psilon Medium 4 opponents.
Here's the start, we have 2 reds and a white at range 3, 2 blues and a white at range 4, my opponents are the cats, birds, lizards and bears.
Send the colony to the coreward red.
2303 Wow! Paladia is a 90 jungle, GREAT second colony. Second red is an ocean 70 and the white is an arid 70... This is too good to last Send in 14 from Mentar.
2308 By now i've sent enough to get Paladia to a third, I put Mentar on a few Newscouts and start maxing it.
2313 More scouting, Arid 55, Arid 60, Barren Rich 70, if I lose this one, I deserve to be shot at dawn. I need 6 more Newscouts and make them in Mentar.
2314 Ouch, ocean 70... This is gonna be HARD! I start sending people from half filled Paladia, keeping it at half and helping Mentar with the extra pop.
2315 First inferno 20 scouted
The yellow star at the corner is a terran fertile 115, red to the east is a desert 40, yellow northwest is minimal 50, yellow southwest is jungle 80... If I get half those stars i'll win by a landslide.
Attack the guardian with my last scout. It's the blue in the center, star to its north has no planet.
2326 Mentar is fully populated, it will max factories next year, I micro it to start on a new colony design. When Paladia hits 90 factories i'll put it on research.
2330 Paladia at 87 factories, I micro it to get to 90 next year and put the rest on research. This I split evenly on propulsion, planetology and construction.
2331 Colony ship done. RW80%, Imp Eco, Range 4 (chosen) and Range 5 are the techs. Send the colony west to Mu Delphi ocean 70, if I had relocated to Paladia I'd have preferred to go to Darrian in the north, settle closer to the core. Although the prudent thing to do is to turtle up, in my opinion. Put Paladia on full research, since I hit 90 factories.
Cats try to scout the northern yellow minimal, denied by the mighty Newscout.
2334 Mu Delphi colonized, send it 23 from Paladia.
2339 Range 4 hits, nuclear engines (chosen) and Inertial stabilizer are the choices. At the same time, a colony ship is done, send it to the southern arid 60 to get in range of the jungle 80
2340 Darrian colonized, send it 23 from Paladia, should get there fast since it's right next door. Range 4 didn't get any other stars in range, so no need for more scouts yet.
2343 Collassa colonized, new colony ship sent south again to the Arid 70 to put the Fertile 110 in range 4. Paladia sends 17 to Collassa
2346 Drakka colonized, we get the 6 system warning, still no alien contact, send Drakka 6 from Mu Delphi, 16 from Paladia, 5 from Darrian. I'll need 4 more colony ships from Mentar, and I'm not sure if I should seed them or not.
2347 RIW80% comes in, auto rearrange spending, and get IIT8 (yes) and Duralloy. Next 2 Colony ships will go for the farthest stars in my backyard, to give some time to grow colonists.
2351 Improved eco comes in, Tundra (yes) and Dead come in. I don't have anything but 1 Barren so I go for the cheap one. One more Colony comes in
2353 Draconis created, all the other colonies except Mentar send enough to get to half pop. Micro the sliders so no waste goes uncleaned.
2356 Last colony ship done and sent north to the Arid 55, we'll need Tundra or more miniaturization to expand more...
2358 Seidon Jungle 80 colonized. Send it 35 from neighboring colonies, leaving half pop everywhere I transfer from.
2359 Firma Desert 40 colonized, Mu Delphi sends 13, no more is needed.
2360 Volantis arid 55 is colonized, nuclear engines come in, Sublight is the only new choice, I take it for faster transports. Darrian sends 16 and Paladia sends 6. I design a faster scout to get to the new places opened up by all my colonization. I'll need 9 of them.
2364 Controlled Tundra comes in, enhanced eco, IT30 (yes) and toxic come in. Since I had both clean up techs in the first level, I take terraforming 30.
2365 Kakata gets the bad weather random event, phew! The fertility gods still love me.
2366 Retreat from a cat armed colship in the north. Meet and retreat from 3 missile bases and 21 fighters and get IIT8 Battle suits (yes) and ARS are the new tech choices, I take Battle Suits to protect myself and hope for a newer armor than Duralloy. I equalize techs now, I think I'm late. Design and start building Colony T2 in Mentar, to get the rich Barren in my borders. The minimal 50 that's out of reach can now be reached by the new LR Colony2, same as the jungle 80 way to the west which is to be produced before the Colony T2, while other colonies start preparing some LR Beam2 mediums for defense.
2369 Selia up north taken by an armed colony ship, the LR produced gets sent to the far west, along with a couple of LR Beam2. Set Mentar on Colony T2 for my rich world.
2370 Deep space scanner, shields2, Hand lasers, Gatling lasers and HyperV rockets (yes) are the new techs.
2372 Colonize the Rich world, get hit by a nice virus who only took 245 RP from shields, whew! Drakka maxes factories, spend a little on pop growth here to max it faster.
2374 Settle Phantos, the 80 jungle to the west, and we get the 12 system warning. More planets max out.
2377 Scanner and HyperV come in, ECM2, RB3 (yes), BC3, NPG, Ion Cannon (yes)
2378 Shields2 come in, PDS (yes) and Shields3 new choices. Propulsion is at 9%
2380 Impulse drives come in, Energy Pulsar (yes), Range8 and Warp Dissipator are the new choices. I chose Pulsar because the Cats are ranked first in fleet strength and I see a lot of smalls around.
2382 Scout Celtsi, a new Terran 80 south west, and I can now reach it with a LR COlony2. Set Seidon to make 1
2384 RC3 comes in, Improved scanner (yes) and BC4 are the new choices. All planets start refitting their factories, except Seidon who has to make a colony ship first.
2385 Seidon finishes and takes over research until other planets get maxed.
2386 Battle Suits come in, Zortium and IIT6 come in, take Zortium since I don't have armor and IIT6 won't come in before the next round of factory making anyway.
2389 Celtsi, Terran 80 gets colonized and I send half of Seidon's population. Still no AI contact. Micro all colonies due to max next turn to do so and put the rest on research, freeing Seidon to work on pop and factories.
2390 PDS and Ion cannon come in. Planet 5 is the only new choice, which I gladly take. Mass driver, Merculite (yes) and Neutron blaster are the weapon choices.
2391 IT30 comes in, all stars start upgrading. Soil and IT40 new choices, I go for soil.
2396 Most planets are working on Terraforming, get a scout chased away from a star and finally contact, with the cats.
They even beat us in Tech! Only planets are our strong point. I start trading 525 BC to get better relations, and start putting up a few bases on border worlds.
2403 Planet shield comes in, Repulsor and shields5 (yes) are the choices. We get a spy in catland, I stop spying and see this tree... Their bombs worry me a little.
ISS energy pulsar and merculites all hit ECM4 (yes) RC4, Range9, Impulse drives(yes), Stinger, Hard Beams, Fusion Beams (yes) come in.
Shield building goes everywhere, Zortium comes in, IIT5 (yes), Exoskeleton new choices.
2411 Soil enrichment comes in, cloning, atmospheric terraforming (would be insulting to my good luck), advanced eco (yes) are the choices. Up the trade with cats to 1100.
2417 Remaxing planets, ECM4 hits, Adv scanner, BC6 are the new ones, go back to RC4.
2418 Shield5 comes in, new choices are planetary10 (yes) and shield6. Cats threaten us not to expand, weird, we haven't been.
2422 Fusion beam is in and all planets are now shielded, those on the frontier have a few bases. Ion stream projector, Anti matter torpedos and Megabolt cannon (yes) are the new choices.
2423 IIT5 comes in (nice, before RC4) and the only new choice is Andrium armor, which I take.
2425 Impulse drives come in, range9 and ion drives are the new techs, but I go back to range8 since I feel like taking some cat worlds. I send a tundra colony to a forgotten tundra 30 in my borders. Tsk tsk tsk. Computers are at 10%.
2427 Advanced eco and RC4 hit on the same turn, I take the new scanner and the new planetology techs are IT50, Doom virus, and Gaia (yes). Colonize Dolz the tundra 30 and send it 15 from celtsi, all planets refitting.
2429 Cats threaten again for expansion... My new tundra scared them.
2430 Plague hits Paladia. Set it on research and send some reserves.
2431 Meet the lizards, start some trade with them, to the tune of 250 BC
We penetrate computers, planetology, construction and weapon on the cats, I take computers since it helps future espionnage, get ECM mark 1, heh.
2434 Planet10 megabolt hit, get class 7 shields as the only upgrade, auto blaster, pulson missile (yes) tachyon beam.
Range 8 hits, we take Ion drives, and the plague is finally over. We meet the bears.
2438 Andrium hits IIT3 tritanium and reduced waste 20% (yes) pop up. Now the lizards threaten for expansion. 200 BC area agreed upon as trade deals with the bears.
Best space scanner comes in, ECM6 RC5 BC7 (yes), my bases need to have some computer.
2441 Gaia comes in, IT60 (yes) complete eco are the new choices.
Ion drives, pulson come in. High energy focus is the only new one, Gauss autocannon for weapons.
Shields7 come in, Zyro shield, planet15 (yes) Shields9.
2452 Mid level penetration on bears, we take Fusion bomb and set up the cats.
2453 Bears declare war, BC7 comes in, go back to RC5, I design a small bomber, Bomber 6.0. Hyades my rich barren has been on Reserves since it maxed, only leaving to upgrade shields and factories, I put it on a few bombers to get some fleet rating, maybe it'll impress the neighbors.
The bears are pretty weak technologically, so I think I can take them on the ground, all they have are lasers and duralloy. I have Andrium battle suits, PDS. I'll need to send big fleets. I make a Beam 6.0 Medium to go with my bomber fleets, and put Hyades and a few other colonies on them. 1 starts making the bombers and I relocate all to the closest ursa border. Bears are a 1 PE with an alliance with cats and lizards... Either wiping them out is gonna get all the heat on me (I think I can take it) or remove the alliance pressure to declare on me as well.
2454 We steal construction from bears and blame the cats, reduced waste 20% comes in, auto allocate sliders. We have advanced damage control and powered armor (yes) as new techs.
2455 Steal another construction tech and blame cats again, who are having trouble with their now poor Kakata colony.
2456 Lizards want to play, I send the Ursa intended transports to Ssla, ships will follow next turn to get there together, check and find that cats have no more alliances, and won't declare on lizards for less than energy pulsars, which I don't give them.
2457 IT60 comes in, I stop shipbuilding to remax all planets. Universal antidote, IT80 and bio terminator are new, I choose atmospheric terraforming because I seem to be the only one who has it and my rich star is Barren, also, it's cheap.
2458 Steal IS from bears, lose a few bombers to take Ssla, the ground troops take the battle with 19 remaining. Hand lasers, controlled dead, ARS, controlled inferno (nice) are the spoils. Cats threaten expansion, we meet the Alkari and lose contact with lizards (massive incoming fleet). Put Ssla on defense and send it reserves.
2459 Steal IT10 from bears, blame cats, withstand an attack, our beamers are making quick work of the enemy larges.
2460 trade 22 BC with Alakari, beat off another attack on Ssla, still no shield or bases. Send 50 more pop from Phantos and put it on full pop regrowth.
2462 Gauss autocannon comes in, particle beam and hercular missiles (yes) are the new choices. Make a Colony I2 at Darrian, no need for a faster engine since it's that close to Gorra, Inferno 20.
2464 Time for the bears to go bye bye, I am annoyed at their fleets running around, and all they have is 1 planet... I'll take it and face whatever comes my way.
2465 High energy comes in, anti matter drives (yes) and Ionic pulsar are the new choices. Settle Gorra after killing the cat colony ship over it. Bears try to sue for peace... Yeah, right.
2466 RC 5 Atmospheric TF, planetary shield 15 all come in, I put everyone except the hostiles on factories. we beat the bear world and the troops land. Hyperspace comm (yes) BC8, ECM7 are the choices. Stasis, PBS (yes) and Shields11 are the FF techs, go for IT80 next. 184 vs 102 bears we had Andrium and pds on them and they still survived with 2! Send a lot more, to stand the colony up fast, and adjust some sliders.
4 Bulrathi kill 14 brains and I capture 298 factories, not bad, buh bye bears. Death Spores, Neutron Blaster, Anti missile rockets are the spoils.
2469 Plenty of planets max out again, some on pop other on factories, Ursa is fertilized, going on gaia now. First vote comes in, I have 25/41, cats 14/41, not enough to win, I abstain.
Powered armor comes in, industrial waste elimination is new and chosen.
Hercular comes in, Disruptor and Pulse phasor (yes) are the new choices.
2475 Second vote comes in, I win... Very very easy try for impossible... but I'd like your analysis anyway.
For those who'd like to play an over easy Impossible Psilon game, I attached the save, just rename the .zip to .gam, don't try to open it in a zip manager, it's not zipped.
Here's the start, we have 2 reds and a white at range 3, 2 blues and a white at range 4, my opponents are the cats, birds, lizards and bears.
Send the colony to the coreward red.
2303 Wow! Paladia is a 90 jungle, GREAT second colony. Second red is an ocean 70 and the white is an arid 70... This is too good to last Send in 14 from Mentar.
2308 By now i've sent enough to get Paladia to a third, I put Mentar on a few Newscouts and start maxing it.
2313 More scouting, Arid 55, Arid 60, Barren Rich 70, if I lose this one, I deserve to be shot at dawn. I need 6 more Newscouts and make them in Mentar.
2314 Ouch, ocean 70... This is gonna be HARD! I start sending people from half filled Paladia, keeping it at half and helping Mentar with the extra pop.
2315 First inferno 20 scouted
The yellow star at the corner is a terran fertile 115, red to the east is a desert 40, yellow northwest is minimal 50, yellow southwest is jungle 80... If I get half those stars i'll win by a landslide.
Attack the guardian with my last scout. It's the blue in the center, star to its north has no planet.
2326 Mentar is fully populated, it will max factories next year, I micro it to start on a new colony design. When Paladia hits 90 factories i'll put it on research.
2330 Paladia at 87 factories, I micro it to get to 90 next year and put the rest on research. This I split evenly on propulsion, planetology and construction.
2331 Colony ship done. RW80%, Imp Eco, Range 4 (chosen) and Range 5 are the techs. Send the colony west to Mu Delphi ocean 70, if I had relocated to Paladia I'd have preferred to go to Darrian in the north, settle closer to the core. Although the prudent thing to do is to turtle up, in my opinion. Put Paladia on full research, since I hit 90 factories.
Cats try to scout the northern yellow minimal, denied by the mighty Newscout.
2334 Mu Delphi colonized, send it 23 from Paladia.
2339 Range 4 hits, nuclear engines (chosen) and Inertial stabilizer are the choices. At the same time, a colony ship is done, send it to the southern arid 60 to get in range of the jungle 80
2340 Darrian colonized, send it 23 from Paladia, should get there fast since it's right next door. Range 4 didn't get any other stars in range, so no need for more scouts yet.
2343 Collassa colonized, new colony ship sent south again to the Arid 70 to put the Fertile 110 in range 4. Paladia sends 17 to Collassa
2346 Drakka colonized, we get the 6 system warning, still no alien contact, send Drakka 6 from Mu Delphi, 16 from Paladia, 5 from Darrian. I'll need 4 more colony ships from Mentar, and I'm not sure if I should seed them or not.
2347 RIW80% comes in, auto rearrange spending, and get IIT8 (yes) and Duralloy. Next 2 Colony ships will go for the farthest stars in my backyard, to give some time to grow colonists.
2351 Improved eco comes in, Tundra (yes) and Dead come in. I don't have anything but 1 Barren so I go for the cheap one. One more Colony comes in
2353 Draconis created, all the other colonies except Mentar send enough to get to half pop. Micro the sliders so no waste goes uncleaned.
2356 Last colony ship done and sent north to the Arid 55, we'll need Tundra or more miniaturization to expand more...
2358 Seidon Jungle 80 colonized. Send it 35 from neighboring colonies, leaving half pop everywhere I transfer from.
2359 Firma Desert 40 colonized, Mu Delphi sends 13, no more is needed.
2360 Volantis arid 55 is colonized, nuclear engines come in, Sublight is the only new choice, I take it for faster transports. Darrian sends 16 and Paladia sends 6. I design a faster scout to get to the new places opened up by all my colonization. I'll need 9 of them.
2364 Controlled Tundra comes in, enhanced eco, IT30 (yes) and toxic come in. Since I had both clean up techs in the first level, I take terraforming 30.
2365 Kakata gets the bad weather random event, phew! The fertility gods still love me.
2366 Retreat from a cat armed colship in the north. Meet and retreat from 3 missile bases and 21 fighters and get IIT8 Battle suits (yes) and ARS are the new tech choices, I take Battle Suits to protect myself and hope for a newer armor than Duralloy. I equalize techs now, I think I'm late. Design and start building Colony T2 in Mentar, to get the rich Barren in my borders. The minimal 50 that's out of reach can now be reached by the new LR Colony2, same as the jungle 80 way to the west which is to be produced before the Colony T2, while other colonies start preparing some LR Beam2 mediums for defense.
2369 Selia up north taken by an armed colony ship, the LR produced gets sent to the far west, along with a couple of LR Beam2. Set Mentar on Colony T2 for my rich world.
2370 Deep space scanner, shields2, Hand lasers, Gatling lasers and HyperV rockets (yes) are the new techs.
2372 Colonize the Rich world, get hit by a nice virus who only took 245 RP from shields, whew! Drakka maxes factories, spend a little on pop growth here to max it faster.
2374 Settle Phantos, the 80 jungle to the west, and we get the 12 system warning. More planets max out.
2377 Scanner and HyperV come in, ECM2, RB3 (yes), BC3, NPG, Ion Cannon (yes)
2378 Shields2 come in, PDS (yes) and Shields3 new choices. Propulsion is at 9%
2380 Impulse drives come in, Energy Pulsar (yes), Range8 and Warp Dissipator are the new choices. I chose Pulsar because the Cats are ranked first in fleet strength and I see a lot of smalls around.
2382 Scout Celtsi, a new Terran 80 south west, and I can now reach it with a LR COlony2. Set Seidon to make 1
2384 RC3 comes in, Improved scanner (yes) and BC4 are the new choices. All planets start refitting their factories, except Seidon who has to make a colony ship first.
2385 Seidon finishes and takes over research until other planets get maxed.
2386 Battle Suits come in, Zortium and IIT6 come in, take Zortium since I don't have armor and IIT6 won't come in before the next round of factory making anyway.
2389 Celtsi, Terran 80 gets colonized and I send half of Seidon's population. Still no AI contact. Micro all colonies due to max next turn to do so and put the rest on research, freeing Seidon to work on pop and factories.
2390 PDS and Ion cannon come in. Planet 5 is the only new choice, which I gladly take. Mass driver, Merculite (yes) and Neutron blaster are the weapon choices.
2391 IT30 comes in, all stars start upgrading. Soil and IT40 new choices, I go for soil.
2396 Most planets are working on Terraforming, get a scout chased away from a star and finally contact, with the cats.
They even beat us in Tech! Only planets are our strong point. I start trading 525 BC to get better relations, and start putting up a few bases on border worlds.
2403 Planet shield comes in, Repulsor and shields5 (yes) are the choices. We get a spy in catland, I stop spying and see this tree... Their bombs worry me a little.
ISS energy pulsar and merculites all hit ECM4 (yes) RC4, Range9, Impulse drives(yes), Stinger, Hard Beams, Fusion Beams (yes) come in.
Shield building goes everywhere, Zortium comes in, IIT5 (yes), Exoskeleton new choices.
2411 Soil enrichment comes in, cloning, atmospheric terraforming (would be insulting to my good luck), advanced eco (yes) are the choices. Up the trade with cats to 1100.
2417 Remaxing planets, ECM4 hits, Adv scanner, BC6 are the new ones, go back to RC4.
2418 Shield5 comes in, new choices are planetary10 (yes) and shield6. Cats threaten us not to expand, weird, we haven't been.
2422 Fusion beam is in and all planets are now shielded, those on the frontier have a few bases. Ion stream projector, Anti matter torpedos and Megabolt cannon (yes) are the new choices.
2423 IIT5 comes in (nice, before RC4) and the only new choice is Andrium armor, which I take.
2425 Impulse drives come in, range9 and ion drives are the new techs, but I go back to range8 since I feel like taking some cat worlds. I send a tundra colony to a forgotten tundra 30 in my borders. Tsk tsk tsk. Computers are at 10%.
2427 Advanced eco and RC4 hit on the same turn, I take the new scanner and the new planetology techs are IT50, Doom virus, and Gaia (yes). Colonize Dolz the tundra 30 and send it 15 from celtsi, all planets refitting.
2429 Cats threaten again for expansion... My new tundra scared them.
2430 Plague hits Paladia. Set it on research and send some reserves.
2431 Meet the lizards, start some trade with them, to the tune of 250 BC
We penetrate computers, planetology, construction and weapon on the cats, I take computers since it helps future espionnage, get ECM mark 1, heh.
2434 Planet10 megabolt hit, get class 7 shields as the only upgrade, auto blaster, pulson missile (yes) tachyon beam.
Range 8 hits, we take Ion drives, and the plague is finally over. We meet the bears.
2438 Andrium hits IIT3 tritanium and reduced waste 20% (yes) pop up. Now the lizards threaten for expansion. 200 BC area agreed upon as trade deals with the bears.
Best space scanner comes in, ECM6 RC5 BC7 (yes), my bases need to have some computer.
2441 Gaia comes in, IT60 (yes) complete eco are the new choices.
Ion drives, pulson come in. High energy focus is the only new one, Gauss autocannon for weapons.
Shields7 come in, Zyro shield, planet15 (yes) Shields9.
2452 Mid level penetration on bears, we take Fusion bomb and set up the cats.
2453 Bears declare war, BC7 comes in, go back to RC5, I design a small bomber, Bomber 6.0. Hyades my rich barren has been on Reserves since it maxed, only leaving to upgrade shields and factories, I put it on a few bombers to get some fleet rating, maybe it'll impress the neighbors.
The bears are pretty weak technologically, so I think I can take them on the ground, all they have are lasers and duralloy. I have Andrium battle suits, PDS. I'll need to send big fleets. I make a Beam 6.0 Medium to go with my bomber fleets, and put Hyades and a few other colonies on them. 1 starts making the bombers and I relocate all to the closest ursa border. Bears are a 1 PE with an alliance with cats and lizards... Either wiping them out is gonna get all the heat on me (I think I can take it) or remove the alliance pressure to declare on me as well.
2454 We steal construction from bears and blame the cats, reduced waste 20% comes in, auto allocate sliders. We have advanced damage control and powered armor (yes) as new techs.
2455 Steal another construction tech and blame cats again, who are having trouble with their now poor Kakata colony.
2456 Lizards want to play, I send the Ursa intended transports to Ssla, ships will follow next turn to get there together, check and find that cats have no more alliances, and won't declare on lizards for less than energy pulsars, which I don't give them.
2457 IT60 comes in, I stop shipbuilding to remax all planets. Universal antidote, IT80 and bio terminator are new, I choose atmospheric terraforming because I seem to be the only one who has it and my rich star is Barren, also, it's cheap.
2458 Steal IS from bears, lose a few bombers to take Ssla, the ground troops take the battle with 19 remaining. Hand lasers, controlled dead, ARS, controlled inferno (nice) are the spoils. Cats threaten expansion, we meet the Alkari and lose contact with lizards (massive incoming fleet). Put Ssla on defense and send it reserves.
2459 Steal IT10 from bears, blame cats, withstand an attack, our beamers are making quick work of the enemy larges.
2460 trade 22 BC with Alakari, beat off another attack on Ssla, still no shield or bases. Send 50 more pop from Phantos and put it on full pop regrowth.
2462 Gauss autocannon comes in, particle beam and hercular missiles (yes) are the new choices. Make a Colony I2 at Darrian, no need for a faster engine since it's that close to Gorra, Inferno 20.
2464 Time for the bears to go bye bye, I am annoyed at their fleets running around, and all they have is 1 planet... I'll take it and face whatever comes my way.
2465 High energy comes in, anti matter drives (yes) and Ionic pulsar are the new choices. Settle Gorra after killing the cat colony ship over it. Bears try to sue for peace... Yeah, right.
2466 RC 5 Atmospheric TF, planetary shield 15 all come in, I put everyone except the hostiles on factories. we beat the bear world and the troops land. Hyperspace comm (yes) BC8, ECM7 are the choices. Stasis, PBS (yes) and Shields11 are the FF techs, go for IT80 next. 184 vs 102 bears we had Andrium and pds on them and they still survived with 2! Send a lot more, to stand the colony up fast, and adjust some sliders.
4 Bulrathi kill 14 brains and I capture 298 factories, not bad, buh bye bears. Death Spores, Neutron Blaster, Anti missile rockets are the spoils.
2469 Plenty of planets max out again, some on pop other on factories, Ursa is fertilized, going on gaia now. First vote comes in, I have 25/41, cats 14/41, not enough to win, I abstain.
Powered armor comes in, industrial waste elimination is new and chosen.
Hercular comes in, Disruptor and Pulse phasor (yes) are the new choices.
2475 Second vote comes in, I win... Very very easy try for impossible... but I'd like your analysis anyway.
For those who'd like to play an over easy Impossible Psilon game, I attached the save, just rename the .zip to .gam, don't try to open it in a zip manager, it's not zipped.