Alright, I played through another ten turns for us.
Turn 2270: Here's an overview of our empire:
We're teching Affinity Gene. Which makes sense, because Locusts are very powerful. But we're also running hefty maintenance costs. For half the price of finishing Affinite Gene, we could tech Biofuels, switch to Autarky, and those costs would go away. Plus, Biofuels speeds up our research of Affinity Gene. So I switch techs.
Defenses are looking fairly thin. I should probably build some units during this turnset.
Turn 2271: Fort Survivalist finishes a genite. We don't have any colony pods cooking right now, so I switch to that (so much for building units!)
Turn 2272: The capital finishes its build. I start it on "stockpile energy" in order to raise the science slider (seems like a very good deal).
I also sart a sea colony pod in Hero's Waypoint. Because who doesn't want to colonize the sea?
Turn 2276: Lal asks for open borders. He seems very unhappy with us, so I agree, hoping it'll let us delay the inevitable war.
Turn 2278: Our tech comes in:
Just about everyone wants a piece of this. I manage to cut a pretty good deal with Zak:
His World Map is pretty complete; he must have built that Unity Observation wonder. I also trade Psionics to Lal for 240 credits. That's a pretty fantastic deal for him, but let's try to stay on his good side.
We had a datajack sitting around doing nothing. So I used him to fire a golden age, and swapped into Autarky.
Turn 2280: I found us a base on the sea:
Here's an overview of our new empire:
Affinity Gene due in six turns. Once we can make Locusts, I think it's time to start beating on people.
The save: [ATTACH]2617[/ATTACH]
Sareln, back to you.