We're off to a start!
Screenshot:
Things I did this turn:
I settled in place. Five resources in my radius looks like a good spot, right? I don't have immediate access to freshwater, but given that I've still got four river tiles in my radius, I'll want to build a Hydro Plant anyway, and get the freshwater bonus that way.
Normally I'd have upgraded one of my supply pods to a Unity Rover. But the Rover I got as my starting unit spotted a Spawning Spot. As a consequence I decided to upgrade one of my pods to an Aquaformer. The last thing I need is an IoD blockading my headquarters right from the start of the game. I'll be destroying that spawning spot next turn with the aquaformer. When my borders have expanded, I'll build a Marine Lab on the Rare Ocean DNA. When my borders have expanded a second time, I'll remove those two sea fungus plots near my HQ. I won't be exploring with my aquaformer. I feel it's too dangerous with a non-combat unit, and I don't have any unity pods to gain anyway. This means that aquaformer will be sitting at home most of the time, but I still feel it's worth it to get rid of that spawning spot.
I upgraded my second supply pod to a former, in order to get those first improvements up faster. Turn advantage FTW!
Ideally I'd want a garrison in each base and one unit exploring. Because of me having to upgrade to an aquaformer, I'm one unit short. That's why I'll make immediate use of my Angel trait: hurrying units with gold. I set my energy spending to 100% credits and will hurry a Flame Thrower in a couple turns. I'll stay at 100% credits a few turns longer, so I have enough reserves to hurry a second unit in one of my bases in case of an emergency.
I'm sending my second colony pod to that other river. It looks rather barren, with lots of polar and arid terrain, but I can always switch to Biodomed for now.
I set Data DeCentral to a Network Node to get a Datajack Great Person asap. Why? That'll be in my next post!