The Psilon Empire is in a period of growth and expansion, as the recently discovered technology to allow settlement of all but the galaxy's harshest worlds has now opened new systems to colonization. Our previous emperor has set everything in motion to claim new worlds, with colony ships already built and on their way to the new worlds. My current task is to manage the initial development of the new colonies.
To begin this task, I organize seed population for the freshly settled worlds of Artemis and Endoria. Sadly our transports are still traveling at warp one, so it is going to take a long time for them to reach their destinations. But there is nothing to be done except start them on their journeys. Research into Sub Light drives will double the speed of our transports, but it is a long way from maturity.
Almost all of the rest of our worlds are well developed, so not much needs to be done for them right now. Checking the diplomatic screens, I decide to contact our neighbors and inquire about increasing the size of our trade deals. This will cost us for a while, but the larger deals will help us significantly in the future and should also help keep diplomatic relations stable. The Sakkra, Mrrshan, and Silicoids all agree to significantly larger deals, jumping from the token 25 or 75 deals we had to 425 BC/year with each race. That is the maximum size possible in each case; that they are all the same means the limitation is our economy, not any of our neighbors.
2391
Colony ships arrive in the Romulas and Klystron systems, adding two more worlds to our empire.
Romulas is quite respectably large for such a bleak environment; it is right on the border of Mrrshan space.
Klystron is not as exposed, but is only size 15. Still, it is another world and we need every one we can get. More S_L_O_W population transports are ordered up to seed the new colonies.
2392
A colony ship arrives at Celtsi, now the 11th planet of our growing empire.
Celstsi is a tiny world, but it is also rich. More transports begin the slow journey to seed the world with population.
2393
We establish a new outpost on the western frontier:
This brings a couple unscouted stars into long range, so I order a couple scouts to move out to explore. They will not arrive before the end of my turn set, but eventually we will learn more about that part of the galaxy. I suspect these unflagged worlds belong to either the Humans or the Bulrathi, whom we have not met but know from council votes have at least a few worlds each. Or perhaps they are extremely hostile worlds that these races do not yet have the tech to settle.
Some more transports are ordered up to seed Pollus with population. I really wish we had better engines -- warp one is just incredibly slow to get any where.
We do not have much in the way of reserve funds, but there is a little left over from planets hitting maximums. I funnel what is available into Endoria, the only one of our new worlds where additional colonists have arrived. Let's boost the growth curve where we can.
With all of our in-transit colony ships having arrived at their destinations, our fleet maintenance costs have fallen dramatically. Colony ships really do cost a lot to support.
2394
Zzzzzzz. A quiet year.
2395
Moro, our poor planet next door to the homeworld, finally maxes out. It is rare for a poor world to be worth fully industrializing, but we are so short of worlds this game that I think it was the right choice. Sure took a long time, though.
Sub Light Drives and Improved Space Scanner are into the percentages.
2396
One of our scouts explores a new system:
How the Sakkra, who are right next door, have not claimed this planet already I have no idea. But I will make an attempt to grab it for our empire. Mentar begins production of a colony ship, while Drakka builds some laser popguns to act as a (very) weak discouragement force. It will take until into the next turnset for any of them to arrive, which may not be fast enough, but we need worlds so why not at least make the attempt?
2397
Research on Improved Space Scanner completes. Finally we can see destinations of alien fleets. Our new choices...
...do not include IRC4. I select Battle Computer Mark V to give us a big upgrade and advance the tree. But lacking IRC4 is a huge blow. We are going to have to at least get our hands on IRC3 somehow, if we are to have any chance of keeping up with the AIs.
Planetary Shield V also completes. Our new options...
...once again stink: only Class V Deflectors is in the next tier; we do not have Repulsor Beams in our tree. Ouch, we are really having some bad luck with the tech trees this game. Oh well, Class V Deflectors it is to advance the tree.
2398
Zzzzzz
2399
I face a dilemma: complete the colony ship at Mentar for Neptunus with the current engine tech, or hold back and hope Sub Light Drives (currently at 29%) pops and then finish an updated, faster design instead? With the destination far enough away that the faster engines would save several turns, I decide to wait and hope the tech pops.
2400
Seed population finally arrives at Romulas to get that world started developing. Faster engines would help a lot...but are still not finished.
The High Council meets. The Sakkra and Silicoid leaders are nominated. 49 votes total, so 33 needed for victory.
Humans (6 votes) - abstain
Sakkra (13 votes) - Sakkra of course
Mrrshan (6 votes) - Silicoids
Bulrathi (4 votes) - Sakkra
Silicoids (12 votes) - Silicoids of course
Psilons (8 votes)
With the other races' votes almost perfectly split (17 for the lizards and 18 for the rocks) I could vote for either without causing a victory, but do not want to antagonize the other so I abstain. I think we still get a smaller hit for not voting in favor, but avoid a big hit with either and hopefully can stay out of wars until we are ready to make the initial move ourselves.
The galaxy in 2400 has several more Psilon worlds than it did when I started:
I have not made any moves or spending this turn. Mentar is nearly (one tick) done with a colony ship for Neptunus. It is up to the next emperor whther to finish it with the current design or wait and hope for faster drives to pop; Sub Light Drives are at 51%. ARS is at 16%; Merculite Missiles are at 12%. Soil Enrichment is nearing a full bulb but is not yet into the percentages.
I did not conduct any spying, so our reports are all a bit out of date. There has not been any fleet movement from any of our neighbors, and now with improved scanners we should see them coming if they try anything.
Our newer worlds have not been terraformed yet, as they are just starting to get enough production going to do so in a manageable number of turns. I have not built any planetary shields anywhere yet; that is something to consider, at least for our more exposed worlds.
Good luck!
Dark Savant (UP NEXT!)
Ianus (on deck)
haphazard1 (just played)
shallow_thought (traveling, currently unavailable)
To begin this task, I organize seed population for the freshly settled worlds of Artemis and Endoria. Sadly our transports are still traveling at warp one, so it is going to take a long time for them to reach their destinations. But there is nothing to be done except start them on their journeys. Research into Sub Light drives will double the speed of our transports, but it is a long way from maturity.
Almost all of the rest of our worlds are well developed, so not much needs to be done for them right now. Checking the diplomatic screens, I decide to contact our neighbors and inquire about increasing the size of our trade deals. This will cost us for a while, but the larger deals will help us significantly in the future and should also help keep diplomatic relations stable. The Sakkra, Mrrshan, and Silicoids all agree to significantly larger deals, jumping from the token 25 or 75 deals we had to 425 BC/year with each race. That is the maximum size possible in each case; that they are all the same means the limitation is our economy, not any of our neighbors.
2391
Colony ships arrive in the Romulas and Klystron systems, adding two more worlds to our empire.
Romulas is quite respectably large for such a bleak environment; it is right on the border of Mrrshan space.
Klystron is not as exposed, but is only size 15. Still, it is another world and we need every one we can get. More S_L_O_W population transports are ordered up to seed the new colonies.
2392
A colony ship arrives at Celtsi, now the 11th planet of our growing empire.
Celstsi is a tiny world, but it is also rich. More transports begin the slow journey to seed the world with population.
2393
We establish a new outpost on the western frontier:
This brings a couple unscouted stars into long range, so I order a couple scouts to move out to explore. They will not arrive before the end of my turn set, but eventually we will learn more about that part of the galaxy. I suspect these unflagged worlds belong to either the Humans or the Bulrathi, whom we have not met but know from council votes have at least a few worlds each. Or perhaps they are extremely hostile worlds that these races do not yet have the tech to settle.
Some more transports are ordered up to seed Pollus with population. I really wish we had better engines -- warp one is just incredibly slow to get any where.
We do not have much in the way of reserve funds, but there is a little left over from planets hitting maximums. I funnel what is available into Endoria, the only one of our new worlds where additional colonists have arrived. Let's boost the growth curve where we can.
With all of our in-transit colony ships having arrived at their destinations, our fleet maintenance costs have fallen dramatically. Colony ships really do cost a lot to support.
2394
Zzzzzzz. A quiet year.
2395
Moro, our poor planet next door to the homeworld, finally maxes out. It is rare for a poor world to be worth fully industrializing, but we are so short of worlds this game that I think it was the right choice. Sure took a long time, though.
Sub Light Drives and Improved Space Scanner are into the percentages.
2396
One of our scouts explores a new system:
How the Sakkra, who are right next door, have not claimed this planet already I have no idea. But I will make an attempt to grab it for our empire. Mentar begins production of a colony ship, while Drakka builds some laser popguns to act as a (very) weak discouragement force. It will take until into the next turnset for any of them to arrive, which may not be fast enough, but we need worlds so why not at least make the attempt?
2397
Research on Improved Space Scanner completes. Finally we can see destinations of alien fleets. Our new choices...
...do not include IRC4. I select Battle Computer Mark V to give us a big upgrade and advance the tree. But lacking IRC4 is a huge blow. We are going to have to at least get our hands on IRC3 somehow, if we are to have any chance of keeping up with the AIs.
Planetary Shield V also completes. Our new options...
...once again stink: only Class V Deflectors is in the next tier; we do not have Repulsor Beams in our tree. Ouch, we are really having some bad luck with the tech trees this game. Oh well, Class V Deflectors it is to advance the tree.
2398
Zzzzzz
2399
I face a dilemma: complete the colony ship at Mentar for Neptunus with the current engine tech, or hold back and hope Sub Light Drives (currently at 29%) pops and then finish an updated, faster design instead? With the destination far enough away that the faster engines would save several turns, I decide to wait and hope the tech pops.
2400
Seed population finally arrives at Romulas to get that world started developing. Faster engines would help a lot...but are still not finished.
The High Council meets. The Sakkra and Silicoid leaders are nominated. 49 votes total, so 33 needed for victory.
Humans (6 votes) - abstain
Sakkra (13 votes) - Sakkra of course
Mrrshan (6 votes) - Silicoids
Bulrathi (4 votes) - Sakkra
Silicoids (12 votes) - Silicoids of course
Psilons (8 votes)
With the other races' votes almost perfectly split (17 for the lizards and 18 for the rocks) I could vote for either without causing a victory, but do not want to antagonize the other so I abstain. I think we still get a smaller hit for not voting in favor, but avoid a big hit with either and hopefully can stay out of wars until we are ready to make the initial move ourselves.
The galaxy in 2400 has several more Psilon worlds than it did when I started:
I have not made any moves or spending this turn. Mentar is nearly (one tick) done with a colony ship for Neptunus. It is up to the next emperor whther to finish it with the current design or wait and hope for faster drives to pop; Sub Light Drives are at 51%. ARS is at 16%; Merculite Missiles are at 12%. Soil Enrichment is nearing a full bulb but is not yet into the percentages.
I did not conduct any spying, so our reports are all a bit out of date. There has not been any fleet movement from any of our neighbors, and now with improved scanners we should see them coming if they try anything.
Our newer worlds have not been terraformed yet, as they are just starting to get enough production going to do so in a manageable number of turns. I have not built any planetary shields anywhere yet; that is something to consider, at least for our more exposed worlds.
Good luck!
Dark Savant (UP NEXT!)
Ianus (on deck)
haphazard1 (just played)
shallow_thought (traveling, currently unavailable)