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Remnants of the Precursors Showcase Game

Well, this was a rough one lol. Hopefully I don't come across as too despondent, and mainly hoping none of this winds up spiraling into a deeply-embarrassing loss. Report below:



Ok. Rough goals for this session:
- Stop sleepwalking through the game - don't delay spies, update trade more often, look for NAPs, scout proactively
- get controlled dead
- get stuff that controlled dead lets me get.
- do not encounter any AI in the currently-open east

Trading immediately goes better as I up both AIs from the 25 they initially proposed to 100.

Turn 63 I meet the Sakkra Ssslaura in the west, dislodging their scout adjacent to both the bugs and some very nice worlds:




These would be very nice to get, though unlikely, and ofc Newton is Poor because why wouldn't it be. I don't start on any colony ships at this time though, I still have the ones I built hoping for goodness in the east, and I'm pretty sure that any new ones would be slower than simply finishing nuclear engines and making some 2-speed ships to cross the distance in half the time.

T66 has Elion max out its pop, and the game helpfully switches all spare production to defence, showing it'll take.. 7 years for a missile base, even given that it's at 50/55 pop that's still tragic. Going to use it to push research for better engines + controlled dead and go back for the base after.

A jungle 95 pops up next to Newton on T68, as nuclear engines *still* refuse to pop.. 28%, 36%, 45%, nothing.. Complaining about it triggered a result though, popped up on turn 69. Following propulsion choices are either sublights or range 7, I select range 7 for now, it can still be changed until the turn ends. And sure enough, clicking around a bit shows that range 7 would get me nowhere new, so it's time to do the patented engine -> engine research. 3 years for Mentar to build a Col2, we'll see if it's enough..

Turn 72 ship popped out, 6 turns ETA

II8 finishes on turn 74, and I'm still not used to playing the brains, we get the full 4 choices next tier, battle suits or ii7 or autorepair or reduced industrial 60%. Both ii7 and reduced waste will barely be improvements over ii8/80%, so I set research to auto-repair in the hopes that I'll keep getting my pick of the economic options in the next couple tiers.

Hitting turn 75 with the planets still open and the initial retro-engine colony ships I sent on a whim set to make planetfall before their more advanced friends might arrive (good thing too given the tech taking a while to pop), the bugs are starting to get a bit worrying:




This is simultaneously smart and dumb behaviour from the AI - it'll send these small fleets around constantly, but any time it hits a planet and doesn't like the fight, it'll retreat endlessly. But it'll keep sending ships anyway, so there's constant waves of ships flying about. I've almost never gotten to actually fire a missile base in this game because the AI just won't attack planets with them unless it has overwhelming force.

Aaaand the next turn the AI turns out not to be bluffing:




I also met the lizards having founded Kraepelin that same turn, who sign up for 125 bc/turn of their own accord, but that doesn't make this much better. They only have small "Needle" ships to deal with around the planet currently, which shouldn't be too bad:




My favourite part of this military screen is that they show the ground combat bonus, and also your own if you select yourself, so it's easy to see how the bugs are at +20 to my +0.. maybe battle suits would have been a good idea. At this juncture I have to open up other fields of research, really wanted controlled dead first but it was not to be, class 2 deflectors are too important. I also see that the bugs currently have controlled dead and fusion bombs, so are going to be problematic in multiple dimensions! Since we're at war I let the spies have a go at them, then I throw together a barely-viable laser 2-move laser fighter to try to fight off this threat. Not what I *want* to be doing, but could be worse. Their laser fighters aren't exactly making an impact so far:




But the problem ofc will be the ground invasion and/or potential fusion bombers. I grab Newton and set some researchs: Deep space scanner (no alternatives) class 2 deflectors (obligatory) and hand lasers over hyper-Vs and gatling lasers. I can see a total of 77 bugs on transports heading for Margulis, which isn't exactly encouraging with their advantage, hopefully the new fighters can clean them up. Maxwell starts feeding the new colonies with initial population.

Unfortunately the fighters turn up a turn too late, and we get the expected result:






Hopefully spying will come through with something to close the gap so that a return ground invasion is at least plausible. The turn after, when our ships arrive, the fleet is cleaned up with no losses, so it really was just that single turn of delay. A Rich Dead world shows up in the west, with the bugs likely to try to take it as well. The lizards are just as close, but lack any means to colonise it.

Hand lasers pops turn 82, and I enthusiastically queue up NPGs, with the hopes of making space combat even more of a formality. The problem is that with only 3 developed planets, I just lack the population for a ground invasion, and a base completing the same turn on the planet forces an end to any attempted blockade. I'd need some new tech to be able to deal with this....




Well hello there! Getting some NPGs in advance would be nice, but there's so many techs that the odds are poor, other categories are no better though - computing has DSS BC2 and ECM1 (so thoroughly inconsistent) and the other categories are uninspiring. If only I'd rolled high enough for personal deflector shields (though at least the game tells me I didn't by not showing it as an option). I roll the dice on Weapons, and..




I guess it's just that easy! Now that I can actually shoot the bases I design a new ship to do so and send it forth, first picking merc missiles over ion rifle/mass driver/neutron blaster, since it would be the biggest improvement over my current capabilities. Then controlled dead comes through, and I have a hard choice between controlled toxic (just as many toxic worlds as dead ones), +30 terraforming from +0, or enhanced eco restoration, I grab toxic for now to try and colonise as much as I can now and worry about holding it later. The problem now is simply a matter of build queues - Mentar can only make one thing at a time, Elion is poor, and while maxwell is maxed it's also artifacts so I'd rather not do shipbuilding with it. For now I have it make Neutrinos (I tend to use the game's auto-generated names for non-colony ships, in this case it felt fitting)

Deep space scanner pops on turn 86, I grab robotic controls III over BC3 next because the new rich worlds will be able to mass the factories quickly and I desperately need more per-planet production to keep up. Then I get class 2 deflectors into personal deflectors (no choice) on turn 88. By this time the bugs had built 75 of their small laser fighters alongside a smattering of other designs and parked them on top of Margulis, so the prospect of dislodging them looks ever-more dicey. Still, I'm determined to try, and switch Mentar to also help with Neutrinos. This also happens:




Confirming one of the cat's neighbours and also one of the remaining species, glad they're nowhere near me. Turn 93 is the last turn ships are launched for Margulis to participate in the fighting:




Old speed-1 fighters, nuclear-power laser fighters (Electrons), and the new Neutrinos all set up to participate, if the fighters die then at least I'll get the ship maintenance back.

Turn 96, moment of truth:




I'll pretend that I brought the colony ship on purpose instead of it being a misclick. It's a decent fight, I get to the base and deal some damage, but ultimately, the neutrinos fall, and the remainder have to retreat. Guess I'll need to give up on this planet for now, the enemy designs aren't actually impressive (NPGs and missiles aren't *nothing* but I'm not really outmatched at all) but with the production disadvantage there's not much I can do.




Colonisation of the dead worlds in the background is going great though. Well, mostly - I lose the rich dead world in the west to the bugs, but they *were* right on top of it, so it's not surprising. Still this gives me an awful idea - I throw half the population of my nearby colonies into transports, and see if they can knock off the 2mil on the planet. There don't seem to be any ships guarding it after all. And on turn 99 I get its twin in the east, the rich world of Teller is secured. An overview:




Turn 100 arrives, and.. well, I *could* stop now, but there's no reason I have to. Just 4 turns from an invasion that would mean at least *something* good happens in this war... And looking at tech, not only is it not worth spying with this degree of computer disadvantage, but I also have absolutely no chance of cracking bases.




So this capture will be the last offensive move in this war, on my part at least, for a while. The capital finishes the last colony ship of this wave the following turn, and starts sending population to the various new colonies, as a report comes in that the missile base Elion spent 5 years building was immediately sabotaged, because having to spend another 5 years on it was just too fun. Maybe I need some internal spy defences, though really what I need is just time... the Ssslaura have some hyper-Vs or teraforming +10 tech available for trade, at the cost of deep space scanner, but that's the only trade open and it's certainly not going to fix the computer differential that's the real problem here.


Anyways, turn 103 comes, enemy ships arrive exactly as my transports and theirs do, claim space superiority since my force over there was fairly token (just the fighters I used to push back opposing colony ships), and then just 6 of my own transports land vs the now 33 enemies after their transports show up. Exactly what I needed, I really don't want to have to give up on a rich world here but I see no way to make any headway here. And Maxwell gets its missile base blown up *again*, so I'm having to leave it stuck building more as an *artifacts* world... oh well. Played until turn 105 to get back to a round number, leaving me here:




Honestly the position isn't *bad*, I have a large number of colonies that are well on the way to becoming successful. They just all need time, that's all, and I'm not sure how much of that I can get. Also the bears have popped up with scouts in the west, will see when/if they wind up in range. As with a lot of ROTP games, I just need to know when to cut my losses and give up on planets, and the hope is that I'll not need to give up on any more. At this rate I'm almost considering counter-espionage spending just to have *some* way to keep bases alive.. Ah well. Need to not let the pressure get to me.
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Thanks for the game update, Dp101! thumbsup Your empire has grown nicely; given time for those newer worlds to develop things should look pretty good. Not being able to keep your missile bases intact from sabotage is a major pain. frown Hopefully you can prevent any rivals taking planets from you.

How are your spy networks doing? Can you see the relative status of the other races? If so, how do you measure up?

Good luck!
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Sure, here's some more spying screenshots, one of the techs of the 2 races I wasn't featuring before, the overview comparison, and overall graphs (I left out individual graphs for everyone but the cats since they weren't that interesting, the spike for them is notable though) (also don't ask how they get the raw numbers for the planet graphs, as far as I can tell they scale the numbers based on map size and generate a certain ratio of points to planets (whatever it is seems concerning, me and the bugs with 9 planets each somehow hit 24 which is not a number I associate with 9!)).
















I definitely haven't been paying enough attention to the cats, they've been expanding well away from all this. Just not as imminent an issue for me.




Controlled dead would be concerning, but I'm going to have the last border world colonised in 2 turns with Neutrino escort, so while I'm a bit concerned over a potential prize at the purple star (which may well be toxic/inferno like every other star I've seen, but good chance of being rich as well) in terms of everything I currently know it's going well. So overall, status is basically what I said before.
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Thanks for explaining about the flight paths; I think I was confused by the similarity of your color to the bugs'. I noticed some flight paths showed in green and others in yellow, but now realize/suspect the green ones are probably for ships still being dispatched (whose orders can still be changed) while the yellow paths are already set as they're for ships in hyperspace already?

I think I can solve the mystery of the number scaling though: I note all the bar graphs' numbers total to 99-100 - so it looks like they scale everything as a percentage of the total [that graph's stuff] for all known races combined, sometimes falling short of 100 by 0.5-1 due to rounding. So if you and the bugs have 9 planets each, the cats have an even dozen, and the 'zards have 7, we get 9/37 ~= .24, 12/37 ~= .32, and 7/37 ~= .19...

Good luck with this tech deficit and your quest to claim rich, hostile worlds - and thanks again for the informative and entertaining reports!
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(April 6th, 2024, 03:17)RefSteel Wrote: Thanks for explaining about the flight paths; I think I was confused by the similarity of your color to the bugs'. I noticed some flight paths showed in green and others in yellow, but now realize/suspect the green ones are probably for ships still being dispatched (whose orders can still be changed) while the yellow paths are already set as they're for ships in hyperspace already?

I think I can solve the mystery of the number scaling though: I note all the bar graphs' numbers total to 99-100 - so it looks like they scale everything as a percentage of the total [that graph's stuff] for all known races combined, sometimes falling short of 100 by 0.5-1 due to rounding. So if you and the bugs have 9 planets each, the cats have an even dozen, and the 'zards have 7, we get 9/37 ~= .24, 12/37 ~= .32, and 7/37 ~= .19...

Good luck with this tech deficit and your quest to claim rich, hostile worlds - and thanks again for the informative and entertaining reports!

Glad to hear the reports have been entertaining! Regarding colours of lines, the manual states the following:

"Green lines indicate the route of your fleets. Yellow lines indicate the route of unarmed opponent fleets or opponent fleets not traveling to your systems. Red lines indicate armed fleets or transports approaching your systems. Dark purple lines indicate rally points where newly constructed ships from another colony will gather, and they're unaffected by the fleet destination button."
(the button being mentioned is a UI thing next to the range rings button, toggles which lines get shown)

Anyways, this looks to also be incorrect, I think the correct breakdown is that green lines are your own unarmed fleets, and yellow lines are used for both your armed fleets and enemy fleets not heading to your colonies? That's the only pattern that fits what I see, but it's a real weird one.

I'd totally missed that the values for all factions' graphs sum to 100ish, that definitely clears up what's going on there, surprised I didn't notice it myself. Thanks for catching it!
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Thanks for the spy reports -- fills in a lot of what is going on. The cats do seem to be gaining a lot of strength and planets/pop. Maybe their racial diplo issues will give them trouble? I guess if they get strong enough that won't matter much.
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Anyways, on with another chapter. Goals for this session are fairly simple: don't lose any more planets and get current planets as developed as possible. Some stretch goals include meeting more races, but for now I just want to try and outscale the opposition a bit.

Turn 106 reveals the planet Bohr to the east of the eastern purple planet, a terran 95. Currently out of range, so really hoping that purple star is colonisable... we'll see. Elion finished its missile base again!

107 is an eventful one in a variety of ways:




At the red star in the east, the scout is chased away by a Fiershan Feral (seems to be a laser fighter). At Maxwell in the centre, its missile base is slated to finish the same turn that that worrying line of green ships will make it there. In the far west, another bug fleet is hanging around my underdeveloped colonies there, which are entirely incapable of resisting basically anything. And at the purple star, in a 2 to 1 fight between neutrinos and the range-1 feral, despite the multiple turns of extra firing thanks to faster combat speed, the cat racial bonus takes out one of our ships before it's put down.. but we get eyes on it! And what a lovely prize it is, Ultra Rich at size 35 is a treat, but like half the treats in this game, it'll have to wait for a bit. Controlled toxic can't come soon enough..

Luckily all the excitement calms down a turn later - the green ships by Kraepelin were headed for the western Rich Dead world, and those going for Maxwell happened to be going for a variety of unsettled planets nearby (and the forces actually meant for it retreated from the missile base). I'm actually getting consecutive turns of research by more than just the homeworld, this is amazing!

Ok listen, based on the rest of the screenshot this criticism is clearly not founded, but just in terms of the selected world.. how are the cats this bad at colonising!




I should not have a chance to get this. So I guess the capital is back to ship-building duties, and if I get this world then Bohr should be available too afterwards. Then the turn after that, at the eastern white star now within my borders, there's another dead rich world, at size 30! This'll make the third total, compared to 1 rich toxic world and the UR Inferno world. Not necessarily complaining, moreso noting yet another instance of this game's weird luck. The western white star holds an irradiated world, and thus isn't particularly interesting for now, but the rich one! Madness.. aaand ofc Maxwell also got its base blown up this turn, and Elion the next..

A pair of new friends show up on turn 114, the event-revealed Silicoids Cryslonoid, and the Bulrathi Ursinathi:




I already knew they existed, but this signifies we're now within range, as the AI always instantly sets up trade once that happens. Hopefully their computers are garbage so I can steal some!
Oh and Maxwell's base got blown up again. 2 turns later the rocks also show up, with a 250BC trade treaty, so my spies get to work there too. They haven't yet revealed where the bears actually got into range, but you can tell with an easy trick that works so long as you've scouted a planet:




I have no memory of whether this worked in the original, but here we can see that Plato shows that its population can increase via terraforming, which always means an AI owns it. The more concerning part of this is someone having controlled toxic, but hopefully they're far enough away not to cause trouble. 2 of my colonies also max their factories this turn, tiny Dirac in the east and the much more respectable Kraeplin in the west. The former is 12 turns to build a missile base at 14/20 population, the latter 4 at 48/75, so I top them up a bit via transports. I also finally click the button on some trades, giving away DSS to both the Ursinathi and the Cryslonoids for hyper Vs and terraforming +10 - not huge prizes, but not a huge cost either. This leaves us with this research picture:




Yeah I have no idea when the lizards got controlled toxic, but that's definitely concerning to see. Looks like all the western border hostile worlds will be lost. On the plus side, the rocks seem to be north of the cats, which means that the east continues to be an unspoiled frontier. With the new terraforming tech, the governors automatically start it up on worlds as they max out. Teller finishes its factories quick thanks to Rich, and is the first to start on terraforming, though it'll need more population. Also Maxwell gott its missile base blown up.

On the following turn, the governor did something lovely, but the screenshot seemingly failed to take. In short, it set exactly enough industry to build the new factories, exactly enough defence to upgrade the missile bases, and threw the rest into population growth. Beautiful. This is where I really appreciate its efforts. We also grab Yallow (eastern Rich world) this turn as well, as progress marches ever onwards. Zero offensive moves from the bugs lately, lets keep it that way.

We get personal deflectors on turn 122, alongside this joy I mentioned as a possibility earlier:




This is the second time in about 4 turns we've been framed. The rocks now hate us, and always will, and as far as I can tell there is no counter (can't spend on their counter-intelligence on their behalf, I guess in a *really* extreme situation you could gift computer tech, but that requires that you the player aren't *also* hopelessly behind in spying) so we'll have to hope the war with the cats continues.

Buffon, the north-east barren planet, is finally claimed, which puts Bohr in range of both Neutrinos and colony ships. It'll be a miracle if we get it, but getting Buffon was already one. I wonder if the cats are distracted by their war?

The council is announced turn 124, which I believe slates the meeting for 127. No one seems to particularly like each other in this galaxy (aside from a rock-bug NAP) so I'm not particularly worried. And while checking that I learn of the last empire that we still haven't met, the Darloks Nazlok. I wonder if they're the cause for the (so far) 3 frame jobs on the rocks.

Improved robotic controls 3 comes in, which prompts a choice: ECMIII, BC IV, or improved space scanner. The last one is so vital, but at the same time, currently we're running around with BC2s and no ECM (which would at least benefit bases I believe). I grab the scanners for next time, with the hope that we don't need to build offensive ships by then. I throw in some reserve spending on Maxwell to get the bonus factories up faster so that hopefully it can turn around and get back to researching sooner, no idea if this is actually a good play since I haven't seen it done before, but hoping at least.

This really doesn't feel at all reasonable lol:




A potential jewel for the empire, much closer to the cats than to me, gone unclaimed by them despite the close colony of Shedir for ??? reasons. Unfortunately further expansion hits a snag, with the red world to its northeast being empty of a planet. Technically it's no different for now than if it had rolled inferno/toxic/irradiated, but it *feels* worse. This was another case where I lost a screenshot that I know I took as I was playing (I think I know why this is happening, the snipping tool really doesn't like saving stuff so you have to tell it to do so each time) which is a shame because it showed some fun fleet colours - green including armed and unarmed ships, previously in motion transports and new offshoots, and yet with the one stubborn yellow line remaining at Kelvin.. yeah I give up on figuring this out lol. At the end of the day, the only colour that really matters is the angry red of doom. A pile of trades opened up with IRC3 with the lizards and bears, with the most exciting prize being fusion bombs, but this feels like too significant an economic tech to give away here.

While I'm distracted with factories and colonisation, the bugs snuck a few ships up to Curie, bombed it, and.. retreated? Not complaining but also deeply concerned as to the gameplan here, it did make me jump at least. Also, the spies have finished mapping the territories of our new "friends":




Not super surprising here, and given that the only factions with contact with the shapeshifters are the 2 western ones, that pretty much seals their location at the one yellow star in the far west. The back lines continue to be safe and bountiful.. lets just see how much more I can get.

I was wrong as to the council meeting time, as it starts on turn 129:




This summary is mildly concerning with us in second last for population, but there's so much growth potential that I'm not worried. Also note that the player no longer gets to automatically vote last, so you can't 100% guarantee you can vote for whoever would give better diplomatic relations with no fear of losing the game in the process (unless you're dead last by population). Luckily everyone abstains here, so we're free to vote as we please... Going with the overall theme of trying to not chase after already-lost leads, I vote for the cats, figuring the rocks will hate me forever but there's no such guarantee with the cats. And right on cue, another false confession making the rocks hate me more (and this has to be the fault of the cats, since the shapeshifters are too far away). And Maxwell gets its missile base blown up! I have more other bases now! This could theoretically roll way more planets!!! Dammit...

I don't think I showed this off before, but here's the best part about the planetary reserve here:




It automatically sets the amount of reserve spending to be the maximum for a single turn, no micro-adjustments needed! So lovely.. Also, we can see just how underdeveloped all our worlds are, from the industry tab:

Getting there, little by little...
I could stop at 130, but I'd like to get a bit further out of this transition stage (just like real life!) so I'll go for another 10, hopefully to produce a more interesting state to leave off on. Not much interesting about "and then I built more factories" after all.
Hey look, Maxwell finished its factories!




Aaaand the cats declare war, despite the voting appeasement. They don't really do anything this turn, but that could change, so I leave Teller a bit un-maxed (missing 5 pop) to start immediately churning out more Neutrinos, since I still lack anything better. Also its missile base got blown up!
I suddenly realise I've been playing without range rings on (not sure why the game turned them off? Usually they stay on) which mostly gets to be relevant here:




Finally, this world that's been *almost* in reach for ages can finally be mine, though with the war and everything it's hard to get too excited.
Anyways you'll never guess which world got its missile base blown up on turn 135! Could be any one of my artifacts worlds...

Teller's missile base also got blown up, which is problematic when the cats come calling there. They have a Large design with 5 heavy ion cannons, and my small fighters really can't kill it quickly at all, with their damage dropping every round vs a sustained 5 kills/round/ship. Teller at least gets to snap-build its missile base back with some reserve spending, but Pascal is largely beyond hope at this point. And even with the gift of 3 points of shields via a trade with the bears, a single base firing hyper-Vs really can't deal with a 3-shield 100hp target with 3-15 damage ion cannons. I know a good bit of this is racial bonuses, but this ship feels quietly ridiculous:




This fight was closer though, just *barely* a loss. I think 30-40 fighters would be able to win. 23 that were dispatched a couple turns ago + 2 bases manage to just *barely* keep Teller's skies clean, but the new Panther design the cats are throwing around with 16 ion cannons will murder any of my fighter stacks. The invasion is set for turn 141, so I get everything I can in orbit, and play one extra turn... 111 incoming troops vs 50 defenders, +20 to +15 ground combat puts us at even with defensive advantage, so it'll have to be down to the orbital defences. And.. 87 get through. I lose my best planet. Yeah..... I'm going to throw all the population I can at it, but this is *rough*. I feel like if I had just a few more turns, I could have beaten the cats back, with mercs on the horizon and my worlds stuck remaxing with IRC3, but the fact is that I didn't. I feel like here I'll be able to take the planet back again, but it'll be bloody, however it goes. Really I need to learn my lesson about playing a bit longer to see invasion results, it just curses my luck. If I could just get one actual friend this game, one AI that isn't at least one of ruthless/expansionist/xenophobic, *something*, but no. So another session, another feeling of leaving the game on a knife-edge. At least I get to laugh at Maxwell at regular intervals.




Honestly, the military situation doesn't feel *unwinnable*. I'm close to mercs, sublights are in the percentages, vs the new panther design 3 points of shielding on bases is almost enough.. it's just the same problem I've had this whole game, too much too fast.
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(April 6th, 2024, 05:17)haphazard1 Wrote: Thanks for the spy reports -- fills in a lot of what is going on. The cats do seem to be gaining a lot of strength and planets/pop. Maybe their racial diplo issues will give them trouble? I guess if they get strong enough that won't matter much.

It seems like they're mostly saved by positioning, not much pressure on the eastern bits of the galaxy.
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Thanks for the latest update, Dp101. That is some rough going. frown The missile bases constantly getting blown up... rant I wonder just how much the cats (presumably it is them) are spending on spying against you?

You've managed to grab a lot of worlds, including some you probably should not have been able to grab. That barren world...I read the name as 'Buffoon' at first. lol All the under-developed colonies have left you over-stretched, but if you can somehow find enough time to consolidate everything with IRC3.... Those large ships the cats are running around with are nasty.

Good luck with the war against the cats!
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Wait ... the cats control Altair? Is that just a random star name that doesn't mean anything special in this galaxy, or....?

On Plato showing a "+" next to its population: No, you couldn't see which enemy worlds were subject to potential terraforming in MoO, except when one of them had an "in between" pop limit like 42 instead of 40 or 45 (or if you notice it going up as it rises) suggesting that terraforming (well, or sporing if it's going down) is in process. I believe you only got this information updated when the planet was in current scanning range (of scouts or planetary scanners) as well.

Pretty cool that this showcase game has been so tense - but potentially winnable - all the way through! Thanks again for giving us the chance to read about it!
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