Tech gained! Now we can properly greet aliens we have not met yet.
I grab core mining next. It upgrades the industrial exploit and, more importantly, reveals Hyperium, which is needed for some lasers, my favorite weapon.
Potential next colony. It has more blue cap mold. Once you get a set of 4 or more of a luxury or strategic resource, you get a bonus. This would increase dust income by 20%. However, the system itself isn't too great, and I would have to grab the tech to colonize Arids (1st level tech, so not a big deal).
Scouting update. I've been focusing heavily on North scouting since that's where the scout is. I'm moving it back down.
Wow. This is probably one of the top 3 systems in the game I've seen. I wish I would have scouted it sooner. It even has Bluecap Mold and Titanium-70! With 4 Titanium-70, I get a +10% boost to dust income. Very nice. The Colony Ship I have under construction is going straight here first.
Tech exploited! I next work on a tech that upgrades dust exploitations(which I have a lot of, given my usual lack of Dust, I planned ahead), and gives a stealth building I have found no use for(apparently it stealths your ship from scanners or something).
Dead end. I don't have wormhole tech yet, focusing more on economy.
Our current rankings (top left). Alright I'd say. 3rd place. Cravers are probably 1st, with their initial economic advantage.
With my(our?...I should probably decide on that sometime) colony ship nearing completion, I realize I haven't edited the basic ship designs yet. While its too late with the old design almost out of the spaceport, I edit them anyway for future production. For those who don't know, you can add as many parts as you like to a ship, but it has a limiting tonnage. The tonnage limit is different for different types of ships. Ship types also get 'tonnage' reduction on certain types of parts, for instance the destroyer gets a -20% tonnage on Weapons, so it can pack on 20% more weapons, or use that extra space to put other things on(assuming it has weapons).
The Scout gets stripped of its guns and I layer on the armor. Pirates use only kinetic guns, and if my scout can survive the encounter, the better. Most AI opponents' basic ships also use kinetic guns. (Armor beats Kinetics. Its rock paper scissors, like GalCiv2, albeit, the combat itself is different, though. I'll show/explain it later when we get into combat).
The Colony Ship has extra tonnage available, so I slap on an engine to increase its speed by 2 (originally 4).
The Colony Ship is on its way to the
super Deneb System.
Tech pillaged! The next tech will increase the speed of all ships by 2(A very nice bonus), and allow Arctic Colonization(There's a tiny Arctic in our home system, and we're getting close to hitting the current pop. cap)
Seems I was a little overzealous with the dust exploitations(top-left, +8(Kind of looks like a zero now that I look at it)) Oh well, it certainly won't hurt. Now we can get our 1st hero. (Turn 18, about the time I get my 1st one. It depends on where my dust income lies)
We have two 1/2 eco and 1/2 military, and one full military. Each hero gets two "traits", which determine his starting stats and what abilities he can get.
Honestly, I don't find Eco Heroes(Governors) useful at all until very late game, since their bonuses seem too small. I'd rather have them leading a fleet, where they can do more good.
For that reason I grab the full military one (Pilot + Commander). We will get another hero in 50 turns. You can only have up to a max of 3 heroes to be recruited, and new ones come every 50 turns(reducible with research).
Some information about our hero. He's got very high initial combat bonuses, which I like a lot. With some experience under his belt, he'll make a great fleet commander.
I assign him to our burgeoning Homeworld. While he won't bring any benefits to the system, he'll gain experience which I can put towards upgrading his military abilities until I have a fleet to assign him to.
Taking a glance at the score screen, I noticed the Cravers were identified. Further proving this, they are unlocked on the diplomacy screen. I scan the galaxy looking for where this mysterious contact might have occurred.
I have a sneaky suspicion its this system.
I think if you 'scan' another empire's system, you'll unlock diplomacy, even though you can't see the system until you enter it.
As to be expected, we have no military. It doesn't matter anyway, Craver's are in endless war(No Diplomacy).
Oh. I guess they're not here. Nice focal point though, I'll have to colonize that later for a tactical advantage.
Also, pirates have started spawning. Thankfully they just left. My scout cowardly heads to the North.
Tech found! Originally I had planned to follow it up with Arid Colonization, but I realized at the end of this update that none of the system's I had colonized had Arid planets, and while the tech would only take 1 turn, I would be better off researching a more relevant item.
One of our new, improved(?) scouts rolls off the line. I use it to scout the system west of our Homeworld. Wormhole.
Oh,
there you are, you sneaky little devil. You planned on blockading all my strategic resource planets, didn't you? Well. I'll have to fix that problem. Also note that the ship present there is my colony ship.
Mr. Craver, please don't kill the colony ship colonizing
super Deneb System.
Thankfully, there's no need for pleading, as I hadn't moved the colony ship this turn. I scoot it along to the planet and colonize it.
With contact with an endless war race, I figured I should redesign the basic warship, aka the Defender. It uses a corvette hull, which is better suited for utility rolls, but its all we got.
I add more guns and armor. For some reason, the original design just has empty tonnage. While it is cheaper, the ship itself is much more expensive than the parts, so I'm not sure why. *shrug*
The Homeworld stops production of the next colony ship and works on the new defender. ETA: Two Turns. Certainly a rouge scout couldn't cause much damage in that amount of time?
~~~~~~~~~~~~
Summary