Resolving the transport bug Last year's cliffhanger involved 2 mind worms being buggily deployed on a freshly captured isle of the deep - the transport only has room for one of them, so what happens?
In this shot I have dropped off one mind worm at the north pole. The second worm is left behind and luckily seems able to float!
The next pic:
I was able to pick up the stranded mind worm, dropping it off at a nearby promontory. Meanwhile the gun foil found another pod.
Meeting MiriamI discovered the Believers living on The Boot, under the leadership of some daft old woman. I traded them centauri empathy for their world map:
- The Believers have gun foils available. Which is annoying (probably traded to them by the Spartans).
- All demands for impact weaponry were ignored.
- Finally we agreed to a treaty.
Note: there were six diplomacy screenshots here I decided to leave out. Not necessary!The Home Front- The formers split up to build a couple of new roads. The garrison in Fallow Time can scout the newly built fungus road each turn for more native life.
- UN Education Agency is building a transport foil, so I'll have my gun foil sweep the nearby area for pods as a priority.
The question of whether or not to trade for more tech Since I need money to hurry several constructions, I've decided to trade for as much tech as possible in order to sell it on to Lal (and possibly Santiago). If I don't trade techs, then someone else will, since most factions seem to have access to doctrine:flexibility and will soon start contacting each other.
As previously mentioned, the drawback to obtaining more techs is a higher breakthrough cost. However, my thinking is that research should now play second fiddle to my plans for world domination - I have all the early techs that I need (apart from planetary networks), so I can now focus on ploughing energy credits into my burgeoning military-industrial complex.
The Diplomatic Roundup I contacted Santiago, and was able to trade centauri ecology, ethical calculus and biogenetics for applied physics, information networks and her world map. I then got in touch with Lal, selling him the two new techs, along with nonlinear mathematics for a total of 75 credits.
Perhaps a dubious decision to trust Lal with impact weaponry, but I somewhat doubt that he will trade it to his nemesis Yang.
The two new techs:Random thought: A network node in Gaia's Landing could be a worthwhile investment.
Fugu, the Spartan homeland:For my seventh and final pic, a notable diplomatic coup:
- The truce takes the pressure off a little. Perhaps I can consider expanding a little a more whilst I marshal my forces.
- Yang also revealed he had developed synthmetal troops. Impact rovers will not have it easy trying to take his cities, but will still be useful in conjunction with native life.
Hurrying production- The sea former was hurried for 28 energy credits, saving two turns of production (or 14 creds/turn).
- The impact rover was hurried for 57 energy credits, saving 3 turns of production (or 19 creds/turn).
Not sure if this was an effective use of money, but I should still have enough credits available to hurry the recycling tanks at Fallow Time in a couple of turns (it hasn't yet reached the threshold of 10 minerals).