Alright, awesome Sirus! It seems like a lot happened in the first turn. The presence of alien civilizations so close to our own only emphasizes the need of more, faster colonization. Going to war at this point would be meaningless, especially against the minor civilizations-we could colonize many planets in the time it takes to conquer one.
shadenight123, I appreciate the link to the tech trees. I'm sure the other members of
R&D would greatly appreciate it as well. The only problem is it doesn't list what any of those techs does so if it's not on the wiki I'm at a loss. For instance:
Sirus, there's no page on the wiki for
Innovation Complex, is it just a better version of a Research lab? Also on the wiki they reference progressive techs like Laser I, II, III, etc - has that been changed for this version or does the tech tree collapse them all into a single unit?
Also I laughed at the United Planets vote with only two civilizations. XD Since it seems like every planet we've found so far has had an influence bonus even if a single one wouldn't be important the combination of so many bonuses might be.
Sirus, can we also get a screenshot of how Earth looks now? It might help
Colonial Affairs decide on how to proceed. We do not want to deplete Earth's population to quickly so if
Mr. Person is satisfied with the ship-building rate we might want to make more research labs (or equivalent) or economic improvements. On that note,
Mr. Person the following awaits your approval/disapproval:
Iversonia I- This colony meets the Requirements for Economic Specialization
- The factory is already taking advantage of the Special Tile, a Research Lab (or equivalent) will be built on the Artifacts while population grows
- Economic buildings and a single Farm should be built on non-specialized tiles
- Morale Buildings can be build if Approval looks like it's going low (Below %60), again on non-specialized tiles
- The Ruins will be left alone for now, pending further notation from Colonial Affairs.
Harper IV -
Sirus, what is the hammer icon in the corner of the unusable tile here?
- Although this planet's class fits for Industrial Specialization, the Approval bonus benefits an Economic Specialization more. Since Earth is producing all our ships at this point I believe the latter is more important.
- A Research Lab (or equivalent) will be built on the Artifacts while population grows
- Economic Improvements and a single Farm will be built on non-specialized tiles
- The Mystic Spring will be used for a Morale Improvement when needed
Ymir I- This planet fits the requirements for Industrial Specialization
- If it's in an advantageous location to launch ships, we should work up building factories and a Star Port when ships can be built at a steady rate
- A Research Lab (or equivalent) will be built on the Artifacts once production is up to Speed
- The Ruins will be left alone for now, pending further notation from Colonial Affairs
This half of the
Council of Colonial Affairs would like to acknowledge the well-spoken comments of our
Central Intelligence Agency and has recorded the
The Revised Triforce Doctrine with our other documentation to be referenced later.
Sirus, I'm not sure what council it falls under since it involves both trade and Production but I would like to state/request from the
Diplomacy Corps an intent to produce the Trade Good
Diplomatic Translators as soon as Universal Translation is researched. This will improve our Diplomacy by 25%, which along with our natural bonus will give us the advantage in all diplomatic situations. Furthermore only one civilization in the entire galaxy can produce each trade good; if we don't do it first someone else will. On that note I would also like to put forward that as soon as
Habitat Improvement is researched we make the Trade Good
Aphrodisiac, which will improve population growth by %50.
Memo to Research and DevelopmentFirst of all I would like to propose another Inter-Council Agreement. Now that
Planetary Improvement has been researched we can research the various colonization techs to allow us to colonize otherwise inhospitable worlds. I propose that when we discover a PQ 9+ world that needs a colonization tech we will being researching that technology in order to colonize that planet. Moreover, we can now research improvements to our Colonies' terrain. When we run out of usable space on a planet if we do not already have the technology to make additional tiles usable that technology will be researched. This agreement is pending the approval of the other half of the
Council of Colonial Affairs along with a majority agreement from
Research and Development.
Furthermore our Council appreciates the consideration given in improving the speed of our ships,
the importance of which should be all the more obvious now that we are racing another civilization for colonization. I would like to make a
Formal Request to research
Ion Drive and
Impulse Drive in short order. This is far more important than things like Life Support because what is the point of increasing the range of our ships if we haven't even hit the edge of our previous range yet? Even if a greater range is researched it will be completely wasted because we will still colonize the closest planets.
Also I don't know if
Sirus wanted to keep the following a surprise so I put it in spoilers if anyone unfamiliar with the game doesn't want to look:
In this Galaxy there are certain achievements that can never be equaled. The civilization that succeeds in these great feats will forever be placed one step above all others in the Galaxy. Although we are still new to space, I believe with the proper planning we can make our own unique and glorious imprint in our Galaxy.
Along with Trade Goods, Galactic Achievements can only be made once in the Galaxy. In order to beat other civilizations to them I think we should pursue the important ones. Eyes of the Universe reveals all our enemies ships on the mini-map along with greatly expanding the range of our sensors with no greater weight or cost. We would need to research the Sensors technology to achieve this, but since that also unlocks the Trade Good Nano Recorders (which improve Research) I believe it's a worthwhile pursuit.
Memo to ShemPlease
remove the basic support from our colony ships and
add more engines to make them faster.
Colonial Affairs
The Colonial Affairs Constitution - Revised
Article 1-Colony Ships:
1.1: Colony Ships are to be produced at such a rate that at least one is always available and ready to start a colony, barring extraneous events such as warfare or constructors being necessary to grab resource spots.
1.2: Colony Ship design is to focus on reaching planets as quickly as possible.
1.3: Colony Ships will try to explore an entire system before colonizing.
1.4: Colony ships will avoid going into another race's controlled space under the assumption all the good worlds in there will suck and/or defect away anyways.
Article 2-Colony Placement
2.1: Colonies are to be placed on every planet with a PQ of 9+, barring uninhabitable conditions.
2.2: Planets of PQ 8- will not be colonized unless otherwise directed or until all possible PQ 9+ Planets have been colonized.
Article 3-Colony Improvement
3.1: Colonies are to build a basic Factory as quickly as possible
3.2: The Council of Colonial Affairs will provide guidelines on how to proceed with each colony's improvement based on the specific conditions of that colony.
3.3: The Council of Colonial Affairs will decide whether to use special tiles that do not support a colony's specialization based on the specific conditions of that colony.
3.4: Once we have settled to the ends of our Colony Ships' range the Council of Colonial Affairs will look for a new planet to launch Colony Ships from at the end of that range.
Addendum: Article 3b-Colony Specialization
3b.1: Class 13+ Planets or planets with sufficient economic/morale/population bonuses will focus on Economy-after the initial Factory economic improvements, morale improvements and a single farm will be built unless otherwise noted
3b.2: Class 9-12 Planets or planets with sufficient industrial bonuses will focus on Industry-after the initial factory more factories will be built and a Starport once production can quickly produce ships unless otherwise noted
3b.3: Class 8- Planets or planets with sufficient Research bonuses will focus on Research-after the initial factory Research Labs will be built unless otherwise noted
3b.4: If a planet needs to serve another purpose (such as being militarily or diplomatically valuable, etc) it may be specialized differently or generalized depending on the situation
3b.5: Special tiles that support a colony's specialization will be utilized unless otherwise noted.
Article 4-Anomalies
4.1: Our Flagship will always pursue the closest possible anomaly with the exception of cases outlined in 4.2
4.2: If our Flagship can out-speed a foreign ship heading to investigate an anomaly it will do so.
Central Intelligence Agency
The Revised Triforce Doctrine
Article 1: Definitions
A) "Minor" civilizations are to be defined as those that only inhabit one world, never expand, and can not be selected as playable at game start (same as ingame definition).
B) Both "minor" and "major" civilizations exist in the cosmos. However, it has come to our attention that "minor" civilizations can not be swapped by our diplomats, and they tend to far badly in the tech race.
C) Therefore, the term "Opposing Factions" shall be reserved for the "major" civilizations. Our agent shall not interfer with "minor" civilizations, leaving them instead for The Diplomatic Corps to parley.
Article 2: The Triforce Doctrine regarding "Major" civilizations aka "Opposing Factions"
A) For every "Opposing Faction", there shall be three spies only, so as to reduce costs. Others can be called in for emergencies, but the idea number of spies shall be computed as three times the number of currently known Opposing Factions.
B) The first spy shall be The Defender. This spy is charged with counter-intelligence. Defenders are the reservour from which other spies can be drawn, if necessary. If enemy spies invade our buildings, they clear them out.
C) The second spy shall be The Saboteur. This spy is charged with hindering the Opposing Faction. This spy shall be situated in the most powerful research or industrial building of the Opposing Faction. If war is imminent, then the Saboteur shall be reserved until immediately before the war declaration, then placed to ensure maximum hinderance of the Opposing Faction's shipbuilding efforts. If the Opposing Faction is out-teching us and war is not imminent, then the Saboteur shall be placed in the Opposing Faction's greatest laboratory.
D) The third spy shall be know as The Thief. This spy is charged with gathering intelligence on the Opposing Faction's culture compared to our own, along with other duties. The Thief shall work closely with The Diplomatic Corps and Colonial Affairs to infiltrate a planet of significant value, close to our borders, that can be convinced to join our faction via influence. The building infiltrated shall be one that is unlikely to trigger Counter-Intelligence activity from the Opposing Faction. The Thief shall be reused if possible.
Unnamed Intelligence Agency/Diplomatic Corps/Colonial Affairs Pact - Incorporated into the Intelligence Agency's official position with the The Revised Triforce Doctrine.
Unnamed War Council/Colonial Affairs Pact - (Agreed):
With approval of the rest of the Council of Colonial Affairs pending, I propose the following agreement between the War Council and the Council of Colonial Affairs: the Council of Colonial Affairs will specifically design industrial planets with optimized production so as to produce a mighty armada for times of war and economic planets to support the maintenance cost for such as space fleet. In return, the War Council will agree to not use war tactics that will decrease a Planet's PQ so that upon capture those planets can be put to their fullest use. Furthermore, if the Central Intelligence Agency discovers a planet has a capturable Super Project or similar structure that we could get the benefit from, we will attempt to capture it rather than destroy it.
Unnamed Research and Development/Colonial Affairs Pact - (Pending)
Now that Planetary Improvement has been researched we can research the various colonization techs to allow us to colonize otherwise inhospitable worlds. I propose that when we discover a PQ 9+ world that needs a colonization tech we will being researching that technology in order to colonize that planet. Moreover, we can now research improvements to our Colonies' terrain. When we run out of usable space on a planet if we do not already have the technology to make additional tiles usable that technology will be researched. This agreement is pending the approval of the other half of the Council of Colonial Affairs along with a majority agreement from Research and Development.