09-09-2013, 12:23 AM
Turn # 6 basic concepts.
Advise from your economic counselors.
Advice will decline, and extinguish over the next three turns.
Continue to assemble all of your newly produced automation-3.
This turn you should be able to once again draft any unskilled laborers into trainees.
Wile we seem to have plenty of Professionals we will need them all in three or four turns when our high level labs come out.
If we REPLACE all of our Lab-1 with Lab-4or 5 (10e6) we may still have another 10 Million high level Labs to assemble, thus necessitating 30 Million more Professionals to run them.
In the meantime we can run as many of our low level mines as possible.
Assembling factories, presently, is still a priority over assembling or running low level mines.
Pick up all of your light structural units from your orbiting colony.
Add at least another 100,000 Fct-5, producing light structure.
We will most likely expend for LFS-3 as soon as we can, but only after
Going to Light structure -3.
Remember the majority of our economists believe that it is possible to go out as far as turn 10-12,( and probably to turn 15 if we are scraping our old Labs, Mines and Fcts along the way) before we need to be producing high level mining equipment.
But of course there are a great many variations on this theme.
We should have arrived at and have begun scouting our nearest neighboring star systems.
Advice from your Military Counselors.
Carefully examine at the results of your system orbit probes, and your system-10 probes.!!
Expand your borders, meet other races, form alliances and or reciprocal trade agreements. It is a little too soon to consider conquering others so ,--Search for useful information.
We should be earnestly searching for and finding nearby habitable systems, along with alien artifacts.
As soon as we begin populating our inner Hab 10 world we must begin to consider nearby systems, both as fertile ground to expand our population, and as a future source of raw materials.
Since all home systems ARE NOT IDENTICAL, we will have somewhat different future mining needs.
The signs or sight of other civilizations, or their ships, are inevitable.
Evaluate the results of any of the intensive probe’s we did last turn.
Build many more ships, Load your scout ships with RPV-1’s as soon as you can so we may survey all the planets we see from a distance.
Remember Extra Farm-1’s will be needed soon, so start making some if you haven’t already.
We should have arrived at and have begun scouting our nearest neighboring star systems.
We SHOULD BE SEEING 1 OR 2 MORE ALIEN RUINS within our sphere of influence.
Don’t forget to probe them; these seem to have some sort of defense.
Remember--Even a failed invasion will yield extremely valuable information.
So small test invasions are highly recommended.
We will want to build major invasion ships specific to the results of our intensive probes.
Surveys may provide more useful info, and we should definitely survey everything we see once our RPV-1’s come into use.
Advise from your economic counselors.
Advice will decline, and extinguish over the next three turns.
Continue to assemble all of your newly produced automation-3.
This turn you should be able to once again draft any unskilled laborers into trainees.
Wile we seem to have plenty of Professionals we will need them all in three or four turns when our high level labs come out.
If we REPLACE all of our Lab-1 with Lab-4or 5 (10e6) we may still have another 10 Million high level Labs to assemble, thus necessitating 30 Million more Professionals to run them.
In the meantime we can run as many of our low level mines as possible.
Assembling factories, presently, is still a priority over assembling or running low level mines.
Pick up all of your light structural units from your orbiting colony.
Add at least another 100,000 Fct-5, producing light structure.
We will most likely expend for LFS-3 as soon as we can, but only after
Going to Light structure -3.
Remember the majority of our economists believe that it is possible to go out as far as turn 10-12,( and probably to turn 15 if we are scraping our old Labs, Mines and Fcts along the way) before we need to be producing high level mining equipment.
But of course there are a great many variations on this theme.
We should have arrived at and have begun scouting our nearest neighboring star systems.
Advice from your Military Counselors.
Carefully examine at the results of your system orbit probes, and your system-10 probes.!!
Expand your borders, meet other races, form alliances and or reciprocal trade agreements. It is a little too soon to consider conquering others so ,--Search for useful information.
We should be earnestly searching for and finding nearby habitable systems, along with alien artifacts.
As soon as we begin populating our inner Hab 10 world we must begin to consider nearby systems, both as fertile ground to expand our population, and as a future source of raw materials.
Since all home systems ARE NOT IDENTICAL, we will have somewhat different future mining needs.
The signs or sight of other civilizations, or their ships, are inevitable.
Evaluate the results of any of the intensive probe’s we did last turn.
Build many more ships, Load your scout ships with RPV-1’s as soon as you can so we may survey all the planets we see from a distance.
Remember Extra Farm-1’s will be needed soon, so start making some if you haven’t already.
We should have arrived at and have begun scouting our nearest neighboring star systems.
We SHOULD BE SEEING 1 OR 2 MORE ALIEN RUINS within our sphere of influence.
Don’t forget to probe them; these seem to have some sort of defense.
Remember--Even a failed invasion will yield extremely valuable information.
So small test invasions are highly recommended.
We will want to build major invasion ships specific to the results of our intensive probes.
Surveys may provide more useful info, and we should definitely survey everything we see once our RPV-1’s come into use.