11-11-2013, 05:49 PM
Okay, just submitted my turn.
First, I have something like 8m Lab-5 that just came off the production lines. So I am shutting down all the old Lab-1 and starting up all the Lab-5. I am reworking some other production priorities, so I should have enough PRO labor to run all these labs. (I have the capacity to build Lab-6, but want to jump to Lab-7 before starting another production run.)
Second, I finished 2m advanced hydrophonic farms, and am asssembling half of them up on the orbiting colony. They should make food without burning fuel. 1m should make 15m food/turn, which will go to feeding ships and orbiters from here on out. The rest of these farms will be ready to ship out to other colonies as I build them.
Third, I put in a sizable initial investment in Power Plants. We start with 1m Power Plant-1s but our home planets can support 2.5m of them. So by jumping tech up to Power-Plant-4 this turn (and cranking up a production run), I will be able to run 2.5m that produce 4 fuel-equivalents per turn. That's 10m free fuel that I can devote to energy weapons/shields in the future (or, uh, "moving ships around.")
I guess my mind has been shifting to military preparedness, because I also laid down a tech-improvement marker on missiles and missile launchers. I am still probably going to colonize my in-system world first, but I am thinking now that conquering that alien colony in the next system will be my best leap-frog option. It could add tens of millions of new citizens to my holdings -- much faster than the normal birth rate. So I want to start building a basic space superiority fleet to at least control their out-system orbit.
I also noticed this turn that one of the systems I can see has been "named" by another player. So I have neighbors, even as I conduct my turtle strategy for the early game. This might also be what prompted me to start beefing up some military.
Next turn I will have enough tech to leverage those AUT-10 prototypes finally, and start a final production run of Automation that should last me through the game. I will also combine some scouts and build out 2 new ships -- one "in system freighter" and one "space superiority" destroyer-class thing. Oh, and the bulk of my new Mine-4 units will be finished, so I will have a big upgrade of mineral production...
First, I have something like 8m Lab-5 that just came off the production lines. So I am shutting down all the old Lab-1 and starting up all the Lab-5. I am reworking some other production priorities, so I should have enough PRO labor to run all these labs. (I have the capacity to build Lab-6, but want to jump to Lab-7 before starting another production run.)
Second, I finished 2m advanced hydrophonic farms, and am asssembling half of them up on the orbiting colony. They should make food without burning fuel. 1m should make 15m food/turn, which will go to feeding ships and orbiters from here on out. The rest of these farms will be ready to ship out to other colonies as I build them.
Third, I put in a sizable initial investment in Power Plants. We start with 1m Power Plant-1s but our home planets can support 2.5m of them. So by jumping tech up to Power-Plant-4 this turn (and cranking up a production run), I will be able to run 2.5m that produce 4 fuel-equivalents per turn. That's 10m free fuel that I can devote to energy weapons/shields in the future (or, uh, "moving ships around.")
I guess my mind has been shifting to military preparedness, because I also laid down a tech-improvement marker on missiles and missile launchers. I am still probably going to colonize my in-system world first, but I am thinking now that conquering that alien colony in the next system will be my best leap-frog option. It could add tens of millions of new citizens to my holdings -- much faster than the normal birth rate. So I want to start building a basic space superiority fleet to at least control their out-system orbit.
I also noticed this turn that one of the systems I can see has been "named" by another player. So I have neighbors, even as I conduct my turtle strategy for the early game. This might also be what prompted me to start beefing up some military.
Next turn I will have enough tech to leverage those AUT-10 prototypes finally, and start a final production run of Automation that should last me through the game. I will also combine some scouts and build out 2 new ships -- one "in system freighter" and one "space superiority" destroyer-class thing. Oh, and the bulk of my new Mine-4 units will be finished, so I will have a big upgrade of mineral production...