I may or may not of modded the game's graphics
Expect nonsense like blue lasers and black plasma bombs
yus yus moar metal gimme gimme mine mine
Looking at the map, it'd be easy to hold this three-planet cluster. I think this is the most player-friendly galaxy I have ever seen.
Wow okay umm is this the point in the game where I should start panicking?
Also what's the point of player-created warp gates when I just manufacture my new MKV Armor Ships from the space dock
I see I'm not the only one who has shiny new special effects colors.
My fleetships will pop the Capella barracks, while my flagships simotaniously handle the Alpha Centrui barracks. What could go wrong?
I'm starting to think that my simultaneous attacks are a bad idea.
Ugh, I go through all the effort of having set up not one but -three- defensive lines in this system, and you robots can't even make it past the first one.
I brought my full fleet this time, the Capella system is as good as mine.
Alpha Centarui as well, that MKIV starship factory is crucial to my plans. Say hello to the fancy new effects that my autocannons have.
Come to think of it, I was going to do a hack to get that MKIV fab? Derp, ah well my previous savefile is too far behind to bother.
This cute little ship group must be the CPA. I don't think I noticed the actual attack.
Wait so umm so as long as I hold the MKIV thingie I can make MKIV stuff from any constructor anywhere?!
This is Shield Network B. Say hello to it. Now say goodbye.
With more systems comes more science! Hmm, decisions...
Let's start with MKII Force Fields, I'll certainly find a use for those.
This leaves me with 7,000 science. I plan on taking 4 more systems after this - however the forth system won't be taken until just before attacking the AI homeworlds (Core Gen D is is a problematic location). 7,000 + 9000 = 16,000
Assault Transports = 3,000 Science
MKIII Spire Starship = 4,000 Science
MKIII Zenith Starship = 4,000 Science
MKIII Flagship = 4,000 Science
I would love to unlock area mines, but apparently those aren't a part of the base game.
Additionally, in what order should I science up the above starships?
What can I do with the remaining 1,000 science?
Well, my MLRS turrets see heavy use and get bonuses against the light and ultra-light hulls that the Vicious Raider and Stealth Master both like. MKII MLRS = 750 science. The remaining 250 science can give me MKII Scout Starships, for the improved tachylon emittion range and multiplex cloak booster. These MKII Scout Starships look like a surprisingly good bargain for 250 science, I will have to remember these next game.
Alternatively, I could try out Decloakers for 1,000 science...