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For example, in my game's first turn I learn that Missile Armor technology has been discovered while a new system was being explored (see related screenshot). This can influence what types of ships I then choose to build, if any, how many, what defensive and offensive systems they will employ and so on: now and in the future. Before even reading the text of this message I knew that it was an important notice. Messages in 'SitRep' are colour-coded for easy prioritization of attention. Red, such as in the most recent example cited here, are of an urgent nature. Green messages are informative but not critical. The middle-of-the-road message colour is yellow: they are important to note but are not pressing.
As I share more of my game with you in Part 4 and beyond, I will again return to the value of 'SitRep'.
ALL OF THE MENUS LINED UP IN A ROW
We begin this latest chapter in our adventure with the Empire menu.
ALL OF THE MENUS LINED UP IN A ROW: EMPIRE
For the first thirty turns or so in my game I decided against employing this policy – I now realize that this was an error in judgement. Early on in the game this strategy is imperative to set the foundation of your empire's control. Not only does the AI make maximum use of the colonization ability, thereby saving you time in having to oversee it manually, it is also automatic. The AI will pre-set colony ship's destination headings first to systems that I control in whole or in part and then to those that I have previously visited. No idle colonists here!
Of course, no policy is absolutely advantageous all of the time: the outbreak or considerable threat of war is no time to be founding new small and effectively defenceless communities at home or abroad. If you are playing in a distinctly small universe, you will have to from the outset consider the size of surrounding enemy forces and your present relations with them to gauge whether expansion or fortification should be your priority.
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