Quoted By:
<span class="mu-s">Year 180 of the Resurrection Era</span>
Thankfully, the serum works. While you don't exactly feel any younger, all health checkups point to a safe extension. The last few years of your rule, selecting a Supreme and guiding them through the early process, before finally preparing for death, can all be delayed. Even if only for a short time. The injection, of course, can only be used once in its current state at the same level of safety.
You can create another five year plan, minus one fleet. You decided to send an Upgraded fleet to destroy the pirate base, this will hopefully stop any more raiding and theft of your resource gauges; while a regular fleet may have been able to spend the years hunting them down, there is a chance it could come back too damaged and needing to spend the materials to replace them cuts too much into your margins at this late point. Let's focus on the finishing touches.
What would you like to assign your Helpers with?
>Increase Growth Rate
>Decrease Growth Rate
>Stabilize Growth Rate
What would you like the Fleets to help with? (Upgraded fleets have the larger number)
>Water (+5% / +8%)
>AI Cycles (+5% / +8%)
>Security (+5% / +8%)
>Materials (+5% / +8%)
>Import Colonists (+1% / +2% Habitation Progress)
>Gather Oon Crystals (+1 / +2 Crystal per Fleet)
How to improve the Colonies? (Three Choices)
>Build an AI server farm on an ice planet (+8% AI Cycle Gauge)
>Hire Esaal to act as Peacekeepers (+6% Security Gauge)
>Construct all purpose matter Disaseemblers (+6% Materials Gauge every 5 years)
>Campaign for new colonists from the Homeworld (+1% Permanent Growth Rate)
>Demand colonists move in and liquidate useless eaters into resources for the effort (+3% Habitation Progress boost, +3% Water Gauge, Minor Atrocity)
>Upgrade your last Fleet (2 Crystals)
>Commission Reassembler robots to begin construction of needed infrastructure (+1% to your lowest Gauge, 6 times.)
>Invite members of The Accord to our interstellar spaces on the borders (+4% AI Cycle & Security Gauges, +1% Growth Rate, 50% chance for a pirate base to appear in 10 years, positive values increase each time taken)
>Seize all Accord assets in your border region (+4% Materials & Water Gauges, Gain (1) bonus action next choice, values increase each “Invite” action taken, locks out Accord as allies permanent, Major Atrocity)
>Set up a water reclamation plant in the new colonies (+5% Water every 5 years, requires 25% Habitation to function for each plant, increases “liquidate action” value)