Jason played on King mode while the rest of us played on Prince.
I leaned into military since my starting civilization was Rome. I failed to use the war action on my first turn which could have hurt Jason (playing Egypt).
Tim took an early lead by leaning into books.
As the game progressed everyone was able to get to military, so the military/war strategy just force everyone to keep up with me. Very few penalties were paid.
Make sure to move that event marker. We only activated 3 planets, which kept the board pretty tight for developing
Matt was able to use his player powers. Almost every turn which allowed him to move up the red track easily and then he was able to also move up the yellow track.
My strategy was to build a module engine, as seen in the bottom left. We played the short game, so as Mike got within two turns of ending the game, I did not have any ships on the board. I elected to try to get some points by developing. The spots that could be developed already had ships on them and on both turns I lost the battle when trying to get into those.
I think with two more turns I could have gotten the ships out to run the engine and thus have had ample resources to develop, but would there have been enough spaces?
There are some familiar mechanics in the game. Pulling ships back and activating modules reminded me of Apiary. The tech track has some similarities to Teotihaucan.