Hey there. Sorry, was a busy week. Where was I?
2177. It was this year when the war has finally started with Drones sinking not one, but two of my ships.

You can see the cruisers that did this - they barely took any damage.
Before that, I was willing to let everything slide, sit back, steal techs, and leave Domai be. I had no interest in escalating the conflict. But these were first real losses on my side, and I tend to be touchy about those.
On the PeeceKeeper front everything was quiet.

They were racking up some pretty big energy stockpiles by trading with everyone, and were building up their infrastructure at an alarming rate. I knew I won't be able to grow vertically as fast as them, so I went for a horizontal expansion with a lot of bases whose only saving grace was that they started at pop level 3. Almost no buildings were built - I relied on my +3 Police rating to do the job. However, my low EFFIC score resulted in humongous energy losses across the Empire. It got so bad that Progenitor bases didn't collect Energy at all. Couple that with my -3 RESEARCH, and it's easy to see why probes became my primary tech source.
Spartan Federation: population 91.
A quick overview of PK units:

Only about 10 formers, but those are super ones. Looking at PK bases, a lot of them had to live off xenofungus. There are very few crawlers, too. I am not sure why the terrain was so underdeveloped - to my knowledge PKs could support at least twice the number of formers.
On my end:

52 normal formers, with more being produced - and it still wasn't enough to service all the bases popping up.
Since the PeaceKeepers fortified their shore base with their own probes, I decided to make probe contact with the Caretakers instead.

They had a few techs I could steal, but I decided not to provoke them for now. It was a mistake, as I could have narrowed down the number of techs I didn't know and increased my chances of stealing Naval Supremacy from the Drones. Their cruisers *hurt*.
2178. PeaceKeepers keep getting reinfoced.

They also get more cranky as time goes by. I imagine the rapidly increasing number of shore bases on our common border is a reason for that.

By orders of the council! Stop building coastal cities, they look very nasty!!!

I like Seafaring, I think I mentioned that. More than once, actually.

The sea and surronding land is the rightful land of the Planatery governor! Your encrouchment on my land is BAD, please remove your bases from striking distances!

You are being ridiculous. How do I remove bases? How about you remove yours?
More coastal cities appear on the shores of Pearl Sea. Since land probes don't reach them, I need probe foils.

Unfortunately, I can only reach one base from mine, and it has a security interlock installed against all the hacking. This is quickly getting risky.
This year I succeed, though... but steal an armor tech instead of what I really wanted.

I was disappointed it wasn't cruiser tech, but quickly understood how wrong I was, since Havoc Rockets proved to be a game-breaking unit. Meanwhile, the Drones build a probe foil of their own in the very same base I robbed.
I can't afford that to live. What if it buys off my coastal bases? I only have 3 of those in Pearl Sea.
2179. The conflict intensifies as casualties rack up on both sides.

Granted, some of it was from fighting the wildlife on no man's land between me and Yang.

Speaking of Yang, I finally found him when my rover got surrounded by 3 of his unit. Due to ZoC shenanigans, this essentially left me detained in the middle of his territory.
In Pearl Sea, the Drones have made a daring attack and killed one of the scouts on my shore bases, as well as struck at my Transport Foil with one of their cruisers.

But they didn't have a follow-up, and I still had my probes wandering around the map, so I immediately bought off the attacking rover, halting their assault.
The probes were intended to be disbanded into a Secret Project.

It had about 170 minerals to go, and I have build 10 probes to speed this up.

Unfortunately, the Drones got the wind that something was happening and hurried up the Project I intended to take, several turns ahead of their normal schedule

One turn! I was late for one turn!!
On Lal's border, even more bases are getting founded.

Notice the transport in the center of the screenshot with a lone probe on it. It is a ship that will change the course of the game.
I also stole Industrial Automation with my probe foil this turn (but alas, it died in the process), which should be evident by a lot of my bases switching to producing Supply Crawlers. I have a lot of rocky tiles in my territory, and they will provide a fine boost to my production.
2180. I decided to indulge and built my first Havoc Rocket.

It's a simple device with a 1-tier weapon that can't even guarantee it will kill an unarmored unit inside the base, but its range make it indispensable for scouting and sabotage.
My invasion fleet gets closer and closer to the Drones' shores.

I also see that some of the Drones' bases are left mostly empty. If I destroy a single defender (which should be possible with my number of ships), I might be able to capture it...
Can't help but notice severe problems with drone riots. I wonder why there are no scout patrols or other defenders like that in the base. Isn't that the first thing you build?
The Drones' probe foil seemed to have successfully finished its operation, whatever it was.

Since I have no techs to steal, I assume it either downloaded my map or infiltrated me. Probably the former, because MercantileInterest confirmed infiltrating me upon first contact.
Since I have no probe foils of my own anymore, and I can't leave this alone, I have to get creative. I load a land-based probe on a transport, and send it after the probe foil to initiate probe duel. So what if your base is heavily defended? Probes will still fight between themselves!

(Notice the Colony Pod near Janissary Rock.)
'Land probes on sea transports' is a pretty effective strategy. You sacrifice 1 movement point (as opposed to a probe foil) to gain the following benefits:
+ You can mount several probes on a single transport (gives you more actions)
+ They are separate entities. You can dismount probes if the transport comes under attack, and you don't lose movement points on sea if the probe is wounded.
+ A land probe does not expend its movement by buying sea units, as it can't move in their tile. You can buy multiple sea units with a single land probe.
+ By the same reasoning, you can check sea fungus tiles with land probes to see if there is an enemy there. If someone is hiding in xenofungus, the probe will offer you to buy it. Land probes are thus excellent scouts at seas, even though it probably is an exploit.
+ They can penetrate deeper into enemy territory than probe foils that are stuck at sea tiles.
- They can't assault land bases directly from the sea without Amphibious pods.
As you can see, they are highly useful. So the enemy probe foil gets killed by my land one. Of course, that leaves my transport exposed in the middle of Pearl Sea...
...and next turn, in 2181, the Drones send a cruiser to deal with it. Of course it dies, but it leaves the cruiser exposed to yet another transport with yet another probe on it.

And that's how I got the cruiser chassis. Too late to make combat ships (and they are too expensive to compete with the ones the Drones field), but still useful for better and bigger transports.
Notice the Colony Pod from the previous screenshot is no longer there, but a message how Drones detonated a Havoc missile near janissary Rock is. Yup, the Drones are pelting me with rockets now.
Alright, that does it. Now I am pissed off.

All production is switched to military now.
You can see the invasion fleet creeping closer.

There are rovers and probes coming south to pick a ride on the transport foil.
Also, check the wounded battle cruiser inside Cannery Row. I have no idea why it's wounded. Was there a fight with Caretakers? Regardless, it's a good opportunity that it got damaged. I can't let it heal back to full with a Naval Yard the Project provides. So I send a Havoc Rocket its way... it can't kill it (too armored), but it should prevent the repairs until my ships get there.
Spartan Federation: population 114.
...to be continued.