Turn 12
Name Leader: High Fin
Race: Zelterrans
Abilities:
Aquatic
Aquaculture
Distance from sun:5
Size: 55/55(26/30 flooded used)
Heat: 6 (Earthlike)
Atmosphere: 3* water
Life: Rich Underwater Flora, and Fauna with some on what little land there is: Basic Earth animals with the mythical creature, the kraken, existing in numbers here. Massive shark-orca-squid creatures are the main predators that the Zelterrans face.
Resources: Foodx2, Metals, Fuel,
2 Aquaculture center: [18/18] food production, [2/2] pop needed
8 Hive cities: 18/16 pop
2 Mine: Produces 4 Metal. 2 Pop needed
1 Industry: Produces [4/6] IC. [4/4] pop needed
2 Labs[4/4]
1 Aquatic shipyard
2 Fuel distillery.[2/4 People, 2/4 output]
15: Important reefs and stuff. No economic benefit but some would opose their destruction.
10 IC
12 Food
(9 plagued food)
0 Metal
4 fuel
Kylon
-2 Fighter squadrons: 1/5 fuel.5/5 hp.Attack: 2, Defense: 1 (Note, needs 1 fuel to lift out of the drydock)
-1 Scout fleet: [3/10 fuel]
Zelterra
-2 Ground to space batteries[10/10hp, 4 attack, 0 defense
-1 Regiment of Kalkari militia [10/10 hp, 5 attack, 3 defense]
-Advanced Aquaculture basics: Gives a +1 food bonus to aqua farms
-Solar Powered fighter engines: [Fighters don't use fuel when fighting]
-High industry efficiency
Kylon I - gas Giant (Jumpgate in orbit)
Zelterra
Nilus - Small Aqua World
Coris Belt - A massive asteroid belt spinning around the system's star
Killos - System Star
Construction:
None
Workforces:
2 Pop. - Aquaculture Center
2 Pop. - Mine
4 Pop. - Factory
4 Pop. - Lab
4 Pop. - Fuel Distillery
Research:
Mass Drivers[3 turns left. Allows the construction of orbital mass drivers. Orbital mass drivers: 5 size, 10 IC, 5 rare metals. Can transport up to 10 cargo units in system per turn.]
Terraforming[3 turns left. Allows the construction of terraforming machines and terraforming ships. (To be added to OP). [Small terraformers: 10 IC, 2 size. Requires 5 IC to work]]
Other Things:
-The expedition succesfully arrives at the structure. It a rather large ring like structure, easily half a kilometer across, making it large enough for your ships to easily frly through it.. However it seems to be badly damaged. The scientist are asking wherether or not they should investigate the inside.
-Population levels increase tremendously. People are complaining about overcrowding.
Leader: Xinchi
Race: The ageless ones
Abilities:
Genetic modification
Connected
Planet size: 32/36 (5 flooded)
Heat: 6
Atmosphere: Useless gas, Water, greenhouse
Life: Rich psychic life that can connect to eachother
Resources:Metal, Fuel, Rare Metals(43/50)
3 Farm Produces [13/12] food, [3/3] Workforce (3 genmodified)
4 Cities(8/8)
2 Arcology Pop cap:[7/8] . Farm included: [1/2] workforce [4/8 food output])
2 Mine (+3 Metal,+1rare metal) [2/2] Workforce (Gen modified)
1 Factory( Produces [3/4] IC) [2/4] Workforce (Gen modded)
1 lab[2/2](Gen modded)
1 Hospital system
1 Fuel distillery[2/2]
1 small spaceport
1 Ic
10 food
1 metal
6 Rare metal
2 fuel
Arcologies V.0.1 :(Build cost: 10 IC, Size:2 Pop cap: 4. Farm included: [0/1] workforce [0/4 food output])
Jump-drive: Requires 2 rare materials
1 moderate planet
Planet name here
3 debris rings
1 large planet[Size: 56. Heat:6. Resources: [3* Metal, 1*Food 1* Useless]. Live: Low level sentience. Moons: Debris ring: [
]]
1 gas giant
Dangerous system, no research data at the moment.
Scout fleet: Location: Home planet. Fuel: 6/10. Jumpdrive capable.
BuildingBuild a space port
Spaceport has been build. Though there was not enough IC to build a cargo ship.ResearchImproved Metal Mining:[3 Turn. Increase mine output by 25%.(Rounded down)] PAUSED
Faster Gene research [Research time depends on what exaclty you want to do with it.]
WorkforceDomestic newsPopulation growth stops and population levels stabilize.
A large amount of the food in the stockpile went bad.The scout fleet blips away, a few minutes later it's already back, it seems it entered a system whose star is entering the final stages of it's live. To make matters worse, they jumped right on top of it. Luckly they managed to jump out before they were destroyed.Name Leader: High Queen Kalerria
Race: Vespara
Abilties:
Amphibous
Superhives
Size: 42/50 (0/10 flooded)
Heat: 7
Atmosphere: WaterX2
Life: Jungle
Resources: Metal X2, Fuel, Food
5 Superhive: 18/20 pop
4 farms: Produce [20/20] food [4/4] pop
3 Mines Produce 12 metal [3/3] pop
1 Industry Produce 4 IC 4 pop
1 Small Spaceport
1 fuel distillery [2/2]
2 lab[4/4]
1 Observatory
1 IC
16 food
31 metal
2 fuel
Jump-drive: Requires 2 rare materials
Cryo-systems: [Allows you to freeze in pop units both on ships and other places. Freezing costs 1IC/ per pop unit. Frozen pop units still need living place.]
[Can refine 10 metal and 2 fuel into 1 rare metal. Reaction happens at factories.(max 2/turn); Causes pollution if done large scale]
Size:42,
Heat:9
Atmosphere: Greenhouse,
Resources: Metal*2, Useless*2,
Life: Bacterial
1 scout ship [7/10 Fuel. 4/4 hp]
Construction ship: 6 IC, 3/5 fuel, capacity 0/10 (Crustacea)
Chelicerata and Hexapoda
Crustacea[Size:42, Heat:9 Atmosphere: Greenhouse, Resources: Metal*2, Useless*2, Life: Bacterial ]
Arthropoda
rocky planet[Size: 40. Heat:8 Atmosphere: Greenhouse*2,Useless Resources: Metal*2, Fuel, Research artifacts*1 Life: [Modern] Moon: large moon, small moons]
Gas giant
Gas giant
Construction:
1 Construction Ship
Workforce:
4 in farms
3 in mines
4 in industry
4 in the labs (Conclude research on rare metal synthesis. See Research section for detailed information on what lab 2 is to do. If there is any lab time left and the abduction attempt was successful, research the captured aliens, focusing on their language and religion.)
2 in the distillery
1 in observatory (Keep an eye out for cosmic or alien events in our system)
Other:
Name uninhabited rocky planet 'Crustacea'
Construction Ship: Fuel up, Take 5 metal and 5 food and stash it away on Crustacea for later.
Scout Ship: Try to abduct some more civilized aliens. Visit one of the underdeveloped regions of the planet this time. They shouldn't have anti-air there.
It seems you weren't particulary lucky again. What showed up on the previous scan as a desolate area had suddenly turned into a military base. You ship escaped without scatches this time.Spend 5 metal to mint some coins in honor of the naming of Crustacea and the launch of the Construction Ship. Distribute coins to populace.
The populations generally doesn't really care about space things, they are more concerned about the other aliens.Research:
Rare metal syntheses: Done
Alien research: Error 404 alien not found
Leader Name: Kobcho
Race: Chryka
Abilities:
Living rock
Metamorphose
Size: 37/44 size (10 flooded)
Heat: 5 Heat
Atmosphere: WaterX2,Useless gasses(Methane) X2
Life: Moderate organic life on the surface and in a dense underground cavern network formed by large worm-like lifeform. Aquatic lifeforms larger than two meters in length are quite rare.
Resources: Food, Fuel, Metal, Research Resources(48/50)
4 Farm Produces [20/20] food, [4/4] Workforce
9 Cities(18/18)
3 Mine (+[2/3] Science relics(Not exactly the right word, it just indicates everything that could be useful, including catalysts and such) [2/3] Workforce
2 Lab [2/2]Workforce
1 Fuel distillery [2/2] Workforce
1 Observatory
1 Cloning center
0 IC
0 Metal
3 Food
6 Fuel
2 Science stuff
5 Flamethrower soldier Battalions [3 attack 2 defense[10/10]] Traits:
Bug VanquisherUfo Blueprints: 10 IC, 2 Rare metals, (Requires Medium shipyard) 0/20 Fuel, 3 Attack, 5 Defense, 10/10 hp 0/30 storage
Cloning centers: Size:2, 6 IC, Can turn 5 food into 1 pop. Negative effects can't be excluded
Chryskav I is small, Mercurian, and airless. (Size:18 Heat:8. Resources: Rare metals, Luxury metals)
Chryskav II is fertile and twice Chryskav I's size. It has a single moon. 40% of its surface is land, divided into four main continents with scattered island chains. It has a thin atmosphere with oxygen. Barely intelligent stone-age squirrel-like life-forms are beginning to form towns across its surface. Kobcho is uninterested in their well-being or enslavement, and only vaguely interested in them as a scientific curiosity.(Size:42, Heat:6, Atmosphere: Water*2, Semi-inteligent life. Resources: Fuel, Food*3 [Small moon: Resources; Rare metals.] )
Chryskav III has abundant shifting subterranean tunnels, formed by large, semi-rare worm-like creatures. 80% of the surface is land, formed into one super-continent dotted with landlocked seas. Three small moons (about 125% total Lunar mass when combined) orbit the planet.[Small moons: Size:10 Resources:Metals and rare metals]
Asteroid belt.[Resources: Metal, Luxury resources]
Chryskav IV is a gas giant with five moons.[3* Greenhouse gasses,1* useless, 1*fuel[Moons: 1 large:[Size 14. Metal] 4 Small:[Size:4 Useless]]]
Asteroid belt.[Metal, fuel]
Chryskav V is a gas giant with eight moons.[2*useless, 1*water,Poison, Fuel] Moons: 8 size Useless
Chryskav VI is Venusian world with a single moon.[Size: 56, Atmosphere: Greenhouse*5, Poison*2 Resources:
Life:
Temp: 7] [Moon:
]
Construction on Chryskav III:
Dismantle the factory. Metamorphosis, cloning, and computers shall carry us through.
Workforce:
16 pop available.
Farms: [4/4]
Mines: [2/3] (Mine relics)
Factory: [0/4]
Laboratory: [4/4]
Fuel Distillery: [2/2]
Observatory: [1/1] (Planet II's moon.)
Cloning center: [2/2] (Cloning)
Soldiers: 1
Research:
1 lab finishes research on large-scale computer center entertainment facilities. [1 turn left. As said before, the countdown edits whenever you add more labs. I might change that.]
1 lab begins repairing the alien craft. (I can't seem to find the old repair cost, so here are some new ones.[3/5 IC 1/2 metal]
Domestic affairs:
Serious problems at the cloning center. It seems that the parasite, which we though we had exterminated, somehow managed to get inside the cloning system. The infestation is much worse then before. Only half the operaters made it out in time, and all cloned units have been compromised.
By some strange effect of faith, population growth is extremely high this year.
Name Leader: Sorgarth
Race: Magnologers
Abilties:Bunkers
Great engineers
Size: 30/30 (5 flooded)
Heat: 7
Atmosphere: Useless gasses X1, Water X1
Life: A lot of life underground in natural caverns. Surface is almost deserted.
Resources: Metal, Fuel, Luxury goods
6 Bunkers 12/12
2 Advanced bunkers [2/6]
5 Farms: ( Produces [16/16] food. [4/4] workforce)
3 Mines: ( Produces [4/6] metal.[2/3] workforce]
1 Industry: ([4/4]Workforce, [6/6] Production)
1 Observatory[1/1 population]
1 Research facility[1/2 Population]
1 Fuel distillery[0/2]
1 small shipyard
0 IC
2 Food
1 Metal
4 luxury foods
2 fuel
Size: 2/54
Heat: 7
Atmosphere: Atmosphere:Greenhouse,Greenhouse,Useless
Life: Microbiological
Resources: Metal*2,Fuel, Useless*2
1 advanced Bunker [1/3]
1 mine[1/1]
[spoiler=Storage]
2 food
3 metal
Thorcas
4 Tank squads: Thorcas [+2 to attack, +2 defense, land only]
5 Infantery weaponry [+1 to attack]
2 Heavy infantery weaponry [+2 to attack, -1 to defense]
1 Jumpdrive
Ashima
1 scout ship [0/10 fuel] Ashima
Basic cargo ship: X/5 fuel, Capacity X/10 [Trading route A]
A: Ashima - Thorcas. 1/5 fuel. (Transporting stuff)
-Higher industry efficiency. Increases max conversion rate/per pop by 50%
-Jumpdrive: 2 rare metals
-Allows you to upgrade bunkers to advanced bunkers. (+1 person for 2 IC)
Sun
Telmun Prime [Heat:8, Size:17,Resource: Fuel]
Asteroid Belt[Resources: Metal*2]
Thorcas
Asteroid belt[Resources: Luxury goods, Fuel]
Asteroid belt
Ashima
Gas giant
Asteroid belt
Gas giant
Construction:
Build 3 advanced bunkers. (2 on homeplanet, one on our colony.)
Population:
14 pop available.
Farms: [5/5]
Mines: [1/3] (Ore)
Mines: [2/3] (Luxury Goods)
Factory: [4/4]
Laboratory: [2/2]
Observatory [0/1]
Fuel refinery: [0/2]
Research:
Finish advanced bunkers.
Trade route:
2 Food from homeplanet, 2 IC.
5 Ore To homeplanet.
Other:
Spend 4 luxury goods and 2 food on a feast to increase happiness, make a promise that within 6 turns, there should be no industries on our glorious home planet any longer, it should be a place dedicated to research and military.
The feast is a minor succes. Truly it is good to no longer be self sufficient.Name Leader: Carrin (GDCAG)
Race: Carnovans (GGGDGA)
Abilities: Master Race (No cities. Instead build Carnovan Fields(2 size. 10 food cost. 0/2 pop capacity. Counts as ground defenses. 2 food upkeep))
Photosynthetic( Carnovan fields produce food= (10-Solar distance)/2)
Distance from sun:4
Size: 30/51
Heat: 6 (Earthlike)
Atmosphere: Useless, Useless , Poisonous.
Life: Earthlike. Watch out the long nights.
Resources: Metal*2, Fuel, Luxury goods,
10 Carnovan fields: [16/20] pop. [30-20=10food production]
4 Farm[4/4] Workforce. [16/16]production
2 Mine [2/2 workforce] [4/4 Metal production, 2/2 Luxury production]
1 Factory [4/4 workforce] [4/4 IC production]
3 labs [4/6]
33 food
12 IC
3metal
0 luxury goods
4 soldier squads [2 attack, 2 defense 10/10 hp] Fanatic
1 tank squads [4 attack, 4 defense , 10/10 hp] Fanatic
Compact factories (same as standard, but -1 to size)
Expansionistic: By elevating the status of those who contribute most to reproduce, you have changed the social structure a bit. (Bonus to pop growth, happines lowers iwthout expansion)
Red Giant (Sun)
Small planet
Medium planet.
Asteroid belt
Planius
Gasgiant
Gas giant
Construction: (13+4 IC)
1 Laboratory
Workforce (14 available):
Farms: [2/4]
Mines (Metal): [1/1]
Mines (Luxury): [1/1]
Factories [4/4]
Labs [6/6]
Army
Guard lab #3
Research:
Lab #1 - Compact factories (same as standard, but -1 to size) [1 turns left]
Lab #2 - [Teker cloning centre: 2 size, 6 IC, 0/4 pop. 1 pop=>1 food 5 food=> 1 pop(Pop limited to mining and farming)Small chance of an uprising][2 turns left]
Lab #3 - biofuels (farms can be used to grow fuel instead of food)[5 turns left. Allows factories and distilleries to converse 5 food into 1 fuel. With a max production of 4/3 a turn.(Factory and distillery)]
Misc
Give social rewards to female Cornovans that provide most seeds for planting (2 luxury, 5 food)
You once again accidently over do your action, causing a complex shift in social structures. While this will increase population growth, expansion limits might be problematic.Population grows a bit.Do you prefer individual warehouse spoilers for each planet, or should I just add all to the same spoiler with horizontal rules between them.