Turn 9
Name Leader: High Fin
Race: Zelterrans
Abilities:
Aquatic
Aquaculture
Distance from sun:5
Size: 55/55(22/30 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: 15/16 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
1 Fuel distillery.[2/2 People, 2/2 output]
15: Important reefs and stuff. No economic benefit but some would opose their destruction.
16 IC
7 Food
(9 plagued food)
0 Metal
4 fuel
-2 Fighter squadrons: 0/5 fuel.5/5 hp.Attack: 2, Defense: 1 (Note, needs 1 fuel to lift out of the drydock)
-1 Scout fleet: [0/10 fuel]
[spoiler:Research]
-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
[/spoiler]
Kylon I - gas Giant (Strange thing in orbit)
Zelterra
Nilus - Small Aqua World
Coris Belt - A massive asteroid belt spinning around the system's star
Killos - System Star
Construction:
Workforces:
2 Pop. - Aquaculture Center
2 Pop. - Mine
4 Pop. - Factory
4 Pop. - Lab
2 Pop. - Fuel Distillery
Research:
Higher industry efficiency: [2 turns left]
Domestic affairsThe scientists have no idea what to do with the plagued food. Should they make it edible, turn it into a weapon?
Population levels grow again.
The people is urging you to launch the scout fleet.
Leader: Xinchi
Race: The ageless ones
Abilities:
Genetic modification
Connected
Planet size: 30/36 (5 flooded)
Heat: 6
Atmosphere: Useless gas, Water, greenhouse
Life: Rich psychic life that can connect to eachother
Resources:Metal, Fuel, Rare Metals(45/50)
4 Farm Produces [17/16] food, [4/4] Workforce (3 genmodified)
5 Cities(10/10)
1 Arcology Pop cap:[4/4] . Farm included: [0/1] workforce [0/4 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]
4 Ic
30 food
1 metal
5 Rare metal
6 fuel
Arcologies V.0.1 :(Build cost: 10 IC, Size:2 Pop cap: 4. Farm included: [0/1] workforce [0/4 food output])
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
Scout fleet: Location: Large planet. Fuel: 1/10
BuildingCity to arco
ResearchImproved Metal Mining:[4 Turn. Increase mine output by 25%.(Rounded down)] PAUSED
Rare metal properties: 1 turns
WorkforceDomestic newsName Leader: High Queen Kalerria
Race: Vespara
Abilties:
Amphibous
Superhives
Size: 40/50 (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]
1 lab[2/2]
1 Observatory
2 IC
17 food
20 metal
2 fuel
Jump-drive: Requires 2 rare materials
Chelicerata and Hexapoda
Rocky planet[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:
Superhive Upgrade ( You already upgraded all your hives. I'm just going to assume you've build a new one.
Workforce:
4 in farms
3 in mines
4 in industry
2 in the labs (Same Research)
2 in the distillery
1 in observatory (Keep an eye out for cosmic or alien events in our system)
2 extra kept busy with milatary drills down at the currently unused Spaceport
Research:
[Suspended animation: 1 turns left. Allows the usage of cryosystems in ships and on planets. Frozen pop units don't consume food.]
Exploration:
Scout Ship: Scan the other rocky planet in the system, fueling up if needed.
Other:
-Start bombarding population with pro-Suspended animation propaganda.
This is infact, not really succesfull and several anti suspension organizations start up, protesting against the governement and other thingies. They also start blaming you for other things, like the recent fire.
-Engineers have discovered that Arthropodas raw mineral deposists are larger then expected, doubling mining outcome.( I seemed to have made a mistake there in the past).
-The 2 pop units doing drills could be used as 10 battalions/ regiments/.... of ground soldiers.
Leader Name: Kobcho
Race: Chryka
Abilities:
Living rock
Metamorphose
Size: 40/44 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(I need a better name for this)
4 Farm Produces [15/20] food, [3/4] Workforce
9 Cities(13/18)
3 Mine (+[4/6] Metal) [2/3] Workforce
1 Factory( Produces 4 IC) 4 Workforce
2 Lab [2/2]Workforce
1 Fuel distillery [2/2] Workforce
1 Observatory
7 IC (-5 rifles/ flamethrowers)
5 Metal
15 Food
1 Fuel
Ufo 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] )
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.
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.
Construction on Chryskav III:7 IC available
Workforce:
12 pop available.
Farms: [3/4]
Mines: [2/3]
Factory: [2/4]
Laboratory: [4/4]
Fuel Distillery: [0/2]
Observatory: [1/1] (Planet V)
Research:
1 lab finishes researching cloning centers.
1 lab begins researching large-scale entertainment facilities.[5 turns left. What kind of entertainment, gladiator style, movie thingies, theather, educationall...]
Other:
Population grows.
The infestation worsens. You're pretty sure the people are no longer rescueable, so you gather the planetary militia, planning to eleminate all the parasites. After only a week, your forces have been completly mobilized. You have 13 militia battalions, all waiting for your signal to attack. Scouts are reporting that there seem to be about 10 groups of enemies, all somewhere around the distillery. Your generals gather and you begin to discuss the plan of attack. (Or you could just outfit your militia with weaponry and such). If you decide to attack your generals have drawn up several plans of attack, though you don't have to follow them.
A. Land attack from all directions: Overwhelm and kill
B. Open the perimeter, lure them into a trap
C. Attack from beneath, ie the Tunnel.
Combat is resolved over PM.
Name Leader: Sorgarth
Race: Magnologers
Abilties:Bunkers
Great engineers
Size: 32/30 (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
8 Bunkers 13/16
4 Farms: ( Produces [16/16] food. [4/4] workforce)
3 Mines: ( Produces [4/6] metal.[2/3] workforce]
2 Industry: ([2/8]Workforce, [3/12] Production)
1 Observatory[1/1 population]
1 Research facility[1/2 Population]
1 Fuel distillery[0/2]
1 scout ship [1/10 fuel] Ashima
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
-Higher industry efficiency. Increases max conversion rate/per pop by 50%
-Jumpdrive: 2 rare metals
Sun
Telmun Prime [Heat:8, Size:17,Resource: Fuel]
Asteroid Belt[Resources: Metal*2]
Thorcas
Asteroid belt[Resources: Luxury goods, Fuel]
Asteroid belt
Ashima[Heat:7,Size:54,Atmosphere:Greenhouse,Greenhouse,Useless,Resources:Metal*2,Fuel,Useless rock*2 Life: Small lifeforms. Mostly oceanic.][Rings:
]
Gas giant
Asteroid belt
Gas giant
Construction:
1 bunker
1 mine[Canceled: No space left. Suggested course of action: Drain useless oceans(Terraforming)]
1 farm [Canceled:]
Population:
12 pop available.
Farms: [4/4]
Mines: [3/3]
Factory: [2/4]
Factory 2: [0/4]
Laboratory: [2/2]
Observatory [0/1]
Fuel refinery: [0/2]
Research: Higher bunker facility. Make every bunker house more people.[1 turns left] Allows you to upgrade bunkers to advanced bunkers. (+1 person for 2 IC)
Other:
Minor population growth.
Unfortunately, they decline the request and want to depart soon. They'll depart Next turn, when their repairs are complete.
Trade up to 8 IC and 3 metal for jump drive and infantry weaponry.
The trade is succesfull, they give you a working jumpdrive and the blueprints and an assortiment of laser blasters and some heavier weaponry. They also offer to trade you the terraforming device, which could solve your space problem, at least temporaly. They want 4 IC and 1 metal for it, and tell you that it'll need 5 ic to operate, and might not be succesfull. 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: 25/51
Heat: 6 (Earthlike)
Atmosphere: Useless, Useless , Poisonous.
Life: Earthlike. Watch out the long nights.
Resources: Metal*2, Fuel, Luxury goods,
9 Carnovan fields: [12/18] pop. [26-18=9 food production]
4 Farm[4/4] Workforce. [16/16]production
1 Mine [1/1 workforce] [4/4 Metal production]
1 Factory [4/4 workforce] [4/4 IC production]
2 labs [0/4]
Red Giant (Sun)
Small planet
Medium planet.
Asteroid belt
Planius
Gasgiant
Gas giant
Construction
2 farms: 2IC
2 labs: 10 IC
1 Cornovan Field: 10 food
Worforce:
Farms: [4/4]
Mines: [1/1]
Factories [3/4]
Labs [4/4]
Research
Lab #1 - Compact factories (same as standard, but -1 to size) [3 turns left]
Lab #2 - Teker cloning centers (cities that produce population suitable only for simple work: farming and mining. Our little stupid loyal slaves. Also this pops can be converted to food at any moment if things go badly. Note that slaves don't need any comfort, so this cities should be able to host more pops per size. )[6 turns left][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]
Domestic affairs:
- The Tekers brought in a large food supply then expected.
Notes: The current carnovan fields are seen as rows of the carnovans with Tekers running between them doing the actual work. The Teker cloning centers have much less control and such, so they might return to their original ways.
Note: The current Cornovan fields are seen as fields of these plants with the Tekers running between them being ordered around. The Teker centre