Turn 13
Name Leader: High Fin
Race: Zelterrans
Abilities:
Aquatic
Aquaculture
Distance from sun:5
Size: 55/55(28/30 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
10 Hive cities: 18/20 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
0 Metal
8 fuel
Kylon
-2 Fighter squadrons: 1/5 fuel.5/5 hp.Attack: 2, Defense: 1
-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
-Terraforming[Finished. Allows the construction of terraforming machines and terraforming ships. (added to OP). [Small terraformers: 10 IC, 2 size. Requires 5 IC to work]]
Kylon I - gas Giant (Jumpgate in orbit[30/30 hp 0/40 fuel])
Zelterra
Nilus - Small Aqua World
Coris Belt - A massive asteroid belt spinning around the system's star
Killos - System Star
Construction:
2 Hive Cities (Underwater)
Workforces:
2 Pop. - Aquaculture Center
2 Pop. - Mine
4 Pop. - Factory
4 Pop. - Lab
4 Pop. - Fuel Distillery
Research:
Mass Drivers[2 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[Finished. Allows the construction of terraforming machines and terraforming ships. (added to OP). [Small terraformers: 10 IC, 2 size. Requires 5 IC to work]]
*Requires a spacestation to be located in.
Other Things:
The warp gate seems to be mostly made up out metal support structures, with 4 control hubs around the edges. Closer scanning reveals that these control house some sort of unknown machinery. Whatever it is, it's offline now. Probably ran out of fuel, as the fuel traces in it's gigantic empty tanks indicate. You could probably fuel it up, but it seems rather fuel hungry. Or you could try to study it's innerworkings, and maybe create a smaller portable version. A breakthrough is made in the lab, and Terraforming instalations are availble much faster then expected.
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:[8/8] . Farm included: [2/2] workforce [8/8 food output])
2 Mine (+6 Metal) [2/2] Workforce (Gen modified)
1 Factory( Produces [5/4] IC) [4/4] Workforce (Gen modded)
1 lab[2/2](Gen modded)
1 Hospital system
1 Fuel distillery[2/2]
1 small spaceport
0 Ic
13 food
4 metal
6 Rare metal
4 fuel
Scout fleet: Location: Home planet. Fuel: 6/10. Jumpdrive capable.
Construction ship. Location: Home planet. Fuel: 0/5
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.
BuildingConstruction ship build.ResearchImproved Metal Mining:[1 Turn. Increase mine output by 25%.(Rounded down)]
WorkforceDomestic newsNothing important happens.
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
18 food
19 metal
2 Rare metal
4 fuel
Size:42,
Heat:9
Atmosphere: Greenhouse,
Resources: Metal*2, Useless*2,
Life: Bacterial
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]
1 scout ship [6/10 Fuel. 4/4 hp]
Construction ship: 6 IC, 2/5 fuel, capacity 0/10 (home)
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
Workforce:
4 in farms
3 in mines
4 in Factories (Synthesize Rare Metal x2)
Synthetization succesfull. Pollution levels remain normal.4 in the labs (Research the creation of a new Vesparra species or subspecies capable of surviving the slightly hotter atmosphere of Crustacea)
2 in the distillery
1 in observatory (Keep an eye out for cosmic or alien events in our system)
Research:
Vesparra subspecies: [Optimal heat:8 Can survive:7 and 9][4/30]
Other:
-Scout Ship: One more abduction attempt, return home regardless of success.
The abduction is succesfull. The aliens appear to be coldblooded hard shelled(exoskeleton) landdwelling beings. Lengths up to 4 meter, height up to one. They posses a tail, which seems to once have been used in combat. They move on 4 appendages, using the the other four to eat or craft with extreme precision.-Construction Ship: Return home
-Fuel production systems were exceptionally efficient this year.
Leader Name: Kobcho
Race: Chryka
Abilities:
Living rock
Metamorphose
Size: 38/44 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)
5 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
6 Metal
5 Food
8 Fuel
2 Science stuff
5 Flamethrower soldier Battalions [3 attack 2 defense[10/10]] Traits:
Bug Vanquisher10 soldier battalions [2 attack 2 defense [10/10]]
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
Computer entertainment. Size:2 10 IC [0/5 pop] Raises happines by the amount of pop "working".
UFO: 0/20 fuel, 3 attack, 5 defense, 10/10 hp, 0/30 storage
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:
4 IC available
-2 IC, 1 metal: Repair UFO
-2 IC: Farm
Workforce:
18 pop available.
Farms: [4/4]
Mines: [3/3] (Metal)
Laboratory: [4/4]
Fuel Distillery: [2/2]
Observatory: [1/1] (Scan for ships.)
NothingCloning center: [0/2] (Cloning)
Soldiers: 3
1 pop turns into 4 IC
Research:
2 labs research single population hostile-environment city-mines. [Planetary Hostile evironement mines. 4/20]
Military:
Convert another 2 pop to soldiers. (Train them near the cloning centers, so they'll be able to help if the parasites attack.)
Quarantine the cloning centers with the army.
The Quarantine is succesfull. The roads are cut off and barricades have been put in place. The Parasites seem to be multiplying though and sensors report previously unseen biosigns.Other-Population expansion makes up for metamorphis use.
-The population is unconcerned about the threat.
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
4 Bunkers 8/8
4 Advanced bunkers [10/12]
5 Farms: ( Produces [20/20] food. [4/4] workforce)
3 Mines: ( Produces [4/6] metal.[2/3] workforce] [2*Damaged]
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
2 IC
4 Food
3 Metal
0 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 [2/3]
1 mine[1/1]
[spoiler=Storage]
0 food
0 luxury goods
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 2 advanced bunkers on homeplanet.
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:
Reverse engineer some of the more advanced weapons we bought from the aliens. Try to apply their design to large ships.
[2/10. Light ballistic weaponry. Cost per ship: 1 IC, +1 to attack]
Trade route:
2 Food from homeplanet, 2 luxury goods.
5 Ore To homeplanet.
Other:
Have one large feast (4 luxury goods, 2 food) to increase pop on homeplanet.
The homeplanet feast is a gigantic succes. Population levels rise tremendously. And a smaller one on colony. (2 food, 2 luxury)
This one is less succesfull, but it does the job.A series of severe earthquakes shocks Thorcas. While everyone is fine in their bunkers, two of the mines collapse. While they could probably be repaired if needed, this would cost some IC. 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: 37/51
Heat: 6 (Earthlike)
Atmosphere: Useless, Useless , Poisonous.
Life: Earthlike. Watch out the long nights.
Resources: Metal*2, Fuel, Luxury goods,
11 Carnovan fields: [18/22] pop. [33-22=11food production]
4 Farm[2/4] Workforce. [8/16]production
2 Mine [1/2 workforce] [4/4 Metal production, 0/2 Luxury production]
2 Factory [6/8 workforce] [9/12 IC production]
3 labs [4/6]
24 food
15 IC
0 metal
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)
Higher industry efficiency. Increases max conversion rate/per pop by 50%
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 without expansion)
Red Giant (Sun)
Small planet
Medium planet.
Asteroid belt
Planius
Gasgiant
Gas giant
Construction:
1 Cornovan field
1 Factory
Workforce (15 available):
Farms: [2/4]
Mines (Metal): [1/1]
Mines (Luxury): [0/1]
Factories [6/8]
Labs [6/6]
Army
Guard lab #2
Research:
Lab #1 - FInished
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][1 turns left]
Lab #3 - Biofuels [Allows factories and distilleries to converse 5 food into 1 fuel. With a max production of 4/3 a turn.(Factory and distillery)] [4 turns left.]
Misc:
Have a speech and attempt to encourage soldiers to reproduce only with other soldiers (yes, I want soldiers caste)
This time, you're not that succesfull. Almost caused a military coup.Mine output is higher than usualPopulation growth continues.