Turn 15
Name Leader: High Fin
Race: Zelterrans
Abilities:
Aquatic
Aquaculture
Distance from sun:5
Size: 55/55(30/30 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]
1 small terraformer [Deactivated: 5 IC to activate. Possible usages:Change atmospheric conditions, change terrain for optimal use(effectively increasing availble size), and others]
15: Important reefs and stuff. No economic benefit but some would opose their destruction.
In orbit:
5/5 Spacestation
-Medium size spaceport
0 IC
12 Food
0 Metal
7 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[ Allows the construction of terraforming machines and terraforming ships. (added to OP). [Small terraformers: 10 IC, 2 size. Requires 5 IC to work]]
-Mass Drivers[Orbital mass drivers: 5 size, 10 IC, 5 rare metals. Can transport up to 10 cargo units in system per turn.]*
Kylon I - gas Giant (Jumpgate in orbit[30/30 hp 0/40 fuel. Size: 10/10])
Zelterra
Nilus - Small Aqua World
Coris Belt - A massive asteroid belt spinning around the system's star
Killos - System Star
Construction:
Orbital Shipyard
Workforces:
2 Pop. - Aquaculture Center
2 Pop. - Mine
4 Pop. - Factory
4 Pop. - Lab
4 Pop. - Fuel Distillery
Research:
Jump gate research: Research indicates there to be 2 possibilities. Either researching the construction of our own Jumpgates, or portable ones.
- Jumpgate construction[Allows construction of orbital jumpgates. 20 IC, 10 raremetals, 5 science artefacts, 20 fuel, 10 size] [2/100]
- Portable jumpdrive [0/15]
Other Things:
The mines produced more metal then expected and this excess metal has gone into the construction of the space station and the orbital shipyard.((OOC: If you want to have a leader with associated bonusses, please give me a short description of both the governing systems and the leader))
Leader: Xinchi
Race: The ageless ones
Abilities:
Genetic modification
Connected
Name: Zykel Title:High Explainator
Government: A very direct democracy that is set up to take use the Ageless Ones telepathy in: elections, in streamlining the Bueracracy, and in to explaining to the people what the hell your doing.
(Non existent fraud; leaders have higher influence).
Time Between Leaders: 10 turns
Scientific( +25% research)
Respected citizen(Smaller chance of uprisings)
Peaceful( -1 to military actions)
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
2 Ic
18 food
5 metal
6 Rare metal
2 fuel
Size: 3/56.
Heat:6.
Atmosphere: Useless*3
Resources: [3* Metal, 1*Food 1* Useless].
Live: Low level sentience .
Moons: Debris ring: [
]
Scout fleet: Location: Home planet. Fuel: 6/10. Jumpdrive capable.
Construction ship. Location: Home planet. Fuel: 2/5 0/10
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
Improved Metal Mining:[Increase mine output by 25%.(Rounded down)]
1 moderate planet
Planet name here
debris ring[Fuel, useless]
debris ring
debris ring
1 large planet
1 gas giant
BuildingResearchSubatomic Nanobots:[Can be used in conjuction with any rolled action, and will then give a small bonus to it,while worsening the effects if the roll fails.[2/10] (This is just the effect of the basic of the nanotech tree. You can develop the individual functions later.)
WorkforceGen modify 1 factory worker (all factoryworkers are already genmodded)
Fleet movementsRecall construction ship. (One move per unit per turn)
Domestic newsstock all buildings to full and begin asking for volunteers to colonize
You manage to get some volunteers, now you just need some ships to transport them.((OOC: Names for the planet would be nice))
Name Leader: High Queen Kalerria
Race: Vespara
Abilties:
Amphibous
Superhives
Leader Name and title: High Queen Kalerria
Governement system: (Semi-Democratic. SMaller chance of uprisings. Controversial desciscions might be vetoed, but generally aren't.)
Average time between ruler change: (Long. 20 turns)
Industrial background:(+ 12.5% IC production)
Silver tongue(Reduces morale hit from failures, bonus to stability)
Spokesperson of shady organisations.(Can be manipulated by industrialistic organistations and NEPA. Better don't disappoint them.)
Size: 43/50 (0/10 flooded)
Heat: 7
Atmosphere: WaterX2
Life: Jungle
Resources: Metal X2, Fuel, Food
5 Superhive: 18/20 pop
5 farms: Produce [20/25] 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
5 IC
27 food
15 metal
2 Rare metal
2 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. jumpdrive capable [5/10 Fuel. 4/4 hp] Home
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
Near nova star
2: Asteroid belts remnants
2: Small metal cored
3: Large planet:
9: Supergasgiant[Useless*2, Greenhouse*3, Oxygen*2, Fuel*1]
-Rings*2
Construction:
Construction:
Farm
Workforce:
5 in farms
2 in mines
4 in Factories (Make IC)
4 in the labs
2 in the distillery
1 in observatory (Keep an eye out for local cosmic or alien events)
Research:
Lab 1: Vesparra subspecies: [Optimal heat:8 Can survive:7 and 9][8/30]
Lab 2: Research Plague to Exterminate the Neighboring Species [2/20]
Other:
Scout Ship: Scan the Supergiant and jump home.
The Supergasgiant turns out to be rather worthless. It's rings might contain valuable resources, but wherether or not they are worth the risks and investements needed to extract them is unknownLeader: Brief members of congress aligned with NEPA on both our research projects (Subspecies and Genocide Plague) in a top secret meeting. Ask for their input on what project to actively peruse, and by extension what local planet will host our first in System colony.
There's a minor majority for the genocide project, but most of the invited members don't like either idea. Not strong enough to activily oppose you, but they won't support you either. Leader Name: Kobcho
Race: Chryka
Abilities:
Living rock
Metamorphose
Leader Name and title: The Great Kobcho
Governement system: Despotism(Leader has a greater effect on nation. Smaller change of peaceful forced change of governement)
Average time between ruler change: Long (20 turns)
Heir apparent (Smaller chance of uprising and such)
Tech focused(+25% research)
Supreme race. (-4 to extraterrestial diplomacy rolls)
Size: 41/44 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)
6 Farm Produces [30/30] food, [6/6] Workforce
9 Cities(19/18)
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
3 Lab [2/2]Workforce
1 Fuel distillery [2/2] Workforce
1 Observatory
1 Cloning center
1 IC
6 Metal
7 Food
0 Fuel
2 Science stuff
Size: 13/42 (10 flooded)
Heat:6,
Atmosphere: Water*2,
Semi-inteligent life.
Resources: Fuel, Food*3
[Small moon: Resources; Rare metals.]
1 city [1/2]
2 farms [0/7]Prod [0/2] Pop
5 Flamethrower soldier Battalions [3 attack 2 defense[9/10]] Traits:
Bug Vanquisher 5 soldier battalions [2 attack 2 defense [8/10]
Close combat carnageChryskav: II
5 soldier battalions [2 attack 2 defense [8/10]
Close combat carnageUfo 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: 10/20 fuel, 3 attack, 5 defense, 10/10 hp, 0/30 storage. Jumpdrive capable
Chryskav I is small, Mercurian, and airless. (Size:18 Heat:8. Resources: Rare metals, Luxury metals)
Chryskav II:
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:
1 IC available
No production.
Workforce:
18 pop available.
Farms: [6/6]
Mines: [0/3] (Metal)
Laboratory: [6/6]
Fuel Distillery: [0/2]
Observatory: [0/1]
Cloning center: [2/2] (Cloning)
There's some protest against the cloning centers, but no incidents.Transported: 1
Soldiers: 3
Research:
3 labs research single population hostile-environment city-mines. [15/20]
Military:
Flamethrowers take shifts regaining strength and having 3 battalions stationed at the cloning centers.
Fleet:
UFO takes 5 food, 1 civilian pop and 1 soldier pop [with 5 standard soldiers] to Chrykav II. The civilians will turn into a city and two farms.
There are some problems, however. It seems that the squirel like lifeforms have seen the light of the landing spaceship, and now they are moving towards it from all directions. Your troops are awaiting your orders, wherether they are to fire indiscriminatley or something else.Name Leader: Sorgarth
Race: Magnologers
Abilties:Bunkers
Great engineers
Leader Name and title: Chairman Sorgarth.
Governement system: Aristocratic republic.(Frequent leader switches but an overal stable system. Bonus to stability and can switch parties at will))
Average time between rulers change:Short-medium (5-10 turns-
The different parties
The Expansionists: The party, which gladly wants to colonise space, people from every corner of Thorcas end up in this party. They are good diplomats, and ready to take on the world that is out there. Usually to the expanse of our only people. They are considered one of the more elitistic parties in the council. Always ready to sacrifice for the greater good.
Diplomatic:+2 to diplomacy
Expansionistic: Small bonus to pop growth
Heads in the sky: -1 to domestic affairs
The Populists: Experts on maintaining a good approval rating, the populists are representing the people. They act as a counterbalance against the Expansionists. They are usually elected when the approval rate of the people falls. They are usually more sloppy with the economy than the other parties, and prefer to create large parties rather than investing.
Populist: +5% bonus morale/turn
Voice of the people: Smaller chance of revolutions
Bad economists: -12.5% production
The Warparty: The Warparty, obviously representing the military, experts on warfare. They are elected during times of crisis, both inner and outher. They will defend Thorcas to the very end, and everyone are very capable in their field of expertise. However, they are short-sighted, and when elected, focusing every resource on the planet towards the military.
Warparty: +2 to military rolls
Patriotss: Can draft patriots and militia without immediate happines loss
Wartime economy:-1 to all non military rolls
The Economists: People from the business world, ready to take on the economical needs of the government. They are usually elected during economical booms or recessions. They are very capable, but usually neglect the need for research, which tend to slow down during their regime.
Economists: +12.5% production
+1 to trade negotiations
Keep it simple: -12.5% research
The Technologists: Scientists and doctors, highly focused on improving the technological standard on Thorcas, ususally to the expense of everything else. They are very pacifistic, and are against every active aggression move against another world. Which leads to an endless debate between The Technologists and the Warparty.
+12.5% research
Pacifists: +2 to diplomacy
Pacifists: -4 to military rolls
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 [9/12]
5 Farms: ( Produces [20/20] 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
6 IC
3 Food
0 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 [3/3]
2 mine[2/2]
0 food
0 luxury goods
4 metal
2 IC
Thorcas
5 Soldiers [2 attack; 2 defense 10/10 hp]
Equipment:
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]
Basic cargo ship: X/5 fuel, Capacity X/10 [Trading route A]
A: Ashima - Thorcas. 2/10 fuel. (Transporting stuff)
-Minor civilian investements
-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)
-Kardish price: Uses 2 luxury. Held every five turns. May cause a random breakthrough (4)
Sun
Telmun Prime [Heat:8, Size:17,Resource: Fuel]
Asteroid Belt[Resources: Metal*2]
Thorcas
Asteroid belt[Resources: Luxury goods, Fuel]
Asteroid belt[Metal, useless]
Ashima
Gas giant
Asteroid belt
Gas giant
Build:
Cargo ship. Engage Traderoute)
Industry (Ashima)
Population:
18 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: [2/2]
Soldiers: 1
Pop:
(Ashima)
Mines 1/2
Industry: 2/4
Research:
Reverse engineer some of the more advanced weapons we bought from the aliens. Try to apply their design to large ships.
[6/10. Light ballistic weaponry. Cost per ship: 1 IC, +1 to attack]
Trade route:
2 food, 1 pop 6 IC from homeplanet
4 Ore To homeplanet.
Other:
Spend 4 luxury goods on a party to celebrate our great traderoute.
The celebration is less succesfull then intended, and fails to increase the estatic mood.
Private investements start to show up among the traderoute. Mostly these are small ships traveling with your large cargo liners, allowing people to go see their family/ their homeworld for a while.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)
Leader Name and title: GDCAG (The one who grow smartly). And he has no formal title, It's just his opinion is respected and have great influence on direct democracy decisions
Governement system: Direct Democracy: Allows for multiple leaders, but each leader has less effect. Changing can be done without trouble and risk of uprising is diminished
Respected Cornovan(Seriously diminished risk of uprisings)
Tech focused(+12.5% research)
Capitalcentric(Bonusses apply only to your homeplanet)
Distance from sun:4
Size: 43/51
Heat: 6 (Earthlike)
Atmosphere: Useless, Useless , Poisonous.
Life: Earthlike. Watch out the long nights.
Resources: Metal*2, Fuel, Luxury goods,
12 Carnovan fields: [21/24] pop. [36-24=12food production]
5 Farm[3/5] Workforce. [12/20]production
3 Mine [1/3 workforce] [12/12 Metal production, 0/2 Luxury production]
2 Factory [6/8 workforce] [9/12 IC production]
3 labs [4/6]
1 observatory
1 small spaceport
18 food
18 IC
5 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
1 scout fleet
Compact factories (same as standard, but -1 to size)
Higher industry efficiency. Increases max conversion rate/per pop by 50%
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]
Biofuels [Allows factories and distilleries to converse 5 food into 1 fuel. With a max production of 4/3 a turn.(Factory and distillery)]
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[Heat:8 Size: 16 Resources: Luxury goods. No atmosphere, no life]
Medium planet.[Heat: 7 Size: 23 Resources: Metal. No atmosphere, Life: Protobacteria]
-Small moon
Asteroid belt
Planius
Gasgiant
Gas giant
Construction:
Basic scout ship
Small spaceport
Workforce (19 available):
Farms: [3/5]
Mines (Metal): [3/3]
Factories [6/8]
Labs [6/6]
Observatory [1/1] (study medium planet)
Research queue (3 labs)
1) Biofuels [Allows factories and distilleries to converse 5 food into 1 fuel. With a max production of 4/3 a turn.(Factory and distillery)] [3 turns left.] (I think it should be done next turn) Done
2) Lab #2 -Roof planting. :Suitable buildings provide their size/4 space that can be used only for Cornovan fields and farms [0/10]
3) Orbital lenses and mirrors system: [Cost: 30 IC Size:10 Orbital system: Attack=10-Solar distance Def: 4 20/20 hp. Boosts farm and cornovan food output by 1.][2/40]
Misc: GDCAG - announces that he wants to find a wife. The one who is equally wise as him and will help him to improve the mighty Cornovan race. (As a respected and reknown member of the community, GDCAG is quickly overwhelmed with responses. In fact, he might just have his pick. (Just give a description, and I write up. I might write up multiple for you if you want to. She won't be a full fledged leader, but more of an retinue figure.)
-Population growth continues, but slows down. Well, as long as it doesn't stop there are no problems.