Turn 17
Leader Name and title: Zolas Nisala the High King, known to the people as the Saint King
Governement system: Monarchy
Average time between ruler change: Long
Researcher(25%)
Peoples hero(less change of revolts)
Bloody background(change for revolt when repressing people)
Race: Zelterrans
Abilities:
Aquatic
Aquaculture
Distance from sun:5
Size: 57/57(30/32 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
11 Hive cities: 19/22 pop
2 Mine: Produces [4/4] Metal. [2/2] Pop needed
1 Industry: Produces [4/6] IC. [4/4] pop needed
2 Labs[4/4]
2 Fuel distillery.[4/4 People, 4/4 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]
4 Poison algae
15: Important reefs and stuff. No economic benefit but some would opose their destruction.
In orbit:
5/5 Spacestation
-Medium size spaceport
4 IC
12 Food
0 Metal
5 fuel
Kylon
-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]
-2 Fighter squadrons: 5/5 fuel.5/5 hp.Attack: 2, Defense: 1
Basic tanker ship: 0/15 fuel
-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(Atmosphere:Fuel*1, water*3, Useless*1.
Orbit
-Jumpgate[60/60 hp 0/40 fuel. Size: 10/10])
-XL moon: [Size:31 (5 flooded) heat:6 Life:2 Resources:Research artefacts, fuel*2]
Zelterra
Nilus - Small Aqua World
Coris Belt - A massive asteroid belt spinning around the system's star
Killos - System Star
Construction:
Basic tanker ship: 4 IC, 0/15 fuel, (Spaceport required. Allows refueling in orbit and midflight)
Movement:
Both Fighter Squadrons return to Zelterra for refueling
Workforces:
2 Pop. - Aquaculture Center
2 Pop. - Mine
4 Pop. - Factory (I assume you wanted it this way, considering the mines can only employ 2 pop units)
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] [60/100]
- Portable jumpdrive [0/15]
Orbital Habitat Modules: [Gives +1 pop cap to any cities constructed in orbit. 2/15]
Other:
-Population growth threatens to stress food supply
-Research goes decently, and different ways to combat the algae are devised. Burning seems to be the most effective, but barricades and preventing them from getting light work too. As for the research opportunities, you could either modify the algae to deploy it on other planets, or extract the poison. It seems to be ome kind of neurotoxin, which can quickly kill, or if used in correct dosages, incapacitate.
-Your scientists report an enormous breakthrough in jumpgate research. They guess they are now farther than halfway done.
-The scout makes an interesting discovery on Kylon. Apparently, it is orbited by an exceptionally large moon, which has it's own atmosphere and is quite similair to your home planet. It might even be habitable.
((That were some lucky rolls. Especially nat critting a d100 twice ))
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
4 Ic
22 food
6 metal
6 Rare metal
0 fuel
Size: 5/56.
Heat:6.
Atmosphere: Useless*3
Resources: [3* Metal, 1*Food 1* Useless].
Live: Low level sentience .
Moons: Debris ring: [
]
2 cities [1/4]
1 farm
1 mine
Scout fleet: Location: Home planet. Fuel: 6/10. Jumpdrive capable.
Scout fleet*2 Fuel: 0/10
Other planet:
Construction ship. Fuel: 3/5 0/10 IC
Cargo ship. Fuel: 3/5 Cargo: 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
Construction and transportFuel up the cargo ship move it and the construction ship which now has 4 IC with 1 pop and 6 food over to the planet that is larger than the former center of the universe. Build 2 cities on new planet. Back at the home planet construct two new scouts. Make sure the cargo and construction ships have enough fuel to get home.
ResearchSubatomic 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.[7/10] (This is just the effect of the basic of the nanotech tree. You can develop the individual functions later.)
OtherNo heroes apply. The doctrine is passed, but it's rather weak and not much of an improvement on existing laws
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: 48/50 (0/10 flooded)
Heat: 7
Atmosphere: WaterX2
Life: Jungle
Resources: Metal X2, Fuel, Food
6 Superhive: 20/24 pop
5 farms: Produce [25/25] food [5/5] pop
3 Mines Produce 12 metal [3/3] pop
2 Factory Produce [6/8] IC [6/8] pop
1 Small Spaceport
1 fuel distillery [2/2]
2 lab[4/4]
1 Observatory
4 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 0.5IC/ 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]
Genocide plague
1 scout ship. jumpdrive capable [5/10 Fuel. 4/4 hp] EMPTY SPACE
Construction ship: 3/5 fuel, capacity 0/10 (Rocky planet)
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
-Asteroid belt
-Asteroid belt
-Protoplanet
-Gasbelt
-Protoplanet
Construction:
Factory
Workforce:
5 in farms
2 in mines
6 in Factories (Make IC)
4 in the labs (Finish Genocide Plague Research)
2 in the distillery
1 in observatory (Keep an eye out for local cosmic or alien events)
Research:
Vesparra subspecies: [Optimal heat:8 Can survive:7 and 9][8/30]
Research:
Lab 1: Vesparra subspecies: [Optimal heat:8 Can survive:7 and 9][8/30]
Other:
The plague dropping goes well. Most of the major population centers have been taken, and the plague is spreading fast. Estimates are that it will have killed 99% of the population within 3 turns. A large amount of peopleis asking for communications to be started with the aliens. At the moment they know nothing of the plague
Scout: The scout jumps again, but just ends up in the middle of empty space. Nothing to be seen here.
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: 43/44 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 [6/6]Workforce
1 Fuel distillery [2/2] Workforce
1 Observatory
1 Computer entertainment
1 Cloning center
1 small spaceport
9 IC
6 Metal
8 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 [0/2]
2 farms [0/7]Prod [0/2] Pop
5 Flamethrower soldier Battalions [3 attack 2 defense[10/10]] Traits:
Bug Vanquisher 10 soldier battalions [2 attack 2 defense [9/10]
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".
Hostile environement city: Size 1, Pop: 0/1 3IC
UFO: 9/20 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:
]
((You have me marked as having 3 labs with 2 workforce.)) (I know. I forget stats sometime. I use the correct numbers though.)
Construction on Chrykav III:13 IC available
-5 IC: Small Spaceport
Destroy a mine.
Workforce on Chrykav III:19 pop available.
Farms: [6/6]
Mines: [0/2] (Metal)
Laboratory: [6/6]
Fuel Distillery: [0/2
Observatory: [0/1]
Cloning center: [2/2] (Cloning)
Computer entertainment Facility [0/5]
Converted to IC: 2
Soldiers: 3
Research on Chrykav III:3 labs research single population hostile-environment mines.[Hostile environment mine. Size: 2 3 IC] [ 7/20]
Other:
Overcrowding causes unhappiness.
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 [11/12]
7 Farms: ( Produces [24/28] food. [6/7] workforce)
2 Mines: ( Produces [4/4] metal.[2/2] 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
1 IC
4 Food
6 Metal
8 luxury foods
2 fuel
Size: 7/54
Heat: 7
Atmosphere: Atmosphere:Greenhouse,Greenhouse,Useless
Life: Microbiological
Resources: Metal*2,Fuel, Useless*2
1 advanced Bunker [3/3]
2 bunkers [1/4]
2 mine[2/2]
1 indutry[0/6 Pop: 0/4]
4 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] Attack: 1
Basic cargo ship: X/5 fuel, Capacity X/10 [Trading route A] Attack:1
A: Ashima - Thorcas. 2/10 fuel. (Transporting stuff)
-Great civilian trade.
-Trade conglomerates [Control: 15%]
-Independent traders [Control : 35%]
-Governement [Control: 50%]
-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 (2)
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
Traderoute:
6 metals to homeplanet.
4 food and 6 IC to colony.
Population:
Population:
18 pop available.
Farms: [6/7]
Mines: [2/2] (Luxury Goods)
Factory: [4/4]
Laboratory: [2/2]
Observatory [0/1]
Fuel refinery: [2/2]
Soldiers: 1
Pop:
(Ashima)
Mines 2/2
Industry: 2/4
Build: Industry on Ashima. Upgrade 1 bunker.
Destroy one mine on home planet, build 2 farms.
Other: Arm our trade fleet with our new guns as a simple safeguards. (-2 IC) . Done
Space trade flourishes, however, there are a few problems. At the moment a few mighty trade conglomerates are forming, absorbing independent traders as they go. It's your choice wherether you support them or the individual traders. The conglomerates will be able to do more, but there's the risk of a monopoly. Getting the individual traders to do your bidding would be a adminstrative problem, but at least they won't demand outragous prices.
Also, a few people would like to construct an orbital shipyard around Thorcal. They would like you to contribute 20 IC* and 15 Metal. The spacestation would have the following specifics.
Size: 10/10
-Medium Shipyard: 5
-Civilian trade center, stockpiles and shipyard: 5
*Racial bonus is already included
[/quote]
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)
Retinue
-RSCAG (The one with many flowers)
She was one of the more fertile cornovans that caused that rewarding of the most fertile females. And as she is one of the most fertile cornovans (She has thousands of saplings ), that move made her pretty rich. Also she is famous of her gluttony but in the world of plants this make females more attractive, and that in conjunction with young age and fertility was a main reason why she was chosen as a wife.
-Growth bonus
Distance from sun:4
Size: 45/51 (0/5 roof space)
Heat: 6 (Earthlike)
Atmosphere: Useless, Useless , Poisonous.
Life: Earthlike. Watch out the long nights.
Resources: Metal*2, Fuel, Luxury goods,
13 Carnovan fields: [23/26] pop. [39-26=12food production]
5 Farm[5/5] Workforce. [20/20]production
3 Mine [1/3 workforce] [8/12 Metal production, 0/2 Luxury production]
2 Factory [6/8 workforce] [9/12 IC production]
4 labs [4/8]
1 observatory
1 small spaceport
12 food
19 IC
11 metal
0 luxury goods
0 fuel
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[1 fuel]/spoiler]
[spoiler=Research and civ traits]
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)]
Roof planting. :Suitable buildings provide their size/4 space that can be used only for Cornovan fields and farms [9/10]
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[Poison,Useless*2 water. Small moons:[4 size. Resource: Metal]]
Gas giant[Fuel, Useless*2, other. Small moons [5 size. Resource: Rare metals]
Construction:
1 cornovan field (use roof space)
Workforce (21 available):
Farms: [5/5]
Mines (Metal): [2/3]
Factories (IC) [6/8]
Labs [8/8]
Observatory [0/1]
________________
2) Sealed cornovan field [2 size. 10 food, 5 IC cost. 0/2 pop cap. (Diminshes solar food production by 1)] [6/20]
3) Sealed mine
4) 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]
______
Scouts:
Go to the next gas giant but only if 1 fuel is enough to return to Planius, else go to Planius immediately
________
No progress is made on trying to get civilian interest for extraplanetary operations.
Pop growth is slow but consistent.
(((I might have made some errors. I finished this update halfway some time ago and only now finished it, so...)))