Turn 6:
Race name: Narma (sing. Narman)
Race description:
Nimble and agile : +1 to defense rolls in combat, +1 to rapid movement
Highly intelligent: +10% Research bonus
Lack any significant strength: Soldiers have 30% less HP
Colonized planets:
Size: 37/42
Ecology: 74 (6-2= Stable)
Population: 15/18 (15 Employed)
Happiness: 75%
Industrial capacity: 5/turn
Science: 4/turn
Energy: 0
Anomaly: Metal deposits(Increases mine IC output by 25%)
Buildings:
-10 Forests: (Absorbs up to 5 pollution per round. Doesn't increase ecology)
-10 Farms: 6/10
-2 Mine: 4/4
-1 Industry: 0/4
-1 Fuel refinery 0/2
-1 Observatory: 1/1
-2 Lab: 4/4
-Artificial pollution filters
Storage:
8 IC
14 food
Normal Sun
-Inhospitable, molten surface;
-Inhospitable, magma seas,
-rocky landscape; Inhospitable, rocky with ice caps at poles;
-Hospitable, rocky with some dirt near oceans, sparse vegetation, mineral rich
-Narmalia
Ecology: Artificial pollution Filter: Size 4, 4IC, removes 1 pollution
Advanced Scientific theory
Exploration ship. Hp: [2/2] Fuel: [3.5/4] Fuel use: [0.5] Sensors: 1 Speed: 1
ConstructionConstruct an Artificial Pollution Filter (Because I can) and hold celebrations including the first launch of the scout ship. [4IC + 2IC for parties]
ResearchEnhanced Agriculture [2/9]
FleetThe rendez-vous goes not that well, the unknown fleet has broke up to evade it but has maintained their course towards the planet. No contact has been made, or inquiries about their intentions.
GeneralThe feast ends up to be a disaster. A formely unknown nationalist fraction of an ethnic minority tried to overthrow the governement, bombing the parties and killing a small hunderd people.
Race name: Alloran
Race Description:
Heavily muscled and tough: Soldiers have 30% extra HP
Industrious : + 10% Industry bonus
No respect for ecology: Pollution is increased by 20%
Size: 30/48
Ecology: 66 (5-2= Stable)
Population: 15/15 (13 Employed)
Happiness: 80%
Industrial capacity: 0/turn
Science: 4/turn
Energy: 2
Anomaly: Dangerous fauna/flora (Nature influences battles)
Buildings:
-11 Forests: (Absorbs up to 5 pollution per round. Doesn't increase ecology)
-8 Farms: 5/8
-1 Observatory: 1/1
-1 Industry: 0/4
-1 Fuel refinery: 2/2
-2 Lab: 2/4
Storage:
0 IC
0 food
4 fuel
Alloris Prime is small and molten [Size: 17 Anomaly: Molten, HE environement(+50% fuel production)]
Alloris II is hot and lifeless (Size: 40,Anomaly:Poisonous athmosphere, Decent minerals(+25% mine IC production), no life)
Alloris III
Alloris IV [Gas giant. No resources Anomaly: Disruptive magnetic field(Jams sensors)] Explorer I,II
-Large Moon [Size: 8 Ecology:0 Heat:4, Anomaly: No athmosphere, Mineral poor]
-Smaller Moons [Size: 4 Ecology:0 Heat: 3 Anomaly: Mineral rich, Energy poor]
-Rings[Precious materials, research artifacts]
-Giant spacestation
Alloris V is a large, barren rock[Size:53, Heat:5 Ecology: 0 Anomaly: Low energy environement]
Alloris VI [Size: 36 Ecology: 51 Heat:4 Anomaly: Frozen terrain, Life, Rare materials]
Explorer I HP: [2/2] Fuel: [1.6/2] Cargo: [0/2] Fuel use [0.4] Speed: 1, Sensors: 1
Explorer II HP: [2/2] Fuel: [1.6/2] Cargo: [0/2] Fuel use [0.4] Speed: 1, Sensors: 1
5 Battalions Infantery. HP: [13/13] Attack: 2 Defense: 2
The Allorans were amazed at this discovery. It was instantly suggested that this was one of the mythical jump gates from the empire, and there was an outcry to claim it in the name of Alloris.
ResearchAll into Interstellar Theory[6/20]
MilitaryThe five battalions train in the jungles, against each other and nature (Hoping for a better training bonus than basic training, but with possible damage due to the hazards they're training against.)
After five days in the jungle, the troops are suddenly attacked by a large group of wildlife. They are 6 legged, and slightly larger than a horse. Their jaws are filled with razorsharp teeth, and their sleek fur makes them hard to follow in this jungely environement. The humans of old Terra would have had a word for these beasts: Direwolves, seemingly plucked straight from their worst dreams. These things are not imagined though and trying to outrun them is impossible, they are always there, up in the trees, no matter how fast your men drive in their trucks. Your men see no other choice than circling the wagons and fighting them of. Explorer I shall scan the Space Station
The explorer tries to scan the station. Getting information about the specific layout of modules is hard. It appears something is interfering with the sensors. However, they are pretty sure noone is alive in there.If Battalions can be carried in cargo holds, then Explorer II returns to Alloris III. Otherwise, it scans the rings of Alloris IV.
It finds many interesting things. Not only are the materials in the rings considered valuable by your nation, it also contains thing that are certain not of natural origin. Maybe more artifacs, possibly of the same origin as the station.OtherMove 2 pop from Industry to Labs.
Hold a Feast, using all spare food and an IC to help pop growth.
Pop expands rapidlyIf possible, the observatory scans nearby systems (useful once the jump drives are researched)
Sadly, not possible.Player Name: Emperor Botoro
Race name: Botoron
High resistance to non-blunt sources of trauma: +2 to defense rolls
Consume organic life: Sometimes Produces food when destroying organic units and buildings and such(Includes for example forests)
Slow movement and thought: -1 to movement in battle, -1 to initiative
Size: 32/58
Ecology: 41 (2-1= Stable)
Population: 12/15 (11 Employed)
Industrial capacity: 4/turn
Science: 4/turn
Energy: 0
Anomaly: Crystalline food(The crystalline plants and food liquid will slowly spread naturally, unless curbed. Overexploitation might limit growth)
Buildings:
-4 Forests: (Absorbs up to 2 pollution per round. Doesn't increase ecology)
-9 Crystalline food plains (Produces 9 food)
-4 farms 3/4
-1 Industry: 4/4
-3 Lab: 4/6
-2 observatory: 0/2
Storage:
0 IC
10 food
Local system description: Five planets in orbit about the binary stars Orin (A small bright blue star) and Niro (A star twice the size of our sun and a dull red). The Botoro are settled on the second planet closest to the sun, Gungar.
The first planet is rocky, and far too hot for the Botoro. The second planet is Gungar. The third planet is inhospitable, with no life to consume to provide fuel for the crystals, and completely lacking in minerals. The fourth planet is a large gas giant. The fifth planet is a truly massive gas giant, with a orbiting moon large enough (and getting enough light and heat) supportint indigenous life, it has medium minerals.
2 Battalions Infantery. HP: [10/10] Attack: 3 Defense: 3(+2)
Construction0 IC stockpiled.
4 IC spent on equipment for troops
0 IC remaining
Research
Hospital research [8/10]
Manpower and buildings1/1 Industry 4/4
0/1 Mine 0/2
3/4 Farm 3/4
2/2 Lab 4/4
0/1 Observatory 0/1
Other:Military:Recruit 2 batallions of soldiers, 3 batallions of militia.
Give the regular soldiers Basic Weaponry and Basics Armor (-4 IC total)
Have the militia surround the mine where the enemy spaceship landed, and wait for the regular troops to be ready.
The militia and regular troops are in place. No contact has been made so far.[/quote]
Player Name:Lord Aldea
Race name:Imperials
-Fast reproduction: Pop expands faster
-Advanced ranged weapons: +2 to ship attack
-Hampering the enviroment.: 20% extra pollution
Size: 31/46
Ecology: 64 (5-2= Stable)
Population: 14/15 (13 Employed)
Happiness: 80%
Industrial capacity: 3/turn
Science: 3/turn
Energy: 1
Anomaly: Mc Theridon's fortress
Buildings:
-10 Forests: (Absorbs up to 5 pollution per round. Doesn't increase ecology)
-7 Farms: 5/7
-1 Mine: 0/2
-1 Industry: 3/4
-2 Lab: 4/4
-1 observatory: damaged
-1 Fuel refinery: 1/2
-1 Small Spaceport 0/2
-4 Mc Theridons fortress: 6 attack, 10 Defense 50/50 hp (Only one fortress, but said fortress is size four)
Storage:
1 IC
10 food
2 Fuel
Large main sequence star
Medium planet (1) Way to close to the sun
Asteroid belt
Large planet +Metal core. Probably with live(Size: 52, Ecology: 82, Anomaly: Jungle planet, Life: No intelligent life detected)(5)
Mc Theridon (6)
Gas giant(7)
Gas giant(
Gas giant(
Medium with metal core(Size: 34 Ecology: 23 Heat 4, Anomaly: Energy rich, ruins)
Gas giant(10)
Explorator MK I [HP:1/1][Fuel: 0.5/1][Fuel use: 0.25][Speed: 1][Sensors: 1] (Planet 9)
Fighter I [HP:2/2][Fuel: 0/1][Fuel use: 0.5][Attack: 1][Speed: 1][Sensors: 1]
5 Infantery : HP:[10/10] Attack: 2 Def: 2
ConstructionSmall Space Port (-5 IC)
Storage:1 IC
ResearchStart researching basic spaceship shield technology (3RP) [4/10] (there are 2 kinds of shields, which one do you want?)
Start researching better spaceship armour (1RP) [2/10]
ManpowerMove the new pop to the lab.
NavyThe explorator will mark the coordinates of the ship and travel to the medium planet with the metal core.
GeneralRecruit 5 permanent battalions.
A fire has nearly distroyed the observatory.
Race Name: Retha (singular Reth)
Race Description:
Particularly efficient metabolism: 10% less food needed
reliability and durability: +20% ship/building health
reduced industrial throughput. : -10% industrial production.
Size: 26/44
Ecology: 71 (5-2= Stable)
Population: 14/21+2 (14 Employed)
Industrial capacity: 4/turn
Science: 4/turn
Energy: 1
Anomaly: Mostly oceanic (Enemy ground troops need special equipment)
Buildings:
-10 Forests: (Absorbs up to 5 pollution per round. Doesn't increase ecology)
-3 Improved Farms: 6/6
-1 mine: 0/2
-1 Industry: 2/4
-2 Lab: 4/4
-1 fuel refinery: 1/2
-1 observatory 1/1
Storage:
6 IC
15 food
2 fuel
Large planet(3)
Debris ring [Mysterious artefacts, No minerals, Energy normal]
Medium planet with magnetic field. Industrial era [Size:36, Ecology: 61, Anomalies: Intelligent Live, luxury goods]
Rethacal
8: Small planet
8: Large planet
1 Pioneer: HP:[1/1], Fuel: [0.5/1], Cargo: [N/A] Fuel use:0.25, Speed: 1, Sensors: 1. Location: Belt
Improved farms
Improved Fuel tanks
2IC prize for spacetech breakthroughs (Propulsion 3 IC)
Anyway:
Construction:1 Observatory (-2IC)
Store the other 2 IC (9 IC)
Research:Medical infrastructure [6/10]
Pollution reduction [1/10]
Ion engine research: [3/10]
Navy:Have the Pioneer examine as many of the mysterious artifacts as possible.
Your Pioneer doesn't have the equipment to examine them, sadly. Though they do find one peculiar thing. Sadly they can't bring it home.Manpower:Move a pop unit from industry to farming and a pop unit from industry to the newly constructed Observatory. If there is pop growth move the new pop unit to the fuel refinery.
Another propulsion breakthrough was made, solving the fuel tanks problem.
[/quote]
The Forgotten Ones
Researchers: +10%
Nanotechnology: +20% to nanotech research. Can attempt to use nanotech with varying results
Suck at diplomacy.: -4 to diplomacy
Size: 25/46
Ecology: 53 (5-1= Stable)
Population: 17/20(17 Employed)
Happiness: 80%
Industrial capacity: 5/turn
Science: 2/turn
Energy: 0
Anomaly: Nanogene environement
Buildings:
-5 Nanoforests: (Absorbs up to 5 pollution per round. Doesn't increase ecology)
-16 Farms: 10/16
-2 Mines [1/4]
-1 Industry: 4/4
-2 Lab: 2/4
Storage:
-1 IC
-1 Jumpdrive
-3 food
Their system is relatively pristine, though all it would take is a few probes too change this.
Nanotech fabricators: +10% IC
2 IC prize for
- Breakthrough in fabbers
- Annihilation reactor
- Gravity control
Defense sattelite: 20/20 HP attack: 4 Defense 6 [PD network(gives a defense bonus to all other combatants)]
General:
Offer to let him fab new stock, otherwise just offer nanobots.
Priority to buy,
Jumpdrive, satellite, weapons
You manage to procure the Jumpdrive and Defense sattelite for just 10 IC, and both parties leave happy.Research (just noticed I forgot to incorporate a bonus.)
Anti nanite bomb [8/16]
Nanotech constructors: [6/16]
BreakthroughIndustry: 4 farms if Ic is left
Race name: Kalams
Race Description:
Tough and regenerating: +30% hp, regains health faster
Researchers: +10% Science
Part of food and living space for useless and dangerous younger generations: 20% of the population can only be used as rebellious soldiers at best.
Size: 28/39
Ecology: 75 (5-1= Stable)
Population: 15/15 (11 Employed, 1 army, 3 Younglings)
Industrial capacity: 4/turn
Science: 2/turn
Energy: 0+1 (Civ bonus)
Anomaly: Energy rich environement.(+25% energy production)
Buildings:
-10 Forests: (Absorbs up to 5 pollution per round. Doesn't increase ecology)
-7 Farms: 5/7
-1 Industry: 4/4
-1 Mine: 0/2
-1 Fuel refineru: 0/2
-2 Lab: 2/4
Storage:
0 IC
6 food
2 fuel
Local System description:
Tirunog: Stable sun-like star
Tirunog I: Very hot rock, slightly smaller than mercury [Size: 16 Temp: 9 Anomaly: Luxury goods, Rare materials]
Tirunog II: [Size: 34, Heat:6 Anomaly: Water planet, acidic, Metalic]
Tirunog III: Gas giant that has roughly 80% size of Jupiter.[Acidic athmosphere]
-Galamad (Heat 5)
- Small moons: [0/2 size,Metals]
- Rings: [Metals, fuel]
Tirung IV: [Size: 36, Heat: 3 Anomaly: Highly metalic, Ultralight metal]
1 Explorer MK I (Hp:[2/2] Fuel: [1/2] Cargo:[0/2] Fuel use: 0.5 Speed: 1 Sensors: 1 Tirunog IV
5 Battalions Planet defenders[Hp: 13 Att:2 Def: 2]
Basic laser weaponry
Laser drills Doubles mines effectiviness, but the higher energy consumption means they will require one unit of fuel per mine. [8/10]
Construction (4+4 IC aviable)
Refinery (4 IC)
Mine (2 IC)
General action (2 IC)
Research queue (2RP)
2) Ship based laser drills. [0/20]
3) Laser tanks
Pops (11 adult, 3 youngsters, 1 army)
-7 Farms: 5/7
-1 Industry: 4/4
-2 Labs: 2/4
Navy:
Explore Tirunog I
Interesting things are found, apparently Tirunog I has many interesting crystal deposits, which can be used as focusing crystals in lasers or as luxury goods.General:
Spend 2 IC as grants for young and intelligent individuals that decide to choose scientific career, especially in `laserology`
No succes, sadly.Player name: Administrator-General Uffnik Schwarz
Race name: The Affnids
Race Description:
great reflexes: +1 to defense rolls, +1 to resisting ambushes
Adaptability: Colonization margins are larger
they are very easily angered: -1 to diplomacy, larger rebellion chance
Size: 28/54
Ecology: 67 (5-2= Stable)
Population: 16/18 (16 Employed,)
Happiness: 85%
Industrial capacity: 2/turn
Science: 4/turn
Energy: 2
Anomaly: Varied environement. (Infantery trained here gets the adaptable Trait)
Buildings:
-10 Forests: (Absorbs up to 5 pollution per round. Doesn't increase ecology)
-6 Farms: 6/6
-1 Mine: 0/2
-1 Observatory: 1/1
-1 Industry: 2/4
-2 Lab: 4/4
-1 Fuel refinery 2/2
Storage:
2 IC
4 fuel
5 food
Enormous star
Afnidia 1 (6) [Size: 34, Ecology :21 Temp: 8]
Afnidia 2 (7) [Size: 17], [Ecology: 31, Temp: 6 Anomaly: Mineral poor]
Afnidia 3 [Size:56 Ecology:0 Temp: 7, Anomaly: Major deposits of Unknown materials](
Asteroid belt (
[Fuel rich]
Affnidia 4 (9)
Gas giant (9)
[/spoiler]
1 Luna 1: HP:[6/6] Fuel:[3/5], Cargo:[0/1]; Speed: 1, Sensors: 2, Fuel use: 1 Affnidia 1
1 Luna 2: HP:[6/6] Fuel:[0/5], Cargo:[0/1]; Speed: 1, Sensors: 2, Fuel use: 1
1 Battalion Professionall [4 attack, 3 defense, 10/10 hp. Trait: Adaptable(Ignores some terrain effects), Elite: +4 to nonattack/Def rolls
1 Battalion Professionall[3 attack, 2 defense, 10/10 hp. Trait: Adaptable(Ignores some terrain effects), Common: -2 to nonattack/Def rolls
3 Battalions Professionall [2 attack, 2 defense, 10/10 hp. Trait: Adaptable(Ignores some terrain effects), Common: -2 to nonattack/Def rolls
Construction:
None
Research:
Ship based mining equipment. [8/20] [4RP]
Army:
Form battalions into a full time army [-1 pop from industry]
Have the 1st and Finest parade to improve morale ( whatever that does)
It increases happyness by 5%Basic training is basically my way of saying 'do nothing'. It just sounds more productive to me.
Sounds like more work for me(rolling for it)Navy:
Luna 1 (Affnidia 2) examine Affnidia 1 more closely.
Nothing new foundAffnidpower:
Any new pop. To industry.
DoneOther:
Scan asteroids with obeservatory ( I have no idea if this will work, but still...)