Turn 3
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
Home System:
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
Size: 30/42
Ecology: 74 (5-2= Stable)
Population: 12/12 (12 Employed)
Industrial capacity: 6/turn
Science: 2/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)
-9 Farms: 4/9
-2 Mine: 2/4
-1 Industry: 4/4
-1 Fuel refinery 0/2
-1 Observatory: 0/2
-1 Lab: 2/2
Storage:
-2 IC
Narmalia
Narmalia
Construction3 x Farm(3IC)
1 x Fuel Refinery (4IC)
1 x Observatory (I forget the IC cost, If I can't afford it then ignore it) 2 IC
ResearchEcology: Artificial pollution Filter: Size 4, 4IC, removes 1 pollution [3/9] ((Note, these are not researched yet. The numbers indicate progress))
Advanced Scientific Theory: Large labs: 15 IC; 4 size, 6 pop required, produces 6 science points [3/9]
Enhanced Agriculture [0/9]
GeneralPopulation remains stable (Pop growth is affected by your food surplus, it might be wise to man more farms.)
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%
Local system
Alloris Prime is small and molten
Alloris II is hot and lifeless (Size: 40,Anomaly:Poisonous athmosphere, Decent minerals(+25% mine IC production), no life)
Size: 28/48
Ecology: 66 (5-1= Stable)
Population: 12/15 (12 Employed)
Industrial capacity: 4/turn
Science: 2/turn
Energy: 0
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: 4/4
-1 Fuel refinery: 0/2
-1 Lab: 2/2
Storage:
1 IC
0 food
Alloris IV [Gas giant. No resources Anomaly: Disruptive magnetic field(Jams sensors)]
-Large Moon [No information]
-Smaller Moons [No information]
-Rings[No information]
Alloris V is a large, barren rock; and Alloris VI is a small tundra planet with sparse lifeforms.
But the exploration of the system was fraught with difficulties. Without a proper exploration vessel, any probes were quickly lost to the void, and the Allorans had to rely on the Great Observatory to gain a better understanding of their homeworld's siblings, and the difficulty involved in settling there.
ConstructionFuel Refinery (4IC)
Tourny-Feast-Thing (2IC)
1 IC remaining
ResearchContinue work on Chemical Engine mk2 [6/10]
OtherThe Tournament is but a minor succes, having only a small effect on happiness and no noticeable effect on population growth.
The Observatory scans Alloris IV
The forests have encroached on some previous unoccupied terretory.
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: 27/58
Ecology: 41 (2-2= Stable)
Population: 8/13 (8 Employed)
Industrial capacity: 6/turn
Science: 2/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)
-2 farms 2/2
-1 Mine: 0/2
-1 Industry: 4/4
-2 Lab: 2/4
Storage:
2 IC
5 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.
Construction4 IC stockpiled.
1 Lab (6IC)
2 IC remaining.
ResearchContinue research on artificial pollution filter. [6/10]
Manpower1 Industry 4/4
2 Farms 2/2
1 Lab 2/2
GeneralNo population growth
The Crystalline flood plains have expanded, taking up a small nearby valley.
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: 25/46
Ecology: 64 (5-2= Stable)
Population: 12/15 (12 Employed)
Industrial capacity: 5/turn
Science: 2/turn
Energy: 0
Anomaly: Mc Theridon's fortress
Buildings:
-10 Forests: (Absorbs up to 5 pollution per round. Doesn't increase ecology)
-5 Farms: 4/5
-1 Mine: 1/2
-1 Industry: 4/4
-1 Lab: 2/2
-1 Observatory: 0/1
-4 Mc Theridons fortress: 6 attack, 10 Defense 50/50 hp (Only one fortress, but said fortress is size four)
Storage:
8 IC
3 food
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(
Gas giant(10)
Construction
2 Farms (-2 IC)
Storage:+3 IC (8IC)
Research
Basic KineticSpaceship weapons:See OP (You only get one of the weapon techs though) [5/10]
Improved Industry: See OP [1/10]
Manpower
Move one pop away from the observatory to work on one of the farms
Pop remains stable
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.
Large planet(3)
Debris ring
Medium planet with magnetic field. Possible live (4)
Size: 24/44
Ecology: 71 (5-2= Stable)
Population: 14/15+1 (13 Employed)
Industrial capacity: 4/turn
Science: 2/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)
-5 Farms: 5/5
-1 mine: 0/2
-1 Industry: 4/4
-2 Lab: 4/4
-1 fuel refinery: 1/2
Storage:
1 IC
2 food 8: Small planet
8: Large planet
1 Pioneer: HP:[1/1], Fuel: [0/1], Cargo: [N/A] Fuel use:0.25, Speed: 1, Sensors: 1
Construction:
1 Fuel refinery (-4 IC)
1 Pioneer (-1 IC)
Research:
Continue research on farming [6/10]
Pollution reduction [1/10]
Manpower:
Move 1 Pop from the mine to the labs, and 1 Pop from the mine to the newly constructed refinery. Put any new population to operate the labs.
Ship design:
Pioneer:
1x Engine (1 point)
1x Fuel tank (1 point)
1 Sensor module (2 points)
1x Cargo space (1 point)
Cargo only stores 1 resource for every 2 points.Other:
The feast is a succes, and population grows as a result.
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: 21/46
Ecology: 53 (5-1= Stable)
Population: 16/18(16 Employed)
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)
-8 Farms: 9/12
- 2 Mines [1/4]
-1 Industry: 4/4
-1 Lab: 2/2
Storage:
-5 IC Their system is relatively pristine, though all it would take is a few probes too change this.
2 IC prize for
- Breakthrough in fabbers
- Nano defense
- Annihilation reactor
- Gravity control
Build: 4 farms,
Manpower: one guy off of production to man it
ResearchNanotech fabricators IC boost, ( Will give a +10% production bonus, but nanotech isn't always safe) [6/7]
Anti nanite bomb [1/20]
What tech would be nessecary for this
http://www.schlockmercenary.com/2001-03-25? For size alone we're talking about an XL, maybe XXL spacecraft. (Ie Small(current)--> Medium --> Large --> Xl---> XXL-->...--> That's not a moon)GeneralThere's a breakthrough in nanite defense systems. A group of sientists have formulated a plan for a low yield EMP bomb that will destroy all nanites in a small to medium radius, while leaving conventional electronics unharmed.
[/
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.
Local System description:
Tirunog: Stable sun-like star
Tirunog I: Very hot rock, slightly smaller than mercury
Tirunog II: Oceanic world with highly acidic oceans and even more acidic atmosphere.
Tirunog III: Gas giant that has roughly 80% size of Jupiter. Has several small rocky moons and one big moon Kalamad
- Small moons: [0/2 size,Metals]
- Rings: [Metals, fuel]
Size: 24/39
Ecology: 71 (5-1= Stable)
Population: 13/18 (11 Employed, 2 Younglings)
Industrial capacity: 2/turn
Science: 3/turn
Energy: 1
Anomaly: Energy rich environement.(+25% energy production)
Buildings:
-10 Forests: (Absorbs up to 5 pollution per round. Doesn't increase ecology)
-6 Farms: 6/6
-1 Industry: 2/4
-2 Lab: 3/4
Storage:
0 IC
7 food Tirung IV: Mars-sized frozen rock
1 Explorer MK I (Hp:[2/2] Fuel: [1/2] Cargo:[0/2] Speed: 1 Sensors: 1
Construction (0+2 IC aviable)
Explorer MKI (see below) (1 IC)
Yacht * 3 (1 IC)
Research (3RP)
Generic: Lasers [7/9]
Pops (11 available)
-6 Farms: 6/6
-1 Industry: 2/4
-2 Lab: 3/4
General:
Agree to the proposal. Gift newly built civilian yachts to companies to use as they want. Also promise that they will get Explorer MKI as a reward as soon as we build our second ship for the navy.
Design:
Explorer MK I:
Engines * 2 (2 points)
Fuel Tanks * 2(2 points)
Sensor module (2 points)
Cargo space * 4 (4 points)
Yacht:
Engine (1 point)
Fuel Tank (1 point)
Cargo space (1 points)
I'm sure you know you can't actually store anything in this.Navy:
Explore orbit of Tirunog III, especially other moons
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: 26/54
Ecology: 67 (5-2= Stable)
Population: 13/15 (13 Employed,)
Industrial capacity: 4/turn
Science: 2/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: 5/6
-1 Mine: 0/2
-1 Observatory: 0/1
-1 Industry: 4/4
-1 Lab: 2/2
-1 Fuel refinery 2/2
Storage:
0 IC
2 fuel
2 food Enormous star
Medium planet (6)
Small planet (7)
Large planet (
Asteroid belt (
Affnidia 4 (9)
Gas giant (9)
[/spoiler]
2 Explorationators: HP:[6/6] Fuel:[0/5], Cargo:[0/1]; Speed: 1, Sensors: 1
1 Battalion: [3 attack, 3 defense, 10/10 hp]
Construction: 2x Explorationator (2x2IC)
Fuel refinary (4IC)
Ship Design: Explorationator (20 modules)
6x basic engines (6pts)
Why 6 engines?, 2 of them are going to be useless,.5x fuel tank (5pts)
2x sensor module (4pts)
Cargo module (2pts)
Armour (2pts)
Research: Ground weaponry (various): 6 / 10.
Manpower:
Pull pop out of 1 farm and the mine to man fuel refinary.
Military:
Weapons & armour for one battalion. (2IC)
Other: scan system with observatory. (I'll get on with generating these soon)
Host speech about 'the new age' of space travel. (Your speech is midly succesfull, increasing global happines a bit.)
IC bank: 0
((As always, if you think I made a mistake, please say it.))