Turn 4
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: 33/42
Ecology: 74 (5-2= Stable)
Population: 15/18 (14 Employed)
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: 0/2
-2 Lab: 4/4
Storage:
-5 IC
-16 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
Construction1 Lab 6IC
1 Farm 1IC
ResearchEcology: Artificial pollution Filter: Size 4, 4IC, removes 1 pollution [8/9]
Advanced Scientific Theory: Large labs: 15 IC; 4 size, 6 pop required, produces 6 science points [4/9]
Enhanced Agriculture [0/9]
GeneralPopulation grows a bit.
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: 28/48
Ecology: 66 (5-2= Stable)
Population: 13/15 (13 Employed)
Industrial capacity: 4/turn
Science: 2/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: 3/4
-1 Fuel refinery: 2/2
-1 Lab: 2/2
Storage:
4 IC
4 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)]
-Large Moon [No information]
-Smaller Moons [No information]
-Rings[No information]
Alloris V is a large, barren rock[Size:53, Heat:5 Ecology: 0 Anomaly: Low energy environement]
Alloris VI is a small tundra planet with sparse lifeforms.
Explorer I HP: [2/2] Fuel: [0/2] Cargo: [0/2] Fuel use [0.4] Speed: 1, Sensors: 1
Explorer II HP: [2/2] Fuel: [0/2] Cargo: [0/2] Fuel use [0.4] Speed: 1, Sensors: 1
Finally, after work by the greatest minds of the Alloran, they had developed space worthy craft. With great celebration, they were launched on their maiden voyage to the stars.
ConstructionBuild two Explorers (2IC)
4IC stockpiled
2x Chemical Engine mk2 (2 size)
2x Basic Fuel Tank (2 size)
1x Senser module (2 size)
2x Cargo Module (4 size)
Total Size = 10
ResearchFinish researching the engines [Done]
Other+1 pop to Industry
Scan Alloris Prime
Remember to not ask the GM whether I should be getting two points of pollution imstead of one.
Doesn't really matter, does it?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: 30/58
Ecology: 41 (2-2= Stable)
Population: 11/11 (9 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 1/2
-1 Mine: 2/2
-1 Industry: 4/4
-3 Lab: 2/6
-1 observatory: 0/1
Storage:
0 IC
2 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.
Construction2 IC stockpiled.
1 Lab (6 IC)
0 IC remaining after feast
I'm afraid there was a counting problem somewhere, but I can't find it, so I'll let it pass.ResearchFinish research on artificial pollution filter. Finished
Manpower1 Industry 4/4
1 Mine 2/2
1 Farm 1/2
1 Lab 2/2
Other:The feast is a great succes, and population booms. (+2 pop)
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: 27/46
Ecology: 64 (5-2= Stable)
Population: 13/15 (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)
-7 Farms: 5/7
-1 Mine: 0/2
-1 Industry: 3/4
-1 Lab: 2/2
-1 Observatory: 0/1
-1 Fuel refinery: 1/2
-4 Mc Theridons fortress: 6 attack, 10 Defense 50/50 hp (Only one fortress, but said fortress is size four)
Storage:
7 IC
8 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)
Explorator MK I [HP:1/1][Fuel: 0.75/1][Fuel use: 0.25][Speed: 1][Sensors: 1] (Planet 5)
Construction
2 Farms (-2IC)
Storage: +1 IC(7IC)
Research
Basic KineticSpaceship weapons:See OP [9/10]
Improved Industry: See OP [1/10]
Manpower
Move one from the factory to the refinery
Navy:
The Jungle planet proves to be extremely interesting. It's almost entirely covered in rainforests, and features a rather intense and fast water cycle, which causes frequent storms and makes flight difficult. The constant rains and moist conditions make fire unlikely, and most of the trees seem to be adapted to survive if one does happen. The Jungle itself is rather tall, with trees on top of each, and plants growing on top of those, while all are roated in shallow water on the bottom. In total they are often more than a hundred meters tall. Your explorers were unable to get imagery of animals, but they are pretty sure no intelligent live exists. They did find one interesting spot where what appears to be a chunk of metal has pierced through the dense foliage.
General
Population increases.
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: 25/44
Ecology: 71 (5-2= Stable)
Population: 14/17+1 (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: 5/6
-1 mine: 0/2
-1 Industry: 4/4
-2 Lab: 4/4
-1 fuel refinery: 1/2
Storage:
6 IC
6 food
1fuel
Large planet(3)
Debris ring
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: [0.75/1], Cargo: [N/A] Fuel use:0.25, Speed: 1, Sensors: 1. Location: Medium planet
Improved farms
2IC prize for spacetech breakthroughs
Construction:Replace the 5 farms with 3 improved farms (6-3 for the upgrade=3 IC)
Store the remaining 1 IC.
Research:Research:
Medical infrastructure [2/10]
Improved Fuel tanks [2/10]
Pollution reduction [1/10]
Fleet:The pioneer reports several strange and remarkable facts, apparently the aliens are living on land, rather than in the seas. Close up pictures from the aliens can't be taken, but it appears they live extremely spread out, in several small communities, each with it's own terretory. Mines and factories dot the landscape, and the cities of the aliens, which (based on heat imagery) appear to contain about a 2000 lifeforms max. More lifeforms are roaming the landscape, probably as prey or lifestock for the lifeforms. As for technolgy, they seem to have some sort of steam powered industry, and from the wars you observe some crude but pretty lethal explosion based weaponry.
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: 17/20(17 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)
-12 Farms: 10/12
-2 Mines [1/4]
-1 Industry: 4/4
-2 Lab: 2/4
Storage:
-7 IC
-0 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
- Nano defense
- Annihilation reactor
- Gravity control
Manpower: New guy report to farms immediately
Khanstruction: Lab please
Your attempts at recruiting a medieval mongul leader for construction efforts fail, but a lab is nevertheless constructed.
ResearchAnti nanite bomb [4/20]
Nanotech constructors: [2/20]
General: The festival is not very succesfull. There's however, a breakdown in Fabber technology, and anti nanite tech. Though the last one is is questionable, as it involves using liquid hydrogen to freeze the nanites, then moving them before they unfreeze, and somehow desposing of them. It's unlikely it will work for more than a small scale disaster, but the scientist is still asking his reward.
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: 25/39
Ecology: 75 (5-1= Stable)
Population: 15/18 (11 Employed, 1 army, 3 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)
-7 Farms: 6/6
-1 Industry: 0/4
-2 Lab: 4/4
Storage:
0 IC
12 food
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.[Acidic athmosphere]
-Galamad
- 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: [1.5/2] Cargo:[0/2] Speed: 1 Sensors: 1 Tirunog IV
5 Battalions Planet defenders[Hp: 13 Att:2 Def: 2]
Construction (2+0 IC aviable)
Farm - 1 IC
Research queue (4RP)
1) Lasers: Laser drills (improve effectiveness of mines). Doubles mines effectiviness, but the higher energy consumption means they will require one unit of fuel per mine. [4/10]
Pops (11 adult, 2 youngsters, 1 army)
-7 Farms: 7/7
-1 Industry: 0/4
-2 Labs: 4/4
Navy
Explore Tirunog IV. The planet is exactly what it seemed to be. A frozen planet, whitout live. It does however, seem to contain quite a lot of metals. Amongst whose seem to be traces of some extremely light but still strong material which could be usefull for further endavours.
Army:
Your army spents their time clearing away the environemental burdens of the past. This earns them a lot of respect and support from the local communities, and result in a healthier environement. (Ecology +. Please note that this is not an encouraged nor surefire way of increasing ecology.)
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: 14/18 (13 Employed,)
Industrial capacity: 2/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: 6/6
-1 Mine: 0/2
-1 Observatory: 1/1
-1 Industry: 2/4
-1 Lab: 2/2
-1 Fuel refinery 2/2
Storage:
4 IC
5 fuel
5 food
Enormous star
Medium planet (6)
Small planet (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 (
Affnidia 4 (9)
Gas giant (9)
[/spoiler]
2 Explorationators: HP:[6/6] Fuel:[0/5], Cargo:[0/1]; Speed: 1, Sensors: 2, Fuel use: 1
1 Battalion Semi proff army: [4 attack, 3 defense, 10/10 hp. Trait: Adaptable(Ignores some terrain effects), Elite: +4 to nonattack/Def rolls]
4 Battalions Semi proff army [2 attack, 2 defense, 10/10 hp. Trait: Adaptable(Ignores some terrain effects), Common: -2 to nonattack/Def rolls]
Construction:None
Research:Done
Workforce:15/15
You only got 13 pop avaible. The pop growth is only added at the end of the turn.Farm [6/6]
Mine [0/2]
Industry [4/4]
Lab [2/2]
Fuel refinary [2/2]
Observatory [1/1]
Army: Equip 1st battalion ('First and Finest') with new weapons. (2 IC)B
Send on another training exercise.
Your soldiers gain some more valuable experience, but they are not going to improve without seeing some real action. Draft 4 new battalions and send the best recruits to the 'First and Finest'. Likewise send worst recruits from the 1st. To the other battalions.
General:
Scan small planet (Affnidia 2) with observatory. Afnidia 2 seems habitable, but not really interesting. Quite a few plants could live there.
Host feast using 3 surplus food. The feast is no real succes.