Turn 1
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: 21/42
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)
-4 Farms: 4/4
-1 Mine: 2/2
-1 Industry: 4/4
-1 Lab: 2/2
Storage:
-2 IC
Narmalia
Construction1 Mine (2IC)
1 Small Weapons Manufactory (2IC) ((I have no idea what you want to do with this. You can create weaponry without a building, and giving a reduction is hard, as their cost is already 1 IC))
0 IC left
ResearchEcology: Artificial pollution Filter: Size 4, 4IC, removes 1 pollution [1/9] ((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 [1/9]
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: 20/48
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:
-10 Forests: (Absorbs up to 5 pollution per round. Doesn't increase ecology)
-5 Farms: 5/5
-1 Observatory: 1/1
-1 Industry: 4/4
-1 Lab: 2/2
Storage:
1 IC
Local system description: Alloris is similar to that of Sol, but with six planets. All; ; the Alloran homeworld is third; Alloris IV is a gas giant, with several large moons and many smaller ones orbiting it, all in various degrees of inhospitality, except one,which although lifeless, has a similar atmosphere to that of Alloris III; Alloris V is a large, barren rock; and Alloris VI is a small tundra planet with sparse lifeforms.
The Alloran had always believed their destiny lay amongst the stars, but they also believe there would be those who would keep it from them. It was no surprise then, that they moved quickly along this road. Records are not clear when the first of the great observatories were built, but it was no doubt very early in their path space travel. It was also at this time, that the first of the great minds of the Alloran posed the following question: "If they were to find those who would oppose them, What must they do?"
ConstructionObservatory (2IC)
Farm (1IC)
1IC remaining
ResearchBetter starship engines.((See main post))[2/10]
GeneralThe population remains stable
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: 23/58
Ecology: 41 (2-2= Stable)
Population: 8/8 (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)
-8 Crystalline food plains (Produces 8 food)
-1 Mine: 2/2
-1 Industry: 4/4
-1 Lab: 2/2
Storage:
2 IC
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.
Construction:1 Mine (-2 IC)
2 IC left
Research:Research pollution absorption/reduction technologies. Artificial pollution filters [2/10]
GeneralThe Crystalline plains neither expand nor retract.
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: 24/46
Ecology: 64 (5-2= Stable)
Population: 12/12 (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)
-4 Farms: 4/4
-1 Mine: 1/2
-1 Industry: 4/4
-1 Lab: 2/2
-1 Observatory: 1/1
-4 Mc Theridons fortress: 6 attack, 10 Defense 50/50 hp (Only one fortress, but said fortress is size four)
Storage:
Large main sequence star
Medium planet (1) Way to close to the sun
Asteroid belt
Large planet +Metal core. Probably with live(5)
Mc Theridon
Gas giant(7)
Gas giant(
Gas giant(
Medium with metal core(
Gas giant(10)
Construction:1 Mine 2IC
1 Observatory 2IC
Research:Basic Spaceship weapons:See OP (You only get one of the weapon techs though) .1/10
Improved Industry: See OP [1/10]
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: 22/44
Ecology: 71 (5-2= Stable)
Population: 13/15+1 (13 Employed)
Industrial capacity: 6/turn
Science: 2/turn
Energy: 0
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: 2/2
-1 Industry: 4/4
-1 Lab: 2/2
Storage:
1 IC System Description: The star is a K-type main sequence star. I might come up with a system later.
Construction:1 Farm (-1 IC)
1 Mine (-2 IC)
1 IC left
Research:Investigate both pollution reduction technologies[1/10] and improved food production.[1/10]. Look in the OP.
GeneralThe population grows. +1 pop
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: 17/46
Ecology: 53 (5-1= Stable)
Population: 16/16(16 Employed)
Industrial capacity: 6/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: 8/8
- 2 Mines [2/4]
-1 Industry: 4/4
-1 Lab: 2/2
Storage: Their system is relatively pristine, though all it would take is a few probes too change this.
[Construct
2 mines no Ic left,
Research:
Nanotech fabricators IC boost, ( Will give a +10% production bonus, but nanotech isn't always safe) [2/7]
Next up on the list are annihalation plants, to produce energy by destroying mass directly and turning it into energy.
[/quote]
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
Size: 22/39
Ecology: 71 (5-1= Stable)
Population: 13/18 (10 Employed, 2 Younglings)
Industrial capacity: 4/turn
Science: 2/turn
Energy: 0
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: 4/4
-1 Lab: 2/2
Storage:
2 IC Tirung IV: Mars-sized frozen rock
ConstructionFarm * 2 (2IC)
2IC remaining
ResearchGeneric: Lasers [2/9]
GeneralPopulation increases
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
Despite this, they have proven rather successful as a race, without any setbacks whatsoever, and having only lost 0 people to infectious deseases in 10 years! •Official Statistics Released from ministry of tourism and board of optimists, liars, and morons•
Size: 22/54
Ecology: 67 (5-2= Stable)
Population: 13/15 (13 Employed,)
Industrial capacity: 6/turn
Science: 2/turn
Energy: 0
Anomaly: Varied environement. (Infantery trained here gets the adaptable Trait)
Buildings:
-10 Forests: (Absorbs up to 5 pollution per round. Doesn't increase ecology)
-5 Farms: 5/5
-1 Mine: 2/2
-1 Industry: 4/4
-1 Lab: 2/2
Storage:
1 IC
System: Randomly generated, at least four planets.
[/spoiler]
1 farm: 1IC
1 Mine: 2IC
Research:
Better weaponry (various)(See OP. Only one of the techs though. Or did you mean ground weaponry?) [2/10]
GeneralPopulation grows.
((Note, this thing might contain errors. feel free to point them out.))