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: 14/27 (12 Employed)
Industrial capacity: 1/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: 9/9
-2 Mine: 1/4
-1 Industry: 0/4
-1 Fuel refinery 0/2
-1 Observatory: 0/2
-1 Lab: 2/2
Storage:
-3 IC
-13 food
Narmalia
Narmalia
ConstructionNothing build, 6 IC Stockpiled. (?? Changing pop allocation takes effect immediatly)
Move 4 citizens from the industry and 1 citizen from the mines to work the farms.
ResearchEcology: Artificial pollution Filter: Size 4, 4IC, removes 1 pollution [4/9] ((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 [4/9]
Enhanced Agriculture [0/9]
GeneralFood surplus causes a true population explosion (+2 pop)
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: 13/15 (12 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: 2/4
-1 Fuel refinery: 2/2
-1 Lab: 2/2
Storage:
3 IC
2 food
2 fuel
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.
On discovery that Alloran IV had a disruptive electromagnetic field, there was a surge of interest over what could be found on it's moons. An alien race? Ancient Technology? New and rare elements? The suggestions were endless. There was only one option, to go and find out.
ConstructionBuild Lab (2IC) (A lab cost 6 IC, and 2 size points. Seems like you confused those.)
3IC stockpiled (Same here, pop reallocation takes place immediatly, unless stated otherwise)
ResearchContinue engine work [8/10]
ManpowerMove two from Industry to Fuel
OtherSuprisingly, Alloris V turns out to be habitable, although somewhat cold. The complete lack of an ecosystem is somewhat problematic, as is it's energy poverty, which makes it a poor place for fuel production.
Population grows a bit.(+1)
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: 28/58
Ecology: 41 (2-2= Stable)
Population: 9/13 (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
-1 observatory: 0/1
Storage:
0 IC
0 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 Observatory (2IC)
ResearchContinue research on artificial pollution filter. [8/10]
Manpower1 Industry 4/4
2 Farms 2/2
1 Lab 2/2
OtherDespite massive investements, the feast is not much of a succes. Nevertheless, it did have some impact (+1 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: 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: 5/5
-1 Mine: 0/2
-1 Industry: 4/4
-1 Lab: 2/2
-1 Observatory: 0/1
- 1 Fuel refinery: 0/2
-4 Mc Theridons fortress: 6 attack, 10 Defense 50/50 hp (Only one fortress, but said fortress is size four)
Storage:
6 IC
6 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: 0/1][Fuel use: 0.25][Speed: 1][Sensors: 1]
Construction
Fuel Refinery (-4 IC)
Create 1 Explorator MkI (-1 IC)
1x Basic engine (1 point)
1x Fuel tank (1 point)
1x Sensors (2 points)
Storage: 7IC
Research
Basic KineticSpaceship weapons:See OP (You only get one of the weapon techs though) [7/10]
Improved Industry: See OP [1/10]
Manpower
Move one pop from the mine to the farms.
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 [Size:36, Ecology: 61, Anomalies: Live, luxury goods]
Size: 24/44
Ecology: 71 (5-2= Stable)
Population: 14/15+1 (14 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:
5 IC
2 food 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:
None for the moment
5 IC stored.
Research:
Medical infrastructure [0/10]
Pollution reduction [1/10]
Navy:
The Pioneer sets course for the Medium planet. It's scans from orbit reveal something truly spectacular. It appears that there is indeed intelligent live on the planet, and that they currently going through an Industrialistic period, which is marking it's stamp on their planet. They haven't noticed your ship yet, and your ship hasn't managed to get a view of the lifeforms on the planet yet.
Other:
Announce a 2 IC prize for significant breakthroughs in space technology.
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: 17/18(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:
-10 IC
-1 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
ResearchAnti nanite bomb [2/20]
Population expands.
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.[Acidic athmosphere]
- Small moons: [0/2 size,Metals]
- Rings: [Metals, fuel]
Size: 24/39
Ecology: 71 (5-1= Stable)
Population: 14/18 (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: 2/4
Storage:
0 IC
12 food Tirung IV: Mars-sized frozen rock
1 Explorer MK I (Hp:[2/2] Fuel: [1/2] Cargo:[0/2] Speed: 1 Sensors: 1
5 Battalions Planet defenders[Hp: 13 Att:2 Def: 2]
Construction (0+2 IC aviable)
Nothing
Research queue (2RP)
2) 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. [/10]
Pops (10 adult, 2 youngsters, 1 army)
-6 Farms: 6/6
-1 Industry: 2/4
-2 Labs: 2/4
Navy
Explore Tirunog III itself. Tirunog turns out to be pretty acidic and dangerous.
Army:
Form 1 pop sized professional army - Planet defenders, while they are armed and trained soldiers their main goal is removing bad ecological effects both after natural hazards (industrial pollution, volcano eruptions, forest fires and so on) and enemy's weapons of mass destruction.
General:
Population grows.
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: 1/1
-1 Industry: 4/4
-1 Lab: 2/2
-1 Fuel refinery 1/2
Storage:
4 IC
3 fuel
4 food Enormous star
Medium planet (6)
Small planet (7)
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: [3 attack, 3 defense, 10/10 hp. Trait: Adaptable(Ignores some terrain effects)]
constructionNone
manAffnidpowerSpare pop. Into farm and observatory.
ResearchContinue research (ground weaponry) [8/10]
ArmySend 1st. Battalion on a training exercise in the wilderness. The training is completed without major incidents.
NavyModify Explorationators (Luna 1 & Luna 2)
Replace the two spare engines with another scanner.
otherScan Large Planet with Observatory. (Affnidia 3)
Ask major companies for help making fuel. No succes
Mention a good reward...
I have a feeling I might have forgotten some things.