It is year G+1, First SemesterThis is the design phase of the First Year of the game. In the future, all dates will be referred to as such.
The Technology list will be automatically and publicly updated with any un-listed technology that seems too obvious to require research.
Researched technologies will remain a secret automatically- everyone will see that you have it, but they won't be able to use it. Second turn rules will be elaborated on at the end of this post.
Also, going on, try to be slightly specific about what parts you want your ship made out of, and also give it a name. Next design turn you will be able to target specific numbers as well, since you'll have a sense of what they are. You can also put effort into good random factors like "Good looking" or the like. What I do is roll for good and bad mutations for the design and pick them myself, I'll pick good ones you choose before other ones.
RESULTS:War Finch Enterprises, CEO IronyOwl of the free planet Venom 8
Funds: Ж75,000
You attempted to design a cheap, safe, large passenger ship with unspecified components.
You decided on a steel ship with ion thrusters, and solid thrusters to escape the atomosphere. You decided on a 2-person cockpit for reliability.
COST: Ж4000
Size: Large
Weight: Heavy
SPEED: 5 (Slow)
ARMOR: 3 (Low)
PASSENGERS: 25 (Good)
Mutations: Despite being large and heavy, the ship is good looking.
This ship looks good, you could mess with it but you probably shouldn't.
Wraith's Riders, CEO Brood of the free planet Jurase
Funds: Ж50,000
You attempted a large, fast cargo craft.
You decided on a steel ship with liquid thrusters and a single-person cockpit to reduce weight.
COST: Ж6,000
Size: Large
Weight: Heavy
SPEED: 10 (medium)
ARMOR: 2 (caution!)
CARGO: 50 (very good)
Mutations: This ship has an alarming safety flaw in the fuel system! It becomes explosion-prone after six months of operation.
You could either attempt to fix the safety flaw, or go ahead with the design. Trying to make it faster for better marketability is an option as well.
-Tracking System: You design it, without need for further funds! It can simply be built into a ship's sensors and will share the range of the sensors. You can work it into ship designs starting next year.
-Engines: You are on to a design for High-Powered liquid engines, but it will take Ж10,000 to complete and be ready for next year's designs.
-Armor: You make no progress. However, the expensive material Titanium has come on to the market.
-AI: You make some progress on an AI that's reliable for simple tasks, but it's not as good as a pilot. Ж10,000 to complete.
-Sensor Jamming: You make no valuable progress, but have a better chance of getting it next year.
Raven's Ships, CEO scapheap of the Promian planet Gaia 1
Funds: Ж75,000
You attempt to design a cheap, small, reliable "space taxi".
You decided on a steel ship with liquid engines and a one-man cockpit.
Cost: Ж2,000
Size: Small
Weight: Light
SPEED: 12 (Medium)
ARMOR: 3 (Low)
PASSENGERS: 5 (Low)
Mutations: The design is unfortunately phallic in appearance.
You could try to reduce the ugliness of the ship, try to make it faster, or go on ahead with the design.
V.N.C., CEO 10ebbor10 of the free planet Vraxus
Funds: Ж45,000
You attempted to design a Reinforced Titanium station with Ion Engines, an AI, mining tools and scoops, and weapons, as well as long range sensors. You couldn't get a railgun ready, so decided to use lasers instead.
Cost: Ж22,000
Size: X-Large
Weight: X-Heavy
SPEED: 1 (Station)
ARMOR: 7 (Medium)
CARGO: 150 (High)
WEAPONS: Mining Laser (3), Laser (2)
TOOLS: Scoop (3), Docking Port, Long Range Sensors
Mutations: The Titanium is prohibitively expensive right now. No random mutations.
You could go with this as it is, or try to making it cheaper by switching to steel (no weight difference).
You attempted to build a simple ship with powerful engines for tugging the space station. Including Liquid & Ion engines, a 2-person cockpit, and a reinforced titanium hull.
Cost: Ж6,000
Size: Small
Weight: Heavy
SPEED: 3 (Low)
ARMOR: 6 (medium)
WEAPONS: Laser
TOOLS: Tugging Rig, Extra Fuel (For station)
Mutations: The Titanium is prohibitively expensive right now. Also, the ship is unusually heavy for what it is.
You could try to make it lighter or switch to reinforced steel (no weight difference).
-You try to make a Railgun, but it doesn't work out.
Unity Shipyards, Inc. CEO Nirur Torir, of Swadian planet Achilles II
Funds: Ж70,000
You attempted to design a large mining ship with Ion engines, reinforced steel structure, its own cargo, and a cannon for protection. You decided on a one-man cockpit.
Cost: Ж5,000
Size: Large
Weight: Heavy
SPEED: 2 (Low)
ARMOR: 5 (medium)
CARGO: 40 (medium)
WEAPONS: Cannon
TOOLS: Mining Laser, Scoop
Mutations: The honeycomb structure is unusually heavy for what it is, slowing your ship.
You could go ahead as it is or try to revise your cargo structure.
-You're on the road to developing small liquid-fuel engines, but it will be Ж15,000 to complete.
Kingfisher Ships, CEO Kingfisher1112 of the free planet Crudof
Funds: Ж70,000
You attempted to create an autonomous drone with cannons and an Ion engine. You decided on a steel structure to keep it light and a single cannon.
Cost: Ж1500
Size: Small
SPEED: 8 (Medium)
ARMOR: 2 (Caution!)
WEAPONS: Cannon
Mutations: The ship is unusually cheap and light!
While not durable, the lack of a human pilot means that this ship is nearly disposable.
-Coilgun: The electric coilgun is similar to a regular cannon, but lighter for lack of chemical fuel. It will cost Ж10,000 to complete.
I'm afraid I'll have to cut it off at 6 (derp, why did I write 5?) companies for now, lest this get too unwieldy for me. However, you can join someone else's company- up to you how you handle that.
New Tech-Titanium Structure: Very expensive, until the Ultor mining corporation can expand.
-Docking System: Connects two ships, only needs to be installed on one. Can transfer passengers and cargo. Not a hangar!
-Tugging rig: Allows one ship to pull another at low speeds only. Good for moving stations or disabled ships.
Tech people have researched which is not on this list, is not publicly available!
Second Turn RulesNow, you all have your designs and preliminary research, there's a few actions you can take.
-First and foremost, market your ships to contractors! Write a short paragraph and a suggested price for the contractor you want to sell to. They may accept, decline or choose a different price. For now, you will automatically accept the best offer returned to you. Next time around contracts will offer a price or choose one or more bidders, favoring the lowest first in most cases.
-You can try to improve your ships. This will make them more appealing to bidders, or more satisfying to bidders after they buy them. Bidders aren't aware of safety issues,
and you can even lie to bidders but that may have consequences later if your ship doesn't meet up to what you said it would do.
-You can finish researching something where your preliminary research has been successful. When you do so, you can use it the next Design Semester. If you don't choose to finish research, you can do so at a later time. Unlike preliminary research, this is guaranteed to work if you spend the money.
-You can buy and sell technology, or designs between eachother! Simply decide on a price, and it is done! Hell, it's possible to be a successful space ship corporation with ever designing a space ship this way, if you choose. HOWEVER, you can only sell technology you have finished researching, or will finish researching in the same turn as when you sell it.
-You can attempt to enter the fabulous world of CORPORATE ESPIONAGE! This includes sabotaging someone else's design, research or ship production (causing it to fail or add flaws), stealing technology, or anything else you can think of. PM me if you want more details, or to actually attempt something.