Turn 2: First contact
SalqwarA dramatic standout unfolds in space, between a Battleship and a Frigate. The silence continues, while their respective ship computers exchange bits of information. Not that much later, the Raspy Star reports a breakthrough. Contact has been established via a common, computerized trade language.
The exploration of Norwal has failed to turn up the expected results. After months of analyzing data they have almost nothing to show for. Their only useful findings was an area of easily exploited geothermal power, which has been tapped and will provide us with significant amounts of power, a good boon for the planet's developing industry. Your advisors have taken the liberty to allow the next stage of the planet's development.
The Pirate station has been captured, and is ready to be retrofitted. The docks of the original station have to be removed, and replaced with real weaponry. The cost of this retrofit is estimate a 15 IC, though you could also hire civilian contractors to do it, with equivalent amounts of money.
Lastly, a new scout group is commissioned, while the old prepares a general survey of the system. Their report is included below. You can now direct more in depth searches.
2 Planets suitable for colonization
2 Moons suitable for colonization
1 Planet is too hot/irradiated
1 Planet is barren
2 Planets are too cold
Many more useless objects. Many of those are too cold.
You Estabilished contact with the Rethacal
Norwal has been upgraded to settlement, and fully explored
The Population of Norwal has grown
A new Scout group has been constructedFood: 8
Industry: 10 (+6)
Science: 24 (+17)
Money: 59.5 (+20)
Ocelotl EmpireNeither research project shows great progress.
The fighters are retooled without great expense. Retooling of the Frigates couldn't take place however, as the cloaking system turned out to be larger than expected. (It takes up 1/3 of all available spots, not 1/3 of one spot).
The scout's report is included below.
Population grows2 More colonisable moons
2 Planet is too hot and irradiated
1 Planet is too cold
Many smaller objects are useless or too cold
Food: 9.75
Industry: 15.625 (+ 8.75 )
Science: 23.75 (+25 )
Money: 33.75 (+12.5 )
Otram Boream allianceA number of supply ship's are commissioned, which are to aid the exploration fleet should a similar incident occur again. Meanwhile scientists are busy working on improving our jumpdrives, though their efforts have not yet been met with succes. Despite this, the fleet sets out again, and this time with success.
A main sequence sun
1 planet [Too hot]
1 planet [Too hot, toxic]
-Moon [Barren]
Final exploration of Biggurk reveals a set of easily accessed ore deposits, giving an early bonus to industry. A rapidly expanding settlement is formed.
These are the results of the civilian participation program.
2 Planets colonisable
2 Moons colonisable
2 Planets to cold
1 Planet is barren
Several moons are barren/ useless
Food: 10
Industry:25.75 (+15.25)
Science: 30 (+30)
Money: 29.5 (+16.5)
The Arresyll CommandAn alternative target is sought and found for the mining fleet. It's a small, completely barren moon, that hopefully no one will miss. The mining fleet has already been transferred
and is busy exploiting the moon's surface. On Yllidr, another ore deposit is found. It turns out the planet was far richer than we expected.
Research in civilian trading fleets is again unsuccessful, though a breakthrough is near. At least, that's what the scientists say.
Scout group buildPopulation growsFood: 7.25
Industry:4.3125 (+6.5)
Science: 20 (+20)
Money 9.25 (+5.25)
The Kroec Confederate The early reports of the colonial exploration comes in. A small geothermal well was found on Dara, a patch of fertile ground on Vera. Nothing interesting was found on Planet Z however.
Colony growth research progresses well, but is nowhere near finished yet.
As always, the Sabres scare of any possible pirates. The boarding fleet has reached a degree of experience that likely won't be improved till you meet real resistance.
Food: 2.5
Industry: 9 (+3)
Science: 30 (+25)
Money: 22.5 (+7.5)
RethacalCloser exploration of Duraral reveals patches of fertile ground, which can be used as food sources during later stages of colonization. After a few tense moments, the scout fleet manages to establish contact with the other fleet. It lies the basis for communication, and then departs again. Sadly, the jump brings it into deep space, with no ship's nearby.
Population grows Contact with Salwar estabilished.((Yes, you have interstellar communication, as long as there's a correctly attuned receiver at the other side. Also, you haven't enough industry to build a colony fleet yet, and for the sake of management, I'd like to limit partially build things as much as possible))
Food: 7.3125
Industry:15.7 (+8.825)
Science: 40(+20)
Commerce: 16.5 ( +6.5)
Scout group: 5 Industry (Scouts uncolonized systems )
Supply group: 5 Industry (Contains a variety of supplies, aiding ship's survival chances in deep space)
Repair group: 10 Industry (Repairs friendly units, has a chance of saving friendly ship's from destruction)
Mining group: 10 Industry (Produces industry, but lowers the target's ore permanently)
Salvage group: 10 Industry (Produces industry based on the amount of defeated enemies. Sometimes subverts enemy ships)
Colonizer group: 30 Industry, 1 pop unit
Ground soldier: 10 Industry
Ship: IC equal to Command point cost
Explore planet: 5 science (Gives information about a planet in a colonized system)
Explore Outpost: 10 Science (Boost 1 of the colonies stats or discover something else. Lowers biosphere. )
Technology: Variable
Expand outpost to settlement: Nothing (Will set biosphere to 1)
Money can be used as a substitute for any resource. This has side effects
Name: Murggh
Description and biography: Murggh is a merchant prince of the Salqwar, a species sometimes both literally and figuratively described as "slimy." While humanoid, their pale, moist skin, pointy teeth, and unusually bulging foreheads lead many others to dislike them at first. As for the figurative slime... well, nobody likes those with more money than they do, and certainly not anyone with more interest in money than they do.
Murggh is rather attractive by Salqwar standards, though the distinctions are lost on most other races. He came to power as merchant princes are wont to do- through obscene personal wealth and connections combined with cutting everyone else a deal they could live with. He envisions leading the Salqwar to become the dominant race in the galaxy, not through conquest or industry but raw economic might.
Traits: Lucrative +1.0
Description of system and planets:
-Irris (Capital)
-Norgal (Colonial Outpost)
-Shremmel (Colonial Outpost)
Military tech:
-Armor Plating [Increases armor by 20%]
-Lasers [Highly accurate but comparatively low power weaponry]
Civilian tech:
-Interstellar Trade (Gives a static + 2 money bonus to each settlement or higher in your empire)
List of the fleet:
-1 Battleship ("Raspy Star") [12*Laser]
-2 Scout group
-1 Cruiser Sized station [10 slots: All empty]
Name: The Ocelotl Empire
Description and Biography: Originally a sea-faring species resembling large purple Octopi they gained a love of constant exploration. Their new-found ability to do so in space has only kick-started their love of this past-time. While they are skilled somewhat in armed warfare they are wary of direct attacks and seek instead to rely on hit and run tactics. Their governmental style relies on an inter-global hive-mind that controls each Ocelotle.
Traits:
Industrious [5]
Lucrative [5]
Prosperous [5]
Inquisitive [5]
Description of System and Planets: Each of the current colonies of the Ocelotl empire is highly similar to Earth and the current system [FOXHOUND] is a large system surrounding two large red stars.
List of Colonies: Ocelot {Captial}, Raven {Outpost}, and Wolf {Outpost}
Military Tech:
Cloaking [Occupies 1/3 of a ship's slots. Costs 20% more to build. Hides a ship till it makes it's first attack]
Laser Cannons [Accurate but fairly low damage]
Small Laser cannons [Only use 2/3 of a slot]
Civilian Tech:
Advanced Farming [Gives an additional 2 food per settlement/above. ]
List of Fleet:
2 Frigates [20/50 points] [1.33 cloaking, 4* laser]
30 points worth of Fighters [Laser weaponry, Cloaking]
1 scout group
Name: Atrom-Boream alliance
Description and biography: This empire experienced a very rare event in the universe, two biodiverse planets in one solar system that developed sapient races almost simultaneously... Yes, when Atroms, insctoid race from L-G planet contacted with mammalian humanoid Boreams they were few hundreds years ahead tech-wise, but large difference in gravity and atmospheric pressure made trade and cooperation more profitable than outright conquest and soon tech gap was neutralized...
Much later war space war started, not for main the planets, but for resource rich solar system. It was long, it was bloody and after mutual nuclear bombing their planets become barely good enough to sustain life...
Recently, great leaders ended the senseless war and created an alliance that aims to expand beyond the home system
Traits: +2 to colony level (2 points), Industrious2 (5 points) Inquisitive (5), +20 fleet points (2 point) , Military techs* (2 points), Civilian techs*2 (2 points)
Custom trait: adaptable, (2 points): Having two races from very different planets, with different atmospheres, gravities and temperatures allows the alliance to settle on wider range of planets
Description of system and planets:
Samur: Sun like star
Kolir: LVL3 colony, capital. Mars sized planet with average surface temperature of 45Co, little water and quite thin atmosphere. After recent war noticeably irradiated. Home of Atrom race
Tamish: LVL3 colony, 1.5 large than earth Terran, slightly cold planet with 80% of surface belonging to oceans\ice. Home of
Boream race. Very irradiated. 14Co average yearly temperature
Biquk: Outpost. Strange planet of mysterious origin, while having two sizes of earth it nothing but a huge chunk of iron + low percentages of heavier metals. Was a reason of the war that escalated in nuclear war. -44Co.
Damium: Gas giant with large rings and various small moons
Torimah: Mercury sized cold rock: -173Co/.
Alekaro asteroid belt.
List of colonies:
Kolir, LVL3
Tamish: LVL3
Biquk: LVL1
Civilian techs:
Radiation protection: Can settle even heavily radiated planets, albeit at increased cost.
Advanced underground construction : Gives increased defense against orbital bombardment and other disasters.
Synthetic food plants : Increases static food production by 2
Military techs:
Long range planet attack missiles: Anti planet missile. Uses 2 slots. Long range.
Advanced fusion bombs: Single slot weapon. Limited ammunition. Non self propelled.
Planet assault combat drones : It was decided that wasting ground troops for landing on hostile planets is unwise, and during the war those were designed
Defensive satellites : automated, cost effective fighter sized suicide satellites with a fusion bomb inside. Designed to intercept any hostile object, get inside it and blow it up
Fleet: 70 points
Cruisers * 2 (2*30 points)
Long range planet attack missiles *2 (4 weapon slots)
Inertial fusion bombs *2 (2 weapon slots)
Basic chemical mass drivers (1 slot)
Assault drones launching system (1 slot)
One wing of defensive satellites (10 points)
Name: The Aresyll Command
Desription and biography: The aresyll are a species of aliens that are vaguely crustacean in appearance. They have an inflexible, but strong red exoskeleton with black or brown patterns. They have two strong legs, and two arms ending in powerful pincers. When they open a pincer wide, they can release a small forked tentacle from between the pincer capable of fine manipulation.
Aresyll disdain the use of armor and vehicles where it is not absolutely required, which in modern days comes close to only mean spaceships and -stations. Originally, this disdain came about through the inflexibility that the armor imparted on their already rigid body, making armor more of a liability than an asset, but over time, this evolved into a code of honor for themselves, and a reason to deride their enemies. Using armor and vehicles, to their mind, is just a way to hide yourself from battle, to deny the reality that you are killing. When the real weapons come out, they say, armor makes little difference. That is not to say that the aresyll wade into combat unprepared and undefended. Any augmentation that does not encase them is welcome - they have methods of hardening their exoskeleton, they can train in armor piercing tactics, and their biological and technological progress has opened up the avenue of cybernetic enhancements, to which their bodies have proven quite suitable.
Only recently have the aresyll learned of some of the strange properties of the crystals that grow on their homeworld in small forests - they allow hyperspace jumps if properly harvested and processed. After a number of false starts, the aresyll command has now colonized two moons of a gas giant in a nearby star system. So far, attempts to cultivate the crystalline forests on other worlds have failed, something that unnerves the higher levels of society for a variety of reasons.
Traits: Industrious [5], Prosperous [5], FTL-Savvy [2], Extra Civilian Tech [2], Extra Military Tech [1], Extra Fleets +100 [5]
Destription of system and planets: Asetkr Q'Krtal is a K-type star, smaller and cooler than Sol. It has two planets, and several asteroid belts. The innermost planet, Elysal D'Ylliil, is the homeworld of the aresyll - dry, hot, and sporting strange crystalline forests, with a gravity slightly above 1.5, temperatures ranging from 27 degrees to 58 degrees, and only about 35% of the world covered in water. The farther planet, Tredydyll D'Ylas, is a huge gas giants with many moons and a spectacular ring system.
List of colonies:
Elysal D'Ylliil (Capital)
Yllidr (Outpost)
Iraradk (Outpost)
Military technologies:
Armor-Breaker Weaponry [ Heavy missile weapon. 2 Slots]
Military Cybernetics [Increased attack]
Shock Troops [Advanced ground troops]
Civilian technologies:
Jump Crystal Drive [Advanced FTL drive, allowing mid combat jumps, and increased precision]
Personal Transportation Cybernetics [Allows colonization of planets with different geography]
List of the fleet:
Battlecruiser Station "Xx'Elkr Er" (at Elysal D'Ylliil) [40] (6* Armor breaker)
5 Frigates [50]
Battlecruiser Carrier [45] with 1.5 wings of fighters [15]
Race name: Kroecs
Description and biography:
Theocratic Capitalism.
The Kroecs are a small, sturdy race. Quite small and with a fast metabolism they have a short lifespan. Those who are over 40 earthyears are considered wise and very old. To another race, the sight of a Kroec must lock rather daunting. They have a green, reptile like skin, and most of them have yellow eyes. In return they are haven't lost there ancestors strength and agility. Kroecs are extremely fast and have keen senses, without sacrificing to much strength.
The Kroecs has always been very religious. Most Kroecs follow The Way of the Kro, a religion founded by the great Kro three millenniums ago. According to The way of the Kro, every being has a destiny, and finding that destiny is the meaning of a Kroecs life. In theory, every occupation and destiny should be equally regarded. A scientist and a farmer shall have equal standing. In reality this isn't the case anymore (if it ever was). Those with high income has higher standing than other, and to achieve wealth has become a goal for many Kroecs. An individuals ability to accumulate and invest is very high regarded in the Kroec society.
Even so, The way of the Kro has a lot of influence in The Kroec society. To climb (or fall) on the social ladder is not only accepted, but encouraged. Your destiny might not be the same as your ancestor, maybe a farmer girl is destined to be a great scientist? Then it is every Kroecs duty to help her achieve just that. Therefore it is normal for the richer families and individuals to open free schools and in other ways help the poorer parts of the society. Incidentally, this serves as very good PR for those who do their duty to The Way of the Kro.
The Kroec Confederation dosent have a real government. Instead they relay on Laissez-faire capitalism. However they have a spiritual leader,The prophet, chosen by the richest, most influential Kroecs. It is his or hers job to determine the destiny of the Kroecs, according to The Way of the Kro. Most Kroecs still believe The Way of the Kro, so if the prophet proclaims that a specific planet should be colonised. A company usually take on that challenge. In the case of war, every Kroec is obliged to do what ever it takes to defend The Way of the Kro. Companies often collaborate to make the whole race prosper, as the The Way of the Kro proclaim they should. However, The Prophet is usually pressured by the richer Kroecs who choose him/her to determine that the Kroecs should expand in ways which are...profitable. Cynics argue that the prophet is just a puppet for the companies who choose him/her.
In war, the Kroecs relay on there strong infantrymen to win the battle. They excel in close to medium combat. Which has influenced most of there militarised spaceships. They sacrifice arms in exchange for armour, stealth and speed. The Kroecs have developed advanced boarding measures. And if enough Kroecs ships survive the initial encounter to start a boarding, the battle is usually over.
Traits:
Lucrative (0.5)
Extra fleet (2)
Extra military tech. (3)
Extra Civ tech: (2)
FTL savy: (2)
Another colony: (1)
Description of system and planets: The system consists of four planets and a large asteoridbelt circling a orange star in the middle of its lifetime. The closest one, Kori, a small planet without a proper atmosphere. Second to that is the only habitable planet in the system. Oxchade, the homeplanet of the Kroecs.
After that there are one larger planet, Vara. Far to cold to sustain life, but initial research regarding terraforming is promising and a colony has been established on the planet. Between Vara and the only gasplanet of the system is a thin asteroidbelt. Lastly there is Occuri, a large blue planet which has caught the astronomers attention. According to surveyed there seems to be a strange type of metal making up parts of the planet. However, any attempt to recover this metal has failed. But a colony has been established on Occuri's moon, Dara, in hopes that they will find a way to recover the metal.
List of colonies:
Colony on Dara.
Colony on Vera.
Colony on planet Z: The Kroecs recently managed to crate an ftl drive. The prophet proclaimed that it was the destiny of the Kroecs to establish an interstellar colony. Therefore Planet Z was found and even though not much is known about the planet, more than that the star is stable, a colony has been established there.
Military technologies:
Boarding Measures: Needs 2 slots. Close range weapon
Marines: The Kroecs have a very well trained infantry, able to engage enemies both on land and in ships.
Improved Engine: Single slot. Can be stacked for increased effect.
Heat-concealers: Most Kroec military ships are equipped with heat-concealers, making them harder to find and target.
Marine suits: Suits with a jetpack, weak kinetic shield and adaptable to most enviourments (including space) and other small improvements makes marines deadlier than ever.
Civilian technologies:
Terraforming Basics: The Kroecs has started to develop ways to terraform a planet.
Civilian sub-ftl ships: Gives a static +2 bonus
List of the fleet:
5 Frigates. (Sabre)
(Heat-concealers)
Improved engine. (1 slot)
Kinetic Shield. (1 slots)
Boarding Measures. (2 slots)
2 Destroyers. (Spetum)
(Heat-concealers.)
Kinetic Shield. (1 slot)
Boarding Measures. (2 slots)
Three improved engines (3 slots)
1 Boarder group
Name: Retha Confederation (I think the empire name is supposed to go here)
Description and biography: The Retha Confederation is a rather hierarchical representative democracy (in that the citizenry only chooses provincial governors, which choose sector governors and so forth). Its current priorities are the maintenance of order and economic stability, and the preservation of Rethacal's biosphere and natural resources.
Traits:
Industrious
Prosperous
2 Extra Civilian Techs
2x 20 Command point fleet bonus
4 Extra Military Techs
List of colonies (Just a name suffices, along with it's level)
Rethacal (Capital)
Dulalra (Outpost)
Mesuar (Outpost)
Military tech:
Reactive armour plating [Reduces effect of laser and explosive weaponry]
Reinforced superstructure [Increases strength]
Efficient laser emitters [1 sizepoint. Lasers are accurate but fairly weak]
Miniaturised fusion reactors [1 sizepoint. Power provides bonuses during battle where appropriate]
Defensive force screens [1 sizepoint. Adds an additional layer of defense]
Sensor jammers [Reduces detection chance]
Civilian tech:
Durable components - [Reduces damage of orbital bombardement and disasters]
Fusion reactors [Static +2 industry bonus]
Industrial force fields [+ 0.05 Industry efficiency]
List of the fleet:
Rethacal Defense Command - 2 Destroyers
2 Lasers
1 Fusion plant
1 Force screen
Rethacal Patrol Group - 5 Frigates
3 Lasers
1 Fusion plant
2 Force screens
[/quote]
There's a 5 group limit per person. Any above that will require a 1 money in maintenance.
Any questions, please ask.
As you can see, the spreadsheet is kinda needed for the game. This is a situation I aim to resolve soon.
Great spreadsheet of stats