OOC ThreadThe Galaxy has been a quiet place for quite a while...or at least this part of it, the Downfall of the Human Empire has led to the creation of two Successor Realms in this Segment. The Remillian Republic and House Salyar follow two entirely different doctrines and government systems. Meanwhile in the North the Cr'tak Hivemind has ascended to the Stars and now its uncountable masses of workers are preparing to ravage the resources of new worlds.
Meanwhile to the south the rather peaceful and religiously minded Theocracy of the Draevians is bringing its message to other races of the galaxy. Which we can assume will anger the Wandering Priesthood of the Fayfe in their Massive Worldships, who just arrived in the Centre of the Segmentum after a miscalculated Jump. One thing is for sure the quiet times are over…
Remillian Republic (Ardas)
Remas-SectorGeneral World (2,2,2,1,2)
Population: 5/7/10 (assigned/current pop/max)
Agriculture: 6(3)
Production: 4(2)
Tax: 7
Influence: 0
Stocks
Production
Production: +4
1 Trade Fleet: -3
___________________________
Trade Goods: 1
Food
Farming: +6
Consumption: -5
Growth: -1
________________
Stocks: 0 Food
Military
Trade
General World (2,2,2,1,2)
Population: 5/5/10
Agriculture: 10 (5)
Production: 0
Tax: 5
Influence: 0
Stocks
Farming: +10
Consumption: -5
Trade: -5
________________
Stocks: 0 Food
Production
___________________________
Trade Goods: 0
Military
Trade
5 Trade Fleets to Rannon: 5 Food outbound
Administrative World (1,1,1,3,3)
Population: 5/5/10
Agriculture: 5
Production: 0
Tax: 15
Influence: 0
Stocks
Farming: +5
Consumption: -5
________________
Stocks: 0 Food
Production
___________________________
Trade Goods: 0
Military
Trade
Forgeworld (1,5,0,2,1)
Population: 5/5/10
Agriculture: 0
Production: 25(5)
Tax: 10
Influence: 0
Stocks
Trade: +5
Consumption: -5
________________
Stocks: 0 Food
Production
Production: +25
8 Trade Fleets: -24
___________________________
Trade Goods: 1
Military
Trade
5 Trade Fleets from Pelis - 5 Food inbound
Arianne SectorGeneral World (2,2,2,1,2)
Population: 5/7/10
Agriculture: 6(3)
Production: 4(2)
Tax: 7
Influence: 0
Stocks
Farming: +6
Consumption: -5
Growth: -1
________________
Stocks: 0 Food
Production
Production: +4
1 Trade Fleet: -3
___________________________
Trade Goods: 1
Military
Trade
Treasury
Treasury: 40 Credits
Remas Sector Taxes: 37 Credits
Arianne Sector Taxes: 7 Credits
10 Trade Fleets: -30 Credits
Research: -10 Credits
_________________________________________
Treasury: 44 Credits
Diplomacy
Influence: 0
Espionage Allocation: 0
Diplomacy Allocation: 0
________________
Influence Available: 0
Trade
Trade Fleets: 5/10 Assigned
Pelius -> Rannon: 5 Food (5 Trade Fleets)
Naval Research
Naval Tactics:
Current Research Project: (Nano-Repair Systems and Short Circuiting) - idle
Ship Construction:
Current Research Project: (Destroyers) - idle
Ground Research
Weapons Research:
Current Project: (Class 2 Remilian Auxiliare) - idle
Defense Doctrines:
Current Project: (Guard Posts) - idle
Civic Research
Bio Engineering:
Current Project: (Efficient Space (15 Pop Limit) - idle
Resource Managment:
Current Project: (Trade Fleet Cargo Capacity 2) - 10 Credits Invested= 10 out of 1000: 663 = no advance.
Special Division
Intelligence Division
Current Project: (Plan B - roll a 1d8 instead of a 1d6 on a failure) - idle
Weapons of Mass Destruction
Current Project: (Nuclear Warhead - does 1 Damage to any stat and reduces population by 1. When aimed at Military Structures will reduce a Fortress by one level and do 10 Damage against ground troops) - idle
Racial Technology
Current Project: Xenoslavery Level 1 (Alien Populations turned into slaves yield two resourcepoints instead of one per population point.) - idle
Current Project: Remillian Conscription Level 1 ( For Each point of Population, 1 Division may be Emergency conscripted during planetary Sieges) - idle
Current Project: Blood Sports Level 1 ( Assign 1 Xenoslave resource per turn for a Bonus 3 Influence)
House Salyar (Adwarf)Traxis-SectorForgeworld (1,5,0,2,1)
Population: 5/5/10 (assigned/current pop/max)
Agriculture: 0
Production: 25(5)
Tax: 10
Influence: 0
Stocks
Trade: +5
Consumption: -5
________________
Stocks: 0 Food
Production
Production: +25
8 Trade Fleets: -24
___________________________
Trade Goods: 1
Military
Trade
5 Trade Fleets from Traxis II: 5 Food inbound
Agri World (1,0.5,5,0.5,2)
Population: 5/7/10
Agriculture: 25(5)
Production: 0
Tax: 3.5
Influence: 0
Stocks
Farming: +25
Consumption: -5
Trade: -10
Growth: -2
________________
Stocks: 8 Food
Production
Production: 0
___________________________
Trade Goods: 0
Military
Trade
5 Trade Fleets to Traxis I: 5 Food Outbound
5 Trade Fleets to Traxis IV: 5 Food Outbound
Agri World (1,0.5,5,0.5,2)
Population: 5/7/10
Agriculture: 25(5)
Production: 0
Tax: 3.5
Influence: 0
Stocks
Farming: +25
Consumption: -5
Growth: -2
________________
Stocks: 18 Food
Production
Production: 0
___________________________
Trade Goods: 0
Military
Trade
Hubworld (2,0,0,2,5)
Population: 0/5/10
Agriculture: 0
Production: 0
Tax: 10
Influence: 25(5)
Stocks
Trade: +5
Consumption: -5
Growth: 0
________________
Stocks: 0 Food
Production
Production: 0
___________________________
Trade Goods: 0
Military
Trade
5 Tradefleets From Traxis II: 5 Food inbound
Rakash-SectorAdministrative World (1,1,1,3,3)
Population: 0/5/10
Agriculture: 5(5)
Production: 0
Tax: 15
Influence: 0
Stocks
Farming: +5
Consumption: -5
Growth: 0
________________
Stocks: 0 Food
Production
Production: 0
___________________________
Trade Goods: 0
Military
Trade
Treasury
Treasury: 35 Credits
Traxis Sector Taxes: 24 Credits
Rakash Sector Taxes: 15 Credits
8 Trade Fleets: -24 Credits
Research: -15 Credits
_________________________________________
Treasury: 35 Credits
Diplomacy
Influence: 25
Espionage Allocation: 25
Diplomacy Allocation: 0
________________
Influence Available: 0
Trade
Trade Fleets: 10/10(2 Gratis) Assigned
Traxis II -> Traxis I: 5 Food (5 Trade Fleets)
Traxis II -> Traxis IV: 5 Food (5 Trade Fleets)
Naval Research
Naval Tactics:
Current Research Project: (Nano-Repair Systems and Short Circuiting) - idle
Ship Construction:
Current Research Project: (Destroyers) - idle
Ground Research
Weapons Research:
Current Project: (Class 2 Rakash Regulars) - idle
Defense Doctrines:
Current Project: (Guard Posts) - idle
Civic Research
Bio Engineering:
Current Project: (Efficient Space (15 Pop Limit) - idle
Resource Managment:
Current Project: (Trade Fleet Cargo Capacity 2) - 15 Credits Invested= 15 out of 1000: 835 = no advance.
Special Division
Intelligence Division
Current Project: (Plan B - roll a 1d8 instead of a 1d6 on a failure) - idle
Weapons of Mass Destruction
Current Project: (Nuclear Warhead - does 1 Damage to any stat and reduces population by 1. When aimed at Military Structures will reduce a Fortress by one level and do 10 Damage against ground troops) - idle
Racial Technology
Current Project: Guerilla Warfare Level 1 (For Every Turn a Salyar Planet is occupied a Rakash Guerilla Division(strength determined by a 1d10 roll) will spawn, which will stay invisible until they decide to attack) - idle
Current Project: Military Industrial Complex Level 1 (For every 50 Divisions on a planet who are idle, 1 random strength ship will be produced for free) - idle
Current Project: Rakash Autonomy Level 1 (In case of the Assassination of the Head of State, Rakash Military Units will continue to function and to be ordered around)
The Cr'tak Conglomerate (ebbor)Darkland-SectorForgeworld (1,5,0,2,1)
Population: 5/5/10 (assigned/current pop/max)
Agriculture: 0
Production: 25(5)
Tax: 10
Influence: 0
Stocks
Trade: +5
Consumption: -5
Growth: 0
________________
Stocks: 0 Food
Production
Production: 25
6 Trade Fleets: -18
___________________________
Trade Goods: 7
Military
Trade
5 Trade Fleets from Darkland II: 5 Food inbound
Agri World (1,0.5,5,0.5,2)
Population: 5/7/10
Agriculture: 25(5)
Production: 0
Tax: 3,5
Influence: 0
Stocks
Farming: +25
Consumption: -5
Trade: -15
Growth: -2
________________
Stocks: 3 Food
Production
Production: 0
___________________________
Trade Goods: 0
Military
Trade
5 Trade Fleets to Darkland I: 5 Food outbound
5 Trade Fleets to Darkland III: 5 Food outbound
5 Trade Fleets to Darkland IV: 5 Food outbound
Forgeworld (1,5,0,2,1)
Population: 5/5/10
Agriculture: 0
Production: 25(5)
Tax: 10
Influence: 0
Stocks
Trade: +5
Consumption: -5
Growth: 0
________________
Stocks: 0 Food
Production
Production: 25
6 Trade Fleets: -18
___________________________
Trade Goods: 7
Military
Trade
5 Tradefleets from Darkland II: 5 Food inbound
Hubworld (2,0,0,2,5)
Population: 5/5/10
Agriculture: 0
Production: 0
Tax: 10
Influence: 25(5)
Stocks
Trade: +5
Consumption: -5
Growth: 0
________________
Stocks: 0 Food
Production
Production: 0
__________________________
Trade Goods: 0
Military
Trade
5 Trade Fleets from Darkland II: 5 Food inbound
Mirmicae-SectorAdministrative World (1,1,1,3,3)
Population: 5/5/10
Agriculture: 5(5)
Production: 0
Tax: 15
Influence: 0
Stocks
Farming: +5
Consumption: -5
Growth: 0
________________
Stocks: 0 Food
Production
Production: 0
___________________________
Trade Goods: 0
Military
Trade
Treasury
Treasury: 47,5 Credits
Darkland Sector Taxes: 33,5 Credits
Rakash Sector Taxes: 15 Credits
Transport fleet expansion: -36 Credits
Research: -11 Credits
_________________________________________
Treasury: 49 Credits
Diplomacy
Influence: 25
Espionage Allocation: 25
Diplomacy Allocation: 0
________________
Influence Available: 0
Trade
Trade Fleets: 15/15(3 Gratis) Assigned
Darkland II->Darkland I: 5 Food (5 Trade Fleets assigned)
Darkland II-> Darkland III: 5 Food (5 Trade Fleets assigned)
Darkland II-> Darkland IV: 5 Food (5 Trade Fleets assigned)
Naval Research
Naval Tactics:
Current Research Project: (Nano-Repair Systems and Short Circuiting) - idle
Ship Construction:
Current Research Project: (Destroyers) - idle
Ground Research
Weapons Research:
Current Project: (Class 2 Freshborn Guards) - idle
Defense Doctrines:
Current Project: (Guard Posts) - idle
Civic Research
Bio Engineering:
Current Project: (Efficient Space (15 Pop Limit) - idle
Resource Managment:
Current Project: (Trade Fleet Cargo Capacity 2) - 11 Credits Invested= 11 out of 1000: 484 = no advance.
Special Division
Intelligence Division
Current Project: (Plan B - roll a 1d8 instead of a 1d6 on a failure) - idle
Weapons of Mass Destruction
Current Project: (Nuclear Warhead - does 1 Damage to any stat and reduces population by 1. When aimed at Military Structures will reduce a Fortress by one level and do 10 Damage against ground troops) - idle
Racial Technology
Current Project: Worker Caste Level 1 (Mindless - Cr'tok population cannot be enslaved. Higher Technologies from other Tech Trees might circumvent this.) - idle
Current Project: Warrior Caste Level 1 (Basic Instinct - Upon Assasination of Head of State Warrior Castes will continue to work together as a single entity against external threats) - idle
Current Project: Queen Caste Level 1 (Controlled Breeding - Unwanted Hiveworld creation is prevented by turning surplus food into Warrio Divisions at a 1 food for 1 strength division conversion)
Children of the Stars (maskwolf)Drax-SectorForgeworld (1,5,0,2,1)
Population: 5/5/10 (assigned/current pop/max)
Agriculture: 0
Production: 25
Tax: 10
Influence: 0
Stocks
Trade: +5
Consumption: -5
Growth: 0
________________
Stocks: 0 Food
Production
Production: 25
5 Trade Fleets: -15
___________________________
Trade Goods: 10
Military
Trade
5 Trade Fleets from Na: 5 Food inbound
Agri World (1,0.5,5,0.5,2)
Population: 5/7/10
Agriculture: 25(5)
Production: 0
Tax: 3,5
Influence: 0
Stocks
Farming: +25
Consumption: -5
Growth: -2
Trade: -5
________________
Stocks: 13 Food
Production
Production: 0
___________________________
Trade Goods: 0
Military
Trade
5 Trade Fleets to Ur: 5 Food outbound
Forgeworld (1,5,0,2,1)
Population: 5/5/10
Agriculture: 25(5)
Production: 0
Tax: 10
Influence: 0
Stocks
Trade: +5
Consumption: -5
Growth: 0
________________
Stocks: 0 Food
Production
Production: 25
5 Trade Fleets: -15
___________________________
Trade Goods: 10
Military
Trade
5 Trade Fleets from Nox: 5 Food inbound
Agriworld (1,0.5,5,0.5,2)
Population: 5/7/10
Agriculture: 25(5)
Production: 0
Tax: 3.5
Influence: 0
Stocks
Farming: +25
Consumption: -5
Growth: -2
Trade: -5
________________
Stocks: 13 Food
Production
Production: 0
___________________________
Trade Goods: 0
Military
Trade
5 Trade Fleets to Drax: 5 Food outbound
Drae-SectorAdministrative World (1,1,1,3,3)
Population: 5/5/10
Agriculture: 5(5)
Production: 0
Tax: 15
Influence: 0
Stocks
Farming: +5
Consumption: -5
Growth: 0
________________
Stocks: 0 Food
Production
Production: 0
___________________________
Trade Goods: 0
Military
Trade
Treasury
Treasury: 40 Credits
Drax Sector Taxes: 27 Credits
Drae Sector Taxes: 15 Credits
Trade Fleets:-30 Credits
Research:-10 Credits
_________________________________________
Treasury: 42 Credits
Diplomacy
Influence: 0
Espionage Allocation: 0
Diplomacy Allocation: 0
________________
Influence Available: 0
Trade
Trade Fleets: 10/10 Assigned
Na->Ur: 5 Food(5 Trade Fleets)
Nox->Drax: 5 Food(5 Trade Fleets)
Naval Research
Naval Tactics:
Current Research Project: (Nano-Repair Systems and Short Circuiting) - idle
Ship Construction:
Current Research Project: (Destroyers) - idle
Ground Research
Weapons Research:
Current Project: (Class 2 Draevian Pilgrims) - idle
Defense Doctrines:
Current Project: (Guard Posts) - idle
Civic Research
Bio Engineering:
Current Project: (Efficient Space (15 Pop Limit) - idle
Resource Managment:
Current Project: (Trade Fleet Cargo Capacity 2) - idle
Special Division
Intelligence Division
Current Project: (Plan B - roll a 1d8 instead of a 1d6 on a failure) - idle
Weapons of Mass Destruction
Current Project: (Nuclear Warhead - does 1 Damage to any stat and reduces population by 1. When aimed at Military Structures will reduce a Fortress by one level and do 10 Damage against ground troops) - idle
Racial Technology
Current Project: Pilgrimage to the Stars Level 1 (At the Start of a Turn a random Unit(or ship) will decide to go on pilgrimage and vanish into the stars. Every 5 rounds Pilgrims will return. Individual rolls of 1d4 will determine whether the Unit never returns, is weakened, strengthened but greatly strenghtened by the vision. (aka destroyed, -1 strength, +1 Strength, +2 Strength) - idle
Current Project: Tinkerers Caste Level 1 (You may use Production instead of Money for Research, however at a rate of 1:5 ( so 5 production would be the same as the investment of 1 money)) - 10 Credits Invested= 10 out of 1000: 958 = no advance.
Current Project: Anti-Criminal Stance Level 1 (Due to the Nature of the Draevian Society, players have to invest 1 money additionally to their influence to actually start a spy action.)
The Fayfe (pewds rocks)Lost-SectorWorldship (0.5,3,3,3,3)
Population: 5/5.5/10 (assigned/current pop/max)
Agriculture: 6(2)
Production: 3(1)
Tax: 15
Influence: 6(2)
Stocks
Farming: +6
Consumption: -5
Growth: -1
________________
Stocks: 0 Food
Production
Production: 3
___________________________
Trade Goods: 3
Military
Trade
Worldship (0.5,3,3,3,3)
Population: 5/5.5/10 (assigned/current pop/max)
Agriculture: 6(2)
Production: 3(1)
Tax: 15
Influence: 6(2)
Stocks
Farming: +6
Consumption: -5
Growth: -1
________________
Stocks: 0 Food
Production
Production: 3
___________________________
Trade Goods: 3
Military
Trade
Worldship (0.5,3,3,3,3)
Population: 5/5.5/10 (assigned/current pop/max)
Agriculture: 6(2)
Production: 3(1)
Tax: 15
Influence: 6(2)
Stocks
Farming: +6
Consumption: -5
Growth: -1
________________
Stocks: 0 Food
Production
Production: 3
___________________________
Trade Goods: 3
Military
Trade
Worldship (0.5,3,3,3,3)
Population: 5/5.5/10 (assigned/current pop/max)
Agriculture: 6(2)
Production: 3(1)
Tax: 15
Influence: 6(2)
Stocks
Farming: +6
Consumption: -5
Growth: -1
________________
Stocks: 0 Food
Production
Production: 3
___________________________
Trade Goods: 3
Military
Trade
Worldship (0.5,3,3,3,3)
Population: 5/5.5/10 (assigned/current pop/max)
Agriculture: 6(2)
Production: 3(1)
Tax: 15
Influence: 6(2)
Stocks
Farming: +6
Consumption: -5
Growth: -1
________________
Stocks: 0 Food
Production
Production: 3
___________________________
Trade Goods: 3
Military
Trade
Treasury
Treasury: 75 Credits
Worldship Taxes: 75 Credits
Research: -75 Credits
_________________________________________
Treasury: 75 Credits
Diplomacy
Influence: 30
Espionage Allocation: 0
Diplomacy Allocation: 0
________________
Influence Available: 30
Trade
Naval Research
Naval Tactics:
Current Research Project: (Nano-Repair Systems and Short Circuiting) - idle
Ship Construction:
Current Research Project: (Destroyers) - idle
Ground Research
Weapons Research:
Current Project: (Class 2 Remilian Auxiliare) - idle
Defense Doctrines:
Current Project: (Guard Posts) - idle
Civic Research - Not available
Bio Engineering:
Current Project: (Efficient Space (15 Pop Limit) - idle
Resource Managment:
Current Project: (Trade Fleet Cargo Capacity 2) - idle
Special Division
Intelligence Division
Current Project: (Plan B - roll a 1d8 instead of a 1d6 on a failure) - idle
Weapons of Mass Destruction
Current Project: (Nuclear Warhead - does 1 Damage to any stat and reduces population by 1. When aimed at Military Structures will reduce a Fortress by one level and do 10 Damage against ground troops) - idle
Racial Technology
Current Project: Worldships Level 1 (raise maximum population by 1) - 75 Credits Invested= 75 out of 1000: 159 = no advance.