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Author Topic: Houses of The Rising Suns III IC Turn 2  (Read 2488 times)

Ghazkull

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Houses of The Rising Suns III IC Turn 2
« on: June 20, 2014, 12:51:39 pm »

OOC Thread


The 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…

Spoiler:  Galactic Map (click to show/hide)

Remillian Republic (Ardas)

Remas-Sector
Spoiler: Artesia (click to show/hide)
Spoiler:  Pelius (click to show/hide)
Spoiler: Remilius (click to show/hide)
Spoiler: Rannon (click to show/hide)

Arianne Sector
Spoiler: Arianne (click to show/hide)


Spoiler:  Military (click to show/hide)

Spoiler:  Research (click to show/hide)


House Salyar (Adwarf)

Traxis-Sector
Spoiler: Traxis I (click to show/hide)
Spoiler:  Traxis II (click to show/hide)
Spoiler: Traxis III (click to show/hide)
Spoiler: Traxis IV (click to show/hide)

Rakash-Sector
Spoiler: Traxis V (click to show/hide)


Spoiler:  Military (click to show/hide)

Spoiler:  Research (click to show/hide)


The Cr'tak Conglomerate (ebbor)

Darkland-Sector
Spoiler: Darkland I (click to show/hide)
Spoiler:  Darkland II (click to show/hide)
Spoiler: Darkland III (click to show/hide)
Spoiler: Darkland IV (click to show/hide)

Mirmicae-Sector
Spoiler: Mimir (click to show/hide)


Spoiler:  Military (click to show/hide)

Spoiler:  Research (click to show/hide)

Children of the Stars (maskwolf)

Drax-Sector
Spoiler: Ur (click to show/hide)
Spoiler:  Na (click to show/hide)
Spoiler: Drax (click to show/hide)
Spoiler: Nox (click to show/hide)

Drae-Sector
Spoiler: Drae (click to show/hide)


Spoiler:  Military (click to show/hide)

Spoiler:  Research (click to show/hide)

The Fayfe (pewds rocks)

Lost-Sector
Spoiler:  Vagrant (click to show/hide)
Spoiler:  The Great Preacher (click to show/hide)
Spoiler: The Congregation (click to show/hide)
Spoiler: Affluent Spender (click to show/hide)


Spoiler:  Military (click to show/hide)

Spoiler:  Research (click to show/hide)
« Last Edit: July 11, 2014, 06:56:30 am by Ghazkull »
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Ghazkull

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Re: Houses of The Rising Suns III IC
« Reply #1 on: June 20, 2014, 12:52:19 pm »

Unlocked Research and other Things

Fleet Tactics:

Spoiler:  Magnetic Field (click to show/hide)

Spoiler:  Weapon Overclock (click to show/hide)

Spoiler:  Nano-Repair Systems (click to show/hide)

Spoiler:  Short Circuiting (click to show/hide)

Spoiler:  Board (click to show/hide)


Ship Construction:

Class 1: Corvette
Cost: 1 Credit, 1 Production
Maintenance: 1 Credit
Available Actions: Magnetic Field, Weapon Overclock, ???
Strength: 1
Carrying Capacity: 0

Class 2: Light Frigate
Cost: 2 Credits, 2 Production
Maintenance: 2 Credits
Available Actions: Magnetic Field, Weapon Overclock, Nano-Repair Systems, Short-Circuiting, ???
Strength: 2
Carrying Capacity: 0

Class 3: Frigate
Cost: 3 Credits, 3 Production
Maintenance: 3 Credits
Available Actions: Magnetic Field, Weapon Overclock, Nano-Repair Systems, Short-Circuiting, ???, ???, ???
Strength: 3
Carrying Capacity: 0

Class 4: Heavy Frigate
Cost: 4 Credits, 4 Production
Maintenance: 4 Credits
Available Actions: Magnetic Field, Weapon Overclock, Nano-Repair Systems, Short-Circuiting, Board, ???, ???, ???
Strength: 4
Carrying Capacity: 1


Class 5: Destroyer
Cost: 5 Credits, 5 Production
Maintenance: 5 Credits
Available Actions: Magnetic Field, Weapon Overclock, Nano-Repair Systems, Short-Circuiting, Board, ???, ???, ???, ???, ???
Strength: 5
Carrying Capacity: 5

Class 6: Light Cruiser
Cost: 6 Credits, 6 Production
Maintenance: 6 Credits
Available Actions: Magnetic Field, Weapon Overclock, Nano-Repair Systems, Short-Circuiting, Board, ???, ???, ???, ???, ???, ???
Strength: 6
Carrying Capacity: 10



Class A: Colony Ship
Cost: 10 Credits, 10 Production/Trade Goods, 1 Populace
Maintenance: None
Strength: 1
Carrying Capacity: 10 (may not be used offensively)



Ground Forces
Note all Ground Troops must be produced to fill out a full point of production.

Ground Troops
Strength 1
Cost: 0.1 Credits, 0.1 Production
Maintenance: 0.1 Credits

Strength 2
Cost: 0.2 Credits, 0.2 Production
Maintenance: 0.2 Credits


Guard Posts
Cost: 1 Credits, 1 Production
Can Hold 5 Troops
Has 1 Level of Defense

Weapons of Mass Destruction

Scrubbing various Fallouts/Bio Terrors/Chem Wastelands etc. pp.
Scrubbing Population Growth: Investemnt of either Food or Taxes
Scrubbing Production: Investment of Trade Goods or Production
Scrubbing Farming: Investment of Food
Scrubbing Taxes: Investment of Money
Scrubbing Influence: Investment of Money

These Units used will in the following lines be denoted as X. X being replaced by the needed Resource for the statistic.

Nuclear Warhead
Cost: 10 Credits, 10 Production
Devastation Points: 3
When dropped on Fortress will deal 1d3 Devastation points. For each DP one level of the Fortress wil be reduced. All Units who would be out in the open after such an act are destroyed. If the Fortress is destroyed all units inside are killed. Any remaining Devastation Points will affect the environment.
Any Devastation point will reduce a random statistic of the planet by half(Further DP hitting the same stat will reduce it to 0). Permanently. For each point you want to recover from the fallout you need to invest 10 X and 3 Turns. If you want to recover for example 3 points of production at the same time you need to invest 30 Production and wait 3 Turns.
When directly dropped on the Environment it will deal all 3 DPs.

« Last Edit: July 27, 2014, 09:06:00 am by Ghazkull »
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Ghazkull

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Re: Houses of The Rising Suns III IC
« Reply #2 on: June 20, 2014, 12:52:42 pm »

another reserve post because i fear this will become HUGE.
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TopHat

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Re: Houses of The Rising Suns III IC
« Reply #3 on: June 20, 2014, 01:49:49 pm »

PTW
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I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

4maskwolf

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Re: Houses of The Rising Suns III IC
« Reply #4 on: June 20, 2014, 03:22:05 pm »

Drae: put all populace to work in agriculture, spend the five food that produces to maintain the populace.

Ur: all populace to work in production, produce 5 trade fleets and 10 trade goods. Use imported food to maintain population.

Na: all populace to produce food, invest 7 food into the maintenance and growth of the world.

Drax: same as Ur

Nox: same as Na

Send 5 food-carrying trade fleets between Na and Ur and 5 food-carrying trade fleets between Drax and Nox.

Put 10 credits into research into Tinkerer's Caste Level One.
« Last Edit: June 20, 2014, 03:26:45 pm by 4maskwolf »
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10ebbor10

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Re: Houses of The Rising Suns III IC
« Reply #5 on: June 20, 2014, 04:18:01 pm »

The Cr'tak Conglomerate

Darkland-Sector
Spoiler: Darkland I (click to show/hide)
Spoiler:  Darkland II (click to show/hide)
Spoiler: Darkland III (click to show/hide)
Spoiler: Darkland IV (click to show/hide)

Mirmicae-Sector
Spoiler: Mimir (click to show/hide)

Spoiler: Clear Orders (click to show/hide)
« Last Edit: June 22, 2014, 02:32:48 pm by 10ebbor10 »
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PewdsRocks

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Re: Houses of The Rising Suns III IC
« Reply #6 on: June 20, 2014, 06:35:31 pm »

All ships devote 2 population to food production, 2 to influence 1 to trade goods.

Spend all 75 of my tax on worldship research.

Each planet invests the 1 spare food in it's own population. (( Or 0.5 if 1 isn't possible. ))
« Last Edit: June 20, 2014, 07:47:44 pm by PewdsRocks »
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Before you start a war, you better know what your fighting for.
If loves a fight, then I shall die, with my heart on a trigger.

I'm an angel with a shotgun, Fight until the wars won. I'd throw away my faith, just to keep you safe.

Ardas

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Re: Houses of The Rising Suns III IC
« Reply #7 on: June 22, 2014, 10:42:28 am »

3 pop to food and 2 to production on Artesia - produce 1 trade fleet
5 pop to food on Pelius - transport 5 extra food to Rannon
5 pop to food on Remilius
5 pop to production on Rannon - produce 8 trade fleets
3 pop to food and 2 to production on Artesia - produce 1 trade fleet

10 tax towards trade fleet research.
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adwarf

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Re: Houses of The Rising Suns III IC
« Reply #8 on: June 22, 2014, 12:08:14 pm »

Traxis 1: 5 Population works in the industry and produces 25 Production creating eight trade fleets.
Traxis 2: 5 Population works on food production and exports the 5 food to Traxis 1, and Traxis 4
Traxis 3: 5 population works on food production.
Traxis 4: 5 Pop work on Influence.
Traxis 5: 5 Population works on food.

15 Credits towards Resource Management research.
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Ghazkull

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Re: Houses of The Rising Suns III IC
« Reply #9 on: June 23, 2014, 05:17:07 pm »

Turn 1: Wherein Espionage realizes that its targets don't exist...


Remillian Republic (Ardas)

Remas-Sector
Spoiler: Artesia (click to show/hide)
Spoiler:  Pelius (click to show/hide)
Spoiler: Remilius (click to show/hide)
Spoiler: Rannon (click to show/hide)

Arianne Sector
Spoiler: Arianne (click to show/hide)


Spoiler:  Military (click to show/hide)

Spoiler:  Research (click to show/hide)


House Salyar (Adwarf)

Traxis-Sector
Spoiler: Traxis I (click to show/hide)
Spoiler:  Traxis II (click to show/hide)
Spoiler: Traxis III (click to show/hide)
Spoiler: Traxis IV (click to show/hide)

Rakash-Sector
Spoiler: Traxis V (click to show/hide)


Spoiler:  Military (click to show/hide)

Spoiler:  Research (click to show/hide)


The Cr'tak Conglomerate (ebbor)

Darkland-Sector
Spoiler: Darkland I (click to show/hide)
Spoiler:  Darkland II (click to show/hide)
Spoiler: Darkland III (click to show/hide)
Spoiler: Darkland IV (click to show/hide)

Mirmicae-Sector
Spoiler: Mimir (click to show/hide)


Spoiler:  Military (click to show/hide)

Spoiler:  Research (click to show/hide)

Children of the Stars (maskwolf)

Drax-Sector
Spoiler: Ur (click to show/hide)
Spoiler:  Na (click to show/hide)
Spoiler: Drax (click to show/hide)
Spoiler: Nox (click to show/hide)

Drae-Sector
Spoiler: Drae (click to show/hide)


Spoiler:  Military (click to show/hide)

Spoiler:  Research (click to show/hide)

The Fayfe (pewds rocks)

Lost-Sector
Spoiler:  Vagrant (click to show/hide)
Spoiler:  The Great Preacher (click to show/hide)
Spoiler: The Congregation (click to show/hide)
Spoiler: Affluent Spender (click to show/hide)


Spoiler:  Military (click to show/hide)

Spoiler:  Research (click to show/hide)
« Last Edit: June 26, 2014, 07:18:10 am by Ghazkull »
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PewdsRocks

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Re: Houses of The Rising Suns III IC
« Reply #10 on: June 23, 2014, 06:14:30 pm »

3 pop per planet on food production and 2 on influence.

Use all spare food to increase population size.

Use all 75 credits on worldship research.
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Before you start a war, you better know what your fighting for.
If loves a fight, then I shall die, with my heart on a trigger.

I'm an angel with a shotgun, Fight until the wars won. I'd throw away my faith, just to keep you safe.

4maskwolf

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Re: Houses of The Rising Suns III IC
« Reply #11 on: June 23, 2014, 06:25:00 pm »

Ur: spend 15 production and 15 credits on 5 trade fleets, spend 4 credits and 4 production on a class four warship and 1 production and one credit on 10 lv. 1 infantry divisions.

Na: assign two unassigned population to production, produce a class one ship with one production and one credit.

Drax: same as Ur

Nox: same as Na

Drae: no change.
« Last Edit: June 24, 2014, 05:46:48 pm by 4maskwolf »
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10ebbor10

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Re: Houses of The Rising Suns III IC
« Reply #12 on: June 24, 2014, 02:48:58 am »

Spoiler: Actions (click to show/hide)
Spoiler: Treasury (click to show/hide)
« Last Edit: June 24, 2014, 03:25:12 pm by 10ebbor10 »
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adwarf

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Re: Houses of The Rising Suns III IC
« Reply #13 on: June 24, 2014, 03:55:13 pm »

Traxis 1: 5 Population work on production, build 5 Strength 1 Ships.
Traxis 2: 3 population work on food, 2 on influence.
Traxis 3: 1 population works on food, 4 work on influence
Traxis 4: 5 Pop work on Influence.
Traxis 5: 5 Population works on food.

35 Credits towards Resource Management research.

Announce, and sign a treaty promising friendship, and cooperation between House Salyar, and the Remillian Republic.
« Last Edit: June 24, 2014, 04:03:41 pm by adwarf »
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Ardas

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Re: Houses of The Rising Suns III IC
« Reply #14 on: June 24, 2014, 06:01:10 pm »

Artesia - assign all poulation to food production. Export 5 food to Remilius
Remilius -assign all population to influence production
Rannon - produce 6 class 4 ships
Arianne - assign all population to food production

Invest 20 into Trade Fleet Cargo Capacity 2

Announce and sign a treaty, promising friendship and cooperation between House Salyar and the Remillian Republic.
« Last Edit: June 24, 2014, 06:04:56 pm by Ardas »
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