Year 3, Q1~2
Pelsk of CruaraeaPelsk adopts the trait Friends in Low Places. Earth income increases by 50%.
BrushThirdTotal is now known as Pelsk Delta.
The Fighter craft in Pelsk Charlie departs towards PartFutureSon, to arrive in an hour.
The orbital docks construct another Erinyes gunship for 40 credits.
Finally, 15 credits are put towards Production Efficiency. Zhakarov finishes this project, giving Earth a large production bonus.
Pelsk gains 109 credits from his colonies, for a net gain of
54 credits.
The Erinyes in orbit fires at the Alien Gunship's engines.
Prototype Railgun -- 1.2 * 4 damageThe first shot strikes the top-left engine while the shield flickers off, dealing (1.2-1.0) damage. The engine explodes, sending the gunship into a lazy spiral.
The second shot strikes the bottom-right engine while the shield is up, dealing 0 damage.
The third shot strikes the bottom-right engine while the shield is down, dealing (1.2-1.0) damage. The engine sputters out, and the gunship no longer has any propulsion.
The Erinyes does not fire its fourth shot.
The Alien Gunship is disabled and won't be going anywhere soon. It is currently in Earth orbit.
Amelia of KasselynTwo Colonizers are constructed in orbit for the cost of 100 credits.
Friends in Low Places is gained as a secondary trait.
Amelia's Impasser attempts to continue transmission. The unintelligible signal continues, but at least it is being recorded by Mission Control. A new research path has been unlocked.
The Erinyes boosts out of Earth orbit and into FTL transit, arriving at Pelsk Alpha.
An
Alien Scout awaits! It engages immediately.
The Erinyes shoots first.
Because its railguns cannot do damage to the Alien Scout, it looses a salvo of missiles.
Chemical Missiles - (3-1-1) damageThe Alien Scout takes 1 damage.
It retaliates, firing its main weapon.
Twin Photon Drivers -- (2 - 1.5) * 2The first shot misses!
The second shot strikes the hull of the Erinyes, dealing 0.5 damage.
Seeing that it didn't do much damage, it launches its missiles at the Erinyes.
Antimatter Missiles -- (10-1.5) damageTwo missiles, attached to hardpoints on the stub-wings of the Alien Scout detach and fly towards the Erinyes, which has no way to block them.
It disintegrates in a bright flash of light.
Zhakarov of the Euroslavic FederationAnother Orbital Docks is constructed on Earth, costing 50 credits.
He finishes Production Efficiency for 7 credits and permanently gains 1 credit as income.
He starts researching Improved Railguns, spending 15 credits and permanently gaining 1 credit as income.
He also constructs a Ruhk 1 for 40 credits.
The Scout sent towards ChooseSoldierNobody has 1 more turn until it arrives.
The Ruhk does not need to chase the enemy vessel anymore, as Pelsk has already disabled it. It stays at Earth docks, ready to be scrambled at any moment.
Income from colonies totals 75 credits. Since he has spent 112 credits, his turn net income a loss of
37 credits.
To gain another Orbital Docks on Earth, Zhakarov must spend 100 credits.
Fletcher of Titanian Republic acquires the trait Greater Good, greatly reducing the price for colony ships without compromising their quality.
Money is put into Improved Railguns, 30 credits.
The Prototype Railguns of old are left behind for the newest invention, Triple Capacitor Railguns.
The Phoenix A&B, Erinyes, and Ruhk 1&2 are now equipped with Triple Capacitor Railguns. Any ships currently in Earth orbit are automatically upgraded to use them. Because Fletcher's Erinyes left at the beginning of the turn, it does NOT have TCRailguns.
An Erinyes and a Colonizer move to Crowbar System and will arrive at HatBeyondGreater next turn.
His Scout M1a arrives at Crowbar and starts towards ChooseSoldierNobody. It will arrive in 2 turns.
(I wrote the position of one of your scouts as ChooseSoldierNobody, when it was actually in HatBeyondGreater. Fixed that)
The Scout stationed at HatBeyondGreater notices nothing special.
A scientist proposes a new sort of missile, one that would be more effective in space. It is, essentially, a heavy core with an oversize ion drive attached to it. After launch, it would enter FTL and then exit it a millimeter away from the target, slamming into it with the kinetic energy of an object at lightspeed. This weapon is launched like a missile but deals damage like a Kinetic weapon. It is incredibly difficult to test such a weapon, so the proposed budget is likewise high.
Work to decipher the alien transmissions can be commenced at the price of 40 credits for 4 turns.
An improved kinetic weapon, the coilgun, can be researched.
What to do with the disabled alien ship?
Province name: Cruaraea
Leader name: Commander Pelsk
Motivation: Money? Power? Secondary motivations, naturally. No, to be the forefront in the world is my natural motivation. Everyone remembers discoverers. Sure, there's money to be made in space as well as at home, but no one will forget my legacy as the Star Explorer!
Faction trait: Expeditious Fleet - I MUST be first!
Secondary trait: Friends In Low Places
Credits - 116
Income:
Sol/Earth -- +60
Friends In Low Places -- +30
Pelsk Bravo/Vili -- +7
Pelsk Charlie/Ve -- +7
Sol/Jupiter -- +5
Control - 3/5
Production per turn: 2 ships
Current fleet:
#3 - Impasser - HP 3/3 (in transit to PartFutureSon, 1 turn left)
#5 - Erinyes - HP 8/8 (Earth orbit)
#6 - Erinyes - HP 8/8 (Earth docks)
Province name: Euro-Slavic Federation
Leader name: Provost Zakharov
Motivation: To explore space to solve the question of the universe.
Faction trait: One Minute Into The Future
Secondary trait: Patents -- 5% of money spent on research (before OMITF), rounded down to a minimum of 1 is permanently gained as income.
Credits - 46
Income:
Sol/Earth -- +60
Sol/asteroids -- +5
Patents -- +10
Control - 2/5
Production per turn: 2 ships
Current fleet:
#0 - Scout M1a - HP 4/4 (1 turn until ChooseSoldierNobody orbit)
#1 - Scout M1a - HP 4/4 (HatBeyondGreater solar orbit)
#2 - Ruhk 1 - HP 4/4 (Earth docks)
Province name: Kasselyn
Leader name: Amelia Tenrin
Motivation: Philosophical Unity and pursuit of truth.
Faction trait:
Totalitarian +10% passive income from colonies and Earth
Secondary trait:
Friends In Low Places
Credits - 56
Income:
Sol/Earth -- +60
Friends In Low Places -- +30
Pelsk Bravo/Vili -- +7
Pelsk Charlie/Ve -- +7
Totalitarian -- +10
Control - 4/5
Production per turn: 2 ships
Current fleet:
#3 - Impasser - HP 3/3 (Earth orbit)(unarmed)
#5 - Colonizer Alpha - HP 6/6 (Earth docks)
#6 - Colonizer Alpha - HP 6/6 (Earth docks)
Province name: Titanian Republic
Leader name: Peter Fletcher
Motivation: To claim the riches of space for the good of humanity (but prioritising the people of the Republic)
Faction trait: First Rate Industry
Credits - 10
Income:
Sol/Earth -- +60
Control - 4/5
Production per turn: 2 ships
Current fleet:
#0 - Scout M1a - HP 4/4 (HatBeyondGreater orbit)
#1 - Scout M1a - HP 4/4 (Crowbar to ChooseSoldierNobody. Arrives in 2 turns)
#2 - Colonizer Alpha - HP 9/9 (Crowbar to HatBeyondGreater, 1 turn)
#3 - &Erinyes - HP 12/12 (Crowbar to HatBeyondGreater, 1 turn)
(red is alien presence, blue alien traces)ExploredStar System Sol Earth -- 60 resources per turn -- all factions
Asteroids -- 5 resources per turn -- Zhakarov
Jupiter -- 5 resources per turn -- Pelsk
(one burning Alien Ship)
Star System ShortLastHigher (discovered by multiple factions): One sun
Prime
(one Amelia M1a wreckage)
Star System Crowbar (Discovered by Zakharov of ESFed): Two suns
(no planets)
Star System Pelsk Alpha (discovered by Pelsk of Cruarea): One sun
Alpha
Beta
(one Pelsk M1a wreckage)
(an Amelia Erinyes wreck)
Star System Pelsk Bravo (discovered by Pelsk of Cruarea): Two suns
Vili -- U.Colony Level One, Pelsk
Star System Pelsk Charlie (discovered by Pelsk of Cruarea): Two suns
Ve
Star System Pelsk Delta (discovered by Pelsk of Cruarea): No sun
asteroids
(one Pelsk M1a wreckage)
Star System HatBeyondGreater (discovered by Zhakarov and Fletcher): 1 sun
Prime
Beta
Potential systemsStar System PartFutureSonStar System ChooseSoldierNobodyResearching technologies (
also in second post)
New possible research
Alien Transmissions | 40 credits * 4 turns | Coilgun (kinetic II) | 60 credits * 4 turns | Kinetic Missiles | 100 credits * 4 turns |
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