Year 4, Q1~2
Pelsk of Cruaraea names PartFutureSon to Pelsk Echo, continuing his tradition of naming star systems after himself.
Fifty credits spent to expand Mission Control, increasing the total number of ships Cruaraea can field (space?) by three. The next upgrade will require 100 credits.
Two Colonizer Alphas are constructed in orbit, leaving one of the drydocks inactive. 100 credits spent.
His turn income is 109 credits, leaving him with a net loss of
41 credits.
Squad Alpha is assembled, consisting of ships #5-8, and sent to Pelsk Alpha. They arrive at the system in less than three months. As before, only one scout is standing guard here. It pivots and manuevers to engage.
Antimatter Missiles -- 10-1.5 damageThe missiles hit their intended target, and Erinyes #6 takes the hit and explodes into small bits.
Twin Photon Drivers -- (2-1.5) damageErinyes #5 takes 1 damage!
The three remaining Erinyes fire their quad rail guns.
#5
Triple Capacitor Rail Guns -- (4-1-1)*4Three out of four shots hit, dealing a total of 8 damage to the Alien Scout. Its shiny hull cracks and vents bluish gas, before breaking apart totally.
Amelia of Kasselyn40 credits are put into Alien Transmissions.
Two Erinyes are constructed, costing 80 credits.
Two Colonizers are sent to Pelsk Echo. They arrive at Pelsk Charlie and will arrive at Echo next turn.
Income of 114 credits means Amelia's net loss is
6 credits this turn.
Fletcher of Titanian RepublicA Colonizer is constructed for 50 credits.
Larger Ships II research continues, with 30 credits being invested.
HBG is renamed to Olympus, and Olympus/Prime is renamed to Olympus/Nox.
The Scout in Olympus starts heading back to Sol, and will arrive next turn.
The Colonizer Alpha arrives at Olympus. Presumably it will head to Beta. It is set up to lithobrake on the Beta planet.
The &Erinyes arrives at Olympus.
A Scout is still in transit towards ChooseSoldierNobody.
Income of 75 and expenditure of 80 means a net loss of
5 credits
Zhakarov of the Federation continues research.
Kinetic Missiles for 50 credits, adding 5 to Patent income.
Alien Transmissions is finished up for 20 credits, adding 2 to Patent income.
- After joint research involving the brightest of human brains, it is determined that the signal is a combination of audio and video. The "video" in this case is actually hologram information. While humans have no technology to create holograms of sufficient quality, it
is possible to rasterize the data into a flat image. The language of aliens can now be researched, 60 credits per turn for 6 turns of effort.
The aliens themselves are revealed to have a vaguely human form, with a powerful-looking body (or at least wide shoulders), pale blue skin, and wearing a sort of flight gear as shiny and metallic as their ships.
Retroactively, Improved Armor is completed. With a mere 15 credit cost, too. 1 income is added to Patents. Composite Armor is now available for most ships using Linear Ion Drives. Affected ships include Colonizer Alpha, Phoenix, Scout M2, and Erinyes. This composite armor technology is very effective at blocking kinetic weapons, providing at minimum 2.5 defense.
Improved Lasers is completed for 15 credits, adding 1 income to Patents. The Pinion Weapons "Super Laser" is invented, a beam weapon that deals 3 damage. Existing ships that can equip the laser system are the Scout M1, Scout M2, and Impasser. Ships that have a "&" mark are outdated and should return to Earth for refitting.
Income of 88 and expenditure of 140, net loss of
52 credits.
New technology available to research!Proton Beam, a new beam weapon. 60 credits for 4 turns.
Superconductors, a gateway technology for others. 40 credits for 8 turns.
Sensor Suite Satellites, passive observers that can be placed in star systems. 40 credits for 4 turns.
Alien Language, 60 credits per turn for 6 turns of effort.
Alien EncountersPelsk Alpha
- Two Alien Scouts warp into the system. They do not notice the Erinyes, yet, as they are on the far side of the star.
Pelsk Echo
- All is quiet.
Olympus
- Nothing happens in this newly christened system.
Sol
- With a massive space distortion, a small fleet of Alien ships appear in the system. It consists of the following:
One Alien Shuttle -- designated because it is large as four Erinyes, has no weapons at all, and is in the position of being escorted.
Four Alien Interceptors -- designated for their similarity to Alien Scouts, except they are more heavily armed, slightly larger, and apparently have two volleys of antimatter missiles. The weapon barrels of this ship look different compared to the Photon Drivers.
An alien transmission is intercepted and played on each of the leaders' mission control centers.
"Hail, primitive aliens," a mechanical, toneless voice intones. The accent is bad, but understandable.
"We come in peace. It is our request that the alien ship you have disabled one of your solar cycles ago be returned to us, and we shall leave you. In ... peace." The alien's mouth parts don't match up with the voice--it seems to be speaking in its own language, and a translator machine generating the Earth language.
New alien shipsLarge as four Erinyes, has no weapons at all, and was spotted being escorted.
HP: ?
Engines: x3 ?
Armor: ?
Speed: 0.85
Shields: ?
Point Defense: 0
Armament 1: ?
Armament 2: ?
Similar to Alien Scouts, except more heavily armed, slightly larger, and have two volleys of antimatter missiles. The weapon barrels of this ship look different compared to the Photon Drivers.
HP: ?
Engines: x3 ?
Armor: ?
Speed: 1.12
Shields: ?
Point Defense: 0
Armament 1: ?
Armament 2: ?
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 - 13
Income 109/turn
Sol/Earth -- +60
Friends In Low Places -- +30
Pelsk Bravo/Vili -- +7
Pelsk Charlie/Ve -- +7
Sol/Jupiter -- +5
Control - 6/8
Production per turn: 3
Current fleet:
#3 - &Impasser - HP 3/3 (PartFutureSon)<no SuperLaser>
#5 - &Erinyes - HP 7/8 (Pelsk Alpha) [A] <no composites>
#7 - &Erinyes - HP 8/8 (Pelsk Alpha) [A] <no composites>
#8 - &Erinyes - HP 8/8 (Pelsk Alpha) [A] <no composites>
#9 - Colonizer Alpha - HP 6/6 (Earth docks)
#10 - Colonizer Alpha - HP 6/6 (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 - 29
Income 88/turn
Sol/Earth -- +60
Sol/asteroids -- +5
Patents -- +23
Control - 3/5
Production per turn: 2 ships
Current fleet:
#0 - &Scout M1a - HP 4/4 (ChooseSoldierNobody orbit)<no superlaser>
#1 - &Scout M1a - HP 4/4 (HatBeyondGreater solar orbit)<no superlaser>
#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 - 24
Income 114/turn
Sol/Earth -- +60
Friends In Low Places -- +30
Pelsk Bravo/Vili -- +7
Pelsk Charlie/Ve -- +7
Totalitarian -- +10
Control - 5/8
Production per turn: 3
Current fleet:
#3 - Impasser - HP 3/3 (Earth orbit)(unarmed)
#5 - &Colonizer Alpha - HP 6/6 (At Charlie, to Echo in 1 turn to colonize Alpha) <no composites>
#6 - &Colonizer Alpha - HP 6/6 (At Charlie, to Echo in 1 turn to colonize Beta) <no composites>
#7 - Erinyes - HP 8/8 (Earth docks)
#8 - Erinyes - HP 8/8 (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 75/turn
Sol/Earth -- +60
HatBeyondGreater/Prime -- +15
Control - 4/5
Production per turn: 2 ships
Current fleet:
#0 - &Scout M1a - HP 4/4 (Crowbar to Sol, 1 turn)<no superlaser>
#1 - &Scout M1a - HP 4/4 (ChooseSoldierNobody)<no superlaser>
#3 - &Erinyes - HP 12/12 (Olympus orbit)<old railguns, no composites>
(red is alien presence, blue alien traces)
Explored
Star System Sol
Earth -- 60 resources per turn -- all factions
Asteroids -- 5 resources per turn -- Zhakarov
Jupiter -- 5 resources per turn -- Pelsk
(one disabled Alien Ship)
(4 Alien Interceptors, 1 Alien Shuttle)
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
(Pelsk M1a wreck, Amelia Erinyes wreck, an Alien Scout wreck)
(two Alien Scouts)
Star System Pelsk Bravo (discovered by Pelsk of Cruarea): Two suns
Vili -- (unmanned) 15 resources per turn -- Pelsk
Star System Pelsk Charlie (discovered by Pelsk of Cruarea): Two suns
Ve -- (unmanned) 15 resources per turn -- Amelia
(one Alien Probe)
Star System Pelsk Delta (discovered by Pelsk of Cruarea): No sun
asteroids
(one Pelsk M1a wreckage)
Star System Olympus (first colonized by Fletcher): 1 sun
Nox -- (unmanned) 15 resources per turn -- Fletcher
Beta
Star System Pelsk Echo (discovered by Pelsk):
Alpha
Beta -- something strange?
Star System ChooseSoldierNobody (discovered by Zhakarov)
Prime
Potential systems
Researching technologies (
also in second post)
Kinetic Missiles | 2 turns |
Larger Ships II | 3 turns |