Year 4, Q3~4
Pelsk of CruaraeaBecause Pelsk's fleet was in the system first, they get to fire first on the scouts.
Erinyes #5
Tricap Railguns -- (4-2) * 4The quad railguns of the Erinyes fire in rapid succession, knocking off a winglet, puncturing its engine, shattering the cockpit canopy, then finally hitting what seems to be the power source of the ship, causing it to explode.
Erinyes #7
Tricap Railguns -- (4-2) * 4The same story is repeated with the second Alien Scout. The overwhelming firepower of the Erinyes gunship destroys the Alien Scout fairly quickly.
The pair of Colonizers detach from their berths and rocket towards Pelsk Alpha. After arrival, they plant themselves on Alpha and Beta respectively.
Money is put into Larger Ships II research, 30 credits.
(One cannot scan a system without a ship stationed there. It'll cost 30 credits with a Scout-type of ship, or 60 with any other ship, to scan, say, Pelsk Echo, because cost scales on distance from a manned colony and a penalty is charged if the ship isn't specialized for scouting.)
There is one star system accessible from Pelsk Echo, CastStepGrow, a mere 0.32 warp units away.
With an income of 139 and expenditure of 90, his net gain this turn is
49 credits.
Amelia of KasselynTwo Erinyes are produced for 80 credits and sent along with the existing two.
They warp into the system and meet two alien scouts. They attempt to signal the ship, using Earth language, but they ignore the message and engage.
The first scout fires antimatter missiles at ship#7, disintegrating it.
The second scout fires antimatter missiles at ship#8, which also blows up.
Erinyes#9 fires its railguns at the Scout; three shots are enough to dispatch it, and #10 also destroys the remaining scout.
Finally, a Colonizer Alpha is produced for 50 credits and delivered to ShortLastHigher, presumably colonizing ShortLastHigher Prime.
With 130 income, Amelia has a perfectly neutral income this turn.
Fletcher of Titanian RepublicThe Colonizer en route to Olympus will arrive there next turn and colonize Beta. (the one mentioned in the turn doesn't actually exist)
A normal Erinyes is built for 40 credits and sent towards Olympus. It is now in Crowbar System.
Money is put towards Larger Ships II, 30 credits this turn.
The Scout in CSN starts flying towards Earth. It will take three turns.
Income is 75, for a net gain of
8 credits.
Zhakarov of Euroslavic Federation produces a Colonizer Alpha for 50 credits.
His labs finish up Larger Ship II research for 15 credits, gaining 1 credit towards Patents.
The year of concentrated research on creating ever larger ships has born fruit. Ships that can now be produced include the Pinion Orbital Defense Platform (depending on multiple Pinion Super Lasers to discourage hostiles), the Hercules transport/salvage ship, the Colonizer Beta (a faster Colonizer Alpha that spawns a +22 unmanned colony).
Better engines need to be invented for the ability to construct an Emer (light corvette) with a crew of twenty four, and a Turul (fast attack ship), a spiritual successor of the Ruhk, designed along the philosophy of "faster is better".
Money is put into Improved Point Defense, 15 credits. Plus one credit towards Patents.
Income of 90 credits means a net gain of
10 credits.
KaaUsing tender spaceships from the orbital docks, the disabled clawship is roughly handled, coincidentally breaking off the less damaged engine, parts of the hull, and a shield generator. Sadly, no nukes are available in space, so that part of his orders is ignored. The clawship gets a boost towards the waiting aliens and their shuttle.
Amelia's Impasser helps tow the clawship towards the waiting aliens.
"<Though I am curious--if the Kaa are unified; why fire on unarmed explorers in order to kill, without warning or signal beforehand? Our records match color styles and weaponry similar to your people.>"The alien makes a signal with his hand, and the shuttle starts lumbering towards the disabled clawship.
"Unification within does not mean a peace towards aliens. Additionally, I do not command the Expansionary Fleet. I am not privy to the rational behind commands."
The shuttle opens a door, and the clawship is tugged slowly but inexorably inside.
"We part in ... peace, 'humans'. We warn you to not cross the Kaa, for your deaths shall be swift and sure."
The shuttle turns, along with its screen of escorts, and winks out of realspace.
New ships:
Orbital defense platform consisting of a small crew and eight laser emplacements. It can sustain a lot of damage but cannot leave a star system. Its size allows for all three defense systems to be mounted.
HP: 40/40
Engines: x2 Ion Pulse Drives
Speed: 0.05
Armor: +3 Composite Armor
Shields: +0.6 Prototype Shields
Point Defense: +2.0 2x650nm Point Defense System
Armament 1: x8 Pinion Weapons "Superlaser"
Cost: 100c
A large, lumbering shuttle that can load other ships into it, or salvage wrecks. It requires escort as there is no space for defensive weapons.
HP: 10/10
Engines: x6 Ion Pulse Drives
Speed: 0.6
Armor: +2 Composite Armor
Shields: 0
Point Defense: 0
Cost: 50c
To better exploit the resources of the universe! Larger than the Alpha, it sports eight unstable rocket engines to go faster, and with its extra cargo space can create a +22 colony.
HP: 40/40
Engines: x8 Solid Rockets
Speed: 01.5
Armor: +1 Titanium Plating
Shields: 0
Point Defense: 0
Cost: 100c
New possible researchCapital Ships I | 200 * 4 |
Larger Orbital Defense | 100 * 4 |
Improved Missiles | 40 * 6 |
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 - 62
Income 139/turn
Sol/Earth -- +60
Friends In Low Places -- +30
Pelsk Bravo/Vili -- +7
Pelsk Charlie/Ve -- +7
Sol/Jupiter -- +5
Pelsk Alpha/Freyr -- +15
Pelsk Alpha/Freyja -- +15
Control - 4/8
Production per turn: 3
Current fleet:
#3 - &Impasser - HP 3/3 (Pelsk Echo)<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>
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 rounded up is permanently gained as income.
Credits - 39
Income 90/turn
Sol/Earth -- +60
Sol/asteroids -- +5
Patents -- +19
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)
#3 - Colonizer Alpha - HP 6/6 (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 130/turn
Sol/Earth -- +60
Friends In Low Places -- +30
Pelsk Bravo/Vili -- +7
Pelsk Charlie/Ve -- +7
ShortLasterHigher/Prime -- +15
Totalitarian -- +11
Control - 6/8
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 0 turn to colonize Alpha) <no composites>
#6 - &Colonizer Alpha - HP 6/6 (At Charlie, to Echo in 0 turn to colonize Beta) <no composites>
#9 - Erinyes - HP 8/8 (ShortLastHigher)
#10 - Erinyes - HP 8/8 (ShortLastHigher)
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 - 18
Income 75/turn
Sol/Earth -- +60
HatBeyondGreater/Prime -- +15
Control - 5/5
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 to Crowbar to Sol, 2 and 3 turns respectively)<no superlaser>
#3 - &Erinyes - HP 12/12 (Olympus orbit)<old railguns, no composites>
#4 - &Colonizer Alpha - HP 9/9 (crowbar, arrives at Olympus next turn) <no composites>
#5 - Erinyes - HP 8/8 (crowbar, arrives at Olympus next turn)
(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 -- 15 resources per turn -- Amelia
(one Amelia M1a wreckage, two Amelia Erinyes wrecks)
Star System Crowbar (Discovered by Zakharov of ESFed): Two suns
(no planets)
Star System Pelsk Alpha (discovered by Pelsk of Cruarea): One sun
Freyr -- (unmanned) 15 resources per turn -- Pelsk
Freyja -- (unmanned) 15 resources per turn -- Pelsk
(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
Star System CastStepGrow
Researching technologies (
also in second post)
Kinetic Missiles | 2 turns |
Improved Point Defense | 1 turn |