Year 5, Q3~4
Pelsk of Cruaraea The Impasser hangs around a bit, watching the battle go down. It seems that the second alien group has a disadvantage in technology, as they are being systematically killed despite their numerical superiority. The Kaa are doing a good job cleaning up (the second race will be nicknamed X for now) the X, though every now and then a kinetic weapon of incredible firepower rips apart a ship of their's. The Impasser retreats before the Kaa decide to clean up him, too.
As it flies by Pelsk Echo, it tries to scan Pelsk Echo Beta, but the weaker sensor suite of the Impasser is not good enough to figure out what's wrong with the planet. It will take 2 more turns for the Impasser to arrive at Sol.
Two Hercules lumber out of Sol orbit and jump to Pelsk Alpha. They arrive and load four of the wrecks floating around--three Alien Ships and one Pelsk M1a wreck.
Squad Alpha and a Scout M2b head to Pelsk Alpha. The Scout scans the system for 5 credits, revealing two star systems accessible, SpaceBendSign and SummerSentDried. The first system is 2.64 units away and the second 2.27 units away, both the most distant systems Pelsk has discovered so far.
Control is increased to 12 for 100 credits. The next increase will cost 200 credits.
Two Scout M2bs are constructed for 40 credits. The first one heads to Pelsk Echo, arriving next turn.
The second scout arrives at TaughtFamilyEquator. This system has one colonizable planet Prime. Ion trails dot the system, indicating recent Kaa activity. No aliens are current present though. A scan conducted for 10 credits reveals that this system is a dead end.
An income of 137 credits means Pelsk has a net loss of
18 credits this turn.
Fletcher of the Titanian Republic pays 20 credits to upgrade the Scout M1a to a Scout M2b @ 150% HP. It is sent to Olympus, arriving within 6 months. His other Scout M1a is en route to Sol and will arrive next turn.
He pays 50 credits to increase his control to 8. It will cost 100 to increase it to 12.
30 credits are paid to the Euroslavs for superconductor research, and another Scout M2b is constructed @150% HP, which follows the first one to Olympus.
With an income of 90 credits, Fletcher has a net loss of
10 credits this turn.
Zhakarov of the Euroslavic FederationA Colonizer Beta is constructed for 100 credits and sent to the Vanguard system. It swings by Crowbar, and will arrive next turn... though it is questionable as to what Zhakarov intends to do with a Colonizer ship that cannot move--all Colonizer ships can execute ONE move action before burning out. (I am willing to undo this action)
The other Colonizer ship arrives at Vanguard and colonizes Vanguard Prime, constructing an entirely robotic colony that gives him 22 income a turn.
Improved Shields research commences, adding 1 to Patents income. It will only take one more turn of research to finish this.
The Superconductor research commissioned by the Titanian Republic starts, giving the Federation a 10 credit profit as well as +1 towards Patents. It will require 7 more turns of research to finish Superconductors. Perhaps Fletcher could convince his fellow faction leaders to research Superconductors to get it finished quicker.
The Scout at Crowbar returns to Sol and upgrades its weaponry, and the Ruhk fighter heads to Crowbar and will arrive at Vanguard next turn.
Zhakarov has no ships in the Vanguard system. If he does decide to launch his colonizer into a permanent orbit around Vanguard, I will provide scan info (though it'd also cost 20 credits).
With 126 income this turn (ten extra from Fletcher), he has a net gain of
1 credit.
edit: I derped, here's the results of the Vanguard scan. 10 credits used for it.
There is one system accessible from Vanguard, named KeepAccurateDisease and .86 units away.
Amelia of KasselynA Turul is constructed for 150 credits.
I am not sure why you want to remove a weapon that doesn't even exist on the ship (it has four tricap railguns rather than superlasers, that's the Emer)(realized that I didn't fix the weapons, just copied Emer's) and equip an even worse one
(chemical missiles deal a very astounding 3 damage per hit and have ammo). With its quick speed, it is sent to Pelsk Delta as recon.
The system has two Alien Scouts waiting for the Turul. They fire first.
Scout1
Antimatter Missiles - 4.6 damage (hover for damage breakdown!)
Scout2
Antimatter Missiles - 4.6 damageFour Antimatter Missiles strike the Turul's structure, opening massive holes in the hull and knocking out the primary sensor system. The Turul dishes out retribution--
Turul
x3 Tricap Railguns - 2 damageAn Alien Scout explodes. The other Alien Scout is still alive, though. The ship's remaining railgun and missile system fire at the other ship.
Turul
Tricap Railgun - 2 damageTurul
Chemical missiles - 1 damageThe Alien Scout is half dead, but the Turul is nearly dead.
Four Erinyes are sent to TaughtFamilyEquator but arrive to a system void of any aliens. Amelia's foreign affairs advisor asks Amelia cautiously whether she knows that the aliens don't seem to understand our language by default.
The Hercules in Cognitari loads a Erinyes wreck into its hold. Hercules are Tier Three, so they can load two Tier One ships or one Tier Two ship. The ships must be unloaded at an orbital docks to return some credits, or in the case of alien ships be analyzed.
A Colonizer Alpha is constructed for 50 credits but not sent towards Pelsk Delta.
A Scout ship would do.
The Impasser is sent towards CostAttentionPlay and will arrive in 1 turn.
With 147 income, Amelia has a net loss of
53 credits this turn.
A new ship can now be constructed, the Scout M3a. Also, a reminder that the Turul FAS can be equipped with a Kinetic Missile launcher once the technology is researched.
A next-generation scout, with enough hull integrity and point defense to withstand two antimatter missiles. Its great speed makes it perfectly suited for scouting.
HP: 10/10
Engines: x4 Blueshift Engines
Speed: 2
Armor: +2 Composite Armor
Shields: 0
Point Defense: +4.0 Quad Superlaser Point Defense
Armament 1: x4 Pinion Weapons Superlasers
Cost: 120c
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 - 25
Income 137/turn
Sol/Earth -- +60
Friends In Low Places -- +30
Pelsk Bravo/Vili -- +7
Pelsk Charlie/Ve -- +7
Sol/Jupiter -- +5
Pelsk Alpha/Freyr -- +7
Pelsk Alpha/Freyja -- +7
Cognitari/Memoria -- +7
Pelsk Echo/Alpha -- +7
Control - 9/12
Production per turn: 3
Current fleet:
#3 - &Impasser - HP 3/3 (Pelsk Echo to Sol, 2 turns)<no SuperLaser>
[A] -- pelsk alpha
#5 - Erinyes - HP 8/8 [A]
#7 - Erinyes - HP 8/8 [A]
#8 - Erinyes - HP 8/8 [A]
#10 - Scout M2b - HP 6/6 (Pelsk Alpha)
#11 - Hercules - HP 10/10 (Pelsk Alpha)[2 alien scout wrecks]
#12 - Hercules - HP 10/10 (Pelsk Alpha)[1 alien scout wreck, 1 m1a wreck]
#13 - Scout M2b - HP 6/6 (to Pelsk Echo, 1 turn)
#14 - Scout M2b - HP 6/6 (TaughtFamilyEquator)
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 - 83
Income 116/turn
Sol/Earth -- +60
Sol/asteroids -- +5
Patents -- +23
Vanguard/Prime -- +22
Control - 4/5
Production per turn: 3 ships
Current fleet:
#0 - Scout M1a - HP 4/4 (Vanguard)
#1 - &Scout M1a - HP 4/4 (To Sol, arrives in 1 turn)<no superlaser>
#2 - Ruhk 1 - HP 4/4 (Crowbar to Vanguard, 1 turn remains)
#4 - Colonizer Beta - HP 8/8 (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 - 5
Income 147/turn
Sol/Earth -- +60
Friends In Low Places -- +30
Pelsk Bravo/Vili -- +7
Pelsk Charlie/Ve -- +7
Cognitari/Memoria -- +7
Pelsk Alpha/Freyr -- +7
Pelsk Alpha/Freyja -- +7
Pelsk Echo/Alpha -- +7
Pelsk Echo/Beta -- +0
Totalitarian -- +14
Control - 8/8
Production per turn: 3
Current fleet:
#3 - Impasser - HP 3/3 (to CostAttentionPlay in 1 turn)
#9 - Erinyes - HP 8/8 (TaughtFamilyEquator)
#10 - Erinyes - HP 8/8 (TaughtFamilyEquator)
#11 - Hercules - HP 10/10 (Cognitari) [one Erinyes wreck]
#12 - Erinyes - HP 8/8 (TaughtFamilyEquator)
#13 - Erinyes - HP 8/8 (TaughtFamilyEquator)
#14 - Turul - HP 0.8/10 (Pelsk Delta)
#15 - 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 - 46
Income 90/turn
Sol/Earth -- +60
Olympus/Nox -- +15
Olympus/Beta -- +15
Control - 5/8
Production per turn: 2 ships
Current fleet:
#0 - Scout M2b - HP 9/9 (Olympus)
#1 - &Scout M1a - HP 4/4 (Crowbar to Sol, 1 turn)<no superlaser>
#3 - &Erinyes - HP 12/12 (Olympus orbit)<old railguns, no composites>
#5 - Erinyes - HP 8/8 (Olympus)
#6 - Scout M2b - HP 9/9 (Olympus)
(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
Star System Cognitari (discovered by multiple factions)
Prime -- 15 resources per turn -- Amelia
(one Amelia M1a wreckage, one Amelia Erinyes wreck)
Star System Crowbar (Discovered by Zakharov of ESFed): Two suns
(no planets)
Star System Pelsk Alpha (discovered by Pelsk of Cruarea)
Freyr -- (unmanned) 15 resources per turn -- Pelsk
Freyja -- (unmanned) 15 resources per turn -- Pelsk
(Amelia Erinyes wreck, 1 Alien Scout wreck)
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, 1 Alien Scout wreckage)
Star System Olympus (first colonized by Fletcher)
Nox -- (unmanned) 15 resources per turn -- Fletcher
Beta -- (unmanned) 15 resources per turn -- Fletcher
Star System Pelsk Echo (discovered by Pelsk):
Alpha -- (unmanned) 15 resources per turn -- Amelia
Beta -- something strange? -- (unmanned) 15 resources per turn -- Amelia
Star System Vanguard (discovered by Zhakarov)
Prime -- (unmanned) 22 resources per turn -- Zhakarov
Star System Pelsk Foxtrot (discovered by Pelsk)
Prime
Star System TaughtFamilyEquator (discovered by Pelsk)
Prime
Potential systems
Star System CostAttentionPlay
Star System SpaceBendSign
Star System SummerSentDried
Star System KeepAccurateDisease
Researching technologies (
also in second post)
Kinetic Missiles | 2 turns |
Improved Shields | 1 turn |
Superconductors | 7 turns |