Year 8 AU, Q1~2(Sorry for the 9 day hiatus, I suddenly got a bout of apathy...)
How do capital ships work?Capital ships are most ships that are larger than tier 4 in size. They are generally durable and powerful. Depending on size, capital ships get a HP bonus that does not affect their speed (seeing that speed and HP multiplied are constant given a number of engines), because quantity has a quality all its own.
Corvettes are intended to be a cheap, fast, lightly-armored heavy-hitting capital ship that excels at either stripping away the escorts of other capital ships, or swatting Fast Attack Craft and smaller ships out of space. Meanwhile, frigates are mainly fleet support ships, generally having special abilities along with a limited ability to act alone. All light frigates can carry two tier 2 ships or smaller.
Capital ships are always uniquely named. Upon construction, if the player hasn't named it I will name it something silly so that you are incentivised to rename it.
Technically, corvettes and such aren't capital ships in the naval meaning of capital ships, but nevermind that.
Global eventCitizen companies are requesting their governments to allow civilian spaceships to be produced and flown. While there are not many places to go right now, a few rich people wish to go on an interstellar sightseeing tour, and where there is money there is supply. Once manned colonies are created, people will wish to travel.
Accepting:
Civilians will expect their governments to protect them, and perhaps save them occasionally. Failure to protect them may or may not cause protests and even impeachment movements.
Civilians with anti-government sentiments may attempt to sabotage government docks, facilities, and matériel.
Because spaceship production will increase, costs of spaceships will be reduced by 10%, excluding colony ships.
Pelsk of CruareaPelsk Golf/Prime is renamed to Odin.
A Colonizer Beta is constructed for 100 credits and sent to Pelsk Bravo/Vili. It colonizes the planet again and gives Pelsk and Amelia an additional 11 credits each turn. Another Beta is sent to Pelsk Golf/Odin, giving Pelsk 22 more credits a turn.
Superconductors and SSS is researched, for 40 credits each. Satellites are finished, allowing a 10 credit tier 0 satellite to be placed in any system (which takes no control). Additionally, scouts have stronger sensor suites.
Hercules #12 arrives at Sol and unloads two alien scout wrecks for 0.8 research credits.
Scout M2b #13 arrives at Sol.
Scout M2b #14 arrives at SummerSentDried. It is a system with one colonizeable planet. There are many alien trails here. What looks very similar to the structure in PercentOffAcres is here, too, except it looks rather burnt-out and mangled. There are around three Kaa ships in the system, two Interceptors and a Scout, but they make no move to intercept the Scout.
The Alien Capital Transport and escorts enter the Pelsk Charlie system and start crossing it, when suddenly a large explosion blows a hole in the side of the Capital Transport. A few futuristic containers float out into space. The Kaa ship transmits angrily--"
You have dared to attack us. Perhaps some reminder of just how primitive you are is in order."
The interceptors fan out and start shooting down any transport vehicles, blockading the system.
With an income of 263 and expense of 280, Pelsk has a net loss of
17 credits.
Zakharov of the Euroslavic Federation constructs a Colonizer Beta for 100 credits. Capital Ship research is conducted, giving +5 to Patents and costing 100 credits. Coilgun research is conducted for 30 credits, giving Zakharov +2 to Patents.
Ships Tier 4 size can now be constructed! Some of these require more technology, though.
A fleet support frigate that gives half of its shields to other ships in its fleet. The shield projectors reduce the number of weapons it has installed.
HP: 80/80
Engines: x8 Blueshift Engines
Speed: 0.5
Armor: +3 Composite Armor
Shields: +2.4 Force Fields
Point Defense: +4.0 Quad Superlaser Point Defense
Armament 1: x6 Tricap Railguns
Special: Caladrius Shield Projector: Every ship in the same system as this one gains a 1.2 shield. If a ship already has a shield, the Caladrius shield is applied at square root effectiveness.
Cost: 500c
The Caladrius cannot be constructed until Superconductors is finished, and Field Projection researched. If a better shield is researched, the Caladrius Shield Projector also gets stronger.
This giant colony ship has humans aboard. It is the first manned colony ship of humankind. 40 credits per turn are provided when a planet is colonized.
HP: 10/10
Engines: x6 Linear Ion Engines
Speed: 1.2
Armor: +1 Titanium Plating
Shields: 0
Point Defense: 0
Cost: 350c
The Gunther is the paragon of a corvette--move fast, hit hard, and be very affordable.
HP: 60/60
Engines: x9 Blueshift Engines
Speed: 0.9
Armor: +2 Composite Armor
S Shields: +2.4 Force Fields
P Point Defense: +4.0 Quad Superlaser Point Defense
Armament 1: x6 Tricap Railguns
Armament 2: x2 Korosev Kinetic Missiles (4 volleys total)
Cost: 400c
Kinetic missiles not included with purchase.
A fast light frigate that projects a warp bubble that allows a fleet to move faster. Sadly, the warp bubble projectors take up most of its volume, and the ship is very lightly armed.
HP: 50/50
Engines: x8 Blueshift Engines
Speed: 1.0
Armor: +1.5 Composite Armor
Shields: 0
Point Defense: 0
Armament 1: x4 Tricap Railguns
Special: War Path Warp Bubble: Up to 4 ships that are slower than this ship's speed can travel faster, equal to half the difference between this ship and that ship's speed.
Cost: 400c
Also requires Super Conductors and Field Projection. The special is slightly confusingly worded. If you have, for example, a 0.5 speed Erinyes and a Narayana, the Narayana causes the Erinyes to move (1.0-0.5)/2=0.25 faster, at 0.75.
The Eriophora is a mobile shipyard, a frigate that is designed to deploy other ships far from the supply lines. However, it lacks solid defense and offense because space for armament is taken up by construction material.
HP: 70/70
Engines: x8 Blueshift Engines
Speed: 0.66
Armor: +2 Composite Armor
Shields: 0
Point Defense: +3 Quad Superlaser Point Defense
Armament 1: x4 Tricap Railguns
Special: Field Construction: Can construct either 1 Tier 3 ship, 2 Tier 2 ships, 3 Tier 1 ships, or 4 Tier 0 ships total. Only one ship can be produced a turn. After its supplies are exhausted, this ship must return to an Orbital Docks to resupply. Ships produced in the field cost 20% more than normal. Also, repairs may be conducted using this ship, costing 20% more than usual.
Cost: 500c
Scout #1 broadcasts a quick apology then turns and leaves for RushManagedSatellites, to arrive next turn. The aliens do not respond.
Scout #6 scans the skies of SpaceBendSign for 10 credits. There are two systems connected to this one, Pelsk Foxtrot and ForceFoundAway, at 0.66 and 0.78 units each. The ship heads to ForceFoundAway.
The system has no colonizable planets--while it does have some planets, none of them are habitable. However, its largest gas planet may be able to support a single unmanned colony.
Zakharov's two colonizers head towards SpaceBendSign.
A small Kaa fleet appears in the Vanguard system, consisting of four Interceptors, a Clawship, and a host of tiny construction robots. The Interceptors start to shoot down half of Vanguard Prime's supply transports, while the construction robots begin to set up scaffolding for some sort of orbital structure.
With an income of 167 and expenditure of 230, Zakharov has a net loss of
63 credits this turn.
Amelia of KasselynThe Turul fleet turns and starts to head out of the system, when the Kaa attack.
Alien Interceptor 1 -> Turul #14
Photon Blaster
[Dodge chance]
18.2 [Roll] 57
[Damage]
5.6 Photon Blaster
[Dodge chance]
18.2 [Roll] 61
[Damage]
5.6Turul #14 suffers a hull breach from the two blaster strikes and vents air, spinning into space, deader than a fish out of water.
The second Turul that was covering the first Turul's warp engages the enemy.
Turul #16 -> Alien Interceptor 2
x4 Railguns
[Dodge chance]
5 [Rolls] 40, 43, 45, 73
[Damage]
1.86*4 = 7.44
Chemical Missiles
[Dodge chance]
5 [Roll] 64
[Damage]
0.86The interceptor that didn't fire its weapons is destroyed.
The two Alien Scouts fire their photon blasters, but the Turul is immune.
(message of marvel and admiration cancelled)
Pelsk has already finished Sensor Suite Satellite. Instead I'll arbitrarily have you research Superconductors for the same cost, 40 credits.
Two Colonizer Betas are constructed for 200 credits total. The first one is sent to Cognitari and colonizes Memoria a second time. Pelsk and Amelia are provided with an extra 11 credits a turn. The other is NOT sent to Pelsk Bravo Vili because the planet is already colonized twice.
Turul #19 arrives at KnifeMenGently. The system has one colonizable planet. There are no aliens in sight.
The Colonizer Alpha arrives at Pelsk Delta and colonizes the asteroids.
The Scout M3a at Cognitari heads to Pelsk Bravo, but does not proceed into Pelsk Charlie, which is being blockaded.
With an income of 265 and expenditure of 240, Amelia has a net gain of
25 credits this turn.
(Apparently it doesn't matter what order control is calculated in, because your Turul dying opened up a slot!)
Fletcher of the Titanian RepublicEmpire:
"Any metalworking technology would be acceptable."
The two Erinyes head to Sol. #5 will arrive in one turn.
Scout #6 arrives at SuddenlySetsBrown. This system has 0 colonizable planets, though it does have two asteroid belts that can be colonized once by an unmanned colonizer. and the skies are streaked with ion drive trails.
Coilgun research continues for 60 credits, and so does Superconductor research for 40.
The orbital docks produce a Turul S for 150 credits.
With an income of 164 and expenditure of 250 credits, Fletcher has a net loss of
86 credits this turn.
New researchOrbital Drydocks | 100*6 | Can construct a Size 4 drydocks in orbit over a manned colony, which reduce the cost to build all (non-colonizer, non-missile, non-probe) ships tier 4 or smaller by 50% or 100 credits, whichever is smaller. |
Capital Ships II | 200*6 | Can construct Tier 5 ships, including the Frigate and Destroyer. |
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 - 24
Research credits 0.8
Income 263/turn
Sol/Earth -- +90
Friends In Low Places -- +45
Pelsk Bravo/Vili -- +18
Pelsk Charlie/Ve -- +0 (was +7, blockaded)
Sol/Jupiter -- +5
Pelsk Alpha/Freyr -- +18
Pelsk Alpha/Freyja -- +18
Cognitari/Memoria -- +18
Pelsk Echo/Alpha -- +7
Pelsk Golf/Odin -- +44
Control - 10/12
Production per turn: 4
Current fleet:
#3 - Rukh 2 - HP 4/4 (Earth orbit)
[A] -- pelsk alpha to SpaceBendSign in 1 turns
#5 - Erinyes - HP 8/8 [A]
#7 - Erinyes - HP 8/8 [A]
#8 - Erinyes - HP 8/8 [A]
#10 - Scout M2b - HP 6/6 [A]
#11 - Hercules - HP 10/10 (Sol)
#12 - Hercules - HP 10/10 (Sol)
#13 - Scout M2b - HP 6/6 (Sol)
#14 - Scout M2b - HP 6/6 (SummerSentDried)
#16 - 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 rounded up is permanently gained as income.
Credits - 173
Income 167/turn
Sol/Earth -- +90
Sol/asteroids -- +5
Patents -- +50
Vanguard/Prime -- +22 (+22 lost from blockade at Vanguard)
Control - 4/5
Production per turn: 3 ships
Current fleet:
#1 - Scout M3a - HP 10/10 (to RushManagedSatellites in 1 turn)
#4 - Colonizer Beta - HP 10/10 (to SpaceBendSign in 1 turn)
#6 - Scout M3a - HP 10/10 (SpaceBendSign)
#7 - Colonizer Beta - HP 10/10 (to SpaceBendSign in 1 turn)
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 - 33
0.5 research credits
Income 265/turn
Sol/Earth -- +90
Friends In Low Places -- +45
Pelsk Bravo/Vili -- +18
Pelsk Charlie/Ve -- +0 (was +7, blockaded)
Cognitari/Memoria -- +18
Pelsk Alpha/Freyr -- +18
Pelsk Alpha/Freyja -- +18
Pelsk Echo/Alpha -- +7
Pelsk Echo/Beta -- +0
Nihil/Scintilla -- +22
Pelsk Delta/asteroids -- +5
Totalitarian -- +24
Control - 6/8
Production per turn: 3
Current fleet:
#3 - Impasser - HP 3/3 (Nihil)
#11 - Hercules - HP 10/10 (Pelsk Delta)
#16 - Turul - HP 10/10 (PercentOffAcres)
#17 - Scout M3a - HP 10/10 (Pelsk Bravo)
#19 - Turul - HP 10/10 (KnifeMenGently)
#20 - Colonizer Beta - HP 10/10 (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 - 4
Income 164/turn
Sol/Earth -- +90
Olympus/Nox -- +37
Olympus/Beta -- +37
Control - 6/8
Production per turn: 3
Current fleet:
#0 - Scout M2b - HP 9/9 (Lethe)
#1 - Scout M2b - HP 9/9 (Olympus)
#3 - Erinyes - HP 12/12 (Sol)
#5 - Erinyes - HP 8/8 (Crowbar to Sol, 1 turn)
#6 - Scout M2b - HP 9/9 (SuddenlySetsBrown)
#7 - Turul S - HP 10/10 (Earth docks)
Policies:
FOR all combat ships IF a Kaa Scout is encountered THEN disable engines & prevent self destruct.
Starmap(red is alien presence, blue alien traces)
Explored
Star System Sol
Earth -- 90 resources per turn -- all factions
Asteroids -- 5 resources per turn -- Zakharov
Jupiter -- 5 resources per turn -- Pelsk
Star System Cognitari (discovered by multiple factions)
Memoria -- (unmanned) 15 resources per turn / (unmanned) 22 resources per turn -- Amelia
(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)
Freyr -- (unmanned) 15 resources per turn / (unmanned) 22 resources per turn -- Pelsk
Freyja -- (unmanned) 15 resources per turn / (unmanned) 22 resources per turn -- Pelsk
(Amelia Erinyes wreck)
Star System Pelsk Bravo (discovered by Pelsk of Cruarea): Two suns
Vili -- (unmanned) 15 resources per turn / (unmanned) 22 resources per turn -- Pelsk
Star System Pelsk Charlie (discovered by Pelsk of Cruarea): Two suns
Ve -- (unmanned) 15 resources per turn -- Amelia
Star System Pelsk Delta (discovered by Pelsk of Cruarea): No sun
asteroids -- 5 resources per turn -- Amelia
(one Pelsk M1a wreckage)
Star System Olympus (first colonized by Fletcher)
Nox -- (unmanned) 15 resources per turn / (unmanned) 22 resources per turn -- Fletcher
Beta -- (unmanned) 15 resources per turn / (unmanned) 22 resources per turn -- Fletcher
Star System Pelsk Echo (discovered by Pelsk):
Lux -- (unmanned) 15 resources per turn -- Amelia
Umbra -- something strange? -- (unmanned) 15 resources per turn -- Amelia
Star System Vanguard (discovered by Zakharov)
Prime -- (unmanned) 22 resources per turn / (unmanned) 22 resources per turn -- Zakharov
(alien fleet: 4 interceptor, 1 claw, construction)
Star System Pelsk Foxtrot (discovered by Pelsk)
Prime
Star System Pelsk Golf (discovered by Pelsk)
Odin -- (unmanned) 22 resources per turn x2 -- Pelsk
Star System KeepAccurateDisease (discovered by Zakharov)
Alpha
Beta
Gamma
(Zakharov m1a & Rukh-bits)
(Last seen: 8 interceptors, 2 clawships, orbital construction)
Star System Lethe (discovered by Fletcher)
Prime
(Empire of Iron fleet, with construction frigate and 5 corvettes and other smaller craft)
Star System Nihil (discovered by Amelia)
Scintilla -- (unmanned) 22 resources per turn -- Amelia
Star System PercentOffAcres (discovered by Amelia)
Prime
(2 Alien Scouts, 1 Alien Interceptor, 1 Alien Wormhole)
(1 alien interceptor wreck, 1 Turul wreck)
(alien fleet of 1 clawship, 3 interceptors, 1 capital transport in Pelsk Charlie)
Star System CloseDoorInstead (discovered by Zakharov)
Alpha
Beta
(Alien Light Corvette)
Star System SpaceBendSign (discovered by Zakharov)
Prime
Asteroids
Star System SummerSentDried (discovered by Pelsk)
Prime
(2 interceptors, 1 Alien Scout, no move)
Star System ForceFoundAway (discovered by Zakharov)
Gas Planet Alpha <1 unmanned only>
Star System KnifeMenGently (discovered by Amelia)
Prime
Star System SuddenlySetsBrown (discovered by Fletcher)
outer asteroids
inner asteroids