This is Captain Frederick. It is unfortunate that I must resort to threats, but we will be forced to dispense nuclear annihilation if we are not rescued soon.DIPLOMACY//
Accepting to trade with RAM, Colonization 3 for Industry 3...
RESEARCH//
Research Amour 2 - 2 RP
Trade Tech Colonization 3 to RAM - 1 RP
Trade Tech Industry 3 from RAM - 1 RP
INDUSTRY//
Produce Unit - Patrol Drone, Fighter Design, 2/1/0/9 - 25IP
ORDERS//
Tile I21, Siren > Tile J22, Siren
Colonist 0/3/0/1 (Land)
Tile G19, Siren > Tile I19, Siren
Colonist 0/3/0/1 (Land)
CITIES//
Talkido Neather Port - H20, Siren
FORCES//
Talkido Neather Port - H20, Siren
Sight Drone - 1/1/0/1 (Land)
Patrol Drone - 2/1/0/9 (Fighter)
Patrol Drone - 2/1/0/9 (Fighter) - Underconstruction
Force 1 - G19, Siren > I19, Siren:
Colonist 0/3/0/1 (Land)
Force 2 - I21, Siren > J22, Siren:
Colonist 0/3/0/1 (Land)
STATUS//
Remaining Industry: 30 (+30) [10]
Remaining Research: 4 (+4)
Weapons 2
Armor 2
Shields 0
Engines 2
Size Limits 2
Colony Limits 3
Industry 3
Research:15
Research Trade -Incoming [Colony Limits 3] - 1 research (1=14)
Research Trade -Outgoing [Industry 3] - 1 research (1=13)
Research Size Limits 4(8=5)
Research Armour 2(2=3)
Research Armour 3(3=0)
Industry:
Siren: 57
Build 2* 0/3/0/0+C(land) 'Phoenix Egg' at D18(26=31)
Build 1* 1/1/0/4+4(Bomber) 'Gay Cloud' at D18(12=19)
Build 1* 1/3/0/6(Fighter) 'Falling Star' at D18(18=1)
Move:
Glittering Cloud at I17 loads Coloniser and moves to D18.
Colonise D18
Cities: I17, Siren
D18, Siren
Forces:
Siren:
Garrison at City I17: 3x 1/1/0/0 Fae Wisp (Land)
Garrison at City D18: 0/1/0/4+5C 'Glittering Cloud' (Bomber)
1/1/0/1 Survey Team (Land)
1/1/0/4+4C 'Gay Cloud' (Bomber)
0/3/0/0 'Phoenix Egg' (Land Colonist)
1/3/0/6 'Falling Star (Fighter)
Force 1(Sea) - H16: 2x 1/1/0/1 Pretty Mermaid (Sea)
Status
Remaining Research: 11 (+11)
Remaining Industry: 37 (+36) [12]
Weapons 1
Armor 3
Shields 0
Engines 2
Size Limits 4
Colony Limits 3
Industry 3
Research: Engines 2
Production: Production: Valmorgen: Mid-range orbital fighter (2/1/0/12) (believe it comes in at 40.5 to build, so 41. Someone correct me if I'm wrong)
Orders: Move Force 1 colonists into F4 and deploy. Lormidia
Move Force 2 colonist into B6 and deploy. Mayhew
Move Force 3 colonist into E9 toward D10.
Cities
G7: Valmorgen
F4: Lormidia
B6: Mayhew76
Forces :
Garrison at G7 city - 1/1/0/1 Survey Team (Land)
2x 0/1/0/1+4C Peasant Mk. I (Land)
8x 2/1/0/0 Paladin Mk. I (Land)
Force 3 at E9, Siren - 0/3/0/1 Colonist (Land)
Status:
Remaining Research: 17 (+15)
Remaining Industry: 104 (+63) [21]
Weapons: 2
Armour: 1
Shields: 0
Engines: 2
Size: 2
Colony: 3
Industry: 3
Research: Armor 3 (3)
Production:
Aerial Transport (0/1/0/4+4C) (10)
Infantry (1/1/0/1) (4)
Orders:
Force 2 move to I15
Force 1 move to H11
Cities:
N4
Forces:
City at I13, Siren:2/1/0/0 Emergency Perimeter Defense
1/0/0/4 Cruise Missile (Missile)
0/1/0/4+4C Aerial Transport (Bomber)
1/1/0/1 Infantry (Land)
Force 1 at H11, Siren:
0/1/0/2+5C Naval Transport (Sea)
0/3/0/1 Colonist (Land)
Force 2 at I15, Siren:
3x 2/2/0/2 Naval Attack Ship (Sea)
Status
Remaining Research: 7 (+5)
Remaining Industry: 36 (+24) [8]
Weapons 3
Armor 3
Shields 0
Engines 2
Size Limits 2
Colony Limits 2
Industry 3
Research Colony Limits 4 - 8 research
Research Armor 2 w/ Knight Otu - 1 research
Research Armor 3 - 3 research
INDUSTRY
0/1/0/4+5C: 8 points; 2*5.5*(8/6)=14.67=15 industry. Not quite. (2+2.5)*8/6 = 6 = 12 IP. You're as bad about not checking your work as I am.
Build 5 W134 Wensleydales: 60 industry
Build 1 W135 Modified Wensleydale (1/3/0/5): 15 industry
ACTIONS
S5 Stilton Bomber move to E18.
J3 Jarlsberg CCU colonize E18. Name new city Mozzarella City.
R35 Roquefort Carrier Tank in Stilton City (J17) move to Great Lactosia (I14)
CITIES
Great Lactosia - I14, Krigg
Gouda Garrison - J11, Krigg
Stilton City - J17, Krigg
Mozzarella City - E18, Krigg
FORCES
Great Lactosia: I14, Krigg
C11 Colby Jack Scout Tank - 1/1/0/1 (Land)
R35 Roquefort Carrier Tank - 0/1/0/3+5C (Land)
Gouda Garrison: J11, Krigg
R35 Roquefort Carrier Tank - 0/1/0/3+5C (Land)
5x W134 Wensleydale Attack Bomber - 1/3/0/4 (Bomber)
W135 Modified Wensleydale Attack Bomber - 1/3/0/5 (Bomber)
Stilton City: J17, Krigg
Mozzarella City: E18, Krigg
S5 Stilton Bomber - 0/1/0/4+5C (Bomber)
Status
Remaining Research: 21 (+18)
Remaining Industry: 102 (+99) [33]
Weapons 1
Armor 3
Shields 0
Engines 3
Size Limits 3
Colony Limits 4
Industry 3
Rename Survey Team:
C11 "Colby Jack" Scout Tank (Land)
Upon landing, the C11 Scout Tank was named after famed Terran explorer Jack Colby - even in the Slora system, the colonists want to keep in touch with their roots. However, it is only named so euphemistically. There is nothing notable to scout for on Krigg's barren wastelands. No gold or jewels lie under the dirt, no herds of animals roam. The colonists already know all they need to know from their pre-entry observation. The Colby Jack Scout Tank exists only as a mobile defense base. Slow, fragile, and weak, it cannot put up a fight against even a small enemy force. It was created originally to seize land from neighbors; however, as an ally pact was made with the only nearby colony, too far away to attack easily with the C11's poor engines, that purpose is gone as well. It now exists only to defend from the smallest of threats; there are no plans to construct more.
Rename MG Turret:
P21 Prastost Revolver Cannon (Land)
The P21 Prastost was created to protect the colony from threats. It is quite powerful for a weapon meant to be used in the early days of the colony; with its stored ammunition, it is able to fire quickly, devastating even the strongest of early enemy tanks. However, it is immovable, and only serves as a defensive mechanism; in addition, it can be quite easily destroyed. Fortunately for the colonists, it does not much matter; they have no need to attack anyone... yet.
Design:
R35 Roquefort Carrier Tank (Land)
0/1/0/3+5C: 12 points: 9.5=10 industry
The R5 Roquefort is less of a tank and more of a hauling truck. It has room to carry troops or small tanks, even colony units; however, it has no weapons and is easily destroyed by enemy fire. As a high-priority carrier tank, it is incredibly fast, far more than any simple starting tank. Its powerful engines rush heavy loads and units across the wasteland, quickly delivering them to their drop-off points.
Design fancily-named Colonist:
J3 Jarlsberg City Construction Unit (land)
0/3/0/1+Colonist: 5 points: 15 industry
The J3 Jarlsberg is a behemoth. An immense rolling rounded box, it trudges across the wastelands. It is slow, but only as much as any other slow tank; its powerful engines propel it at a reasonable rate. Inside, hundreds of citizens slumber, ready to build a new city, one of the few in all the world. Collapsed construction cranes and building materials are stored in the gigantic hull, protected from even huge barrages of attacks by thick armor. Though it is immense, it can be hauled by other tanks to increase its speed; even with no weapons to speak of, it carries so much that it is quite slow. Massive steel-alloy loops allow cargo tanks to pull it along to its destination.
S5 Stilton Bomber (Bomber)
0/1/0/4+5C: 8 points; 2*5.5*(8/6)=14.67=15 industry
The S5 Stilton is not a particularly stealthy bomber. It is massive, and makes no attempt to hide itself. Neither can it carry a massive quantity of bombs, dropping them onto cities to devastate enemy forces. Its bomb bay is quite small, actually; it can only carry one or two small missiles. However, it has one redeeming feature, and for this feature alone it is considered vitally important to the great nation of Great Lactosia; it is very, very fast. Like most planes, it shrieks across the landscape with immensely powerful engines; this model in particular was created to haul a J3 Jarlsberg City Construction Unit. With its increased speed, Great Lactosia will be able to establish colonies in far-away destinations, where the land is rich in resources. For this it is deemed a masterwork of Great Lactosia's diligent scientists and engineers.
1/3/0/4: 6 points: 12 industry
The W134 Wensleydale is not a very powerful bomber; it has only 1 attack point. However, it makes up for this by being quite fast. It is designed to smash an enemy city quickly, attacking its target immediately after it has been built. In addition, its speed helps it patrol for enemies, and to quickly seize a target, then move on to another. Also, it is comparatively cheap; the Lactosian war machine, supplied with rich quantities of resources and production, can churn out quite a few.
Knight Otu's Turn:
New research: Weapons 2, Armor 3 (5R), Trade Armor 2 to Cheddarius (1R)
New Unit Designs: Far Striker B11-4 (1/1/0/4) (Air Bomber) (4/6 - Unit Cost 8 )
Crusher F11-3 (1/1/0/3) (Air Fighter) (3/3 - Unit Cost 6)
Garrison Towers G14 (1/4/0/0) (Land) (6/12 - Unit Cost 6)
New production: 2 Far Striker bombers (16I) in CENTRAL
2 Crusher fighters (12I) In CENTRAL
2 Garrison Towers (14I) in CENTRAL
Unit movement: Colonial Forces 1 moves to D9, and settles ARM I there.
The two Laser Winders move to F9 to block Wimdit's colonists from settling there, forming Defenders 1.
Colonial Forces 2 moves back to CENTRAL E12
Cities:
CENTRAL - E12
ARM I - D9
Forces:
CENTRAL E12 (Krigg) - Survey Team - 1/1/0/1 (Land)
- 4x Laser Turret G11 - 1/1/0/0 (Land)
- 2x Far Striker B11-4 (1/1/0/4) (Air Bomber)
- 2x Crusher F11-3 (1/1/0/3) (Air Fighter)
- 2x Garrison Tower G14 (1/4/0/0) (Land)
- Colonial Forces 2 - Colonist - 0/3/0/1 (Land)
Defenders 1 F9 - 2x Laser Winder L11-3 (1/1/0/3) (Land)
Knight Otu status
Remaining Industry: 53 (+48) [16]
Remaining Research: 8 (+7)
Weapons 2
Armor 3
Shields 0
Engines 3
Size Limits 3
Colony Limits 2
Industry 3
------------
Existing Unit Designs:
- Laser Turret G11 (1/1/0/0) (Land) (2/4 - Unit Cost 2)
- Laser Winder L11-3 (1/1/0/3) (Land) (8/8 - Unit Cost 8 )
- Striker B11-2 (1/1/0/2) (Air Bomber) (3/4 - Unit Cost 6)
- Far Striker B11-4 (1/1/0/4) (Air Bomber) (4/6 - Unit Cost 8 ) (or 5/6 - Unit cost 10 if Engines 4 is needed)
- Crusher F11-3 (1/1/0/3) (Air Fighter) (3/6 - Unit Cost 6)
- Garrison Towers G14 (1/4/0/0) (Land) (7/12 - Unit Cost 7)
Research: Weapons 2, Armour 2
Production: None.
Orders
Colonist at G8 to E8. Build a colony named Vault of the Cherubim.
Colonist at K6 to J5.
Cities
Eden - J7
Vault of the Cherubim - E8
Forces
Garrison at Eden, J7 - I8: Rover - 1/1/0/1 (Land)
- Colonist - 0/3/0/1 (Land)
Force 1 - Colonists (1) at J5, Krigg - Colonist 0/3/0/1 (Land)
Status
Remaining Research: 10 (+7)
Remaining Industry: 109 (+45) [15]
Weapons 2
Armor 2
Shields 0
Engines 3
Size Limits 2
Colony Limits 3
Industry 3
Research Industry 4
Produce 5 1/2/0/1 Patroll Units 4 IP left
Industry: (31 IP)
Create 3 1/2/0/0 Patroll Teams in the City at D5 (-15 Ip) (16 Left)
Create 4 2/2/0/0 Guardian Turrets in the City at D5 (-16 IP) (0 left)
Orders:
Move Units at F3 to G2
Turn Colonists at G2 into a city at G2
Move patroll units in City at D5 to E6
Cities
City 1 - D5
City 2 - G2
Forces
Garrison at D5: 2x Survey Team - 1/1/0/1 (Land)
2/1/0/0 Sentry Turret (Land)
1/2/0/0 Defensive Turret (Land)
0/3/0/1 Colonists (Land)
3x 1/2/0/1 Patrol Unit (Land)
4x 2/2/0/0 Guardian Turret
Force 2 at E6: 10x 1/2/0/1 Patrol Unit (Land)
Status
Remaining Research: 7 (+7)
Remaining Industry: 107 (+76) [19]
Weapons 2
Armor 2
Shields 0
Engines 1
Size Limits 1
Colony Limits 2
Industry 4