Any suggestions for determining ship repair rates?
Population shall only be tracked as far as tenths of a million, and rounded down.
Evilcherry:Frigates researched - The art of building frigates has been rediscovered. These ships are roughly three times the size of corvettes. Due to economy of scale, they are able to carry slightly more then three times as much equipment as a corvette.
Vanigo:Engines III researched - Larger engines may be attached to future designs, at the cost of offense, defense, HP, or other additions.
Research I researched. All future research increased by 10%. (After racial bonus; should come out to 1.32.)
Production I researched. All future production increased by 10%.
Neyvn:Frigates researched.
Strike Craft I researched.
Population increased to 5509.6 million due to environmental improvements.
Criptfeind:Research completed: Population Growth I. All population growth will now be increased by 10%. That's 0.06 * 1.1 = 0.066.
Researchers continue to struggle with designing infrastructure capable of launching such massive ships as frigates into orbit.
Ggamer:Your researchers have failed you, and should be strung up for motivational reasons.
Thanks to a terrible series of oversights, an explosion occurred on all three FF Counts while they were docked for resupply. Each has been reduced to 1 HP, and will regain 8 HP per turn while guarding the current system. (Maximum strength bad event, but it hit a relatively harmless place on the table.)
Population readjusted to 5,394,600,000 - Your initial environment wasn't calculated in last turn.
-20 credits given as tax returns.
**Corvette Construction
Frigate Construction (evilcherry, Neyvn)
**Engine II
Engines III (Vanigo)
**Basic Troop Transports - Standard capacity, 0.8 loyalty, 5 turn lander.
Expanded Marine Transports - Increased capacity, 0.7 loyalty, 6 turn lander. (evilcherry)
Strike Craft I (Neyvn)
**Trade Routes II
Colonization I (Criptfeind)
Production I (Neyvn, Vanigo)
Research I (Vanigo)
Pop Growth I (Criptfeind)
** Indicates technology known to all players.
===Alternative Sorting===
Evilcherry: Expanded Marine Transports, Frigates
Neyvn: Frigates, Strike Craft, Production I
Criptfeind: Colonization I, Pop Growth I
Vanigo: Engines III, Research I, Production I
CO Transport - 5,000p - 2 Engines / 3 HP / 30,000 Troop Capacity at 80% loyalty, standard landing / This is a basic warp-capable ship, filled with marines at the cost of troop comfort and defenses. Required tech: None
FF Count - 15,000p - 10 Beam Atk / 10 Beam Def / 10 Missile Defense / 10 Kinetic Defense / 2 Engines / 15 HP / An old favorite due to their high reliability, and a remnant from a forgotten age. Many still exist, but the technology to build more has been lost to the sector. Required Tech: Frigate Construction, Beam II, Beam Defense II, Missile Defense II, Kinetic Defense II, Miniaturization II.
DD Trader - 30,000p - 2 Engines / 5HP / Trader - This is technically a destroyer sized vessel, able to be built even by colonial industry due to modular construction techniques not suitable for military use. The technology to build them has only barely been preserved. Required Tech: None.