Minor empires will not research on their own until gaining at least two worlds. Until then, they freely gain all ** tech and spend most of their production on warships. They'll generally consider their homeworlds to have a perfect environmental value.
I'll deal with trade whenever a trade ships reaches a player-owned planet.
I'm increasing the base HP of ground troops to 20, as there wasn't much chance of transports fleeing except in
very close battles with low casualties. Doesn't help anyone this turn.
Evilcherry:Production III researched. Production modifier from science set to 1.33.
Vanigo:Production V researched. Production modifier from science set to 1.61.
Research III researched. Research modifier from science set to 1.33.
FF Count III, DD Trader now at (5,18)
(Still no on the transports.)
Typo: You have 7189 manufactories.
Neyvn:Research III researched. Research modifier from science set to 1.33.
Taxation I researched. Taxation modifier from science set to 1.1.
(You had Research II, but there was a clerical error on my part. Have a bonus of +5393 RP for the next turn only, which is what my error cost you.)
Planet 15 colonized. Workers recover 1 factory on turn 1 of excavations.
CO Transport II at (20,7).
Disasterous loss! The brave soldiers aboard CO Transport 1 greatly underestimated their opponent. The ship was destroyed before it could take off again, and the Twentin world government has used the opportunity to unite all member nations in a close federation! They have sworn blood-feud against Neyvn.
Pop::Fac on planet 3 set to 7695.3::7697
IronyOwl:Transports fully replenished.
Production III researched.
Production IV researched. Production modifier from science set to 1.46.
Industrial Expansion II researched. Factory fabrication cost modifier from science set to 1.21.
Twentins:Unifying planetary governments.
Military
**Corvette Construction
**Frigate Construction
Strategic Anti-Planetary Missiles I (Evilcherry)
**Basic Troop Transports - Standard capacity, 0.8 loyalty, 5 turn lander.
Expanded Marine Transports - 1.5 capacity, 0.7 loyalty, 6 turn lander. (evilcherry, Vanigo)
Drop Pod Transports - 0.75 capacity, 0.7 loyalty, does not land. (Neyvn)
Colonization I (IronyOwl, Neyvn)
Cloaking I (evilcherry, Neyvn)
**Engine II
Engines III (Vanigo, Evilcherry)
Miniturization I (evilcherry, Vanigo)
Sensors I (evilcherry)
Strike Craft I (Neyvn)
Strike Craft Engines I (Neyvn)
Economic
Industrial Expansion I (IronyOwl)
Industrial Expansion II (IronyOwl)
Pop Growth I (Vanigo, IronyOwl, Neyvn)
Pop Growth II (Vanigo, IronyOwl, Neyvn)
Pop Growth III (IronyOwl)
Pop Growth IV (IronyOwl)
**Production I
**Production II
Production III (Evilcherry, IronyOwl, Vanigo)
Production IV (IronyOwl, Vanigo)
Production V (Vanigo)
**Research I
Research II (Vanigo, Neyvn, IronyOwl)
Research III (IronyOwl, Neyvn, Vanigo)
Shipbuilding I (Vanigo)
Taxation I (IronyOwl, Neyvn)
Taxation II (IronyOwl)
Taxation III (IronyOwl)
Terraforming I (IronyOwl)
Terraforming II (IronyOwl)
**Trade Routes II
** Indicates technology known to all players.
===Alternative Sorting===
Evilcherry: Frigates, Expanded Marine Transports, Cloaking I, Engines III, Sensors I, Miniaturization I, Strategic Anti-Planetary Missiles I, Research I, Production III
Neyvn: Frigates, Colonization I, Strike Craft I, Strike Craft Engines I, Cloaking I, Growth II, Production II, Research III, Taxation I
Vanigo: Frigates, Expanded Marine Transports, Engines III, Miniaturization I, Research III, Production V, Pop Growth II, Shipbuilding I
IronyOwl: Frigates, Colonization I, Industrial Expansion II, Production IV, Research III, Pop Growth IV, Taxation III, Terraforming II
MM Retribution - 2000p - 3 engines / 1 HP / Stealth I / Strategic Anti-Planetary Missile - Deals 25 points of environmental damage (12.5 against a size 5, 2.5 against a size 10. Rounds down.) Kills 0.5% of population for each point of environmental damage. Destroys 0.5 manufactories per million population killed. Reduces loyalty by 5% per 1% of population killed. Required tech: Strategic Anti-Planetary Missiles 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.
FF Bernard - 20,000p - 2 Engines / 5 HP / 1,000,000 population capacity / This is the most basic colonization ship available. Following the rediscovery of cryogenic technology, it is once more possible for spacefaring empires to move vast sums of civilians around the sector. Required Tech: Frigate Construction, Colonization I.
FF Reynold Rogers - 20,000p - 2 Engine / 5 HP / 1,300,000 population capacity / This ship was designed in tandem with cryogenic sleep pods, and named after the well-paid professor who invented them. Required Tech: Frigate Construction, Colonization III.
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.
Map