Special turn: Chance of good events triples!
Evilcherry:Base trade income for planet 4 next turn is 2967.1c and 25,117p.
Effective trade income for planet 2 (*0.80) is 2373c and 20,093p.
Production IV researched. Production modifier from science set to 1.46.
Missiles I researched.
Vanigo:Trade route established with Evilcherry, between planets 2 and 4. One Count is currently in orbit of planet 4.
Remaining fleet moves to (2,10). Fleet consists of 2 FF Counts and 3 FF Inquest Bs, an unidentified classification.
Base trade income for planet 2 next turn is 2511.7c and 29,671p.
Effective trade income for planet 2 (*1.21) is 3039c and 35,901p.
Ground Attack I researched. Ground attack modifier from science set to 1.1.
Ground Attack II researched. Ground attack modifier from science set to 1.21.
Ground Defense I researched. Ground defense modifier from science set to 1.1.
Ground Defense II researched. Ground defense modifier from science set to 1.21.
Trade I researched. Trade income modifier from science set to 1.1.
Trade II researched. Trade income modifier from science set to 1.21.
Standard Marine Transports researched: 1x troops, 1 loyalty, 4 turn lander (Combining Standard and Expanded transports would be possible, but require more research. If you wanted a general upgrade to all marine transports, like +10% troop capacity, I don't want such a tech for balance reasons, but am willing to let you change this out for an alternative marine transport upgrade.)
+10% credit income for helpfulness: +805c.
Neyvn:8 CO Competent Drop Pod Transports built.
The 5.8 million people on planet 15 reactivate 4 manufacturies, bringing the total up to 5.
IronyOwl:Terraforming III researched. Terraforming modifier from science set to 1.33.
Plague! A terrifying outbreak on planet 1 kills 461 million people before the vaccine is discovered and the plague genocided.New population for planet 1: 7752.6.
+3% credit income for helpfulness: +309c.
Racial Stats:
Ideal environment: 297
Production
------------------
/* colony number (Size, Quality, Environment, Loyalty, Manufactories, Population):
Production(p) = manned manufactories x 10 x quality% x loyalty% + Trade received from last turn. See my turn post - It should be the same as their t, slightly further down, from last turn.
Taxation(c) = mpopulation x loyalty%
Trade: t = 20% of current production as credits. This will change as more trade routes are added.
Remember taxation is halved under blockade
*/
20 (9,97,297,
100,93.5,70):
p = 70 * 10 * 0.97(quality) * 1(loyalty) * 1.21 (tech)= 821p
c = 93 = 93c
t = 0
------------------
Consumption
------------------
/* colony number:
Ships: p+c = number of ships or part thereof the Ship designation
Manufactories: p+c = #of manufactories (1 per 100p/c)
Terraforming: p+c = % improvement (1% per 500p/c * planet size)
Technology: p+c
Loyalty: c = % loyalty (1% per mpopulation /10 c)
Environment upkeep: c = (|Ideal_Environment - Current_Environment|) / 20 * population(in millions)
*/
20:
Ships = 821p = 821/1000 CO Zero
Manufactories = 0p
Terraforming = 0p
Technology = 0
Loyalty = 0
Environment Upkeep: 0
Total = 821p + 0c
Treasury
------------------
Last turn balance: 0c
Colonial Income: 93c
Consumption: 0c
Trade income: 0c
Fleet Upkeep: 0c
Interest: -0c
Balance next turn: 93c
------------------
Growth
------------------
20 (9,97,297,100,93.5,70):
Growth = 93.5 * 0.05 = 97.6
Manufactory = 0
Terraforming = 0
Loyalty = 0
(9,97,297,100,97.6,70)
TwentinsRealizing that the empire that attacked them has overwhelming firepower, and unable to gain anything usable as a weapon from outsiders, the Twentins build suicidal ships in a nearly-hopeless race against the clock. Everything they know depends on it, and the people are united for a common task. (No, no you may not build CO Zeros. The loyalty penalty if there's any other possible non-surrender option for defense isn't worth it.)
Military
**Corvette Construction
**Frigate Construction
Strategic Anti-Planetary Missiles I (Evilcherry)
**Basic Troop Transports - 1x capacity, 0.8 loyalty, 5 turn lander.
Standard Marine Transports - 1x capacity, 1 loyalty, 4 turn lander. (Vanigo)
Expanded Marine Transports - 1.5 capacity, 0.5 loyalty, 6 turn lander. (evilcherry, Vanigo)
Drop Pod Transports - 0.75 capacity, 0.7 loyalty, does not land. (Neyvn)
Ground Attack I (Vanigo)
Ground Attack II (Vanigo)
Ground Defense I (Vanigo)
Ground Defense II (Vanigo)
Colonization I (IronyOwl, Neyvn)
Cloaking I (evilcherry, Neyvn)
**Engine II
Engines III (Vanigo, Evilcherry)
Miniturization I (evilcherry, Vanigo)
Missiles I (Evilcherry)
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, Evilcherry)
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)
Terraforming III (IronyOwl)
Trade I (Vanigo)
Trade II (Vanigo)
**Trade Routes II
** Indicates technology known to all players.
===Alternative Sorting===
Evilcherry: Frigates, Expanded Marine Transports, Cloaking I, Engines III, Sensors I, Miniaturization I, Missiles I, Strategic Anti-Planetary Missiles I, Research I, Production IV
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, Standard Marine Transports, Ground Attack II, Ground Defense II, 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 III
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
CO Zero - 1000p - Suicide / 1 engines / 6 HP / Building such a ship is usually the last act of a desparate empire. Even planets with minimal technolgical and manufacturing capabilities are able to strap engines and engineer cabins to large chunks of rock or metal, but it's never popular. As they lie dormant until they recieve a signal that enemies are approaching, attackers only get one attack round to destroy them. Using them against enemy systems is ill advised.
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