Tech had good results, three critical successes, those belonging to kilakan, adwarf, and Taricus.
kilakan: (Critical Success)
-LASERs
adwarf: (Critical Success)
-Prolonged Construction
Toaster: (Success)
-Shields
Terenos: (Success)
-LASERs
Taricus: (Critical Success)
-Mass Acceleration Cannon
Exkirby: (Success)
-Intergalactic Banking
Mostly just movement and building this turn, another of those Bulwark destroyers popped up in Asimov however.
kilakan
-Resources: 7,700
Mageth
-Starbase
-Fighter(1,2)
--1x Hull
--1x LASER
-Heavy Assault Ship
--1x Hull
--2x Heavy Assault Armor
--1x Nucleon Flechette Cannon
Arrane
-Starbase
Ridishan
-Starbase
-Shatter-Star Class Fighter
--2x Hull
--2x Nucleon Flechette Cannon
-Shatter-Star Class Frigate
--3x Hull
--3x Nucleon Flechette Cannon
-Stingray(4,8)
--1x Hull
--1x LASER
-Mk. I Helios Light Frigate 'Deadalus'
--15x Hull
--10x Laser
--5x Engine
adwarf
-Resources: 7,300
Adwar
-Starbase
--4x Hull (PC)
--1x Drone Bay (PC)
-Planetary Battery
-Stingray(10,11,12)
--1x Hull
--1x LASER
-Mk. I Light Carrier 'Hive Mind'
--2x Hull
--2x Drone Bay
Aegis
-Stingray(1,2,3,5,6,7,9)
--1x Hull
--1x LASER
-Mk. I Light Carrier 'Shiva'
--2x Hull
--2x Drone Bay
Toaster
-Resources: 4,900
Heinlein
-Starbase
-Light Fighter Lancer(4)
--2 Hull
--1 LASER
--1 Engine
Asimov
-Starbase
-Escort
--1x Hull
--1x LASER
-Light Fighter Lancer(5)
--2 Hull
--1 LASER
--1 Engine
-Bulwark Class Destroyer(1,3)
--4x Advanced Hull
--3x Shield
--4x Engine
--5x LASER
Niven
-Starbase
-Escort
--1x Hull
--1x LASER
-Light Fighter Lancer(1,2,3)
--2 Hull
--1 LASER
--1 Engine
-Bulwark Class Destroyer(2)
--4x Advanced Hull
--3x Shield
--4x Engine
--5x LASER
Terenos
-Resources: 11,500
Renos
-Starbase
-Dirk(1,2)
--1x Hull
--1x LASER
Mileth
-Starbase
-Obelisk Class Capital Vessel
--15x Hull
--10x LASER
--5x Engine
-Lancer class vessel(1,2,3)
--2 Hull
--1 LASER
--1 Engine
Rucesion
-Peeping Tom(2)
--1x Hull
Taricus
-Resources: 15,200
Taricu
-Starbase
PX-1
-Starbase
-Fighter(1,6,7,8,9,10)
--2x Hull
--1x LASER
--1x Engine
PX-3
-Starbase
-Atain Class
--5x Hull
--2x Mass Acceleration Cannon
--2x LASER
Exkirby
-Resources: 18,215
-Bank Account: 5500
Exkir
500 diverted to bank per turn
-Starbase
-Intergalactic Bank
-Laserbox
--6x Hull
--6x LASER
-ZRS-1,2,3,4
--1x Hull
--1x LASER
Planet additions:
-Starbase: Can be constructed above any planet you control. A starbase is immobile but heavily armed, is required(at first) to produce ships, and may repair damaged ships. Repairs itself after combat. Costs 6000.
--Level 1: Has 10 HP and 5 LASERs. Starting tech.
--Level 2: Has 14 HP and 7 LASERs.
-Planetary Batteries: This is a ground installation. Adds an additional attack in orbital combat but does not provide a destructible target. Will be captured if a colonizer lands. Costs 3000.
--Level 1: Deals 1 damage.
Economy:
-Improved Mining: Increases resource gain per turn from each planet.
--Level 1: Additional 500 per turn per planet.
--Level 2: Additional 1000 per turn per planet.
--Level 3: Additional 1500 per turn per planet.
--Level 4: Additional 2000 per turn per planet.
--Level 5: Additional 2500 per turn per planet.
--Level 6: Additional 3000 per turn per planet.
-Intergalactic Bank: This is a ground installation. Takes an amount of resources each turn(which may be set by the owner) from the planet's production and puts it into an intergalactic bank account. According to the Galactic Department of Resources(GDR), these funds may not be withdrawn, however intrest will be collected each turn by the owner at a rate dependant on the tech level. Lost if the planet is captured. Costs 1000.
--Level 1: 1% interest collected per turn.
--Level 2: 2% interest collected per turn.
--Level 2: 3% interest collected per turn.
-Prolonged Construction: Allows parts to be constructed each turn for a specific ship to be built in the future at a star base. Parts built this way cost a fraction of the original cost. If the starbase these parts are being built at is lost, so are the parts. Multiple starbases can construct parts simultaneously.
--Level 1: 5/6th cost, 1 part per turn.
--Level 2: 2/3rd cost, 1 part per turn.
--Level 3: 2/3rd cost, 2 parts per turn.
Basic Ship parts:
-Hull: Building blocks for spacecraft. A spacecraft needs at least one hull per other part added. Costs 600 per Hull.
--Level 1: 1 HP. Starting tech.
--Level 2: 2 HP.
--Level 3: 3 HP.
--Level 4: 4 HP.
-Advanced Hulls: Hull capable of supporting additional parts per section, more pricy however. Costs 1200.
--Level 1: Supports up to 2 parts per, 1 HP.
--Level 2: Supports up to 3 parts per, 2 HP.
--Level 3: Supports up to 3 parts per, 3 HP.
-Colonization module: Allows a ship to take control of a neutral or enemy planet, provided it survives combat. If a ship is ordered to colonize, it is disassembled. Research only effects cost.
--Level 1: Costs 6000. Starting tech.
Weapons:
-LASERs: Basic weapon. Costs 600.
--Level 1: Deals 1 damage. Starting tech.
--Level 2: Deals 2 damage.
--Level 3: Deals 3 damage.
--Level 4: Deals 4 damage.
-Nucleon Flechette Cannon: Spread attack weapons that inflict a low amount of damage to a group of enemies. Not guaranteed to be scientifically accurate. Costs 1800.
--Level 1: Hits up to 3 enemies, 1 damage.
--Level 2: Hits up to 4 enemies, 1 damage.
--Level 3: Hits up to 4 enemies, 2 damage.
--Level 4: Hits up to 5 enemies, 2 damage.
-Drone Bay: Deploys a number of drones at the beginning of the engagement, these count as ships and force the opponent to target them instead of your ships first due to suicidal maneuvers. Costs 3000.
--Level 1: Deploys 1 drone. Drones deal 1 damage and have 1 HP.
--Level 2: Deploys 2 drones. Drones deal 1 damage and have 1 HP.
--Level 3: Deploys 3 drones. Drones deal 1 damage and have 1 HP.
-Mass Acceleration Cannon: High power weapon. Costs 1800.
--Level 1: Deals 4 damage.
--Level 2: Deals 8 damage.
--Level 3: Deals 12 damage.
--Level 4: Deals 16 damage.
--Level 5: Deals 20 damage.
Defense Parts:
-Engines: Provides defense against attacks by giving a chance for evasion. Each engine can only effect one attack per round, adding additional engines allow evasion of more attacks on a successful evasion roll. Costs 600.
--Level 1: 1/6th chance of evasion. Starting tech.
--Level 2: 1/3rd chance of evasion.
--Level 3: half chance of evasion.
--Level 4: 2/3rd chance of evasion.
-Shields: Provides a second layer of damage absorbtion in the form of shield points. Unlike HP, shield points regenerate on their own for each round of combat(5 times per turn). Costs 1800.
--Level 1: 1 SP per module, 1 SP regenerated per round.
--Level 2: 2 SP per module, 1 SP regenerated per round.
-Heavy Assault Armor: Adds significant HP to the ship mounting it. Doesn't take or provide hull space, disables usage of normal engines. Costs 600.
--Level 1: 3 HP.
--Level 2: 6 HP.
-Degradation Suicide Bombs: Framework modification that contains nano-bots, these nanobots will be released when the ship is destroyed and have a chance to infect the ship responsible. Unfortunately due to the means of implementation these have a small chance of infecting the ship carrying them whenever it is damaged. Infection can be removed via repairs. Costs 600.
--Level 1: 1/3rd chance of infecting enemy ship, 1/3rd chance of self infection, deals 1 damage per round.
--Level 2: half chance of infecting enemy ship, 1/3rd chance of self infection, deals 1 damage per round.
Misc:
-Research: Allows research, higher levels increase chance of success. There is also a chance of critical success, which causes an extra level of research in a turn. One research is allowed per turn. CANNOT BE RESEARCHED PAST LEVEL 6!
--Level 1: 1/6th chance of success, 1/6th chance of critical success. Starting tech.
--Level 2: 1/3rd chance of success, 1/6th chance of critical success.
--Level 3: Half chance of success, 1/6th chance of critical success.
--Level 4: 2/3rd chance of success, 1/3rd chance of critical success.
--Level 5: 5/6th chance of success, 1/3rd chance of critical success.
--Level 6: 100% chance of success, 1/3rd chance of critical success.
-Refitting: Allows a ship to be stripped of certain parts and replaced with others, parts removed are kept at the starbase for later usage. This is a non-developable tech.
kilakan
-Starbase-Level 2
-Planetary Batteries-Level 1
-Improved Mining-Level 1
-Hull-Level 2
-Clonization module-Level 1
-LASERs-Level 3
-Nucleon Flechette Cannon-Level 4
-Engines-Level 1
-Heavy Assault Armor-level 2
-Degradation Suicide Bombs-Level 2
-Research-Level 6
adwarf
-Starbase-Level 1
-Planetary Batteries-Level 1
-Improved Mining-Level 3
-Prolonged Construction-Level 3
-Hull-Level 1
-Advanced Hulls-Level 3
-Clonization module-Level 1
-LASERs-Level 1
-Nucleon Flechette Cannon-Level 1
-Drone Bay-level 3
-Engines-Level 1
-Research-Level 6
-Refitting
Toaster
-Starbase-Level 1
-Improved Mining-Level 3
-Hull-Level 1
-Advanced Hulls-Level 3
-Clonization module-Level 1
-LASERs-Level 1
-Drone Bay-level 3
-Engines-Level 4
-Shields-Level 2
-Research-Level 6
Terenos
-Starbase-Level 2
-Planetary Batteries-Level 1
-Improved Mining-Level 2
-Hull-Level 3
-Clonization module-Level 1
-LASERs-Level 4
-Nucleon Flechette Cannon-Level 4
-Engines-Level 1
-Heavy Assault Armor-level 2
-Research-Level 5
Taricus
-Starbase-Level 1
-Improved Mining-Level 3
-Hull-Level 4
-Clonization module-Level 1
-LASERs-Level 4
-Mass Acceleration Cannon-level 5
-Engines-Level 2
-Research-Level 6
Exkirby
-Starbase-Level 1
-Improved Mining-Level 6
-Intergalactic Banking-Level 3
-Hull-Level 1
-Clonization module-Level 1
-LASERs-Level 1
-Nucleon Flechette Cannon-Level 2
-Engines-Level 1
-Research-Level 6
Allied:
kilakan - Terenos - adwarf
Pacts:
Terenos - Toaster
-Non-aggression, free passage through Rucesion
adwarf - All (Exkirby)
-Non-aggression
(Broken with Taricus by Adwarf)