Technology has had a mere single critical success by Toaster. Two new technologies have been developed. A tech trade between Adwarf and Terenos took place.
DFnewb: (Success)
-Suicidal Maneuvers: Crew training/ship programming that causes the ship to be targeted first where possible by enemy ships. Does not consume nor provide hull space, no benifit from multiple uses. This is a non-developable tech. Costs 600.
adwarf: (Success)
-Missile Pods: Weapon that fires multiple missiles at a target, does not switch targets like Rapid Fire LASERs but increases damage through research. Costs 1200.
--Level 1: Fires 2 times, 1 damage.
Toaster: (Critical Success)
-Improved Mining
Terenos: (Success)
-Nano-Repair Module
Taricus: (Success)
-Engines
Exkirby: (Success)
-BLACK HOLES
And once again it is a turn of building and movement.
-Additional starbases have been built in Arrane.
-Adwarf has used his PC parts to construct a heavy drone carrier and has pulled his forces back home.
-Aegis has been fortified with a starbase and new ships featuring the rapid fire technology have appeared in Asimov.
-A new heavy ship has appeared in Mileth.
-The Voyager has been retrofitted with an additional MAC and engines, as well as a new vessel in PX-3.
-And Exkirby continues being Exkirby, just another ZRS fighter...
DFnewb
-Resources: 6,800
Mageth
-Starbase
-Shatter-Star Class Fighter
--2x Hull
--2x Nucleon Flechette Cannon
-Shatter-Star Class Frigate
--3x Hull
--3x Nucleon Flechette Cannon
Arrane
-3x Starbase
Ridishan
-Starbase
-Fighter(1,2)
--1x Hull
--1x LASER
-Heavy Assault Ship
--1x Hull
--2x Heavy Assault Armor
--1x Nucleon Flechette Cannon
-Death Fighter
--1x Hull
--1x LASER
--1x Heavy Assault Armor
--1x Degredation Suicide Bomb
-PlyMouth Class Frigate
--5x Hull
--5x LASER
--5x Heavy Assault Armor
-Death Can(1,2)
--1x Hull
--1x Degradation Suicide Bomb
-Peeping Tom(1,2,3,4,5,6)
--1x Hull
adwarf
-Resources: 4,300
Adwar
-Starbase
-Planetary Battery
-Stingray(1,2,4,8,10,11,12)
--1x Hull
--1x LASER
-Mk. I Devestator 'Guardian'
--3x Advanced Hull
--6x LASER
--3x Engine
-Mk. I Heavy Carrier 'Kraken'
--13x Hull
--5x Drone Bay
-Mk. I Helios Light Frigate 'Deadalus'
--15x Hull
--10x Laser
--5x Engine
-Mk. I Light Carrier 'Hive Mind'
--2x Hull
--2x Drone Bay
Toaster
-Resources: 23,500
Heinlein
-Starbase
-Light Fighter Lancer(4)
--2 Hull
--1 LASER
--1 Engine
Asimov
-Starbase
-Barrage class Frigate(1,2)
--2x Advanced Hull
--3x Rapid Fire LASER
--3x Engine
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
Aegis
-Starbase
-Bulwark Class Destroyer(1,3)
--4x Advanced Hull
--3x Shield
--4x Engine
--5x LASER
-Escort
--1x Hull
--1x LASER
-Light Fighter Lancer(5)
--2 Hull
--1 LASER
--1 Engine
Terenos
-Resources: 12,700
Renos
-Starbase
-Dirk(1,2)
--1x Hull
--1x LASER
Mileth
-Starbase
-Obelisk Class Capital Vessel
--15x Hull
--10x LASER
--5x Engine
-Lancer class vessel(1,2,3,4,5,6)
--2 Hull
--1 LASER
--1 Engine
-Rapier class Frigate
--12x Hull
--5x LASER
--2x Nano-Repair
--4x Engines
Rucesion
-Peeping Tom(2)
--1x Hull
Taricus
-Resources: 13,700
Taricu
-Starbase
PX-1
-Starbase
-Fighter(1,6,7,8,9,10)
--2x Hull
--1x LASER
--1x Engine
-Voyager Class
--15x Hull
--3x Mass Acceleration Cannon
--6x LASER
--6x Engine
PX-3
-Starbase
-Atain Class
--5x Hull
--2x Mass Acceleration Cannon
--2x LASER
-Mezia Class Destroyer
--10x Hull
--2x Mass Acceleration Cannon
--5x LASER
--3x Engine
Exkirby
-Resources: 23,755
-Bank Account: 12000
Exkir
2000 diverted to bank per turn
-Starbase
-Intergalactic Bank
-Laserbox
--6x Hull
--6x LASER
-ZRS-1,2,3,4,5,6,7,8
--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.
-BLACK HOLES: This is a station add-on. Allows ship movement from any planet with a black hole module to any other planet in the system. It is a somewhat unstable method of travel so there is a chance of ships not making it through. Travel is always successful between two planets with black hole station add-ons. This totally has nothing to do with Wormholes. Costs 3000.
--Level 1: 1/6 chance of successful transportation.
--Level 2: 1/3 chance of successful transportation.
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 3: 3% interest collected per turn.
--Level 4: 4% interest collected per turn.
--Level 5: 5% interest collected per turn.
--Level 6: 6% 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.
--Level 4: half 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.
--Level 5: 5 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.
-Suicidal Maneuvers: Crew training/ship programming that causes the ship to be targeted first where possible by enemy ships. Does not consume nor provide hull space, no benifit from multiple uses. This is a non-developable tech. Costs 600.
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.
-Rapid Fire LASERs: Specialized LASER that fires multiple times as opposed to singly, dealing 1 damage each. Switches targets upon destroying a ship if it has shots remaining. Costs 1200.
--Level 1: Fires 2 times.
-Missile Pods: Weapon that fires multiple missiles at a target, does not switch targets like Rapid Fire LASERs but increases damage through research. Costs 1200.
--Level 1: Fires 2 times, 1 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.
--Level 5: 5/6th chance of evasion.
--Level 6: 100% 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.
--Level 3: 3 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.
-Nano-Repair Module: A ship module that automatically repairs HP during combat. Costs 3000.
--Level 1: Repairs 1 HP per round.
--Level 2: Repairs 2 HP per round.
--Level 3: Repairs 3 HP per round.
--Level 4: Repairs 4 HP 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.
-Planetary Poisoning: A ship module or planetary installation that when activated floods the planet with nanobots, this renders the planet uninhabited and uninhabitable for a number of turns(may be set by the user up to the tech's maximum upon activation). Ground based installations are consumed upon activation. Costs 3000 for ground installation, 4500 for ship module.
--Level 1: Infect for up to 2 turns.
--Level 2: Infect for up to 3 turns.
DFnewb
-Starbase-Level 2
-Planetary Batteries-Level 1
-Improved Mining-Level 6
-Hull-Level 2
-Colonization module-Level 1
-Suicidal Maneuvers
-LASERs-Level 3
-Nucleon Flechette Cannon-Level 4
-Drone Bay-Level 3
-Engines-Level 1
-Heavy Assault Armor-Level 2
-Degradation Suicide Bombs-Level 2
-Research-Level 6
-Planetary Poisoning-Level 2
adwarf
-Starbase-Level 2
-Planetary Batteries-Level 1
-Improved Mining-Level 5
-Prolonged Construction-Level 4
-Hull-Level 4
-Advanced Hulls-Level 3
-Colonization module-Level 1
-LASERs-Level 3
-Nucleon Flechette Cannon-Level 1
-Drone Bay-Level 3
-Missile Pods-Level 1
-Engines-Level 1
-Degradation Suicide Bombs-Level 2
-Research-Level 6
-Refitting
Toaster
-Starbase-Level 2
-Improved Mining-Level 5
-Hull-Level 1
-Advanced Hulls-Level 3
-Colonization module-Level 1
-LASERs-Level 4
-Drone Bay-Level 3
-Rapid Fire LASERs-Level 1
-Engines-Level 6
-Shields-Level 3
-Research-Level 6
Terenos
-Starbase-Level 2
-Planetary Batteries-Level 1
-Improved Mining-Level 4
-Hull-Level 4
-Colonization module-Level 1
-LASERs-Level 4
-Nucleon Flechette Cannon-Level 4
-Engines-Level 4
-Heavy Assault Armor-Level 2
-Nano-Repair Modules-Level 4
-Research-Level 6
Taricus
-Starbase-Level 1
-Improved Mining-Level 4
-Hull-Level 5
-Colonization module-Level 1
-LASERs-Level 4
-Mass Acceleration Cannon-Level 5
-Engines-Level 3
-Research-Level 6
-Refitting
Exkirby
-Starbase-Level 1
-BLACK HOLES-Level 2
-Improved Mining-Level 6
-Intergalactic Banking-Level 6
-Hull-Level 1
-Colonization module-Level 1
-LASERs-Level 1
-Nucleon Flechette Cannon-Level 2
-Engines-Level 1
-Research-Level 6
Allied:
DFnewb - Terenos - adwarf
DFnewb will break off alliance status with anyone who attacks another in the alliance.
Pacts:
Terenos - Toaster
-Non-aggression, free passage through Rucesion
adwarf - All (Exkirby)
-Non-aggression
(Broken with Taricus by Adwarf)