Technology this turn has come up with several new lines. And two critical successes by Toaster and Exkirby.
DFnewb: (Success)
-SMM
adwarf: (Success)
-Space-Yard: Orbital structure that compliments the Prolonged Construction tech. Provides a factor more part production capacity while further reducing costs, both determined by tech level. Is also capable of producing and repairing ships. Does not take part in combat, and is immediately destroyed if only enemy forces are present. Costs 6000.
--Level 1: 2x part production, reduces costs by an additional 5%.
Toaster: (Critical Success)
-Prolonged Construction
Terenos: (Success)
-Boarding Pods: Allows capture of enemy vessels. To capture a vessel, that ship's HP must be reduced under a specific percentage determined by tech level, the module will then activate immediately. Captured vessels are removed from combat for the rest of the turn. Costs 9000.
--Level 1: HP must be lowered to 5%.
Taricus: (Success)
-Improved Industry: Global enhancement that decreases production costs for ship parts by a small percentage. Costs are rounded up where necessary.
--Level 1: 3% cost reduction.
Exkirby: (Critical Success)
-BLACK HOLES
- Two SMMs appear on Mageth.
- Adwar is brought to Terra-level 1. An advanced hull is produced and the Kraken is further armed with spare parts.
- Additional starbases are created above Asimov and Aegis. Large scale production begins in Asimov. Movement into PX-7 is met with an identical ship as in PX-8, which assumes similar behavior.
- Additional scans on the ship provide no additional details, scanning the planet shows extremely high mineral deposits. Terenos otherwise sits there twiddling his thumbs.
- Taricus also twiddles his thumbs.
- Another ZRS fighter.
DFnewb
-Resources: 19,100
Mageth
-2x SMM
-Starbase
-Shatter-Star Class Fighter
--2x Hull
--2x Nucleon Flechette Cannon
-Shatter-Star Class Frigate
--3x Hull
--3x Nucleon Flechette Cannon
Arrane
-3x Starbase
-Heavy Assault Ship MKII
--2x Hull
--4x Heavy Assault Armor
--2x Nucleon Flechette Cannon
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: 6,000
Adwar
Terra-Level 1
-Starbase
--1x Advanced Hull (PC)
--7x Hull (RF)
--4x LASER (RF)
-Planetary Battery
-Mk. I Devestator 'Guardian'
--3x Advanced Hull
--6x LASER
--3x Engine
-Mk. I Heavy Carrier 'Kraken'
--13x Hull
--4x LASER
--5x Drone Bay
--4x Missile Pod
-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: 22,500
Heinlein
-Starbase
-Light Fighter Lancer(4)
--2 Hull
--1 LASER
--1 Engine
Asimov
-4x Starbase
--6x Advanced Hull (PC)
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
-2x Starbase
-Bulwark Class Destroyer(1,3)
--4x Advanced Hull
--3x Shield
--4x Engine
--5x LASER
Terenos
-Resources: 23,500
Renos
-Starbase
-Dirk(1,2)
--1x Hull
--1x LASER
Mileth
-Starbase
-Obelisk Class Capital Vessel
--15x Hull
--10x LASER
--5x Engine
-Lancer class vessel(1,2,3,4,5,6,7,8,9)
--2 Hull
--1 LASER
--1 Engine
-Rapier class Frigate
--12x Hull
--5x LASER
--2x Nano-Repair
--4x Engines
Rucesion
Taricus
-Resources: 17,300
Taricu
-Starbase
PX-1
-2x 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
--1x Engine
-Mezia Class Destroyer
--10x Hull
--2x Mass Acceleration Cannon
--5x LASER
--3x Engine
-Colonization Vessel
--2x Hull
--1x Colonization Module
--1x Engine
Exkirby
-Resources: 20,555
-Bank Account: 16000
Exkir
2000 diverted to bank per turn
-Starbase
-Intergalactic Bank
-Laserbox
--6x Hull
--6x LASER
-ZRS-1,2,3,4,5,6,7,8,9,10
--1x Hull
--1x LASER
-Colonization Vessel
--1x Hull
--1x Colonization Module
Unclaimed
PX-6
-Shepard
--1x Hull
--1x Colonization Module
-Barrage class Frigate(1,2)
--2x Advanced Hull
--3x Rapid Fire LASER
--3x Engine
PX-7
-Unidentified Vessel
--???
-Escort
--1x Hull
--1x LASER
-Light Fighter Lancer(5)
--2 Hull
--1 LASER
--1 Engine
PX-8
-Unidentified Vessel
--???
-Peeping Tom(2)
--1x Hull
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: 1/6th chance of successful transportation.
--Level 2: 1/3rd chance of successful transportation.
--Level 3: half chance of successful transportation.
--Level 4: 2/3rd chance of successful transportation.
-Space-Yard: Orbital structure that compliments the Prolonged Construction tech. Provides a factor more part production capacity while further reducing costs, both determined by tech level. Is also capable of producing and repairing ships. Does not take part in combat, and is immediately destroyed if only enemy forces are present. Costs 6000.
--Level 1: 2x part production, reduces costs by an additional 5%.
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.
--Level 5: half cost, 3 parts per turn.
--Level 6: 1/3rd cost, 3 parts per turn.
-SMM: This is a ground installation. Provides additional income per turn based on tech level. Costs 3000.
--Level 1: 250 per turn.
--Level 2: 500 per turn.
--Level 3: 750 per turn.
-Terra-Forming: Allows you to increase the resource output of a planet by spending resources and time. Can be done multiple times increasing the planet's 'Terra-level' with each attempt. Costs 1500 and 1 turn per Terra-level being developed.
--Level 1: additional 500 resources per terra-level.
--Level 2: additional 1000 resources per terra-level.
-Improved Industry: Global enhancement that decreases production costs for ship parts by a small percentage. Costs are rounded up where necessary.
--Level 1: 3% cost reduction.
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.
--Level 6: 6 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.
-Boarding Pods: Allows capture of enemy vessels. To capture a vessel, that ship's HP must be reduced under a specific percentage determined by tech level, the module will then activate immediately. Captured vessels are removed from combat for the rest of the turn. Costs 9000.
--Level 1: HP must be lowered to 5%.
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.
--Level 5: Repairs 5 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
-SMM-Level 3
-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
-Space-Yard-Level 1
-Improved Mining-Level 5
-Prolonged Construction-Level 4
-Terra-Forming-Level 2
-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 6
-Prolonged Construction-Level 6
-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
-Boarding Pods-Level 1
-LASERs-Level 4
-Nucleon Flechette Cannon-Level 4
-Engines-Level 4
-Heavy Assault Armor-Level 2
-Nano-Repair Modules-Level 5
-Research-Level 6
Taricus
-Starbase-Level 1
-Improved Mining-Level 4
-Improved Industry-Level 1
-Hull-Level 6
-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 4
-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)
Toaster - adwarf
-Non-aggression
-No travel over each other's planets until turn 30
Toaster - Taricus
-Non-aggression between Aegis and PX-6
-Free Passage through PX-6
-Taricus will not contest Toaster's claim to PX-7
-Toaster will not contest Taricus's claim to PX-6
-Taricus will offer a free technology to Toaster (not yet fulfilled)