SLYNES - Swirly Lights Yonder, a Never Ending Story

So is it time for another Disopteran and Worker Bil story? I think I've written my stories for this update already, but all the holiday hustling has me confused.
EDIT: Yes, I already wrote a story. Looking forward to the update.
 
I apologize for still being confused. Do I spend the amount of points that are in the economy stat or the (+xe/turn)? Also, how is the (+xe/turn) calculated? Evidently it's not your economy minus upkeep, or mine would be higher.

Thanks for clarifying in advance.
 
I apologize for still being confused. Do I spend the amount of points that are in the economy stat or the (+xe/turn)? Also, how is the (+xe/turn) calculated? Evidently it's not your economy minus upkeep, or mine would be higher.

Thanks for clarifying in advance.

The first value is what you currently have available to spend. The second ("+Xe/turn") is your income, and what you will earn next turn. I subtract maintenance for fleets/armies for you, so the income value is what you actually get. You spend the first value, the economy stat.

Income is calculated by the homeworld having a standard +2e/turn (though I gave the Pohm and the Raer +3e/turn to help them move forward a little faster, and I gave you 3e to start for the same reason; I should probably give the Iokolu a boost too, since they're also a new race and could use a little help getting into the game). That initial +2e/turn is lessened by the maintenance costs of your starting fleets/armies. As turns progress, there is a random chance that your income might raise or lower by 0.5e/turn (though exceptionally rare chances for it to raise or lower by 1e/turn). Adding a fleet or army will add 0.5e maintenance, so that will decrease your income. Colonizing a planet (at a cost of 2e or the dismantling of a fleet) will add +0.5e/turn to your income, and that colony can be expanded for the same cost, each time increasing your income by +0.5e/turn up to the system's total potential value (anywhere between 0.5e and 3.5e). You can also invest in your home system for 2e to raise the income by +0.5e/turn.

Hope that explains it a little better.
 
The first value is what you currently have available to spend. The second ("+Xe/turn") is your income, and what you will earn next turn. I subtract maintenance for fleets/armies for you, so the income value is what you actually get. You spend the first value, the economy stat.

Income is calculated by the homeworld having a standard +2e/turn (though I gave the Pohm and the Raer +3e/turn to help them move forward a little faster, and I gave you 3e to start for the same reason; I should probably give the Iokolu a boost too, since they're also a new race and could use a little help getting into the game). That initial +2e/turn is lessened by the maintenance costs of your starting fleets/armies. As turns progress, there is a random chance that your income might raise or lower by 0.5e/turn (though exceptionally rare chances for it to raise or lower by 1e/turn). Adding a fleet or army will add 0.5e maintenance, so that will decrease your income. Colonizing a planet (at a cost of 2e or the dismantling of a fleet) will add +0.5e/turn to your income, and that colony can be expanded for the same cost, each time increasing your income by +0.5e/turn up to the system's total potential value (anywhere between 0.5e and 3.5e). You can also invest in your home system for 2e to raise the income by +0.5e/turn.

Hope that explains it a little better.


I'm good with the amount I started with. Figure it is just a product of a difficult world to live on.
 
@tux: You'll be getting a bonus anyway, thanks to my guilt.

UPDATE STATUS: Map work and stat work is mostly done! Still haven't gotten anything from Haseri or Thlayli, but I'm not exactly surprised, as they both just joined.

Exciting things are happening here. I'm lucky my cold is clearing, as I couldn't really even concentrate on this yesterday, and today I'm cutting through it fairly quickly. Hopefully have it up later tonight!

OH! And I forgot--AGAIN--to make that new alien race the Lelinthians have contacted, but I'm probably going to keep putting that off as it isn't quite important to anyone else right now.
 
Sad excuse for a story, but, I'm just easing into things.

---

General Spending:

-2e into technology
-1e reinvested into economy

Fleet Action:

-Remain in-sector, scouting out locations to build a dense colonial core.

Title. Data Acquisition Services: Introduction to The Second Salient Condominium

Introductory statement. The Second Salient Condominium developed over the 30th quinquary* from a largely symbolic informal conclave of mercantile blocs into the 'public face' of the Capricocious expansion out of System Prime. Digressive continuation. This is due to an unprecedented amount of cooperation among the guild leaders, and a (to some, admirable, others, despicable) remarkable willingness to crush non-Salient trade groups. Sensory non-sequitur. To an alien observer, the Second Salient Condominium might, from the outside, appear to be a unified government, as decisions, once made, are executed with precision and uniquely Capricocious flair. Continuation statement. To an internal observer, however, such as an inhabitant of Prime, the Second Salient Condominium has little affect over day to day life. Continuation statement. The average journeyman bioengineer, for example, has little to no interaction with the decisions of his government, unlike the running of the local trade association in which he plays a major part. Disputed observation. The Second Salient Condominium has given rise, of course, to a unique trade of 'politics,' namely, the usage of non-oriented Capricocials like so many parts in a machine. Dubious explanation. This definition, as with most emergent 30-quint Capricocious sociological concepts, is controversial. Conclusive statement. As of Cycle 1498, the internal legal systems of the mercantile blocs continue to supersede Condiminium governance guidelines for its' own members, excepting sole-aspirants who have renounced trade-bloc membership. Digressive afterthought. Order-maintenance in all exo-Prime environments has been subcontracted by the Condominium members to the Sole Aspirants of the Condominium, for a duration infinite, as precondition of membership.

Summation. The Second Salient Condominium provides a framework in which the great blocs can arbitrate conflicts without the usage of physical conflict against fellow Second Salient Condominium members. Uncomfortable historical digression. Ethological underpinnings behind the success of the Condominium can be traced to the chaos of the Twenty Seventh Trade War and the resulting death of one quarter of the Capricocial population due to the reversal of Prime's magnetic polarity. Evolutionary statement. These events pushed a large exodus of Sole Aspirant refugees and small trading associations into the relatively prosperous, "competition-free" environments of the terraformed satellite colonies, and established the applied-thought imperative lacking during the First Salient Condominium, that there were natural limits to competition beyond which survival was unlikely.

Statement. The current members of the Second Salient Condominium, in order of net worth:

Fourth Cooperative Union of Atomic Manipulation Technologists
Most Ancient and Venerable Guild of Metallics
Incorporated Sustenance Providers
Greater Biotechnologist Conclave
United Association of Mercantile Concerns
Applied Artificial Intelligence [Robotechnology Div.]
Association of Silicon Circuitry and Quantum Computation
Architectural Aspirant Group [Commercial/Industrial/Domestic]
Seventh Union of Unaffiliated Associations
Unified Committee of Data Providers and Archivists
Supercessionary Union of Infrastructural Engineers [under arbitration]
Sole Aspirant Representative Council

[1] A period of 50 cycles, equivalent to 75 Earth years. Current date is Thirtieth Quinquary, 48th cycle (Cycle 1498). Measured from the First Observed Application of Rational Knowledge by Alaxed-Tirect-Superior-Exalted, approximately 2250 Earth years in the past.
 
Great! :) Pressing it into the update...

Just as a forewarning, I generally leave the written portion of the update as a generic explanation of how events unfolded over the course of the update. I leave all the details and the blanks for you guys to fill in with stories :)
 
Sentient Special Forces: Satellian Anti-Violation Kinship 9

satel2a.png


go forward courageously

satel2potraitx.png


I find these new races most stimulating. Looking forward to future interactions :)
 
CRE_-096556df_ful.png


Am artist's redition of my creature.

And I added orders to the story at the bottom of page 26.
 
@Haseri: Unfortunately, you need to explore before you colonize, but I've already got your fleet on its way to check out a new system. Colonization comes next turn, if the system's worth anything to you.

@all: Sorry I didn't get the update finished last night, but quite a few things got in my way, including the D&D game I'm running. I'll be finished the update within the next few hours, I guarantee. As long as I can make myself put Spirit Tracks down... which I think I can.
 
UPDATE 7
Life and Death


The Amoeba homeworld steadily grows more stable as life is re-built from the ground up. The entity known as "One" awakens from it's mostly-slumber, though the activity is slow and laborous as yet. The alien vessel, a Kekeji explorer, was to be added to One's mass and incorporated into it's being. Unfortunately, One realized that it could not sense a strong pheromone signal, though the derelict it inhabits showed it other ways of sensing the surroundings. Bursts of acid poured out of One, though they dispersed too quickly to serve any purpose. A waste of resources. One reconsidered his attack, slowly approaching the aliens. They did not seem threatened as yet, though they backed away at pace. The derelict must have something useful. Ah! A weapon. No, many weapons. Some of them worked, others appeared to be broken, even a few of them seemed missing entirely. Those that worked, in fact, worked well. The Kekeji were unprepared, and though One was firing without skill or accuracy, enough of the pin-point laser strikes were making contact to prove effective. The Kekeji craft only had simple armaments left over from wars of the past, rail guns and missiles mostly. One enjoyed the sensation of combat, the steady attack, the rapid changes in direction and speed, tracking his target. One was not being harmed, despite the Kekeji explorer's best efforts, while it was inflicting a fair sum of damage to them. A small missile strike, minor hull damage. Even that sensation was interesting, not like the great war that tore apart the Home. Suddenly, one of One's weapons burst, a malfunction of some sort. It paused for a moment to discern what happened, but the distraction cost it some mass. No matter; in a short passage of time, One detected significant holes in the aliens' hull, large enough for One to protrude itself into. It attempted to near the ship, though they were seeming just as fast as One. More mass lost, not feeling well. Catch? No, another miss! More mass lost. Catch! One poured into the small breaks and holes, flooding the Kekeji vessel, flooding the Kekeji inside. New thoughts arrived. New feelings. One had learned much. It will take time to process... time to heal...

Kekeji mission analysts find alarm at the loss of signal coming from the first exploration fleet. It assumed lost at the hands of the alien ship, with the security forces throwing themselves into a panic as a result. New designs are drafted, engineers pulled in from across the new home world, as a combat-oriented fleet is assembled. Security planners place new curfews, checkpoints, inspections and scanners all throughout the new capital city, clamping down on unrest and subterfuge, though the populace can feel the leash tightening and their own reactions tensing; perhaps new unrest could form as a result. Meanwhile, new exploration continues with the other fleet, though only a barely habitable system is located, somewhat rich in resources.

A few small clans unite amongst the Murglers to protect against external raids, though as of yet, nothing is truly forming of this. In all likelihood, this arrangement will collapse within a few years time.

Seipas Yag explorers press on, finding a low-worth system in the galactic west, with a partially acceptable system to the galactic east. Mining companies are assembled for the inevitable exploitation of these new systems, and industrial efforts are reinforced back home.

The Undroth complete their development of colony Grut, build a new fleet to guard the home system, and send their previous home guard on to explore a new system. Previously explored by the Kekeji, this system will likely serve as the next Undroth colony to be steadily built up.

Iokolu ship-builders complete the bearers of a future colonial expedition, while the explorers press on in the local sector, discovering a simple, stable systems of gas giants and small rocky worlds, including one decked out in all the trimmings of life. Lush, yellow-green plantoid life sprawls much of the surface, with small, simplistic animaloid species crawling about the world. It is clear, even without significant study, that evolution hasn't made an enormous amount of progress just yet, but life is life. Resources abound all throughout this system, as well, in several large, mineral-rich asteroid belts. Meanwhile, back on the home world, excavations of new mining sites discover an ancient cache of resources, placed in a vault of sorts before the last great impact. Though lost, the chamber seemed to have been relatively protected, leaving the materials in moderate order, easily catalogued by the discoverers.

Geskani researchers present the military with several new weapon designs, as well as technical improvements to the speed of the FTL systems. This comes just in time, as the two combat fleets in orbit of the home world prepare for departure, receiving a few rushed upgrades and a slew of military transport pods. The two fleets venture several thousand light-years to planet Sneed, greeted by the flashing lights of the welcoming satellites. The Geskani, unimpressed, open fire. An exchange of weaponry begins between the Geskani fleets and a swarm of defensive satellites, launched from the surface merely a year prior. The battle is mostly one-sided, the unqualified ground-based operators failing to inflict significant damage on the far more powerful attack force. Though both Geskani war fleets suffer minor damage (part of which is inflicted by overloads in the new weapon systems, showing that more testing was needed), while the satellite defense system was completely destroyed, as well as quite a few bystander satellites. The new weapons, despite the flaws manifested through the battle, proved excellent in this attack. With the defenses swept aside, the ground assault began. With no standing defensive army, the Snud quickly gathered a militia force, largely consisting of policing robots and trigger-happy young Snud sport hunters. The militia actually managed to hold its own, despite the superior weapons and training of the Geskani warriors. Though they ultimately failed, the remainder of the invasion force was severely weakened. With most of the population centers secured, the occupation of Sneed begins.

Early in the year, Satellian traders stopped coming to Sneed as the Satellians focused their attentions inward at securing their own worlds against what they perceived as an immediate Lelinthian threat. With the sudden loss of trade, the corporate leaders begin to fear that their economy will fall to bits. Shortly thereafter, Snuddian society nearly collapses in the face of invasion and occupation, with the stock market crashing and many panicked citizens taking drastic measures to escape into more remote areas with their accumulated wealth. While the Geskani occupation force established itself, most of the corporate leadership of Sneed escaped into hidden bunkers scattered about the more mountainous regions of the planet.

The Satellians dig in, pulling together all the ships they can spare, arming them with clever mixtures of Snuddian and Satellian weaponry and defenses. Ground forces are assembled and hastily trained, while contingency plans are set at the ready. All this in response to the looming Lelinthian fleet in the outer system that, quite suddenly, leaves about half-way through the year. The Satellians feel relief, though the emergency defenses remain in place, further refined and prepared as the local leadership fears a return of the Lelinthian attack force, or perhaps the further attacks of the Geskani. At the colony of Ulumm-Bukk, a true battle fleet is assembled, having taken their time to fully design all of the combat systems necessary for engaging hostile enemy ships. Meanwhile, the exploration fleet returns home, hoping to aid in what was believed to be an impending battle, only to find their familiar old home system, now full of on-edge Satellians awaiting the arrival of chaos and destruction. On the surface of Hmmaiaa, emergency supplies are distributed amongst the surface-dwelling Kinships in particular, and though nerves are frayed at the shock of a possible future attack, several rallying speakers calm the populace to endure hostile aliens as one would endure the coming storms.

Things are quiet on Lolan, for the most part. Further contact is engaged with the new aliens in sector J/C-Top, though little has been shared along the communication channels as to what this entails. Meanwhile, the fleet under command of the Warden Kululuthul departs Mar Aih (the Satellian home system) for Lolan, issuing the standard reports back to the orbital tower. Warden Lotholitel, having released the Hlethan guests to their whims, immediately takes her fleet on a mission of further exploration by visiting the Hlethan home system.

The Startraveler Rhetho continues its journey through uncharted space, still attempting to get its bearings in this part of the galaxy. Exploration continues while this occurs, leading the Rhetho to discover a beautiful garden world, currently occupied by a colony of Satellian biologists and researchers. Elsewhere, Startraveler Tharaez investigates a new system in the H/E sector, discovering another system of moderate interest, with little in the ways of habitability, though still a modest economic value. Startraveler Hraef locates a pitiful system in sector I/F, consisting mainly of super-massive gas giants and fields of planetary debris. Startraveler Zoroth, more or less, finds the same in sector J/E. Otherwise, the home world of Thaej experiences a dip in productivity due to social disinterest and unrest, as a minority of the population wishes to draw away from stellar exploration and focus more on Thaej itself.

The Great War of Halvalla carries on again, though the fighting has fallen into a series of tactical raids and skirmishes, as neither side can afford large-scale engagements without suffering total disaster. The end of this war may be near, but the populace has become bleak after so many years of suffering, and few believe that the Ivkings will survive this at all. Religious groups begin to spread the belief that this is, in fact, the End Times for them all.

Nhroaat colonists touch down on a series of mining colonies in sector K/G, while the exploration fleet presses onward along the galactic arm, discovering a dull red dwarf star surrounded by chunks of sub-planetary rock and dust, offering little in the ways of economic value.

The Distopteran hive carries on its work, getting ready for their exodus in the great Hive Ship. Meanwhile, the Nekopterans do what they can to harvest energy from the great dust storm brewing outside of their small hive, and though damage is done by the storm, the power generated helps a fair bit in securing their sustainability on the planet. A few scattered Thinkers have made progress in theoretical adjustments to make to their kind, possibly enabling them to breed at some point in the future.

The Bako Tellians expand their colonies, while the home world attempts to repair the damage done by the hurricane season of the previous year. Unfortunately, some of that repair is undone by another bad hurricane season, further dismaying the people.

A species known as the Pohm successfully develop their first working FTL propulsion device, enabling them to explore a nearby system. As luck would have it, another habitable world lies close to home, offering a mostly-breathable atmosphere and a substantial biosphere. While it is slightly lacking in mineral resources, it is otherwise a wonderful discovery. Another fleet is constructed, becoming ready to service at the end of the year.

Another new FTL-capable species arises, the Raer. Their first exploration yields a system containing several small, slightly habitable rocky bodies in the inner system, with moderate mineral value spread throughout.

The coincidence carries on that yet another species achieves FTL capability this year, the Capricocials sending out their first explorers into the near reaches of the galaxy. Though their luck isn't quite as good as the other two new species, they still locate a system of moderate mineral value, despite its severe lack of habitable worlds. The various moons and asteroids of the system should serve as passable colony sites, though those colonists might find it difficult to achieve comfort in the long-term.

The Phleghesh press their attack on Kant worlds, annihilating the colony of Hir at B/I-B while the fleet formerly protecting the world escapes to safer space. The first assault on the Kant home world of Sanctum is interrupted by a swarm of heated defenders, quickly arising from the populace and ascending into battle. Unfortunately for the Phleghesh, the sudden on-rush of two full flight groups of Kant defenders throws their pilots into a panic, causing their combat skills to abandon them as most lose their lives. With the fighters mostly dealt with, the swarms turn to the carrier ship, inflicting terrible damage to its hull and a number of its inner systems. Inches from death, the command carrier barely manages to escape. Meanwhile, another attack fleet, intent on aiding the assault, leaves the Phleghesh home world for Sanctum, hoping to finish the job. A new colony is founded, and the xenocidal fervor of the people swells, funneling more resources and Phlegh-power into the industrial centers.

The Kant living on Sanctum find themselves lining up in support of the defense efforts, and though they care little at this point for death amongst the colonies, they seek to aid as much as they can in the defense of Sanctum. Unfortunately, many have felt the opposite, fleeing to travel their own ways and avoid the war all together. Meanwhile, far to the galactic north, explorers press on their way, attempting to get as far away from the Phleghesh as possible. While they continue to carry supply pods from the home world, many consider settling down on a new world to start a new, seperate life hidden from the dangerous Phleghesh attackers. Though this is still just an idle musing, it is slowly becoming more and more appealing to the exploration group.
 
Spoiler AMOEBAS (Vertinari118) :
Homeworld:
ECONOMY: 0.5e (+1e/turn) [1e invested]
TECHNOLOGY: 1
STABILITY: 5
FLEETS: 0
MILITARY: 0

[spend 1e developing the homeworld]
[income earned = +0.5e]
[income increases by +0.5e/turn]
[stability increases by 1]


"One":
FUEL: 5
TECHNOLOGY: 1
FLEETS: 2
HEALTH: 38%
POSITION: B/C-T
HIBERNATING: No

[comes out of hibernation]
[infested Kekeji ship]
[2 fuel spent]



Spoiler BAKO TELLIANS (Thedreadedlock) :
ECONOMY: 5e (+4.5e/turn) [0.5e invested]
TECHNOLOGY: 3
STABILITY: 10
FLEETS: 1 (-0.5e/turn)
Spoiler :
Fleet 1 - (H/H-R) - Strength: 100%

MILITARY: 1 (-0.5e/turn)
Spoiler :
Army 1 - (I/H-T) - Strength: 100%

Spoiler COLONIES :
"Obra" (I/H-L) : +1.5e/turn (value = 3.5e)
"Tounis" (H/H-R) : +1e/turn (value = 1.5e)


[spend 2e to expand colony "Tounis" (H/H-R)]
[spend 1e toward repairing damage on home world]
[income earned = +4.5e]
[income increases by +0.5e/turn due to colonial development]
[another, smaller hurricane hits; absorbed by investment]



Spoiler CAPRICOCIAL (Thlayli) :
ECONOMY: 1e (+2e/turn) [1e invested]
TECHNOLOGY: 2
STABILITY: 8
FLEETS: 1 (-0.5e/turn)
Spoiler :
Fleet 1 - (D/F-R) - Strength: 100%

MILITARY: 1 (-0.5e/turn)
Spoiler :
Army 1 - (D/F-B) - Strength: 100%


[spend 2e researching Tech Level 2]
[invest 1e into economic development of the home world]
[income earned = +1e]
[income increases by +0.5e/turn due to technical improvements]
[income increases by +0.5e/turn due to risky projects paying off]



Spoiler DISTOPTERANS (Anonymoose) :
Homeworld:
ECONOMY: 4e (+2.5e/turn)
TECHNOLOGY: 1
STABILITY: 7
FLEETS: 0
MILITARY: 1 (-0.5e/turn)
Spoiler :
Army 1 - (G/F-O) - Strength: 100%


[income earned = +2.5e]
[income remains unchanged]


Hive Ship:
FUEL: 31
TECHNOLOGY: 1
FLEETS: 5
HEALTH: 100%
POSITION: G/F-O
HIBERNATING: Yes

[5 fuel spent]
[harvest 20 fuel]

Nekopterans:
ECONOMY: 2e (+1.5e/turn)
DEVELOPMENT: 1e out of 1.5e
TECHNOLOGY: 1
STABILITY: 4
FLEETS: 0 (-0e/turn)
MILITARY: 0 (-0e/turn)

[invest 2e into colony]
[income earned = +1.5e]
[income increases by +0.5e/turn due to development]
[income decreases by -0.5e/turn due to harsh wind storms]



Spoiler GESKANI (TaylorFlame) :
ECONOMY: 2e (+1.5e/turn)
TECHNOLOGY: 3
STABILITY: 7
FLEETS: 2 (-1e/turn)
Spoiler :
Fleet 1 - (H/C-T) - Strength: 64%
Fleet 2 - (H/C-T) - Strength: 73%

MILITARY: 3 (-1.5e/turn)
Spoiler :
Army 1 - (H/C-T) - Strength: 18%
Army 2 - (G/B-B) - Strength: 100%
Army 3 - (G/B-B) - Strength: 100%

ARTIFACT: 0/50e
Spoiler COLONIES :
"Bactri" (F/B-R) : +0.5e/turn (value = 2.5e)
"Bu" (G/B-T) : +0.5e/turn (value = 0.5e)
"?" (G/C-T) : +0.5e/turn (value = 0.5e)
"Benovo" (H/B-B) : +0.5e/turn (value = 1.5e)

Spoiler OCCUPATIONS :
"Sneed" (H/C-T) : -1e/turn (10 resistance)


[spend 3e researching Tech Level 3]
[income earned = +1.5e]
[income increases by +0.5e/turn due to technical improvements]
[income increases by +0.5e/turn due to productive fervor]
[technical improvements include cure to "fertility drug sickness"]
[occupation of planet Sneed: -1e/turn income]



Spoiler HLETHO (Lord_Iggy) :
ECONOMY: 2.5e (+1e/turn)
TECHNOLOGY: 2
STABILITY: 4
FLEETS: 4 (-2e/turn)
Spoiler :
Rhetho - (I/C-B) - Strength: 100%
Hraef - (I/F-R) - Strength: 100%
Tharaez - (H/E-B) - Strength: 100%
Zoroth - (J/E-T) - Strength: 100%

MILITARY: 1 (-0.5e/turn)
Spoiler :
Army 1 - (I/E-R) - Strength: 100%

ARTIFACT: 0/50e

[income earned = +1.5e]
[income drops by -0.5e/turn due to social unrest]



Spoiler IOKOLU (tuxedohamm) :
ECONOMY: 4.5e (+0.5e/turn)
TECHNOLOGY: 1
STABILITY: 8
FLEETS: 2 (-1e/turn)
Spoiler :
Oluko-Ilume - (F/D-R) - Strength: 100%
Lukoli-Lumime - (F/D-M) - Strength: 100%

MILITARY: 0

[build 1 fleet for 1e]
[income earned = +1e]
[income decreases by -0.5e/turn due to added maintenance]
[a cache of ancient resources is discovered; +1e]

To be fair, since I gave bonuses to the three newest players, you get one too!



Spoiler IVKINGS (bestshot9) :
ECONOMY: 2e (-1e/turn)
TECHNOLOGY: 1
STABILITY: 1
FLEETS: 0
MILITARY: 2 (-1e/turn)
Spoiler :
Army strength indeterminate due to civil war!


[income lost = -1e]
[income remains unchanged]



Spoiler KANT (NPC) :
ECONOMY: 2e (+0e/turn)
TECHNOLOGY: 2
STABILITY: 7
FLEETS: 4 (-2e/turn)
Spoiler :
Fleet 1 - (B/F-L) - Strength: 100%
Fleet 2 - (B/I-T) - Strength: 20%
Fleet 3 - (B/H-O) - Strength: 90%
Fleet 4 - (B/H-O) - Strength: 100%

MILITARY: 0
ARTIFACT: 2.5/50e
Spoiler COLONIES :
"Parun" (A/H) : +0.5e/turn (value = 1e)
"Ren" (B/I-T) : +0.5e/turn (value = 2.5e)


[build 2 fleets for 2e]
[income earned = +2e]
[colony "Hir" (B/I-B) lost!]
[income decreases by -1e/turn due to added maintenance]
[income decreases by -0.5e/turn due to panic and desertion]
[income decreases by -0.5e/turn due to loss of colony]

Now an NPC! Able to be reclaimed, of course!



Spoiler KEKEJI (NPC) :
ECONOMY: 2.5e (+2e/turn)
TECHNOLOGY: 1
STABILITY: 8
FLEETS: 2 (-1e/turn)
Spoiler :
Fleet 1 - (C/C-T) - Strength: 100%
Fleet 2 - (D/D-T) - Strength: 100%

MILITARY: 1 (-0.5e/turn)
Spoiler :
Army 1 - (C/C-T) - Strength: 100%

Spoiler COLONIES :
"Gudiluha" (C/C-B) : +1e/turn (value = 1.5e)


[build 1 fleet for 1e]
[income earned = +2e]
[stability increases by 1 as curfews and checkpoints are put in place]
[fleet lost! absorbed by "One"]
[income decreases by -0.5e/turn due to added maintenance]
[income increases by +0.5e/turn due to decreased maintenance]

Now an NPC! Able to be reclaimed, of course!



Spoiler LELINTHIANS (NPC) :
ECONOMY: 3e (+1.5e/turn)
TECHNOLOGY: 3
STABILITY: 8
FLEETS: 3 (-1.5e/turn)
Spoiler :
Kelethletel - (J/C-T) - Strength: 100%
Lotholitel - (I/E-R) - Strength: 100%
Kululuthul - (J/D-T) - Strength: 100%

MILITARY: 0 (-0e/turn)

[no spending]
[income earned = +1.5e]
[income remains unchanged]



Spoiler MURGLERS (NPC) :
ECONOMY: 2e (+0e/turn)
TECHNOLOGY: 0
STABILITY: 4
FLEETS: 0
MILITARY: 0

[nothin']



Spoiler NHROAAT SSKRAED (Megaman_zx) :
ECONOMY: 2.5e (+3.5e/turn)
TECHNOLOGY: 2
STABILITY: 6
FLEETS: 1 (-0.5e/turn)
Spoiler :
Fleet 1 - (K/H-O) - Strength: 100%

MILITARY: 2 (-1e/turn)
Spoiler COLONIES :
"Krensht" (K/F) : +0.5e/turn (value = 1.5e)
"?" (K/G-T) : +0.5e/turn (value = 1.5e)
"?" (K/G-B) : +0.5e/turn (value = 1.5e)


[spend 2e colonizing K/G-T]
[spend 2e colonizing K/G-B]
[income earned = +2.5e]
[income increases by +1e/turn due to colonial development]



Spoiler ORINDI (NPC) :
ECONOMY: 2e (+1e/turn)
TECHNOLOGY: 2
STABILITY: 6
FLEETS: 4 (-2e/turn)
Spoiler :
Norisia City - (I/F-T) - Strength: 100%
Ulusia City - (I/F-T) - Strength 100%
Yoros City - (I/F-T) - Strength 100%
Latasia City - (I/F-T) - Strength 100%

MILITARY: 0

[no spending]
[income earned = +1e]
[income remains unchanged]



Spoiler PHLEGHESH (NPC) :
ECONOMY: 4e (+4e/turn)
TECHNOLOGY: 1
STABILITY: 7
FLEETS: 4 (-2e/turn)
Spoiler :
Isssh - (B/H-O; traveling) - Strength: 9%
Nhuuff - (B/I-B) - Strength: 55%
Hhhhuu - (E/J-L) - Strength: 100%
Rhuuuss - (C/I-O) - Strength: 100%

MILITARY: 0 (-0e/turn)
Spoiler COLONIES :
"Ollethurr" (C/H-R) : +1.5e/turn (value = 3.5e)
"Gllth" (C/H-B) : +0.5e/turn (value = 1.5e)
"Hutthh" (D/I-B) : +0.5e/turn (value = 2.5e)


[spend 2e colonizing D/I-B]
[income earned = +3e]
[income increases by +0.5e/turn due to colonial development]
[income increases by +0.5e/turn due to xenocidal fervor]



Spoiler POHM (North King) :
ECONOMY: 2e (+1.5e/turn)
TECHNOLOGY: 1
STABILITY: 6
FLEETS: 2 (-1e/turn)
Spoiler :
Fleet 1 - (G/H-T) - Strength: 100%
Fleet 2 - (G/H-L) - Strength: 100%

MILITARY: 1 (-0.5e/turn)
Spoiler :
Army 1 - (G/H-L) - Strength: 100%


[build 1 fleet for 1e]
[income earned = +2e]
[income decreases by -0.5e/turn due to added maintenance]



Spoiler RAER (Haseri) :
ECONOMY: 4e (+2.5e/turn)
TECHNOLOGY: 1
STABILITY: 9
FLEETS: 1 (-0.5e/turn)
Spoiler :
Fleet 1 - (E/I-B) - Strength: 100%

MILITARY: 1 (-0.5e/turn)
Spoiler :
Army 1 - (E/I-L) - Strength: 100%


[no spending]
[income earned = +2e]
[spontaneous economic growth; income +0.5e/turn]



Spoiler SATELLIANS (Daftpanzer) :
ECONOMY: 5.5e (+2.5e/turn) [0.5e invested]
TECHNOLOGY: 2
STABILITY: 6
FLEETS: 3 (-1.5e/turn)
Spoiler :
Exploration Fleet - (I/C-L) - Strength: 100%
Emergency Fleet - (I/C-L) - Strength: 100%
Combat Fleet - (I/C-R) - Strength: 100%

MILITARY: 1 (-0.5e/turn)
Spoiler :
Anti-Violation Kinship - (I/C-L) - Strength: 100%

ARTIFACT: 0/50e
TRADE: None
Spoiler COLONIES :
"Ulumm-Bukk" (I/C-R) : +1e/turn (value = 1.5e)
"Ulann" (I/C-B) : +0.5e/turn (value = 3.5e)


[train 1 army for 1e]
[build 1 fleet at (I/C-L) for 1e]
[build 1 fleet at (I/C-R) for 1e]
[spend 0.5e on various preparitory measures among the general populace]
[trade route with Snud broken]
[income earned = +5.5e]
[income decreases by -1.5e/turn due to added maintenance]
[income decreases by -1e/turn due to loss of trade route]
[income decreases by -0.5e/turn as Kinships disperse out of fear]
[stability remains stable thanks to rallying speakers]



Spoiler SEIPAS YAG (NPC) :
ECONOMY: 1.5e (+1e/turn)
TECHNOLOGY: 1
STABILITY: 4
FLEETS: 2 (-1e/turn)
Spoiler :
Fleet 1 - (E/A-L) - Strength: 100%
Fleet 2 - (C/B-B) - Strength: 100%

MILITARY: 1 (-0.5e/turn)
Spoiler :
Army 1 - (D/B-T) - Strength: 100%


[no spending]
[income earned = +0.5e]
[income increases by +0.5e/turn as industry is put back in order]

Now an NPC! Able to be reclaimed, of course!



Spoiler SNUD (NPC) :
ECONOMY: {4.5e} ({+2e/turn})
TECHNOLOGY: 3 (3e invested)
STABILITY: 3
FLEETS: 0
MILITARY: 0
TRADE: None

[2e invested into home world]
[income earned = +3e]
[income increases by +0.5e/turn due to rebuilding corporate interests]
[trade route with Satellians lost; -1e/turn income]
[orbital Defense Satellites destroyed!; income ups by +0.5e/turn]
[planet invaded and occupied! income drops by -1e/turn; stability plummets!]



Spoiler UNDROTH (NPC) :
ECONOMY: 3.5e (+3e/turn)
TECHNOLOGY: 1
STABILITY: 10
FLEETS: 3 (-1e/turn)
Spoiler :
Fleet 1 - (D/C-B) - Strength: 100%
Fleet 2 - (D/C-T) - Strength: 100%
Fleet 3 - (D/C-L) - Strength: 100%

MILITARY: 1 (-0.5e/turn)
Spoiler :
Army 1 - (D/C-L) - Strength: 100%

Spoiler COLONIES :
"Grut" (D/C-T) : +2.5e/turn (value = 2.5)


[invest 2e into colony "Grut" (D/C-T)]
[build 1 fleet for 1e]
[income earned = +3e]
[income increases by +0.5e/turn due to colonial development]
[income decreases by -0.5e/turn due to added maintenance]



Spoiler GALACTIC MAP :
milkyway2.png
 
MILITARY OCCUPATION

When invading a planet, if you have won the battle, your remaining army or armies begin the occupation process. The planet will take a major stability hit (and I will possibly introduce individual stability scores for each world, as the game develops) and its income will freeze. A new stat for that world will be added, called UNREST, which is a measure of how much that planet is resisting your rule. Small colonies will likely lose this unrest rather quickly as your occupation force has a much easier time pacifying the populace. Larger colonies and, even more so, home worlds will have high unrest scores that will take a bit of time to work down.

Your civilization's income will drop by 1e per occupation until the unrest is cleared up. That 1e represents the efforts spent keeping the stability from dropping even lower (and a low stability will cause the population to be more likely to rise up against your occupation forces). Every army unit that occupies a planet with unrest will remove 1 unrest point per turn (so 2 armies will remove 2 unrest per turn, for example), and alternatively, you can remove 1 unrest point per 0.5e spent on pacifying the populace.

Once the unrest is cleared, the planet will regain some (though definitely not all) of its lost stability points, and the income will unfreeze. The income from that planet will then begin adding to your civilization's income and the 1e occupation maintenance cost will disappear.

It is possible that, while enacting an occupation, your stationed army or armies will come under attack from unruly citizens. While taking damage will not decrease your ability to reduce unrest, it might run the risk of completely destroying the occupying force (and weaker armies are significantly more at risk of this). If the occupation force is destroyed by unruly citizens or a full-on uprising of the locals, the planet is effectively liberated. If that occurs, its stability will improve slightly and there will be a chance that the planet will restore itself to the civilization it "prefers" to belong to (or, alternatively, will become an independent colony if the parent civilization is unreachable due to continuing warfare).



FLEET AND ARMY REPAIR

When a fleet or army is damaged in combat, there is always a chance that it will self-repair (based on how much damage it has received; more damage, less chance of repair, and vice-versa). If the fleet or army is left in proximity of a friendly planet, it will repair much more quickly. You can also invest an extra 0.5e to repair the damaged unit completely (which is in addition to its maintenance cost; maintenance simply allows the unit to continue existing).
 
CAPRICOCIALS
D/F-R : 1.5e value

HLETHO
I/C-B : 3.5e value : Satellian Colony
H/E-B : 1.5e value
I/F-R : 0.5e value
J/E-T : 0.5e value

Jet!

IOKOLU
F/D-R : 3.5e value

FDR!

KANT
B/F-L : 2.5e value

KEKEJI
D/D-T : 1.5e value

DDT!

NHROAAT
K/H-O : 0.5e value

PHLEGHESH
E/J-B : 3e value

POHM
G/H-T : 3e value

RAER
E/I-B : 2.5e value

SEIPAS YAG
C/B-B : 0.5e value
E/A-L : 1.5e value

UNDROTH
D/C-B : 1.5e value
 
STATUS

Update: Up!

Stats: Up!

Map: Up!

New Rules: Soon!

Exploration: Soon! Up!


There were a few changes on the map. I turned army markers from little X's into little squares (which is half of a Playstation controller's buttons, so expect some triangles and circles soon), and made the "super-ships" less hideous to behold by taking a standard ship icon and using a simple edge-detect filter on them. So, they still don't look great, but they don't look horrible anymore either. Um. Oh, and I remembered to add the Orindi and the "mysterious new race" that the Lelinthians met to the map this time, but I still haven't made this new race I keep talking about because I keep forgetting. But, seriously, it's coming soon.

Also, no new NPC's this turn because I absolutely refused those dice rolls. Had I not, I would have had three new races to post this turn, and that would have made me sad and probably started choking the galaxy to death.

If anyone has any problems at all, or notices any mistakes, let me know at your earliest convenience.
 
Great update! Time to find a justification for the economic downturns... among other things. :)
 
Bil, you have done good work.

Sneed will be free once more!

Regarding occupations, I noticed the Geskani are actually losing money from Sneed right now? What does it take to overcome the 'resistance'?

Another minor thing, I notice my stats say 0.5e invested in economy - I'm assuming that's my stability efforts, but that already seems to have had an effect in reducing panic, so I don't expect it to stack up with future spendings :)

@Lord_Iggy, we meet at last! Some random details in case you want to know: I expect the Satellian researchers on planet 'Ulann' are going to be just a little freaked out, they know they've basically been abandoned while defences were concentrated on the main colonies. The system has the very minimal development, just a few misc satellites and small unobtrusive dwellings on Ulann that might be covered by vegetation. Alongside the eccentric biologists are survivalist types who were studying the local wildlife (very wild) for inspiration about close-quarter combat, you know, stalking and hunting and pack cooperation and such. You see, Satellians have no real instincts for combat and there are no existing big predators on Hmmaiaa, so we can only guess how a 'sphere-bound-war' would actually work.

Also, I recently had the idea of pretending that Ulann was the planet from NESLife #3, only in an advanced and very fertile stage, so you know, there are Zeeboos, and Auroras, and the descendents of your 'ixes and 'ytes will be roaming around :)
 
Great update. Story with embedded orders tomorrow if possible. The Disopterans will be heading toward either Nekopterus or they will follow the last known trajectory of that first probe with the worthless worker inside of it. Who knows what could happen.
 
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