SysNES 1: A Murky Pool of Light

Creepiness of that aside, is the e paid to me this turn by the Soulon located in my cargo bays at present?

Ah curd I knew I was forgetting something - yes its tucked away in the holds of your Crusiers (20 in 1, 5 in the other). Obviously you can only carry a max of 40e at once (60 if you fill your Assault ships too).
 
From: His August Piratic Majesty Apollinaire IV, Supreme Lord of Avarice, Benign Protector of the Isles of Temperance, Possessor of Incredibly Long and Effusive Titles
To: Lantians


We have, in our graciousness, placed the Lantian people under our protection...but we await the promised systems data. Please do deliver soon, or we will be forced to...reconsider our arrangement.
 
From: The Grand Inquisitor
To: Everyone


We are willing to look into purchase system maps for e, or some other form of mutual agreement and understanding.
 
Your lucky this train has wifi

The ARCHIVE

A Note; I've included some useful/interesting discussions/points that Dis made in the thread, also I've got a few of the more complex rules that Dis has made, its all in the relevant spoilers.

Facilities
Spoiler :


Weapons Station (Ws)
With the construction of planet based silos and beam weapons, a planet based habitat can attempt to damage an orbiting fleet. 2% chance per Energy, Weapons, and Propulsion technology per ship, reduced by the ships dodge and armour. Costs 30e.

Space Elevator
The space elevator is a strand of ultrastrong material stretching from a planets surface to geosynchronous orbit and beyond, using the planets rotation to counter the pull of gravity. It requires a metals mine and factory somewhere already in the system, and it cannot be built on moons or giant planets. It cost 350e on a low G world, 450e on a normal G world and 550 on a high G world. It adds extra e to the production of metals and volatiles mines on the planet depending on the world, and reduces the cost of building spaceborn habitats by 33% and reduces the cost of building larger ships considerably (both calculators have the new functions built in). A single Space Elevator provides these benefits to all the friendly habitats on the world, and multiple ones confer not additional benefit. Space Elevators have triple chance to be destroyed from bombing.

Space Fountain
Similar to a Space Elevator the Space Fountain reaches out of a planets gravity well from the surface, but does so via a continue rotation of magnetically bound particles to create a tremendous strong tower. It is much cheaper than a space elevator at 200e, but requires a continual upkeep of energy to maintain in the form of 10e per year. Thin, Standard, and Thick atmospheres increase the cost of construction by 50/100/150 each, and a Space Fountain cannot be built on a world with storms or a molten surface. However unlike a space elevator it can be built on Gas Giant moons. It has the same bonuses as Space Elevators, though it provides slightly more bonus to volatiles mines due to centrifugal loading of liquids.

Trading Centre
The Trading Centre (H) is a very interesting building that allows one to make money from the population of everyone you are able to trade with.
Trading Centre Rules:
Spoiler :
Trading Centres cost 10e and can only be built in a habitat with a Shipyard. Only one can be built per world.
Trading Centres cost 10s maintenance every turn plus 5s for each other system a IS Hub is trading with.
Trading Centres have three states: Dormant (H), Interplanetary Hub (H*) and Interstellar Hub (H**).
There can only be one Interplanetary or Interstellar Hub per system, and only one Interstellar Hub per local IS trade network. All other hubs in a system will be forced into dormancy whither they are yours or another factions.
A Dormant Centre provides its world with +10% e income from each of the industrial resources.
An Interplanetary Hub gives you [total system population]/(7 – [Number of Special Resources] – [Tech Bonuses]) e each turn.
An Interstellar Hub gives you an additional [total trade network population]/(9 – [Number of Special Resources] – [Tech Bonuses]) e each turn on top of the IP bonus.
The IS and IP Hubs do not give you the +10% e income of a Dormant Hub, as you are now trading stuff around rather than using it at home.
The Interplanetary Hub is determined by the scoring formula [Maths]+[Social]+[Computation]+[number of continuous turns this Centre has been a Hub]+[Number of Industrial Resources owned]*2+[Habitat Population]/10. Whichever Centre has the highest score becomes the Interplanetary Hub.
The Interstellar Hub is determined by whichever system is at the centre of the current network of trade routes, using shortest path algorithms with edges weighted by travel time and resources flowing between systems. That centre will see its IP Hub become an IS hub. An IS Hub can only dominate space for 3 years of travel around itself, beyond that new IS hubs can emerge.
War in a system will cause all of the hubs to become Dormant as the markets panic.
If you refuse to trade with the owner of an IP or IS hub it will not bring your Centres out of Dormancy, but will prevent them getting any benefit from your population. Possibly some negotiations would be in order.



System Descriptions

Note: I think Izar is new as Dis didn't put it in thread and Thy was kind enough to send it to me.

Spoiler :

Izar
Spoiler :
Izar roils fitfully in its sleep, often giving of tremendous flares of radiation every few millennia or so. Whilst negligible on the timeline of human occupation of the system, this feature goes a long way to explain the paucity of volatiles in the system, blown away by an angry parent star. Closest to the sun, orbiting with a period of less than a week lines the core of some gassy titan that migrated inwards. Dark continent sized rafts of burning basalt float on its surface of molten rock, filtering riches of metals and material that could provide great wealth to any faction willing to dive into hell for it. Izar II is a small gas giant with a denuded atmosphere of hydrogen and soot, with a retinue of rocky and burnt moons. The nearest is torn by its planets gravity, not enough to erupt from the surface in gaudy volcanism, but enough that outgassings provide the moon with an atmosphere of toxic fumes. The next one out is a large and attractive looking world with dunes of brown and grey, but wholly boring in composition. A ball of silicates is next, followed by another large rocky world, this one sporting a thin coating of nitrogen atmosphere. The outermost moon is chill, and the deep red rust of its surface suggests it had an atmosphere in the past, now lost to the mists of time. Its low gravity despite the large size is explained by a poor endowment of the heavy elements. The orange and whites of the second gas giant hint at considerably more water and ammonia than its poor inward brother, though it and its moons are surprisingly well supplied with chlorine atoms. Its first moon is also rent by tidal forces, in this case sufficient to cause wide spread volcanism and chlorine and sulphur surge into its skies. The last two moons hold the stores of ice so rare in the rest of this system, though their taint of chlorine compounds make them unlikely to slake the thirst of colonists without extensive processing. The smaller and outer moon is merely ice and rock, but the middle and considerably larger globe features vast seas of liquid under its crust of ice. In this dark and green tinted ocean swims considerable life, similar to earth life in some ways, but with their respiratory electron chains ending in chlorine atoms rather than oxygen. Normally feeding off thermal vents, this biospheres bursts into life on those thousand year intervals when Izar flares and melts the icy crust to give III b a temporary hothouse of an atmosphere. The chemosynthetic and episodic photosynthetic producers are generally microscopic, but are fed on by all kinds of motile animals ranging from mayfly worms to vast filterfeeders and predators that sleep the cold seasons away.


Arrakis
Spoiler :
Arrakis system would cause nostalgia in anyone who remembered Old Sol (I.e. no one). The innermost planet is a well heated and airless orb of rock and metal, twin to the fourth planet in all except temperature. A smooth purple gas giant rich in ammonia rolls along in the stars outermost orbit, accompanied by two small and icy moons, without sufficient gravity to differentiate their strata. The inner one of these two moons is enriched with rare earth deposits to boot. The inner gas giant bulks larger and warmer than Arrakis VI, but its orange mass illuminates no moons of note. Arrakis III harkens back to the most ancient Mars, with a thin and arid atmosphere hovering above chill and rust-red deserts. Vast canyons and gorges and wind eroded craters pepper the planet, and small ice caps lurk at the poles, though not enough to provide a sufficient volatiles inventory. Arrakis II on the other hand, would remind anyone of the lost earth, and is the real prize in this system. A rich carbon and DNA biosphere, more verdant even than Earths, spills across three continents and countless islands, without a desert and only small ice caps in sight. Humans can walk under the sky here without protections, breath the air and eat the plants (though some would give them heroic indigestion). Every Eden has its snakes though, and it appears if a militant group of SPACE PIRATES have set up shop on Arrakis II, seeking to raid AP and breeding stock from other societies in order to kick start their own. A pair of powerful ships seem to have come through the Tumult for them, and who knows how many more lurk in the darkness?


Horn
Spoiler :
The system of Horn is as impressively diverse as Errai or Heze, with many an interesting world. Closest to the sun is a giant ball of silicates being steadily burnt to a crisp. A vast lava filled chasm scars its northern hemisphere, a relic of some recent act of violence – impact, planet quake, or the annihilation of some starship in the tumult? A small rocky world is next, pocked with eerily identical impact craters, and has a surprising level of ambient radioactives for such a small globe. Horn III is half-way between a terrestrial planet and a gas giant, with its rocky core swathed in three thousand mile deep oceans. The uppermost layer of the oceans does contain a biosphere diverse and vibrant, if somewhat biomass poor compared to the oceans of earth - hurt by the lack of raw material. Colossal islandfish with fragile calcite bones swim through rivers of phytoplankton. The atmosphere of III, heated by the sun and without land masses to leach energy, is riven by vast storm systems that circle the planet decade on decade. Horn IV is a peach gas giant that emits heavily in the electromagnetic spectrum to irradiate itself and its single moon of ice and metal. The smooth Horn V is one of the most lustrously beautiful planets seen by explorers and has a pair of icy moons, one with a subsurface ocean. A chill green giant is next, with an couple of ultracold ice moons, one stained with complex nitrogen based poisons. A much larger gas giant orbits further out, warming its dull grey bulk with its mass but lacking any moons. Finally a clear blue orb rotates at the very furthest limits of the system with two super cooled moons, the inner of which has a number of very interesting atoms frozen into its tiny form – possible the result of past mass ejection from another planet?


Minkar
Spoiler :
The pleasant yellow sun Minkar would fill any Earth dwellers heart with nostalgia, if such a rare beast could be procured through all the years of time and distance. It is somewhat larger than old sol however, and neither of its rocky inner planets exist far enough out to retain a cloak of volatiles. Two large Jovians compete for the title of lord of the system, bright Minkar III bedecked in glowing orange clouds whilst dark Minkar IV is swathed in brooding greens. Minkar III emits a great deal in the infra-red spectrum, warming its three moons and painting them in lurid colours. Because of this the innermost moon is warm enough for liquid water to exist on the surface and its rock and brownish slush supports a biosphere in the equatorial regions. Life on IIIa is DNA based and has a similar chemical make up to Earthlife, but a rather different style has developed. The dominant organisms are of a clade that your explorers have dubbed the 'Wormforest', creeping vermiform autotrophs between a millimetre and several metres in size that follow the hemisphere warmed by Minkar III as the world rotates through its eight year 'day'. Odd as it is that the 'plants' move is that the 'herbivores' don't – the wormforest is fed upon by web-spinning blobs that lie in wait for their creeping prey under the dark skies. Despite its unpleasant aesthetic qualities Minkar III a is one of the most suitable worlds yet found in the Hydra Tuft – man can walk freely in the thin air with only need for a thick coat, and can subsist off the wormforest with only the aid of vitamin supplements. The other moons of Minkar III share this worlds mucky ice complexion, but are too small and cold to hold an atmosphere. Minkar IV's green clouds are periodically lit by flashes and burst of pink, as electrical discharges react with the exotic gases that compose the middle layers of the atmosphere. It too warms its innermost moon, but via gravitational twisting rather than radiated heat, and it has done rather too good a job of it. Minkar IVa is only a few hundred thousand years from breaking up under the gravitational stress, and its surface has already been reduced to near molten rock by the agony and is peppered with volcanoes. The next moon out has retained some of its ice, but is coated in a thick layer of sulphurous dust from the inner moons outgassings. Further out is a huge moon coated in hydrocarbons and ammonia similar to Errai IX a, but its vast size warms the surface to produce even stranger molecules, and its layer of gases is not as thick as its been less stressed by its primary. The last two moons of Minkar IV are unremarkable iceballs. Finally on the rim of the system lies a small blue gas giant that spins at an incredible rate, and is accompanied by another moon of frozen ice.


Gris
Spoiler :
The tiny star of Gris has a great paucity of surrounding material, and sports only a single planet orbiting cosily close to its primary. Gris I looks baleful and unpleasant from space, with a clear but atmosphere tinged yellow by argon and chlorine and a carved and glittering surface. The planet is home to an entirely mechanical ecology, possibly naturally evolving from machines abandoned by some sentience billions of years ago. The machines are mainly made of ceramic shells coated in complex metals by a odd nanotechology. The foundation of the 'mechology' is energy collection by simple specialized robots, supported by nanotech mining of the "soil" (which is a combination of underlying natural rocks and the remains of inactivated bots). These primary producers are usually sessile, and derive their energy from solar, wind, tidal, geothermal, and hydro sources, depending on the local conditions. Necessary minerals are extracted with simple nano, or in some cases collected by macroscale bots and processed at a central location. These energy collectors and materials processors form a dense network over the entire planet, making mixed forests of solar panels and wind-powered generators. Other slowly moving mechanical life forms are comparable to decomposers or parasites. A few of these are exclusively nanotech, analogous to the viruses that prey on carbon life, and present a severe hazard to humans and machines operating on the surface. Many of the robots are comparable to animals, there are even creatures analogous to carnivores, preying on the other motile 'bots. The continuing arms race between predators and prey has led to some potent weapons and some novel defences against them. Because the machine life of Gris I are able to manufacture subsidiary units, there are many forms that have no equivalent among carbon life. One of the most successful of these is a sessile bot that manufactures an energy collecting "farm" and also creates hundreds of subsidiary motile bots. The motile bots defend and repair the energy farm, and range out to gather materials and energy. Some of these subsidiary bots can travel hundreds of kilometres in search of critical elements for the central unit. The left-overs of another race hypothesis is confirmed by shadows of neutrino blocking structures deep within the planets crust – sure sign of the legendary Priors themselves. Archaeology here is sure to yield a rich crop of pearls and tech...if you can fight your way past the machines.



Ship Componants
Note: I've included the changes to the Charm and Twist drives
Spoiler :


Changes to Drives
Spoiler :
-The Twist Drive will change from requiring [Ship Size]/7 surplus power to requiring 2+([Ship Mass]/4) surplus power. The Twist Drive unit will also now be of size 3 rather than 2 and increase the amount of cooling the ship needs.
-The Charm Drive will now require six computation modules in a fleet to operate. Computation modules themselves will be changed, now requiring -1 power, and increasing the amount of cooling the ship needs.


Capacitors
These are essentially incredibly powerful batteries that store energy in superconducting loops, super charging your energy weapons or other devices with burst of power. They give [Energy+Materials] effective surplus power but have several limitations on use; only only system per ship can be sustained, and they need to be topped up from a much larger power source than a ships engine core, and thus only function in orbit of worlds you control with factories and shipyards (a Twist Drive ship could use its capacitors to jump away from such a system, but not back).

UV Laser
These laser cavities produce a much shorter wavelength of light, and thus when pumped have much more stopping power than the longer wavelength lasers that need to ablate off surfaces rather than drill a hole. They thus have the same base damage but gain +2 from surplus power rather than plus 1 and are slightly more expensive.

Advanced Radiators
Currently a ship can only have surplus power ratings less than or equal to its ship size before it melts itself with the heat of its own engines and weapons. Advanced radiator elements built with superconductors and other tricks are far superior to the basic ones that are implicit with building a space ship, and raise the surplus power ceiling by 3 with each unit, in addition to the 1 they provide from increasing ship size.

Pulse Drive
With a better understanding of the mechanics of gas flow, a simple fission rocket can be given a reaction chamber that can vary its geometry - this vastly improves specific impulse to a level equal with fusion drives as well as allowing unprecedented control over the propellent stream to aid in fast manoeuvring. These dynamic systems do come with an energy cost however. IP drive with speed 2, gives +2 dodge and costs -1 power. Useful for small ships that need to close fast with the enemy like laser gunships and assault craft.

Intrusion Unit
With a combination of grapples chaff, and quick launching penetration pods an intrusion unit can insert troops and EM measures into enemy ships and space habitats when at ramming range, allowing the aggressor to take control. The act of forcible entry damages the victim severely, and nearly all vessels have command locks, thus stealing ships outright is vanishingly rare, but they do disable opposing military vessels and pillage the contents of cargo vessels and station stocks.

Light Sail
A suitably light and reflective material can bank and ride about a system on the photon winds of the star itself, lugging along a payload beneath its vast mirror sheets and hundred kilometre rigging. Whilst it makes the vessel pathetically vulnerable and unmanuveourable the sheets are extremely cheap once sufficient knowledge of weaving molecules has been gained, and since the thrust is effectively free a sail can lug along a surprising amount of cargo in its minimalistic frames (halves the cost of cargo bays, cheapest IP drive).

Lithium Sinks
One method of heat management on a spaceship is to use excess heat to melt down a block of material in a heat sink, thus allowing longer and heavier energy usage in combat situations before the sink fluid is vented or refrozen. Whilst basic sinks on the current spaceships use ice or mercury, the element lithium has the longest window between its melting and boiling point of any material (that isn't radioactive or really expensive) whose melting point starts at a reasonable range and thus can be used as an efficient and flexible heat sink on a high energy warship (Tin also has similar heat capacity but sounds less science-fictiony ) storing heat up to a thousand or more degrees Celsius. Addition of a lithium sink will boost the energy ceiling of a ship by 10 units, but only one can be installed per vessel.

Interceptors
Specially designed high thrust missiles that act almost like tiny spacecraft, the Interceptors attempt to destroy a foes missiles whilst they are still closing using kinetics and ECM. If they roll to hit successfully they destroy the opponents missile salvo (or if there are no opposing missiles, do some meagre damage), providing protection to a whole friendly fleet.

Pebble Defence
Small linear accelerators with automatic targeting can do considerable damage to even the most formidable of incoming missiles, and their drive ability can even move the ship to dodge a beam or bullet. They do require both considerable energy and computational support however. +1 dodge per Computational Module, requires 1 power.

Needlegun
Rather than the solid slugs of a Railgun, the needle gun takes its matter from a reservoir of molten metal that is accelerated, shaped, and heat all within the length of the gun chamber. It thus has both higher base damage and can be tuned to drill though various designs of armour with a rapid patter of pulses. They thus ignore the first two points of armour.

Viral Bombs
The crudest sort of wet biotech is that designed to kill, and the specially build delivery shards of this weapon system contains a veritable host of active deadly species and designs. Unlike most bombs these can only damage population, not facilities. Each successful attack has a 25% chance of adding the poisonous trait to a world with an atmosphere, and a 25% chance of dealing damage again the following year if applied to a world with a biosphere. Does considerably more damage to target populations with low genetic diversity.

Heavy Cladding
A design rather than technological improvement, Heavy Cladding refers to the practice of bulking up a warship with rock and slag to absorb the pummelling of its foes energy weapons. Any sensible peacetime designer would abhor the wasted volume and extra mass, but the needs of war sometimes make the option practical. Only one unit can be installed per vessel, and it massively increases the armour rating at the cost of the ships IP speed and dodge rating. It is thus advisable for large ships facing beamers of medium size and above, increasing toughness at the cost of sacrificing their remaining dodge and power verses missiles and agile foes.

Composite Armour
By using layers of ultrahard ceramics and layers of non-resilient soft extremely impressive armour can be created. However good materials and positioning knowledge is required before using composite defence is superior to just cladding additional titanium around a ship.


Adaptation
Spoiler :

Toxic (requires an unknown amount of biotech):The Atmospheres of toxic worlds feature hundreds of variates of chemicals that are inimical to baseline human life. However adding the right molecular complexes to the human bauplan, particularly in the skin, lungs and other surfaces can render the less dangerous features harmless or collected and excreted before they do damage. Germline modification to include this bionano can even produce a population resistant to the effects in the long term. Developing the adaptation to any one toxic world (each has a different mix unless stated) costs 50s, and afterwards you may pay 6e to change 1 population point to be resistant to that toxin. For management purposes you need to pay for the whole world at once, and when you move any pop there or away from there – I ain't trying to track modified and unmodified groups! After the change is done you ignore the negative effects of the Toxic trait for that world. A society must be careful about creating a specialist caste of its population, this can lead to resentment and dislike of the modified and a feeling of exclusion by them. Extremophilic societies only have to pay half the s and e costs, and avoid the negative social repercussions.



Terraforming
Note: Not sure if I got them all
Spoiler :

Cold
You can Terraform Cold worlds by industrial heating, this is however a costly, inefficient, and temporary solution at the price of 5e per world size per year and will relapse whenever people stop inputting energy. Perhaps only cost effective on changing an icy ocean moon to a food world, or improving an otherwise pleasant Garden world.

Storms
With appropriate modification of the atmosphere and a network of energy satellites under a unified control system, it is possible to manage the weather patterns of a planet so that they feature less violent action, removing the storms trait from the world. Considerably higher skills in energy control and mathematical modelling are needed though. Costs 10e per world size installation cost, and 2e per world size maintenance costs.


Slaves
Spoiler :
I was thinking about you being able to abduct them and force them to work for you and slowly assimilate them, however to keep the stats sheets happy I'd put these restrictions:
A habitat can either be all free or all slave, can't have mixed.
'Slaves' don't produce s for you
You can spend money assimilating them (in which case they move to one of your free habitats), but they'll slowly die off and not replace their population.
Factions with some basis in ethnic identity will not be amenable to assimilating foreigners, this goes double for arrogant ones .

@Kal: if they're living in an Habitat you built, and no ethics, you can exert force just by having a remote control of the environmental systems . 1 Police should be sufficient for any size of slave population on an inhospitable world. I might add some sort of social conditioning/control to the tech tree as well.
 
Mechanics of
Spoiler :
Note: A bit of a mish mash of things

Volatile mines and farming
Spoiler :

Changes:
Basic farm production reduced to 2 (from 5).
Volatiles Bonus to farm increased to 3 (from 2), and can be further increased with biotech.
Farms on Spaceborn habitats get a bonus 2 f (ease of controlled environments)
Habitat modules produce 4 f to aid in the settlement of new systems (producing the same food and costing the same as a Spaceborn beta habitat+farm so you should build those instead of ships to solve food problems btw).
Only [Propulsion+Maths]/2 Spaceborn habitats allowed per world.
Mines explicitly split into Volatiles (v) and Metals (m) Mines, cannot have both in a single Habitat. Each will have a new set of world trait modifiers, both will be slightly weaker in total e production than current mines. They both cost 10e. Volatiles mines will do vastly more ecological damage to a world than Metals mines.
You still get the Volatiles e bonus without a Volatiles mine if you're on a Biosphere+Atmosphere world.
A single Volatiles mine will supply 8 farms with sufficient resources to get the f bonus. Ecopoets get +2 to this number, Organised and Extremophilic get +1, Cyborganised and Homo Tyrannous get -2. Thus the Esani can run 11 farms on 1 mine, the Gardeners 9, the Kations and Akresians 7, and the Vazan 6. Further increases in Propulsion Tech will increase this number (it might be more accurate to call Materials Condensed Matter Physics and Propulsion Fluid and Gas Physics ).


Shipyards
Spoiler :
Another thing that I think people aren't getting - the Shipyard facility, despite being one icon on the map, represents the industrial infrastructure to build ships rather than a single 'thing' - factories and assembly yards on the ground, laboratories, launch sites, orbital cradles and facilities. They and their functions cannot be impeded by ship to ship weaponry, only bombs (and missiles with bomb damage obviously). This is to make things a bit fairer and disadvantage sneak attacks, as you cannot prevent another player using their shipyard with only a fighter or something silly like that.


A shipyard will automatically repair one ship a turn at the end of the year, for no cost, as does each repair bay component in a ship, but you have to be around the same world as the repair centre.

For example, any combats the Ik Abu-Sloop gets into this turn will find it damaged, but as long as it hangs around Erraiv V (Taik) till the end of the year it will be repaired for the following year.


The loss of s due to population S
Spoiler :
3) There will now be a 'organization' cost in s to having lots of habitats and population. This will be calculated S*(1-[Distribution]-[population]+[tech]), where S is your total s, the [Distribution] coefficient is ?( [total pop]/x1..n )/1000 where x are the populations of your habitats 1 to n, [population] is your ([total pop]^0.5)/100, and [tech] is your total social+maths+computation / 100.

For example, the Vazan have 3 habitats of populations (9 2 3), a total population of 14, and a total s of 14. Their distribution is thus ?(14/9+14/2+14/3) /1000, or 0.013. Their total population cost is (14^0.5)/100, or 0.037. Their total tech bonus is 0.03 from Social 1 and Computation 2. Their total inefficiency cost currently is thus 0.02, and therefore they loose 2% of their s every year. However 2% of 14 is 13.7, so it gets rounded back up to 14.

In summary this means you now get a slight cost to total s for increasing population (diminishing returns, though note you'll only start losing s on population growth once you get past the 10000 point), and a slightly higher cost for spreading that population out over lots of little habitats (as your bureaucrats have to do more legwork). This cost is reduced by knowledge of social, maths, and computation. This will all be worked out automatically for you by the economy spreadsheets too, so its no intellectual overhead for you beyond the long term planning.

And a change

Hmmm looks like the simplest way to make it work would be to just have S(X^0.75) /250 where X is your habitat populations, thus giving less corruption for compacting your dispersal. Will be changing as of next update unless I think of something better.


Ground Force Recruitment
Spoiler :
1) Recruiting more than [System Population] divisions in a single turn will result in population loss, as you can't just magic divisions out of nowhere (though a division is rather smaller than a population point).



Thats it; I can update things if you remind me to :) or if somethings wrong shout at me
 
Umm no, they've never ever been those numbers

up 15: 25, 19, 18 (for energy, comp, con)
up 16: 23, 22, 23

You're crazy man, refresh your computers cache/your brain.

I meant the spending; the tech levels. Not how much they produce.
 
See now this is totally your fault for phrasing so ambigious it travelled back in time and made me forget to add on your Research centre s. Its now updated and your at a higher tech level in all those fields.

@Kal,thazar, yes yes, you have 2 extra s now.
 
From: His August Piratic Majesty Apollinaire IV, Supreme Lord of Avarice, Benign Protector of the Isles of Temperance, Possessor of Incredibly Long and Effusive Titles
To: Lantians


We have, in our graciousness, placed the Lantian people under our protection...but we await the promised systems data. Please do deliver soon, or we will be forced to...reconsider our arrangement.

IC:

The Republic of Lantian will honor our previous arrangements with your government and will carry them out.

OOC:

I am packing for half-month long vacation to China where I will be moving to a different city every 3 days. As such, I apologize for the tardiness but I assure you that you will receive the goods in question within five days.
 
Just making sure my food production doesn't get accidentally overstated; does the current number take High Rad into account? (I mean hey, if my habs have super-cool radiation shielding I'll totally buy that.)

Also, would it be too much to ask to change the Aphrodite-class to Eris? The goddess of Discord seems so much more...appropriate, and I promise I won't rename anything else.
 
OOC: A change of travel plans: I've been accepted into a program in Hong Kong in July and I'll be returning to the US on the 17th or 18th of July.
 
Esani Ship Design

For a collective flamboyant in body modification and with a strong sense of individual identity as the Esani, its fleet design is comparatively incredibly somber and muted. Most attribute this to the Esani sense of harmony and balance with their surroundings - just as interaction between human faces and society should be conducted in vivid color, bleak lifeless worlds should be appropriated for mining - so too should the fleets in the cold vacuum of space - black, undifferentiated, and unassuming.

Thus, the Esani fleet is uniformly black, and built in a minimalist yet still aesthetically pleasing style. The ships retain basic bilateral symmetry along their dorsal lines, and are built "flat" - the Y axis is completely neglected in proportion to the X and Z axes. The Esani are known to completely eschew any 'segmentation' of the ship body, no matter how advantageous increasing surface area in relation to volume is, due to the unpleasant aesthetic qualities a ship "built like an insect" would look like. Instead, the Esani black ships retain their basic (almost 2 dimensional, due to the lack of a pronounced Y axis) shapes no matter what their component parts, usually a swooping triangle.
 
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