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Old 01-23-2017, 09:50 AM   #851
chesapeake
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Originally Posted by JonInMiddleGA View Post
I'd probably advise waiting on major fleet activity until the new Tachyon lances are ready & can be fitted to the fleet appropriately. No sense running off into battle just before our latest & greatest is ready.

Not sure that represents a major delay in strategy decisions, but felt like it should at least be noted as a consideration in the nearer term.

Beyond that, I lean toward some combination of Restriction & Cleaning Up Riff-Raff options. Let's see if the Bhenn'Thell make a mistake (with whatever help our movements provide toward that end), while gaining some territory & strength in that time.

I'm finally able to log back in after a few weeks with password problems. That must be what it is like to be in the box.

I agree with Jon, with a higher emphasis on restriction.
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Old 01-23-2017, 03:27 PM   #852
Brian Swartz
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Okey-dokey. I/Pablasch are going to overrule the group on one thing; waiting to upgrade to Tachyon Lances isn't enough gain(basically +10% damage from our primary weapons) compared to the amount of time the fleet would be out of commission. Last upgrade took about 19 months; this wouldn't take that long most likely but it's not enough benefit to justify it, and the rest of the fleet components are all up to date. Naval power of the empires we will be fighting will be a joke, relatively speaking. Looks like an 'indirect' or 'cold war' against the Bhenn'Thell is called for though, and that main thrust will be adopted.

Last edited by Brian Swartz : 01-23-2017 at 03:28 PM.
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Old 01-23-2017, 07:20 PM   #853
JonInMiddleGA
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Originally Posted by Brian Swartz View Post
Okey-dokey. I/Pablasch are going to overrule the group on one thing; waiting to upgrade to Tachyon Lances isn't enough gain(basically +10% damage from our primary weapons) compared to the amount of time the fleet would be out of commission. Last upgrade took about 19 months; this wouldn't take that long most likely but it's not enough benefit to justify it, and the rest of the fleet components are all up to date.

I'm reminded a bit of the conundrum about a leaky roof.

When it isn't raining, the roof isn't leaking, so no need to fix it.
When it is raining, the roof leaks, but you can't get up there to fix it.
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Old 01-23-2017, 11:06 PM   #854
tarcone
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I think taking a breather here is a smart move. War weariness may set in when we need production.

Not sure if that is how it works.

But I do have the Orcs ready to man the mines.
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Old 01-24-2017, 09:41 AM   #855
Brian Swartz
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FYI war weariness per se isn't really a thing. We do get a -10% happiness malus due to our ethics during offensive wars, but that's really the only negative from that point of view.
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Old 01-25-2017, 05:53 PM   #856
Brian Swartz
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2373

It was an easy matter to choose where to start. The United Cormathani Imperium, and the Gwesibor Regime who they split off from years ago, both hold some territory that the Bhenn'Thell were gradually gobbling up. That's as good a place as any to get in on the action.

Immediately after the bulk of the fleet left orbit, energy dove to -40 per month, which was worse than I expected. But that's why we maxed out reserve, just in case.

09.01 -- With the fleet ready to jump into Cormathani space, it was time for our diplomats to deliver the news. Here's a close-up of the areas we'll be looking at. Technically speaking, this is our first expansion into the galactic core.




The public reaction to this drops our energy balance to -85 per month. That's a big number, but one we can sustain for almost five years. We're actually at war with both empires, and they are also currently at war with each other. A rather complicated situation, which we will soon simplify.

09.23 -- The fleet arrives in the first occupied system, Muscida. There is a basic defense station, and a wormhole station as well. But they have no hope against our numbers. Orbital bombardment of their planet will begin within days.

10.01 --




Patriarch Pablasch sees no reason to be concerned about this. Productivity is increasing, and that can only be a good thing.

12.02 -- Tachyon Lances research finished. The army is almost to Jurg-Shondaar, the capital world of the Cormathani, and the fortifications there have almost been eliminated as well. In about a week, our troops will begin landing.


Research Director's Briefing: Dr. JIMGA Jr.

Now 194 years of age, for those of you scoring at home.

** Zro Distillation(Psionics, 36 mo.) -- Reveals the strategic resource Zro. This is an extremely rare aerosol of exotic particles, deposited by meteor impacts but of unknown origin. It is a very potent, and addictive, drug that enhances the abilities of psionically gifted individuals. Unlocks the module Navigator's Guild. This imparts a 3% accuracy bonus, 20% FTL speed bonus, and doubles the sensor range of all ships built at that spaceport. This is RARE technology.

** Flash Coolant(Particles, 40 mo.) -- Increases the attack speed of energy weapons by 5%, allowing them to fire slightly more often.

** Capacitor Fields(Field Manipulation, 36 mo.) -- This is a special piece of equipment for use on ships or defensive stations. Localized fields of charged particles enhance shield regeneration for all allied ships. This is another RARE technology.

** Self-Aware Colony Ships(Computing, 36 mo.) -- New advances in software allow our shipboard computers to optimize themselves for unforseen conditions on alien worlds. Another 25% reduction in the time to set up colonies.

Dr. JIMGA Jr., time for your next choice.
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Old 01-25-2017, 06:14 PM   #857
JonInMiddleGA
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Zro Distillation
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Old 01-27-2017, 08:57 PM   #858
dubb93
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What is available for someone to play as at this point? Considering entering as either JIMGA VIII or more likely Picasso Pablasch. Picasso is the son of Patriarch Pablasch.
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Old 01-28-2017, 01:10 AM   #859
Brian Swartz
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Everything. Administrators get in the pipeline to eventually become Patriarch but don't have anything to really do before then, scientists have the most input in general since we always need three research directors, and generals/admirals are pretty much just 'there'. In terms of the thread, that is.
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Old 01-28-2017, 06:51 PM   #860
dubb93
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Make him a scientist.
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Because you know it takes sound strategy to get killed repeatedly on day one right?
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Old 01-29-2017, 01:49 PM   #861
Brian Swartz
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2373-75

2374.01.07 -- Jurg-Shondaar pacified. They had a number of armies there, but were no match for us. Onward for most of the fleet, while a few ships stick around to knock out the wormhole station.

06.06 -- Tu'Riab, in the Ra-Mur system, is occupied as well. Smooth as smooth can be so far, but it'll be several jumps to Hixar, the next system on the hit list.

2374.08.?? -- What appears to be the Cormathani fleet(fairly good-sized, but no battleships) engages a rear-guard of ours in Ra-Mur. We'll probably take losses here, but meanwhile the main fleet continues on to Hixar.




10.14 -- Well, we did more than 'take losses'. Combination of superior numbers(over 40 ships), close proximity, and some surprisingly effective shielding -- our first encounter with that on the opposition -- and our detachment of 6 battleships and 2 cruisers was overrun. They took 10 corvettes and a pair of destroyers with them. Most of the damage was done by plasma accelerators, same weapons we have on our smaller ships. That's a surprisingly blow. The fleet is in Hixar, and we'll need to hunt these bastards down afterwards if possible. Aside from simply being three times larger, they will need to arrange a long-range fight.

11.11 --




2375.02.02 -- Talent Acquisition research completed.

02.30 -- Awixall Tymcrix, a profoundly stupid name for a planet if I do say so, has fallen to our unstoppable armies. Time for the fleet to handle some 'business' against the Cormathani. We've got control of the three planets we intended to take. They aren't quite ready to surrender yet, but smashing their arrogant ships would be a good place to start in convincing them.


Research Director's Briefing: Dr. Tarcisius

** Atmospheric Manipulation(New Worlds, 29 mo.) -- Allows colonization of Tomb Worlds(0% habitability, so they are VERY harsh)

** Synthetic Thought Patterns(Statecraft, 34 mo.) -- Back with a RARE option that we've seen before. -15% edict cost, -10% resettlement cost.

** Army Training(Military Theory, 11 mo.) -- -10% army upkeep

** Doctrine: Reactive Formations(Military Theory, 9 mo.) -- +10% naval capacity. Latest numbers are 231 of 820 used.

Genetic Modification

We're down to a third of the population now being native Architreuthis(33%), 15% Djomar, 11% Shantari, 8% Thek'Qlak. All of them have gone through this process, a total of 67% or two-thirds of the empire. We have two more significant slave species to go; Qravadox and Kroll.

The Qravadox are an avian race, coming in at 7%. They hae two points available. Here are there current traits:

** Natural Sociologists -- +15% Society research
** Repugnant -- -1% happiness to neighboring species
** Adaptive -- +10% habitability
** Tundra Preference

So a bit of a niche role here potentially. We don't have the tundra tech yet I don't think, but they are the only tundra race we have and are good at doing research benefitting your branch.

1-point options:

** Remove Repugnant
** Rapid Breeders -- +15% pop. growth
** Quick Learners -- +25% leader xp gain
** Strong -- +20% army damage, +5% mining
** Nomadic -- +50% migration speed, -33% resettlement cost
** Communal -- +5% happiness
** Enduring -- +30 years leader lifespan
** Resilient -- +100% garrison health, +50% fortification bonus

2-point options

** Agrarian -- +15% pop. growth
** Thrifty -- +15% energy
** Industrious -- +15% minerals
** Intelligent -- +10% research, all categories
** Talented -- +1 skill level
** Conformists -- -20% ethics divergence

Dr. Tarcisius, you are next up.
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Old 01-29-2017, 08:13 PM   #862
tarcone
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Make The Qravadox Intelligent

Research Army Training
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Old 01-31-2017, 04:49 PM   #863
Brian Swartz
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I'll shortly have the next update posted here, at which point there is a major decision to make requiring input from all leaders in the Collective. Consider this your official ping if you are wearing that hat(or would like to).
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Old 01-31-2017, 04:58 PM   #864
Brian Swartz
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2375-77: The Cormathani War Ends ... with Unexpected Consequences

2375.06.07 -- The main fleet arrives in Ra-Mur, and engages the main Cormathani navy soon afterwards. For us, there are 18 battleships and 6 cruisers; 13 cruisers, 11 destroyers, and 9 corvettes on their side. This time though we can make use of our range advantage.

07.26 -- The Cormathani fleet has been obliterated. Not only didn't we take any damage, but they didn't even get close enough to fire at us. Readouts show that their shields are almost as strong as ours, so they do definitely have some advanced technology in that area. This experience definitely points up the importance of fighting the enemy on our terms. In the proper setting we can probably obliterate any fleet other than the Buhavilaa, but we are still vulnerable if surprised at close range.

They have no choice but to accept our terms. Here is the post-war map, with some suprises. The Bhenn'Thell block us off more than expected. Hixar is on it's own, with a new sector formed for just that one system. The other two join the already-bloated Occupied Territories sector. We actually can't get to any of these newly acquired systems as things stand. As rivals, the Imperium does not permit our ships in their space. A long route through Anathurian and Gwesibor space is possible. They control the crossing into Subtranius. Our science ships can't move in. We'll have to build spaceports there, then new science ships on location to do surveying. The delay will probably cause us to miss out on some debris possibilities.




Even more problematic is that our fleet is stuck as well. We hate the Bhenn'Thell even more now. I'm not sure what we are going to do about this, but we'll try peaceful means: getting spaceports up and running and seeing if we can open a path by building frontier outposts, even if temporarily. Maybe our border generation will improve as we assimilate. If that doesn't work, we may be forced to choose between war with the Imperium, and gradually rebuilding our fleet back at home while disbanding the assets stuck in the core ...

For the time being, our core worlds are virtually defenseless. We do have a modest garrison at the Qravadox border in Spica. That will be recalled immediately, but it will take a few months to arrive. Meanwhile new battleships will be built, but they take over a year each. There is no 'quick fix' here. Pablasch has decided it is time to return the 'favor' of being rivals with the Bhenn'Thell though.

09.01 --




09.11 --




12.21 --




Patriarch Pablasch will no longer tolerate this nonsense. The diplomatic task force is deployed.

2376.07.07 -- Frontier outpost completed in Talan. We now have almost all of the outer arm territory back and can continue station-building. Only the Bijh and Saphiban systems remain beyond our reach, and continued growth of our colony in Ovastivum should take care of that, eventually.

07.11 --




09.29 -- Science ships have been deployed in the new areas. Our best chance of a peaceful resolution is a size-14 continental world in the Muscida system. If you refer to your star chart, you'll notice that this is the closest system and may give us enough 'push' to overcome the small Bhenn'Thell planet in the Fla Nita system. Complicating matters is the fact that the Ul-Tur, our new 'helpers' that have joined the empire, all prefer Tundra climates. They won't do well in the new environment ... but that's a problem for later. We can terraform it to better suit them, purge them and replace with a more suitable race, whatever. The main thing here is to free our fleet.

Also, since we have a bunch of energy that we won't be needing apparently for war anytime soon, a mid-size ocean world will be colonized in Bysh, and a couple of large tropical planets terraformed more to our liking. Might as well spend the energy on something useful rather than waste it. There's a size-20 tropical in Tediss, our system closest to the Buhavilaa, and a size-21 near our core systems. We can always work on some of the mid-size tundra and continental ones if that isn't enough. Shipbuilding and colonizing in Muscida is going to take time. Peace is apparently upon us whether we would like it or not, so we'll invest in what we can to grow our empire.

11.05 -- The Bhenn-Thell Imperium has declared war on the Confederation of Ir-Vol-Ta! If we want to stab them in the back, there's no time like the present. We've got research finishing up in a few months and we'd want to wait a bit for them to be heavily engaged anyway(about a year or so seems usually the right amount for a major war, that worked well with the QSC), so the war council will be held until our current projects have completed.

12.01 -- Energy is maxed out at 5k, and we have a surplus currently at 114 per month. Still going to waste some until we get the first terraforming up and running.

12.30 -- We learn nothing from the first debris field. Not all that surprising really.

2377.02.02 -- Zro Distillation research finished.

05.02 -- Army Combat Training research completed. Also, the QSC and Vun-Okon have made peace. Not that we really care all that much, but it appears this has resulted in a split -- the QSC now controls even less territory, with a new empire known as the Qravadox Empire having formed.

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Old 01-31-2017, 05:44 PM   #865
Brian Swartz
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Ok, first things first: the science side of things. Dr. Picasso Pablasch is 69, presently at **** skill, and has a talent for Psionics(+10% research speed in that field). He's presently in Ra-Mur, doing debris analysis in the former Cormathani systems.

Research Director's Briefing: Dr. JIMGA Jr.

You're now 198 by the way. Monthly chance of dying is officially 66%. That gives you a 0.00024% chance of surviving each year, but this has been going on for decades now to the point of being comical. The chances of you living this long are a minute fraction of that.

** Gamma Lasers(Particles, 78 mo.) -- Next step in our standard laser weapons, which are basically inferior to the lances in every way.

** Satramene Refining(Materials, 18 mo.) -- Unlocks Satramene Atmospheric Dispenser and the strategic resource Satramene Gas. It's a naturally occurring stimulant. This module improves population growth by 15%.

** Assembly Algorithms(Computing, 40 mo.) -- Reduces contruction time by 5%.

** Focused Arc Emitters(Particles, 78 mo.) -- Like our current Arc Emitters, but 13% more effective. These are still very much a weapon system in consideration. Many in the navy think a balance between arc emitters and lances is the best, most balanced approach to ship weaponry going forward.


Research Director's Briefing: Dr. Tarcisius

** Xenology(Biology, 9 mo.) -- Unlocks the dubious strategic resource Alien Pets.

** Hostile Environment Adaption(New Worlds, 84 mo.) -- +5% habitability everywhere.

** Tundra Colonization(New Worlds, 42 mo.)

** Administrative Efficiency(Statecraft, 37 mo.) -- Core systems increased by +1(currently at our original 5).


Genetic Modification. Here are the latest demographic numbers:

Architreuthis(31%)
Djomar(14%)
Shantari(11%)
Thek'Qlak(8%)
Qravadox(7%)

Kroll(6%) are next. Nothing else is above 3%, so this will be the last one for at least a while. The Kroll have the same Ocean world preference that we do. They are Strong(+5% mining, +20% army damage) and Nomadic(+50% migration speed, -33% resettlement cost). The usual 2 trait points are available.

1-point options

** Natural Engineers -- +15% engineering research
** Natural Physicists -- +15% physics research
** Natural Sociologists -- +15% society research
** Rapid Breeders -- +10% pop. growth
** Quick Learners -- +25% leader xp gain
** Communal -- +5% happiness
** Charismatic -- +1% other species happiness
** Enduring -- +30 years leader lifespan
** Resilient -- +100% garrison health, +50% fortification bonus

2-point options

** Agrarian -- +15% pop. growth
** Thrifty -- +15% energy
** Industrious -- +15% mining
** Intelligent -- +10% research, all categories
** Adaptive -- +10% habitability
** Talented -- +1 leader skill
** Conformists -- -20% ethic divergence

Dr. JIMGA Jr. and Dr. Tarcisius, you are on the clock here.
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Old 01-31-2017, 07:03 PM   #866
JonInMiddleGA
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Satramene Refining

(yep, entirely based on the selfish desire to get one more choice in before I punt the bucket)
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Old 01-31-2017, 07:22 PM   #867
Brian Swartz
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War Council

Ok, now on to the larger picture. Here's our latest galactic map:




The ongoing war literally will take place primarily on the other side of the galaxy. Here's how we currently stack up with the two other empires.

** Oncorhynchus Collective(56 planets, 822 population)
** Bhenn'Thell Imperium(75 planets, 971 pop.*) -- Equivalent Fleet Power and Naval Capacity, Superior Technology
** Confederation of Ir-Vol-Ta(49 planets, 642 population) -- Equivalent in all three measures.

* Vassals included

If we do attack, we'd seek to take Imperium planets and systems closest to where we just expanded against the Cormathani, securing our 'beachhead' in the core. If not, we will re-evaluate after exploring the colonization possibility to free our fleets.

All intelligent questions and advice on how to proceed are hereby solicitied forthwith. Given the gravity of the situation, the full 48 hours will be observed in any event.
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Old 01-31-2017, 09:17 PM   #868
dubb93
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I'm just a science officer with limited military training, but it seems obvious to me that priority #1 has to be connecting our territory. If our fleet is cut off from our homeland we have no option but to go to war. If the Bhenn'Thell will not allow us to fly through their territory in order to maintain our empires' security then they will have to feel the power of our fleet first hand. Anything less sends a clear message that the Bhenn'Thell dictate policy in the core which is not acceptable. Boojie alone will dictate policy in the core from this moment forward.
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Old 01-31-2017, 09:25 PM   #869
tarcone
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Make the Kroll Imdustrios

Research Administrative Efficiency
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Old 01-31-2017, 09:28 PM   #870
tarcone
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Is there any way to get a coalition of smaller empires to attack one of these empires?
Or at least on empire to attack and grab their attention before we strike?
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Old 01-31-2017, 09:32 PM   #871
JonInMiddleGA
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Lemme see here, the last war ended with "unexpected consequences"
So now jumping into another one makes total sense?

I see neither logic nor wisdom in that approach but what do I know, I'm a very old man. It's unlikely I'll even be around to witness the aftermath of such a mistake.
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Old 01-31-2017, 09:40 PM   #872
Brian Swartz
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Quote:
Originally Posted by tarcone
Is there any way to get a coalition of smaller empires to attack one of these empires?
Or at least on empire to attack and grab their attention before we strike?

No. The only way to get other empires to attack is to be allies with them, and ... well, we didn't exactly choose the diplomatic route in terms of our galactic history. I mean, we can ask ... but they are going to say no. As for as 'grabbing attention', that's the only reason this is even on the table. Their attention is already grabbed, as they are attacking a major, though somewhat smaller, power on the other side of the galaxy.

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Old 02-01-2017, 09:54 AM   #873
chesapeake
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The iron (or troutstone?) seems quite hot to me. My inclination is to strike. If we don't, I'd worry about the Ir-Vol-Ta being routed and adding a lot of territory and resources to the Bhenn'Tell, increasing their lead over us in size and tech. Any chance we can squeeze something out of the Ir-Vol-Ta to join their side? Do we have a sense of what the offensive and defensive focus of the Bhenn'Tell is? It would be nice to have our fleet outfitted to counter their strengths and weaknesses if we can.
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Old 02-01-2017, 01:39 PM   #874
Brian Swartz
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Quote:
Originally Posted by Chesapeake
Any chance we can squeeze something out of the Ir-Vol-Ta to join their side? Do we have a sense of what the offensive and defensive focus of the Bhenn'Tell is?

No on the first. I don't think that kind of exchange is a diplomatic option, but you can only develop treaties and such with empires that are fairly close to you. They are half a galaxy away, or more.

As to the second, all I can tell you is what I reported about them back in the Prethoryn campaign. We observed them fighting some of the scourge stations. They appear to have ships with significant defensive capabilities, but don't have our lance weapons so they are vulnerable at range. Looked like they were firing kinetic weapons(i.e., autocannon/railgun types), and ballistics(missiles/torpedoes). We did not note any shields so they are probably using plating/armor for which our lances would be most effective. Range would very likely be the determining factor in any engagement: if it was close-quarters we'd be in trouble due to numbers(they were using more, but many smaller, ships), long-range and we'd probably destroy them fairly easily.

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Old 02-03-2017, 07:58 AM   #875
Brian Swartz
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** No screenshots this time as I brilliantly forgot to turn Fraps on**

2377-78

The will of the Collective was far from clear. Those who offered advice were split, though somewhat in favor of attacking the Bhenn'Thell Imperium. Some did not contribute much of anything -- it seemed this was a decision Patriarch Pablasch would have to make mostly by himself. He definitively preferred peace, but the cost of rebuilding the army and the fleet was just too high. Reluctantly the order was signed to invade when it appeared the Imperium's collective back was turned.

Before doing that, fleet assets would be upgraded. The exclusive use of particle lances for the heavy weapons systems was changed to include mostly tachyon lances, but also some arc emitters thrown in for use against larger concentrations of enemy ships and for better damage output against shielding. The main fleet would take most of a year; whatever needed to be prepared would have to happen by then as it would most likely be past the optimal time to attack as things were.

2377.05.11 -- The new government is in place on Tadasca II. It's been an awkward transition, but suppression of the subservice activity of smelling the flowers has begun.

06.29 -- Terraforming begins on Tediss II.

2388.02.01 -- Genetic modification complete among the Kroll. This concludes that particular wave of progress for the time being.

02.18 -- The fleet has been upgraded. Intelligence indicates that while the Imperium lost an early battle, they have turned things around against the Ir-Vol-Ta. Time to show them the consequences of saber-rattling against Boojie's chosen.

This war will be a little different. Usually we claim 3-4 planets; this time we are claiming 13, in ten different systems! There's some type of scaling effect going on here I think -- perhaps each planet is worth less to a sufficiently large empire. Either way, this is going to take years. Our energy reserves are near maximum at 4.2k. We'll have to manage that level carefully.

The die is cast. The Imperium has this to say: "At last. This war will be the beginning of the end for your pitiful nation, Architreuthis." Rather the opposite, hopefully.

The fleet's multiple elements will rendezvous in Subtranius, then make their way to Pollban Kir first, then Fla Nita. Of course we'll have to watch out for what the Bhenn'Thell may do as well.

05.11 -- More developments on Tadasca II. The new administrators have taken an action that would be hilariously absurd in any other context. An elite, devoted military force is being sent out to eradicate the flowery threats from all urban areas.

06.12 -- The first battle of the war with the Imperium is over. Three flotillas trickled into Subtranius, 6 destroyers and 9 corvettes in all. They were easily taken down before getting in firing range. This has moved our warscore up to a whopping 1%.

One piece of news is that they use the same hyperdrive technology that we do. That means that their movements will be somewhat predictable; they won't be able to hop all over the place like wormhole empires.

07.12 -- The fleet reaches Pollblan Kir.

07.20 -- Just as the local defense station and spaceport are defeated, a battleship and destroyer jump into neighboring Hixar, where the army is stationed.

08.30 -- They retreat when our fleet jumps in, but that's the scary report. Sensors indicate they went halfway across the core in a single jump. Clearly we were wrong about their method of travel, which is clearly far superior to ours.

09.02 -- Satramene Refining research completed. So far energy reserves are holding up well, with a barely noticeable surplus despite the ongoing war.
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Old 02-03-2017, 08:06 AM   #876
Brian Swartz
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Research Director's Briefing: Dr. JIMGA Jr.

** Tachyon Sensors(Voidcraft, 47 mo.) -- Weapon accuracy, sensor range, and survey speed all see small boosts.

** Plasma Cannons(Particles, 79 mo.) -- Upgrade to our Plasma Accelerators, the best medium-sized weapon we have, which is used on our cruisers.

** Neutron Torpedoes(Particles, 79 mo.) -- Powerful, but slow, which has left them out of favor since lances were invented.

** Flash Coolant(Particles, 40 mo.) -- Energy-based weapons improve their rate of fire by 5%.

Dr. JIMGA Jr., you are on the clock.
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Old 02-03-2017, 09:50 AM   #877
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Plasma Cannons
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Old 02-04-2017, 01:50 PM   #878
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2378-81

2378.12.18 -- Our first significant battle in Pollblan Kir. The Bhenn'Thell have sent in a fleet with a battleship, two cruisers, and two dozen each destroyers and corvettes. It now appears that they use a variant of warp-drive technology.

2379.01.10 -- All of them are eliminated. They were using mostly neutron torpedoes, and only a couple of them reached us before they lost guidance from the fleet and self-destructed. So far, so good.

01.28 -- A governor, Garma, has died at 133. Meanwhile, JIMGA Jr. has turned 200, half a century longer than any other Architreuthis has ever lived. Patriarch Pablasch taps a new leader skilled in the sciences to join the administrative team.

02.01 -- Bysh II colony is now up and running. We are finally free, for the moment, to attack the planet in Pollban Kir, known as Grah'Flevith. The Imperium's ability to fortify themselves is roughly as advanced as our own. It will take almost two months to prepare the way for invasion.

04.27 -- Grah'Flevith has been secured. On the other hand, the Bhenn'Thell have sent more ships, this time a more balanced force(2 battleships, 8 cruisers, 15 destroyers, 15 corvettes).

06.08 -- Victory once again. They did some damage, but again it was very minimal. Turns out the Imperium has managed to shield some of their ships, but the difference between their slow-moving torpedoes and our extreme range with the lances gives us a massive, decisive advantadge.

The Fist of Boojie is still stuck in the system though, as more ships are incoming. Can't say I'm impressed by this strategy of hitting us with relatively small groups at a time.




First a couple of small groups of troop transports, then their largest fleet yet that they've sent: 4-1-31-43 by class. Still overall only estimated at a third of our strength. They survive our barrage long enough to get a significant number of torpedoes away, but a faster-moving kinetic artillery weapon does more damage.




08.14 -- Not nearly enough however. Once again we win the day with barely noticeable damage and no ships lost. Not to worry, because a slightly larger force is already in-system. Part of the piecemeal approach might be the various vassals coming in -- this group(6-7-13-26) is from the United Elaaminind Colonies. It's a multi-course buffet for Admiral Shugglerm to munch on. We lose one cruiser this time, but otherwhise the result is the same.

11.07 -- The enemy of our enemy ...




We agree to this proposal, since we have no reason to strike out that far for a long time.

2380.03.17 -- Finally the fleet is able to move on to Fia Nita. It seems highly unlikely that we'll need to take all of the planets to win the war the way things are going. Still it's a long way before we can force a settlement. On the other front, it appears to be a stalemate.

10.03 -- Muscida IV colony established.

12.17 -- Naff'Flevith(Fia Nita) is occupied after a number of feints by the Imperium are dealt with.

12.29 -- A new radical faction, the Cormathian Repatriarchs, burn down a key provincial structure. Excuse me while I don't care, we'll deal with them after the war.

2381.03.10 -- First debris project from the many battles in Pollban Kir reveals a bit of progress to speed along Plasma Cannons, and also a start on something called Gauss Cannons. The system is basically one big scrapheap at the moment. We won't get to everything, but what can be done will be done.

04.02 -- As the fleet reaches it's next planet to attack in Hakibori, Administrative Efficiency research is finished. We're almost halfway to being able to force a settlement, and all indications are for a clear path from now on.


Research Director's Briefing: Dr. Tarcisius

A quick look through the latest demographics shows no significant changes. Genetic modifications are off the table now as mentioned, but there is still the usual project to select.

** Tropical Colonization(New Worlds, 17 mo.)

** Massive Glacier Removal(New Worlds, 7 mo.)

** Gene Seed Purification(Biology, 49 mo.) -- Unlocks the Gene Warrior Army, a significant upgrade over our current elite troops, the Xenomorph and Psionic versions. Maintenance is also a third higher, but worth it. Gene Warriors are your basic genetically-enhanced super-soldiers. This is a RARE technology.

** Synthetic Thought Patterns(Statecraft, 33 mo.) -- We seem to be getting some of the RARE options like this one more often; I think the options remaining other than generic improvements are becoming limited. -15% edict costs, -10% resettlement cost.

Dr. Tarcisius, you are on the clock. At present, just over three years remain on the Plasma Cannons, though debris research may limit that time.
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Old 02-04-2017, 08:21 PM   #879
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Old 02-13-2017, 09:06 AM   #880
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Good heavens -- it's been almost a week and a half. Had this done almost a week ago, then procrastinated on posting, then forgot about it, and ... yeah. Let's get moving again.

2381-82

05.13 -- Governor Gablonsch has died at age 161, a mere four decades younger than our esteemed senior researcher. He was responsible for the vital Occupied Territories sector, the most important government position below that of Patriarch. 132-year-old Deacon Palmieri Jr. will succeed him.

05.25 -- Pablasch himself, a leader who spent his rule at war despite desiring peace, is the second to depart this mortal coil in merely two weeks. Once again the Council hastily assembles for a wartime appointment to replace him. He was 136.

One candidate is both the youngest by several decades and the most capable of those who stand for the position. Being the distant relative of the Collective's longest-serving and most-respected leader is just icing on the cake. The choice is clear: the new Patriarch is Roe Clark(73).

Skill: ****
Traits: Champion of the People(+10% happiness); Architectural Sense(-15% building costs)
Agenda: Scientific Leap(+10% research speed)

Clark articulates a desire to forge a period of peaceful scientific focus, but where the actual events of the new Patriarch's rule will lead, only Boojie knows. Pablasch had the same idea but it didn't work out that great for him. As before, I normally would bring such major decisions to the thread, but since the conclusion was obvious, that would have been redundant. The only two truly qualified candidates, JIMGA Jr., and Deacon Palmieri Jr., have shown no interest in the spot(latter never even having come up as an option despite long service). The rest of the administrators are either relatively quite unskilled or young and inexperienced, or both.

06.26 -- Gwesiborin(Hakibori system) is the third planet to fall to our troops. Another modest Imperium fleet has required us to divert a chunk of the fleet, slowing things down a bit. It's mostly corvettes and should be easily dealt with.

09.13 -- The Imperium fleet took out one cruiser, but have been eliminated. Advance elements are now in Bellezir, preparing an attack on another planet.

11.26 -- Naff'Gaun(Bellezir system) has been pacified. The Fist of Boojie will now turn towards the heart of Imperium territory, having taken all their occupied systems in this direction. Admiral Shugglerm has orders to press the attack gradually until peace can be secured. Masqal, near Ra-Mur, is about ten jumps away from Bellezir, and is to be the next target.

2382.07.07 -- There are two planets in Masqal. One spaceport has been eliminated and the fleet is proceeding against the second, but we have new debris results as well. Combined with the primary research back on Humboldt, Plasma Cannons are now ready.

Last edited by Brian Swartz : 02-13-2017 at 09:07 AM.
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Old 02-13-2017, 09:16 AM   #881
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Research Director's Briefing: Dr. JIMGA Jr.

** Focused Arc Emitters(Particles, 75 mo.) -- Like our standard Arc Emitters, only moderately more effective.

** Self-Aware Colony Ships(Computing, 35 mo.) -- Reduces colonization time another 25%.

** Phase Disruptors(Particles, 75 mo.)

** Applied Superconductivity(Industry, 38 mo.) -- Improved 'transmission efficiency' allows for an overall energy increase of 5%.

Dr. JIMGA Jr., on you go.
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Old 02-13-2017, 11:27 AM   #882
JonInMiddleGA
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I've been distracted by my research ... are we planning major colonization over the next few decades?

If so (and that has escaped my notice) then take the colony ships option.
Otherwise, Applied Superconductivity it is
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Old 02-13-2017, 06:08 PM   #883
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At the moment, no. Assuming the end of the war goes well, we'll have added a considerable amount of new planets and will probably be mostly looking at dealing with integrating them. After that it will be up to the new Patriarch.

Looks like we're taking the energy route.
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Old 02-17-2017, 09:17 AM   #884
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2382-84

2383.02.20 -- Both planets in the Masqal system have been secured. Hopefully a few more worlds will finish this. A few more small fleets have been sent our way, so we'll dispose of them before moving on.

07.21 -- Debris work has added a couple of new items to our future possibilities: Stormfire Cannons and Marauder Missiles. Meanwhile we managed to take out a few Beldross ships but the rest eluded us. On to Haimit.

2384.02.07 -- Naff'Jalin, the lone occupied world in Hiamit, is now under our control. A new avian race, the Izirians, has been found and subdued here. A couple more jumps now on to Rundore.

04.01 -- The latest debris field yields info on at least a half-dozen different applications.

It seems the latest planet in Rundore is a size-23 gaia, with conditions highly suitable for all forms of life. It's also the most fortified we've ever seen, but that just means this will take a bit longer.

09.07 -- Jurg-Ondareen has in fact fallen. Shugglerm estimates that we will need to take two more planets to finish this.

12.20 -- Convering Imperium fleets corner our transports in Rundore, and a few of them are lost.

2285.01.22 -- The Bhenn'Thell attackers have been destroyed. Of note here is that a couple of their ships were using particle lances, though not enough to make a difference. If they field those in significant numbers, they could still be a threat in the future. Something to watch for.

04.02 -- Gene Seed Purification research finished.

09.02 -- Applied Superconductivity research finished. The end of the war is very near, so we'll push on to that.

09.11 -- Deacon Palmieri Jr. has died. He was 136. Our most accomplished current governor, he had the most important postings throughout his distinguished career, but never got the chance to become Patriarch that he certainly deserved.

11.13 -- The Bhenn'Thell Imperium surrenders. That may well have been the last great conflict of this eon of the galactic cycle.
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Old 02-17-2017, 11:20 AM   #885
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Deacon Palmieri III would like to join as a scientist
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Old 02-17-2017, 11:49 AM   #886
chesapeake
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Boojie has indeed been kind to His children, granting us another victory over the heathen.

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Old 02-18-2017, 09:50 AM   #887
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Post-War Briefing

This I'm basically going to do twice, as consolidation/development of our new territory will take some time. Once that happens, I'll update again. Here's the map of our acquisitions in the core:



The Bhenn'Thell are losing their war on the other side as well, but only very slowly. It seems both empires might take a very long time to wear each other down, which would be just fine with us. Interestingly, the Ir-Vol-Ta have a more positive attitude towards us than anyone else in the galaxy. That could be useful.


Resource Basics


Energy -- Between the added systems and superconductivity research, we're up to a surplus of 207 per month, or 25% of what our expenses are.

Minerals -- +570 per month(64%). This is up about 100 per month as well.

Research -- 659 Physics, 713 Society, 650 Engineering.


Priorities

There are a great many things that need doing.

** Army -- The current assault corps will be replaced with Gene Warriors, our new genetically enhanced soldiers.

** Navy -- The fleet will continue to expand and upgrade, and also we'll need a new 'border guard' detachment in the core regions in case of any ... unpleasantness ... in the future.

** Survey Ships -- As the debris fields only last so long, they will be prioritized first. After that, there are many systems in our new acquisitions to be surveyed. They'll be busy for this for years.

** New Investments -- After that, the construction ships will need to move in to build orbital stations where needed to take advantage of newly discovered resources, although for many of them we're merely going to be taking over those the Imperium used. Colonization of any prime unsettled planets is also in view here -- there is one max-size ocean world that we know of, and the gaia planet previously mentioned at the very least. These will be very lucrative and worthwhile opportunities.

** Infrastructure -- Getting spaceports going on all of the occupied planets will take considerable time and resources. Solar Panels on all of them will deal with the long-term maintenance costs, and Observatories will cost energy, but essentially counterbalance the research slowdown by boosting our scientific output.

** Terraforming -- Until the energy budget is brought back closer to balance, the surplus will be used to fund a small number of these improvements.


Patriarch Roe Clark, any comments/questions/instructions you may wish to make about this rebuilding and stabilization period are indicated at this time.

Last edited by Brian Swartz : 02-18-2017 at 09:51 AM.
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Old 02-18-2017, 10:11 AM   #888
Brian Swartz
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Join Date: May 2006
Research Director's Briefing: Dr. JIMGA Jr.

** Assembly Algorithms(Computing, 39 mo.) -- 5% reduction in all construction times.

** Tachyon Sensors(Voidcraft, 46 mo.) -- +5% survey speed, increases weapon accuracy and sensor range slightly as well.

** Gamma Lasers(Particles, 77 mo.) -- Latest development in our basically unused line of standard laser weaponry.

** Capacitor Fields(Field Manipulation, 36 mo.) -- Special equipment that can be added to ships to increase shield regeneration, increasing their usefulness in prolonged engagements. 20% regeneration per month. This is a RARE technology.


Research Director's Briefing: Dr. Tarcisius

** Cell Revitalization III(Biology, 52 mo.) -- +5 years to leader lifespan. I'm pretty certain this is one of those 'infinite procedural techs' that we get at the end, as we're starting to run out of new things to research now.

** Doctrine: Reactive Formations(Military Theory, 8 mo.) -- 10% increase in naval capacity. Presently at 326/949.

** Manifest Destiny(Statecraft, 27 mo.) -- Increases border generation by 20%. I have a feeling the Imperium has this or something like it, which is why they get so much border push. This is a RARE tech, and would allow us to acquire more territory without fighting for it, possibly allow for removal of some frontier outposts, etc.

** Xenology(Biology, 8 mo.) -- Unlocks the dubious strategic resource Alien Pets.

Also, the demographics have changed. Here's where things stand now:

Architreuthis -- 24%. Less than a quarter of our own empire. We are becomed quite the melting pot.
Djomar -- 11%
Shantari -- 9%
Thek'Qlak -- 6%
Ul-Tur -- 6%
Kroll -- 5%
Qravadox -- 5%

There are a number of 3% races including the Gwesibor and Izirians, but right now the Ul-Tur are our primary interest. There's enough of them to make them a significant factor, and set up another round of Genetic Modification. They are a race of quadriped fungi ... what, you've never seen a legged mushroom? ... who prefer tundra planets. Also --

** Weak(-20% Army Damage, -5% mining)
** Slow Learners(-25% leader xp gain)
** Enduring(+30 leader lifespan)

They have some negative traits here, and as such have a whopping five available trait points. Removing either Weak or Slow Learners would cost 1 point.


4-point traits:

** Extremely Adaptive(+20% Habitability)

3-point traits

** Very Strong(+40% Army Damage, +10% Mining) -- requires removal of Weak trait as well

2-point traits:

** Agrarian(+15% pop growth)
** Thrifty(+15% energy)
** Industrious(+15% mining)
** Intelligent(+10% all research)
** Adaptive(+10% habitability)
** Talented(+1 Leader skill)
** Conformists(-20% ethics divergence)

1-point traits

** Natural Engineers/Physicists/Sociologists(+15% to the selected field)
** Rapid Breeders(+10% pop growth)
** Strong(+20% Army Damage, +5% Mining) -- requires removal of Weak trait
** Nomadic(+50% migration speed, -33% resettlement cost)
** Communal(+5% happiness)
** Charismatic(+1% happiness to other species nearby)
** Resilient(+100% garrison health, +50% fortification bonus)

That should do it. Time for some new instructions, gentlemen.

Last edited by Brian Swartz : 02-18-2017 at 11:12 AM.
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Old 02-18-2017, 10:32 AM   #889
JonInMiddleGA
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Help an old man out ... how does shield regeneration help us "acquire more territory without fighting for it, possibly allow for removal of some frontier outposts, etc. "

I'm thinking maybe two descriptions got mixed together here?
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Old 02-18-2017, 11:13 AM   #890
Brian Swartz
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Yeah that's basically an editing screwup on my part. Moved that desc. to Manifest Destiny, which is where it belongs.
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Old 02-18-2017, 01:56 PM   #891
JonInMiddleGA
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k, in that case let's go Tachyon Sensors
Based on the next decade or so, those look like they could be useful
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Old 02-18-2017, 06:17 PM   #892
tarcone
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Manifest Destiney

Ul-Tur- Get rid of 2 negative traits, weak and slow learners. Add Very Strong as a trait.
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Old 02-20-2017, 07:21 PM   #893
Brian Swartz
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2385-88

2386.04.03 -- Genetic modification finished on the Ul-Tur, who will now become our shock troops. Mass training of new Gene Warrior Armies for defending our planets and also for our assault corps will now begin.

09.07 -- Gathered back at Fleet HQ at the Impal Tov Spaceport, the fleet is dispersed throughout our holdings. One task force of 6 battleships and 2 cruisers each will handle each of four 'fronts'; the Qravadox border in the outer arm, the Buhavilaa in the upper reaches of the galaxy, the Anathurians below, and the Bhenn'Thell in the core. The remainder, which right now isn't much but it will grow, will stay nearby Humboldt to guard against any unforseen disaster.

11.15 -- A new colony ship departs Humboldt for the second planet in Yel Barrasta, which is a max-size 25 ocean world, perfect for our Architreuthis citizens.

12.12 -- First contact with the Khemplar Council. They are a recent addition to the galactic community, in Ir-Vol-Ta territory on the opposite side of the galaxy. And they hate everyone. They are yellow birds, and of no concern.

2387.07.01 -- Terraforming complete at Tediss II, our system closest to the Buhavilaa at the 'top' of the middle arm. This size-20 planet has been converted from tropical to ocean, fitting for settlement. It is a world of great natural beauty, and colonists from many worlds are competing for the priviledge of moving there once the initial settlement can be established.

11.21 -- The Vun-Okon and QSC are at war again. Those two just cannot get along.

2388.04.01 -- Yel Barrasta colony established.

04.02 -- Manifest Destiny research completed.

We should gain a few systems here, and will also look into the possibility of eliminating a frontier outpost or two, if practical. Influence is starting to become a concern due to how much we are draining it -- 310 right now but only a quite modest +1.9 per month thanks to the four outposts we are presently maintaining. We can always change up edicts or whatever if need be, it's not much of a problem, but the simplest solution is always best.

Most of the initial spaceport setup in what has simply been called the Core Sector, occupied Bhenn'Thell territory, is completed. Observatories for improving research are the final basic step, and will be finished in a few months. Energy surplus is still ridiculous, with over 200 being wasted monthly due to the storage limit. A couple of battleships have been added, the colony ship for Tediss II will be finished soon, and the debris work is mostly done. Much remains before the new stability is completed, but the work is well underway.


Research Director's Briefing: Dr. Tarcisius

** Tundra Colonization(New Worlds, 16 mo.)

** Synthetic Thought Patterns(Statecraft, 31 mo.) -- -15% edict costs, -10% resettlement costs

** Massive Glacier Removal(New Worlds, 6 mo.)

** Proclamation Broadcasts(Statecraft, 34 mo.) -- Increases edict duration by 10%. This is for Planetary Edicts, which we've rarely used and not in probably a century.

Dr. Tarcisius, you are up again.
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Old 02-21-2017, 09:35 AM   #894
chesapeake
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Oh, you seem to have a good plan for the near term. Consider it rubber stamped. Unfortunately, my review of the incident at Tadasca II is going to take longer than I expected. Much longer. This Mharin Kharin flower requires extra study! With the help of my lovely young graduate assistants, of course.
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Old 02-21-2017, 02:02 PM   #895
tarcone
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Synthetic Though Patterns
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Old 02-22-2017, 12:50 AM   #896
Brian Swartz
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Quote:
Originally Posted by Chesapeake
Unfortunately, my review of the incident at Tadasca II is going to take longer than I expected. Much longer. This Mharin Kharin flower requires extra study! With the help of my lovely young graduate assistants, of course.

It's a very good thing that the empire practically runs itself at this stage.

2888-89

2888.05.23 -- The Bhenn'Thell and Ir-Vol-Ta have made peace. That was quicker than expected. It looks like the Imperium bought them off with a small amount of territory. Probably a good move on their part.

2389.02.18 -- Debris work is completed, and all three science ships have moved on to surveying our new territories.

07.02 -- Tachyon Sensors research finished.

As you can see, precious little happened that was worth reporting. Recruitment of Gene Warriors is slow as there are only about a half-dozen Ul-Tur planets. Gradual building of the fleet continues, the colony ship headed for Tediss II has landed and is in the process of setup, but mostly it's just fairly boring and time-consuming survey work. I'll report on our new scientist once that's done ... assuming that I don't have a reason to first(anomaly or somesuch). I doubt that will happen though, as the Imperium seems to have done a fairly thorough job previously in these areas.

We continue to be maxed-out on energy, not having found any good terraforming candidates. Yet. Probably most significant is that the new observatories have been up and running for about a year, boosting research.

Research Director's Briefing: Dr. JIMGA Jr.

** Planetary Signal Boosters(Voidcraft, 53 mo.) -- Increases the range of planetary sensors by 10%.

** Focused Arc Emitters(Particles, 74 mo.)

** Neutronium Extraction(Materials, 64 mo.) -- Unlocks the strategic resource Neutronium Ore. This allows for two new modules. The Neutronium Forge increases the armor of ships by 50%. The Neutronium Fission Plant produces an extra 10 energy and minerals.

** Dark Matter Drawing(Field Manipulation, 54 mo.) -- Unlocks the strategic resource Dark Matter. This is found only near black holes and certain nebulae. It is used in the module Dark Matter Reactor, which produces 10 energy and physics research.

Dr. JIMGA Jr., you have somehow managed to come up with three new possibilities here. Still adventurous in your old age, geezer? Pick something.
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Old 02-22-2017, 02:21 AM   #897
JonInMiddleGA
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Though my devoted staff* cautions me that rare resources may prove to be too rare to be of major significance, I will point our efforts toward Neutronium Extraction



*also known as a bit of Googling & reading up on strategic resources in general
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Old 02-22-2017, 04:13 PM   #898
Brian Swartz
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Sometimes true, sometimes not. We've found a lot of terraforming stuff and the betharian stones were quite valuable when we smaller. Now? Not so relevant.

2389-90

2389.12.01 -- Tediss Resort Colony established

2390.01.13 -- Ethogg, head of the Engineering Dept., dies at 135. Dr. Deacon Palmieri III will now take over that position. He's 90, has already maxed out skill at *****(all of our survey scientists have long since done that right now), and has one trait: Maniacal(+5%) research speed. At the moment, Engineering is still working on Flak Artillery.

05.21 -- In the Najaga system, a size-24 tropical world has been surveyed. The long process of terraforming it to an ocean environment now begins, finally making full use of our energy as it will take some time to recover the storage capacity.

10.12 -- The border world of Avalam(size-16 arctic) begins the terraforming process to ocean. The importance here is in having a presence along the Imperium border, not so much what we will get from the planet itself, though it is decent.

12.02 -- Synthetic Thought Patterns research completed. Instead of terraforming another border world in Teersonia(size-12 tundra), that plan is scrapped and instead a Qravadox colony ship will make the long journey there.

Things are proceeding as planned. The energy surplus is down to 'only' 185-190 per month, which will take about another nine months for it to max out again after the terraforming expenses. Army and navy continue to grow slowly, and about half or a little more of the Bhenn'Thell territory has been surveyed. Most of the resources already are being exploited, but there are some stations being built here and there. Another year or two and we'll have that completed.


Research Director's Briefing: Dr. Tarcisius

** Doctrine: Reactive Formations(Military Theory, 8 mo.) -- Increases naval capacity by 10%. This is now not merely mostly useless, but completely so: we've reached the hard cap of 1k naval capacity, of which we are currently using 379.

** Hostile Environment Adaption(New Worlds, 31 mo.) -- Increases habitability by 5%

** Stimulant Diet(Biology, 32 mo.) -- Increases slave mineral output by 10%

** Xenology(Biology, 8 mo.) -- Unlocks the dubious strategic resource Alien Pets.

There don't seem to be many exciting paths left for Society, but nonetheless you should pick something. Dr. Tarcisius. You are on the clock again.
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Old 02-22-2017, 04:18 PM   #899
Brian Swartz
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Bit of an addendum here; we are going to have to terraform in Teersonia anyway. I keep forgetting that we don't actually have Tundra Colonization yet. There are a couple of others on the hit parade as well. Huntur, where one of our outposts is near the Anathurian border, has a size-19 tundra that could be colonized and allow us to take that down. There's another one that is in the high teens as a tundra world near the Buhavilaa that would give us a bit more of a buffer there. With our energy surplus, this is the time so those projects will be underway ASAP.
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Old 02-22-2017, 08:00 PM   #900
tarcone
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Location: Pacific
Stimulant Diet

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