Interstellar Civilization Survival Quest

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Interstellar Survival Quest, threadmarks
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Hello fellow SVers, tis is I, theproducer4, brining you this quest.

You will be playing an interstellar civilization that will in 100 turns be engaged in war with another interstellar civilization, this war will continue for as long as either you or them are Totally defeated...or if the rolls permit it, they want peace or something. So without further ado lets begin.

You will have to customize everything, from ships to your population. You will have 2 000 000 credits to do so

1. You and the other interstellar civilization will be using the same FTL, the "Hyperlane Drive", this drive rally on "Hyperlanes" for safe FTL travel. However this means that there will be "Gateway" systems, they are systems that contains several hyperlanes, losing one of them can lead to entire clusters being cut off from the rest of your territory but this also means that territory will be easy to defend if you do it right
2. The ship designs will be decided by predetermined specifications, you want a bigger ship you need to go a class above
3. The tech tree has been decided and done
4. I want a Big war and have made the ships/buildings/etc in such a way that you can field a lot of things
5. There will be space, air and land battles (units will have a lot of customization)
6. Rolls will be the standard 1d100+modifiers
7.
Your units will have a experience ladger and several different modifiers in combat, such as morale, rest, experience (see below). However modifiers such as being outnumbered, outgunned and outflanked will also exist in battle
Green (-5 to rolls)
Trained (nothing)
Regular (+5 to rolls)
Seasoned (+10 to rolls)
Hardened (+15 to rolls)
Veteran (+20 to rolls)
Elite (+25 to rolls)
Generals/Admirals will provide select traits that will help in combat, this can be from a specific method of attack or being better with a specific unit
This will be a more complex than usual system, one of the most important aspects of this system is the "Range System", when you enter combat you will be at "Extreme" range, than as you get closer you will get in "Long", "Medium", "Short" "Point Blank"
There will be many different modifiers in space combat, you can outnumber your enemy in ships but if they outgun you they will receive a modifier
There will also be a ship system, there will be 2 types of ships-
-Escort Ship: These ships are Corvettes, Frigates, Destroyers and Light Cruisers
-Capital Ship: These ships are Heavy and Battlecruisers, Battleships, Carriers and Dreadnought
8.
The economy will be standard, mining stations and refineries will exist and provide income, however I have modified it a little bit. There will be a grade system (see below), the grade of the material will determine the income of the building
Very Poor (-30% to income)
Poor (-15% to income)
Decent (no difference)
Good (+15% to income)
Very Good (+30% to income)
Excellent (+50% to income)
Metal, base income of 2 500 credits
Precious Metal, base income of 7 500 credits
Minerals, 2 500 credits
Gas, base income of 3 500 credits
9. Star systems, I will roll a 1d100 to determine what is in it (astroid belts, gas giants, habitable planets)
10. Planets, a 1d100 roll after the system roll and a roll to determine the planet type, and than a 1d100 to determine if it is colonizable
11. Every turn is a week meaning that you have 1 300 turn to develop, trust me you will NEED it, this also means that research/buildtime/etc have been set according to this (yes this means that you will not get your "F**K OFF" Dreadnought that quickly)
12. Population, this is essential to your military and to help with your economy
13. Colonization, you have to have a colony ship and a suitable planet to establish a colony on
14. Settlements, as you progress through this quest you will only get bigger and bigger, I have made a system that gives a certain amount of credits based on how many you have on the planet
Outpost (100 000-1 000 000)=0 credit income
Very Small (1 000 000-10 000 000)=5 000 credit income
Small (10 000 000-50 000 000)=15 000 credit income
Medium (50 000 000-150 000 000)=50 000 credit income
Big (150 000 000-300 000 000)=115 000 credit income
Large (300 000 000-500 000 000)=180 000 credit income
Very Large (500 000 000-750 000 000)=300 000 credit income
Huge (750 000 000-1 250 000 000)=500 000 credit income
Significant (1 250 000 000-1 750 000 000)=750 000 credit income
Extensive (1 750 000 000-2 500 000 000)=1 250 000 credit income
Immense (2 500 000 000-4 500 000 000)=2 500 000 credit income
Massive (4 500 000 000-7 500 000 000)=4 000 000 credit income
Humongous (7 500 000 000-10 000 000 000)=7 000 000 000 credit income
Gigantic (10 000 000 000-15 000 000 000)=12 000 000 000 credit income
Colossal (15 000 000 000-25 000 000 000)=20 000 000 000 credit income
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Starting Location:

IMPORTANT NOTE: While it says that on Gotland and Vancouver has more enemies than normal, I will have it so that the number will be manageable and not overwhelming in battle, I will not have you go against battlefleets that always outnumbers you ?-1 every time, I am not going to be That cruel just yet

[] Gotland
+157 star systems all to yourself if you colonize them, however you have to discover them
+Only 1 way in or out
+Very defencible
-3 Times the normal amount of enemies
-Only one way out
+/- Will be very entertaining

[] Vancouver
+381 star systems all to yourself if you colonize them, however you have to discover them
+Resurces
+Defencible
+/-There are several ways in and out
-Increased amount of enemy ships

[] Poland
+679 star systems all to yourself if you colonize them, however you have to discover them
+Lots of Resurces
+/-There are several ways in and out
-Not as many enemy ships in battle but there will be a lot more battles, skirmishes and raids
-------------------------------------------------------
Technology Benefit:
This is what you will have from the start of the game

Kinetic Artillery
Mass Driver
Missiles
Point Defence Guns
Steel Nickel Armor
Colony Ship
Scout Ships
Corvettes
Frigates
Fusion Drives
Scanner

These are for free, but you mat ONLY CHOOSE 1
[] Outer System Scanner: A scanner that allows you to scan a random system that you are neighboring
[] Direct Energy Weapons: I don't think this needs to be explained
[] Shipyard Techniques: Ship take 15% less time to construct and 15% less in cost
[] Ship Classes: Destroyer/Light Cruiser/Heavy Cruiser/Battlecruiser are unlocked immediately
[] Basic Fleet Doctrine: This will allow you access to fleet doctrines immedietly, you may write in the doctrine you want and the benefits it grants, however you WILL have to pm me so that I can look it over first, I don't want you to have a doctrine with some B******t -50% cost and time on Dreadnoughts
[] Better Mining/Refineries: +15% on mining/refinery income

These cost 50 000 credits each
[] Destroyer (10 primary weapons, 18 secondary weapons, 6 support systems, needs 35 people to crew and 40 for security, costs 950 credits per hull)
[] Light Cruiser (requirement: Destroyer) (18 primary weapons, 32 secondary weapons, 10 support systems, needs 65 people to crew and 60 for security, costs 1 750 credits per hull)
[] Heavy Cruiser (requirement: Light Cruiser) (28 primary weapons, 48 secondary weapons, 14 support systems, needs 115 people to crew and 90 for security, costs 2 550 credits per hull)
[] Battlecruiser (requirement: Heavy Cruiser) (48 primary weapons, 72 secondary weapons, 20 support systems, needs 235 people to crew and 150 for security, costs 4 515 credits per hull)
[] Battleship (requirement: Battlecruiser) (78 primary weapons, 102 secondary weapons, 32 support systems, needs 505 people to crew and 350 for security, costs 7 150 credits per hull)
[] Dreadnought (requirement: Battleship) (128 primary weapons, 228 secondary weapons, 66 support systems, needs 1 300 people to crew and 950 for security, costs 12 000 credits per hull)
[] Strikecraft (unlocks SSF (Space Superiority Fighters), SI (Space Interceptors) and SB (Space Bombers))
[] Carrier (requirement: Strikecraft) (8 primary weapons, 92 secondary weapons, 22 support systems, 500 strikecraft capacity, needs 700 people to crew and 475 for security, costs 6 500 credits per hull)
[] Improved Corvette (5 primary weapons, 12 secondary weapons, 4 support systems, needs 15 people to crew and 16 to maintain security, costs 475 credits per hull)
[] Improved Frigate (11 primary weapons, 22 secondary weapons, 7 support systems, needs 33 people to crew and 38 to maintain security, costs 890 credits per hull)
[] Improved Destroyer (requirement: Destroyer) (16 primary weapons, 28 secondary weapons, 9 support systems, needs 55 people to crew and 55 for security, 1 150 credits per hull)
[] Improved Light Cruiser (requirement: Light Cruiser) (24 primary weapons, 44 secondary weapons, 14 support systems, needs 91 people to crew and 80 for security, 2 175 credits per hull)
[] Improved Heavy Cruiser (requirement: Heavy Cruiser) (38 primary weapons, 72 secondary weapons, 19 support systems, needs 169 people to crew and 120 for security, 3 250 credits per hull)
[] Improved Battlecruiser (requirement: Battlecruiser) (64 primary weapons, 102 secondary weapons, 26 support systems, needs 341 people to crew and 180 for security, 5 750 credits per hull)
[] Improved Battleship (requirement: Battleship) (98 primary weapons, 168 secondary weapons, 45 support systems, needs 659 people to crew and 450 for security, costs 8 950 credits per hull)
[] Improved Dreadnought (requirement: Dreadnought) (198 primary weapons, 328 secondary weapons, 88 support systems, needs 1 892 people to crew and 1 200 for security, costs 16 000 credits per hull)
[] Dreadnought (requirement: Battleship) (128 primary weapons, 228 secondary weapons, 66 support systems, needs 1 300 people to crew and 950 for security, costs 12 000 credits per hull)
[] Improved Carrier (requirement: Carrier) (16 primary weapons, 178 secondary weapons, 44 support systems, 900 strikecraft capacity, needs 1 050 people to crew and 650 for security, costs 9 500 credits per hull)
[] Orbital Defence Platform (24 primary weapons, 64 secondary weapons, 15 support systems, 100 strikecraft capacity, needs 250 people to crew and 500 for security, costs 3 550 credits per hull)
[] Improved Orbital Defence Platform (54 primary weapons, 148 secondary weapons, 39 support systems, 350 strikecraft capacity, needs 250 people to crew and 500 for security, costs 3 550 credits per hull)
[] Heavy Missile Pods, 375 credits, 4 crew needed, long range, will have a higher chance to either damage, cripple or destroy enemy ships than the non-heavy variant of missiles
[] Torpedo Launcher, 500 credits, 5 crew needed, long range, will have a higher chance to damage, cripple or destroy enemy ships than missiles
[] Coilguns, 350 credits, 3 crew needed, medium range
[] Railguns (require: Coilguns), 450 credits, 4 crew needed, medium range
[] Heavy Railgun (require: Railguns), 550 credits, 4 crew needed, long range
[] Laser Cannon (require: Heavy Railgun), 550 credits, 4 crew needed, long range
[] Heavy Laser Cannon (require: Laser Cannon), 675 credits, 5 crew needed, very long range
[] Ripper Autocannon 35 credits, 1 crew needed, very short range
[] Hailstorm Autocannon (require: Ripper Autocannon) 47 credits, 1 crew needed, short range
[] Magnetic Mine Fields, 1 500 credits, 1 000 Magnetic Mines deployed
[] Basic Fleet Doctrine
[] Advanced Fleet Doctrine (require: Basic Fleet Doctrine)
[] FTL Early Warning System
[] Orbital Drop Troopers
[] Power Armor
[] Mechs
[] Deflectors
[] Improved Deflectors (require: Deflectors)
[] Titanium Armor
[] Ceramo Armor (require: Titanium Armor)
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Ship Design:
Ship combat is mostly determined by the amount of ships you have on your side.

There are several ranges that fleets use to combat each other, you can enter any kind of range:
Very Short Range: This range is the "Dog Fight" or "Point Blank" of space combat, it is almost impossible to miss at this point and is not advised to go into unless you plan a suicidal charge, +10 to ship combat rolls, for both fleets
Short Range: This is the range where even worst of weapons comes into range, it is almost "Point Blank" combat in space, +5 to ship combat rolls, for both fleets
Medium Range: This is the most neutral of all ranges, where shots can both hit and miss
Long Range: This is where things start to get tricky, mosts will miss more often, -5 to ship combat rolls, for both fleets
Very Long Range: This is harder for gunners to hit, -10 to ship combat rolls, for both fleets
Extreme Range: This is even harder to hit, most of the time ships can just dodge out of the way, -15 to ship combat rolls, for both fleets

Weapons depending on type and purpose will have different ranges.

You can either have a auto resolve or do a battle yourself (do note that a auto resolve will depend on the result from a 1d100 roll)

Colony Ship: Needs 450 to crew, can house 150 000 people, 2 500 credits per hull
Scout Ship: It may have 3 secondary weapons, 3 Support Systems, needs 3 people to crew, costs 150 credits per hull
Corvette: It may have 3 primary weapons, 8 secondary weapons, 2 Support Systems, needs 10 people to crew and 12 to maintain security, costs 350 credits per hull
Frigate: It may have 7 primary weapons, 14 secondary weapons, 5 Support Systems, needs 25 people to crew and 28 to maintain security, costs 750 credits per hull

Primary Weapons:
Kinetic Artillery: 150 credits, 2 crew needed, short range
Mass Driver: 250 credits, 3 crew needed, medium range
Missile Pod: 250 credits, 3 crew needed, medium range

Secondary Weapons:
Kinetic Point Defence Gun: 25 credits, 1 crew needed, very short range
Defence Missile Pod: 30 credits, 1 new needed, short range

Support Systems:
Steel Nickel Armor: 500 credits
Scanners: 250 credits, needs 3 crew
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Home planet customization:

Type-
Continetal: +15 to continetal planet habitability, +10 to combat rolls (on ground, not space)
Arctic: +15 to arctic planet habitability, +10 to combat rolls (on ground, not space)
Volcanic: +15 to volcanic planet habitability, +10 to combat rolls (on ground, not space)
Tundra: +15 to tundra planet habitability, +10 to combat rolls (on ground, not space)
Jungle: +15 to jungle planet habitability, +10 to combat rolls (on ground, not space)
Desert: +15 to desert planet habitability, +10 to combat rolls (on ground, not space)
Ocean: +15 to ocean planet habitability, +10 to combat rolls (on ground, not space)

Home planet benefit:
Choose 1

[] High Quality Metal (Excellent grade metal)
[] High Quality Gas (Excellent grade gas)
[] High Quality Precious Metal (Excellent grade precious metal)
[] High Grade Minerals (Excellent grade minerals)
[] Orbital Shipyards (starts with a shipyard with 25 Escort Ship slots)
[] Credits! (start with 1 000 000 additional credits)
[] Colony (will start with a colony of 100 000 000 people on a planet type that is the same as your homeworld, it has no orbitals or any other infrastructure however, just so you know)

Home planet infrastructure:
[] Mining base, 5 000 credits (max of 250)
[] Refinery base, 5 000 credits (max of 250)
[] Shipyard, 25 000 credits
-Escort Ship Slot, 1 000 credits (this is what is needed to produce Escort Ships)
[] Repairyard, 25 000 credits
-Escort Ship Slot, 1 000 credits (this is what is needed to repair Escort Ships)

Population (start off with 1% population growth):
1 credit for every 500 people

Goverment:
[] Imperialism (The head of the goverment is the Emperor/Empress who with the support of of nobles keep the nation going, do note that there are laws in place that prevents nobles from abusing their power and if they are discovered to have done so the consequences are severely)
[] Dictatorship (You will not be questioned in right to rule.......or in much really)
[] Democratically (You were democraticlly elected)
[] Write In (make it realistic and check by me first)

Population Ethics:
Choose 1

[] Militarist: You people see war as a fact in life and have prepared for the eventuality (Gain edict "Call To Arms" (it can only be done in times of war, 1d100 roll to see the effect, this will cause people to swarm to the recruitment centers), gain the Civic "Warrior Culture" (+10 to all combat rolls, -5% to army/air/navy unit cost and time to produce))
[] Xenophobe: Your people do not like any other race but themselves (+5 to combat against anyother race but yours, can purge or enslave other races without penalty (not extended to the other races), +0,25% population growth, other races WILL dislike you)
[] Spiritualist: Your people are religious without a fault, as long as you maintain their religion and what else they will follow you without question, be it fate or death (gain the "Crusade" and "Holy War" mechanic (.....I don't think I need to explain them at all), you can demand a lot of things from them and get away with it)
[] Authoritarian: Your people will follow there leader, be it to victory or death (your population will not rebel against you, they will DIE before allowing you to be capture, much less killed, you can order them to do A LOT and they WOULD NOT COMPLAIN.....a few races will not like you I guess)
[] Materialist: Your people see science and material above all else, not much more to say about them at all (+5% to income and +5% to research speed)

Civics:
Choose 2

[] Warrior Culture (+10 to all combat rolls, -5% to army/air/navy unit cost and time to produce)
[] Admiralty (+15 on navy rolls, -15% to cost and time on ship production)
[] Competent Generals (+15 on ground combat rolls, -15% to cost and time on army units)
[] Competent Air Staff (+15 on air/space fighter combat rolls, -15% to cost of strikecraft)
[] Meritocracy (+5 to all rolls)
[] Mining Guilds (+15% income from mines)
[] Merchant Guilds (+5% income)
[] Agarian Culture (+0,5% population growth)
[] Citizen Service (for every 10 000 people, 1 "Militia" unit will spawn in combat, they are worse than Garrison units but can be great for keeping the peace and having the first and second line units at the front)
[] Functional Architecture (-5% to all building costs)
[] Nationalist Zeal (-10% to cost and time to unit production)
[] Technocracy (-5% to research turns)

Population Traits:
5 Points

[] Enduring (+25 years of life)
[] Venerable (+50 years of life) (costs 2)
[] Miners (+5% income from mines (metals and minerals))
[] Researchers (+5% to research speed)
[] Rapid Breeders (+0,5% to population growth)
[] Very Rapid Breeders (+1% to population growth) (costs 2)
[] Resilient (+10 to combat rolls (on the ground))
[] Strong (+10 to combat rolls (on the ground))
[] Very Strong (+15 to combat rolls (on the ground)) (costs 2)
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Military:

Land Forces:
[] Garrison Division (50 credits) (will do as it says, good of manning fortifications, not much in attacking)
[] Infantry Division (100 credits)
[] Heavy Infantry Division (150 credits)
[] Mechanized Infantry Division (200 credits)
[] Armored Division (300 credits)
[] Artillery Division (150 credits)
[] Mountaineer Division (150 credits)
[] Marine Division (150 credits)
[] Siege Division (300 credits)
[] Orbital Drop Trooper Division (1 000 credits) (MUST HAVE THE TECH FOR IT, LOOK AT THE TECH BUY LIST)
[] Power Armor Division (1 000 credits) (MUST HAVE THE TECH FOR IT, LOOK AT THE TECH BUY LIST)
[] Mech Division (3 000 credits) (MUST HAVE THE TECH FOR IT, LOOK AT THE TECH BUY LIST)

Air Force:
Notes: Space variants of strikecraft will suffer a -15 to atmospheric combat, dedicated atmospheric strikecraft does not have this but suffer from -15 in space
[] Atmospheric Fighter (5 credits)
[] Atmospheric Interceptor (3 credits)
[] Atmospheric Bomber (7 credits)

Navy:
[] Go to the "Ship Design" section, create a ship class and put the number here, however note that the cost for this will be decreased from tripple digit to double digit, but this will only happen now, after this is done costs will return to normal. Also not that any ship classes that you unlock you may start designing immediately
-------------------------------------------------------
Thats it, either comment or pm me if you want something changed, added or removed. Go crazy, trust me, the more overpowered it is, the better. I have already made the race you will be fighting and let me tell you their number of ships alone!
 
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[X] Poland
[X] Militarist
[X]Continetal
[X] Credits! (start with 1 000 000 additional credits)

How many credits do we have?
Sorry three passed midnight and I didn't see it.
E2 My eyes hurt and I'm on a shitty laptop, ill use my brothers comp in like six hours to finish the vote.
 
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How many home planet benefits do we get? Also how many people do we start with?

And can you go over turn length and how research works?
 
[X] The Empire of Mankind but better?
-[X] Poland
-[X] Outer System Scanner: A scanner that allows you to scan a random system that you are neighboring
-[X] Destroyer (requirement: None)
-[X] FTL Early Warning System
-[X] Outer System Scanner
-[X] Power Armor
-[X] Planet Type-Continetal
-[X] Colony (will start with a colony of 100 000 000 people on a planet type that is the same as your homeworld, it has no orbitals or any other infrastructure however, just so you know)
-[X] Authoritarian: Your people will follow there leader, be it to victory or death (your population will not rebel against you, they will DIE before allowing you to be capture, much less killed, you can order them to do A LOT and they WOULD NOT COMPLAIN.....a few races will not like you I guess)
-[X] Researchers (+5% to research speed)
-[X] Very Strong (+15 to combat rolls (on the ground)
-[X] Warrior Culture (+10 to all combat rolls, -5% to army/air/navy unit cost and time to produce)
-[X] Garrison Division (50 credits)
-[X] Infantry Division (100 credits)
-[X] Mechanized Infantry Division (200 credits)
-[X] Armored Division (300 credits)
-[X] Artillery Division (150 credits)
-[X] Power Armor Division (1 000 credits)
-[X] Fighter Wing (500 credits)
-[X] Interceptor Wing (400 credits)
-[X] Bomber Wing (750 credits)

I will do the Ship Design section later but I want to check if I messed up?

Population (start off with 1% population growth):
1 credit for every 500 people

I couldn't find we you said our current population so just chose Colony (will start with a colony of 100 000 000 people on a planet type that is the same as your homeworld, it has no orbitals or any other infrastructure however, just so you know)

that gave me 2,000,000 and after buying all this I am left with 1,996,500 for ship design so Just wanted to make sure.
 
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How many home planet benefits do we get? Also how many people do we start with?
And can you go over turn length and how research works?
I couldn't find we you said our current population so just chose Colony
that gave me 2,000,000 and after buying all this I am left with 1,996,500 for ship design so Just wanted to make sure.

No you have to spend credits for your population.

This means that, for example, you spend 500 credits you will get 250 000 in population, I first hade i so that you would get only 100, then changed it to 1 000 but decided to go for 500 as a compromise.

As for research:

1. They will take a select amount of turn to do, they can be decreased if you choose the right bonus
2. Research will be split between 2 areas, military and civillian
3. There will be requirements for many of the techs you may want, if you want a Drednought you will have to have unlocked a Battleship first before you can do anything

Also changed the home world benefit, you may ONLY CHOOSE 1

-[X] Garrison Division (50 credits)
-[X] Infantry Division (100 credits)
-[X] Mechanized Infantry Division (200 credits)
-[X] Armored Division (300 credits)
-[X] Artillery Division (150 credits)
-[X] Power Armor Division (1 000 credits)
-[X] Fighter Wing (500 credits)
-[X] Interceptor Wing (400 credits)
-[X] Bomber Wing (750 credits)

Can you set the number of units that you want, if you want 10 bomber wings you will have to spend 7 500 credits to do so.
 
[X] Plan Early Growth
-[X] Starting Location:
--[X] Poland
-[X] Technology Benefit: Free
--[X] Ion Engines: Faster sublight (takes 2 turn to cross a system) and battle speeds (+5 to combat, better chance to stay at range)
-[X] Technology Benefit: Purchased (650 000 credits)
--[X] Destroyer (requirement: None)
--[X] Light Cruiser (requirement: Destroyer)
--[X] Heavy Cruiser (requirement: Light Cruiser)
--[X] Battlecruiser (requirement: Heavy Cruiser)
--[X] FTL Early Warning System
--[X] Outer System Scanner
--[X] Shields
--[X] Improved Armour
--[X] Heavy Railgun
--[X] Heavy Missile Pods
--[X] Orbital Defence Platform
--[X] Basic Fleet Doctrine
--[X] Advanced Fleet Doctrine
-[X] Home Planet Type:
--[X] Continental
-[X] Home Planet Benefit:
--[X] Credits! (start with 1 000 000 additional credits)
-[X] Home Planet Infrastructure:
--[X] 35 Mining bases, (175 000 credits)
--[X] 35 Refinery bases, (175 000 credits)
--[X] 1 Shipyard, (25 000 credits)
---[X] 20 Escort Ship Slots, (20 000 credits)
-[X] Home Planet Population:
--[X] 900 000 000 People (1 800 000 credits)
-[X] Population Ethics:
--[X] Materialist: Your people see science and material above all else, not much more to say about them at all (+5% to income and +5% to research speed)
-[X] Population Traits:
--[X] Researchers (+5% to research speed)
--[X] Rapid Breeders (+0,5% to population growth)
-[X] Civics:
--[X]Meritocracy (+5 to all rolls)
-[X] Navy
--[X] 100 Zheng He-class Scout Ships (11 750 credits)
--[X] 2 Atalaya-class Frigates (1 560 credits)
--[X] 400 Terra Nova-Colony Ships (100 000 credits)
-[X] Ship Designs
--[X] Terra Nova-class Colony Ship : Needs 450 to crew, can house 150 000 people, 2 500 credits per hull
--[X] Zheng He-class Scout Ship : 1 Kinetic Point Defence Gun, 1 Armour, 2 Scanners , needs 10 people to crew, costs 1 175 credits per ship
--[X] Atalaya-class Frigate: 2 Kinetic Artillery, 4 Railguns, 1 Missile Pod, 10 Kinetic Point Defence Guns, 5 Armour, needs 54 people to crew and 28 for security, costs 7800 credits per ship

Basically, the plan is to quickly explore our sector, and colonise every world as soon as it is discovered.

With 100 Scout ships we will be finished exploring Poland's 672 star systems in approx 1 000 turns. As the war starts in 1 300 turns that means we have at least 300 turns to fortify every way in and out of Poland.

2 000 000 credits to customise Starting position:
+ 1 000 000 additional Home Planet credits
-650 000 Purchased technology
-110 000‬ Home Planet Infrastructure
-113 310 Starting Navy
-1 800 000 Starting Home Planet Population

=2 973 310‬ credits spent
 
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[X] Plan Early Growth

Has what I want

Edit @Chrestomanci actually looking at it going [] Credits! (start with 1 000 000 additional credits) is a better choice, we can add 150 mil people for 300k credits to our homeworld to bump up to the next level of income and make more than the colony. That still leaves another 700k for additional purchases while also giving us more people than a new colony so we start with a higher overall growth. We could grab some more techs, maybe:
[] Heavy Cruiser (requirement: Light Cruiser)
[] Battlecruiser (requirement: Heavy Cruiser)
[] Mechs
[] Orbital Defence Platform
[] Heavy Missile Pods
[] Torpedo Launcher
for another 300k.

Leaves 400k, we could add more people say another 150 mil, not enough for the next level but takes advantage of the increased pop growth in your plan. Than the remaining 100k goes into 10 more mining bases and refinery.

So total +300mil people for 600k, 6 more techs for 300k and 10 more mines and refineries for 100k.
 
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Edit @Chrestomanci actually looking at it going [] Credits! (start with 1 000 000 additional credits) is a better choice, we can add 150 mil people for 300k credits to our homeworld to bump up to the next level of income and make more than the colony. That still leaves another 700k for additional purchases while also giving us more people than a new colony so we start with a higher overall growth.

I thought { [] Credits! (start with 1 000 000 additional credits) } meant we would start the quest with additional credits, not that the credits would be available for the customisation selection.

@theproducer4 can we use the Home planet benefit: Credits ! to select more options?
 
I thought { [] Credits! (start with 1 000 000 additional credits) } meant we would start the quest with additional credits, not that the credits would be available for the customisation selection.

@theproducer4 can we use the Home planet benefit: Credits ! to select more options?

You will have to change [X] Colony to [X] Credits! first. You will ONLY get to choose now and not later, so choose wisely so you get the best start possible.
 
Only ten hours late.
Short version of this plan is skip as much tech as possible while still giving us a large base from which to build and expand.
Also i am inordinately proud that i got to 3m exactly.

[X] Nova Polska Vojna Krizna Koalicija (New Poland Crisis/Emergancy Coalition)
-[X] Starting Location:
--[X] Poland
-[X] Technology Benefit: Free
--[X] Ship Classes: Destroyer/Light Cruiser/Heavy Cruiser/Battlecruiser are unlocked immediately
-[X] Technology Benefit: Purchased (600 000 credits)
--[X] Strikecraft
--[X] Carrier (requirement: Strikecraft)
--[X] FTL Early Warning System
--[X] Outer System Scanner
--[X] Orbital Drop Troopers
--[X] Power Armor
--[X] Shields
--[X] Improved Armor
--[X] Orbital Defence Platform
--[X] Heavy Missile Pods
--[X] Torpedo Launcher
--[X] Heavy Railgun
-[X] Home Planet Type:
--[X] Continental
-[X] Home Planet Benefit:
--[X] Credits! (start with 1 000 000 additional credits)
-[X] Home Planet Infrastructure: (595 000 credits)
--[X] 49 Mining bases, (245 000 credits)
--[X] 49 Refinery bases, (245 000 credits)
--[X] 1 Shipyard, (25 000 credits)
---[X] 30 Escort Ship Slots, (30 000 credits)
--[X] Repairyard, 25 000 credits
---[X] 25 Escort Ship Slots (25 000 credits)
-[X] Home Planet Population:
--[X] 750 000 000 People (1 500 000 credits)
-[X] Population Ethics:
--[X] Materialist: Your people see science and material above all else, not much more to say about them at all (+5% to income and +5% to research speed)
-[X] Population Traits:
--[X] Researchers (+5% to research speed)
--[X] Venerable (+50 years of life)
-[X] Civics:
--[X]Meritocracy (+5 to all rolls)
-[X] Army (80 750 credits)
--[X] Garrison Division (10 750 credits) 215
--[X] Infantry Division (10 000 credits) 100
--[X] Mechanized Infantry Division (10 000 credits) 50
--[X] Armored Division (9000 credits) 30
--[X] Artillery Division (9000 credits) 60
--[X] Orbital Drop Trooper Division (22 000 credits) 22
--[X] Power Armor Division (10 000 credits) 10
-[X] Air (50 000 credits)
--[X] Fighter Wing (15 000 credits) 30
--[X] Interceptor Wing (20 000 credits) 50
--[X] Bomber Wing (15 000 credits) 20
-[X] Navy (174 250 credits)
--[X] 20 Vodic(Guide)-class Scout Ships (19 500 credits)
--[X] 94 Branitely(Defender/Guardian)-class Frigates (31 750 credits)
--[X] 100 Straza(Guard)-class Corvettes (23 000 credits)
--[X] 400 Terra Nova-Colony Ships (100 000 credits)
-[X] Ship Designs
--[X] Terra Nova-class Colony Ship : Needs 450 to crew, can house 150 000 people, 2 500 credits per hull
--[X] Vodic(Guide)-class Scout Ship : 3 Kinetic Point Defence Gun, 3 Scanners , needs 10 people to crew, costs 975 credits per ship
--[X] Straza(Guard)-class Corvette : 1 Railguns, 2 Missile Pod, 8 Kinetic Point Defence Guns, 2 Armour, needs 10 people to crew and 12 for security, costs 2300 credits per ship
--[X] Branitely(Defender/Guardian)-class Frigate: 3 Railguns, 4 Missile Pod, 14 Kinetic Point Defence Guns, 4 Armour,1 Scanner, needs 54 people to crew and 28 for security, costs 4350 credits per ship

Plan name is in serbian so are the ship names in brackets.
 
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