[X] Greys. Currently feeble, but very modifiable.
You have the Greys as your servants. Weak, thin aliens with their namesake grey skin and bulging black eyes, they are much. You could easily crush a hundred of them and an adult native is more than a match for them.
But the Greys are adaptable. Not on their own of course, but you can mould them to fit your purposes with ease. They might not be much now, but there is a lot potential for them to grow. Their bodies and genetics are modifiable and you can easily adapt the Greys to fit new purposes.
Increased strength and toughness for better warriors, modified appearance to infiltrate the native societies, stealth and speed for scouts and spies. The possibilities are all, but endless.
Your forces may be weak right now, but you can grow them into something strong.
Speaking of your forces, you need to get planning your invasion. Your current available assets aren't up for invading the planet and while the
Origin Matrix is fully stocked, that means that you don't have any free space aboard your mothership.
In order to gain more ships and troops, you will need to set up a base on one of astronomical bodies within the system. While you will need to set one up on Sol III at some point, it would be a poor choice to do if you are looking to set up production facilities. It would be hard to keep it hidden at this stage and it would be at risk of being attacked by the locals.
No, you are better off setting one up elsewhere in the solar system, one where the natives of Sol III won't be able to reach it any time soon. Perhaps you build a base on Sol IV or one of the larger moons of the local gas giants. You could even set up a base on the moon of Sol III, but given that the natives have shown the ability to send their own people to it, that may be too risky.
Once you have a base set up, you could expand, giving yourself room to set up new hangars and shipyards, barracks to house more troops, laboratories to research new things to aid in the invasion, more space to produce resources and store them.
You could also send a scout to investigate Sol III. Your information on the planet and its local populace is limited. You can afford to risk a single
Alpha-class scout and frankly, there isn't anything on Sol III that can threaten your scout if it avoids a fight. You would run the risk of being detected by the natives, but what are they going to do about it?
Military action right now if off the table while you lack the room to produce more forces right now. Yet you do have several laboratories onboard your mothership and while they are limited in what they can do at once, you could begin researching technologies to aid in your invasion.
You have three actions available. Use Plan Voting.
Base Actions
[] Mars Base
Set up a small base on Mars to allow for further expansion of your forces.
1,000 Resources/100%/Size 5 Base on Mars
[] Luna Base
Set up a small base on Luna to allow for further expansion of your forces.
1,000 Resources/100%/Size 5 Base on Luna
[] Ganymede Base
Set up a small base on Ganymede to allow for further expansion of your forces.
1,000 Resources/100%/Size 5 Base on Ganymede
[] Titan Base
Set up a small base on Titan to allow for further expansion of your forces.
1,000 Resources/100%/Size 5 Base on Titan
[] Callisto Base
Set up a small base on Callisto to allow for further expansion of your forces.
1,000 Resources/100%/Size 5 Base on Callisto
[] Io Base
Set up a small base on Io to allow for further expansion of your forces.
1,000 Resources/100%/Size 5 Base on Io
[] Europa Base
Set up a small base on Europa to allow for further expansion of your forces.
1,000 Resources/100%/Size 5 Base on Europa
[] Triton Base
Set up a small base on Triton to allow for further expansion of your forces.
1,000 Resources/100%/Size 5 Base on Triton
[] Pluto Base
Set up a small base on Pluto to allow for further expansion of your forces.
1,000 Resources/100%/Size 5 Base on Pluto
Military
Currently Unavailable
Infiltration Actions
[] Scout Sol III
Send one of your
Alpha-class Scouts to Sol III. This will allow you to gain more information on your target and its natives. However, the natives are advanced enough that your scout may be detected.
Requires 1 Alpha
-class Scout/100%/Information on Sol III, Chance of being spotted,
Research Actions
[] Cybernetic Enhancement
Look into various ways to enhance your troops using machinery.
5 Labs, 500 Resources/90%/ Unlock more research options.
[] Genetic Engineering
Look into various ways to modify the genetics of your troops.
5 Labs, 500 Resources/90%/ Unlock more research options.
[] Ship Stealth Systems
Look into stealth systems to equip future ships with.
5 Labs, 500 Resources/90%/ Unlock more research options.
[] Ship Weapon Systems
Look into weapons systems to equip future ships with.
5 Labs, 500 Resources/90%/ Unlock more research options.
[] Ship Defence Systems
Looking into defensive systems to equip your future ships with.
5 Labs, 500 Resources/90%/Unlock more research options.
Production
Currently Unavailable
Status
Current Resources = 5,000/5,000
Income = +500
Mothership Matrix Origin
Matrix-class Mothership
Origin Matrix = Size 30 (Hanger 10, Barracks 5, Auto-Fabs 5, Storage 5, Labs 5)
5 Units of Stormtroopers
10
Alpha-class Scouts
***
Update is short as there isn't too much going on right now as you haven't started doing anything yet. You got your status report and your list of available actions. I will keep them unspoilered for now, but as they grow larger, I will probably end up spoilering them.
At this stage, you are choosing your initial actions such as where you want to set your base(s) and what you want to start researching.