Pushing out into the galaxy, most of what you find is really boring, to be honest. The exception is the sector of space to your galactic northeast. There, you find to your astonishment what would be almost the perfect place for you to expand into, stuffed to the gills with useful resources and conveniently habitable places to live. Of course, you also find extremely territorial killer robots who seem dead-set on killing the shit out of anything trying to colonize their chunk of space, so there is that.
Science. {DCs greatly exceed modifiers!}
outer rim republic
Towards the edge of the galaxy, the Outer Rim Republic was purging their space of dangerous organisms. To do this, they produced one of the greatest fleets the galaxy had seen in thousands of years, crushing the space krakens beneath their military might and freeing up a couple very valuable sectors for colonization. The intel reports indicated that said fleet would be needed in the near future, as there were several recently discovered sectors containing both dangerous void fauna and valuable mineral resources.
These endeavors would be greatly aided by the development of Overclock Capable Armaments, enabling the Republic's ships to fight at their fullest potential. Further research into increasing strategic FTL speed was also underway. {DCs greatly exceed modifiers!}
rilnarite technocracy
As they begin their expansion out into the galaxy, the Rilnarite Technocracy quickly found that their home sector was right on the edge of a rather dangerous sector of space. Virtually everywhere they looked to the galactic west seemed infested with dangerous space mostrosities who would surely need violence to get rid of if colonization was to be taking place.
Science. {DCs greatly exceed modifiers!}
dawi
The crushing of the dangerous void fauna obstructing your expansion goes acceptably, even though there are some casualties later in the operation. Still, the vast majority of said casualties were Slayers, who are doubtless pleased about having fulfilled their oaths. Still, space beasts are far from the only problem facing the Dawi, as more of the ancient defense robots have been discovered, fully obstinate in purging anyone who intrudes on their space. Even more worryingly, scouts have returned reports of a massive artifact larger than some solar systems being guarded by these ancient machines.
Science. {DCs greatly exceed modifiers!}
ragnork
As another group makes their way onto the galactic stage with the development of Q-wave technology, they quickly find that all the best places to colonize are already taken. In one case, this is the fault of simple dangerous animals adapted for a space environment. However, in another sector there are ancient defense robots keeping their chunk of safe free from intruders through the simple expedient of exploding the shit out of them.
Science. {DCs greatly exceed modifiers!}
greater aryan reich
Exploring further, especially with carefully sneaking past the ancient defense robots, reveals more ancient defense robots. It also reveals another megastructure, so, there's that. Cleaning out some of the dangerous void fauna infesting the space near you met mixed results, with casualties all the way, and only half of the planned liebenstraum getting cleaned out.
Science. {DCs greatly exceed modifiers!}
formless
Taking a brief break from exploration, science, or the purging of dangerous void fauna, the nanomachine colonies known as the Formless set about multiplying and expanding to fill the space they just explored. They do very well at this.
joridian illuminacy
The Joridians briefly slow the pace of their exploration to devote resources to other endeavors. In this case, that means establishing their first colony, and dispatching forces to cull some Dangerous Void Fauna. This works acceptably well, even if there are some casualties.
Science. {DCs greatly exceed modifiers!}
federation
Very rapidly, an utterly absurd amount of heavily armed spaceships are churned out of the Federation's shipyards with the intent of purging the nearby void fauna from the galaxy. Billions of economists cried out that the Federation couldn't possibly sustain this level of mobilization, and were just as swiftly silenced. Still, the plan worked, and the dangerous space monsters were crushed under the Federation's military might.
At the same time, the Federation's many scientific endeavors bore fruit, as they successfully implemented industrial replicators, far more effective survey sensors, and a brand new generation of Warp Drive.
Emergency Spending cooldown: 5 turns
propagatores vitae
The hivemind proceeded to messily devour the uppity lesser bioforms near it, gaining access to their space.
It also makes some progress on forcing the evolution of some desirable bioforms. {DCs greatly exceed modifiers!}
dominion of alba
The Dominion of Alba continues to rapidly explore the space around them, discovering much in the way of dangerous space monsters, valuable resources, and annoying navigational obstructions. They also make some colonies, which rapidly become bustling hubs of activity.
Their science department soon reports the completion of a brand new generation of laser weapons, which will greatly increase their firepower. A general advancement of technology also takes place, with loads of small improvements in almost every field imaginable.
(COMPLETE: Better Lasers, Better Stuff In General)
{DCs greatly exceed modifiers!}
iris
The psychotic AI known as IRIS only performs minimal exploration, finding little for their trouble. They also make some colonies.
Science. {DCs greatly exceed modifiers!}
ATTENTION: This is the last turn during which new players can join!
[X] Explore the nearest 12 hex - 12 E
[X] Overdrive hexs AH44,AH45,AG43,AF43 - 24 E (The Rich one, and all the Rare ones)
[X] Develop AG45 - 1 E (The remaining Normal one)
[X] Upkeep - 1E
[X] Produce 8 Fleets - 8E
[X] Have Fleets attack the over-sized bugs
[X] Research, 6E Each
-[X] Research Fleet Upkeep 17+11=28
-[X] Research Better Tech 15+11=26
-[X] Research More Better Tech 4+11=15
-[X] Research Even Better Tech 77+11=88
"This plan is no less than a fourfold expansion of occupied territory. You push too hard." There were various messages of agreement from the AI council. The new expansion plan put forth by Forte and the other diehard industrialists had been controversial for the amount of space it wished to settle in a mere single year.
"I push as hard as we can, but it's perfectly within our capabilities. You've all seen the suggestions, you've all checked them yourselves and we all know that it's not impossible to run a tight ship here." Forte was rather unimpressed with his opposition. "And as you all know, with areas this resource rich and fertile, we can break past the boundaries set by Markann's Theorem." The idea that colonization was merely spreading out existing resources, and that in the short run until a certain large amount of space had been occupied and fully developed to a moderate standard, or until time had passed, total economic output was capped. It had been mathematically proven in various ways several times, and always came out to 20 arbitrary units being currently produced. "We can more than double our industrial might in a year, such is the wealth of these many star systems."
"Those sectors will still be there if we wait." One of the opposition members states. "I'm far more concerned with the lack of maintenance on our fleets. We might be able to get away with it for the time being, but should our forces be cut off from supply in the future, they will be hampered significantly, at least until the damage of neglect is fully repaired."
"Be that is it may," Forte countered swiftly. "The fact remains that such is only an issue if we plan on engaging in combat within the near future. Seeing as we lack neighbors that close to us, this is unlikely. Based on current projections, even if the so-called 'Reich' sends its own forces at us, they would be also cut off from supplies and acting alone if they were to get here before the maintenance is fully back on schedule. As a matter of fact, if it's war you're worried about then increasing our ability to construct an enlarged navy as soon as possible is the highest priority."
"Not wrong, but that doesn't mean such rash expansion is always wise. Consolidation is a virtue, after all."
"I could likely have managed yet greater economic gains by greater territorial gains, but that would have badly cut into our ability to perform research and development. This is no mad dash for territory, I assure you."
"Indeed, research and development is vital. And I'd like to see promises made regarding its future, to be honest. For now we may all be in agreement, but it's such an easy thing to let slip, and can have disastrous consequences if left unattended."
Forte mentally sighed. So that was what this opposition was about? Well, he certainly saw their point. He'd gladly make a deal like this while the group of Republic Governors was small enough that they could, and while all of them were on board with such an idea. Really, it was smart all around. He should have done it himself. Time for a compromise that wasn't much of a compromise to him, then. "Naturally. Here's what I suggest..."
Stats:
Size: 1
Net Economy: 14
Turn 3 Orders:
Don't pay maintenance on the fleets for the year. (+5 Economy.)
Colonize W2, X3 and Y4, moving their development status to Colonial. (15 Economy.)
Continue research on Multiple Fold Technique, a method of improved FTL that increases movement speed by 1/turn, bringing it to 4 hexes/turn. (1 Economy. Roll: 9)
Begin research on Superior Deployment Patterns, a combat technology that relies on the ORR's advanced command and control networks to craft a group of "optimal" fleet layouts for various situations, improving combat efficiency. (1 Economy. Roll: 25)
Begin research on Executioner's Procurement Legislation, a fleet/ADS cost reducing technology that makes more optimal usage of resources when it comes to mass production of warships along with groundside vehicles and equipment, reducing cost to 1 and 2 respectively. (1 Economy. Roll: 30)
Begin research on Better Tech In General. (1 Economy. Roll: 87)
Engage the Dangerous Void Fauna at Y5, then move the combined fleet to X4. Previous tactics are to be used again, because hey, why wouldn't we use them. They've worked well for us so far.
Using 10 Exploration Culture, explore V1, V2, V3, W4 and X5.
The Joridian Illuminacy: Turn 3
Capitol: Nezzaki City, Joran Prime, Hellanus System.
Last year was a success for the expansion of the Illuminacy, as their first Colony was established, though there was a great day of mourning as what should have been a simple pest control mission ended in the destruction of a whole fleet of warships, and the deaths of many soldiers. The Government has replaced and expanded the Fleet further, promising to repay the space-pests for the loss of life they caused, and the fallen were hailed as heroes for clearing the path for further expansion.
In other news, resources are committed to the new colony the Korrach system, seeking to increase the productivity and standard of living of those living there, and bring more resources in to expand the work of the Imuminacy.
Stats
Size: 6 Hexes
-Colonies: 2
-Fleets: 2
Economy: 20
Home System (Hellanus): +4E
1st Colony System (Korrach): +4E
Territory Econ Bonus (+5E/4 Controlled Hexes): 5
Tech Bonuses:
-Variable-Focus and Output energy weapons (+25 Combat Bonus)
-Mindcrystal Drones (Reduces build cost of Fleets and Defense Systems)
Econ Spent on Upkeep: 7 Remaining Econ: 13
Actions:
Exploration:
-Explore Hexes AA-28 and Z-28(Free Actions) Remaining Econ: 13
Diplomacy
-Currently not overly interested, as we have not encountered anything in person.
Fleet Maneuvers
-Send all 4 fleets to system AC-30, with the intent of clearing out the Void-Fauna in preparation for future expansion endeavours.
Building Orders
- Develop the Korrach Colonies from Settled to Colonial (2 Econ)
-Build 2 fleets (6 Econ) Remaining Econ: 5
Science.
- Explore additional uses (and thus forms) for Mindcrystal Drones beyond Construction
--Deep-Space Mining Drones (Increase Econ in settled systems) (1 Econ) (Progression: 158)
--Combat Drones for Infantry Support (Increase Military Effectiveness and soldier suitability) (1 Econ) (Progression: 98)
-Start Research into Artificial Intelligence (Gives the Better Stuff in General bonus due to overall increased efficiency of various systems) (2 Econ) (Progression: 63)
Enhanced Sensors: Fine-Tune the bugs out of our sensor systems, and make a few improvements to the systems based on data gathered in the last two years of exploration. (Gives a +3 to Exploration) (2 Econ) (No Progression)
UNSC Turn 3
Stats
-Size: 6
-Colonies: 1
-Economy: 20
-Upkeep: 8
-Net Gain: 12
-Fleets: 3
Bonuses:
+35 Exploration
+10 Diplomacy
+40 War
+15 Development
+5 All
Plan
-Exploration: Use 2E plus my +10 in exploration to explore 7 adjacent hexes
-Diplomacy: None
-Fleet Maneuvers: Move 3 fleets to Hex (AP,35)
-Build Orders: Settle Hex (AO,34) 6EP
-Research:
-Megacities: Bigger cities means more people, means more taxes, means more money (+1 to Developed and Overdrive Hexes) 1E ROLL: 68+5=73
-Efficient Engines: Better engines allow shots to go farther than they once were able to (+1 fleet movement) 1E ROLL: 31+5=36
-AI Enhancement: Upgrading AI upgrades everything, essentially (+5 to all rolls) 1E ROLL: 37+5=42
-Downgraded Bureaucracy: Less paperwork means less money spent on printing said paperwork (-1 Hex upkeep per Hex) 1E ROLL: 6+5=11
Preliminary Information:
Each fleet maintains a three to seven ratio between Marathon- and Paris-class ships
Each fleet contains ten million ships
Paris-class vessels are split into wolfpacks numbering between thirty and forty ships.
Marathon-class ships form a cruiser line while smaller vessels and fighters form a screen.
Plan:
The Marathons of each fleet, designated as Strikes Alpha, Beta, and Gamma respectively, will overlap their firing arcs at .75 lightseconds away from the ADS.
The Paris-classes will split into wolfpacks of several hundred ships, designated as W-#,
Half of the wolfpacks will intercept any hostile ships. If none are present, then the Wolfpacks will assist Strikes Alpha, Bravo, and Gamma.
"Sir, we're exiting Slipspace in 5...4...3...2... Transition to realspace confirmed. Target is .775 lightseconds out. Fleet elements' signaling in now... All elements confirmed ready status. Rear Admirals Lane and Keyes reporting ready status throughout the command structure... AIs reporting maximum operational efficiency. Sir, we are mission ready," The ensign stated.
Steven looked down at the sensor readings as he heard the rundown on the fleet. Damn, that thing was huge.
"Marissa," the admiral stated.
"Yessir?" the ship's AI responded.
"Any information on weapons or additional contacts?" that thing was huge, so Steven could only hope that he had bigger guns than the enemy did.
"We'll have to find out when they start shooting, sir. It seems that they're well shielded to sensors," Marrisa stated.
"Understood. Ensign, send out the word, mission is a go," Steven ordered.
"Wilco, sir, word going out," the ensign started, "All vessels, this is the Dancing amongst Stars, mission is a go."
The ensign switched to the ship comms, "All hands, general quarters, I repeat, all hands general quarters."
As he ended the klaxons started blaring.
Steven looked out as the phalanx moved towards the beast in front of his eyes.
A/N: I'm waiting for results, then I'll post the battle.
- Upgrade IRIS' single uncontested Rich Tile to Colonial (-2)
- Build Fleet (-6)
- Explore eleven tiles (highlighted in brown below) (-11)
- Continue to Research Von Neumann Probes (Reduce Fleet Upkeep Cost) (-2) (Roll: 98+25=123)
- Restart Research on Better Stuff in General (+5 to all rolls) (-2) (Roll: 27+25=52)
-Domus Enim Formatam (Halves cost to Develop Hex after Development bonus)
-Exemplum Naturae Est Scriptor (Hex Upkeep -1)
-Cor Unum (Hex Economy +1)
-Naturalis Efficientia (Better Tech I)
Stats:
Size: 1
Economy: 56
Upkeep: 7
Net Income: 49
Building Orders:
-Settle all nearby hexes for 2E
-Upgrade all Settled hexes to Colonial for 0E
-Build: 5 Fleets for 10E
Science:
-Project: Inanis Praecipuum Ponebatur (Increase Income from each Hex) +5E [98+43/??]
Investments towards specialized Biovessals made for harvesting resources from the void are made. From slender, long legged harvesters for asteroids to larger, leaf-esque bioforms for the sun.
-Project: Aliquid Ex Nihilo (Reduce Upkeep per Fleet)+5E [42+89/??]
An offshoot from Inanis Praecipuum Ponebatur, similar forms are crafted for easy deployment and collection.
-Project: Circulus Vitae (Reduce Upkeep)+10E [122+37/??]
A long term project, Circulus Vitae is the concept of rendering bio-organisms into rich primordial ooze that can then be easily crafted into other bio-forms. This would streamline gathering foodchains and ease production across the board.
-Project: Fundamenta Autem Mors (Pure Warfare Tech)+5E [48+27/??]
Before, the Overmind was overtaken by the bloodrage; throwing each body into the bloody grinder of war without thought. It now seeks the more efficient forms of dealing death. It has absorbed many different types of claws and talons, taken in a vast multitude of acids and poisons, overcome numerous talents and consumed countless forms. Now it is time to properly test and formulate the most lethal combinations.
We Who Are are now We Who Fled
We Who Fled have reached the new galaxy intact, with minor damages from battles with the Associative races. Basic infrastructure in Arrival System is complete. Scouting nearby systems and strengthening We Who Fled is next priority.
We Who Fled's offensive and defensive systems have degraded during travel to Arrival System. Refitting/rebuilding is required.
Stats:
Size 1
Economy 20
Upkeep 3 (reduced by Self Sufficient Ships tech)
Fleets 1
Net 17
Actions:
Explore 6 nearby hexes (6 economy)
Build a fleet (3 economy) (reduced by Nanobot Manufacturing tech)
Research Stronger Energy Weapons (+25 combat rolls) (2 economy)
Research Stronger Magnetic Screens (+25 combat rolls) (2 economy)
Research Faster Armor Regeneration (+25 combat rolls) (2 economy)
Research Scout Probes (+12 free explore) (2 economy)
THE SWARM-WAR
SKYLAR IMPERIUM! The 56th great expansion begins! After a time of little outside conflict for the Imperium, as it lacked the tech to expand outside its sector. For years a time of great internal bickering and war has racked the Skylar, but that is no longer the case! New tech has ennabled another Great expansion, one more far-reaching than any previous! Already the vast war-machine unites under the control of Emperor Adelgunde, preparing for the new conquest to be had! War is coming, and the skylar will not miss it!
Economy:
+ Income: 20 (Min) (4E nominal)
- Upkeep: 4 (One fleet upkeep not being paid; they're going to find their doom.)
+ Available: 16
Exploration:
+ 7 free explores from tech.
- 17 hexes available to explore.
+ Explore (K9,L10,M11,N12,K15,J14,H13)
- Total cost: 0
Diplomacy
+ No neighbors available for trade.
- No nations have proven themselves worthy of Dawi instruction.
+ No nations have fleets in or near Dawi space to grant to deny passage to.
- No diplomatic actions this turn.
Fleet Maneuvers
+ The Dawi Throngs shall both proceed to M12, and claim it from the space beasts.
- If the Slayers once again fail to find their doom, they shall conduct a suicide attack against L11. (If they somehow win, the fleet isn't getting its upkeep paid this turn.)
+ First Fleet will return to Home after M12 is resolved.
M12: Same as last time.
L11: The Slayer Fleet has been composed to be an outlet for the Slayers who have been deprived of opportunities to seek worthy dooms by the dearth of reachable enemies. By oath, their purpose is to die in the act of slaying the enemies of the Dawi. To survive the act is literally to fail at being a Slayer.
At the edge of the Dawi's logistical reach, they don't actually have enough fuel to get back home, nor do the Slayer Smiths have any intention of opening the Runeways to limp home in failure. They'd be fools to fail to find their doom with it so close, for they know that if any return alive it may be years before another fleet is constructed for them to seek their dooms with.
They will kill the Void Fauna, and die in their success.
(Tactically, they are completely disregarding self-preservation and pushing their equipment to its limits in an absurdly aggressive push. Dawi craft is hard to break, and they'll call it a success if they die from ramming an enemy and using the engines while lodged in it to drive it into a planet.)
Building Orders
+ Develop K11, J11 to Settled (12E)
Science.
+ Research reducing Fleet Upkeep - 1 E (Rolled 71 + 46)
- Research reducing Province Upkeep - 1 E (Rolled 60 +46)
+ Research Better Stuff - 1 E (Rolled 5+46)
- Research Superior deep-space probes - 1 E (Rolled 34+46)
[X] Explore the nearest 12 hex - 12 E
[X] Overdrive hexs AH44,AH45,AG43,AF43 - 24 E (The Rich one, and all the Rare ones)
[X] Develop AG45 - 1 E (The remaining Normal one)
[X] Upkeep - 1E
[X] Produce 8 Fleets - 8E
[X] Have Fleets attack the over-sized bugs
[X] Research, 6E Each
-[X] Research Fleet Upkeep 17+11=28
-[X] Research Better Tech 15+11=26
-[X] Research More Better Tech 4+11=15
-[X] Research Even Better Tech 77+11=88
"This plan is no less than a fourfold expansion of occupied territory. You push too hard." There were various messages of agreement from the AI council. The new expansion plan put forth by Forte and the other diehard industrialists had been controversial for the amount of space it wished to settle in a mere single year.
"I push as hard as we can, but it's perfectly within our capabilities. You've all seen the suggestions, you've all checked them yourselves and we all know that it's not impossible to run a tight ship here." Forte was rather unimpressed with his opposition. "And as you all know, with areas this resource rich and fertile, we can break past the boundaries set by Markann's Theorem." The idea that colonization was merely spreading out existing resources, and that in the short run until a certain large amount of space had been occupied and fully developed to a moderate standard, or until time had passed, total economic output was capped. It had been mathematically proven in various ways several times, and always came out to 20 arbitrary units being currently produced. "We can more than double our industrial might in a year, such is the wealth of these many star systems."
"Those sectors will still be there if we wait." One of the opposition members states. "I'm far more concerned with the lack of maintenance on our fleets. We might be able to get away with it for the time being, but should our forces be cut off from supply in the future, they will be hampered significantly, at least until the damage of neglect is fully repaired."
"Be that is it may," Forte countered swiftly. "The fact remains that such is only an issue if we plan on engaging in combat within the near future. Seeing as we lack neighbors that close to us, this is unlikely. Based on current projections, even if the so-called 'Reich' sends its own forces at us, they would be also cut off from supplies and acting alone if they were to get here before the maintenance is fully back on schedule. As a matter of fact, if it's war you're worried about then increasing our ability to construct an enlarged navy as soon as possible is the highest priority."
"Not wrong, but that doesn't mean such rash expansion is always wise. Consolidation is a virtue, after all."
"I could likely have managed yet greater economic gains by greater territorial gains, but that would have badly cut into our ability to perform research and development. This is no mad dash for territory, I assure you."
"Indeed, research and development is vital. And I'd like to see promises made regarding its future, to be honest. For now we may all be in agreement, but it's such an easy thing to let slip, and can have disastrous consequences if left unattended."
Forte mentally sighed. So that was what this opposition was about? Well, he certainly saw their point. He'd gladly make a deal like this while the group of Republic Governors was small enough that they could, and while all of them were on board with such an idea. Really, it was smart all around. He should have done it himself. Time for a compromise that wasn't much of a compromise to him, then. "Naturally. Here's what I suggest..."
Stats:
Size: 1
Net Economy: 14
Turn 3 Orders:
Don't pay maintenance on the fleets for the year. (+5 Economy.)
Colonize W2, X3 and Y4, moving their development status to Colonial. (15 Economy.)
Continue research on Multiple Fold Technique, a method of improved FTL that increases movement speed by 1/turn, bringing it to 4 hexes/turn. (1 Economy. Roll: 9)
Begin research on Superior Deployment Patterns, a combat technology that relies on the ORR's advanced command and control networks to craft a group of "optimal" fleet layouts for various situations, improving combat efficiency. (1 Economy. Roll: 25)
Begin research on Executioner's Procurement Legislation, a fleet/ADS cost reducing technology that makes more optimal usage of resources when it comes to mass production of warships along with groundside vehicles and equipment, reducing cost to 1 and 2 respectively. (1 Economy. Roll: 30)
Begin research on Better Tech In General. (1 Economy. Roll: 87)
Engage the Dangerous Void Fauna at Y5, then move the combined fleet to X4. Previous tactics are to be used again, because hey, why wouldn't we use them. They've worked well for us so far.
Using 10 Exploration Culture, explore V1, V2, V3, W4 and X5.
The Joridian Illuminacy: Turn 3
Capitol: Nezzaki City, Joran Prime, Hellanus System.
Last year was a success for the expansion of the Illuminacy, as their first Colony was established, though there was a great day of mourning as what should have been a simple pest control mission ended in the destruction of a whole fleet of warships, and the deaths of many soldiers. The Government has replaced and expanded the Fleet further, promising to repay the space-pests for the loss of life they caused, and the fallen were hailed as heroes for clearing the path for further expansion.
In other news, resources are committed to the new colony the Korrach system, seeking to increase the productivity and standard of living of those living there, and bring more resources in to expand the work of the Imuminacy.
Stats
Size: 6 Hexes
-Colonies: 2
-Fleets: 2
Economy: 20
Home System (Hellanus): +4E
1st Colony System (Korrach): +4E
Territory Econ Bonus (+5E/4 Controlled Hexes): 5
Tech Bonuses:
-Variable-Focus and Output energy weapons (+25 Combat Bonus)
-Mindcrystal Drones (Reduces build cost of Fleets and Defense Systems)
Econ Spent on Upkeep: 7 Remaining Econ: 13
Actions:
Exploration:
-Explore Hexes AA-28 and Z-28(Free Actions) Remaining Econ: 13
Diplomacy
-Currently not overly interested, as we have not encountered anything in person.
Fleet Maneuvers
-Send all 4 fleets to system AC-30, with the intent of clearing out the Void-Fauna in preparation for future expansion endeavours.
Building Orders
- Develop the Korrach Colonies from Settled to Colonial (2 Econ)
-Build 2 fleets (6 Econ) Remaining Econ: 5
Science.
- Explore additional uses (and thus forms) for Mindcrystal Drones beyond Construction
--Deep-Space Mining Drones (Increase Econ in settled systems) (1 Econ) (Progression: 158)
--Combat Drones for Infantry Support (Increase Military Effectiveness and soldier suitability) (1 Econ) (Progression: 98)
-Start Research into Artificial Intelligence (Gives the Better Stuff in General bonus due to overall increased efficiency of various systems) (2 Econ) (Progression: 63)
Enhanced Sensors: Fine-Tune the bugs out of our sensor systems, and make a few improvements to the systems based on data gathered in the last two years of exploration. (Gives a +3 to Exploration) (2 Econ) (No Progression)
Your colony has been developed as planned. Exploring the galactic core reveals a region of space that is certainly livable, but doesn't have anywhere near as much to offer as other places you've visited, especially when you account for the general difficulty of navigation near the core.
UNSC Turn 3
Stats
-Size: 6
-Colonies: 1
-Economy: 20
-Upkeep: 8
-Net Gain: 12
-Fleets: 3
Bonuses:
+35 Exploration
+10 Diplomacy
+40 War
+15 Development
+5 All
Plan
-Exploration: Use 2E plus my +10 in exploration to explore 7 adjacent hexes
-Diplomacy: None
-Fleet Maneuvers: Move 3 fleets to Hex (AP,35)
-Build Orders: Settle Hex (AO,34) 6EP
-Research:
-Megacities: Bigger cities means more people, means more taxes, means more money (+1 to Developed and Overdrive Hexes) 1E ROLL: 68+5=73
-Efficient Engines: Better engines allow shots to go farther than they once were able to (+1 fleet movement) 1E ROLL: 31+5=36
-AI Enhancement: Upgrading AI upgrades everything, essentially (+5 to all rolls) 1E ROLL: 37+5=42
-Downgraded Bureaucracy: Less paperwork means less money spent on printing said paperwork (-1 Hex upkeep per Hex) 1E ROLL: 6+5=11
Preliminary Information:
Each fleet maintains a three to seven ratio between Marathon- and Paris-class ships
Each fleet contains ten million ships
Paris-class vessels are split into wolfpacks numbering between thirty and forty ships.
Marathon-class ships form a cruiser line while smaller vessels and fighters form a screen.
Plan:
The Marathons of each fleet, designated as Strikes Alpha, Beta, and Gamma respectively, will overlap their firing arcs at .75 lightseconds away from the ADS.
The Paris-classes will split into wolfpacks of several hundred ships, designated as W-#,
Half of the wolfpacks will intercept any hostile ships. If none are present, then the Wolfpacks will assist Strikes Alpha, Bravo, and Gamma.
"Sir, we're exiting Slipspace in 5...4...3...2... Transition to realspace confirmed. Target is .775 lightseconds out. Fleet elements' signaling in now... All elements confirmed ready status. Rear Admirals Lane and Keyes reporting ready status throughout the command structure... AIs reporting maximum operational efficiency. Sir, we are mission ready," The ensign stated.
Steven looked down at the sensor readings as he heard the rundown on the fleet. Damn, that thing was huge.
"Marissa," the admiral stated.
"Yessir?" the ship's AI responded.
"Any information on weapons or additional contacts?" that thing was huge, so Steven could only hope that he had bigger guns than the enemy did.
"We'll have to find out when they start shooting, sir. It seems that they're well shielded to sensors," Marrisa stated.
"Understood. Ensign, send out the word, mission is a go," Steven ordered.
"Wilco, sir, word going out," the ensign started, "All vessels, this is the Dancing amongst Stars, mission is a go."
The ensign switched to the ship comms, "All hands, general quarters, I repeat, all hands general quarters."
As he ended the klaxons started blaring.
Steven looked out as the phalanx moved towards the beast in front of his eyes.
A/N: I'm waiting for results, then I'll post the battle.
Unfortunately, your attempt to attack the ancient Automated Defense System goes horribly, there's no other way to describe it. Out of the hundreds of millions of ships sent off to wage war, only five return.
Science happens, but no new tech is ready for implementation yet.
Exploration and colonization continues apace, finding several nice places to colonize.
Your attempt to capture the dyson sphere on the other hand, was an unmitigated disaster, as due to a bureaucratic error, there were fewer fleets available for the mission than high command had been told they had. The insufficient force allowed the ancient robots to easily annihilate pretty much the Reich's entire military, with only a few dozen ships coming home.
NAZI SCIENCE has... managed to slightly increase the Reich's technological capabilities across the board. That's about it for now, really.
- Upgrade IRIS' single uncontested Rich Tile to Colonial (-2)
- Build Fleet (-6)
- Explore eleven tiles (highlighted in brown below) (-11)
- Continue to Research Von Neumann Probes (Reduce Fleet Upkeep Cost) (-2) (Roll: 98+25=123)
- Restart Research on Better Stuff in General (+5 to all rolls) (-2) (Roll: 27+25=52)
Sadly, the newly explored territories do not yield much in the way of resources to exploit, at least compared to your previous exploration endeavors.
On the other hand, your scientific progress has achieved great results, improving your capabilities across the board, and decreasing the amount of maintenance your combat units require.
-Domus Enim Formatam (Halves cost to Develop Hex after Development bonus)
-Exemplum Naturae Est Scriptor (Hex Upkeep -1)
-Cor Unum (Hex Economy +1)
-Naturalis Efficientia (Better Tech I)
Stats:
Size: 1
Economy: 56
Upkeep: 7
Net Income: 49
Building Orders:
-Settle all nearby hexes for 2E
-Upgrade all Settled hexes to Colonial for 0E
-Build: 5 Fleets for 10E
Science:
-Project: Inanis Praecipuum Ponebatur (Increase Income from each Hex) +5E [98+43/??]
Investments towards specialized Biovessals made for harvesting resources from the void are made. From slender, long legged harvesters for asteroids to larger, leaf-esque bioforms for the sun.
-Project: Aliquid Ex Nihilo (Reduce Upkeep per Fleet)+5E [42+89/??]
An offshoot from Inanis Praecipuum Ponebatur, similar forms are crafted for easy deployment and collection.
-Project: Circulus Vitae (Reduce Upkeep)+10E [122+37/??]
A long term project, Circulus Vitae is the concept of rendering bio-organisms into rich primordial ooze that can then be easily crafted into other bio-forms. This would streamline gathering foodchains and ease production across the board.
-Project: Fundamenta Autem Mors (Pure Warfare Tech)+5E [48+27/??]
Before, the Overmind was overtaken by the bloodrage; throwing each body into the bloody grinder of war without thought. It now seeks the more efficient forms of dealing death. It has absorbed many different types of claws and talons, taken in a vast multitude of acids and poisons, overcome numerous talents and consumed countless forms. Now it is time to properly test and formulate the most lethal combinations.
We Who Are are now We Who Fled
We Who Fled have reached the new galaxy intact, with minor damages from battles with the Associative races. Basic infrastructure in Arrival System is complete. Scouting nearby systems and strengthening We Who Fled is next priority.
We Who Fled's offensive and defensive systems have degraded during travel to Arrival System. Refitting/rebuilding is required.
Stats:
Size 1
Economy 20
Upkeep 3 (reduced by Self Sufficient Ships tech)
Fleets 1
Net 17
Actions:
Explore 6 nearby hexes (6 economy)
Build a fleet (3 economy) (reduced by Nanobot Manufacturing tech)
Research Stronger Energy Weapons (+25 combat rolls) (2 economy)
Research Stronger Magnetic Screens (+25 combat rolls) (2 economy)
Research Faster Armor Regeneration (+25 combat rolls) (2 economy)
Research Scout Probes (+12 free explore) (2 economy)
Your first scouting efforts into this new galaxy reveal that you're in a fairly resource rich region. Admittedly there are a couple of mostly barren sectors, there's a hive of dangerous space bees right next door, and that nebula looks like a pain to navigate through, but this is a pretty nice place to be.
THE SWARM-WAR
SKYLAR IMPERIUM! The 56th great expansion begins! After a time of little outside conflict for the Imperium, as it lacked the tech to expand outside its sector. For years a time of great internal bickering and war has racked the Skylar, but that is no longer the case! New tech has ennabled another Great expansion, one more far-reaching than any previous! Already the vast war-machine unites under the control of Emperor Adelgunde, preparing for the new conquest to be had! War is coming, and the skylar will not miss it!
Your explorations into the galaxy are, not to put too fine a point on it, disappointing. Most of the sectors surrounding you are surprisingly sparse as far as resources go, and the ones that do have resources worth exploiting are occupied by hostiles. In one case, these hostiles are simply dangerous voidborne animals, but the other example is guarded by ancient killer robots that will tolerate no trespass and far outstrip your current capabilities.
Science happens, but not much has been achieved just yet.
Your recent exploration has revealed a bit more of the galaxy to you. For some reason, valuable minerals seem to attract dangerous void fauna, but that might just be poor luck.
You have completed your research into shipboard replicators, greatly reducing maintenance costs across the entire Federation. Similarly, your improved survey sensors and next generation warp drives are now also ready for deployment.
Economy:
+ Income: 20 (Min) (4E nominal)
- Upkeep: 4 (One fleet upkeep not being paid; they're going to find their doom.)
+ Available: 16
Exploration:
+ 7 free explores from tech.
- 17 hexes available to explore.
+ Explore (K9,L10,M11,N12,K15,J14,H13)
- Total cost: 0
Diplomacy
+ No neighbors available for trade.
- No nations have proven themselves worthy of Dawi instruction.
+ No nations have fleets in or near Dawi space to grant to deny passage to.
- No diplomatic actions this turn.
Fleet Maneuvers
+ The Dawi Throngs shall both proceed to M12, and claim it from the space beasts.
- If the Slayers once again fail to find their doom, they shall conduct a suicide attack against L11. (If they somehow win, the fleet isn't getting its upkeep paid this turn.)
+ First Fleet will return to Home after M12 is resolved.
M12: Same as last time.
L11: The Slayer Fleet has been composed to be an outlet for the Slayers who have been deprived of opportunities to seek worthy dooms by the dearth of reachable enemies. By oath, their purpose is to die in the act of slaying the enemies of the Dawi. To survive the act is literally to fail at being a Slayer.
At the edge of the Dawi's logistical reach, they don't actually have enough fuel to get back home, nor do the Slayer Smiths have any intention of opening the Runeways to limp home in failure. They'd be fools to fail to find their doom with it so close, for they know that if any return alive it may be years before another fleet is constructed for them to seek their dooms with.
They will kill the Void Fauna, and die in their success.
(Tactically, they are completely disregarding self-preservation and pushing their equipment to its limits in an absurdly aggressive push. Dawi craft is hard to break, and they'll call it a success if they die from ramming an enemy and using the engines while lodged in it to drive it into a planet.)
Building Orders
+ Develop K11, J11 to Settled (12E)
Science.
+ Research reducing Fleet Upkeep - 1 E (Rolled 71 + 46)
- Research reducing Province Upkeep - 1 E (Rolled 60 +46)
+ Research Better Stuff - 1 E (Rolled 5+46)
- Research Superior deep-space probes - 1 E (Rolled 34+46)
Your first colonies outside your home sector are established. It'll take a few years yet before they can match the development levels of your home sector, but there's no sense in rushing things.
Speaking of which, the engineer's guild has just realeased a treatise on ways to make civilian items and infrastructure even more resistant to wear and tear than they already were, reducing infrastructure maintenance costs across the board.
Exploration into space has revealed that Aperture Science incorporated occupies a very hostile chunk of space. Literally every adjacent sector is stuffed to the brim with hostiles.
Your recent exploration has revealed a bit more of the galaxy to you. For some reason, valuable minerals seem to attract dangerous void fauna, but that might just be poor luck.
You have completed your research into shipboard replicators, greatly reducing maintenance costs across the entire Federation. Similarly, your improved survey sensors and next generation warp drives are now also ready for deployment.
"Then it is time." A voice practically whispered in the digital chambers of the Republic Governors.
"Indeed." Forte looked out at the galactic map, a certain dark red splotch beginning to sprawl across space relatively nearby to their own borders. It would be several more years, but in person (well, in ship) contact was inevitable. "As the technology gap grows, our chances diminish, and I have determined that conflict with these... barbarians is all but inevitable."
"So you have decided?"
"We have decided." Forte said, straining that first word to its limit. "This is no rash action, but a calculated measure for the sake of the people under our protection. It must be done. Not this year, not the next, but it is inevitable"
There was murmuring and exchanged datapackets in the cyber-forum as the others talked about it, the more aggressive AIs practically shouting their support.
"Intelligences of this governing body, remember." Forte gazed around at his peers, nodding at those who had first brought it up before he had even the chance to think of it. "He who dares, wins."
Stats:
Size: 4
Net Economy: 51
Turn 4 Orders:
Pay the fleet maintenance this time, already factored in.
Upgrade W2, X3 and Y4 to Overdrive (24 Economy, 27 remaining.)
Upgrade V2, V1 and Y5 to Colonized. (15 Economy, 12 remaining.)
3 Economy to each of my previous four research projects. (12 Economy, 0 remaining.)
Rolls:
42 for speed improvement.
16 for combat tech.
62 for fleet cost reduction.
67 for Better Stuff in General.
Explore Z1, U3, V4, W5 and X6.
Move fleet to W4.
The Joridian Illuminacy: Turn 4
Capitol: Nezzaki City, Joran Prime, Hellanus System.
The Illuminacy celebrates successful operations against hostile void-fauna without any significant losses among the fleet, though there are some worries at the upkeep cost of such a large fleet amd how that will effect the expansion and growth of the nation.
Stats
Size: 9 Hexes
-Colonies: 2
-Fleets: 2
Economy: 20
Home System (Hellanus): +4E
1st Colony System (Korrach): +6E
Territory Econ Bonus (+5E/4 Controlled Hexes): 2.5 E
Tech Bonuses:
-Variable-Focus and Output energy weapons (+25 Combat Bonus)
-Mindcrystal Drones (Reduces build cost of Fleets and Defense Systems by half)
Fleet Maneuvers
-Move all six fleets to hex AD-32 and engage the precursor Automated Defense Systems
Building Orders
-None Remaining Econ: 4
Science.
- Explore additional uses (and thus forms) for Mindcrystal Drones beyond Construction
--Deep-Space Mining Drones (Increase Econ in settled systems by 2) (1 Econ) (Progression: 175)
--Combat Drones for both Infantry Support and strike-craft duty (+25 Combat bonus) (1 Econ) (Progression: 112)
-Start Research into Artificial Intelligence (Gives the Better Stuff in General bonus due to overall increased efficiency of various systems) (1 Econ) (Progression: 170)
Enhanced Sensors: Fine-Tune the bugs out of our sensor systems, and make a few improvements to the systems based on data gathered in the last two years of exploration. (Gives a +3 to Exploration) (1 Econ) (Progression 86)
UNSC Turn 4
Stats
-Size: 10
-Colonies: 2
-Economy: 20
-Upkeep: 3
-Net Gain: 17
-EP Used: 16
Plan
-Exploration: Use 2E plus my +10 in exploration to explore 7 adjacent hexes
-Diplomacy: None
-Fleet Maneuvers: None
-Build Orders: Develop Hex(AO,34) to Colonial 2EP, Construct 2 fleets 8EP
-Research:
-Megacities: Bigger cities means more people, means more taxes, means more money (+1EP to Developed and Overdrive Hexes) 1E ROLL: 41+5=46
-PROGRESSION (71+73+46=190)
-Efficient Engines: Better engines allow shots to go farther than they once were able to (+1 fleet movement) 1E ROLL: 37+5=42
-PROGRESSION (14+36+42=92)
-AI Enhancement: Upgrading AI upgrades everything, essentially (+5 to all rolls) 1E ROLL: 80+5=85
-PROGRESSION (45+42+85=172)
-Downgraded Bureaucracy: Less paperwork means less money spent on printing said paperwork (-1 Hex upkeep per Hex) 1E ROLL: 94+5=99
-PROGRESSION (23+11+99=133)
Economic Allocation:
- Upgrade my single Rich Tile to Developed [-4]
- Settle Uncontested Good Tiles (the ones without a hazard) [-12]
- Build Fleet [-4]
- Explore 7 tiles (All adjacent tiles down and to the right of (AU, 30)) [Free]
- Research Deep Space Habitats (Reduce cost of settling by 2) [-9] (88+25+5+5(+5 for development?)=123(128?)) Military Action:
- Send 2 fleets to (AY, 30), attack Void Fauna
(74+50+50+5+5+5=189)
Your first colonies outside your home sector are established. It'll take a few years yet before they can match the development levels of your home sector, but there's no sense in rushing things.
Speaking of which, the engineer's guild has just realeased a treatise on ways to make civilian items and infrastructure even more resistant to wear and tear than they already were, reducing infrastructure maintenance costs across the board.
Exploration:
+ 7 free explores from tech.
- Explore (J9, H9, G9, G10, N13, N14, N15)
- Total cost: 0
Diplomacy
+ No neighbors available for trade.
- No nations have proven themselves worthy of Dawi instruction.
+ No nations have fleets in or near Dawi space to grant to deny passage to.
- No diplomatic actions this turn.
Fleet Maneuvers
+ The Dawi Throng will proceed to M12, and do battle with the Void Fauna there.
The slayer fleet succeeded in finding their doom, leaving behind a more normal composition of Dawi forces. Now it falls to Dawi engineering to see the deed done.
What most beardlings forget, when learning of tactics, is that the Dawi are not slow, tactically speaking. Our armor was the heaviest of all who opposed us, yes, and in a race an Elgi or Urk would almost certainly win. But to take that as the end of things would be to ignore the fundamentals of maneuver.
A Dawi force in position is an immovable object that commands the battlefield around it. A Dawi force advancing into position is an unstoppable force that must be avoided, lest it tie down disproportionate forces in the attempt to halt it, allowing other forces to maneuver in turn.
By these principles, the monsters of the void shall fall. Strike them from a range, drawing the mass apart and defeating its elements in detail, by ambush and by superior ranged firepower.
Building Orders:
+ Develop K11, J11 to Colonial (4E)
- Develop M13 to Settled (6E)
Science:
+ Research Reducing Fleet Upkeep (1E) (90+46: 136 progress)
- Research Better Stuff in General (2E) (64+47: 111 progress)
+ Research Deep Space Probes (1E) (68+46: 114 progress)
- Research Better Void Ships (+25 to combat resolution) (1E) (23+46: 69 progress)
It was a golden age. Hazards abounded, yes, but High King Starbreaker was in good spirits, for the Dawi were expanding. New vaults were being dug, for the vaults of the ancestors would, in the coming years, prove insufficient to hold the vast wealth flowing through the empire, and if the current predictions of the tallies bore out, it was only a matter of time before there were more Dawi living than rested among the halls of the dead.
The throngs yet fought, securing even more of the abundance of Gromril which had been discovered among the stars, and the longbeards grumbled that things were moving too quickly these days, but life was good for the Dawi.