[X]Plan: Research for Victory

Construction Options:
[X] Build Civil Structure (what and where)
You may construct up to two structures at each of your Civil holdings.
[X] Tiir
-[X] Large Lab
-[X] Distribution Hub
[X] Khaal
-[X] Large Lab
-[X] Distribution Hub
[X] Maat
-[X] Large Lab
-[X] Large Lab


[X] Build Martial Structures: 3x Light Production Bays(One at each holding), 3x Heavy Production Bays(One at each holding). 270 IUs.


Research Projects:
You may conduct three research projects at this time. Build Labs to increase the number of simultaneous projects.

[X] Improved Mine
[X] Improved Small Lab
[X] Sandblaster Turbine


Special, Unit Selection:

You may select one Gunship:

[X] Locust

You may select one fighter or fighter-bomber.
[X] Razor

You may select one bomber.
[X] Wrath

Character actions:
Martial Actions
you may pick up to two actions.
[X] Rolling Thunder
[X] Support Cruiser

Intel options
You may pick up to two actions, or a single action twice.
[X] Testing the waterssands
[X] Where do they get all these wonderful toys?

Science options

You may pick up to two actions, or a single action twice.
ALERT. Action Locked. You may pick one Action.

[X] Better powerplants
ACTION LOCKED:[X] Advanced Lab complex

Civil options

You may pick up to two actions, or a single action twice.
[X] Survey facilities
[X] Oversee a General Action (Build Civil Structure)

Diplomatic actions
You may pick up to two actions, or a single action twice
[X] S'jet Science
[X] Wanderer's Promise

Personal Options

You may select one personal action.
[X] Visit the Daiamid (possible new contacts, possible intelligence, possible research projects)
Adhoc vote count started by Chrestomanci on Apr 1, 2018 at 5:22 AM, finished with 80 posts and 3 votes.

  • [X] Improved Small Lab
    [X] Improved Mine
    [X] Testing the waterssands
    [x] Tiir
    [X] Where do they get all these wonderful toys?
    [X] Better powerplants
    [x] Khaal
    [X] Survey facilities
    [x] Maat
    [X] S'jet Science:
    [X] Wrath
    [x] Plan heavy bombing
    [X] Train in a skill: Civil (General)
    [X] Need For Speed
    [X] Improve distribution
    [X] Red Like Blood:
    -[X] Large Lab
    [X]Plan: Research for Victory
    [X] Build Civil Structure (what and where)
    -[X] Mine
    -[X] Distribution Hub
    [X] Sandblaster Turbine
    [X] Locust
    [X] Razor
    [X] Rolling Thunder
    [X] Support Cruiser
    [X] Oversee a General Action (Build Civil Structure)
    [X] Wanderer's Promise
    [X] Tanks, but no Tanks
    [X] Improved Lab
    [X] Broadsword
    -[x] Exotic propulsion
    -[x] Wrath
    -[x] Hawk
    -[x] If possible produce one batch of each aircraft.
    -[x] Sandblaster Turbine
    --[x] Large Lab
    --[x] Power plant
    --[x] Mine
    --[x] distribution center
    -[x] Tanks, but no Tanks
    -[x] Oversee a General Action: Sandblaster Turbine
    [X] Hawk
    -[x] Where do they get all these wonderful toys?
    -[x] Testing the sands
    -[X] S'jet Science: Not for nothing are Kiith S'jet considered the best scientists on Kharak. strengthening our ties with Kiith S'jet could prove very useful indeed.
    -[X] Wanderer's Promise: Getting Manaani to commit to anything can be like pulling teeth, but after they lost a Cruiser last year you believe there's no better time to get the Wanderers on-side.
    [x] Survey facilities: While you have a general idea of your holdings, a more detailed audit couldn't hurt.
    [x] Oversee a General Action (Build Civil Structure): Reward: Variable.
    [X]Plan: Military/IndustrialResearch Complex

    See more…
 
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My preferred offensive strategy is the heavy battle-line. Utilizing a large number of superheavy units and aircraft, supported by carrier constructed units, to annihilate each enemy base one by one.
Defensively, I would prefer to use aircraft and perimeter stations to detect and damage attacking forces. The weakened forced that succeed in attacking our holdings should be destroyed by defences.
Now, both strategies are dependant on having greater range and tougher units. At the moment our forces are greatly inferior, but with our genius scientist and strong S'jet relations we should have the tech advantage in twenty or so turns.
I want to have the superheavy units built just before the war, and for us to attack first.
Here is my doctrine which stands opposed to yours, attack constantly wear them down, Fight them until they lack the will to continue, use air raids on anything we spot, and when we do have to figh up front, hit hard and fast kill them all in the first volley. I would like to point out something about the turbines as well, a major crit success could give us a flying cruiser, or an aircraft with a ammo producer and a fusion engine, all of this with the added benefit of hopefully not locking us down, meaning that when we finish exotic prepulsion we can get right on making hover vehicles. Finally heavy units are expensive so why would you want to have one as something we deploy basically everwhere.
Also I will revise my stuff in the morning for now I can't really.
 
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Here is my doctrine which stands opposed to yours, attack constantly wear them down, Fight them until they lack the will to continue, use air raids on anything we spot, and when we do have to figh up front, hit hard and fast kill them all in the first volley. I would like to point out something about the turbines as well, a major crit success could give us a flying cruiser, or an aircraft with a ammo producer and a fusion engine, all of this with the added benefit of hopefully not locking us down, meaning that when we finish exotic prepulsion we can get right on making hover vehicles. Finally heavy units are expensive so why would you want to have one as something we deploy basically everwhere.
Also I will revise my stuff in the morning for now I can't really.

"Fight them until they lack the will to continue" Very unlikely, they are desert fanatics.

"air raids on anything we spot" Aircraft is a great area to specialise in, but relying on the enemy lacking aircraft is very risky.

"hit hard and fast kill them all in the first volley" They have advanced armour, depending on killing them in the first volley is risky.

"major crit success could give us a flying cruiser, or an aircraft with a ammo producer and a fusion engine" First, even with our scientist a major crit is not guaranteed. Second why do you think a single propulsion crit will have this result?


Your doctrine could work, but it is a major gamble. It is too vulnerable to being countered and we already know the enemy has spies, so they are likely to counter it.


"Finally heavy units are expensive so why would you want to have one as something we deploy basically everwhere"
It is impossible to deploy capital units everywhere. My plan is concentrated, well supported capital units for our attacking forces.
 
"Fight them until they lack the will to continue" Very unlikely, they are desert fanatics.

"air raids on anything we spot" Aircraft is a great area to specialise in, but relying on the enemy lacking aircraft is very risky.

"hit hard and fast kill them all in the first volley" They have advanced armour, depending on killing them in the first volley is risky.

"major crit success could give us a flying cruiser, or an aircraft with a ammo producer and a fusion engine" First, even with our scientist a major crit is not guaranteed. Second why do you think a single propulsion crit will have this result?


Your doctrine could work, but it is a major gamble. It is too vulnerable to being countered and we already know the enemy has spies, so they are likely to counter it.


"Finally heavy units are expensive so why would you want to have one as something we deploy basically everwhere"
It is impossible to deploy capital units everywhere. My plan is concentrated, well supported capital units for our attacking forces.
I realize I was kinda incoherent and I have a very different doctrine idea "clockwork" strategy.
 
Military/IndustrialResearch Complex


Why a Distribution Center at Maat?
All it adds is 2.5 IU (5% of 50).

Why Martial Structures?
We know we have plenty of time to build up and it would be better to save the IU for Advanced Lab complex once it finishes research.

Why Improved Lab?
It makes basic labs better, but offers no other benefit.

Why Hawk and Broadsword?
Against a pure fighter, they would lose. If the Gaalsein have fighter or very good anti-aircraft they will be ineffective.

Why Tanks, but no Tanks?
Why Need For Speed?
It is important to have light and medium units, but they are far quicker to construct. It is better to research the capital units first, then the smaller units while the capitals are under construction.

Why Red Like Blood?
We already have a good relationship with them. And for this turn we have a bonus to Manaan. Kiith Manaan should help us locate Gaalsein bases, so we do need a good relationship with them

I realize I was kinda incoherent and I have a very different doctrine idea "clockwork" strategy.
Not sure what a "clockwork" strategy is, sorry. Can you explain it?
 
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Why a Distribution Center at Maat?
All it adds is 2.5 IU (5% of 50).

Because it's a cheap upgrade that improves the output of everything we put near it, and we're likely to get a research project to improve the bonus later.

Why Martial Structures?
We know we have plenty of time to build up and it would be better to save the IU for Advanced Lab complex once it finishes research.

Because in my plan we're researching heavy and light units and the sooner we get a force to test the carrier, the sooner we can start doing counter raids and shipbreaking ops.

Why Improved Lab?
It makes basic labs better, but offers no other benefit.

Research has been changed to sand casing and turbines.

Why Hawk and Broadsword?
Against a pure fighter, they would lose. If the Gaalsein have fighter or very good anti-aircraft they will be ineffective.

It works for my preferred combat doctrine.

Why Tanks, but no Tanks?
Why Need For Speed?
It is important to have light and medium units, but they are far quicker to construct. It is better to research the capital units first, then the smaller units while the capitals are under construction.

If we already had a standing force you would have a point, however as we are building an army from the ground up we need smaller units right now so we can turn back raids and garrison our holdings.

Why Red Like Blood?
We already have a good relationship with them. And for this turn we have a bonus to Manaan. Kiith Manaan should help us locate Gaalsein bases, so we do need a good relationship with them

A fair point, switching it.
 
@Cmd. Frost : Reactivating the perimeter stations will need a Mission out there first to make sure nothing unpleasant (like, say, Gaalseinii scout forces) have moved in, and as you don't have any of the relevant units selected yet, the mission is not yet available.
@Chrestomanci : to answer your questions (at least, this is my guess as to the thought process) in order:
Distribution Centers have exponential effects as infrastructure increases. by building them initially, assuming you spend several of the next few turns developing your industrial complex, you will actually make more income over time. Further, since they take two turns to build, you can start them this turn, spend the next turn building mines and factories, and have your entire industrial complex come online on the same turn with a 10% bonus to total income.

Martial Production Bays are pretty cheap, generally speaking, and fairly efficient if more limited than Unit Factories. Further, given you'll likely need a few years of in-game time to develop your civil infrastructure to support large armies and defensive complexes, you may find that there's simply no time to build any of the Civil unit production Structures- in which case, having existent, if more limited, lines available though Martial holdings will allow more unit production more quickly, without sacrificing overall industrial growth.

As for air units: keep in mind you still have one last Air slot to fill, which could go for a pure fighter, and anti-air gunship, or even a fighter-bomber.
Also remember that you don't actually have to choose any units right this second, or immediately after they're developed, picking units is essentially a free action. Just remember that conducting various research projects will expand the range of available unit options- sometimes considerably. It may also help strategic development to have a better idea of what's available to you at this time. Further, note that some projects specific to certain unit grades won't be available until some of their options are taken, even if they have additional benefits for other sectors of your army or infrastructure.
 
Not sure what a "clockwork" strategy is, sorry. Can you explain it?
Clockwork doctrine revolves around making a strategy that fits our units not the other way around. Having each unit support the others covering their flaws or enhancing their strengths, being a all around good and well put together army.
Because it's a cheap upgrade that improves the output of everything we put near it, and we're likely to get a research project to improve the bonus later.
yeah no just build one at our most heavily producing city and a unit factory at one of the others, the gm said that it doesn't actually augment any preexisting stuff so we will have to build mines and factories. Also you could just build two cruiser bays at one of the martial locations.
And finally my last argument for putting our scientist on sandblaster turbines, if we do power plants it is going to consume our scientist for several turns, turbines meanwhile have labs to continue the research, and if we get a crit on them it helps our whole army.
 
@Cmd. Frost @Chrestomanci I propose a compromise plan, so pretty much we don't choose the air unit, we build two of each of the three Martial unit factories one type at each base, we take tanks but not tanks and exotic propulsion as our martial actions, generators or just a second action into advanced labs as our science, a distribution center and a mine at kaal, two labs everywhere else, and sandblaster turbines, improved mines, and magnetic guns as our general research. with the stuff we all agree on (intel, Civil?, etc) staying the same.
 
Because it's a cheap upgrade that improves the output of everything we put near it, and we're likely to get a research project to improve the bonus later.
Because in my plan we're researching heavy and light units and the sooner we get a force to test the carrier, the sooner we can start doing counter raids and shipbreaking ops.
Research has been changed to sand casing and turbines.
It works for my preferred combat doctrine.
If we already had a standing force you would have a point, however as we are building an army from the ground up we need smaller units right now so we can turn back raids and garrison our holdings.
A fair point, switching it.
Thank you.



@Chrestomanci : to answer your questions (at least, this is my guess as to the thought process) in order:
Distribution Centers have exponential effects as infrastructure increases. by building them initially, assuming you spend several of the next few turns developing your industrial complex, you will actually make more income over time. Further, since they take two turns to build, you can start them this turn, spend the next turn building mines and factories, and have your entire industrial complex come online on the same turn with a 10% bonus to total income.


As for air units: keep in mind you still have one last Air slot to fill, which could go for a pure fighter, and anti-air gunship, or even a fighter-bomber.
Also remember that you don't actually have to choose any units right this second, or immediately after they're developed, picking units is essentially a free action. Just remember that conducting various research projects will expand the range of available unit options- sometimes considerably. It may also help strategic development to have a better idea of what's available to you at this time. Further, note that some projects specific to certain unit grades won't be available until some of their options are taken, even if they have additional benefits for other sectors of your army or infrastructure.[/USER]
I didn't realise the limit was on how many civil structures we can start. I thought it was the total number we could construct.

I am planning on a heavy fighter-bomber as close air support.



Clockwork doctrine revolves around making a strategy that fits our units not the other way around. Having each unit support the others covering their flaws or enhancing their strengths, being a all around good and well put together army.

yeah no just build one at our most heavily producing city and a unit factory at one of the others, the gm said that it doesn't actually augment any preexisting stuff so we will have to build mines and factories. Also you could just build two cruiser bays at one of the martial locations.
And finally my last argument for putting our scientist on sandblaster turbines, if we do power plants it is going to consume our scientist for several turns, turbines meanwhile have labs to continue the research, and if we get a crit on them it helps our whole army.
"Clockwork doctrine revolves around making a strategy that fits our units not the other way around." Then how do you choose the units? If you are creating a strategy around which units you have, why choose one over the other?
"Having each unit support the others covering their flaws or enhancing their strengths, being a all around good and well put together army." That applies to any strategy, and is too vague to be useful.
What is your intended strategy?

"and if we get a crit on them it helps our whole army." How?


@Cmd. Frost @Chrestomanci I propose a compromise plan, so pretty much we don't choose the air unit, we build two of each of the three Martial unit factories one type at each base, we take tanks but not tanks and exotic propulsion as our martial actions, generators or just a second action into advanced labs as our science, a distribution center and a mine at kaal, two labs everywhere else, and sandblaster turbines, improved mines, and magnetic guns as our general research. with the stuff we all agree on (intel, Civil?, etc) staying the same.
"we take tanks but not tanks" maybe
"exotic propulsion" no. I generally do not like biped machines, it destroys my suspension of disbelief. We will have to research it eventually, but much later.
"magnetic guns"definitely no. We need Improved Small Lab to increase RU income.

EDIT:
@Mechanis Is exotic propulsion research in legs, or is it aimed at finding new forms of propulsion like magnetic levitation?
 
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Exotic propulsion just lets you make a roll on my 'oddball propulsion systems' list, which includes bots, ground-effect-fan hover systems, monowheels, and other weird or otherwise unusual propulsion systems. I mean, yeah, bipeds are on there, but you're just as likely to pick up some sort of hovertank or freaking battle dirigibles as any sort of 'bot.

As for what dgr is saying, I believe the sentiment being expressed is a stance that it may be premature to decide on general strategy based on only a very small portion of available units, and seeing what is available for some of the other 80% of your army before making any final decisions might be prudent.

As an example, if you happen to get unlucky and fail to gain armor that can match their Gaalsein counterparts, you might decide having more booms in your air platform is a good plan. Equally, if you do end up gaining heavy aircraft options, that may affect your planning- you only have four aircraft slots to play with, after all.
 
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Exotic propulsion just lets you make a roll on my 'oddball propulsion systems' list, which includes bots, ground-effect-fan hover systems, monowheels, and other weird or otherwise unusual propulsion systems. I mean, yeah, bipeds are on there, but you're just as likely to pick up some sort of hovertank or freaking battle dirigibles as any sort of 'bot.

As for what dgr is saying, I believe the sentiment being expressed is a stance that it may be premature to decide on general strategy based on only a very small portion of available units, and seeing what is available for some of the other 80% of your army before making any final decisions might be prudent.

As an example, if you happen to get unlucky and fail to gain armor that can match their Gaalsein counterparts, you might decide having more booms in your air platform is a good plan. Equally, if you do end up gaining heavy aircraft options, that may affect your planning- you only have four aircraft slots to play with, after all.
Yes all of this is what I was thinking, I am sorry if I failed to effectively communicate next time I will attempt to be more clear and thorough. Also these two put together are why I want to research medium and heavy units first, because most of the stuff we are going to get are either going to be good for light units, or cruisers, I.E. monowheels are mostly a light unit thing while something like hover tech would benefit cruisers more.
 
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Exotic propulsion just lets you make a roll on my 'oddball propulsion systems' list, which includes bots, ground-effect-fan hover systems, monowheels, and other weird or otherwise unusual propulsion systems. I mean, yeah, bipeds are on there, but you're just as likely to pick up some sort of hovertank or freaking battle dirigibles as any sort of 'bot.

As for what dgr is saying, I believe the sentiment being expressed is a stance that it may be premature to decide on general strategy based on only a very small portion of available units, and seeing what is available for some of the other 80% of your army before making any final decisions might be prudent.

As an example, if you happen to get unlucky and fail to gain armor that can match their Gaalsein counterparts, you might decide having more booms in your air platform is a good plan. Equally, if you do end up gaining heavy aircraft options, that may affect your planning- you only have four aircraft slots to play with, after all.
Yes all of this is what I was thinking, I am sorry if I failed to effectively communicate next time I will attempt to be more clear and thorough. Also these two put together are why I want to research medium and heavy units first, because most of the stuff we are going to get are either going to be good for light units, or cruisers, I.E. monowheels are mostly a light unit thing while something like hover tech would benefit cruisers more.
Thank you.

Exotic propulsion is a much better idea than I thought, @dgr11897 you were right. Sorry, I misunderstood the mention of legs in the description to mean it was leg research.


"I believe the sentiment being expressed is a stance that it may be premature to decide on general strategy based on only a very small portion of available units"
Tactics is highly unit dependant, general strategy is not.
In RTS, there are general strategies of Rush,Turtle,Boom and they work in any RTS with any units. As we know "the soonest the Gaalsein invasion can begin, assuming you are both highly unlucky and completely fail to cause them any setbacks- even unintentionally- is in forty turns" so Boom is the best of those three.

The attack strategy chosen will determine which units are chosen.
For example an attrition strategy means always choosing the cheapest unit options, whatever options are available. The intent is to overwhelm your opponent with greater numbers, most of your units will die but you easily afford the loses and your enemy cannot. This depends on a bigger economy than your enemy.
Another example is the raiding strategy, which involves always choosing the fastest unit options. The idea is to send out lots of very small groups to attack and being faster than your enemy to avoid a decisive battle. This depends on greater speed than your enemy.


Any units developed will work as part of my strategy, which is a small number of extremely powerful armies. It means always choosing units that are the best at their role, even if they are not so good at other jobs. The units are intended to work together as a group, each supporting the other. This depends on having better technology than your enemy.

The reason I chose the strategy I have is the details on page two:
I'm going to state for the record that, so long as you don't completely ignore your military upgrades, it is entirely possible to bring your forces to at least parity with the Gaalsein.
keep in mind, you have ten years of 'grace period' before you will start getting 'are the Gaalsein ready for their invasion' checks, and each year contains four turns- in other words, the soonest the Gaalsein invasion can begin, assuming you are both highly unlucky and completely fail to cause them any setbacks- even unintentionally- is in forty turns.
uh. no. the Northern Kiithid outnumber the Gaalsein in personal considerably. "we thought there was a lot fewer of them than there actually are"=/="there's more of them than us."

the difference is you're army's at that gear level because your predecessor put all his points into Diplomancing and infrastructure, and combined with S'jetii Scientists Are Bullshit will let you rapidly close that gap.

and that was before you got some fairly good rolls for your Advisers and the absolute broken bullshit that is your Science officer.
seriously guys your Science officer is BOOOLSHEEET.

It is clear we can focus on research, lab building and diplomacy with S'jet for the next six years and then overtake the Gaalsein in tech. We were lucky with our science officer and I want to use that.
 
@Chrestomanci Apology accepted, I really need to work on my online communication skills so it was probably partly my fault. Also I like your strategy idea but I still think we should wait to decide what we want to choose. Finally do you want to write up a final compromise plan, or should I?
 
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yes, you can, which would cause them to finish early, but you'd only be gaining one turn on your current ETA. Which may not be be worth it compared to having the ability to throw her skill bonus at things while the Science checks are still low enough that doing so provides near-certain free criticals.
 
@Cmd. Frost @Chrestomanci I propose a compromise plan, so pretty much we don't choose the air unit, we build two of each of the three Martial unit factories one type at each base, we take tanks but not tanks and exotic propulsion as our martial actions, generators or just a second action into advanced labs as our science, a distribution center and a mine at kaal, two labs everywhere else, and sandblaster turbines, improved mines, and magnetic guns as our general research. with the stuff we all agree on (intel, Civil?, etc) staying the same.
@Chrestomanci Apology accepted, I really need to work on my online communication skills so it was probably partly my fault. Also I like your strategy idea but I still think we should wait to decide what we want to choose. Finally do you want to write up a final compromise plan, or should I?

[X]Plan: Compromise Proposal

Construction Options:
[X] Build Civil Structure (what and where)
You may construct up to two structures at each of your Civil holdings.
[X] Tiir
-[X] Large Lab
-[X] Distribution Hub
[X] Khaal
-[X] Large Lab
-[X] Distribution Hub
[X] Maat
-[X] Large Lab
-[X] Large Lab


[X] Build Martial Structures: 3x Light Production Bays(One at each holding), 3x Heavy Production Bays(One at each holding). 270 IUs.


Research Projects:
You may conduct three research projects at this time. Build Labs to increase the number of simultaneous projects.
[X] Improved Mine
[X] Improved Small Lab
[X] Sandblaster Turbine


Special, Unit Selection:

You may select one Gunship:

[X] Delay Selection
You may select one fighter or fighter-bomber.
[X] Delay Selection
You may select one bomber.
[X] Wrath

Character actions:
Martial Actions
you may pick up to two actions.
[X] tanks but not tanks
[X] Support Cruiser

Intel options
You may pick up to two actions, or a single action twice.
[X] Testing the waterssands
[X] Where do they get all these wonderful toys?

Science options

You may pick up to two actions, or a single action twice.
ALERT. Action Locked. You may pick one Action.

[X] Better powerplants
ACTION LOCKED:[X] Advanced Lab complex

Civil options

You may pick up to two actions, or a single action twice.
[X] Survey facilities
[X] Oversee a General Action (Build Civil Structure)

Diplomatic actions
You may pick up to two actions, or a single action twice
[X] S'jet Science
[X] Wanderer's Promise

Personal Options

You may select one personal action.
[X] Visit the Daiamid (possible new contacts, possible intelligence, possible research projects)


@dgr11897 How is this? What changes would you suggest?
 
@dgr11897 How is this? What changes would you suggest?
Just changing support cruiser to exotic propulsion, mostly so if we get say, sand sailers or some other form of advanced large craft movement we can integrate it into the v1. But I would be fine with the current version if you disagree. Also we could build two of each kind of bay instead, so we have cruiser production ready.
[X]Plan: Compromise Proposal
P.S. I agree that support cruisers are probably the better option in the long term, unless we get some kind of really good, cheap, and expendable tank that we can't produce in the support cruisers bay. But for now... They can wait.
 
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Switch the personal action to training a skill, Civil(General) preferably and don't pick a cruiser type in Martial. I also wonder why you're researching better small labs but other than that it looks solid.
Small Labs are not worthwhile, but it increases our base Civil holdings RU income by 15%
"Rewards: Small Labs upgraded to Improved Small Labs (which generate more RUs), base RU income of your Civil holdings increased by 15%"

Just changing support cruiser to exotic propulsion, mostly so if we get say, sand sailers or some other form of advanced large craft movement we can integrate it into the v1. But I would be fine with the current version if you disagree. Also we could build two of each kind of bay instead, so we have cruiser production ready.
[X]Plan: Compromise Proposal
P.S. I agree that support cruisers are probably the better option, unless we get some kind of really good, cheap, and expendable tank that we can't produce in the support cruisers bay.
Thank you.
 
Small Labs are not worthwhile, but it increases our base Civil holdings RU income by 15%
"Rewards: Small Labs upgraded to Improved Small Labs (which generate more RUs), base RU income of your Civil holdings increased by 15%"

Oh, didn't see that.

Also if we need to pick a cruiser action this turn let's go with this one:

[] Rolling Thunder: Cruisers have always been the the other Kiithid's ace against the Gaalseinii, these massive armored vehicles unmatched by anything the Gaalseinii had save massed firepower... until now. reports of Gaalsein cruisers have been confirmed, and even worse, they mount devastating firepower unmatched by your own, and seemingly impregnable armor that is superior to your own cruisers! Obviously, updating your most impressive and heaviest armored units should be done as soon as possible.
Rewards: Cruiser Options
 
Oh, didn't see that.

Also if we need to pick a cruiser action this turn let's go with this one:

[] Rolling Thunder: Cruisers have always been the the other Kiithid's ace against the Gaalseinii, these massive armored vehicles unmatched by anything the Gaalseinii had save massed firepower... until now. reports of Gaalsein cruisers have been confirmed, and even worse, they mount devastating firepower unmatched by your own, and seemingly impregnable armor that is superior to your own cruisers! Obviously, updating your most impressive and heaviest armored units should be done as soon as possible.
Rewards: Cruiser Options
Yeah no getting cruiser options now is a little preemptive, we lack any real ability to produce them and we currently have a bit of a resource crunch, I agree that we should change support cruisers to something else, but I think it should be exotic propulsion, simply because if we do it now then we can plan to use whatever we get more effectively, plus our scientist is bull excrement so whatever we get we can probably succeed in our research or more likely get a crit success that makes the propulsion method ridiculous.
 
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You know what @Chrestomanci , I take back what I said exotic propulsion can wait, support cruisers are probably a better idea right now.
 
Also some stuff to put on our to-do list check out the somtaaw shimmering path, the final temple allows any who reach it to touch the artifacts, plus if we go there with our scientist she can study them or just get some ideas, also @Mechanis is our science advisor married and/or in a relationship, because staying on her good side and getting closer to her could hold many benefits, if she is single then we should get into a relationship with her. So are these ideas good, bad, or just plain old ugly.
 
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