Risen to the Stars

Turn 15, Growth
[X] Plan Develop Favalan System
-[X] Send additional aid to Ossina II (-1 Alloy, 10 minerals)
-[X] Develop Favalan System (-1 Alloy, -2 Minerals 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 0 of 4) (stages here can give energy, minerals, flat sapiens trickle, or exotic gasses)
[X] [Ascension] The Stirrings
[X] [Culture] Progress and Discovery

Colony Progress: extra materials (negate 2 fails)
-5 negative consequences: 58, 2, 100, 34, 59
Two success steps, significant progress
Colony Self-sustaining, Ossina's Hearth gains Colony Admin building (does nothing by itself)

Developing Favalan, 1-4 (Resources), 5-8 (Research), 9-0 (Gasses): 2, subtype: Energy
Gained Rare Earth Mining Station (+3 energy/turn, no upkeep)

Trade rate: 5/7th's 1dCulture

Kalvanox remembers tribute?: 72, KALVANOX REMEMBERS

Excess Amenities, bonus check: 6

Chancellor Effect: 3d4% - 6%
Focus Check: 46/88
Chancellor developing experience... 26/46
Researcher Effect: +45 to AMA
Researcher developing experience...13/46
Attikoverious effect: 4/91, no effect
Psion developing experience...21/46
Diplomat developing experience...23/30

Party Politics... turning political wheels...

Cultural Dice:
1d100+2d10+21: 35+7+9+21=72
(1d100+2d10+21) * 5 / 7: 91+4+10+21 *5/7 =90
-Progress and Discovery: 72+90=162 *1.05, 170/500

Accumulating 5 Materials Science progress...
Accumulating 5 Sapiens Science progress...

Tech Dice - 1d100: 3 to alleles
-Crystal: 0, 193/1000
-Sensors: 0/300
-AMA: 1, 36 (Destroyed in critical failure setback), 82: 82+50*1.05, 515/800

Resource generation:
Minerals: 35.5 + 2.5 + 2d2 (2) - 10 - 2 = 28
Energy: 17.5 + 0.5 + 2d2 (4) - 2 = 20
Food: 27 + 0.5 = 27.5
Alloys: 5 + 4 - 1 - 1 = 7

Accumulated Trade Power: 10

Governor Dal'Mah

It had taken several years, but the colonial city had finally grown enough that the experts were confident in calling the world self-sufficient. With the loss of two different governors in the interim between colonization and now, the cost to wrangle the world was high, but worth it, as the sheer quantity of potable water in and around the colony made hydroponic farming many times more lucrative than on Dal. Already the tables in the homes of Ossina were overflowing with plenty, and the first freights were due soon to distribute food to Dal, as well.

Now all the people of Ossina II had to do was find some way to manage the perpetually lethal cold.

---

Kalisa Cul

You sighed as you moved from cage to cage, checking up on the live subjects of the latest modding protocol. Formerly live, correction. Hundreds of hours of research, thousands of lines of code, wasted. A critical flaw in the algorithm, undetected for months. But yesterday, the animals just started dying, one by one, all from the same failed mutation that nobody had any reason to look for until the entire test batch expired.

This would set things back months, maybe even a year. Damn it.

---

Stockpile: 28 Mineral, 20 Energy, 27.5 Food, 7 Alloy, 10 Trade Power
Dice: 3dTech, 1dCulture
Trade: 5/turn (Culture dice)

As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to TWO actions, or Focuses, this turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.

Current Federal Agenda: Fleet Expansion
Pay alloy or ships to boost diplomatic weight

Use this format to produce your plan:

[] Plan Name
-[] Action 1
-[] Action 2
-[] Project - number of dice
-[] Project - number of dice
-[] 5 Trade/turn - X resources
repeat similar abilities as needed

[] Trade into X Energy/turn
-Divert trade into Energy at 1 to 1.

[] Trade into X Minerals/turn
-Divert trade into Minerals at 1.5 to 1.

[] Trade into X Alloys/turn
-Divert trade into Alloys at 3 to 1.

[] Trade into X Strategic Resources/turn [Exotic Gas, Rare Crystal, Reactive Compound]
-Divert trade into a select resource at 5 to 1.

[] Trade into X Culture/turn
-Divert trade into culture and tourism at 7 to 1dCulture.

[] Trade into X Tech/turn
-Divert trade into scientific cooperation at 7 to 1dTech.

*Incomplete transfers provide fractional returns per turn

[] Colonize Ossina I (Seed population ~50,000, -4 Alloy)
-Colonize the tundra world of Ossina I. It will take several years for the colony to become fully established, and other costs in food, energy, or minerals may arise in that time. This planet is Mineral Poor (-50% final mineral output), and produces: 1*(Pops)+2d2 / 2 Mineral, 0.5*(Pops)+2d2 Energy, 2+0.5*(Pops) Food

[] Develop Favalan System (-1 Alloy, -2 Minerals 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 1 of 4) (stages here can give energy, minerals, flat sapiens trickle, or exotic gasses)

[] Develop Ossina System (-1 Alloy, -2 Minerals 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 0 of 2) (stages here will most likely give large research trickles, with a smaller chance of energy or minerals, or strategic resources)

[] Sortie [Fleet] to [Notable System OR Exercises] (Cost depends on the fleet)
-Sends the fleet out to reinforce a region, attack a threat, or just perform some fleet exercises and wargames in local space. Exercises can generate experience for officers, Order project progress, and rarely other things.

[] Design new ships (Assign tech dice)
-Focus some research efforts on new ship designs. The quality of the sum total check may enhance some components. Specific design in a subturn.

[] Exploration Program (-4 energy)
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.

[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across the empire, reducing the cost of living significantly, and hopefully raising the birthrate to match

[] Build [Building goes here] on [World]
[] Replace [Building] with [New Building]
[] Upgrade [Building]
-Research complex - Immediate cost: 5 Minerals, upkeep: 2 energy. Grants +1dTech, +1 character cap.
-Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +2 Alloy
-(P)(U)Planetary Government - Immediate cost: 10 Minerals, no upkeep. Grants +1 Character Cap, +1 Focus/turn
-(P)Gene Repair Complex - Immediate cost: 4 Minerals, upkeep: 1 World Amenities. Grants +0.5% base population growth (base 1.5%).
--(P)(U)Rejuvenation Center - Immediate cost: 4 Minerals, +upkeep: 1 Exotic Gas. Grants +1% additional population growth (to 3.0%)

[] Fill [Position goes here] - Abdicate [Fire this guy]
-Fill an open government position from a random selection of notable figures in the nation. Assigning anything other than an ambassador will require you to also fire another character.

[] Fulfill Federal Obligations (pay alloy or ships)
-All associates must kiss the appropriate rings and bow the the appropriate people in order to attain membership. Those wishing for true representation at the table must prove their right to the seat.

[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.

[] Research Subsidies (-2 energy)
-Gain +1dTech * 0.5 this turn, directed at a random project from among the current projects and two randomly selected projects you do not possess.

[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.

[] Begin large-scale gene modifications on [Species]
-Focus research effort on a retrovirus that will improve the genetic makeup of a species. Specific design in a subturn.

[] Request Federal Aid with KALVANOX???
-This has become more difficult now that it seems relatively obvious that Kalvanox... doesn't particularly care that you exist. If anything, bringing the dragon up in federal chambers is more likely to end with Dallon being requested to negotiate on behalf of the federation for similar 'deals' with other worlds.

[] Study the Crystal Entity
-Focuses can be spent to add dice to the project.

[] Petition for Greater Federal Representation
-Despite your small stature in the AAF, you have already proven your species to be an indispensable and reliable part of the galactic community. A number of federally-affiliated diplomats have hinted at accelerating your membership status, with the caveat that a fully-fledged member on the federal council is expected to have their own opinions, and not those of other members...

[] Halon's Offer - Needs Ambassador
-Halon Corporation is offering a limited time package to the Council of Dallon. In return for a significant discount on live-world terraforming of Ossina's Hearth or Ossina I, the board would benefit from the trade of the Dalfea. Provides one HalonTM​ Continental Terraforming package, usable on either Ossina's Hearth or Ossina I, normally priced at 50 energy, for 20 energy. You will lose your trade/turn until 40 trade is accumulated. Halon Corporation is not responsible for ecological damage incurred by owner after terraforming process is completed. Some permanent climate control equipment included and must be maintained by planet owner. Halon Corporation guarantees non-paradise-world processing in under one decade, see customer relations department for compensation if process is delayed.

Current Technological projects:
Allele Modification Algorithms: 515/800
Crystal Study: 193/1000
Hyper-Sensitive Wave Detection: 0/300

Current Cultural Projects:
We live in a galaxy filled with secrets. Teasing them out is one of the highest scientific pursuits we can commit to.

Freedom! Freedom at last!
 
Turn 16, Storm Report
[X] Plan Expanding empire
-[X] Build Research complex on Ossina II
-[X] Develop Favalan System (-1 Alloy, -2 Minerals 1 Energy upkeep)

Developing Favalan, 1-3 (Resources), 4-7 (Research), 8-0 (Gasses): 7
Gained Amoeba Research Site (+10 progress to oldest active Sapiens Science project per turn)

Trade rate: 5/7th's 1dCulture

Kalvanox remembers tribute?: 33, KALVANOX REMEMBERS

Excess Amenities, bonus check: 19

Chancellor Effect: 3d4% - 10%
Focus Check: 96/88!
Chancellor developing experience... 30/46
Researcher Effect: +45 to Crystal
Researcher developing experience...17/46
Attikoverious effect: 10/91, no effect
Psion developing experience...26/46
Diplomat developing experience...26/30

Party Politics... turning political wheels...

Cultural Dice:
1d100+2d10+21: 53+8+4+21=86
(1d100+2d10+21) * 5 / 7: 44+6+2+21 *5/7 =52
-Progress and Discovery: 86+52=138 *1.05, 315/500

Accumulating 5 Materials Science progress...
Accumulating 5 Sapiens Science progress...

Tech Dice - 1d100: 3 to alleles
-Crystal: 45, 238/1000
-Sensors: 0/300
-AMA: 99(explodes)+85, 43, 73: 300*1.05, 830/800 ->Excess converted to accumulated Sapiens tech at a loss

Gained Allele Modification Algorithms: +1 gene point, Modification projects cost is modified by 0.9

Accumulating 15 Sapiens Science Progress...

Resource generation:
Minerals: 28 + 2.5 + 3d2 (4) - 2 = 32.5
Energy: 20 + 1 + 4d2 (8) - 2 = 27
Food: 27.5 + 5 = 32.5
Alloys: 7 + 4 - 1 - 1 = 9

Accumulated Trade Power: 10

WAR ON THE HORIZON

Every Dalfea knows about the Psoq'a swarm, the bogeyman of the Aldiron Arm Federation, and the enemy that brought down the old Gellar Hegemony. Now, it's coming for us all. Experts with generations of accumulated knowledge on the behavior of the swarm are pulling their fur and gnashing their teeth in fear, having predicted the largest Psoq'a invasion front in recorded history. The attack is expected to commence in roughly ten years, and, sensing opportunity, military leaders across the federation have formed a plan of attack to stymie this invasion before it begins.

Federal recruitment offices will be opening up across Council Space to take on millions of recruits for a series of planetary assaults meant to raze key hiveworlds near the border in Fafna. The Council encourages those willing to risk themselves for the sake of peace and all sapients to apply.



In other news, Enclave political leaders are appalled at the rising desire for military gene augments, and have proposed restrictions on similar 'pleasure' modifications. One party official was cited as commenting: "Advances in gene therapies should be used to correct and cure ailments and improve our lives, not change who we are as Dalfea!"

Kalisa Cul, leader of the budding Life Improvement Party and Most Respected Scholar, had this to say: "If Dalfea are going to risk their lives for all of us, the least we can do is give them the biological tools to survive the ordeal."

---

Stockpile: 32.5 Mineral, 27 Energy, 32.5 Food, 9 Alloy, 10 Trade Power
Dice: 4dTech (4 unassigned), 1dCulture
Trade: 5/turn (Culture dice)

As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to THREE actions, or Focuses, this turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.

Current Federal Agenda: Threat Alert
Gellar proposal completed - Next proposal on docket
Threat Containment Initiative (Federal Chairperson Proposing)
-The Psoq'a hives have become increasingly aggressive across the hyperspace lanes leading to Fafna. Xeno analysts are predicting a major offensive by the swarm within the decade, and military experts suggest a preemptive attack. We have no choice. In order to protect the Aldiron Arm and the lives of our sapient races, we must engage in a scorched-earth offensive against the swarm.
-Commit fleets, industry, and manpower to the joint offensive command.

Active Threat special effects:
Worlds will not be upset if their World Amenities needs are not met.
Militarism is becoming more popular.
Xenophilia is becoming less popular.


Use this format to produce your plan:

[] Plan Name
-[] Action 1
-[] Action 2
-[] Project - number of dice
-[] Project - number of dice
-[] 5 Trade/turn - X resources
repeat similar abilities as needed

[] Trade into X Energy/turn
-Divert trade into Energy at 1 to 1.

[] Trade into X Minerals/turn
-Divert trade into Minerals at 1.5 to 1.

[] Trade into X Alloys/turn
-Divert trade into Alloys at 3 to 1.

[] Trade into X Strategic Resources/turn [Exotic Gas, Rare Crystal, Reactive Compound]
-Divert trade into a select resource at 5 to 1.

[] Trade into X Culture/turn
-Divert trade into culture and tourism at 7 to 1dCulture.

[] Trade into X Tech/turn
-Divert trade into scientific cooperation at 7 to 1dTech.

*Incomplete transfers provide fractional returns per turn

[] Colonize Ossina I (Seed population ~50,000, -4 Alloy)
-Colonize the tundra world of Ossina I. It will take several years for the colony to become fully established, and other costs in food, energy, or minerals may arise in that time. This planet is Mineral Poor (-50% final mineral output), and produces: 1*(Pops)+2d2 / 2 Mineral, 0.5*(Pops)+2d2 Energy, 2+0.5*(Pops) Food

[] Develop Favalan System (-1 Alloy, -2 Minerals 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 2 of 4) (stages here can give energy, minerals, flat sapiens trickle, or exotic gasses)

[] Develop Ossina System (-1 Alloy, -2 Minerals 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 0 of 2) (stages here will most likely give large research trickles, with a smaller chance of energy or minerals, or strategic resources)

[] Sortie [Fleet] to [Notable System OR Exercises] (Cost depends on the fleet)
-Sends the fleet out to reinforce a region, attack a threat, or just perform some fleet exercises and wargames in local space. Exercises can generate experience for officers, Order project progress, and rarely other things.

[] Design new ships (Assign tech dice)
-Focus some research efforts on new ship designs. The quality of the sum total check may enhance some components. Specific design in a subturn.

[] Exploration Program (-4 energy)
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.

[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across the empire, reducing the cost of living significantly, and hopefully raising the birthrate to match

[] Build [Building goes here] on [World]
[] Replace [Building] with [New Building]
[] Upgrade [Building]
-Research complex - Immediate cost: 5 Minerals, upkeep: 2 energy. Grants +1dTech, +1 character cap.
-Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +2 Alloy
-(P)(U)Planetary Government - Immediate cost: 10 Minerals, no upkeep. Grants +1 Character Cap, +1dCulture
-(P)Gene Repair Complex - Immediate cost: 4 Minerals, upkeep: 1 World Amenities. Grants +0.5% base population growth (base 1.5%).
--(P)(U)Rejuvenation Center - Immediate cost: 4 Minerals, +upkeep: 1 Exotic Gas. Grants +1% additional population growth (to 3.0%)

[] Fill [Position goes here]
-Fill an open government position from a random selection of notable figures in the nation. Assigning an ambassador will not cost a regular slot.

[] Aid the Offensive (Fleet commitment, Industrial Sector commitment, Population commitment)
-Our best predictions indicate the all-consuming Psoq'a are gearing up for a fresh offensive across the Aldiron-Fafna border region. The federation is requesting significant aid in forming and arming a massive invasion force to slash and burn Psoq'a hiveworlds and disrupt their preparations. Do your part in protecting the galaxy.
--THREE PREP TURNS REMAINING BEFORE OFFENSIVE--

[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.

[] Research Subsidies (-3 energy)
-Gain +1dTech * 0.5 this turn, directed at a random project from among the current projects and two randomly selected projects you do not possess.

[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.

[] Begin large-scale gene modifications on [Species]
-Focus research effort on a retrovirus that will improve the genetic makeup of a species. Specific design in a subturn.

[] Request Federal Aid with KALVANOX??? - We have more pressing dangers to deal with
-This has become more difficult now that it seems relatively obvious that Kalvanox... doesn't particularly care that you exist. If anything, bringing the dragon up in federal chambers is more likely to end with Dallon being requested to negotiate on behalf of the federation for similar 'deals' with other worlds.

[] Study the Crystal Entity
-Focuses can be spent to add dice to the project.

[] Petition for Greater Federal Representation - There is no time nor effort to spare catering to the whims of Dallon
-Despite your small stature in the AAF, you have already proven your species to be an indispensable and reliable part of the galactic community. A number of federally-affiliated diplomats have hinted at accelerating your membership status, with the caveat that a fully-fledged member on the federal council is expected to have their own opinions, and not those of other members...

Current Technological projects:
Crystal Study: 238/1000
Hyper-Sensitive Wave Detection: 0/300

Current Cultural Projects:
We live in a galaxy filled with secrets. Teasing them out is one of the highest scientific pursuits we can commit to.
 
Last edited:
Turn 16: Sub-1, Scrap, Mod, Character
[X] Plan New Ships and Gene Mods
-[X] Design new ships (4 Tech Dice)
-[X] Begin large-scale gene modifications on [Dalfeans]
-[X] Fill Our Most Prescient in the Void

SHIP DESIGNS:

You may do some pre-allocating of more advanced designs for scrap and reverse-engineering. You must commit at least one of your four design-focused tech dice if you choose to scrap. Committing extra means a higher chance of getting new tech out of it. If there aren't any tech dice left, the design action cancels and you instead get an additional boost to reverse-engineering the tech in all scrapped ships.

Total Possible tech developments: 2 tiers of Lasers, Projectiles, Missiles, and Torpedoes. 2 Tiers of Shields, Power, Armor, and Engines. Up to 3 new ship classes (Destroyer (Size 3), Light Cruiser (Size 4), Main Cruiser (Size 5)). Assorted support system techs.

Scrapping lots of/all of the ships will probably annoy the Federation since they would like you to commit them to fighting instead. Not scrapping enough will definitely annoy own progress party since they feel behind in comparison to neighbors.

[] [Tech] Commit X dice

First Dallon Interstellar Fleet:
[] [Scrap] Scrap Cruiser AFS Reliance
-Guarantee of Superstructure Weapons (huge spinal weapons), very good chance to develop a Projectile tech (Max T2), decent chance of developing a Shield tech(MT2)/power tech(MT2)/armor tech(MT2), decent chance of developing larger ship design tech, chance of other discoveries
[] [Scrap] Scrap Destroyer(s)
-Scaling with the number scrapped, good chance to develop torpedo/missile tech(MT2), okay chance to develop Shield/power/armor/engine tech(MT2), some chance of developing larger ship design tech, chance of other discoveries
[] [Scrap] Scrap Frigate(s)
-Scaling with the number scrapped, decent chance to develop laser tech(MT2), chance to develop shield/power/armor/engine tech, chance of other discoveries

GENE MOD PROJECT:

You may select any of these traits, and may stack anything marked as stackable. You may also remove Tin Tummies.

Removal will cost 15 Tech per pop at the time of modding.
Adding will cost 20(+5 per stack) Tech per pop at the time of modding.

Choose up to 2.

[] [Mod] Intelligent (May be taken repeatedly, additive stacking)*
Your species has evolved to have a higher neuron density and number of connections per neuron than the galactic average. This increases the base rate of receiving rare research opportunities, and getting breakthroughs.
Mechanics: When rolling opportunities, rare research is triggered 5% (adjusts base by 5%) of the time. When rolling research progress, explosions trigger at 95 and higher (adjusts base by 5).

[] [Mod] Eternal (May be taken repeatedly, multiplicative stacking)*
Your species has developed a complex cellular biology whose telomeres break down more slowly, expanding the range at which they mentally and physically at their prime. This increases the lifespan of an average member of the species by a factor of roughly 1.8. Longer lifespans allow the species to pursue the arts and other non-essential projects, as well as dedicate themselves to more useful pursuits and develop incredible mastery.
Mechanics: Population growth benefits from a ~3% additive increase per stack. Major Characters can develop relevant skills 1 additional level per stack, which grant varying bonuses. Social and Cultural idea rolls gain +2 per stack. Increases baseline lifespan of notable characters by 1.8 of their baseline average (normally 80).

[] [Mod] Robust (May be taken repeatedly, additive stacking)*
Your species has developed a series of physical redundancies, to allow it to survive in an extreme range of climates, regenerate from more serious damage, and obliterate primitively bio-engineered plagues. Their average lifespan is a little higher at baseline, and they are more prepared to deal with non-ideal environmental conditions or violence.
Mechanics: Characters live +5 years on average (adjusts base) per stack. Species ignores a tier of negative conditions on any colony per stack. Species receives +5 per stack to all close-combat rolls.

[] [Mod] Breeders (May be taken repeatedly, additive stacking)*
Your species has developed highly efficient reproductive systems, they have a tendency to reproduce more frequently, and pre-mature phases of development for offspring are shorter.
Mechanics: Population growth increases by ~11% per stack.

[] [Mod] Gastric Redundancy
Your species does not require as much sustenance to survive, and can survive on less energy-dense foods, having a highly efficient stomach and intestinal system.
Mechanics: Food demands are ~15% lower for your species.

[] [Mod] Superior Senses
Your species has overdeveloped sensory organs and associated neural regions, making the excellent at discerning details and controlling their bodies.
Mechanics: Ships have +5% evasion, +5 to all close-combat rolls.

[] [Mod] Small
Your species is rather small, typically averaging less than 140 pounds (64kg) and 4 ft. in height (1.2m)
Mechanics: Everything costs ~0.7 times it's usual cost to make. Worlds fit 1 more pop before overcrowding. In any offensive close-combat situation, your species has -25 to combat rolls. Ships have one less hull point.

[] [Mod] Large
Your species is quite a bit bigger than the average sapient, with an average mass of almost 300 pounds (130kg) and a height of almost 8 ft. (2.5m)
Mechanics: Everything costs ~1.3 times as much to make. Worlds fit 1 less pop before overcrowding. In any defensive close-combat situation, your species has +25 to combat rolls. Ships have an additional hull point.

[] [Mod] Remove Tin Tummies

CHARACTER:

Since we're here, might as well also tack on the character options: 12, 48, 91
Wrathful Admiral, Warseer, Grand Tactician

[] [Grand Admiral] Assign Katal Mah, 51 - Skill 1
-Wrathful Admiral - SKILL * 10% chance of increasing damage by a step in close combat, ships have a 50% smaller chance of performing an emergency retreat
[] [Grand Admiral] Assign Solon Hal'Suo, 34 - Skill 2
-Warseer - All fleets receive +SKILL * 2.5% evasion. Sometimes predicts enemy fleet maneuvers.
[] [Grand Admiral] Assign Katilion Vos, 60 - Skill 2
-Grand Tactician - All fleets gain +SKILL combat initiative, all fleets have a SKILL * 15% chance to take a second action in the first combat round of an engagement.
 
Last edited:
Turn 16: Sub-2, Design
[X] A smart Commitment
-[X] [Tech] Commit 2 dice
-[X] [Scrap] Scrap 2 Frigates, 1 Destroyer
-[X] [Mod] Intelligent
-[X] [Mod] Intelligent
-[X] [Grand Admiral] Assign Solon Hal'Suo, 34 - Skill 2, Warseer

Scrap Checks:
Lasers: 75, 42, 61, 93, Threshold: 75/150
Missiles: 52, 22, Threshold: 80/160
Torpedoes: 71, 50, Threshold: 80/160
Shields: 80, 78, 80, 33, 42, 52, Threshold: 100/200
Power: 14, 20, 78, 1, 71, 69, Threshold: 100/200
Armor: 44, 9, 23, 12, 96, 27, Threshold: 100/200
Engines: 81, 82, 73, 51, 27, 87, Threshold: 100/200
Destroyers: 29, 29, Threshold: 90
Afterburners: 76, 8, 27, 25, Threshold: 100
Shield Capacitors: 60, 4, Threshold: 100
Advanced Targeting: 57, 19, Threshold: 100

Gained: Red-Spectrum Laser, Blue-Spectrum Laser, Torpedoes, Basic Shields, Layered-Wave Shields, Fusion Power, Cold Fusion, Alloyed Titanium, Alloyed Neutronium, Pulse Thrusters, Plasma Thrusters, Afterburners

Open Research: Tactical Nuclear Weapons, Destroyer-Class Ships Construction, Wave Capacitors, Spatial Matrix Targeting

DESIGN TEMPLATE

All designs should be voted for as [X] NAME-Class SIZE, such as [X] Type 1-Class Frigate.
Be aware that for each design you create, all tech dice will be commited. Exceeding a roll of [Size] * [Total Weapon and Support Elements] * 10 will cause the design to be viable and move on to production. Exceeding a second threshold scaled inversely to size (so you can't just easily cheese bonuses to small ships) means the design had synergistic effects and will be improved in some way.

CLASS NAME
Size: Current limit: 2 (Corvette) (Frigate)
Slots: 4 per size
-Slot X
-Slot X
-Slot X
-Slot X
Armor: Best Available (Neutronium Alloy: 0.75 Armor per size - Ablative up to 1 damage)
Shielding: Best Available (L-Wave Shields: 1 Shield per size)
Engines: Best Available (Plasma: 9 - Size evasion %)

-Simple Railguns: acc-20-60-50, shieldbreaking (+50% damage points to shields), 1 base damage per size
-Blue-Spec Lasers: acc-X-40-70, armorbreaking (+50% damage points to armor), 1 base damage per size
-Torpedo Bays: acc-70-60-50, ignore shields, interceptable, Capital-Killer (+10 acc against ships size 5 or larger), 3 base damage per size

-Power Supply (Cold fusion - Supports 3 powered systems, excess diverts to extra stats in combat)
-Increased Armor (Neutronium - Treat size as 1 higher for Armor and Evasion)
-Afterburners (+Engine Tier (3%) evasion)

-Structural Systems (Nothing in slot, +1 Structure, base 1 structure per size, easier design threshold)

Hmm... Recently got a hankering for my old Darkest Dungeon quest (Thanks ever so much, Sivantic, I blame you). Tempted to pull out all the old papers and files...
 
Turn 17, Gearing for War
[X] Plan New Ships and Gene Mods
-[X] Design new ships (4 Tech Dice)
-[X] Begin large-scale gene modifications on [Dalfeans]
-[X] Fill Our Most Prescient in the Void

New ships: Prototype runner, 31/160

Dalfea Gene mod, 0/19*(20+25)*0.9=770

Trade rate: 5/7th's 1dCulture

Prescient: Solon Hal'Suo

Solon goes to strategize: 100
Oh you ridiculous future-predicting cheater

Kalvanox remembers tribute?: 97, KALVANOX HAS OTHER THINGS TO DO

Excess Amenities, bonus check: 23
Happy Enclave: 92, subtype: Scientific small ventures: +1dTech assigned randomly

Chancellor Effect: 3d4% - 9%
Focus Check: 24/88
Chancellor developing experience... 34/46
Researcher Effect: +45 to Sensors
Researcher developing experience...21/46
Attikoverious effect: 34/91, no effect
Psion developing experience...30/46
Diplomat developing experience...
New Skill level achieved! Checking for traits... 90, Empath Negotiator (Doubles the effect of base diplomatic trait) 0/46

Party Politics... turning political wheels...

Cultural Dice:
1d100+2d10+21: 76+3+5+21=105
(1d100+2d10+21) * 5 / 7: 27+8+9+21 *5/7 =46
-Progress and Discovery: 105+46=151 *1.05, 474/500

Accumulating 5 Materials Science progress...
Accumulating 15 Sapiens Science progress...

Tech Dice - 1d100: 1 random(gene mod), 1 sapiens(1d5)
-Crystal: 0, 238/1000
-Sensors: 45*1.05, 47/300
-Tactical Nuclear Weapons: 45*1.05, 47/250
-Destroyer-Class Ships Construction: 0/450
-Wave Capacitors: 0/400
-Spatial Matrix Targeting: 0/450
-Dalfea Mod: 69+1+35=105*1.05, 110/770

Resource generation:
Minerals: 32.5 + 2.5 + 3d2 (6) = 40.5
Energy: 27 - 1.5 + 4d2 (6) = 31.5
Food: 32.5 + 4.5 = 37
Alloys: 7 + 4 = 13

Accumulated Trade Power: 10

Veliana Sek'Mah

As your people shift tack towards more and more military pursuits, with a distinctly other threat, your popularity has been waning. Militarist councilmen are becoming more vocal of their secret preferences, and there is even some complaint about the regular 'extortion' caused by the dragon Kalvanox. Thankfully their grumbling collapsed on itself as the beast once again forgot to claim his reward, but they are only becoming more forceful in denouncing earlier diplomatic moves as cowardly or supplicating, some even suggesting that efforts spent ingratiating ourselves to the federation should have been spent reducing our reliance on them instead...

You can only hope this dark trend does not continue...

---

Solon Hal'Suo

Recently appointed and eager to aid your fellow sapients, you quickly appointed an aide to manage fleet affairs at home and rushed to the main staging areas for the federal offensive. Despite your relative youth making things a bit challenging, and your cited inexperience, you immediately set about showing off your rather impressive ability to predict the future of known factors, correctly predicting a twenty-million digit random number generator fifty times in succession based only on the first result.

From there, the other grand admirals see you as the holy grail of war simulators. You are utterly run ragged over the following months spent planning and predicting the Psoq'a fleet movements, capacity, and responses, but by the time the other strategists have squeezed you dry, what was formerly a plan to raid and pillage has the makings of a more ambitious full-scale invasion of several key hyperlane hubs in Fafna, with the possibility of permanent reclamation of several worlds.

You have even been approached by Skaviot Hatare, current chairman of the Federation and an An'Tak'He besides, with an offer of assignment as a member of the Federal Admiralty as the fourth Federal Grand Admiral, a never-before-seen honor usually reserved to member races.

Threat plan adjusted significantly.

[] Accept
-Lose Solon Hal'Suo as admiral, AAF gains more centralized power, probably gain full membership in the AAF, which comes with benefits and requirements, probably annoy other associates who've been around longer than you.
[] Decline
-Nothing happens

---

Stockpile: 40.5 Mineral, 31.5 Energy, 37 Food, 13 Alloy, 10 Trade Power
Dice: 4dTech (4 unassigned), 1dCulture
Trade: 5/turn (Culture dice)

As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to TWO actions, or Focuses, this turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.

Current Federal Agenda: Threat Alert
Gellar proposal completed - Next proposal on docket
Threat Containment Initiative (Federal Chairperson Proposing)
-The Psoq'a hives have become increasingly aggressive across the hyperspace lanes leading to Fafna. Xeno analysts are predicting a major offensive by the swarm within the decade, and military experts suggest a preemptive attack. We have no choice. In order to protect the Aldiron Arm and the lives of our sapient races, we must engage in a scorched-earth offensive against the swarm.
-Commit fleets, industry, and manpower to the joint offensive command.

SPECIAL VOTE: Operation Reclaimer's Fury
-Your recently-appointed Admiral has opened up a unique opportunity to push back the swarm. Military strategists have already pushed the revised strategy to the senate floor, and already eyes are shining with untold greed as half a dozen fine planets have suddenly become targets of expansion. There are four factions; the reformer faction, which supports the re-assignment of worlds to species driven off of those worlds by the Psoq'a in the past, the federal faction, which supports giving the worlds over to federal management as fortresses and buffer worlds of a sort, the contributor faction, which argues each race should receive a portion of the spoils in the form of system assignments (you yourselves would be guaranteed a habitable planet for your contributions thus far), and the conservatives, who are concerned the extra demands of time, and the complexity of the proposed campaign make it too risky to commit to.
[] [Vote] Promote federal assignment of lands and relocation of refugee species
[] [Vote] Promote federal land claims
[] [Vote] Promote claim assignment by merit and contribution
[] [Vote] The plan is too risky, stick to the defensive operation

Active Threat special effects:
Worlds will not be upset if their World Amenities needs are not met.
Militarism is becoming more popular.
Xenophilia is becoming less popular.


Use this format to produce your plan:

[] Plan Name
-[] Action 1
-[] Action 2
-[] Project - number of dice
-[] Project - number of dice
-[] 5 Trade/turn - X resources
repeat similar abilities as needed

[] Trade into X Energy/turn
-Divert trade into Energy at 1 to 1.

[] Trade into X Minerals/turn
-Divert trade into Minerals at 1.5 to 1.

[] Trade into X Alloys/turn
-Divert trade into Alloys at 3 to 1.

[] Trade into X Strategic Resources/turn [Exotic Gas, Rare Crystal, Reactive Compound]
-Divert trade into a select resource at 5 to 1.

[] Trade into X Culture/turn
-Divert trade into culture and tourism at 7 to 1dCulture.

[] Trade into X Tech/turn
-Divert trade into scientific cooperation at 7 to 1dTech.

*Incomplete transfers provide fractional returns per turn

[] Colonize Ossina I (Seed population ~50,000, -4 Alloy)
-Colonize the tundra world of Ossina I. It will take several years for the colony to become fully established, and other costs in food, energy, or minerals may arise in that time. This planet is Mineral Poor (-50% final mineral output), and produces: 1*(Pops)+2d2 / 2 Mineral, 0.5*(Pops)+2d2 Energy, 2+0.5*(Pops) Food

[] Develop Favalan System (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 2 of 4) (stages here can give energy, minerals, flat sapiens trickle, or exotic gasses)

[] Develop Ossina System (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 0 of 2) (stages here will most likely give large research trickles, with a smaller chance of energy or minerals, or strategic resources)

[] Begin raising a Starbase over Ossina (-5 Alloy, -3 Minerals, 4 Energy)
-Now that Ossina is stable, it might be a good idea to build another starbase, either to facilitate trade or expand shipbuilding.

[] Dedicate shipyard space [Select order]
-Begin construction of the ordered ships at a rate of 4 size/turn, and 1 Alloy/size.

[] Sortie [Fleet] to [Notable System OR Exercises] (Cost depends on the fleet)
-Sends the fleet out to reinforce a region, attack a threat, or just perform some fleet exercises and wargames in local space. Exercises can generate experience for officers, Order project progress, and rarely other things.

[] Design new ships (Assign tech dice)
-Focus some research efforts on new ship designs. The quality of the sum total check may enhance some components. Specific design in a subturn.

[] Exploration Program (-4 energy)
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.

[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across the empire, reducing the cost of living significantly, and hopefully raising the birthrate to match

[] Build [Building goes here] on [World]
[] Replace [Building] with [New Building]
[] Upgrade [Building]
-Research complex - Immediate cost: 5 Minerals, upkeep: 2 energy. Grants +1dTech, +1 character cap.
-Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +2 Alloy
-(P)(U)Planetary Government - Immediate cost: 10 Minerals, no upkeep. Grants +1 Character Cap, +1dCulture
-(P)Gene Repair Complex - Immediate cost: 4 Minerals, upkeep: 1 World Amenities. Grants +0.5% base population growth (base 1.5%).
--(P)(U)Rejuvenation Center - Immediate cost: 4 Minerals, +upkeep: 1 Exotic Gas. Grants +1% additional population growth (to 3.0%)

[] Fill [Position goes here]
-Fill an open government position from a random selection of notable figures in the nation.

[] Aid the Offensive (Fleet commitment, Industrial Sector commitment, Population commitment)
-Our best predictions indicate the all-consuming Psoq'a are gearing up for a fresh offensive across the Aldiron-Fafna border region. The federation is requesting significant aid in forming and arming a massive invasion force to slash and burn Psoq'a hiveworlds and disrupt their preparations. Do your part in protecting the galaxy.
--TWO PREP TURNS REMAINING BEFORE OFFENSIVE--

[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.

[] Research Subsidies (-3 energy)
-Gain +1dTech * 0.5 this turn, directed at a random project from among the current projects and two randomly selected projects you do not possess.

[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.

[] Begin large-scale gene modifications on [Species]
-Focus research effort on a retrovirus that will improve the genetic makeup of a species. Specific design in a subturn.

[] Request Federal Aid with KALVANOX??? - We have more pressing dangers to deal with
-This has become more difficult now that it seems relatively obvious that Kalvanox... doesn't particularly care that you exist. If anything, bringing the dragon up in federal chambers is more likely to end with Dallon being requested to negotiate on behalf of the federation for similar 'deals' with other worlds.

[] Study the Crystal Entity
-Focuses can be spent to add dice to the project.

[] Petition for Greater Federal Representation - There is no time nor effort to spare catering to the whims of Dallon
-Despite your small stature in the AAF, you have already proven your species to be an indispensable and reliable part of the galactic community. A number of federally-affiliated diplomats have hinted at accelerating your membership status, with the caveat that a fully-fledged member on the federal council is expected to have their own opinions, and not those of other members...

Current Technological projects:
Crystal Study: 238/1000
Hyper-Sensitive Wave Detection: 47/300
Tactical Nuclear Weapons: 47/250
Destroyer-Class Ships Construction: 0/450
Wave Capacitors: 0/400
Spatial Matrix Targeting: 0/450
Dalfea Intelligence Modding: 110/770

Current Cultural Projects:
We live in a galaxy filled with secrets. Teasing them out is one of the highest scientific pursuits we can commit to.

Quite surprising. Did not expect. Totally, completely did not expect.
 
Last edited:
Turn 18, Get Federated
[X] Accept
[X] [Vote] Promote federal assignment of lands and relocation of refugee species
[X] plan research focus
-[X] Dedicate shipyard space: 2 Eagle Ray Class and 2 Stingray Class repeat this next turn
-[X] Begin raising a Starbase over Ossina
-[X] Dalfea Intelligence Modding all tech dice
-[X] Trade into X Tech/turn

Losing Solon... Political movement... Membership Obtained
Other members generally alright with this... Other Associates very angry...

Determining faction popularity... Federalist 3... Contributionist 7... Xenophilic 9... Fearful 2... Xenophile campaign has a plurality... Pushing through... reducing Federal centralization...

Building ships... Spending 4 alloy, gaining 4 corvettes

Raising Starbase... First Core Module selection up

Trade rate: 5/7th's 1dTech

Kalvanox remembers tribute?: 84, KALVANOX IS BORED OF YOU, THAT'S ALL

Excess Amenities, bonus check: 86, subtype: Industrial Investments, +3 Alloy
Happy Enclave: 4

Chancellor Effect: 3d4% - 7%
Focus Check: 51/88
Chancellor developing experience... 38/46
Researcher Effect: +45 to Crystal
Researcher developing experience...25/46
Attikoverious effect: 95/91! Replace worst to 52
Psion developing experience...34/46
Diplomat developing experience... 4/46

Party Politics... turning political wheels...

Cultural Dice:
1d100+2d10+21: 21+3+3+21=48
-Progress and Discovery: 48 *1.05, 524/500 -> 24 overflow to next tier

Mapping the Galaxy - 50% chance to explore automatically each turn


Accumulating 5 Materials Science progress...
Accumulating 15 Sapiens Science progress...

Tech Dice - 1d100: 4dTech, 1dTech*5/7, 1dSapiens(1d5)
-Crystal: 45*1.05, 290/1000
-Sensors: 0, 47/300
-Tactical Nuclear Weapons: 5*1.05, 52/250
-Destroyer-Class Ships Construction: 0/450
-Wave Capacitors: 0/400
-Spatial Matrix Targeting: 0/450
-Dalfea Mod: 35+65+73+7+52 (Replaced)+(61*5/7=44)+21=290*1.05, 415/770

Resource generation:
Minerals: 40.5 + 2.5 + 3d2 (5) - 3 = 45.5
Energy: 31.5 - 1.5 + 4d2 (7) - 3 = 34
Food: 37 + 4.5 = 41.5
Alloys: 13 + 4 - 5 - 4 + 3 = 11

Accumulated Trade Power: 10

Representative of the Dalfea, Voros Wem'Vek

Collapsing onto the couch, thankfully in the privacy of your stateroom this time, you considered the difficult position you'd been put in since your ascension to member representative. Dozens of additional commitments of time, more scrutiny, and worst of all, the utter spite of the associate races. Thankfully you'd developed a little empathic ability, or you might have fallen for at least a few attempts by the Thraxxi or Velen ambassadors to drive you up a wall. As it was, the other representatives at least secretly felt empathetic for the difficulties the two had caused for you.

Probably worst of all things was the very clear expectation to commit a not-insignificant sum of energy to the federation regularly, a tax you were momentarily exempt from due to the ongoing crisis. You almost lept to your feet when a knock sounded at the door, before deciding to ignore the solicitor for their obviously malicious intents. Damned Solon, damned Veliana. Diplomacy was far harder than they thought it was!

---

Governor Dal'Mah

Management of the new starbase orbiting Ossina had brought some much-needed 'tourism' to the planet. Locals excitedly discussed news from the homeworld with the temporary workers, and a little extra attention was given to the infrastructure needs of the colonists. Still, all things being temporary, the first stage of construction had completed, and you had a decision to weigh in on.

[] [Starbase] Shipyards - Capacity of 4 size/turn
[] [Starbase] Trade Network - Increases trade power in the region by 3 (Overlap with home system trade hub, some loss)
[] [Starbase] Defense Network - Significantly toughens the starbase from attack
[] [Starbase] Private Dockyards - Increases regional trade network effectiveness by 2, increases all immigration pull to the least crowded worlds by 10% (flat additive)

---

Veliana Sek'Mah

With the introduction of a new starbase, there has been some talk of adjusting the Dallon station to fit a more specialized role.

[] [Specialization] Adjust Dallon to a drydock (Remove Trade Network, add Shipyards)
[] [Specialization] Adjust Dallon to a Trade Hub (Remove Shipyards, add Trade Network, change berthings to Market Exchange, increases regional trade production by +3 and granting 2 free energy/turn)
-Choosing this will cause the fleet to consume some resources each turn until a new fleet base with berthings is available.
[] [Specialization] No change, keep Dallon station as is

---

Stockpile: 45.5 Mineral, 34 Energy, 41.5 Food, 8 Alloy, 10 Trade Power
Dice: 4dTech, 1dCulture
Trade: 5/turn (Tech dice)

As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to TWO actions, or Focuses, this turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.

Current Federal Agenda: Threat Alert
Gellar proposal completed - Next proposal on docket
Threat Containment Initiative (Federal Chairperson Proposing)
-The Psoq'a hives have become increasingly aggressive across the hyperspace lanes leading to Fafna. Xeno analysts are predicting a major offensive by the swarm within the decade, and military experts suggest a preemptive attack. We have no choice. In order to protect the Aldiron Arm and the lives of our sapient races, we must engage in a scorched-earth offensive against the swarm.
-Commit fleets, industry, and manpower to the joint offensive command.

Active Threat special effects:
Worlds will not be upset if their World Amenities needs are not met.
Militarism is becoming more popular.
Xenophilia is becoming less popular.


Use this format to produce your plan:

[] Plan Name
-[] Action 1
-[] Action 2
-[] Project - number of dice
-[] Project - number of dice
-[] 5 Trade/turn - X resources
repeat similar abilities as needed

I feel it needs special note that you can also commit the 10 accumulated trade you have directly.

[] Trade into X Energy/turn
-Divert trade into Energy at 1 to 1.

[] Trade into X Minerals/turn
-Divert trade into Minerals at 1.5 to 1.

[] Trade into X Alloys/turn
-Divert trade into Alloys at 3 to 1.

[] Trade into X Strategic Resources/turn [Exotic Gas, Rare Crystal, Reactive Compound]
-Divert trade into a select resource at 5 to 1.

[] Trade into X Culture/turn
-Divert trade into culture and tourism at 7 to 1dCulture.

[] Trade into X Tech/turn
-Divert trade into scientific cooperation at 7 to 1dTech.

*Incomplete transfers provide fractional returns per turn

[] Colonize Ossina I (Seed population ~50,000, -4 Alloy)
-Colonize the tundra world of Ossina I. It will take several years for the colony to become fully established, and other costs in food, energy, or minerals may arise in that time. This planet is Mineral Poor (-50% final mineral output), and produces: 1*(Pops)+2d2 / 2 Mineral, 0.5*(Pops)+2d2 Energy, 2+0.5*(Pops) Food

[] Develop Favalan System (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 2 of 4) (stages here can give energy, minerals, flat sapiens trickle, or exotic gasses)

[] Develop Ossina System (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 0 of 2) (stages here will most likely give large research trickles, with a smaller chance of energy or minerals, or strategic resources)

[] Begin raising a Starbase over... (-5 Alloy, -3 Minerals, 4 Energy) - No valid systems at this time
-Now that Ossina is stable, it might be a good idea to build another starbase, either to facilitate trade or expand shipbuilding.

[] Dedicate shipyard space [Select order] Currently using all shipyards
-Begin construction of the ordered ships at a rate of 4 size/turn, and 1 Alloy/size.

[] Sortie [Fleet] to [Notable System OR Exercises] (Cost depends on the fleet)
-Sends the fleet out to reinforce a region, attack a threat, or just perform some fleet exercises and wargames in local space. Exercises can generate experience for officers, Order project progress, and rarely other things.

[] Design new ships (Assign tech dice)
-Focus some research efforts on new ship designs. The quality of the sum total check may enhance some components. Specific design in a subturn.

[] Exploration Program (-4 energy)
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.

[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across the empire, reducing the cost of living significantly, and hopefully raising the birthrate to match

[] Build [Building goes here] on [World]
[] Replace [Building] with [New Building]
[] Upgrade [Building]
-Research complex - Immediate cost: 5 Minerals, upkeep: 2 energy. Grants +1dTech, +1 character cap.
-Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +2 Alloy
-(P)(U)Planetary Government - Immediate cost: 10 Minerals, no upkeep. Grants +1 Character Cap, +1dCulture
-(P)Gene Repair Complex - Immediate cost: 4 Minerals, upkeep: 1 World Amenities. Grants +0.5% base population growth (base 1.5%).
--(P)(U)Rejuvenation Center - Immediate cost: 4 Minerals, +upkeep: 1 Exotic Gas. Grants +1% additional population growth (to 3.0%)

[] Fill [Position goes here]
-Fill an open government position from a random selection of notable figures in the nation.

[] Aid the Offensive (Fleet commitment, Industrial Sector commitment, Population commitment)
-Our best predictions indicate the all-consuming Psoq'a are gearing up for a fresh offensive across the Aldiron-Fafna border region. The federation is requesting significant aid in forming and arming a massive invasion force to slash and burn Psoq'a hiveworlds and disrupt their preparations. Do your part in protecting the galaxy.
--ONE PREP TURN REMAINING BEFORE OFFENSIVE--

[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.

[] Research Subsidies (-3 energy)
-Gain +1dTech * 0.5 this turn, directed at a random project from among the current projects and two randomly selected projects you do not possess.

[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.

[] Begin large-scale gene modifications on [Species]
-Focus research effort on a retrovirus that will improve the genetic makeup of a species. Specific design in a subturn.

[] Request Federal Aid with KALVANOX??? - We have more pressing dangers to deal with
-This has become more difficult now that it seems relatively obvious that Kalvanox... doesn't particularly care that you exist. If anything, bringing the dragon up in federal chambers is more likely to end with Dallon being requested to negotiate on behalf of the federation for similar 'deals' with other worlds.

[] Study the Crystal Entity
-Focuses can be spent to add dice to the project.

Current Technological projects:
Crystal Study: 290/1000
Hyper-Sensitive Wave Detection: 47/300
Tactical Nuclear Weapons: 52/250
Destroyer-Class Ships Construction: 0/450
Wave Capacitors: 0/400
Spatial Matrix Targeting: 0/450
Dalfea Intelligence Modding: 415/770

Current Cultural Projects:
First and favored is the discovery of new sights, new samples, and new places. The galaxy is a massive place, and there is impossible variety if we could only find all of it. -COMPLETE-
---
We live in a galaxy filled with secrets. Teasing them out is one of the highest scientific pursuits we can commit to.
 
Last edited:
Turn 19, You Have My Attention
[X] [Starbase] Private Dockyards - Increases regional trade network effectiveness by 2, increases all immigration pull to the least crowded worlds by 10% (flat additive)
[X] [Specialization] No change, keep Dallon station as is

[X] Plan Contributions and Modifications
-[X] Dalfea Intelligence Modding all tech dice
-[X] Spend 9 accumulated trade on tech (takes it to 7/7 for a full dice and 2nd full dice)
-[X] Fill [Our Most Charitable Artisan]
-[X] Aid the Offensive (Fleet commitment, Industrial Sector commitment, Population commitment)
--[X] Send all ships but AFS Sting and Hope, send 1 pop from Dallon

Continuing order... Spending 4 alloy, gaining 4 corvettes

Raising Starbase... Final module selection up

Committing Interstellar Fleet (Reserved, Sting, Hope), committing 1 million Dalfea to ground operations.

Trade rate: 2dTech

Filling Artisan... 82, 84, 88
Educator, Propagandist, Doctor/Empath

Kalvanox remembers tribute?: 76, KALVANOX REMEMBERS

Excess Amenities, bonus check: 65
Happy Enclave: 18

Chancellor Effect: 3d4% - 9%
Focus Check: 20/88
Chancellor developing experience... 43/46
Researcher Effect: +45 to Sensors
Researcher developing experience...30/46
Attikoverious effect: 22/91
Psion developing experience...38/46
Diplomat developing experience... 8/46

Party Politics... turning political wheels...

Cultural Dice:
1d100+2d10+21: 33+3+1+21=58
-Progress and Discovery: 58 *1.05, 85/550

Accumulating 5 Materials Science progress...
Accumulating 15 Sapiens Science progress...

Tech Dice - 1d100: 4dTech, 1dTech*5/7, 1dSapiens(1d5)
-Crystal: 290/1000
-Sensors: 45*1.05, 94/300
-Tactical Nuclear Weapons: 5*1.05, 57/250
-Destroyer-Class Ships Construction: 0/450
-Wave Capacitors: 0/400
-Spatial Matrix Targeting: 0/450
-Dalfea Mod: 55+60+68+32+96(explodes, +15)+85+18=429*1.05, 855/770 -> Excess lost, Mod completes

Dalfea Gain Intelligent II (exploding die range +10, Rare research range +10), using 2 gene points

Resource generation:
Minerals: 45.5 + 3.5 + 3d2 (5) = 54
Energy: 34 - 1 + 4d2 (6) - 2 = 37
Food: 41.5 + 4.5 = 46
Alloys: 8 + 4 - 4 - 1 = 7

Accumulated Trade Power: 1

The massive construction hanging in the heavens over Ossina lies all but complete, with the finishing touches being added at the order of the new stationmaster...

[] [Starbase] Ossina will be a drydock (add Shipyards - Capacity of 4 size/turn, gain Berthing Docks - Removes maintenance for docked ships)
[] [Starbase] Ossina will be a trade hub (add Trade Network - Increases trade power in the region by 3 (Overlap with home system trade hub, some loss), gain Market Exchange - +2 Energy/turn)
[] [Starbase] Ossina will be a private orbital (add Private Dockyards - Increases regional trade network effectiveness by 2, increases all immigration pull to the least crowded worlds by 10% (flat additive), gain Private Starbase - Gain some culture, some tech, some resources, or strengthen the attached regional merc company each turn)

If you pick private orbital, there will be a merc fleet that will do private protection details and such for the various other private ventures the orbital will produce, like leisure cruising or deep-space research and mining. You, or anyone else, can purchase the fleet at will. Picking Private Orbital dramatically increases the popularity of egalitarian ethos because of the unique niche it fills.

---

Veliana Sek'Mah

As the population continues to grow, the need for an expert to manage their social wellness programs grows with it. A number of good candidates come across your desk, but at the end of the day, only one can lead the division.

[] [Welfare] Hire Katalos Sah, 34
-Educator - Increase skill gain for all characters by SKILL * 15%
[] [Welfare] Hire Veria Mah, 31
-Propagandist - Increase all culture dice by +SKILL * 5, boosts popularity of (XDI Party)
[] [Welfare] Hire Mereli You'Dal, 45
-Doctor - Increase base growth rate for all worlds by SKILL * 0.2%
-Empath - Gain SKILL * 0.2 dCulture per turn.

---

Kalisa Cul

You look down at the innocuous little glass of water in front of you. Would the ancestors balk that your team had chosen to make it water-based? Would they laugh at the irony? As an erudite person an avid reader, you'd of course read the story of Halio's Fountain of Wisdom, where, supposedly, a single sip would grant any who partook from it a hundred years of knowledge and experience.

You eventually decide to laugh at the irony. Halio would have bemoaned his lifelong search twice if he could see the 'fountain' now. Every reservoir seeded with a little virus that would increase the intelligence of the Dalfea by almost double, indeed, 'a hundred years of knowledge in a single sip'.

Your dreams were troubled, but forgettable. And when you awoke in the morning... The whole world was made anew.

---

I realize that intelligence would better suit a character experience acceleration than larger rare tech spread. I can swap the 10% for a 100% bonus to character experience gain, instead. No need to specifically vote, just respond to the idea with your opinion on it and i'll see if it's supported.

---

Grand Admiral Solon Hal'Suo

When I sleep, I hear a voice.

It despises me. Speaks to me in my own tongue, with the voice of my mother. You think you're so clever. Think you can stop me from taking what's mine.

In the day, I fight the swarm physically. At night...

You are not the only one who can read the present to determine the future, cretin. I will take great pleasure in breaking you.

Fleet commitment: 1 Cruiser, 1 Destroyer, 1 Frigate, 4 Corvettes (the other 4 were not completed until the end of this turn)
Ground Forces: ~ 1 million volunteers, Mixed Psi-ops, Green

Overall commitment size: Small (Fleet being attached to a main task force... Task Force Delphi, Far Rim Raiding)
Subordinate to... Mercenary Commander Ka'sak'sho

Armies committed to Inner Reach under General Vatamar

Iterating major fleet action in the Core...
Heavy fighting in the core sector. The swarm in the region is almost preturnaturally coordinated, stymying even Admiral Solon's predictive abilities. Stalemated.

Skirmishing in the Inner Reach...
Limited, brutal engagements. Progress steady, losses high on the ground.
-Your ground forces have been suffering significant casualties, being committed early to one of the unexpectedly hardest nuts to crack. Those that survive are gaining a lot of combat experience.

Major fighting in the Outer Reach...
Heavy fighting in the reach. Objectives met, but all fleet reserves have been exhausted.

Clean sweep in the Far Rim...
Huge swaths of Swarm space have been infiltrated. Penetrated to Totha Arm Rim and Fafna Outer Reach. Feeding new intel to task force command.
-Your detachment, initially expected to serve more as 'stealth' scouts due to their limited hyperlane profile, has performed admirably in combat roles as well, with officers having a knack for picking out and eliminating critical 'node ships' during engagements. They are gaining significant experience.

Overall... The Dalfea that return from the front report terrible sensations, as though they are being constantly watched or observed. Psionically sensitive Dalfea who have returned from the front seem to have spontaneously developed sociopathic tendencies and other violent behaviors, bar a few exceptions for some of the highest-rated in terms of sheer might. In their current state of psychic maturity, the Dalfea are very vulnerable to the Psoq'a psionic gestalt when in proximity, with a few hardy exceptions.

---

Stockpile: 45.5 Mineral, 34 Energy, 41.5 Food, 8 Alloy, 1 Trade Power
Dice: 4dTech, 1dCulture
Trade: 5/turn (Tech dice)

As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to TWO actions, or Focuses, this turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.

Current Federal Agenda: Threat Alert
Gellar proposal completed - Next proposal on docket
Threat Containment Initiative (Federal Chairperson Proposing)
-The Psoq'a hives have become increasingly aggressive across the hyperspace lanes leading to Fafna. Xeno analysts are predicting a major offensive by the swarm within the decade, and military experts suggest a preemptive attack. We have no choice. In order to protect the Aldiron Arm and the lives of our sapient races, we must engage in a scorched-earth offensive against the swarm.
-Commit fleets, industry, and manpower to the joint offensive command.

Active Threat special effects:
Worlds will not be upset if their World Amenities needs are not met.
Militarism is becoming more popular.
Xenophilia is becoming less popular.


Use this format to produce your plan:

[] Plan Name
-[] Action 1
-[] Action 2
-[] Project - number of dice
-[] Project - number of dice
-[] 5 Trade/turn - X resources
repeat similar abilities as needed

I feel it needs special note that you can also commit the 10 accumulated trade you have directly.

[] Trade into X Energy/turn
-Divert trade into Energy at 1 to 1.

[] Trade into X Minerals/turn
-Divert trade into Minerals at 1.5 to 1.

[] Trade into X Alloys/turn
-Divert trade into Alloys at 3 to 1.

[] Trade into X Strategic Resources/turn [Exotic Gas, Rare Crystal, Reactive Compound]
-Divert trade into a select resource at 5 to 1.

[] Trade into X Culture/turn
-Divert trade into culture and tourism at 7 to 1dCulture.

[] Trade into X Tech/turn
-Divert trade into scientific cooperation at 7 to 1dTech.

*Incomplete transfers provide fractional returns per turn

[] Colonize Ossina I (Seed population ~50,000, -4 Alloy)
-Colonize the tundra world of Ossina I. It will take several years for the colony to become fully established, and other costs in food, energy, or minerals may arise in that time. This planet is Mineral Poor (-50% final mineral output), and produces: 1*(Pops)+2d2 / 2 Mineral, 0.5*(Pops)+2d2 Energy, 2+0.5*(Pops) Food

[] Develop Favalan System (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 2 of 4) (stages here can give energy, minerals, flat sapiens trickle, or exotic gasses)

[] Develop Ossina System (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 0 of 2) (stages here will most likely give large research trickles, with a smaller chance of energy or minerals, or strategic resources)

[] Begin raising a Starbase over... (-5 Alloy, -3 Minerals, 4 Energy) - No valid systems at this time
-Now that Ossina is stable, it might be a good idea to build another starbase, either to facilitate trade or expand shipbuilding.

[] Dedicate shipyard space [Select order] Currently using all shipyards
-Begin construction of the ordered ships at a rate of 4 size/turn, and 1 Alloy/size.

[] Sortie [Fleet] to [Notable System OR Exercises] (Cost depends on the fleet)
-Sends the fleet out to reinforce a region, attack a threat, or just perform some fleet exercises and wargames in local space. Exercises can generate experience for officers, Order project progress, and rarely other things.

[] Design new ships (Assign tech dice)
-Focus some research efforts on new ship designs. The quality of the sum total check may enhance some components. Specific design in a subturn.

[] Exploration Program (-4 energy)
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.

[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across the empire, reducing the cost of living significantly, and hopefully raising the birthrate to match

[] Build [Building goes here] on [World]
[] Replace [Building] with [New Building]
[] Upgrade [Building]
-Research complex - Immediate cost: 5 Minerals, upkeep: 2 energy. Grants +1dTech, +1 character cap.
-Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +2 Alloy
-(P)(U)Planetary Government - Immediate cost: 10 Minerals, no upkeep. Grants +1 Character Cap, +1dCulture
-(P)Gene Repair Complex - Immediate cost: 4 Minerals, upkeep: 1 World Amenities. Grants +0.5% base population growth (base 1.5%).
--(P)(U)Rejuvenation Center - Immediate cost: 4 Minerals, +upkeep: 1 Exotic Gas. Grants +1% additional population growth (to 3.0%)

[] Fill [Position goes here]
-Fill an open government position from a random selection of notable figures in the nation.

[] Aid the Offensive (Fleet commitment, Industrial Sector commitment, Population commitment)
-Our best predictions indicate the all-consuming Psoq'a are gearing up for a fresh offensive across the Aldiron-Fafna border region. The federation is requesting significant aid in forming and arming a massive invasion force to slash and burn Psoq'a hiveworlds and disrupt their preparations. Do your part in protecting the galaxy.
--OFFENSIVE BEGUN--
All additional commitments are added to current commitments until the war is over.

[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.

[] Research Subsidies (-3 energy)
-Gain +1dTech * 0.5 this turn, directed at a random project from among the current projects and two randomly selected projects you do not possess.

[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.

[] Begin large-scale gene modifications on [Species]
-Focus research effort on a retrovirus that will improve the genetic makeup of a species. Specific design in a subturn.

[] Request Federal Aid with KALVANOX??? - We have more pressing dangers to deal with
-This has become more difficult now that it seems relatively obvious that Kalvanox... doesn't particularly care that you exist. If anything, bringing the dragon up in federal chambers is more likely to end with Dallon being requested to negotiate on behalf of the federation for similar 'deals' with other worlds.

[] Study the Crystal Entity
-Focuses can be spent to add dice to the project.

Current Technological projects:
Crystal Study: 290/1000
Hyper-Sensitive Wave Detection: 94/300
Tactical Nuclear Weapons: 57/250
Destroyer-Class Ships Construction: 0/450
Wave Capacitors: 0/400
Spatial Matrix Targeting: 0/450

Current Cultural Projects:
First and favored is the discovery of new sights, new samples, and new places. The galaxy is a massive place, and there is impossible variety if we could only find all of it. -COMPLETE-
---
We live in a galaxy filled with secrets. Teasing them out is one of the highest scientific pursuits we can commit to.

More numbers, more update time. I really should have considered the bloat I was creating when I made such a complex system.
 
Last edited:
Oopsed a tiny little thing, extra vote option inside.
we used a big part of our stored trade this turn, this shouldn't remain ten. I also didnt see the roll for the aotomatic exploration ( dont know if you forgat or just didnt mention it).
Didn't delete the 0.
@Powerofmind I can't find our 50% chance to explore automatically in the rolls section. Or is it not working while we're in a war?
That... was supposed to succeed this turn.

Quick check... Oh my. And that's over here on the table...

Hetor's Rest System, One habitable world, One guaranteed strategic resource or alloy collection site, one other.
Hetor's Rest I, Gaia World, no consequences, 3 billion crowding limit
[] Colonize Hetor's Rest I (Seed population ~50,000, -4 Alloy)
-Colonize the Gaia World of Hetor's Rest I. It will take several years for the colony to become fully established, and other costs in food, energy, or minerals may arise in that time. This planet is a Gaia World, and so gains a 33% immigrant attraction bonus, and a +10% growth bonus, and produces: 1*(Pops)+2d2 Mineral, 1*(Pops)+2d2 Energy, 2*(Pops) Food
Can we not pull our soldiers out of a meat grinder where they are being attacked on a psionic front as well?
They're already being pushed out from the attrition of their original campaign target. You're slated to lose ~30% of them. They won, technically.
 
Turn 20, The Trenches of Fafna
[X] Plan Expansion and Culture
-[X] [Starbase] Ossina will be a trade hub (add Trade Network - Increases trade power in the region by 3 (Overlap with home system trade hub, some loss), gain Market Exchange - +2 Energy/turn)
-[X] [Welfare] Hire Mereli You'Dal, 45
-[X] Colonize Hetor's Rest I (Seed population ~50,000, -4 Alloy)
-[X] Develop Ossina System (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-[X] Spend 1 accumulated trade on culture
-[X] Trade into 5 Culture/turn (spend all new trade on culture)
-[X] 3d on Hyper-Sensitive Wave Detection
-[X] 1d on Crystal Study

Ossina trade hub completed... Hiring Welfare Director...

Initializing Colonization Efforts... Landing transports... Surviving in paradise...
0 Consequences: 19
-Colony starts up a little slow, people get lazy living in paradise
Progression: 2/10

Developing Ossina, 1-2 (Resources), 3-9 (Research), 0 (Strategic Sites): 4, subtyping... Field Interaction Site (+5 progress to oldest active Physics and Materials Science project per turn)

Kalvanox remembers tribute?: 95, WAIT, YOU EXIST?

Excess Amenities, bonus check: 71
Happy Enclave: 25
Happy Progress: +20 all accumulated

Free Explore trigger: 94, yes
Exploring: 1
...
Discovered The Gaping Maw
Subcheck - FLEE!: Science ship evasion 40%, Unknown Foe base accuracy 110%, 85 to hit of 41 needed!
Subcheck - Emergency Hyperdrive: 71, Science ship lost in deep space, Exploration BANNED for the next 2 turns while it finds it's way back to safe space.

Discovered The Nanite Toiler and a Mysterious Gateway - Time to Activation: ???

Chancellor Effect: 3d4% - 8%
Focus Check: 27/88
Chancellor developing experience... New Skill level reached!
Trait Check... no new traits. 2/54
Researcher Effect: +45 to Capacitors
Researcher developing experience...39/46
Attikoverious effect: 33/91
Psion developing experience... New skill level reached!
Trait Check... no new traits. 1/54
Diplomat developing experience... 17/46

Party Politics... turning political wheels...

Cultural Dice:
1d100+2d10+21: 92+3+6+21=122
1d100+2d10+21 * 6/7: 77+9+4+21 *6/7 = 95
-Progress and Discovery: 217 *1.05, 313/550

Accumulating 25 Materials Science progress...
Accumulating 35 Sapiens Science progress...
Accumulating 20 Physics Progress...

Tech Dice - 1d100: 4dTech, 1dSapiens(1d5)
-Crystal: 13, 303/1000 (Spin-off check: 4, ouch)
-Sensors: 8+95(explodes, +12)+68=192*1.05 , 296/300 aaaand tip it over the edge with physics progress
-Tactical Nuclear Weapons: 25*1.05, 84/250
-Destroyer-Class Ships Construction: 0/450
-Wave Capacitors: 45+16=61*1.05, 65/400
-Spatial Matrix Targeting: 0/450

Hyper-Sensitive Wave Detection Complete: Whenever you explore, explore a second time for free 50% of the time

Pops committed to the front have been cycled out as casualties. There is pressure to commit more anything to aid the war effort
-Returning 1 mil pops... lost 400k from extreme fighting
Gaining 200 experience towards a Military Oriented Order project. Reserving...

Resource generation:
Minerals: 54 + 3.5 + 3d2 (7) = 64.5
Energy: 37 - 1 + 4d2 (7) = 43
Food: 46 + 4.5 = 50.5
Alloys: 7 + 4 - 5 = 6

Exploration Officer Tollan

As the ship exits the jump, sensors are nominal, with the obvious exception of the exotic readings coming off the supermassive singularity in the center of the system gravity well. Things remain ordinary until we close on the singularity to begin examination of it. "Sir, we're picking up faint, organized signals from the opposite side of the singularity. It might just be artifact from the spatial distortion around the event horizon, but..."

You sigh, internally debating the merits of completely ignoring the signal. You were present for most of the other very enlightening and terrifying first contact situations aboard this ship, and you are fully aware it leads a cursed existence. "... Very well. Helm, steer us around to the far side, let's see what's causing this."

About halfway around, the distortion lets you catch a glimpse of a massive construction, at least as large as Dallon herself, with what appears to be a brilliant sun in the center. So awed are yourself and the crew that you do not notice the comparatively microscopic object detach from it until it fires it's main guns at you.

When the impact hit you were flung from the command chair, as were most of the other helm officers. Alarms lit up and sirens blared like a demented festival, and you all but leapt for the communication chair. "Engineering! Get us out of here, now! I don't care if we don't have a goddamn vector on a well, GET US OUT!"

The sudden and extremely turbulent jump saw your head hit a console, and it was several hours before you woke up in medical, with your ship nearly a year from a usable gravity lane.

---

Commodore Shaltan

As the fleet wraps around the back of the Swarm and makes their first combat jump, you feel the twinge of psychic attention Admiral Solon reported in the core. With no small amount of pride, you welcome the ire of your foe, relaxing your mind just enough to hear his frenzied shouts. Like a child playing at Shol, he cannot help but overcommit his finest pieces, thinking them unstoppable for their more obvious strengths over the pawns that make up every army.

The shift in the enemy forces is very nearly invisible, if you do not know what to look for. But, you have become versed in this game, against this child, and it's recent shift towards protecting the nodeships instead of trying to 'personally' eliminate you does not make them any more hidden from your view. "Comms, connect me to the task force command in the system, and send our target data to the fleet commander. We've found our prey. Weapons, on my mark..."

Fleet commitment: 1 Cruiser, 1 Destroyer, 1 Frigate, 4 Corvettes

Overall commitment size: Small (Fleet attached to a main task force... Task Force Delphi, Far Rim Raiding)
Subordinate to... Mercenary Commander Ka'sak'sho

Iterating Meat Grinder in the Core...
Despite the fact that the task force had been expected to take the brunt of the fighting, and prepared with the most reserves, Operation Bloodied Fist is suffering enormous casualties, and has almost been pushed out of the region entirely. They are fighting valiantly, but if the counter-push can bottle them up at the chokepoints at the cross-arm bridges, that will free up a very large fraction of the Swarm's fleets to go elsewhere...
69, 51, 50 v 81, 88, 77

Skirmishing in the Inner Reach...
The planned forward push into the Inner Reach is finished entirely, bar a few difficult pockets of ground-based resistance, and a toe hold established. Thousands of military engineers and workships are pouring into the region to quickly set up the new forward defense bases. Once the first bases come up, a few ships may be able to help with the Outer Reach offensive.
-Admiral Solon has personally stepped in to handle the temporary defensive line in the region.
-Your ground forces, exhausted and scarred, are being pulled out of the Inner Reach, occupation left to the other races. They have gained exceptional experience, and will greatly benefit research into military operations and demands.
72, 99, 56 v 38, 71, 71

Major fighting in the Outer Reach...
The Outer Reach front had all but collapsed without the timely intervention of the the Far Rim task force. Exhausted of reserves and resources, they could do nothing but lose ground to the swarm's counter offensive, until a major pincer attack cut off easy resupply and limited the swarm's mobility. Fighting is harsh, and still not ideal for the task force.
Stalemate.
-Your own captains report the presence of the voice in their nightmares here, now. The Swarm's efforts are focused in the Outer Reach, and tacticians and generals are already considering how valuable knowing where the swarm's directed attention is. Your attachment is often in the heaviest, most brutal engagements, and has produced a fine Commodore.
26, 58, 92 v 80, 28, 95

Far Rim Reinforcements...
Having utterly swept aside the rear-line forces across vast parts of the Outer Reach, the Far Rim fleets have been committed to reinforcing the flagging offensive with a pincer attack.
92, 72, 99 v Uncontested fuckups, dumping dice elsewhere

---

Stockpile: 64.5 Mineral, 43 Energy, 50.5 Food, 6 Alloy
Dice: 4dTech, 1dCulture
Trade: 10/turn (Culture dice)

As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to TWO actions, or Focuses, this turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.

Current Federal Agenda: Threat Alert
Gellar proposal completed - Next proposal on docket
Threat Containment Initiative (Federal Chairperson Proposing)
-The Psoq'a hives have become increasingly aggressive across the hyperspace lanes leading to Fafna. Xeno analysts are predicting a major offensive by the swarm within the decade, and military experts suggest a preemptive attack. We have no choice. In order to protect the Aldiron Arm and the lives of our sapient races, we must engage in a scorched-earth offensive against the swarm.
-Commit fleets, industry, and manpower to the joint offensive command.

Active Threat special effects:
Worlds will not be upset if their World Amenities needs are not met.
Militarism is becoming more popular.
Xenophilia is becoming less popular.


Use this format to produce your plan:

[] Plan Name
-[] Action 1
-[] Action 2
-[] Project - number of dice
-[] Project - number of dice
-[] 5 Trade/turn - X resources
repeat similar abilities as needed

I feel it needs special note that you can also commit the 10 accumulated trade you have directly.

[] Trade into X Energy/turn
-Divert trade into Energy at 1 to 1.

[] Trade into X Minerals/turn
-Divert trade into Minerals at 1.5 to 1.

[] Trade into X Alloys/turn
-Divert trade into Alloys at 3 to 1.

[] Trade into X Strategic Resources/turn [Exotic Gas, Rare Crystal, Reactive Compound]
-Divert trade into a select resource at 5 to 1.

[] Trade into X Culture/turn
-Divert trade into culture and tourism at 7 to 1dCulture.

[] Trade into X Tech/turn
-Divert trade into scientific cooperation at 7 to 1dTech.

*Incomplete transfers provide fractional returns per turn

[] Colonize Ossina I (Seed population ~50,000, -4 Alloy)
-Colonize the tundra world of Ossina I. It will take several years for the colony to become fully established, and other costs in food, energy, or minerals may arise in that time. This planet is Mineral Poor (-50% final mineral output), and produces: 1*(Pops)+2d2 / 2 Mineral, 0.5*(Pops)+2d2 Energy, 2+0.5*(Pops) Food

[] Develop Favalan System (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 2 of 4) (stages here can give energy, minerals, flat sapiens trickle, or exotic gasses)

[] Develop Ossina System (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 1 of 2) (stages here will most likely give large research trickles, with a smaller chance of energy or minerals, or strategic resources)

[] Develop Hetor's Rest System (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 0 of 2) (One stage is guaranteed to give alloys or strategic resources)

[] Begin raising a Starbase over... (-5 Alloy, -3 Minerals, 4 Energy) - No valid systems at this time

[] Dedicate shipyard space [Select order]
-Begin construction of the ordered ships at a rate of 4 size/turn, and 1 Alloy/size.

[] Sortie [Fleet] to [Notable System OR Exercises] (Cost depends on the fleet)
-Sends the fleet out to reinforce a region, attack a threat, or just perform some fleet exercises and wargames in local space. Exercises can generate experience for officers, Order project progress, and rarely other things.

[] Design new ships (Assign tech dice)
-Focus some research efforts on new ship designs. The quality of the sum total check may enhance some components. Specific design in a subturn.

[] Exploration Program (-4 energy) Ships in the dark
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.

[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across the empire, reducing the cost of living significantly, and hopefully raising the birthrate to match

[] Build [Building goes here] on [World]
[] Replace [Building] with [New Building]
[] Upgrade [Building]
-Research complex - Immediate cost: 5 Minerals, upkeep: 2 energy. Grants +1dTech, +1 character cap.
-Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +2 Alloy
-(P)(U)Planetary Government - Immediate cost: 10 Minerals, no upkeep. Grants +1 Character Cap, +1dCulture
-(P)Gene Repair Complex - Immediate cost: 4 Minerals, upkeep: 1 World Amenities. Grants +0.5% base population growth (base 1.5%).
--(P)(U)Rejuvenation Center - Immediate cost: 4 Minerals, +upkeep: 1 Exotic Gas. Grants +1% additional population growth (to 3.0%)

[] Fill [Position goes here]
-Fill an open government position from a random selection of notable figures in the nation.

[] Aid the Offensive (Fleet commitment, Industrial Sector commitment, Population commitment)
-Our best predictions indicate the all-consuming Psoq'a are gearing up for a fresh offensive across the Aldiron-Fafna border region. The federation is requesting significant aid in forming and arming a massive invasion force to slash and burn Psoq'a hiveworlds and disrupt their preparations. Do your part in protecting the galaxy.
--OFFENSIVE BEGUN--
All additional commitments are added to current commitments until the war is over.

[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.

[] Research Subsidies (-3 energy)
-Gain +1dTech * 0.5 this turn, directed at a random project from among the current projects and two randomly selected projects you do not possess.

[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.

[] Begin large-scale gene modifications on [Species]
-Focus research effort on a retrovirus that will improve the genetic makeup of a species. Specific design in a subturn.

[] Request Federal Aid with KALVANOX??? - We have more pressing dangers to deal with
-This has become more difficult now that it seems relatively obvious that Kalvanox... doesn't particularly care that you exist. If anything, bringing the dragon up in federal chambers is more likely to end with Dallon being requested to negotiate on behalf of the federation for similar 'deals' with other worlds.

[] Study the Crystal Entity
-Focuses can be spent to add dice to the project.

Current Technological projects:
Crystal Study: 303/1000
Tactical Nuclear Weapons: 84/250
Destroyer-Class Ships Construction: 0/450
Wave Capacitors: 65/400
Spatial Matrix Targeting: 0/450

Current Cultural Projects:
First and favored is the discovery of new sights, new samples, and new places. The galaxy is a massive place, and there is impossible variety if we could only find all of it. -COMPLETE-
---
We live in a galaxy filled with secrets. Teasing them out is one of the highest scientific pursuits we can commit to.
 
Last edited:
Turn 21, Nearly Through
[X] Plan Reasonable Commitment and Hoping for Alloy
-[X] Aid the Offensive (Fleet commitment, Industrial Sector commitment, Population commitment)
--[X] Deploy the 4 New Corvettes and 10 Million Soldiers from the Capital (growth rate is 87 mil so we can afford it)
-[X] Develop Hetor's Rest System (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-[X] 2d Tactical Nuclear Weapons
-[X] 2d Wave Capacitors

Colonial Progress: 47
Normal progress
Progress 6/10

Adding commitments...

Developing Hetor's Rest, 1-5 (alloy), 6-0 (strategic resource): 1, Salvage Graveyard (+2 Alloy per turn)

Kalvanox remembers tribute?: 88, KALVANOX CAN'T JUST DROP IN AFTER SO LONG UNANNOUNCED. MAYBE KALVANOX SHOULD WAIT FOR THEM TO CALL FIRST... WOULD KALVANOX LOOK TOO ALOOF? MAYBE KALVANOX SHOULD JUST VISIT. OR KALVANOX COULD JUST HAPPEN TO BE AT THE SAME STAR SYSTEM ON A RAID... THAT WOULD SO LOOK MORE ORGANIC. KALVANOX IS TRULY BRILLIANT!

Excess Amenities, bonus check: 87
Content Enclave: 77
Happy Progress: +20 all accumulated

Exploration ship 1/2 turns out of action

Chancellor Effect: 3d4% - 5%
Focus Check: 90/88! Extra focus
Chancellor developing experience... 11/54
Researcher Effect: +45 to Destroyers
Researcher developing experience... New skill level reached
Trait check: none 2/54
Welfare director developing experience... 9/30
Attikoverious effect: 91/91! rolled: 8
Psion developing experience... 11/54
Diplomat developing experience... 26/46

Party Politics... turning political wheels...

Cultural Dice:
1d100+2d10+21: 81+4+2+21=108
1d100+2d10+21: 65+4+8+21=98
1d100+2d10+21 * 3/7: 83+7+10+21*3/7 = 52
1d100+2d10+21 * 0.4: 39+2+10+21*0.4 = 29
-Progress and Discovery: 287*1.05, 612/550 -> 62/600

Gained Culture of Learning - +50% Character experience gain per turn

Accumulating 30 Materials Science progress...
Accumulating 35 Sapiens Science progress...
Accumulating 25 Physics Progress...

Tech Dice - 1d100: 4dTech, 1dSapiens(1d5)
-Crystal: 303/1000
-Tactical Nuclear Weapons: 30+1(convert to 8 from crit fail)+69*1.05, 188/250
-Destroyer-Class Ships Construction: 45*1.05, 47/450
-Wave Capacitors: 25+42+28=95*1.05, 165/400
-Spatial Matrix Targeting: 0/450

Resource generation:
Minerals: 64.5 + 4 + 3d2 (5) - 2 = 71.5
Energy: 29 + 0.5 + 4d2 (6) - 10 = 25.5
Food: 50.5 + 4.25 = 54.75
Alloys: 4 + 4 - 3 = 5

The invasion is winding down, even as much of the fighting gets worse. Cinematic views of heroic federation ships storming frightful looking bio-orbital stations, and various task forces coming together to down node ships, all look good to the public and keep morale high, but the reality of the matter is that one of the main objectives is dangerously close to slipping out of the attackers' grasp.

While this all happens, the Council continues to expand it's holdings in the reaches of Aldiron, laying claim to an ancient orbital graveyard, filled with twisted metal and stripped relics of a bygone era.

Last turn's attrition: 37 - suffered losses and damages - 2 corvettes, 1 frigate
Fleet commitment: 1 Cruiser, 1 Destroyer, 6 Corvettes

Overall commitment size: Small (Fleet attached to a main task force... Task Force Delphi, Far Rim Raiding)
Subordinate to... Mercenary Commander Ka'sak'sho

Adding 10 million ground forces... Assigned to inner reach garrisons

Iterating Heroic Push in the Core...
A series of masterstroke offenses have rolled up massive swathes of Psoq'a hivespace in the galactic core area. Fighting is fierce, but despite the intense commitments in the area, the Psoq'a are being pushed back to the objective lines, and the fleet is setting a course for the Inner Reaches, to repair and prepare to weather the approaching offensive.
92, 90, 95 v 74, 30, 70

Quiet Fortification of the Inner Reach...
Defenses are built with almost no resistance or counterattacks, and the entire region is being thoroughly cleansed of Psoq'a holdouts by ground forces unmolested.
-Your own troops are stationed on worlds with limited expected presence of Psoq'a tunnels or underground networks, and see only a little action, with much less risk to the psychically sensitive.
88, 45, 16 v 3, 8, 2

Major fighting in the Outer Reach...
The reach task force continues to suffer setbacks, and a series of trap maneuvers catches the Far Rim aid off guard, almost annihilating the fleet. Despite the damage, the fleet has nearly claimed the main regional hub. One final attack is expected to claim the system, but there isn't much time left to fortify it.
Slow Progress.
-Your detachment has the great fortune to have not be utterly annihilated in the pitched Battle of Heavy Gate Singularity, and the commander continues to brutalize hive capital ships, and even scuttled a few key orbitals in the region.
-Solon is here managing foresight for the final objectives, but focused attention from the Consciousness has worn his abilities thin.
23, 35, 72 v 73, 83, 25

Far Rim Reinforcements...
2, 4, 100 dumped into Outer Reach

ONE FINAL TURN OF OFFENSES POSSIBLE

---

Stockpile: 71.5 Mineral, 25.5 Energy, 54.75 Food, 5 Alloy
Dice: 4dTech, 1.4dCulture
Trade: 10/turn (Culture dice)

As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to THREE actions, or Focuses, this turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.

Current Federal Agenda: Threat Alert
Gellar proposal completed - Next proposal on docket
Threat Containment Initiative (Federal Chairperson Proposing)
-The Psoq'a hives have become increasingly aggressive across the hyperspace lanes leading to Fafna. Xeno analysts are predicting a major offensive by the swarm within the decade, and military experts suggest a preemptive attack. We have no choice. In order to protect the Aldiron Arm and the lives of our sapient races, we must engage in a scorched-earth offensive against the swarm.
-Commit fleets, industry, and manpower to the joint offensive command.

Active Threat special effects:
Worlds will not be upset if their World Amenities needs are not met.
Militarism is becoming more popular.
Xenophilia is becoming less popular.


Use this format to produce your plan:

[] Plan Name
-[] Action 1
-[] Action 2
-[] Project - number of dice
-[] Project - number of dice
-[] X Trade/turn - X resources
repeat similar abilities as needed

[] Trade into X Energy/turn
-Divert trade into Energy at 1 to 1.

[] Trade into X Minerals/turn
-Divert trade into Minerals at 1.5 to 1.

[] Trade into X Alloys/turn
-Divert trade into Alloys at 3 to 1.

[] Trade into X Strategic Resources/turn [Exotic Gas, Rare Crystal, Reactive Compound]
-Divert trade into a select resource at 5 to 1.

[] Trade into X Culture/turn
-Divert trade into culture and tourism at 7 to 1dCulture.

[] Trade into X Tech/turn
-Divert trade into scientific cooperation at 7 to 1dTech.

*Incomplete transfers provide fractional returns per turn

[] Colonize Ossina I (Seed population ~50,000, -4 Alloy)
-Colonize the tundra world of Ossina I. It will take several years for the colony to become fully established, and other costs in food, energy, or minerals may arise in that time. This planet is Mineral Poor (-50% final mineral output), and produces: 1*(Pops)+2d2 / 2 Mineral, 0.5*(Pops)+2d2 Energy, 2+0.5*(Pops) Food

[] Develop Favalan System (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 2 of 4) (stages here can give energy, minerals, flat sapiens trickle, or exotic gasses)

[] Develop Ossina System (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 1 of 2) (stages here will most likely give large research trickles, with a smaller chance of energy or minerals, or strategic resources)

[] Develop Hetor's Rest System (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 1 of 2) (Higher chance of strategic resources)

[] Begin raising a Starbase over... (-5 Alloy, -3 Minerals, 4 Energy) - No valid systems at this time

[] Dedicate shipyard space [Select order]
-Begin construction of the ordered ships at a rate of 4 size/turn, and 1 Alloy/size.

[] Sortie [Fleet] to [Notable System OR Exercises] (Cost depends on the fleet)
-Sends the fleet out to reinforce a region, attack a threat, or just perform some fleet exercises and wargames in local space. Exercises can generate experience for officers, Order project progress, and rarely other things.

[] Design new ships (Assign tech dice)
-Focus some research efforts on new ship designs. The quality of the sum total check may enhance some components. Specific design in a subturn.

[] Exploration Program (-4 energy) Ships in the dark
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.

[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across the empire, reducing the cost of living significantly, and hopefully raising the birthrate to match

[] Build [Building goes here] on [World]
[] Replace [Building] with [New Building]
[] Upgrade [Building]
-Research complex - Immediate cost: 5 Minerals, upkeep: 2 energy. Grants +1dTech, +1 character cap.
-Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +2 Alloy
-(P)(U)Planetary Government - Immediate cost: 10 Minerals, no upkeep. Grants +1 Character Cap, +1dCulture
-(P)Gene Repair Complex - Immediate cost: 4 Minerals, upkeep: 1 World Amenities. Grants +0.5% base population growth (base 1.5%).
--(P)(U)Rejuvenation Center - Immediate cost: 4 Minerals, +upkeep: 1 Exotic Gas. Grants +1% additional population growth (to 3.0%)

[] Fill [Position goes here]
-Fill an open government position from a random selection of notable figures in the nation.

[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.

[] Research Subsidies (-3 energy)
-Gain +1dTech * 0.5 this turn, directed at a random project from among the current projects and two randomly selected projects you do not possess.

[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.

[] Begin large-scale gene modifications on [Species]
-Focus research effort on a retrovirus that will improve the genetic makeup of a species. Specific design in a subturn.

[] Request Federal Aid with KALVANOX??? - We have more pressing dangers to deal with
-This has become more difficult now that it seems relatively obvious that Kalvanox... doesn't particularly care that you exist. If anything, bringing the dragon up in federal chambers is more likely to end with Dallon being requested to negotiate on behalf of the federation for similar 'deals' with other worlds.

[] Study the Crystal Entity
-Focuses can be spent to add dice to the project.

Current Technological projects:
Crystal Study: 303/1000
Tactical Nuclear Weapons: 188/250
Destroyer-Class Ships Construction: 47/450
Wave Capacitors: 165/400
Spatial Matrix Targeting: 0/450

Current Cultural Projects:
First and favored is the discovery of new sights, new samples, and new places. The galaxy is a massive place, and there is impossible variety if we could only find all of it. -COMPLETE-
---
The people have become enamored with education and higher learning. Idle youth are encouraged to develop new talents, and deepen existing skills, when they get bored, and these values follow them into adulthood. -COMPLETE-
---
We live in a galaxy filled with secrets. Teasing them out is one of the highest scientific pursuits we can commit to.

So exhausted lately.
 
Back
Top