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Post by Gunblader on Mar 28, 2010 23:47:31 GMT
And the game begins.
Post Turn 0 in here.
Turn one begins tommorow.
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Post by Omega Chief on Mar 29, 2010 0:12:07 GMT
Turn 0
Initial Resources 0 RP 5000 PP
Current Holdings: Omega Ceti System: Neo-Terra (Class 0) Laaren (Class U) Boundary (Class U)
Building: Omega Ceti System Neo-Terra (Upgrading to Class 3 Planet) 2100 Points Large Production Base 600 Points 2x Medium Production Base 600 Points
1st Fleet 1x CL4 200 Points 2x CL3 200 Points 4x CL2 200 Points 3x Interceptor Wing 15 Points 1x Bomber Wing 10 Points
2nd Fleet 1x CL4 200 Points 2x CL3 200 Points 2x CL2 100 Points 3x Interceptor Wing 15 Points 1x Bomber Wing 10 Points
3rd Fleet 1x CL4 200 Points 2x CL3 200 Points 2x CL2 100 Points 3x Interceptor Wing 15 Points 1x Bomber Wing 10 Points
Expeditionary Force Alpha 1x CL1 20 Points 1x Interceptor Wing 5 Points
Movements: None
Battles: None
End of Turn Resources 0 RP 0 PP
Income Next Turn 100 RP 500 PP
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Post by Bubble Wrap on Mar 29, 2010 0:31:20 GMT
Turn 0
Note: Ship costs include Mass Production Income stats include Research Reduction
Initial Resources PP 5000 RP 0
Current Holdings Slumberhold - Neutron star / OB Supergiant binary system No surviving planets
Building
Hunter Fleet - Slumberhold CL5 ‘Steel God’ 175 1 Bomber Squadron (5PP, free) 2 Interceptor Squadron (5PP, free) 4x CL3 ‘Bane’ class battleship 200 5x CL2 ‘Splinter’ class cruiser 125 10x CL1 ‘Striker’ class frigate 100 10 Bomber Squadron 50 20 Interceptor Squadron 50 = 700
Predator Fleet ’Marauder’ - Slumberhold CL4 ‘Marauder’ 100 1 Bomber Squadron (5PP, free) 2 Interceptor Squadron (5PP, free) 1x CL3 ‘Bane’ class battleship 50 5x CL2 ‘Splinter’ class cruiser 125 15x CL1 ‘Striker’ class frigate 150 10 Bomber Squadron 50 20 Interceptor Squadron 50 = 525
Predator Fleet ‘Intruder’ - Slumberhold CL4 ‘Intruder’ 100 1 Bomber Squadron (5PP, free) 2 Interceptor Squadron (5PP, free) 1x CL3 ‘Bane’ class battleship 50 5x CL2 ‘Splinter’ class cruiser 125 15x CL1 ‘Striker’ class frigate 150 10 Bomber Squadron 50 20 Interceptor Squadron 50 = 525
Slumberhold 10 x Small Defence Base 400 9 x Small Production Base 1350 5 x Small Research Base 1500
End of Turn Resources PP 0 RP 0
Income Next Turn PP 450 RP 200
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Kane
Junior Member
Posts: 87
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Post by Kane on Mar 29, 2010 2:39:27 GMT
Turn 0
Initial Resources: RP (0)/ PP (5000)
Current Holdings: Mona Lisa (System) Count Zero (Class U planetoid)
Building: The Neuromancer (Station Complex) x1 Large Research Base (1200 PP) x2 Medium Research Bases (1200 PP) x3 Large Defense Bases (360 PP) x3 Large Production Bases (1800 PP)
Union Self Defense Force (USDF) x3 CL2 "Watchdogs" (150 PP) x6 "Kilo" bomber squadrons (60 PP) x12 "Byte" fighter squadrons (84 PP) x6 "Bit" interceptor squadrons (30 PP) (Three Watchdogs, each carrying two Kilo squads, two Bit squads, and four Byte squads)
Searcher Groups 1, 2, and 3 (SG1, SG2, SG3) x3 CL1 "Eyeglass'" (60 PP) x6 "Byte" Fighter squadrons (42 PP) (Three separate fleets, grouped for ease of listing. One Eyeglass carrying two Byte squadrons in each fleet)
Movements: N/A
Battles: N/A
End of Turn Resources: RP (0)/ PP (14)
Income Next Turn: RP (400)/ PP (615)
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ww2jacob
Junior Member
Qui audet vincit.
Posts: 67
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Post by ww2jacob on Mar 29, 2010 16:43:23 GMT
Interstellar Kingdom of Talos
Turn Zero
Current Assets:
Talos System: Planet Talos (Class 0) Planet Pegasus (Class 0) Planet Prometheus (Class U) Planet Atlas (Class U)
Resources: 5000 PP 0 RP
New Construction:
Planet Talos (Class 0 -> Class 2) <900 PP> Planet Pegasus (Class 0 -> Class 2) <900 PP> 15 x Small Production <2250 PP> Research Small <300 PP> 5 x Small Defense <200 PP>
4 x Interceptor <20 PP> 4 x CL1 <80 PP> 3 x CL2 <150 PP> 2 x CL3 <200 PP>
Total Expenditure: <5000 PP>
Resources Remaining: 0 PP, 0 RP
Income Next Turn: 935 PP, 180 RP
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Post by Abdiel on Mar 29, 2010 19:43:02 GMT
The Valiaas, Turn 0
Initial Resources: 0 RP / 5,000 PP
Current Holdings: Valii System Planet Class U (Valii I) Planet Class U (Valii II) Planet Class 0 (Valii III) Planet Class U (Valii IV)
Empty Tech Slot 1 Empty Tech Slot 2
Building: Advanced Sensors = Free with 0th turn
20 x Interceptor = 20 x 5 PP = 100 PP 20 x CL1 = 20 x 20 PP = 400 PP
20 x Small Production Station = 20 x 150 PP = 3,000 PP 5 x Small Research Station = 5 x 300 PP = 1,500 PP
Total Spent: 0 RP / 5,000 PP
End of Turn Resources: 0 RP / 0 PP
Income Next Turn: 20 x Small Production Station = 20 x (50 + 5 Trait bonus) PP = 20 x 55 PP = 1,100 PP
5 x Small Research Station = 5 x (50 + 10 Trait bonus) RP = 5 x 60 RP = 300 RP
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Post by Shard on Mar 29, 2010 20:42:21 GMT
Children of the Light (Deathspire Imperium) Turn 0
Capital Ship Doctrine Strike Craft Doctrine Salvager Discipline Inherent Violence
No Colonisation Initiative Research Reduction
Secret Project (OKed with admins) <Free slot>
Initial Resources 0 RP 5000 PP
Current Holdings: Deathspire Angelheart (U) Ghosthome (U) Ashensoul (U)
Building: Temple Complex (Angelheart) 30 Small Production Facilities - 4500 8 Small Defence Stations - 320 1 CL2 - 50 2 CL1 - 40 5 Interceptor Wings - 25 5 Fighter Wings - 35 3 Bomber Wings - 30
Movements:
Battles:
End of Turn Resources 0 RP 0 PP
Income Next Turn 0 RP 1500 PP
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Post by Gunblader on Mar 30, 2010 2:57:53 GMT
The Hive
Turn 0: Systems: Unimatrix 001: Planet 001(U) Planet 002(U)
5000 PP
4 Medium Production stations(1200)
2 Medium Research stations(1200)
25 CL1(500)
10 CL2(500)
10 CL3(1000)
2 CL4(400)
20 Interceptor Wings(100)
10 Bomber Wings(100)
Techs: Assimilation(boarding parties): To reach maximum efficiency, the hive assimilates anything it comes in contact with, in order to learn more about it. Drones are beamed to the enemy ship to fight the crew and assimilate the ship with Nano Probes.
Traits:
Efficient Capital Ships (Capital Phalanx): The strength and might of the Hive is reflected in the efficient formations and simplistic designs of the Hive's capital ships. Any empire wishing to fight your fleet had better bring greater numbers in the hopes of having an even fight
Production Focus (Industrious): Maintaining an efficient empire means utilizing efficient production methods. At the end of the day all your production facilities produce an extra 5 Production Points every turn.
Drones(Super Soldiers): Cybernetically enhanced armored Drones. Armed with adaptive shielding, advanced weaponry and assimilation nano probes, your ground forces are peerless. If you are invading a planet, boarding a ship or repelling boarders, the enemy is in for a fight they’re not soon going to forget. Resistance is Futile.
No efficient Planets (Unlucky): Due to overpopultation and resource stripping, the Hive do not currently inhabit any planets. You begin play with zero class 0 planets in your home system.
Income: 420 PP 200 RP
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Post by Kobi on Mar 30, 2010 5:10:11 GMT
Feel free to post your Turn 1s, new turns will begin at 0001GMT of each day.
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Post by Abdiel on Mar 30, 2010 5:27:05 GMT
The Valiaas, Turn 1
Initial Resources: 300 RP / 1,100 PP
Current Holdings: Valii System Planet Class U (Valii I) Planet Class U (Valii II) Planet Class 0 (Valii III) Planet Class U (Valii IV) 20 x CL1 20 x Interceptor 20 x Small Production Station 5 x Small Research Station
Advanced Sensors Empty Tech Slot 2
Production Efficiency Research Efficiency Salvage Discipline Division Discipline
Building: 30 x Fighter = 210 PP 7 x CL1 = 140 PP
5 x Small Production Station = 750 PP
Total Spent: 0 RP / 1,100 PP
End of Turn Resources: 300 RP / 0 PP
Income Next Turn: 20 x Small Production Station = 1,100 PP 5 x Small Research Station = 300 RP
Movement: 2 CL1 Valii > SYS-5 2 CL1 Valii > SYS-5 > SYS-3 3 CL1 Valii > SYS-5 > SYS-11 1 CL1 Valii > SYS-7 1 CL1 Valii > SYS-7 > Talos 2 CL1 Valii > SYS-9 2 CL1 Valii > SYS-9 > Slumberhold 1 CL1 Valii > SYS-9 > SYS-10
Final Positions: Valii 20 Interceptor 6 CL1
Slumberhold: 2 CL1 SYS-3: 2 CL1 SYS-5: 2 CL1 SYS-7: 1 CL1 SYS-9: 2 CL1 SYS-10: 1 CL1 SYS-11: 3 CL1 Talos: 1 CL1
Exploration Parties: Slumberhold, SYS-3, SYS-5, SYS-7, SYS-9, SYS-10, SYS-11, Talos (Using only 1 CL1 in each system) If that is possible within the rules, PM me the results, I might not want them public yet.
(( Exploring player systems: IC, I only think that something lives there. I am trying to find out what. Plus I don't know IC what planets / anomalies are there. ))
Battles: None
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Post by Kobi on Mar 30, 2010 6:22:41 GMT
Exploration results will be PM'd at ~2300. At the latest.
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Post by Omega Chief on Mar 30, 2010 17:22:34 GMT
Turn 1
Initial Resources 100 RP 500 PP
Current Holdings: Omega Ceti System: Neo-Terra (Class 3) Laaren (Class U) Boundary (Class U) Large Production Base 2x Medium Production Base
1st Fleet 1x CL4 2x CL3 4x CL2 3x Interceptor Wing 1x Bomber Wing
2nd Fleet 1x CL4 200 Points 2x CL3 200 Points 2x CL2 100 Points 3x Interceptor Wing 1x Bomber Wing
3rd Fleet 1x CL4 2x CL3 2x CL2 3x Interceptor Wing 1x Bomber Wing
Expeditionary Force Alpha 1x CL1 20 Points 1x Interceptor Wing 5 Points
Building: Omega Ceti System: 4x CL2 200 PP 2x Small Production Bases 300PP
Movements: Expeditionary Force Alpha to SYS-4, Surveying system.
Battles: None
End of Turn Resources 100 RP 0 PP
Income Next Turn 100 RP 500 PP
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Post by Omega Chief on Mar 30, 2010 17:28:35 GMT
((Uh Ab? Income for the next turn is based on current holdings, not what you build/upgrade on a turn and current holdings.
Everyones Turn 2 income should be the same as thier Turn 1 income))
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Post by Shard on Mar 30, 2010 17:41:14 GMT
Children of the Light (Deathspire Imperium) Turn 1
Capital Ship Doctrine Strike Craft Doctrine Salvager Discipline Inherent Violence
No Colonisation Initiative Research Reduction
Secret Project (OKed with admins) <Free slot>
Initial Resources 0 RP 1500 PP
Current Holdings: Deathspire System Angelheart (U) Temple Complex (Angelheart) 30 Small Production Facilities 8 Small Defence Stations Fleet 1: 1 CL2, 1 I, 5 F, 3 B 2 CL1, 4 I
Ghosthome (U) Ashensoul (U)
Building: Temple Complex (Angelheart) Upgrading 5 Small Production Facilities to Medium - 500 1 CL4 - 200 3 CL3 - 300 4 CL2 - 200 9 CL1 - 180 7 I Wings - 35 5 F Wings - 35 5 B Wings - 50
Movements: 1 CL1, 2 I Deathspire => SYS-2 (exploring) 1 CL1, 2 I Deathspire => SYS-4 (exploring)
Battles:
Final Holdings: Deathspire System Angelheart (U) Temple Complex (Angelheart) 25 Small Production Facilities 5 Small (Upgrading Medium) Production Facilities 8 Small Defence Stations Fleet 1: 1 CL2, 1 I, 5 F, 3 B Fleet 1: 1 CL4, 3 CL3, 5 CL2, 9 CL1, 8 I, 10 F, 8 B
Ghosthome (U) Ashensoul (U)
SYS-2 System 1 CL1, 2 I (Exploring)
SYS-4 System 1 CL1, 2 I (Exploring)
End of Turn Resources 0 RP 0 PP
Income Next Turn 0 RP 1500 PP
Exploration of SYS-2, SYS-4
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Post by Bubble Wrap on Mar 30, 2010 17:44:47 GMT
Turn 1
Note: Ship costs include Mass Production Income stats include Research Reduction
Initial Resources PP 450 RP 200
Current Holdings Slumberhold - Neutron star / OB Supergiant binary system No surviving planets
10 x Small Defence Base 9 x Small Production Base 5 x Small Research Base
Hunter Fleet - Slumberhold CL5 ‘Steel God’ 1 Bomber Squadron 2 Interceptor Squadron 4x CL3 ‘Bane’ class battleship 5x CL2 ‘Splinter’ class cruiser 10x CL1 ‘Striker’ class frigate 10 Bomber Squadron 20 Interceptor Squadron
Predator Fleet ’Marauder’ - Slumberhold CL4 ‘Marauder’ 1 Bomber Squadron 2 Interceptor Squadron 1x CL3 ‘Bane’ class battleship 5x CL2 ‘Splinter’ class cruiser 15x CL1 ‘Striker’ class frigate 10 Bomber Squadron 20 Interceptor Squadron
Predator Fleet ‘Intruder’ - Slumberhold CL4 ‘Intruder’ 1 Bomber Squadron 2 Interceptor Squadron 1x CL3 ‘Bane’ class battleship 5x CL2 ‘Splinter’ class cruiser 15x CL1 ‘Striker’ class frigate 10 Bomber Squadron 20 Interceptor Squadron
Building Upgrade 4x Small Production Base -> Medium (400 PP) Build 5x CL1 (50 PP) for Hunter Fleet
Movements 5 x CL1 from Hunter Fleet -> Sys-9 (Now Hound Fleet Alpha) 5 x CL1 from Predator Fleet Marauder -> Sys-14 (Now Hound Fleet Beta) 5 x CL1 from Predator Fleet Intruder -> Sys-16 (Now Hound Fleet Gamma)
Exploration Sys-9, Sys-14, Sys-16 (5xCL1 in each system)
End of Turn Resources PP 0 RP 200
Income Next Turn PP 450 RP 200
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