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Post by Cory Trese on Dec 16, 2015 1:58:54 GMT -5
Ending Turn: 48 File: game_1.zip
Fleet Report
Our Fleet returned to base around Turn 30 for refueling. On Turn 48, they are in the middle of further exploration and scouting. Since we are facing 5 Xeno, the Templars are trying to figure out which slot is empty.
Star Traders recently reported reduced Bollish activity.
Planetary Report
Our biggest issues right now are Spice Riots and a Trade Embargo. We are working on a Treaty to end that Embargo.
Each Faction has 2 Colonies. We're Researching right now to try to get Exchanges.
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Post by En1gma on Dec 29, 2015 12:54:17 GMT -5
Ending Turn: 101 File: game_2.zip Ahem. I may have gotten ahead of myself and done an extra year. Time flies when you are building an empire. For some reason I thought the game started at 1.48AE, not .48AE. If the council wishes, I can reload the game file and do only a year, but honestly nothing has happened yet... I will conduct this report as if everyone wishes to continue on from here, and you all have my sincere apologies for taking so many turns-- it was an honest mistake and Shall Not happen again. Should the council wish me to reload the game and take only a single year, I will gladly do so. Just know that it was rather uneventful, which led to my losing track of time. The Xeno have been met, and all habitable sections on the edges of the map on our side of the map are occupied by the Xeno. No shots have been fired, though the Xeno to our direct South are encroaching towards the center ring. All but a single System has been fitted with a second level Exchange, and at least two Mines. Our Economy is growing rapidly, and once the Spy Battle ends, and our Factions agree to the terms of another Trade Route, Credits will begin pouring into our coffers at breakneck paces. Research has gone VERY WELL, and given our situation with the Xeno, I saw it prudent to research the Fighter Tree up to but NOT including Assault Class vessels. No combat ships have been designed as of yet, as I thought my successor would enjoy the privilege. I have NOT researched any PDF or planetary Defenses yet. No Stock Fighters have been produced, though with our situation, my successor would be well served to consider the option. I have not sent a new wave of Colony ships out, because I was in the process of Researching the Colony Module Two Tech, which will allow our new colonies to have an easier start. This being said, before I realized my error, I completed the required Tech, Designed a NEW Colony Ship, and ordered each PRIME to begin Construction of our third wave of colonization. Each will take about 6 more turns to be completed, and I am confident our economy will be able to withstand even ANOTHER wave following this one, barring any major negative Political Events. As for the location of the new Colonies, I urge my successor to consider occupying at least one of the systems between our Xeno neighbors and ourselves, as we will be hard pressed to defend ourselves so close to our core. Perhaps this would be best done immediately after we complete our occupation of our trio of Core Systems. Assuming everyone is fine with the situation as it stands, I will upload the file and pass the torch. Should my transgression be too much to bear, I will reload the game and retake my turn. I will await the council's decision before I upload the game, so, Cory Trese, Brutus Aurelius, and others, please let me know your decision.
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Post by Cory Trese on Dec 30, 2015 0:45:27 GMT -5
Ending Turn: 106 File: game_3.zip Fleet ReportStar Traders have recently reported increased Xeno activity for 4 of the 6 AI. We now have the ability to build Cruisers. Two new Colony Ships Mk2 have been constructed. I suggest we call home our Templar Defenders and Explorer. War is coming. Planetary ReportOur economy is strong. En1gma did an excellent job building it up. On Turn 106 we have $1.4K in the Treasury.
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Post by johndramey on Jan 3, 2016 3:36:19 GMT -5
Ending Turn: 157 (4.1) File: Game 4.zip
Fleet Report I've been a busy bee. I sent a raiding party consisting of 3 Hummingbird class fighters and a single Anvil class repair carrier against the xeno to our north-west. They managed to colonize a single system to the south of their original sphere of influence, but I destroyed upwards of 10 of their ships as well as two or three colonizers. I also have started to position some minor fleet elements in our southern sector, as I feel that the xeno to the south pose a threat.
My initial plan, and one that I feel has merit, is to crush the xeno to our north-west as soon as possible, and then shift efforts to face the xeno on our southern and south-western flanks. This will allow us to secure a huge swath of relatively safe territory, and give us an enormous industrial base with which to produce our fleets.
I've produced the following ships. Hummingbird class interdiction fighter : A simple, sturdy throw-away class of vessel. Basically, speedy and evasive, but lacking real substance. Instead, they rely on numbers to take on foes.
Anvil class repair carrier : A floating gantry with rudimentary weapons and defenses, intended to be kept behind a support screen and to provide resupply for battered Hummingbirds.
Clodhopper class colonizer : A basic colonizer equipped with colonizer mark 3 modules, helping to spread our empire as quickly and efficiently as possible.
Gnat class assault fighter : Equipped with boarding pods, these expensive, bleeding-edge fighters are fast and lethal. Designed to be used sparingly against targets of opportunity, they help the Hummingbirds to punch well above their weight class. *Still prototyped, two are in production*
My basic battle fleet is of 3 Hummingbird class fighters supported by a single Gnat class assault fighter and a single Anvil class carrier. These battle fleets are not designed for deep operations, but instead should stay within 10 spaces of friendly space, either raiding or supporting assaults against nearby xeno colonies. I currently have one battle group (sans Gnat) stationed facing the xeno to our north-west, and one partial battle group (sans Gnat and Anvil) stationed in our southern sectors. However, current construction going on in our core colonies will bring both battle groups to full strength, with two Gnat class assault fighters and one Anvil class carrier being nearly completed.
My recommendation, push for planetary invasion and start to take territory from the xeno on our north-west while keeping our southern battle group on high alert. Possibly, construct a third battle group as a QRF and station it in the center of our territory. It can be sent where needed.
Planetary Report I sent out two waves of colonizers, so we have a total of 12 colonies (4 for each faction). That means I've doubled our colony count. I focused on building an industrial base, getting good positions, and setting up our colonies to prosper in the long term. This means that I've built exchanges, factories, and mines as much as possible. Some of the more advanced colonies built (or are building) Starport IVs in order to be fully maximized. Spice Den II, Factory II, and Mine II have all been unlocked, and I'm currently researching Alta-Mesa fighters and FDF garrisons.
My distribution for the new colonies has been relatively aggressive, placing one colony a little ways out to the south-east, one colony out a little to the north east, and two colonies to the north-west. These colonies will provide a solid defensive zone which will hopefully allow us to prevent any significant surprise in our core sectors. The colonists do, unfortunately, face some danger. However, their vigilance will help to secure our Empire.
{I tend to play aggressive games, and since we are changing commanders every year I figured it couldn't hurt to go hog wild. I hope you two don't mind, and I hope that my aggression helps to stir the pot! Turn is uploaded to the shared folder under the name "Game 4.zip." Good luck!)
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Post by Cory Trese on Jan 4, 2016 14:23:27 GMT -5
Ending Turn: 208 File: game_5.zip Screenshots: imgur.com/a/DpUFRFleet ReportOur fleet has not seen much action in the past year. Isolated scouting of the Xeno, but we've mostly pulled into a low-maintenance and guard duty for the past 20 turns. Warning: Star Traders have reported that ALL of the Xeno in the Quadrant currently have increased activity. We should be ready to deal with expansion and possibly attacks on our southern Colonies. We have created no new ship designs, although we did research Scan 1 with the intention of designing Looking Glass Mk1 a dedicated Scout-Fighter. I believe we need more intelligence on Xeno activity before we engage. Planetary ReportOur Economy is doing very well, currently powered by a 3-way Trade Route. I suggest my successor spam Subsidized 50% Trade Routes to try to extend this for as long as possible. I see the argument for pushing them up to Trade Alliances, but in this case these routes are almost 40 turns old, and are probably only still going due to extension. We cannot extend a Trade Alliance, so it will be best to upgrade NEW Trade Routes rather than these old ones. We should use 50% Treaties on Subsidize to extend them as long as we can. Our Treasury is over 20K and we're making between 1K and 2K per turn. Between Turn 178 and 190 there was a Solar War which we downgraded to Duel of Assassins which expired into a Trade Route. During this period our income dropped to 208 (from 1.6K) and it was very tough to keep up with the Colonies. As a result, Orbital Mine construction was delayed to around turn 195 -- my predecessor will be dealing with Orbital Mine completions for some number of turns. After Orbital Mine building, Exchange 3 upgrades are pending and should be scheduled for maximum credits generated from our current political situation, which may not stay so positive for long. A Policy of ExpansionMy tenure as Chairman of the Senate included a period of rapid expansion. We colonized everything we could get our hands on. Red and Yellow stars were assigned Cloddhopper Colonizers and White Stars received the Colonizer Mk2 treatment. Quality results were not great during this period of expansion, but Mineral numbers look promising long term. Note: There is one Clodhopper headed south to colonize a Yellow star to our galactic east. Please find a suitable home for these brave colonists.
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Post by En1gma on Jan 6, 2016 15:44:21 GMT -5
Current Turn:260 Game File: Game_6_zip
Greetings from the front lines, fellow Commanders, Strategists, and members of the Alliance. I come before you exhausted, yet deeply proud of my accomplishments of the past year. And a busy year it has been. -After the wanton destruction of nearly an entire Battle Group (Trese), I have taken it upon myself to make Ship Research and consruction my primary focus, and to GREAT effect. -Our Xeno attackers have been completely driven back ON ALL FRONTS. -We met the JYEETA to our South-east Sector, and through a show of force unseen yet in this campaign, they were disheartened enough to call off their meager assault after losing perhaps 6 ships. I EXPECT THEIR RETURN BEFORE THE YEAR'S END-- PLEASE BE AWARE! This was merely a probe to see if they could assault us as they wished, and though they were shown otherwise, they are a persistent bunch. ----Before the sector could be fully reinforced, a Jyeeta Colony Ship made landfall in the Star Cluster. Please be aware. ----The Sector has been fully equipped to defend itself, and should require no further support than what is already underway. -The Sidtax learned an EXTREMELY hard lesson at the end of our bows, and after a lengthy and FAILED campaign against us, they turned tail and ran. ----The Sidtax have colonized the abutting system CLOSEST TO US ON OUR SOUTHWEST BORDER-- PLEASE BE AWARE. -No other contact has been made with any other Xeno as of yet.
On the homefront, we have had some unforeseen influxes of colonists, pushing our morale low as our colonies scrambled to accommodate them all. This has been nearly completely remedied, but there may be a few systems still having issues: PLEASE BE AWARE AND CHECK THE COLONY SCREENS.
Please accustom yourself with the research tree. Much has been unlocked, notably: -Factory 3 -Palace 3 -Exchange 4 (Among others)
Our Battlefleet has been completely revamped: All vessel designs deemed unfit have been deleted, and several of the outdated carriers have been demolished and replaced. I'm not sorry. Upon closer inspection of their designs, proper materials were allotted to Torp Bays, but no Abilities utilizing them were assigned, rendering them useless. (I DO NOT HAVE TIME TO UPLOAD THE PICTURES OF THE SHIPS RIGHT NOW, SO I WILL SUMMARIZE THEM AND POST THEM HERE LATER.) -We have two new Carrier classes: The Oasis Class, Multi-Refuel Carrier, and the Anvil Class (V.2) Multi-Repair Carrier -We have a new Flagship Carrier, named the Hardpoint Cruiser. This is a high-durability, mid-damage Cruiser, and one has been assigned to each and every available war front. 5 in total now stand prepared to defend our Alliance. -2 new Exo Vessels have been made, each specialized for a particular purpose. The Looking Glass, (2/4) with Sector Scan 3, and the Seeker Class, with a 1/4 Reactor, and added Sensor material for anomaly research. -An Alta Mesa Torp vessel has been developed and deployed, to modest effect. By the time it was ready for service, the wars were mostly over, so time will tell their tales.
Expect to see fully formed and synergistic Battle Groups, and feel free to name them as you see fit. I will only name the one that survived and repositioned itself in the face of the Jyeeta, my most hated Xeno type. The B.G. En1gma stands ready to defend our South Eastern front with all possible tenacity. -There are 5 separate Battle Groups, each positioned to maximize our presence in the Quadrant. -All Carriers have been outfitted with long range weaponry, and are to act as clean-up, in concert with the Greyhawk Torp Vessel. -All Shrike Fighters are to stay within refuel distance, as they are solely meant to work in relation to the Carriers. -Another Looking Glass should be created and sent to the North West -Yet another should be sent to B.G. En1gma
I will continue this report later tonight. Signing off, En1gma
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Post by Cory Trese on Jan 7, 2016 11:51:02 GMT -5
Ending Turn: 312 File: game_7.zip Screenshots: imgur.com/a/rdM45SummaryA Spy War has dominated our Empire for the past year, leaving our Colonies without upgrades for many Turns. We are engaged in a shooting war across a front more than 40 sectors wide. Our Fleet has defended our space admirably, but Fleet Maintenance rates rose from 83% to 96% and continue to increase. Fleet ReportThree of our battle groups (all three southern ones) have been in non-stop battle for the past 40 turns. - Nyktos is currently non-aggressive but scouting us with Colony Ships. - Sidtax has attacked 3 times, sent World Killers the past two tries. - Jyeeta Xeno are using a constant stream of cheap missile ships to harass, escorting WK with Mass Drivers Due to economic pressures that made $700 fighters impossible to afford, we added the "Glass Cannon" design to our catalog. This ship only costs $144 to build, and you get what you pay for. It does have 2 attacks, and can do as much as 30 damage per round with Heavy Shot. There is a Colony Ship that is heading for Ogvidissio. After finally getting the anti-Spy War technology, I was a little lost. I picked up Planetary Invasion and a few other little things. My successor will need an RP plan. Planetary ReportOur Economy is recovering, but is not healthy. The entire past year was spent dealing with a Spy War, which just ended on 6.47AE. Our turn profits have recovered to 2.2K per Turn, however our Colonies have been ignored for nearly 40 turns. We desperately need to get Trade Routes and Trade Alliances back up before something else fills the void. We now have 32 Colonies settled. Cadar has 12, the others have 10 each. Our Exo-Scouts have located the uncolonized garden spur and scouted the most likely systems for Colonization. My successor should send Colony ships ASAP. We have made an effort to install defenses in key worlds. The following Colonies are considered bulkhead worlds. These worlds have all been targeted by WK. - Void of Batina - Northpines - Rinze Settlement - Outer Reach My Advice - Hold the line against the Xeno in the south. - Spend Credits to upgrade Colonies while we can. - Expand into unoccupied space to the galactic East
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Post by fallen on Jan 7, 2016 16:48:14 GMT -5
Starting Turn: 312 Ending Turn: 364 File: game_8.zip
The Prosperous Reign of the Mining Czar Inheriting an empire weakened by war and political intrigue, the Mining Czar was hell bent on fixing things around here.
The last year was a time of great expansion and economic revolution for the Colonies. When the Mining Czar took charge, we are using 144 Minerals. By turn 364, we are now exploiting 421 Minerals! Having added 277 points of Mining in my year (an average 5.3 Mining a turn), we have turned the economy around. Now, soundly based on Mining and the Trade Points they generate, the turn income is up to $6,200 from $1,700 and a surplus can be safely amassed in the bank.
We have also entered a glorious time of planet perfection. Old colonial upgrades like Hab 1 and 2s are being torn down as our people move into space on Orbital Platforms. With access to Factory 4, Hab 4, and Mining 4, there is room to reduce environmental impact and perfect more planets.
Colonization While only 2 planets were colonized under my rule, a fleet of 7 Colony ships awaits the next ruler at the far eastern outpost. Sorry that they are an older design, I screwed that one up. But, with the bank and income you've got, use Subsidy to get them jump started.
Battle & Fleet Report Every alien adversary has raised their head at least once during my year. The fighting was near non-stop, but each one has been turned back.
I can proudly report that not a single fleet ship was destroyed during my reign, and copious Experience was gained in battles.
The only alien currently active is the Sidtax in the SW. The Bollish in the NW were repelled and reduced activity within the last 5 turns of my rule.
I took no aggressive actions during this time and focused on rebuilding a healthy economy.
My Advice - I have just finished Planetary Construction 10 -- do not hesitate to reap the benefits of the next techs. - I marched resolutely up the Orbital Materials line of Ship Construction, and am only 1000 RP away from unlocking the Thulun Cutter hull. - Upgrade planets in order to do away with old installations that are costing extra money - trim the fat - Finish the dream of Mining Czar and exploit every Mineral in the colonies! When I took over, 24% were being used and now we rank at 70% - It might be time to start a war with one of the weaker aliens soon - The fleet is well experienced but aging, consider point upgrades
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Post by Cory Trese on Jan 21, 2016 12:09:04 GMT -5
Ending Turn: 377 File: game_9.zip Screenshots: imgur.com/a/anVJHSummaryA Solar War has troubled our Empire for the 20 turns, but it has just ended. Colony Maintenance is only 84% and Fleet is at 91%. We've converted our economy to Mining and Trade. Idle CP are no longer a major contributor -- they now make up only 10% of our overall revenue. Fleet ReportOne of our battle groups has been in non-stop battle against the Sidtax. Other Xeno appear to be less aggressive this cycle. - Sidtax has started building Rank 5 warships. These ships are considerably more deadly than previous iterations. - Jyeeta Xeno are now sending multiple Rank 5 World Killers to attack our planets, and they are providing difficult to kill. - The Xeno economies are starting to snowball, especially Jyeeta and Sidtax. I worry the Bollish will begin aggressive expansion soon. We have dispatched many Colony Ship to the outer rim area, far to the galactic east. We now hold 41 Colonies, which is more than the top two Xeno combined. They're snowballing but so are we. Planetary ReportOur Economy is healthy. The entire past year was spent dealing with a Solar War, which just ended on 8.12AE. Our turn profits are soaring -- 8.5K per Turn. Our Treasury continues to grow towards 100K, but rests comfortably in the 70K range at this time. We now have 41 Colonies settled. Cadar has 14, Alta Mesa 15 and Thulun 12. Our Exo-Scouts have located 3 uncolonized worlds which should probably be settled by Thulun if possible. My Advice - Upgrade the fleet ASAP to match Rank 5 enemies - Spend Credits to upgrade Colonies while we can. - Balance out Thulun colonies with the remaining systems on the eastern rim
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Post by Cory Trese on Feb 2, 2016 13:52:20 GMT -5
Played another 10 turns testing out the latest release. The Xeno are getting ahead of us on ship design and we're starting to take lots of casualties. imgur.com/a/bLTve
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