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The Last Stars - Science Central

PostPosted: Tue Mar 17, 2020 6:09 pm
by Harkback Union
The Last Stars
Research Thread

Wormhole to OOC
Wormhole to IC

SCIENCE CENTRAL

Image


Leave a post here for each turn's research attempts.

Speedy response guaranteed!


Technologies are divided to 3 groups.
Physics - Weapons, Energy, Communication, Shielding, Research
Biotech - Food, Harmony, Habitability, Terraforming, Genetics
Engineering - Industry, Infrastructure, Terraforming, Weapons, Spacetech

They also come in tiers.
Tier I (Industrial): 3 Techs per group, 20% odds.
Tier II (Space Age): 3 Techs per group, 20% odds.
Tier III (Nano): 2 Techs per group, 10% odds.
Tier IV (Quantum): 2 Techs per group, 5% odds.
Tier V (Enigmatic): 1 Techs per group, 2% odds.
Tier VI (Transcendent): 1 Techs per group, 1% odds.

Total number of techs: 9+9+6+6+3+3 = 36
Only Tier 1 techs can be specifically selected for research.

RESEARCHING TECHS

- Each Research Colony conducts research independently.
- Each Turn They may select any tier 1 tech or 1 of the 3 technology groups and attempt to unlock the secrets of a technology. They then make one roll with a d100, and if they roll the % treshold or below, they discover the selected tier 1 technology or one random technology from the next available tier. The more advanced the technology, the smaller the odds.
- Each time a colony fails to research a technology, they add their current odds to the base chance and they will roll for that next turn (so a if a colony has 20% chance on turn 1 for a tech, it increases to 40% chance the next turn, then 60%, 80% and finally 100% on turn 5). Finally, each failed roll adds +1% to technology breakthrough chance. This roll is made 1 times per turn per faction. A breakthrough can find unique technologies which cannot be discovered from the tech tree or discover a technology 1-3 tiers ahead of your current level.

PostPosted: Tue Mar 17, 2020 6:13 pm
by Harkback Union
TIER ONE TECHS

PHYSICS

Focusing Crystals
- Unlocks Photonic Lance.

Atomic Power
- Unlocks Reactor Colonies, which can convert 1 Rare Elements to 3 Energy.

Ion Drive
- Required for Colony ships and Destroyers.

-

BIOTECH

Gas Synthesis
- Allows constructing Atmospheric Terraformer (5 C) on any type of continent. AUTOMATED. Uses 1 Energy, May increase or decrease any type of gas on the planet its built on (1 - 5% rate per turn, progress faster on small worlds/moons), does not require/house workers. May (depending on location) imp act surface temperature when adding or substracting gases.
- Allows advanced colonies on planets without the right type of atmosphere.

Hydroponics
- Unlocks Hydroponics Colony- Converts 1 Water and 1 Energy to 3 food, irrelevant of continent type.

Cryostasis
- Required to construct colony ships

-

ENGINEERING

0-G Construction
- Spaceports, Shipyard and Defense Platforms

Underground Colonization
- Subterran Colony - Uses 1 energy, extracts 3 resources of the type available on its continent. Immune to bombardment. Allows for a 2nd colony to be built above.

Ultra Steel
- Fortress Colony - Uses 1 Energy, Provides 3x the defense armies during an invasion. May train 1 army per turn. Can destroy 50% (rounded down) of all invading transports. (2 fortress colonies destroy 75%, 3 destroy 87.5%).
- Unlocks Ultra Steel Plating spaceship parts.

-

TIER TWO TECHS

[TIER TWO TECHS

PHYSICS

Magnetic Shielding
- Unlocks Shield Generator Spaceship Part (costs 2 C): 3 Shields (absorbs damage before hull). +1 slot. Max 1 shield generator per ship.
- Fortress colonies are immune to bombardment from orbit.

Portable Reactors
- Unlocks Reactor Core Spaceship Part (costs 3 C, at least 1 reactor colony built): +1 to all photonic weapons and regenerate 1 points of shields after all damage is dealt (if still alive). +2 slots in ship. Max 1 reactor per ship.
- Any Colony may use Rare Elements instead of energy (1 to 1 conversion).

Deep scanning
- Allows for finding hidden anomalies.
- Allows building archeology outposts on hidden anomalies and excavate artefacts.[/size]

-

BIOTECH

Aquafarming
- Allows building Aquafarms (5 C, AUTOMATED, +1 Food) on ocean (Water) continents if the planet has at least 1 other food-producing colony.
- Allows building renewable energy arrays on ocean continents at the extra cost of 2 C

Cybernetics
- [i]Population can eat energy instead of food.

- Unlocks Cyborg Armies (costs 3C, 1C maintenance) +2 to landing rolls.

Cloning
- You may double your population growth per turn, or prevent it completely.
- Whenever you build an army, you may gain another one for free. 3 ships OR 3 armies are maintenance free.
- +1 Max Appointed Leaders.

-

ENGINEERING

Upscaled Orbital Assembly.
- Cruiser (7 C cost, 7 HP, 3 slot, uses 2 Shipyards during construction)
- Battleship (12 C, 12 HP, 5 slot, uses 3 shipyards during construction, double maintenance cost)
- Orbital Factory (5 C cost, 5 HP, 0 slot, Max 1 per station), All Future spacships built at this station costs 2 C less.
- Crew Quarters (5 C cost, 5 HP, Max 1 per station above colonized planet/moon) which mkes 1 ship maintenance free.
- Space Hotel (5 C cost, 5 HP, Max 1 per station above colonized planet/moon) which adds +1 Harmony to the planet/moon below.

Off-world Delivery Systems
- Space Elevator (5 C, max 1 Per planet, requires spaceport). Uses 1 Energy. Allows any type of resource except population and energy to be sent anywhere else in the cosmos.
- Asteroid/Ice mining base (5 C, MAX 1 / Asteroid/Ice - Ring/Belt, Requires 1 space port anywhere in the system) Extracts 1 resources which is considered off-word (Can be used anywhere).

???

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TIER THREE TECHS

PHYSICS

???

???


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BIOTECH

???

???

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ENGINEERING

???

???

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TIER FOUR TECHS

PHYSICS

???

???


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BIOTECH

???

???

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ENGINEERING

???

???

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TIER FIVE TECHS

PHYSICS

???


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BIOTECH

???

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ENGINEERING

???

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TIER SIX TECHS

PHYSICS

???


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BIOTECH

???

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ENGINEERING

???

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BREAKTHROUGHS

TEMPORAL

Time Cystals
- Reroll each failed Physics research once.
- Explorers may travel or go on expedition 1 additional time.
- Unlocks A Secret Project.


-

ENTROPIC

Heat Nullification
- Allows Advanved Colonies on 400K worlds.


-

GENETIC

Living Architecture
- May build basic colonies with food (10 Food).
- May build bioreactor colonies (advanced). Converts up to 3 food to 3 energy (1->1).


-

ROBOTIC

Androids
- Ships and stations can repair 1 HP damage per battle phase.
- May manufacture android populations for 1 C once per turn. Androids eat energy instead of food and do not impact harmony, but may not work in Reactor and Research colonies.
+ 1 Appointed Leader.

PostPosted: Tue Mar 17, 2020 6:30 pm
by Seno Zhou Varada
The Ones who Hid
Turn 3
1 research colony researching Tier II biotech

PostPosted: Tue Mar 17, 2020 6:50 pm
by Harkback Union
Seno Zhou Varada wrote:The Ones who Hid
Turn 4
1 research colony researching Tier II biotech



Research Delayed

Odds Next turn:
Discovery 40%
Breakthrough 2%

PostPosted: Wed Mar 18, 2020 6:28 am
by Ralnis
Aramabad Logistics
Turn 4
Have Thomas do independent research on the affected crops from the Sands of Beacon event.

PostPosted: Wed Mar 18, 2020 6:50 am
by Harkback Union
Ralnis wrote:Aramabad Logistics
Turn 4
Have Thomas do independent research on the affected crops from the Sands of Beacon event.



Roll: 34 (35%)

I'll post the results in the IC soon!

PostPosted: Wed Mar 18, 2020 8:03 am
by Seno Zhou Varada
The Ones who Hid
Turn 4
1 research colony researching Tier II biotech

PostPosted: Wed Mar 18, 2020 8:07 am
by Harkback Union
Seno Zhou Varada wrote:The Ones who Hid
Turn 4
1 research colony researching Tier II biotech


Biotech Attempt 2:
40% odds
Roll - 47

Breakthrough:
2% odds
Roll - 93

Research Delayed

Odds Next turn:
Discovery 60%
Breakthrough 3%

PostPosted: Wed Mar 18, 2020 8:27 am
by Harkback Union
The Knights of Azorea wrote:~ Music of the Spheres ~

For the moment, indeed for years at a time, the crew of the Foremost stared from their observation decks, their sensors pulsing at the symphony of light, of crashing rock, of a system all awash with light and clashing gravity. Staying active only to keep the ship within the shifting eye of the storm, the crew watched, recorded and sang of the swirling cacophony. The sight and radioactive sound of the place was mesmerising - so utterly apart from the endless darkness of the void as to fascinate and enrapture the crew. Distasnt fires glinting off their synthbone, it was a long while before they recalled the work before them, and set about it, as far away the work of First Melody continued.

System M-0 is named Dancing Flame
System F-0 is named First Symphony


Invest four credits into Water Desert Industrial Colony, finish construction

Fourth Perfect - Independent Research Subterranean Construction

The Foremost - Scan the spherical object.


Overall Credits: 4-4 = 0

First Melody
Eden Farming Colony - +6 Food (Farming on Eden = +5, Eden base= +1)
Mountain Industrial Colony - Consumes 1 Metal, 1 Silicon, produces 4c
Silicon Desert Mining Colony - Produces 2 Silicon
(New) Water Desert Industrial Colony - Consumes 1 Silicon, produces 2c next turn

Population: 4
Food Supply: 1 (6-5)
Harmony: +0 (+1 from Faith, +1 from Eden continent, +2 from System Governor, -4 from The Flawless)

Leaders
[System Governor] Fourth Perfect - First Melody
Eighteenth Insight - Aboard the Foremost

Technology
Tier 1 - Atomic Power, 0-G Construction
Tier 2 - Cybernetics


Invest 5 credits into Renewable Energy Array on Eden

If Subterranean Construction hasn't been discovered, Fourth Perfect attempts independent research again.
If it has been discovered, Fourth Perfect encourages development on First Melody.

Overall Credits: 0+6-5 = 1 (or 1(3))

First Melody
Eden Farming Colony - +6 Food (Farming on Eden = +5, Eden base= +1)
Mountain Industrial Colony - Consumes 1 Metal, 1 Silicon, produces 4c
Silicon Desert Mining Colony - Produces 2 Silicon
Water Desert Industrial Colony - Consumes 1 Silicon, produces 2c
(New) Eden Renewable Energy Array - +3 Energy, +1 Food.

Population: 5
Food Supply: 1 (6-5)
Harmony: +0 (+1 from Faith, +2 from Eden continents, +2 from System Governor, -5 from The Flawless)

Leaders
[System Governor] Fourth Perfect - First Melody
Eighteenth Insight - Aboard the Foremost

Technology
Tier 1 - Atomic Power, 0-G Construction
Tier 2 - Cybernetics



Subterranian Colonization
Base Chance: 20%
Roll: 54

Research Delayed

Breakthrough
Chance: 1%
Roll: 98

2nd Attempt, turn 4

Subterran Colonization
Base Chance: 40%
Roll: 20

Research Complete!

Subterran Colonization Discovered

Breakthrough
Chance: 1%
Roll: 15

PostPosted: Wed Mar 18, 2020 12:34 pm
by G-Tech Corporation
The Architects
Generation 4
Research Colony - Gas Synthesis (20% Base + 50% Anomaly + 1% Knowledge Civic: 71%) (Breakthrough Chance 2% + 1% Knowledge Civic: 3%)

PostPosted: Wed Mar 18, 2020 2:01 pm
by Harkback Union
G-Tech Corporation wrote:The Architects
Generation 4
Research Colony - Gas Synthesis (20% Base + 50% Anomaly + 1% Knowledge Civic: 71%) (Breakthrough Chance 2% + 1% Knowledge Civic: 3%)


Roll: 29

Gas Synthesis Discovered!

Breakthrough: 89

PostPosted: Thu Mar 19, 2020 5:02 am
by Plzen
Confederated Strongholds of Arcadia, 4861~5040 pC (turns 1~4)

A total of 4 technology rolls were earned. They will be applied first towards 0-G Construction then, if there are any rolls remaining, towards Ion Drive.
A total of 4 social breakthrough rolls were earned, with the following odds: 5%, 5%, 4%, 4%.

PostPosted: Thu Mar 19, 2020 5:47 am
by Harkback Union
Plzen wrote:Confederated Strongholds of Arcadia, 4861~5040 pC (turns 1~4)

A total of 4 technology rolls were earned. They will be applied first towards 0-G Construction then, if there are any rolls remaining, towards Ion Drive.
A total of 4 social breakthrough rolls were earned, with the following odds: 5%, 5%, 4%, 4%.



Research turn 1: 0 - G Construction
20% odds
Roll: 73

Research Delayed

Breakthrough
1% odds
Roll 6

-

Research turn 2: 0 - G Construction
40% odds
Roll: 54

Research Delayed

Breakthrough
2% odds
Roll 90

-

Research turn 3: 0 - G Construction
60% odds
Roll: 45

Research Complete

0 - G Construction Researched

Breakthrough
2% odds
Roll 27

-

Research turn 4: Ion Drives
20% odds
Roll: 64

Research Delayed

Breakthrough
3% odds
Roll 7

PostPosted: Thu Mar 19, 2020 5:52 am
by Harkback Union
Plzen wrote:Confederated Strongholds of Arcadia, 4861~5040 pC (turns 1~4)

A total of 4 technology rolls were earned. They will be applied first towards 0-G Construction then, if there are any rolls remaining, towards Ion Drive.
A total of 4 social breakthrough rolls were earned, with the following odds: 5%, 5%, 4%, 4%.


Oh, yes, I put g-tech in charge of rolling for harmony.

PostPosted: Thu Mar 19, 2020 12:17 pm
by G-Tech Corporation
The Architects
Generation 5
Research Colony: Analyze Artifact: Progenitor Holodisplay (??% + 1% Knowledge Civic: ??%) (Breakthrough 4% + 1% + 1% Knowledge Civic: 6%)

PostPosted: Thu Mar 19, 2020 3:30 pm
by Harkback Union
G-Tech Corporation wrote:The Architects
Generation 5
Research Colony: Analyze Artifact: Progenitor Holodisplay (??% + 1% Knowledge Civic: ??%) (Breakthrough 4% + 1% + 1% Knowledge Civic: 6%)


Holo-display studies:
35% odds, Roll: 74
Next Odds: 70%

BReakthrough:
6% Odds, Roll: 70
Next Odds: 8%

PostPosted: Thu Mar 19, 2020 3:33 pm
by G-Tech Corporation
The Architects
Generation 5
Research Colony: Analyze Artifact: Progenitor Holodisplay (70%) (Breakthrough 6% + 1% + 1% Knowledge Civic: 8%)

PostPosted: Thu Mar 19, 2020 3:44 pm
by Harkback Union
G-Tech Corporation wrote:The Architects
Generation 5
Research Colony: Analyze Artifact: Progenitor Holodisplay (70%) (Breakthrough 6% + 1% + 1% Knowledge Civic: 8%)


Artifact Roll:
odds 35%
Roll: 3

No breakthrough Roll.
(Only once per turn, breakthrough chance only increased with failed roll.)

PostPosted: Fri Mar 20, 2020 12:00 pm
by Seno Zhou Varada
The Ones who Hid
Turn 4
1 research colony researching Tier II biotech + The One who United assisting research = 2 tech rolls
60% odds of discovery for first roll
3% odds of breakthrough

PostPosted: Fri Mar 20, 2020 12:04 pm
by G-Tech Corporation
The Architects
Generation 5
Independent Research: Ion Drive (20%) (Breakthrough 6% + 2% (Artifact) + 1% + 1% Knowledge Civic: 10% - Not rolled for now, just tracking)

PostPosted: Fri Mar 20, 2020 12:43 pm
by Harkback Union
Seno Zhou Varada wrote:The Ones who Hid
Turn 4
1 research colony researching Tier II biotech + The One who United assisting research = 2 tech rolls
60% odds of discovery for first roll
3% odds of breakthrough


Roll: 29!
Tech choice d3 roll: 2

Research Complete!

Cybernetics
- Population can eat energy instead of food.
- Unlocks Cyborg Armies (costs 3C, 1C maintenance) +2 to landing rolls.
- Allows implanting obedience chips on populations of occupied planets (costs 1C per pop) to prevent them from going on strike, -1 Resistance per turn from obedient pops.

Breakthrough (3%): 93

You may reroll the tech choice roll to discover another tier 2 tech, or keep the current one.
OR
You may reroll the breakthrough roll.

PostPosted: Fri Mar 20, 2020 12:45 pm
by Harkback Union
G-Tech Corporation wrote:The Architects
Generation 5
Independent Research: Ion Drive (20%) (Breakthrough 6% + 2% (Artifact) + 1% + 1% Knowledge Civic: 10% - Not rolled for now, just tracking)


Lucky bastard.

Ion Drives
Base Chance: 20%
Roll: 12

Research Complete!

Ion Drives Discovered!

PostPosted: Fri Mar 20, 2020 12:58 pm
by Seno Zhou Varada
Harkback Union wrote:
Seno Zhou Varada wrote:The Ones who Hid
Turn 4
1 research colony researching Tier II biotech + The One who United assisting research = 2 tech rolls
60% odds of discovery for first roll
3% odds of breakthrough


Roll: 29!
Tech choice d3 roll: 2

Research Complete!

Cybernetics
- Population can eat energy instead of food.
- Unlocks Cyborg Armies (costs 3C, 1C maintenance) +2 to landing rolls.
- Allows implanting obedience chips on populations of occupied planets (costs 1C per pop) to prevent them from going on strike, -1 Resistance per turn from obedient pops.

Breakthrough (3%): 93

You may reroll the tech choice roll to discover another tier 2 tech, or keep the current one.
OR
You may reroll the breakthrough roll.


The 1 extra roll will be used to reroll the tech choice roll.

PostPosted: Fri Mar 20, 2020 1:14 pm
by Harkback Union
Seno Zhou Varada wrote:
Harkback Union wrote:
Roll: 29!
Tech choice d3 roll: 2

Research Complete!

Cybernetics
- Population can eat energy instead of food.
- Unlocks Cyborg Armies (costs 3C, 1C maintenance) +2 to landing rolls.
- Allows implanting obedience chips on populations of occupied planets (costs 1C per pop) to prevent them from going on strike, -1 Resistance per turn from obedient pops.

Breakthrough (3%): 93

You may reroll the tech choice roll to discover another tier 2 tech, or keep the current one.
OR
You may reroll the breakthrough roll.


The 1 extra roll will be used to reroll the tech choice roll.


Roll: 1

Aquafarming
- Allows building Aquafarms (5 C, AUTOMATED, +1 Food) on ocean (Water) continents if the planet has at least 1 other food-producing colony.
- Allows building renewable energy arrays on ocean continents at the extra cost of 2 C, 7 C in total.

PostPosted: Fri Mar 20, 2020 2:10 pm
by The Empire of Tau
Can I get my evolution rolls in here?