OOC
CURRENT DAY(s):
The 7th - 9th
CURRENT SECTOR:
The Storm
MORALE & HEALTH:
- New Paradise -
Concerned (5)
Healthy
- Kharbarinth -
Concerned (5.5)
Healthy
- Silence in the Dark -
Concerned (5)
Healthy
- Excelsior -
Concerned (5)
Healthy
- Camelot -
Concerned (5)
Healthy
- Providence -
Concerned (5)
Healthy
CURRENT DAY(s):
The 7th - 9th
CURRENT SECTOR:
The Storm
MORALE & HEALTH:
Morale goes from 0 to 10. 0 Morale means your crew goes insane with fear and depression. 10 Morale means your crew is having a really, really good time. Having very low or very high morale can impact your crew's performance in various ways.
Health goes from 3 (healthy) to 0 (dead). Works similarly to morale.
Health goes from 3 (healthy) to 0 (dead). Works similarly to morale.
- New Paradise -
Concerned (5)
Healthy
- Kharbarinth -
Concerned (5.5)
Healthy
- Silence in the Dark -
Concerned (5)
Healthy
- Excelsior -
Concerned (5)
Healthy
- Camelot -
Concerned (5)
Healthy
- Providence -
Concerned (5)
Healthy
Reasearch:
There are 3 types of tech. There are the ones that increase efficiency of your existing systems. Second, there are techs that unlock New ships and ship sections to build. Third, there are theoratical techs that are useless on their own but may unlock powerful future techs (efficiency and system techs may also unlock new techs). You never know for sure what future techs will be unlocked. There may be dead-ends in the tech tree too. Also keep in mind that large portions of the tech-tree will remain hidden in the first few sectors.
Now, In case it wasn't cleared out earlier, Each tech takes one functional r&d section for 24 hours, 1 crew for 24 horus, 1 science equipment and 3 energy to research.
>----( Corvette-Classics )----( Heavy Corvette )----
>----( Frigate-Classics )----
>----( Deep-space Scanning )----( Sensor Jammer )----I
>----( A.S. )----(Automatons)----I
-------W---------(Sentient Computers)----I
>----( Reactor Retrofit )----I (Dead End)
>----( Refinery Retrofit )---->( Mobile Refineries )----
>----( Quark Physics )----( Fission Catalysator )----I
--------------W-------------( Monopole Magnetics )----( Magfluid Synthsesis )
--------------M------------( Nanomedicine )----
>----( Nano-Bionics )----( Neural Implants )----
--------------W------------( Gene-refined crops )----
>----( MagFluid Shielding )----( Coil Guns )----
>----( Ion Cannons )----
Orange can only be researched by particle-scientists.
Green can only be researched by gene-engineers.
Blue can only be researched by mother ships with a fluid sample.
Purple can only be researched with Ion Storm Data
Descriptions:
Corvette Classics (system): Everybody knows how to build Corvettes... but not out here in the middle of nowhere with such limited resources. We'll need to design a compact production line if we want to build those beasts. (Unlocks Corvette Facility section (1 HE, 1 Tools, 1 crew for 24h to build), Light Corvette squadron (1 Corvette part, 1 Energy, 1 crew for 24 hours to assemble) and production of Corvette parts (in production plants, cost 1HE just like everything else)).
Heavy Corvette (Efficiency & System): +1 HP to all corvettes. Unlocks Heavy Corvette (1 Corvette part, 1 HE 1 Energy, 1 ST 1 crew for 24 hours to assemble). The Heavy Corvette Has +1 Damage output (deals 3 HP flak Damage at the expense of 3 munitions) and carries 3 more munitions (9 in total). Has the same speed and fuel use of light corvettes.
Frigate Classics (system): Frigates are more sophisticated spacecraft. They don't fit into hangars and remain in space after they are produced. They require 1 unit of crew to be stationed on board which in most cases consumes provisions from their mothership. (Unlocks Frigate Facility section (2 HE, 2 Tools, 2 crew for 24h to build), Support frigate (2 frigate part, 3 light elements, 2 energy, 2 crew for 24 hours to assemble. Support frigates do repairs quickly and efficiently on all ship classes and mothership sections. They also produce provisions for themselves.) and production of frigate parts (in production plants, cost 1HE just like everything else)).
Deep-space Scanning (efficiency): It seems like the factory sensors aren't Very powerful. In fact, without the scanner probe, it wouldn't be possible to tell what's inside those clouds of dust. I little tweaking with our existing sensors and/or with the blueprints of future ones should allow us to learn more about our surroundings. (extends sensor range, reveals new areas to explore, tells you what resources can be found in areas (in case the sensor probe gets blown up))
Sensor Jammer (System): Allows you to build sensor Jammers that hide your ship's contents from the eyes of your opponents! Costs: 1 Heavy Elements, 1 Rare Elements, 1 Scientific equipment, 1 space tools and 2 crew for 24 hours. The sensor jammer costs 3 energy each day to run. During these days, You will only need to telegram your ledger to the current OP. You can also hide your tech choices.
Artificial Sentience (Theoratical): Development and use of sophisticated robots was banned on earth and its colonies for some reason centuries ago. Nobody is going to enforce those laws anymore so we might as well give artificial sentience another try. Maybe they can figure out these progenitor puzzles. (helps decipher progenitor artifacts... probably)
Automatons (System): These human-sized machines will do what you tell them to... most of the time. Allows you to build automaton hall ship section (Costs 1 LE, 1 HE, 1 ST, 1 Crew for 24 hours) and after the hall is complete, allows manufacture of Automatons in Production Facilities (cost 1HE like everything else.). Each automaton hall can house 5 automatons. Automatons can replace crew work in Refineries, Corvette, Frigate and capital ship facilities, Manufacturing Plants, can do repairs and construct sections. They can't do Research nor can they crew frigates.
Sentient Computer (System): A Large supercomputer with its own thought. Not Very clever at the start but Its knowledge will expand over time, especially if it is fed with ample energy and information. May unlock new techs or help with research. (Allows construction of Sentient Computer Module (1HE, 1RE, 1Space Tools, 1 Scientific equipment, 3 crew for 24 hours). Consumes 2 energy when running. It can run in 5 states:
-Free State. Just run the computer. It will do something on its own.
-Free State with access to sensors. Run the computer and let it learn from sensor data. You will also have to run your sensors for this to work.
-Free State with access to databanks. Let the Computer learn on its own from the ship's records of human knowledge and history.
-Free State with access to progenitor relics. Require you to have a progenitor artifact on board. The Computer will take a look.
-Program/oversee the sentience. 1 crew, 3 energy and 1 R&D module can study the code of the computer and make modifications if deemed needed.
As the computer gets more advanced, new states may be unlocked. You can retrofit the sentient computer with the following:
-Sensors and tools for communication (Gives him something to look at and talk to the humans with). Costs 1 ST and 1 Crew for 24 hours (the computer can run in the meanwhile).
-More Ram (makes him less forgetful). Costs 1 SE and 1 crew for 24 hours.
You should log the computer's activity in your ledger. Record what it did each day since its inception to get a good picture on how advanced it is and what it knows.
Reactor Retrofit (system): Our brilliant chief engineer figured out a way to improve our reactor's efficiency by 50%!... one can only wonder why the designers of the reactor didn't think of this. (Allows you to retrofit/upgrade reactors with more efficient systems. Price of Retrofit for one reactor: 1 space tools for 24 hours (does not get used up) 1 scientific equipment for 24 hours (does not get used up either!), 1 Crew for 24 hours. Retrofitted reactors produce +10 Energy per day with the same fuel use. Very slight chance (1%) of reactor meltdown every 24 hours.)
Refinery Retrofit (system):Yet another brilliant idea from our chief engineer. (Allows you to retrofit/upgrade refineries with more efficient systems. Price of Retrofit for one refinery: 1 space tools for 24 hours (does not get used up) 1 scientific equipment for 24 hours (does not get used up either!), 1 Crew for 24 hours. Retrofitted refineries produce twice the income with the same workforce. Energy use however is doubled. Slight chance (4%) of refinery mal-function every 24 hours.)
Mobile Refineries (system):Our chief engineer thinks that we could build ships that collect and refine elements from remote areas and bring them back to the mothership! (Mobile refineries are assembled in Frigate facilities (so you'll also need frigate classics research.). They cost 2 Frigate parts, 2 Light elements and 2 crew for 24 hours to build. 1 crew has to be stationed on the ship in the end (they will continue to consume provisions from the mothership).)
Quark physics (theoratical): Thanks to the hyperdrive, Insane thought experiments can now be actualized and tested in reality. (Unlocks the 2 techs below.)
Fission Catalysator (system): Some complicated equations tell us that if we were to blend tiny quantities of various synthetic subatomic particles with the fuel rods used in our reactors, We could make sure that the end product of fission cycle is a useful, non-radioactive pack of Heavy Elements. (Unlocks another reactor Retrofit that costs 1 scientific equipment (will get used up!), 1 Space tools (Will also get used up) and 2 crew for 24 hours. This retrofit will not make your reactor unsafe*. It will allow you to Harvest 1 free unit of Heavy elements for every 3 fuel you use up in your reactor and increase the reactor's energy output by 5.)
*(any more then it already is)
Monopole Magnetics (theoratical): Reqs Quark Physics, in case its not obvious from the tech tree. Figuring this one out would probably mean an instant nobel-prize back on earth. (Nobody knows what this will yield.)
Magfluid Synthesis (system): Magfluid synthesis allows construction of Magfluid Plant (1He, 1ST, 1 SE, 2 Crew for 24) mothership section. There, 1 Crew and 3 Energy can turn 1 Heavy and 1 Rare Elements into 2 Magfluid under 24 hours.
Nano-Bionics (theoratical): Yet another thing that used to be illegal on earth. Nano-bionics could greatly enhance human capabilities. (Will probably allow you to create super humans)
Nanomedicine (system): These nanobots will heal your crew from all known disease, provided that you have an infirmary where its produced and distributed. Allows you to build Infirmary ship section (2 LE, 1 HE, 1 SE, 1 ST, 3 crew for 24 hours) which will automatically improve your crew's health if it drops below healthy if its provided with 4 energy and 2 provisions. (only need these supplies when ship is not healthy. Crews from other ships can be transported here for treatment)
Neural Implants (system): These nanobots will dig into your crew's nerve system to improve their dexterity and reduce their response time, if you have an implant center section (1 LE, 1 HE, 1 RE, 1 SE, 1 ST, 3 Crew for 24 hours) that is. The implant center automatically upgrades your entire crew's capabilities at the price of 2 Soma and 5 energy, though you can skip on the soma if you don't mind your crew suffering through the operation. Soldiers armed with small arms and space tools get 50% stronger in close combat, Fighters gain +1 EP (Evasion point. Counts as HP but needs no repair after battle). Ships from other crews can also visit your implant center... all, right I seriously messed up that sentence. I'm really tired okay?
Gene-refined crops (efficiency): + 1 Provisions production in greenhouses.
MagFluid Shielding (system): Shield your ships with MagFluidTM! Allows construction build "MagFluid Shield Generator" ship section that can shield your mothership from damage at the expense of energy. (The generator Costs 1 LE, 1 RE, 1 ST, 1 SE, 2 Crew for 24 and 1 Magfluid if you have 10 ship sections or less, 2 fluid if you have 20 or less, 3 if you have 30 or less and so on. Every time your ship crosses the 10, 20, 30... section threshold, you'll have to add 1 more magfluid to the generator to make it work. The Generator can be turned on with 2 energy for 24 hours. It will then shield the ship from up to 10 HP damage during the day. For each HP damage shielded, your mothership will lose 1 energy. If you run out of energy, The shield goes off-line.)
Now, In case it wasn't cleared out earlier, Each tech takes one functional r&d section for 24 hours, 1 crew for 24 horus, 1 science equipment and 3 energy to research.
THE TREE
>----( Corvette-Classics )----( Heavy Corvette )----
>----( Frigate-Classics )----
>----( Deep-space Scanning )----( Sensor Jammer )----I
>----( A.S. )----(Automatons)----I
-------W---------(Sentient Computers)----I
>----( Reactor Retrofit )----I (Dead End)
>----( Refinery Retrofit )---->( Mobile Refineries )----
>----( Quark Physics )----( Fission Catalysator )----I
--------------W-------------( Monopole Magnetics )----( Magfluid Synthsesis )
--------------M------------( Nanomedicine )----
>----( Nano-Bionics )----( Neural Implants )----
--------------W------------( Gene-refined crops )----
>----( MagFluid Shielding )----( Coil Guns )----
>----( Ion Cannons )----
Orange can only be researched by particle-scientists.
Green can only be researched by gene-engineers.
Blue can only be researched by mother ships with a fluid sample.
Purple can only be researched with Ion Storm Data
Descriptions:
Corvette Classics (system): Everybody knows how to build Corvettes... but not out here in the middle of nowhere with such limited resources. We'll need to design a compact production line if we want to build those beasts. (Unlocks Corvette Facility section (1 HE, 1 Tools, 1 crew for 24h to build), Light Corvette squadron (1 Corvette part, 1 Energy, 1 crew for 24 hours to assemble) and production of Corvette parts (in production plants, cost 1HE just like everything else)).
Heavy Corvette (Efficiency & System): +1 HP to all corvettes. Unlocks Heavy Corvette (1 Corvette part, 1 HE 1 Energy, 1 ST 1 crew for 24 hours to assemble). The Heavy Corvette Has +1 Damage output (deals 3 HP flak Damage at the expense of 3 munitions) and carries 3 more munitions (9 in total). Has the same speed and fuel use of light corvettes.
Frigate Classics (system): Frigates are more sophisticated spacecraft. They don't fit into hangars and remain in space after they are produced. They require 1 unit of crew to be stationed on board which in most cases consumes provisions from their mothership. (Unlocks Frigate Facility section (2 HE, 2 Tools, 2 crew for 24h to build), Support frigate (2 frigate part, 3 light elements, 2 energy, 2 crew for 24 hours to assemble. Support frigates do repairs quickly and efficiently on all ship classes and mothership sections. They also produce provisions for themselves.) and production of frigate parts (in production plants, cost 1HE just like everything else)).
Deep-space Scanning (efficiency): It seems like the factory sensors aren't Very powerful. In fact, without the scanner probe, it wouldn't be possible to tell what's inside those clouds of dust. I little tweaking with our existing sensors and/or with the blueprints of future ones should allow us to learn more about our surroundings. (extends sensor range, reveals new areas to explore, tells you what resources can be found in areas (in case the sensor probe gets blown up))
Sensor Jammer (System): Allows you to build sensor Jammers that hide your ship's contents from the eyes of your opponents! Costs: 1 Heavy Elements, 1 Rare Elements, 1 Scientific equipment, 1 space tools and 2 crew for 24 hours. The sensor jammer costs 3 energy each day to run. During these days, You will only need to telegram your ledger to the current OP. You can also hide your tech choices.
Artificial Sentience (Theoratical): Development and use of sophisticated robots was banned on earth and its colonies for some reason centuries ago. Nobody is going to enforce those laws anymore so we might as well give artificial sentience another try. Maybe they can figure out these progenitor puzzles. (helps decipher progenitor artifacts... probably)
Automatons (System): These human-sized machines will do what you tell them to... most of the time. Allows you to build automaton hall ship section (Costs 1 LE, 1 HE, 1 ST, 1 Crew for 24 hours) and after the hall is complete, allows manufacture of Automatons in Production Facilities (cost 1HE like everything else.). Each automaton hall can house 5 automatons. Automatons can replace crew work in Refineries, Corvette, Frigate and capital ship facilities, Manufacturing Plants, can do repairs and construct sections. They can't do Research nor can they crew frigates.
Sentient Computer (System): A Large supercomputer with its own thought. Not Very clever at the start but Its knowledge will expand over time, especially if it is fed with ample energy and information. May unlock new techs or help with research. (Allows construction of Sentient Computer Module (1HE, 1RE, 1Space Tools, 1 Scientific equipment, 3 crew for 24 hours). Consumes 2 energy when running. It can run in 5 states:
-Free State. Just run the computer. It will do something on its own.
-Free State with access to sensors. Run the computer and let it learn from sensor data. You will also have to run your sensors for this to work.
-Free State with access to databanks. Let the Computer learn on its own from the ship's records of human knowledge and history.
-Free State with access to progenitor relics. Require you to have a progenitor artifact on board. The Computer will take a look.
-Program/oversee the sentience. 1 crew, 3 energy and 1 R&D module can study the code of the computer and make modifications if deemed needed.
As the computer gets more advanced, new states may be unlocked. You can retrofit the sentient computer with the following:
-Sensors and tools for communication (Gives him something to look at and talk to the humans with). Costs 1 ST and 1 Crew for 24 hours (the computer can run in the meanwhile).
-More Ram (makes him less forgetful). Costs 1 SE and 1 crew for 24 hours.
You should log the computer's activity in your ledger. Record what it did each day since its inception to get a good picture on how advanced it is and what it knows.
Reactor Retrofit (system): Our brilliant chief engineer figured out a way to improve our reactor's efficiency by 50%!... one can only wonder why the designers of the reactor didn't think of this. (Allows you to retrofit/upgrade reactors with more efficient systems. Price of Retrofit for one reactor: 1 space tools for 24 hours (does not get used up) 1 scientific equipment for 24 hours (does not get used up either!), 1 Crew for 24 hours. Retrofitted reactors produce +10 Energy per day with the same fuel use. Very slight chance (1%) of reactor meltdown every 24 hours.)
Refinery Retrofit (system):Yet another brilliant idea from our chief engineer. (Allows you to retrofit/upgrade refineries with more efficient systems. Price of Retrofit for one refinery: 1 space tools for 24 hours (does not get used up) 1 scientific equipment for 24 hours (does not get used up either!), 1 Crew for 24 hours. Retrofitted refineries produce twice the income with the same workforce. Energy use however is doubled. Slight chance (4%) of refinery mal-function every 24 hours.)
Mobile Refineries (system):Our chief engineer thinks that we could build ships that collect and refine elements from remote areas and bring them back to the mothership! (Mobile refineries are assembled in Frigate facilities (so you'll also need frigate classics research.). They cost 2 Frigate parts, 2 Light elements and 2 crew for 24 hours to build. 1 crew has to be stationed on the ship in the end (they will continue to consume provisions from the mothership).)
Quark physics (theoratical): Thanks to the hyperdrive, Insane thought experiments can now be actualized and tested in reality. (Unlocks the 2 techs below.)
Fission Catalysator (system): Some complicated equations tell us that if we were to blend tiny quantities of various synthetic subatomic particles with the fuel rods used in our reactors, We could make sure that the end product of fission cycle is a useful, non-radioactive pack of Heavy Elements. (Unlocks another reactor Retrofit that costs 1 scientific equipment (will get used up!), 1 Space tools (Will also get used up) and 2 crew for 24 hours. This retrofit will not make your reactor unsafe*. It will allow you to Harvest 1 free unit of Heavy elements for every 3 fuel you use up in your reactor and increase the reactor's energy output by 5.)
*(any more then it already is)
Monopole Magnetics (theoratical): Reqs Quark Physics, in case its not obvious from the tech tree. Figuring this one out would probably mean an instant nobel-prize back on earth. (Nobody knows what this will yield.)
Magfluid Synthesis (system): Magfluid synthesis allows construction of Magfluid Plant (1He, 1ST, 1 SE, 2 Crew for 24) mothership section. There, 1 Crew and 3 Energy can turn 1 Heavy and 1 Rare Elements into 2 Magfluid under 24 hours.
Nano-Bionics (theoratical): Yet another thing that used to be illegal on earth. Nano-bionics could greatly enhance human capabilities. (Will probably allow you to create super humans)
Nanomedicine (system): These nanobots will heal your crew from all known disease, provided that you have an infirmary where its produced and distributed. Allows you to build Infirmary ship section (2 LE, 1 HE, 1 SE, 1 ST, 3 crew for 24 hours) which will automatically improve your crew's health if it drops below healthy if its provided with 4 energy and 2 provisions. (only need these supplies when ship is not healthy. Crews from other ships can be transported here for treatment)
Neural Implants (system): These nanobots will dig into your crew's nerve system to improve their dexterity and reduce their response time, if you have an implant center section (1 LE, 1 HE, 1 RE, 1 SE, 1 ST, 3 Crew for 24 hours) that is. The implant center automatically upgrades your entire crew's capabilities at the price of 2 Soma and 5 energy, though you can skip on the soma if you don't mind your crew suffering through the operation. Soldiers armed with small arms and space tools get 50% stronger in close combat, Fighters gain +1 EP (Evasion point. Counts as HP but needs no repair after battle). Ships from other crews can also visit your implant center... all, right I seriously messed up that sentence. I'm really tired okay?
Gene-refined crops (efficiency): + 1 Provisions production in greenhouses.
MagFluid Shielding (system): Shield your ships with MagFluidTM! Allows construction build "MagFluid Shield Generator" ship section that can shield your mothership from damage at the expense of energy. (The generator Costs 1 LE, 1 RE, 1 ST, 1 SE, 2 Crew for 24 and 1 Magfluid if you have 10 ship sections or less, 2 fluid if you have 20 or less, 3 if you have 30 or less and so on. Every time your ship crosses the 10, 20, 30... section threshold, you'll have to add 1 more magfluid to the generator to make it work. The Generator can be turned on with 2 energy for 24 hours. It will then shield the ship from up to 10 HP damage during the day. For each HP damage shielded, your mothership will lose 1 energy. If you run out of energy, The shield goes off-line.)
Coil Guns (system): The Coil guns (1 HE, 1 Magfluid, 1 ST, 2 Crew for 24) buildable with this tech are good against corvettes. Coilguns shoot using 1 ammo and 4 energy. They deal 2 HP damage to usual targets + 2 HP against corvettes.
Ion Cannons (system): Requires Ion storm data to research! The Ion Cannon ship section (1 HE, 1 RE, 1 ST, 2 Crew for 24) buildable with this tech are good bigger ships. Ion cannons cannot target corvettes, fighters and transports. They can however target capital ships. They use 5 energy each hour to deal 5 HP damage to their target.
Ledger:
Every mothership should create a ledger every 24 IC hours (except for in the first sector, where you only need to make one ledger for the first 3 days). In the first part of the ledger, Write down what your mothership and its crew was up to in the last 24 hours and where was energy spent (what stuff you ordered). In the second part of the ledger, you should list every type of section your mothership is capable of constructing. Then, first list how many operational sections you have, then how many damaged ones, then list how many you built or lost during the day and also how many were damaged or repaired during the day. Then, do the same with resources, goods, spacecraft and research.
Alternatively, you can write a ledger any way you want, as long as it contains all the information about your mothership.
Alternatively, you can write a ledger any way you want, as long as it contains all the information about your mothership.