Off Topic: The Flood
This topic has moved here: Subject: please don't post yet
  • Subject: please don't post yet

NO GROUP INVITES

Jesus took 3 days to respawn, talk about lag.

7 BILLION BY 7

10 Days!?!?!?!? Wait, if you have no ships besides fighters I can just own all your troops with orbital bombardment.

BTW I am in orbit over Planet 1 with a base on it.

  • 08.13.2008 9:12 AM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!

NO GROUP INVITES

Jesus took 3 days to respawn, talk about lag.

7 BILLION BY 7

Your faction: Canadian Superfleet
Ships:
2 MK1 Capitol Carrier (Beyond Massive, Very Slow, Amazing weaponry, Massive Hangers, Outstanding armor, Equiped with 5 medium payload WMDs)
32 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor)
64 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor)
96 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor)
138 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor)
8650 CF-18's Space Variant with Tactical Atomic Weaponry.
1 un-manned WMD Delivery Ship Prototype (Heavy Shields, un-armed, medium speed)

Infantry:
5500 JSF2s Infantry (Ship Boarding/ Ground Assault)
2750 APZs Engineer Infantry
2250 HDH Commandos (Special Operations)

RECRUITED:
5000 recruits per turn training (1)

Buildings:
1 One Bay Space defense center.
3 6 Dock bay Space defense center
18 Orbital Defense Direct Energy Stations
Ship Building Spacedock
1 Heavy Shipyard
1 Genetic Engineering Station
1 Habitable mine of Planet one.

Finished Research:
Mining. Allows resource generation.
Nuclear Power: Allows us to give power to advanced systems and weapons.
Advanced Direct Energy Weapons: Extremely Powerful lazers now equiped to all vessels in the form of turrets and cannons.
Strong Shielding : All ships and stations protected by a strong nuclear power energy barrier.
Powerful Base Defenses : Bases have direct energy turrets.
Hyperdrive: Faster than light travel.
Thermo-nuclear WMD's : Nuclear Warheads to place on missles.
Shielded Armor for Infantry: Infantry gets mini-nuclear powered energy shielding.
Tactical Nuclear Weapons: Equiped to fighters ands strike ships. Does heavy damage to shielding.
Renewable Resources: Turns waste into fuel for non-nuclear powerplants. Increases sheld strength and power.
Un-manned vehicles: Could be used for recon, WMD delivery, and fighters.
Genetic Engineering and bio-enhancement: Can create super soilders by altering their body when cloning. Bio-Enhancement creates un-breakable bones, skin that his heavily resistent to weapons fire but not invincible. Most applied use will be to HDHs.
Anti-Gravity Armor: Allows Infantry to be launched into space or harshly cold enviroments.
AI: Allows non-biological intelligence to run bases and pilot ships.
Infantry Pulse Weapons: Plasma Pulse Rifles for my units.
Stealth Capability for Infantry: Infantry can cloak for a short period of time before recharging.
Research:
Indefinite Cloaking for Infantry (5)
Cloaking for Ships (2)
Un-manned CF-18s (1)
Cloning (2)
Extreme Energy shelding (5)
Extreme Pulse and Direct Energy Weapons. (6)
Armored Vehichles (5)

Construction:
Direct Energy Turrets for Mine (1)
Cloning Facility (2)
5 un-manned WMD ships with on-board nukes (6)
10 Orbital Direct Energy Weapons (5)
15 Medium Payload Nuclear Warhead (WMD) (9)
2 MK1s (9)
15 MK2s (9)
25 G3s (9)
40 MK5s (9)
60 Strike Ships (9)
1200 CF-18s (5)

Automatic Building
2 MK2 per turn.
5 G3s per turn.
7 MK5s per turn.
10 Strike Ships per turn


Ground Movement:

500 JSF2s, 250 Engineers, 30 HDHs dispatched to habitable mines location on Planet Ones Surface. Defensive purposes only.

Space movement:
Enter Solar system.
Fleet in orbit over Planet 1
Maintain defensive position over planet 1.
Preparing forces to combat the new threat.
Fleet alert now Yellow.
Reinforcements have arrived.
Much more protected defensive orbit initiated.
Spacemine WMDs deployed around my stations.
WMD Ship testing underway.
CS ships fire on ship to test shields.
Shields hold.
Fleet stays put while ship goes to safe distance.
KABOOM!
Test successful.
Fleet returns to original location.

Allies: Phazons, Space Pirates

Enemies:Borg

Resources
100000 Tons of Metals per turn.

Message to all: We will defend our new home of planet one until the end.

To space pirates, What type of enemies should I expect? How powerful are the Borg?

My troops on Planet 1 are for defensive purposes only. DO NOT ATTACK THEM! Aggression will be met with orbital bombardment on your bases and my fleet will smite all opposing ships. I will use WMDs if necessary.

I need allies for the final batte! Anybody!


[Edited on 08.13.2008 9:27 AM PDT]

  • 08.13.2008 9:23 AM PDT
Subject: please don't post yet

NO GROUP INVITES

Jesus took 3 days to respawn, talk about lag.

7 BILLION BY 7

Posted by: UnholyFurball382
Posted by: Sir Killalot33
10 Days!?!?!?!? Wait, if you have no ships besides fighters I can just own all your troops with orbital bombardment.

BTW I am in orbit over Planet 1 with a base on it.


That's true, His strength is in ground combat, that's also his weakness, unless he pops out 10,000 drop ships out of thin air, with 50,000 warships then were totally screwed.


No, we should all band together in a truce and screw over his plan against us. Except the Borg >.>

  • 08.13.2008 9:25 AM PDT

NO GROUP INVITES

Jesus took 3 days to respawn, talk about lag.

7 BILLION BY 7

I say planet one or two. I have many orbital defense stations around it already.

  • 08.13.2008 9:28 AM PDT

NO GROUP INVITES

Jesus took 3 days to respawn, talk about lag.

7 BILLION BY 7

We need to create an treaty.

Not an alliance, a treaty.

Us three need to pool our resources in defending one location.

  • 08.13.2008 11:06 AM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!

NO GROUP INVITES

Jesus took 3 days to respawn, talk about lag.

7 BILLION BY 7

Your faction: Canadian Superfleet
Ships:
2 MK1 Capitol Carrier (Beyond Massive, Very Slow, Amazing weaponry, Massive Hangers, Outstanding armor, Equiped with 5 medium payload WMDs)
34 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor)
69 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor)
103 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor)
148 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor)
8650 CF-18's Space Variant with Tactical Atomic Weaponry.

Infantry:
9500 JSF2s Infantry (Ship Boarding/ Ground Assault)
3750 APZs Engineer Infantry
1250 HDH Commandos (Special Operations)

RECRUITED:
8000 Recruits training (3)

Buildings:
1 One Bay Space defense center.
3 6 Dock bay Space defense center
18 Orbital Defense Direct Energy Stations
Ship Building Spacedock
1 Heavy Shipyard
1 Genetic Engineering Station
1 Habitable mine of Planet one.

Finished Research:
Mining. Allows resource generation.
Nuclear Power: Allows us to give power to advanced systems and weapons.
Advanced Direct Energy Weapons: Extremely Powerful lazers now equiped to all vessels in the form of turrets and cannons.
Strong Shielding : All ships and stations protected by a strong nuclear power energy barrier.
Powerful Base Defenses : Bases have direct energy turrets.
Hyperdrive: Faster than light travel.
Thermo-nuclear WMD's : Nuclear Warheads to place on missles.
Shielded Armor for Infantry: Infantry gets mini-nuclear powered energy shielding.
Tactical Nuclear Weapons: Equiped to fighters ands strike ships. Does heavy damage to shielding.
Renewable Resources: Turns waste into fuel for non-nuclear powerplants. Increases sheld strength and power.
Un-manned vehicles: Could be used for recon, WMD delivery, and fighters.
Genetic Engineering and bio-enhancement: Can create super soilders by altering their body when cloning. Bio-Enhancement creates un-breakable bones, skin that his heavily resistent to weapons fire but not invincible. Most applied use will be to HDHs.
Anti-Gravity Armor: Allows Infantry to be launched into space or harshly cold enviroments.
AI: Allows non-biological intelligence to run bases and pilot ships.
Infantry Pulse Weapons: Plasma Pulse Rifles for my units.
Stealth Capability for Infantry: Infantry can cloak for a short period of time before recharging.
Un-Manned CF-18: With AI, fighter can fly without the loss of human life.

Research:
Indefinite Cloaking for Infantry (4)
Cloaking for Ships (1)
Cloning (1)
Extreme Energy shelding (4)
Extreme Pulse and Direct Energy Weapons. (5)
Armored Ground Vehichles with Direct Energy Turrets (4)

Construction:
Cloning Facility (1)
5 un-manned WMD ships with on-board nukes (5)
10 Orbital Direct Energy Weapons (4)
15 Medium Payload Nuclear Warhead (WMD) (8)
2 MK1s (8)
15 MK2s (8)
25 G3s (8)
40 MK5s (8)
60 Strike Ships (8)
1200 CF-18s (4)
1 Heavily Shielded, Well Protected Planetary Base (3)
5 Ground Based Ship Repair centers (2)
Ground Based Direct Energy Stations (4)
500 Armored Vehichle Shells (4)

Automatic Building
2 MK2 per turn.
5 G3s per turn.
7 MK5s per turn.
10 Strike Ships per turn


Ground Movement:

500 JSF2s, 250 Engineers, 30 HDHs dispatched to habitable mines location on Planet Ones Surface. Defensive purposes only.

8000 Troops to be dispatched to surface of planet 1.

Space movement:
Enter Solar system.
Fleet in orbit over Planet 1
Maintain defensive position over planet 1.
Preparing forces to combat the new threat.
Fleet alert now Yellow.
Reinforcements have arrived.
Much more protected defensive orbit initiated.
Spacemine WMDs deployed around my stations.
WMD Ship testing underway.
CS ships fire on ship to test shields.
Shields hold.
Fleet stays put while ship goes to safe distance.
KABOOM!
Test successful.
Fleet returns to original location.
Fleet Preparing for a classified event

Allies: Phazons, Space Pirates

Enemies:Borg

Resources
100000 Tons of Metals per turn.

Message to all: We will defend our new home of planet one until the end.

To space pirates, What type of enemies should I expect? How powerful are the Borg?

My troops on Planet 1 are for defensive purposes only. DO NOT ATTACK THEM! Aggression will be met with orbital bombardment on your bases and my fleet will smite all opposing ships. I will use WMDs if necessary.

I need allies for the final batte! Anybody!


[Edited on 08.13.2008 12:49 PM PDT]

  • 08.13.2008 12:00 PM PDT

NO GROUP INVITES

Jesus took 3 days to respawn, talk about lag.

7 BILLION BY 7

Your faction: Canadian Superfleet
Ships:
2 MK1 Capitol Carrier (Beyond Massive, Very Slow, Amazing weaponry, Massive Hangers, Outstanding armor, Equiped with 5 medium payload WMDs)
36 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor)
74 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor)
110 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor)
158 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor)
8650 CF-18's Space Variant with Tactical Atomic Weaponry.

Infantry:
9500 JSF2s Infantry (Ship Boarding/ Ground Assault)
3750 APZs Engineer Infantry
1250 HDH Commandos (Special Operations)

RECRUITED:
8000 Recruits training (2)

Buildings:
1 One Bay Space defense center.
3 6 Dock bay Space defense center
18 Orbital Defense Direct Energy Stations
Ship Building Spacedock
1 Heavy Shipyard
1 Genetic Engineering Station
1 Habitable mine of Planet one.
1 Cloning Facility

Finished Research:
Mining. Allows resource generation.
Nuclear Power: Allows us to give power to advanced systems and weapons.
Advanced Direct Energy Weapons: Extremely Powerful lazers now equiped to all vessels in the form of turrets and cannons.
Strong Shielding : All ships and stations protected by a strong nuclear power energy barrier.
Powerful Base Defenses : Bases have direct energy turrets.
Hyperdrive: Faster than light travel.
Thermo-nuclear WMD's : Nuclear Warheads to place on missles.
Shielded Armor for Infantry: Infantry gets mini-nuclear powered energy shielding.
Tactical Nuclear Weapons: Equiped to fighters ands strike ships. Does heavy damage to shielding.
Renewable Resources: Turns waste into fuel for non-nuclear powerplants. Increases sheld strength and power.
Un-manned vehicles: Could be used for recon, WMD delivery, and fighters.
Genetic Engineering and bio-enhancement: Can create super soilders by altering their body when cloning. Bio-Enhancement creates un-breakable bones, skin that his heavily resistent to weapons fire but not invincible. Most applied use will be to HDHs.
Anti-Gravity Armor: Allows Infantry to be launched into space or harshly cold enviroments.
AI: Allows non-biological intelligence to run bases and pilot ships.
Infantry Pulse Weapons: Plasma Pulse Rifles for my units.
Stealth Capability for Infantry: Infantry can cloak for a short period of time before recharging.
Un-Manned CF-18: With AI, fighter can fly without the loss of human life.
Cloaking for Ships: every ship in my fleet can become invisible.
Humans can be cloned in massive numbers for soilders.

Research:
Indefinite Cloaking for Infantry (3)
Extreme Energy shelding (3)
Extreme Pulse and Direct Energy Weapons. (4)
Armored Ground Vehichles with Direct Energy Turrets (3)

Construction:
5 un-manned WMD ships with on-board nukes (4)
10 Orbital Direct Energy Weapons (3)
15 Medium Payload Nuclear Warhead (WMD) (7)
2 MK1s (7)
15 MK2s (7)
25 G3s (7)
40 MK5s (7)
60 Strike Ships (7)
1200 CF-18s (3)
1 Heavily Shielded, Well Protected Planetary Base (2)
5 Ground Based Ship Repair centers (1)
10 Ground Based Direct Energy Stations (3)
500 Armored Vehichle Shells (3)

Automatic Building
2 MK2 per turn.
5 G3s per turn.
7 MK5s per turn.
10 Strike Ships per turn


Ground Movement:

500 JSF2s, 250 Engineers, 30 HDHs dispatched to habitable mines location on Planet Ones Surface. Defensive purposes only.

8000 Troops to be dispatched to surface of planet 1.

Space movement:
Enter Solar system.
Fleet in orbit over Planet 1
Maintain defensive position over planet 1.
Preparing forces to combat the new threat.
Fleet alert now Yellow.
Reinforcements have arrived.
Much more protected defensive orbit initiated.
Spacemine WMDs deployed around my stations.
WMD Ship testing underway.
CS ships fire on ship to test shields.
Shields hold.
Fleet stays put while ship goes to safe distance.
KABOOM!
Test successful.
Fleet returns to original location.
Fleet Preparing for a classified event
Fleet Cloaks

Allies: Phazons, Space Pirates

Truces: Flood

Enemies:Borg, Necris

Resources
100000 Tons of Metals per turn.

Message to all: We will defend our new home of planet one until the end.

Join us and the Flood at planet 1!. Put aside your differences and fight the Necris invasion!

[Edited on 08.13.2008 1:13 PM PDT]

  • 08.13.2008 1:06 PM PDT

NO GROUP INVITES

Jesus took 3 days to respawn, talk about lag.

7 BILLION BY 7

JOIN US AT PLANET 1 FOR THE FINAL BATTLE! THIS IS WHERE WE WILL MAKE OUR STAND AGAINST THE NECRIS!

  • 08.13.2008 1:09 PM PDT
Subject: please don't post yet

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
68010 TIE Fighters (A light fighter known for it's maneuverability. Poorly armored, with no shields. Two laser cannons)
35500 TIE Interceptors (A heavy fighter with impressive speed. Well armored, this model has been equipped with shields. 4 laser cannons)
16075 TIE Bombers (A heavy bomber with a single laser cannon, but carries a large payload of proton bombs)
563 Tartan Class Light Patrol Cruisers (A fast ship with many laser cannons. Ineffective against ships larger than itself, but capable of destroying many fighters.)
354 Acclamator-Class Assault Ships (Armed with Laser Cannons, some turbolasers, and Proton Torpedoes)
328 Nebulon B Class Escort Frigates (Highly maneuverable, with many turbolasers and laser cannons. Well armored.)
246 Victory Class Star Destroyers (A swift ship with many turbolasers and Ion Cannons. It has several concussion missile launchers. Capable of carrying Fission missiles.)
152 Imperator Class Star Destroyers (An immensely armored ship, covered with Turbolasers, Ion Cannons, and Laser Cannons. Can carry fission and fusion missiles. Can take and dish out a tremendous amount of punishment.)
71 Executor Class Star Dreadnought (A true juggernaut, this ship stands at an incredible 19 kilometers long. It bristles with Turbolasers, laser cannons, concussion missile launchers, and ion cannons. Armed with a Proton Beam (WMD, 3 turn recharge). Carries Fission, Fusion, and Diamond-Boron Missiles.)

Ground units:
49,200 Stormtroopers (Well trained infantry in armor nearly impenetrable to projectiles and shrapnel. Armed with Blaster Rifles, Ion Rifles, Flechette Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators)
100 Marines
150 Engineers
10300 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection. Armed with Heavy Blaster cannons and shoulder mounted rocket launchers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
1240 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force. Wear little armor to maintain their agility)
11250 Sabre-Class Repulsor Tanks (Heavy tanks armed with laser cannons and light concussion missiles)
10600 AT-STs (Scout walkers with decent armor. Armed with Blaster cannons, repeating lasers, and a heavy grenade launcher)
960 AT-ATs (Four legged juggernauts with almost impenetrable armor. Armed with two heavy Laser Cannons and two heavy blaster cannons. Can carry 100 ground troops and their equipment)

Buildings:
Kuat Class Orbital Shipyard (A massive shipyard that forms a ring around the planet)
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple (Allows Sith to be trained)
Imperial Landing Zone
Maximum Mines
Nuclear Materials Mine
Defensive Anti Personnel Minefields (30,000 mines)
Defensive Anti Vehicle Minefields(15,000 mines)
Orbital Anti Spacecraft Minefields (10,000 mines)
Base Shield Generators
Defensive Bunkers
Defensive Trenches
Laser Wires (Think Razor Wire. Made of lasers)
Defensive Turbolaser Turrets (10,000 Turrets, capable of shooting at ground and air (not space) targets)
Orbital Turbolaser Platforms (5,000 Platforms, each equal to a Frigate)
Missile Silo (20 Nuclear Fission IPBMs, 20 Nuclear Fusion IPBMs, 20 Diamond-Boron IPBMs)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Nuclear Fusion (Allows research of Fusion weapons)
Total settlement procedures
Advanced Mining
Anti Personnel Mine Blueprints (Allows productions and deployment of AP mines.)
Anti Vehicle Mine Blueprints (Allows productions and deployment of AT mines.)
Anti Spacecraft Mine Blueprints (Allows productions and deployment of ASC mines.)
Proton Torpedoes (Small Warheads, ideal for destroying Fighters)
Concussion Missiles (Heavy missiles, ideal for damaging capital ships)
Turbolasers (Fires a high power particle beam, doing massive damage to Armor)
Ion Cannons (Fires a burst of high energy Ions, doing heavy damage to shields)
Thermal Detonators (Extremely powerful explosives. A Grenade version is capable of reducing everything within 10 meters to dust)
Flechette Guns (Fires a spread of razor sharp hot shrapnel, designed to counter the Borgs ability to adapt to energy weapons)
Nuclear Fission Weapons(WMD)
Nuclear Fusion Weapons (WMD)
Diamond Boron Missiles (WMD)
Proton Beam (Capable of slicing unshielded ships apart)
Enhanced Cooling Units (Allows E-Web Repeating Blaster Turrets to be deployed to Stormtrooper Squads)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)
Redundant Systems (Provides resistance to EMP)
Hypermatter Reactors (A required Technology for Superlasers)
Focusing Crystals (A required technology for Superlasers)
Adjustable Superlasers (Needed for Death Stars
Quadanium Heavy Armor (Impervious to all but the heaviest firepower. Needed for Death Star)
Miniaturized Thermal Exhaust Ports (Eliminate exhaust port weakness)
Death Star Plans
Jump Drives (Instant Travel)
Hypermatter Fuel Systems (Allows use of Jump Drives every 2 turns)
Thermal Sensors
Jamming Signals (Block communications, designed to counter Borg networking. Executor Class Ships only)

Research:
None

Construction:
PROJECT DESPAYRE: 68 turns
Planet Based Superlaser (Fires an immensely concentrated turbolaser, at maximum power capable of reducing a planet to an asteroid field. 15 turn recharge time), 20 turns
Planet Based Ion Cannon (Fires a blast of Ions capable of disabling even the largest ship. 3 turn recharge time), 6 turns
1000 Stormtroopers per turn
100 Dark Troopers per turn
40 AT-STs per turn
10 AT-ATs per turn
20 Sith Warriors per turn
50 Sabre-Class Repulsor Tanks per turn
1000 TIE Fighters per turn
500 TIE Interceptors per turn
200 TIE Bombers per turn
10 Tartans per turn
8 Acclamators per turn
6 Nebulons per turn
4 Victorys per turn
2 Imperators per turn
1 Executor per turn

Ground Movement:
All Defenses ready. Troops in strong positions. Defenses ready. Minefields armed.

Space movement: All Defenses active. Fleet ready, constantly patrolling orbit. Minefields armed.

Allies:
Axis Entente
Vasari (WalkinBonfire)
Necrons (rst7503)
Colonials (Lord Snakie)
The Flood (UnholyFurball382)
Geth (SilentScreams)

Enemies:
Hanchex Alliance
Borg

Message to all:
We call for genocide of the Borg.

ATTACKABLE

  • 08.13.2008 1:12 PM PDT

NO GROUP INVITES

Jesus took 3 days to respawn, talk about lag.

7 BILLION BY 7

Your faction: Canadian Superfleet
Ships:
2 MK1 Capitol Carrier (Beyond Massive, Very Slow, Amazing weaponry, Massive Hangers, Outstanding armor, Equiped with 5 medium payload WMDs)
38 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor)
79 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor)
117 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor)
168 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor)
8650 CF-18's Space Variant with Tactical Atomic Weaponry.

Infantry:
9500 JSF2s Infantry (Ship Boarding/ Ground Assault)
3750 APZs Engineer Infantry
1250 HDH Commandos (Special Operations)

RECRUITED:
8000 Recruits training (1)

Buildings:
1 One Bay Space defense center.
3 6 Dock bay Space defense center
18 Orbital Defense Direct Energy Stations
Ship Building Spacedock
1 Heavy Shipyard
1 Genetic Engineering Station
1 Habitable mine of Planet one.
1 Cloning Facility
5 Ground Based Ship Repair centers

Finished Research:
Mining. Allows resource generation.
Nuclear Power: Allows us to give power to advanced systems and weapons.
Advanced Direct Energy Weapons: Extremely Powerful lazers now equiped to all vessels in the form of turrets and cannons.
Strong Shielding : All ships and stations protected by a strong nuclear power energy barrier.
Powerful Base Defenses : Bases have direct energy turrets.
Hyperdrive: Faster than light travel.
Thermo-nuclear WMD's : Nuclear Warheads to place on missles.
Shielded Armor for Infantry: Infantry gets mini-nuclear powered energy shielding.
Tactical Nuclear Weapons: Equiped to fighters ands strike ships. Does heavy damage to shielding.
Renewable Resources: Turns waste into fuel for non-nuclear powerplants. Increases sheld strength and power.
Un-manned vehicles: Could be used for recon, WMD delivery, and fighters.
Genetic Engineering and bio-enhancement: Can create super soilders by altering their body when cloning. Bio-Enhancement creates un-breakable bones, skin that his heavily resistent to weapons fire but not invincible. Most applied use will be to HDHs.
Anti-Gravity Armor: Allows Infantry to be launched into space or harshly cold enviroments.
AI: Allows non-biological intelligence to run bases and pilot ships.
Infantry Pulse Weapons: Plasma Pulse Rifles for my units.
Stealth Capability for Infantry: Infantry can cloak for a short period of time before recharging.
Un-Manned CF-18: With AI, fighter can fly without the loss of human life.
Cloaking for Ships: every ship in my fleet can become invisible.
Humans can be cloned in massive numbers for soilders.

Research:
Indefinite Cloaking for Infantry (2)
Extreme Energy shelding (2)
Extreme Pulse and Direct Energy Weapons. (3)
Armored Ground Vehichles with Direct Energy Turrets (2)

Construction:
5 un-manned WMD ships with on-board nukes (3)
10 Orbital Direct Energy Weapons (2)
15 Medium Payload Nuclear Warhead (WMD) (6)
2 MK1s (6)
15 MK2s (6)
25 G3s (6)
40 MK5s (6)
60 Strike Ships (6)
1200 CF-18s (2)
1 Heavily Shielded, Well Protected Planetary Base (1)
10 Ground Based Direct Energy Stations (3\2)
500 Armored Vehichle Shells (2)

Automatic Building
2 MK2 per turn.
5 G3s per turn.
7 MK5s per turn.
10 Strike Ships per turn


Ground Movement:

500 JSF2s, 250 Engineers, 30 HDHs dispatched to habitable mines location on Planet Ones Surface. Defensive purposes only.

8000 Troops to be dispatched to surface of planet 1.

Space movement:
Enter Solar system.
Fleet in orbit over Planet 1
Maintain defensive position over planet 1.
Preparing forces to combat the new threat.
Fleet alert now Yellow.
Reinforcements have arrived.
Much more protected defensive orbit initiated.
Spacemine WMDs deployed around my stations.
WMD Ship testing underway.
CS ships fire on ship to test shields.
Shields hold.
Fleet stays put while ship goes to safe distance.
KABOOM!
Test successful.
Fleet returns to original location.
Fleet Preparing for a classified event
Fleet Cloaks

Allies: Phazons, Space Pirates

Truces: Flood

Enemies:Borg, Necris

Resources
100000 Tons of Metals per turn.

Message to all: We will defend our new home of planet one until the end.

Join us and the Flood at planet 1!. Put aside your differences and fight the Necris invasion!

  • 08.13.2008 1:16 PM PDT

Semi-socialist and proud of it.

GALACTIC EMPIRE TO ALL NATIONS.

I suggest we all make a stand at my world, Planet 3. Planet 1 has little orbital defenses, but Planet 3 has orbital defense grids, minefields, shields, and many more defenses. The ground is also heavily fortified. We will last far longer here.

[Edited on 08.13.2008 1:29 PM PDT]

  • 08.13.2008 1:20 PM PDT
Subject: please don't post yet

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
70010 TIE Fighters (A light fighter known for it's maneuverability. Poorly armored, with no shields. Two laser cannons)
36500 TIE Interceptors (A heavy fighter with impressive speed. Well armored, this model has been equipped with shields. 4 laser cannons)
16575 TIE Bombers (A heavy bomber with a single laser cannon, but carries a large payload of proton bombs)
583 Tartan Class Light Patrol Cruisers (A fast ship with many laser cannons. Ineffective against ships larger than itself, but capable of destroying many fighters.)
370 Acclamator-Class Assault Ships (Armed with Laser Cannons, some turbolasers, and Proton Torpedoes)
340 Nebulon B Class Escort Frigates (Highly maneuverable, with many turbolasers and laser cannons. Well armored.)
254 Victory Class Star Destroyers (A swift ship with many turbolasers and Ion Cannons. It has several concussion missile launchers. Capable of carrying Fission missiles.)
156 Imperator Class Star Destroyers (An immensely armored ship, covered with Turbolasers, Ion Cannons, and Laser Cannons. Can carry fission and fusion missiles. Can take and dish out a tremendous amount of punishment.)
73 Executor Class Star Dreadnought (A true juggernaut, this ship stands at an incredible 19 kilometers long. It bristles with Turbolasers, laser cannons, concussion missile launchers, and ion cannons. Armed with a Proton Beam (WMD, 3 turn recharge). Carries Fission, Fusion, and Diamond-Boron Missiles.)

Ground units:
51,200 Stormtroopers (Well trained infantry in armor nearly impenetrable to projectiles and shrapnel. Armed with Blaster Rifles, Ion Rifles, Flechette Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators. Equipped with Thermal Sensors)
100 Marines
150 Engineers
11300 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection. Armed with Heavy Blaster cannons and shoulder mounted rocket launchers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
1440 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force. Wear little armor to maintain their agility)
11750 Sabre-Class Repulsor Tanks (Heavy tanks armed with laser cannons and light concussion missiles)
10800 AT-STs (Scout walkers with decent armor. Armed with Blaster cannons, repeating lasers, and a heavy grenade launcher)
1010 AT-ATs (Four legged juggernauts with almost impenetrable armor. Armed with two heavy Laser Cannons and two heavy blaster cannons. Can carry 100 ground troops and their equipment)

Buildings:
Kuat Class Orbital Shipyard (A massive shipyard that forms a ring around the planet)
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple (Allows Sith to be trained)
Imperial Landing Zone
Maximum Mines
Nuclear Materials Mine
Defensive Anti Personnel Minefields (30,000 mines)
Defensive Anti Vehicle Minefields(15,000 mines)
Orbital Anti Spacecraft Minefields (10,000 mines)
Base Shield Generators
Defensive Bunkers
Defensive Trenches
Laser Wires (Think Razor Wire. Made of lasers)
Defensive Turbolaser Turrets (10,000 Turrets, capable of shooting at ground and air (not space) targets)
Orbital Turbolaser Platforms (5,000 Platforms, each equal to a Frigate)
Missile Silo (20 Nuclear Fission IPBMs, 20 Nuclear Fusion IPBMs, 20 Diamond-Boron IPBMs)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Nuclear Fusion (Allows research of Fusion weapons)
Total settlement procedures
Advanced Mining
Anti Personnel Mine Blueprints (Allows productions and deployment of AP mines.)
Anti Vehicle Mine Blueprints (Allows productions and deployment of AT mines.)
Anti Spacecraft Mine Blueprints (Allows productions and deployment of ASC mines.)
Proton Torpedoes (Small Warheads, ideal for destroying Fighters)
Concussion Missiles (Heavy missiles, ideal for damaging capital ships)
Turbolasers (Fires a high power particle beam, doing massive damage to Armor)
Ion Cannons (Fires a burst of high energy Ions, doing heavy damage to shields)
Thermal Detonators (Extremely powerful explosives. A Grenade version is capable of reducing everything within 10 meters to dust)
Flechette Guns (Fires a spread of razor sharp hot shrapnel, designed to counter the Borgs ability to adapt to energy weapons)
Nuclear Fission Weapons(WMD)
Nuclear Fusion Weapons (WMD)
Diamond Boron Missiles (WMD)
Proton Beam (Capable of slicing unshielded ships apart)
Enhanced Cooling Units (Allows E-Web Repeating Blaster Turrets to be deployed to Stormtrooper Squads)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)
Redundant Systems (Provides resistance to EMP)
Hypermatter Reactors (A required Technology for Superlasers)
Focusing Crystals (A required technology for Superlasers)
Adjustable Superlasers (Needed for Death Stars
Quadanium Heavy Armor (Impervious to all but the heaviest firepower. Needed for Death Star)
Miniaturized Thermal Exhaust Ports (Eliminate exhaust port weakness)
Death Star Plans
Jump Drives (Instant Travel)
Hypermatter Fuel Systems (Allows use of Jump Drives every 2 turns)
Thermal Sensors
Jamming Signals (Block communications, designed to counter Borg networking. Executor Class Ships only)

Research:
Research inactive, so more resources can be pushed to construction. Double speed on all construction.

Construction:
Planetery Shield Generators ( Prevent ground attack until Space forces are defeated. 5 turns
PROJECT DESPAYRE: 34 turns
Planet Based Superlaser (Fires an immensely concentrated turbolaser, at maximum power capable of reducing a planet to an asteroid field. 15 turn recharge time), 10 turns
Planet Based Ion Cannon (Fires a blast of Ions capable of disabling even the largest ship. 3 turn recharge time), 2 turns
2000 Stormtroopers per turn
1000 Dark Troopers per turn
200 AT-STs per turn
50 AT-ATs per turn
200 Sith Warriors per turn
500 Sabre-Class Repulsor Tanks per turn
2000 TIE Fighters per turn
1000 TIE Interceptors per turn
500 TIE Bombers per turn
20 Tartans per turn
16 Acclamators per turn
12 Nebulons per turn
8 Victorys per turn
4 Imperators per turn
2 Executor per turn

Ground Movement:
All Defenses ready. Troops in strong positions. Defenses ready. Minefields armed. Gravitational Field Generators ready.

Space movement: All Defenses active. Fleet ready, constantly patrolling orbit. Minefields armed. Jamming signals ready.

Allies:
Axis Entente
Vasari (WalkinBonfire)
Necrons (rst7503)
Colonials (Lord Snakie)
The Flood (UnholyFurball382)
Geth (SilentScreams)

Enemies:
Borg
Xenomorphs
Necris

Message to all:
I call upon all forces to settle their differences and assemble at Planet 3, to defeat the Necris once and for all.

ATTACKABLE

[Edited on 08.13.2008 1:30 PM PDT]

  • 08.13.2008 1:28 PM PDT