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Rebel Aliens:
Planet: Planet 2

Ships:
1 Heavy Attack Galley
20 Planetary Assault Fighters
2 Refractor Shield Generators
4 Reconstruction Drone Ships
3 Planetary Defense Carrier

Ground Units:
150 Brown Goblins
30 Valkalry Spiders

Ground Movement:
Reconstruction Drones work on upgrading Shipyard 1

Space Movement:
One planetary defense carrier observes the collecting of data...

Buildings:
Valkalry Spider Flesh Vats turn out 1 Valkalry Spider
Brown Goblin Flesh Vats Turn out 5 Brown Goblins
Central Operations Outpost
Shipyard makes 1 Planetary Defense Carrier per 2 turns 1
Shipyard makes 5 planetary Assault Fighters per 2 turns 1
DiTriDiamond Mine harvests 5 DiTriDiamond Crystals

Resources
DiTriDiamond crystals: 125

Research
Cloned DiTriDiamond Decontamiation 2

Finished Research:
Nuclear Fusion
DiTriDiamond Cloning
EMP
Nuclear Fission
DiTriDiamond 6X hardening Process

Allies:
None

Nemeses:
None

Message to all: We mean no harm, but we seek refuge from the Empire Aliens. We will viciously fight to protect any species from annihilation.

Can be attacked

  • 07.22.2008 3:00 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
4 Necron Star Dreadnoughts
40 Cairn-class Tombships (Battleships)
90 Scythe-class Harvest Ships (Heavy Cruisers)
135 Shroud-Class Cruisers (Anti-Fighter Cruiser)
400 Jackal-Class Raiders (Aggressive Heavy Fighter)
1000 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
1 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
2000 Warriors
1000 Immortals
300 Pariahs
300 Flayed Ones
150 Wraiths
150 Tomb Spyders
150 Destroyers
75 Heavy Destroyers
52000 Scarabs in swarm
250 Obelisks
125 Pylons
125 Monoliths
25 Abattoirs
3 Tomb Stalker Titans
Scarab Swarm of 5 million for Defense

Buildings:
Underground Catacomb Labyrinth Base under Planet 6 Crust
Tomb Factory (basic Infantry production)
Necron Shipyard
Necron Scarab Hive (2000 Scarabs per turn)
Mortuary Heavy Factory (vehicle production)
Repair Sepulchre (building for mass-repairs)
Re-Birthing Pit (exactly what its name says)
Necron Tomb of the Titans (allows for construction of titans)
Basic Gauss Defenses
Necron Anti-Ground Mines
Necron Planetary Shielding
Necron Planet-side Anti-Ship Cannons
Necron Orbital Defense Platforms
Necron Orbital Naval Mines

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Inertia-less Drive Engines
Naval Sepulchre (psychological warfare and precision targetting)
Naval Scarab Complement
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
All-Unit EMP Shielding
Necron Advanced Regeneration
Nuclear Fission
Nuclear Fusion

Research:
Necron Star Binding Tech (WMD) (4 turns)

Construction:
9 Necron Lord (3 turns)
500 Warriors (3 turns)
250 Immortals (3 turns)
100 Pariahs (3 turns)
100 Flayed Ones (3 turns)
50 Wraiths (3 turns)
50 Tomb Spyders (3 turns)
50 Destroyers (3 turns)
25 Heavy Destroyers (3 turns)
50 Obelisks (5 turns)
25 Pylons (5 turns)
25 Monoliths Obelisks (5 turns)
5 Abattoirs (5 turns)
1 Necron Star Dreadnought (6 turns)
10 Cairn-Class Tombships (6 turns)
20 Scythe-Class Harvest ships (6 turns)
30 Shroud-Class Cruisers (6 turns)
100 Jackal-Class Raiders (6 turns)
250 Dirge-Class Raiders (6 turns)
1 Tomb Stalker Titan (6 turns)
Aeonic Orb Containment Arms (4 turns)
Aenoic Orb Support Base (4 turns)

Ground Movement:
Construction of Catacomb Base under surface of Planet 6

Space Movement:
None

Allies: Alliance of Superpowers (Colonials, Visari, Empire)

Enemies: None

Message to All: The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons. We will only play a supporting role in our alliance until people have sufficiently developed

  • 07.22.2008 3:05 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

Race:MIXED (i can use all species that have a language and can learn new ones)(Currently known allies Alpha Light Aliens , Delta Metallic Aliens , Beta Humans (main race of all mixed species)

Fleet:(mixed races so i have different classes based on race)
Alpha(race) 10 basic fighters
1 freighter (trans port class ship)
delta 60 basic fighters
1 hanger (fighter launcher class)
Beta 10 human drop ships (non halo)
supply freighter (50 tons of building grade metal

Ground Army
Alpha 500 Soldiers
20 builder drones
Delta 500 soldiers
40 carriers (supply carriers)
Beta 20 Harvester Mechs (resource gatherers)
600 Defender Drones (soldiers)

Resources:100 ore
500 wood
9000 workers (they build and determine how fast buildings are completed)

Buildings
Alpha Compound (landing and fleet control)
landing pad
Delta Compound (military and defense control)
1 barracks (it is here cause i built fare and square) produces battle drones 1000 (or soldiers 500) each turn CHOSEN: Battle drones (lesser soldiers but greater in numbers) (non biologic)
Beta Compound (economic and research)

SPACE Base:
(none)
Research:
turrets LVL2 3
Anti Air 2
missiles 2
Space station 17
(only what i need is being researched)

Construction:
40 houses 7 turns

Walling to defend compounds 27 turns

Space movement: they arrived and are found a small army attacking (about 80 soldiers of an unnamed enemy)

Ground Movement: building and gathering resources

Allies: All who help my people

Enemies: All who attack me



Distress signals:
Race roles:Alpha able to settle fights with no violence (diplomat)
Delta able to secure areas faster than any other race and i non biologic life (Military)
Beta (human) What humans do best..... Adapt (economic)
Other races (assorted abilities) There is some research being done to fuse the races together [attempts:2 success:0 deaths:0 (traits are not there but the creature do live and are

(if any one wonders why i have less building than before is cause i started with than what was allowed Basically a pm from lord snaky)

ATTACKBLE

  • 07.22.2008 3:07 PM PDT
  • gamertag: [none]
  • user homepage:

“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

Your faction:Colonials (Battlestar Galactica)

Ships:
100 Viper Mk IIs
100 Viper Mk VIIs
50 Combat Raptors
10 Cygnus-Class Firestars (Fast, light armament, small hangars, little protection)
5 Defender-Class Battlestars (Slow, heavy armament, medium hangars, medium protection)
5 Strikestar-Class Battlestars (Fast, medium armament, medium hangars, little protection)
5 Tiger-Class Battlestars (Medium, medium armament, medium hangars, medium protection)
5 Columbia-Class Battlestars *Actuall Image*(Slow, heavy armament, large hangars, massive protection)
2 Mercury-Class Battlestars *Actuall Image*(Medium, heavy armament, medium hangars, massive protection)

Ground units:
5000 Stormtroopers
1,000 Marines
150 Pilots
50 R.A.Z.O.R.S. (heavily trained and armored marines)

Buildings:
Orbital Super-Shipyard
Shielded Base
Basic Mines
Cygnus-Class Landing Zone
Barracks
Nuclear Materials Mine
Armory

Finished Research:
Ship Shielding
City-Grade Shielding
"Jump" Tech *Instantaneous Travel-by-Ship to Anywhere*
Nuclear Fission
Nuclaer Fusion
Planet-Grade Shielding
Hack-Proof Computer Networks *Impossible-to-breach Computer Security*
Jump Drives for Vipers
In-System Ion Engines
Hydrogen Bombs
Project: Oden
Project: Hermes

Research:
Project: TRINITY- 1 turn
Project: Alexander- 1 turn
Project: NOVA- 3 turns
Project: Equus- 5 turns
Project: Star Hunter- 7 turns
Project: Leviathan Dock- 9 turns
Project: Cobol- 7 turns
Project: Cronus- 3 turns
Project: Colonial Fleet Carrier- 7 turns
Project: Bellerophron- 5 turns

Construction:
10,000 Ground-To-Air launchers to protect from space assault- 8 turns
90 Cygnus-Class Firestars- 2 turns
9,000 Marines- 5 turns
900 R.A.Z.E.R.S.- 5 turns
Producing Hydrogen Bombs/Loading Hydrogen bombs into BattleStars for Nuclear Missions (Gives BattleStars the ability to fire off Nukes)- 9 turns
Producing 5 Oden BattleStars- 1 turn

Ground Movement: Colonials begin to delve up the old archives and take out the blueprints for old BattleStars. Work progresses in getting the schematics into the computers and preparing construction of more varied fleet.

Space movement: Vipers have scanned the object... it appears to be an index of some kind, holding vast amounts of knowledge. They can't pry it from the field, however... meaning that the bigger ships will have to help. 2 turns until the Index is pried from Beta Halo.

Allies:
Vasari
Galactic Empire
Necrons
[Faction of Superpowers]

Enemies:
Xenomorph

Message to all:

NECRONS: We are sending you the blueprints for the old and new Cylon Centurions, along with the blueprints of the Human-Form Cylons and the Cylon Hybrids, along with samples from each. We request that you look into the programming and modify it so that they will be unable to betray us again and the Colonials and Cylons will be united for a final time, in peace.

VASARI: Vasari, we will offer you a modified Jump Drive that will fit one of your ships (you will have to backwards-engineer versions for new ships) if you can provide us with the Access Codes to your Jump Gate Network and one technology that we desire.

  • 07.22.2008 3:16 PM PDT

Wait, you actually checked this?

Will you be my friend?

Your faction: Colonist Expansion Corporation

Ships: 1 Battleship, the Domain, fitted primarily with defensive weaponry, 15 missle launchers per side, 8 tubes per launcher, 1 cannon; ballistic, capable of rotating 360 degrees with clear lines of sight in all directions, and 30 vulcan cannons, spread evenly across the ship. It cannot enter atmosphere, and holds no colonists, and only a small outfit of Expansion Marines (50). [Supplemental] The Domain has a hangar (which is currently empty) capable of holding 2 dropships or 8 fighters.

5 Transport ships, the Tiburon, the Point, the Apogee, the Select, and the Starter. Each ship carries 100 persons, including crew (7), Security (15), colonists (60), and Expansion Marines(18). [Supplemental] Combined, all the transport ships have the materials and tools needed to start a small, productive colony.

7 Tugs, manned 2 crew per ship, no armaments. Used for towing Out-of-commission ships

Ground units: (NOTE: All of my ground units are still in space, these numbers are for reference)
140 Expansion Marines
75 Security Guards
300 Colonists
64 Crew (15 aboard the Domain)

Buildings: 1-Bay Shipyard, currently empty, Crew members are the only ones aboard

Finished Research: None

Research: The Science team aboard the Domain has begun researching Dark Matter, hoping to learn enough about it to turn it into a tangible resource [9 turns].

Construction: Refitting a tug for offensive capabilities [4 turns]

Ground Movement: None

Space movement: The CEC Fleet moves into the system and surveys the area.
1 Tug enters the shipyard to be refitted for offensive capabilites. Upgrades are 1 8 tube missle launcher on the top of the tug. It can no longer be used to move vessels. [4 turns]

Allies: The CEC requests an alliance with the Rebel Aliens

Enemies: (Currently) None

Message to all: Mai roflcopter goes soi soi soi

4 Turns Until I can be Attacked

  • 07.22.2008 3:18 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
4 Necron Star Dreadnoughts
40 Cairn-class Tombships (Battleships)
90 Scythe-class Harvest Ships (Heavy Cruisers)
135 Shroud-Class Cruisers (Anti-Fighter Cruiser)
400 Jackal-Class Raiders (Aggressive Heavy Fighter)
1000 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
1 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
2000 Warriors
1000 Immortals
300 Pariahs
300 Flayed Ones
150 Wraiths
150 Tomb Spyders
150 Destroyers
75 Heavy Destroyers
54000 Scarabs in swarm
250 Obelisks
125 Pylons
125 Monoliths
25 Abattoirs
3 Tomb Stalker Titans
Scarab Swarm of 5 million for Defense

Buildings:
Underground Catacomb Labyrinth Base under Planet 6 Crust
Tomb Factory (basic Infantry production)
Necron Shipyard
Necron Scarab Hive (2000 Scarabs per turn)
Mortuary Heavy Factory (vehicle production)
Repair Sepulchre (building for mass-repairs)
Re-Birthing Pit (exactly what its name says)
Necron Tomb of the Titans (allows for construction of titans)
Basic Gauss Defenses
Necron Anti-Ground Mines
Necron Planetary Shielding
Necron Planet-side Anti-Ship Cannons
Necron Orbital Defense Platforms
Necron Orbital Naval Mines

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Inertia-less Drive Engines
Naval Sepulchre (psychological warfare and precision targetting)
Naval Scarab Complement
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
All-Unit EMP Shielding
Necron Advanced Regeneration
Nuclear Fission
Nuclear Fusion

Research:
Necron Star Binding Tech (WMD) (3 turns)
Re-engineering, Reprogramming, and Debugging Cylons (7 turns)

Construction:
9 Necron Lord (2 turns)
500 Warriors (2 turns)
250 Immortals (2 turns)
100 Pariahs (2 turns)
100 Flayed Ones (2 turns)
50 Wraiths (2 turns)
50 Tomb Spyders (2 turns)
50 Destroyers (2 turns)
25 Heavy Destroyers (2 turns)
50 Obelisks (4 turns)
25 Pylons (4 turns)
25 Monoliths Obelisks (4 turns)
5 Abattoirs (4 turns)
1 Necron Star Dreadnought (5 turns)
10 Cairn-Class Tombships (5 turns)
20 Scythe-Class Harvest ships (5 turns)
30 Shroud-Class Cruisers (5 turns)
100 Jackal-Class Raiders (5 turns)
250 Dirge-Class Raiders (5 turns)
1 Tomb Stalker Titan (5 turns)
Aeonic Orb Containment Arms (3 turns)
Aenoic Orb Support Base (3 turns)

Ground Movement:
Construction of Catacomb Base under surface of Planet 6

Space Movement:
None

Allies: Alliance of Superpowers (Colonials, Visari, Empire)

Enemies: None

Message to All: The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons. We will only play a supporting role in our alliance until people have sufficiently developed

  • 07.22.2008 3:25 PM PDT

Rebel Aliens:
Planet: Planet 2

Ships:
2 Heavy Attack Galley
25 Planetary Assault Fighters
2 Refractor Shield Generators
4 Reconstruction Drone Ships
4 Planetary Defense Carrier

Ground Units:
155 Brown Goblins
31 Valkalry Spiders

Ground Movement:
Reconstruction Drones work on upgrading Shipyard Done

Space Movement:
One planetary defense carrier observes the collecting of data...

Buildings:
Valkalry Spider Flesh Vats turn out 1 Valkalry Spider
Brown Goblin Flesh Vats Turn out 5 Brown Goblins
Central Operations Outpost
Shipyard makes 1 Planetary Defense Carrier per turn
Shipyard makes 5 planetary Assault Fighters per turn
Shipyard makes 1Heavy Attack Gally per turn
DiTriDiamond Mine harvests 5 DiTriDiamond Crystals

Resources
DiTriDiamond crystals: 130

Research
Cloned DiTriDiamond Decontamiation 1

Finished Research:
Nuclear Fusion
DiTriDiamond Cloning
EMP
Nuclear Fission
DiTriDiamond 6X hardening Process

Allies:
Colonial Expansion Corporation

Nemeses:
None

Message to all: We mean no harm, but we seek refuge from the Empire Aliens. We will viciously fight to protect any species from annihilation.

Message to CEC: We accept your alliance

Can be attacked

[Edited on 07.22.2008 3:33 PM PDT]

  • 07.22.2008 3:31 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
4 Necron Star Dreadnoughts
40 Cairn-class Tombships (Battleships)
90 Scythe-class Harvest Ships (Heavy Cruisers)
135 Shroud-Class Cruisers (Anti-Fighter Cruiser)
400 Jackal-Class Raiders (Aggressive Heavy Fighter)
1000 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
1 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
2000 Warriors
1000 Immortals
300 Pariahs
300 Flayed Ones
150 Wraiths
150 Tomb Spyders
150 Destroyers
75 Heavy Destroyers
54000 Scarabs in swarm
250 Obelisks
125 Pylons
125 Monoliths
25 Abattoirs
3 Tomb Stalker Titans
Scarab Swarm of 5 million for Defense

Buildings:
Underground Catacomb Labyrinth Base under Planet 6 Crust
Tomb Factory (basic Infantry production)
Necron Shipyard
Necron Scarab Hive (2000 Scarabs per turn)
Mortuary Heavy Factory (vehicle production)
Repair Sepulchre (building for mass-repairs)
Re-Birthing Pit (exactly what its name says)
Necron Tomb of the Titans (allows for construction of titans)
Basic Gauss Defenses
Necron Anti-Ground Mines
Necron Planetary Shielding
Necron Planet-side Anti-Ship Cannons
Necron Orbital Defense Platforms
Necron Orbital Naval Mines

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Inertia-less Drive Engines
Naval Sepulchre (psychological warfare and precision targetting)
Naval Scarab Complement
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
All-Unit EMP Shielding
Necron Advanced Regeneration
Nuclear Fission
Nuclear Fusion

Research:
Necron Star Binding Tech (WMD) (2 turns)
Re-engineering, Reprogramming, and Debugging Cylons (6 turns)

Construction:
9 Necron Lord (1 turns)
500 Warriors (1 turns)
250 Immortals (1 turns)
100 Pariahs (1 turns)
100 Flayed Ones (1 turns)
50 Wraiths (1 turns)
50 Tomb Spyders (1 turns)
50 Destroyers (1 turns)
25 Heavy Destroyers (1 turns)
50 Obelisks (3 turns)
25 Pylons (3 turns)
25 Monoliths Obelisks (3 turns)
5 Abattoirs (3 turns)
1 Necron Star Dreadnought (4 turns)
10 Cairn-Class Tombships (4 turns)
20 Scythe-Class Harvest ships (4 turns)
30 Shroud-Class Cruisers (4 turns)
100 Jackal-Class Raiders (4 turns)
250 Dirge-Class Raiders (4 turns)
1 Tomb Stalker Titan (4 turns)
Aeonic Orb Containment Arms (2 turns)
Aenoic Orb Support Base (2 turns)

Ground Movement:
Construction of Catacomb Base under surface of Planet 6

Space Movement:
None

Allies: Alliance of Superpowers (Colonials, Visari, Empire)

Enemies: None

Message to All: The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons. We will only play a supporting role in our alliance until people have sufficiently developed

  • 07.22.2008 3:52 PM PDT

Rebel Aliens:
Planet: Planet 2

Ships:
3 Heavy Attack Galley
30 Planetary Assault Fighters
2 Refractor Shield Generators
4 Reconstruction Drone Ships
5 Planetary Defense Carrier

Ground Units:
160 Brown Goblins
32 Valkalry Spiders

Ground Movement:
All units train hard for fighting

Space Movement:
One planetary defense carrier observes the collecting of data...

Buildings:
Valkalry Spider Flesh Vats turn out 1 Valkalry Spider
Brown Goblin Flesh Vats Turn out 5 Brown Goblins
Central Operations Outpost
Shipyard makes 1 Planetary Defense Carrier per turn
Shipyard makes 5 planetary Assault Fighters per turn
Shipyard makes 1Heavy Attack Gally per turn
DiTriDiamond Mine harvests 5 DiTriDiamond Crystals

Resources
DiTriDiamond crystals: 135

Research
Cloned DiTriDiamond Decontamiation Done

Finished Research:
Nuclear Fusion
DiTriDiamond Cloning
EMP
Nuclear Fission
DiTriDiamond 6X hardening Process
Cloned DiTriDiamond Decontamination

Allies:
Colonial Expansion Corporation

Nemeses:
None

Message to all: We mean no harm, but we seek refuge from the Empire Aliens. We will viciously fight to protect any species from annihilation.

Message to CEC: We accept your alliance

Can be attacked

  • 07.22.2008 4:01 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
2812 TIE Fighters
1381 TIE Interceptors
728 TIE Bombers
113 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
67 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
46 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
28 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
25 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
6 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
18,900 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, and Sniper Rifles)
100 Marines
150 Engineers
2300 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
110 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
5750 Sabre-Class Repulsor Tanks
5750 AT-STs
170 AT-ATs

Buildings:
12-bay Space Station
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple
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 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 light Frigate)
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)
Nuclear Fission Weapons
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)
Executor Jump Drives (Instant Travel)

Research:
Nuclear Fusion Weapons- 3 turns
Focusing Crystals- 3 turns
Quadanium Steel Armor- 6 turns
PROJECT RANCOR- 16 turns
Reverse Engineering Jump Drives for all ships- 7 turns

Construction: (On Standby until Base is established.)
Kuat Class Orbital Shipyard- 16 turns
Missile Silo- 10 turns
20 Nuclear Fission Missiles, 15 turns
100 Stormtroopers per turn
50 Dark Troopers per turn
50 AT-STs per turn
20 AT-ATs per turn
10 Sith Warriors per turn
50 Sabre-Class Repulsor Tanks per turn
200 TIE Fighters per turn
100 TIE Interceptors per turn
50 TIE Bombers per turn
15 Nebulon B Class Frigates , 1 turn

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

Space movement: All Defenses active. Fleet scanning all incoming traffic.

200 TIE Fighters, 100 TIE Interceptors, 50 TIE Bombers, 20 Tartar Class Light Frigates, 15 Acclamator Class Assault Ships, 10 Nebulon B Class Frigates, 5 Victory Class Star Destroyers, 3 Imperator Class Star Destroyers, and 1 Executor Class Star Dreadnaughts en route to Beta Halo reinforcing Colonial positions at Beta Halo

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Other Allies:
Scrin

Enemies:
None

Message to all:
Colonials: We appreciate the technology. The 5,000 Stormtroopers are under your command.


ATTACKABLE

  • 07.22.2008 4:13 PM PDT

There was a man from Allentown who fed his son to death.
He calmly watched him gorge himself until his final breath.
And there he stood, surprised and shocked above his tiny frame.
He said: "I bear no blame for this. I only share his name!"

This is retarded.

  • 07.22.2008 4:16 PM PDT

Rebel Aliens:
Planet: Planet 2

Ships:
4 Heavy Attack Galley
35 Planetary Assault Fighters
2 Refractor Shield Generators
4 Reconstruction Drone Ships
6 Planetary Defense Carrier

Ground Units:
165 Brown Goblins
33 Valkalry Spiders

Ground Movement:
All units train hard for fighting

Space Movement:
One planetary defense carrier observes the collecting of data...

Buildings:
Valkalry Spider Flesh Vats turn out 1 Valkalry Spider
Brown Goblin Flesh Vats Turn out 5 Brown Goblins
Central Operations Outpost
Shipyard makes 1 Planetary Defense Carrier per turn
Shipyard makes 5 planetary Assault Fighters per turn
Shipyard makes 1Heavy Attack Gally per turn
DiTriDiamond Mine harvests 5 DiTriDiamond Crystals

Resources
DiTriDiamond crystals: 140

Research
Rift technology 5

Finished Research:
Nuclear Fusion
DiTriDiamond Cloning
EMP
Nuclear Fission
DiTriDiamond 6X hardening Process
Cloned DiTriDiamond Decontamination

Allies:
Colonial Expansion Corporation

Nemeses:
None

Message to all: We mean no harm, but we seek refuge from the Empire Aliens. We will viciously fight to protect any species from annihilation.

Message to Galactic Empire: We wish to ally with you.

Can be attacked

  • 07.22.2008 4:16 PM PDT
  • gamertag: [none]
  • user homepage:

I seriously needed to update my signature. I'll never forget it, though.

Your faction: Goa'uld

Ships:
6 Ha'tak
1 Ha'tak(Ancient enhanced)
1 Ha'tak(Cloak enabled)
3 Al'kesh
240 Death Gliders
8 Tel'ac

Ground units:
8000 Jaffa

Buildings:
Space station

Finished Research:

Research:


Construction:

Ground Movement: None, really

Space movement: Looking for a planet

Allies: None

Enemies: None

Message to all: I'm going to look for another one

  • 07.22.2008 4:18 PM PDT

Wait, you actually checked this?

Will you be my friend?

Colonist Expansion Corporation

Ships: 1 Battleship, the Domain, fitted primarily with defensive weaponry, 15 missle launchers per side, 8 tubes per launcher, 1 cannon; ballistic, capable of rotating 360 degrees with clear lines of sight in all directions, and 30 vulcan cannons, spread evenly across the ship. It cannot enter atmosphere, and holds no colonists, and only a small outfit of Expansion Marines (50). The Domain has a hangar (which is currently empty) capable of holding 2 dropships or 8 fighters.

5 Transport ships, the Tiburon, the Point, the Apogee, the Select, and the Starter. Each ship carries 100 persons, including crew (7), Security (15), colonists (60), and Expansion Marines(18). Combined, all the transport ships have the materials and tools needed to start a small, productive colony.

7 Tugs, manned 2 crew per ship, no armaments. Used for towing Out-of-commission ships

Ground units: (NOTE: All of my ground units are still in space, these numbers are for reference)
140 Expansion Marines [Supplemental] Armed with DragonScale Kevlar armor and Fully-automatic rifles; 7.62mm
75 Security Guards [Supplemental] Armed with MP-5s and light kevlar armor.
300 Colonists
64 Crew (15 aboard the Domain)

Buildings: 1-Bay Shipyard, 1 tug is being refitted, Crew members are the only ones aboard

Finished Research: None

Research: The Science team aboard the Domain has begun researching Dark Matter, hoping to learn enough about it to turn it into a tangible resource [8 turns].

Construction: Refitting a tug for offensive capabilities [3 turns]

Ground Movement: Aboard all transport vessels, Expansion Marines train volunteer colonists to become Soldiers. 5 colonists are trained to be soldiers every turn. At most, only 150 colonists will become Soldiers. Soldier armaments can range from pistols to 7.62mm rifles until materials can be gathered to make consistent weaponry. No Soldiers trained at this point.

Space movement: The CEC Fleet moves toward Planet 2, arrival in 5 turns.
1 Tug enters the shipyard to be refitted for offensive capabilites. Upgrades are 1 8 tube missle launcher on the top of the tug. It can no longer be used to move vessels. [3 turns]

Allies: Rebel Aliens

Enemies: (Currently) None

Message to all: Mai roflcopter goes soi soi soi

3 Turns Until I can be Attacked

  • 07.22.2008 4:22 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
4 Necron Star Dreadnoughts
40 Cairn-class Tombships (Battleships)
90 Scythe-class Harvest Ships (Heavy Cruisers)
135 Shroud-Class Cruisers (Anti-Fighter Cruiser)
400 Jackal-Class Raiders (Aggressive Heavy Fighter)
1000 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
1 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
2000 Warriors
1000 Immortals
300 Pariahs
300 Flayed Ones
150 Wraiths
150 Tomb Spyders
150 Destroyers
75 Heavy Destroyers
56000 Scarabs in swarm
250 Obelisks
125 Pylons
125 Monoliths
25 Abattoirs
3 Tomb Stalker Titans
Scarab Swarm of 5 million for Defense

Buildings:
Underground Catacomb Labyrinth Base under Planet 6 Crust
Tomb Factory (basic Infantry production)
Necron Shipyard
Necron Scarab Hive (2000 Scarabs per turn)
Mortuary Heavy Factory (vehicle production)
Repair Sepulchre (building for mass-repairs)
Re-Birthing Pit (exactly what its name says)
Necron Tomb of the Titans (allows for construction of titans)
Basic Gauss Defenses
Necron Anti-Ground Mines
Necron Planetary Shielding
Necron Planet-side Anti-Ship Cannons
Necron Orbital Defense Platforms
Necron Orbital Naval Mines

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Inertia-less Drive Engines
Naval Sepulchre (psychological warfare and precision targetting)
Naval Scarab Complement
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
All-Unit EMP Shielding
Necron Advanced Regeneration
Nuclear Fission
Nuclear Fusion

Research:
Necron Star Binding Tech (WMD) (3 turns)
Re-engineering, Reprogramming, and Debugging Cylons (6 turns)

Construction:
9 Necron Lord (1 turns)
500 Warriors (1 turns)
250 Immortals (1 turns)
100 Pariahs (1 turns)
100 Flayed Ones (1 turns)
50 Wraiths (1 turns)
50 Tomb Spyders (1 turns)
50 Destroyers (1 turns)
25 Heavy Destroyers (1 turns)
50 Obelisks (3 turns)
25 Pylons (3 turns)
25 Monoliths Obelisks (3 turns)
5 Abattoirs (3 turns)
1 Necron Star Dreadnought (4 turns)
10 Cairn-Class Tombships (4 turns)
20 Scythe-Class Harvest ships (4 turns)
30 Shroud-Class Cruisers (4 turns)
100 Jackal-Class Raiders (4 turns)
250 Dirge-Class Raiders (4 turns)
1 Tomb Stalker Titan (4 turns)
Aeonic Orb Containment Arms (2 turns)
Aenoic Orb Support Base (2 turns)

Ground Movement:
Construction of Catacomb Base under surface of Planet 6

Space Movement:
None

Allies: Alliance of Superpowers (Colonials, Visari, Empire)

Enemies: None

Message to All: The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons. We will only play a supporting role in our alliance until people have sufficiently developed

  • 07.22.2008 4:26 PM PDT

Rebel Aliens:
Planet: Planet 2

Ships:
5 Heavy Attack Galley
40 Planetary Assault Fighters
2 Refractor Shield Generators
4 Reconstruction Drone Ships
6 Planetary Defense Carrier

Ground Units:
170 Brown Goblins
34 Valkalry Spiders

Ground Movement:
All units train hard for fighting

Space Movement:
One planetary defense carrier observes the collecting of data...

Buildings:
Valkalry Spider Flesh Vats turn out 1 Valkalry Spider
Brown Goblin Flesh Vats Turn out 5 Brown Goblins
Central Operations Outpost
Shipyard makes 1 Planetary Defense Carrier per turn
Shipyard makes 5 planetary Assault Fighters per turn
Shipyard makes 1Heavy Attack Gally per turn
DiTriDiamond Mine harvests 5 DiTriDiamond Crystals

Resources
DiTriDiamond crystals: 145

Research
Rift technology 4

Finished Research:
Nuclear Fusion
DiTriDiamond Cloning
EMP
Nuclear Fission
DiTriDiamond 6X hardening Process
Cloned DiTriDiamond Decontamination

Allies:
Colonial Expansion Corporation

Nemeses:
None

Message to all: We mean no harm, but we seek refuge from the Empire Aliens. We will viciously fight to protect any species from annihilation.

Message to Galactic Empire: We wish to ally with you.

Can be attacked

  • 07.22.2008 4:27 PM PDT
  • gamertag: [none]
  • user homepage:

WTFFF just go buy starcraft or something JESUS i spend a good amount of time on the flood but this is ridiculous!!!!!!!1

  • 07.22.2008 4:34 PM PDT

Skill BEATS Rank

Wtf is going on here

  • 07.22.2008 4:37 PM PDT

Posted by: SappyThWhite
WTFFF just go buy starcraft or something JESUS i spend a good amount of time on the flood but this is ridiculous!!!!!!!1

ACtually, this way we can come up with our own factions, and we are not inhibited as much.

  • 07.22.2008 4:51 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
4 Necron Star Dreadnoughts
40 Cairn-class Tombships (Battleships)
90 Scythe-class Harvest Ships (Heavy Cruisers)
135 Shroud-Class Cruisers (Anti-Fighter Cruiser)
400 Jackal-Class Raiders (Aggressive Heavy Fighter)
1000 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
1 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
2500 Warriors
1250 Immortals
400 Pariahs
400 Flayed Ones
200 Wraiths
200 Tomb Spyders
200 Destroyers
100 Heavy Destroyers
58000 Scarabs in swarm
250 Obelisks
125 Pylons
125 Monoliths
25 Abattoirs
3 Tomb Stalker Titans
Scarab Swarm of 5 million for Defense

Buildings:
Underground Catacomb Labyrinth Base under Planet 6 Crust
Tomb Factory (basic Infantry production)
Necron Shipyard
Necron Scarab Hive (2000 Scarabs per turn)
Mortuary Heavy Factory (vehicle production)
Repair Sepulchre (building for mass-repairs)
Re-Birthing Pit (exactly what its name says)
Necron Tomb of the Titans (allows for construction of titans)
Basic Gauss Defenses
Necron Anti-Ground Mines
Necron Planetary Shielding
Necron Planet-side Anti-Ship Cannons
Necron Orbital Defense Platforms
Necron Orbital Naval Mines

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Inertia-less Drive Engines
Naval Sepulchre (psychological warfare and precision targetting)
Naval Scarab Complement
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
All-Unit EMP Shielding
Necron Advanced Regeneration
Nuclear Fission
Nuclear Fusion

Research:
Necron Star Binding Tech (WMD) (2 turns)
Re-engineering, Reprogramming, and Debugging Cylons (5 turns)

Construction:
9 Necron Lord (4 turns)
500 Warriors (4 turns)
250 Immortals (4 turns)
100 Pariahs (4 turns)
100 Flayed Ones (4 turns)
50 Wraiths (4 turns)
50 Tomb Spyders (4 turns)
50 Destroyers (4 turns)
25 Heavy Destroyers (4 turns)
50 Obelisks (2 turns)
25 Pylons (2 turns)
25 Monoliths Obelisks (2 turns)
5 Abattoirs (2 turns)
1 Necron Star Dreadnought (3 turns)
10 Cairn-Class Tombships (3 turns)
20 Scythe-Class Harvest ships (3 turns)
30 Shroud-Class Cruisers (3 turns)
100 Jackal-Class Raiders (3 turns)
250 Dirge-Class Raiders (3 turns)
1 Tomb Stalker Titan (3 turns)
Aeonic Orb Containment Arms (1 turns)
Aenoic Orb Support Base (1 turns)

Ground Movement:
Construction of Catacomb Base under surface of Planet 6

Space Movement:
None

Allies: Alliance of Superpowers (Colonials, Visari, Empire)

Enemies: None

Message to All: The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons. We will only play a supporting role in our alliance until people have sufficiently developed

  • 07.22.2008 4:52 PM PDT

Rebel Aliens:
Planet: Planet 2

Ships:
6 Heavy Attack Galley
45 Planetary Assault Fighters
2 Refractor Shield Generators
4 Reconstruction Drone Ships
7 Planetary Defense Carrier

Ground Units:
175 Brown Goblins
35 Valkalry Spiders

Ground Movement:
All units train hard for fighting

Space Movement:
One planetary defense carrier observes the collecting of data...

Buildings:
Valkalry Spider Flesh Vats turn out 1 Valkalry Spider
Brown Goblin Flesh Vats Turn out 5 Brown Goblins
Central Operations Outpost
Shipyard makes 1 Planetary Defense Carrier per turn
Shipyard makes 5 planetary Assault Fighters per turn
Shipyard makes 1Heavy Attack Gally per turn
DiTriDiamond Mine harvests 5 DiTriDiamond Crystals

Resources
DiTriDiamond crystals: 150

Research
Rift technology 3

Finished Research:
Nuclear Fusion
DiTriDiamond Cloning
EMP
Nuclear Fission
DiTriDiamond 6X hardening Process
Cloned DiTriDiamond Decontamination

Allies:
Colonial Expansion Corporation

Nemeses:
None

Message to all: We mean no harm, but we seek refuge from the Empire Aliens. We will viciously fight to protect any species from annihilation.

Message to Galactic Empire: We wish to ally with you.

Can be attacked

  • 07.22.2008 4:53 PM PDT
  • gamertag: [none]
  • user homepage:

“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

Posted by: SappyThWhite
WTFFF just go buy starcraft or something JESUS i spend a good amount of time on the flood but this is ridiculous!!!!!!!1
Not quite so ridiculous. This has happened 12 times. I would be Lord Snakie, the guy who was authorized to take over for Texas Ben after his series of Forum Games. I... advanced them a slight bit. Blame me and my team for being amazing.

Now play or get off.

  • 07.22.2008 4:53 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
3012 TIE Fighters
1481 TIE Interceptors
778 TIE Bombers
113 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
67 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
61 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
28 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
25 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
6 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
19,000 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, and Sniper Rifles)
100 Marines
150 Engineers
2350 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
130 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
5800 Sabre-Class Repulsor Tanks
5800 AT-STs
190 AT-ATs

Buildings:
12-bay Space Station
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple
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 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 light Frigate)
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)
Nuclear Fission Weapons
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)
Executor Jump Drives (Instant Travel)

Research:
Nuclear Fusion Weapons- 2 turns
Focusing Crystals- 2 turns
Quadanium Steel Armor- 5 turns
PROJECT RANCOR- 15 turns
Reverse Engineering Jump Drives for all ships- 6 turns

Construction: (On Standby until Base is established.)
Kuat Class Orbital Shipyard- 15 turns
Missile Silo- 9 turns
20 Nuclear Fission Missiles, 14 turns
100 Stormtroopers per turn
50 Dark Troopers per turn
50 AT-STs per turn
20 AT-ATs per turn
10 Sith Warriors per turn
50 Sabre-Class Repulsor Tanks per turn
200 TIE Fighters per turn
100 TIE Interceptors per turn
50 TIE Bombers per turn
20 Acclamators , 1 turn

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

Space movement: All Defenses active. Fleet scanning all incoming traffic.

200 TIE Fighters, 100 TIE Interceptors, 50 TIE Bombers, 20 Tartar Class Light Frigates, 15 Acclamator Class Assault Ships, 10 Nebulon B Class Frigates, 5 Victory Class Star Destroyers, 3 Imperator Class Star Destroyers, and 1 Executor Class Star Dreadnaughts en route to Beta Halo reinforcing Colonial positions at Beta Halo

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Other Allies:
Scrin

Enemies:
None

Message to all:
Colonials: We appreciate the technology. The 5,000 Stormtroopers are under your command.

Rebel Aliens: An Alliance would not be in our interests at this time.


ATTACKABLE

  • 07.22.2008 4:57 PM PDT
  • gamertag: [none]
  • user homepage:

“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

Your faction:Colonials (Battlestar Galactica)

Ships:
100 Viper Mk IIs
100 Viper Mk VIIs
50 Combat Raptors
10 Cygnus-Class Firestars (Fast, light armament, small hangars, little protection, no nuclear armament)
5 Oden Class Battlestars (Medium, minimum armament, small hangars, medium protection, maximum nuclear armament)
5 Defender-Class Battlestars (Slow, heavy armament, medium hangars, medium protection, no nuclear armament)
5 Strikestar-Class Battlestars (Fast, medium armament, medium hangars, little protection, small nuclear armament)
5 Tiger-Class Battlestars (Medium, medium armament, medium hangars, medium protection, medium nuclear armament)
5 Columbia-Class Battlestars *Actuall Image*(Slow, heavy armament, large hangars, massive protection, medium nuclear armament)
2 Mercury-Class Battlestars *Actuall Image*(Medium, heavy armament, medium hangars, massive protection, medium nuclear armament)

Ground units:
5000 Stormtroopers
1,000 Marines
150 Pilots
50 R.A.Z.O.R.S. (heavily trained and armored marines)

Buildings:
Orbital Super-Shipyard
Shielded Base
Basic Mines
Cygnus-Class Landing Zone
Barracks
Nuclear Materials Mine
Armory

Finished Research:
Ship Shielding
City-Grade Shielding
"Jump" Tech *Instantaneous Travel-by-Ship to Anywhere*
Nuclear Fission
Nuclaer Fusion
Planet-Grade Shielding
Hack-Proof Computer Networks *Impossible-to-breach Computer Security*
Jump Drives for Vipers
In-System Ion Engines
Hydrogen Bombs
Project: Oden
Project: Hermes
Project: TRINITY
Project: Alexander

Research:
Project: NOVA- 2 turns
Project: Equus- 4 turns
Project: Star Hunter- 6 turns
Project: Leviathan Dock- 8 turns
Project: Cobol- 6 turns
Project: Cronus- 2 turns
Project: Colonial Fleet Carrier- 6 turns
Project: Bellerophron- 4 turns

Construction:
10,000 Ground-To-Air launchers to protect from space assault- 7 turns
90 Cygnus-Class Firestars- 1 turn
9,000 Marines- 4 turns
900 R.A.Z.E.R.S.- 4 turns
Producing Hydrogen Bombs/Loading Hydrogen bombs into BattleStars for Nuclear Missions (Gives BattleStars the ability to fire off Nukes)- 8 turns
1 Trinity-Class Battlestar- 10 turns

Ground Movement: Colonials begin to delve up the old archives and take out the blueprints for old BattleStars. Work progresses in getting the schematics into the computers and preparing construction of more varied fleet.

Space movement: Vipers have scanned the object... it appears to be an index of some kind, holding vast amounts of knowledge. They can't pry it from the field, however... meaning that the bigger ships will have to help. 1 turn until the Index is pried from Beta Halo.

Allies:
Vasari
Galactic Empire
Necrons
[Faction of Superpowers]

Enemies:
Xenomorph

Message to all:

VASARI: Vasari, we will offer you a modified Jump Drive that will fit one of your ships (you will have to backwards-engineer versions for new ships) if you can provide us with the Access Codes to your Jump Gate Network and one technology that we desire.

[Edited on 07.22.2008 5:05 PM PDT]

  • 07.22.2008 5:00 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
3212 TIE Fighters
1581 TIE Interceptors
828 TIE Bombers
113 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
87 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
61 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
28 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
25 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
6 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
19,100 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, and Sniper Rifles)
100 Marines
150 Engineers
2400 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
140 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
5850 Sabre-Class Repulsor Tanks
5850 AT-STs
210 AT-ATs

Buildings:
12-bay Space Station
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple
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 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 light Frigate)
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)
Nuclear Fission Weapons
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)
Executor Jump Drives (Instant Travel)

Research:
Nuclear Fusion Weapons- 1 turns
Focusing Crystals- 1 turns
Quadanium Steel Armor- 4 turns
PROJECT RANCOR- 14 turns
Reverse Engineering Jump Drives for all ships- 5 turns

Construction: (On Standby until Base is established.)
Kuat Class Orbital Shipyard- 14 turns
Missile Silo- 8 turns
20 Nuclear Fission Missiles, 13 turns
100 Stormtroopers per turn
50 Dark Troopers per turn
50 AT-STs per turn
20 AT-ATs per turn
10 Sith Warriors per turn
50 Sabre-Class Repulsor Tanks per turn
200 TIE Fighters per turn
100 TIE Interceptors per turn
50 TIE Bombers per turn
25 Tartans , 1 turn

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

Space movement: All Defenses active. Fleet scanning all incoming traffic.

200 TIE Fighters, 100 TIE Interceptors, 50 TIE Bombers, 20 Tartar Class Light Frigates, 15 Acclamator Class Assault Ships, 10 Nebulon B Class Frigates, 5 Victory Class Star Destroyers, 3 Imperator Class Star Destroyers, and 1 Executor Class Star Dreadnaughts en route to Beta Halo reinforcing Colonial positions at Beta Halo

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Other Allies:
Scrin

Enemies:
None

Message to all:
Rebel Aliens: An Alliance would not be in our interests at this time.


ATTACKABLE

  • 07.22.2008 5:06 PM PDT