Off Topic: The Flood
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Space Pirates: (Attacaine)

Who do you think you are trying to profit from the war with double dealings?


Well, if we are doing this in-character, neither side knows that I'm dealing with the other one. I get technology and equipment from both sides. Then, once the winner wins, I pretend that I sided with him the entire time and get into the winning side's good graces. No matter who wins the war, the Space Pirates profit.

And I'm the Space Pirates. I'm suppossed to be underhanded, devious, and treacherous.
(But no one is suppossed to know that I'm doing it, and if you say no because you have your out-of-character knowledge that I'm doing double dealings, then that kind of defeats the purpose of role playing.)

[Edited on 07.28.2008 10:36 PM PDT]

  • 07.28.2008 10:31 PM PDT
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Your faction: The Space Pirates (Metroid)

Ships:
-4 Pirate Frigates
-15 Battlecruisers
-40 Single-Pirate Fighters
-20 ATC's
-15 Assault Ships
-50 Skiffs (Small, unarmored, troop carriers that don't even have weaponry)

Ground units:
-50 Pirate Troopers
-35 Aerotroopers
-15 Commandos
-25 Shield Troopers
-20 Armored Troopers
-15 Sentry Drones
-10 Remorse-Class Movable Turrets
-1 Ridley

Buildings:
-1 Bay Space Station

Finished Research:
-Hazard Suits- protect against radiation, caustic, and acidic materials. Does ot protect against extreme temperatures.

Research:
-"Varia" technology, aka technology to protect against the extreme weather conditions. (2 turns- research has been sped up to colonize war-ravaged planets)
-Metroid-based energy drain tech (21 turns)
-Antimatter generation (16 turns)
-Wormhole technology (18 turns)
-Cloaking Technology (4 turns)

Construction:
-Mining equipment for Space Station (2 turns)
-Installing Turrets in Space Station (2 turns)
-Starts building shipyards (1 turn)
-Second space station hull (2 turns)
-2 Troopers every turn
-1 Aerotrooper every other turn

Ground Movement:
-Occupied in ships or outfitting the space station with technology.

Space movement:
-Most ships set up a garrison around the space station
-3 transports with weapons and supplies being guarded by 12 warships en route due to war (8 turns)
-Salvage ships are... well... salvaging. Using Forerunner metals to begin building the hull of a second space station. Organic material is being recycled into food and environmental systems, allowing more Space Pirates to live on ships and on the station.

Allies: None, so far

Enemies: None, so far

Message to all: We are willing to trade for basic weapons, supplies, and materials. We currently do not have a strong enough military presense for us to enter a war, however.

Message to Necrons:
You seem to be outnumbered by those Hanchex thugs. Although we have no doubts that your vastly superior technology will wipe out those "intergalatic bullies." We know how it must feel to be attacked by those who think they have a stronger armada than you. That accursed Galactc Federation has been doig that to us for decades. We were once a peacful species, but were pushed to the farthest reaches of space by their brutal assaults. We do not have a strong enough military to aid you directly, but we may offer to loan you weapons or technology to aid your cause, and make sure that you suffer fewer casualties when you defeat these vile intruders. All we ask is for some basic equipment and technical schematics for your technology.

Message to the Hanchex Alliance:
So, we see that you are at war with those vile automatons. They have plagued the galaxy for far too long! They really need to be taught a lesson about attacking the rightful rulers of this system. Now with your numbers, you should destroy them as easily as one crushes a Shriekbat within their grasp! However, if you would be willing to give us some of your most basic equipment and technical schematics to help us develop in this sector, we will grant you use of our weapons and give technical schematics of our own. We hope that this meager offering will help develop alliances between us and the Hanchex Alliance. There is but tiny problem barely wort mentioning. We do not have a very strong military presence in the system, and thus would not be able to help you directly, but when you have your kind of strength, that should barely matter.

Turns Left Before Able to be Attacked: 2


[Edited on 07.28.2008 10:52 PM PDT]

  • 07.28.2008 10:47 PM PDT
Subject: Solaris

I wish I was still legendary.

Your faction: Sontarans

Ships:
1x sontaran mothership (heavy armor, 2x plasma autogun)
120x sontaran scouts (no weapons, light armor)
62x sontaran escorts (1x plasma autogun, light armor)
150x Sontaran fighters (1x plasma autogun, 2x plasma rifles, medium armor)
80x Sontaran light dreadnoughts ( 12x plasma rifles, Solaris mobile designator, medium armor)
600x light assault vehicles (1x plasma rifle, light armor)
1x world ship: acts as a mobile planet for the Sontarans, large enough to hold their civilization. used in case of imperative exodus of colonized planets.

Ground units:
1420x foot soldiers with plasma rifles
75x commanders with plasma rifles
200x blades men with powered blades
hack team: a group of Sontarans whose sole role is to plant viruses inside enemy robotics or machinery. the 4 are trained for single person missions.when one dies, unless all are dead they will be replaced with a cloned replacement. currently armed with: computer virus. can corrupt/destroy technological weaponry, but must be planted by a crack squad of hackers. contagious.


Buildings:
*cloning has been researched, so all numbers are now doubled on Sontaran biological units.

-moon of P1:
1-bay space station
2 barracks: creates 100(200 w/c) foot soldiers per turn, and 5(10w/c) commanders each.
2-bay space station
deep-space transmitter relay: allow delivery of technological research from Sontar.
shipyard: allows the building of sontaran spacecraft - 100x scouts, 50x escorts, 50 fighters p/t.
master of the blades: trains 100(200 with cloning) CQB fighters per turn.
Solar Harness: Classified project 24/z - required for safe deployment of Solaris.
battle academy: improves a soldier's chances of winning a fight by 5%.
Solaris radiation bunker: in case Solaris is ever turned against us.
Solaris solar invigorator: activation construct for project: Solaris.

WMD: codename: solaris
parts arrived:
laser designator
solar attractor
heat and range amplifier
radiation shield
whip tamer
solar harness
geothermal power generator

constructing...18 turns to activation and preliminary tests on uninhabitable planet 1.


Finished Research:
plasma autogun: space vehicles are armed with a rapid-fire plasma rifle.
projectile weaponry: ground units are armed with the equivalent of an SMG.
primitive mining: allows mining of metals to create war walkers and vehicles.
plasma rifles: all ground units are armed with base plasma rifles.
CQB division: ground units can be made that have powered blades for close combat.
extended mining: allows building of underground facilities, rather then they typically high-rise Sontaran buildings.
Sontaran atmospheric vehicles: allows the use of a Sontaran atmospheric vehicle, essentially a stealth&surveillance plane. can also be armed with a plasma autogun for combat situations.
advanced atmospheric conversion: acts like an environment suit, converting the atmosphere to a Sontaran's needs. takes 3 turns to complete, and will only work if undisturbed.
computer virus: can corrupt/destroy technological weaponry, but must be planted by a crack squad of hackers. contagious.
cloning: allows the Sontarans to reproduce faster, doubling the output of troops per turn.


Research:


War Walkers: allow Sonatarans to build a mech unit, which can be armed with either 1 autogun or 2 powered blades. (3 turns)
nitrogen fission: acts like nuclear fission. (9 turns)
nitrogen fusion: acts like nuclear fusion. (12 turns)
nitrogen power collector: collects the power made from nitrogen fusion. (18 turns)
nitrogen powered auto cannon: a WMD, essentially shoots the equivalent of 2 mac cannon bolts. needs to recharge over 6 turns. (24 turns)
robotics factory: allows the building of war walkers and sontaran atmospheric vehicles. (6 turns)
sontaran weapons upgrade 2: ground units that had a plasma rifle are now armed with a plasma railgun. (6 turns)
Sontaran chemical and biotechnology: allows the use of a flamethrower or a biological weapon. (28 turns)
flamethrower: used by ground forces, spreads between units. (29 turns)
biological incubator: stores energy for use of a biological WMD. (30 turns)
spore cannon: biological WMD, causes a rain of spores to fall, which cause the disease rust lung. (38 turns)
Sontaran battleship: a larger Sontaran ship, bristling with plasma auto cannons and can hold an extended plasma railgun. (43 turns)
extended plasma railgun: a starship mountable version of the railrun. (33 turns)
battle shielding (13 turns)
improved battle shielding (46 turns)

-new research: Sontaran armory: improves armor of all ground units, including walkers and SSAS vehicles. (7 turns)
Imperial Guard: allows building of the imperial guard unit, who are armed with plasma shotguns, plasma rifles and a powered blade. (15 turns)
interrogation is critical: Sontaran field marshals will take prisoners of war to be interrogated back on the Sontaran world ship for information on technology and tactics. (5 turns)
Field Marshal: Sontaran field marshals, armed with dual plasma rifles, can be deployed upon the battlefield. (3 turns)

Construction: (Current Construction)

3-bay space station (20 turns)
imperial Sontaran Guard Facility: trains Sontaran imperial guards, 5 p/t. (20 turns)
Stanchion of Leadership: allows the building of field marshals, 8 p/t. (3 turns)


Ground Movement:
atmospheric alterations completed.
standing by and ready for imminent combat.

Space movement:
sending heat-shielded vehicles to place solar invigorator, orbiting star A/q18
main fleet blockading around the perimeter of Sontaran base on moon of planet one.

Allies:Hanchex pact.

Enemies:

Message to all: I remain neutral in the Hanchex/Necron war. I have no wish to become involved at this point.

[Edited on 07.28.2008 10:58 PM PDT]

  • 07.28.2008 10:58 PM PDT
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Space Pirates signing out.

  • 07.29.2008 12:45 AM PDT

I wish I was still legendary.

Your faction: Sontarans

Ships:
1x sontaran mothership (heavy armor, 2x plasma autogun)
120x sontaran scouts (no weapons, light armor)
62x sontaran escorts (1x plasma autogun, light armor)
150x Sontaran fighters (1x plasma autogun, 2x plasma rifles, medium armor)
80x Sontaran light dreadnoughts ( 12x plasma rifles, Solaris mobile designator, medium armor)
600x light assault vehicles (1x plasma rifle, light armor)
1x world ship: acts as a mobile planet for the Sontarans, large enough to hold their civilization. used in case of imperative exodus of colonized planets.

Ground units:
1820x foot soldiers with plasma rifles
95x commanders with plasma rifles
400x blades men with powered blades
hack team: a group of Sontarans whose sole role is to plant viruses inside enemy robotics or machinery. the 4 are trained for single person missions.when one dies, unless all are dead they will be replaced with a cloned replacement. currently armed with: computer virus. can corrupt/destroy technological weaponry, but must be planted by a crack squad of hackers. contagious.


Buildings:
*cloning has been researched, so all numbers are now doubled on Sontaran biological units.

-moon of P1:
1-bay space station
2 barracks: creates 100(200 w/c) foot soldiers per turn, and 5(10w/c) commanders each.
2-bay space station
deep-space transmitter relay: allow delivery of technological research from Sontar.
shipyard: allows the building of sontaran spacecraft - 100x scouts, 50x escorts, 50 fighters p/t.
master of the blades: trains 100(200 with cloning) CQB fighters per turn.
Solar Harness: Classified project 24/z - required for safe deployment of Solaris.
battle academy: improves a soldier's chances of winning a fight by 5%.
Solaris radiation bunker: in case Solaris is ever turned against us.
Solaris solar invigorator: activation construct for project: Solaris.

WMD: codename: solaris
parts arrived:
laser designator
solar attractor
heat and range amplifier
radiation shield
whip tamer
solar harness
geothermal power generator

constructing...17 turns to activation and preliminary tests on uninhabitable planet 1.


Finished Research:
plasma autogun: space vehicles are armed with a rapid-fire plasma rifle.
projectile weaponry: ground units are armed with the equivalent of an SMG.
primitive mining: allows mining of metals to create war walkers and vehicles.
plasma rifles: all ground units are armed with base plasma rifles.
CQB division: ground units can be made that have powered blades for close combat.
extended mining: allows building of underground facilities, rather then they typically high-rise Sontaran buildings.
Sontaran atmospheric vehicles: allows the use of a Sontaran atmospheric vehicle, essentially a stealth&surveillance plane. can also be armed with a plasma autogun for combat situations.
advanced atmospheric conversion: acts like an environment suit, converting the atmosphere to a Sontaran's needs. takes 3 turns to complete, and will only work if undisturbed.
computer virus: can corrupt/destroy technological weaponry, but must be planted by a crack squad of hackers. contagious.
cloning: allows the Sontarans to reproduce faster, doubling the output of troops per turn.


Research:


War Walkers: allow Sonatarans to build a mech unit, which can be armed with either 1 autogun or 2 powered blades. (2 turns)
nitrogen fission: acts like nuclear fission. (8 turns)
nitrogen fusion: acts like nuclear fusion. (11 turns)
nitrogen power collector: collects the power made from nitrogen fusion. (17 turns)
nitrogen powered auto cannon: a WMD, essentially shoots the equivalent of 2 mac cannon bolts. needs to recharge over 6 turns. (23 turns)
robotics factory: allows the building of war walkers and sontaran atmospheric vehicles. (5 turns)
sontaran weapons upgrade 2: ground units that had a plasma rifle are now armed with a plasma railgun. (5 turns)
Sontaran chemical and biotechnology: allows the use of a flamethrower or a biological weapon. (27 turns)
flamethrower: used by ground forces, spreads between units. (28 turns)
biological incubator: stores energy for use of a biological WMD. (29 turns)
spore cannon: biological WMD, causes a rain of spores to fall, which cause the disease rust lung. (37 turns)
Sontaran battleship: a larger Sontaran ship, bristling with plasma auto cannons and can hold an extended plasma railgun. (42 turns)
extended plasma railgun: a starship mountable version of the railrun. (32 turns)
battle shielding (12 turns)
improved battle shielding (45 turns)

-new research: Sontaran armory: improves armor of all ground units, including walkers and SSAS vehicles. (6 turns)
Imperial Guard: allows building of the imperial guard unit, who are armed with plasma shotguns, plasma rifles and a powered blade. (14 turns)
interrogation is critical: Sontaran field marshals will take prisoners of war to be interrogated back on the Sontaran world ship for information on technology and tactics. (4 turns)
Field Marshal: Sontaran field marshals, armed with dual plasma rifles, can be deployed upon the battlefield. (2 turns)

Construction: (Current Construction)

3-bay space station (19 turns)
imperial Sontaran Guard Facility: trains Sontaran imperial guards, 5 p/t. (19 turns)
Stanchion of Leadership: allows the building of field marshals, 8 p/t. (2 turns)


Ground Movement:
atmospheric alterations completed.
standing by and ready for imminent combat.

Space movement:
main fleet blockading around the perimeter of Sontaran base on moon of planet one.

Allies:Hanchex pact.

Enemies:

Message to all: I remain neutral in the Hanchex/Necron war. I have no wish to become involved at this point.

  • 07.29.2008 1:10 AM PDT

feet first into hell

ODST's motto

cough cough this is fleet master sticks. in command of the uesc forces crashed in the crust of planet 7. send me out, with a bang. (all ships detonate. tirning planet seven into a asteroid field.)
END TRANSMISSION

  • 07.29.2008 6:25 AM PDT

Covenant Union- Fleet of Divine Salvation
Planet 4
Information about the Covenant Union can be found in the earlier posts on page 10 and 14.

Ships:

Single-ship fighters

27000 Seraph Fighters (24.8 metres, all-purpose fighter, lightly shielded w/ pulse lasers and Plasma charges)
6400 Seraph Purifiers
6400 Seraph Hellfires
36 Seraph Optimums

Capital ships
*8 Covenant Stealth Corvettes (485 metres, fast, no armament, no hangar, little protection)
144 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
68 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
82 CCS-class Battle Cruisers (1782.2 metres, medium speed, more Pulse Lasers/Plasma Torpedo Launchers than a Destroyer, Seraph Hangar bay)
22 Covenant Assault Carriers (5346 metres, slow, Pulse Lasers/Plasma Torpedo Launchers as well as a single Energy Projector, large Hangar Bay, can launch Drop pods containing ground troops for atmospheric entry)
6 Reverence-class Cruisers (3000 metres, medium speed, Pulse Lasers/Plasma Torpedo Launchers and two alternating Energy Projectors


***[b]Ground units:

16000 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
9000 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
3400 Sangheili (Shielded, intelligent, commanding officers of various ranks)
340 Lekgolo pairs (Gestalt colonies that form bipedal warriors sheathed in near-impervious armour, Carry a fuel-rod cannon and are vulnerable where colony is exposed through shield plates)
15700 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
1400 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
38 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)


Infantry Transports

20000 Covenant Ghosts
8600 Covenant Wraiths
4000 Covenant banshees
2200 Covenant Phantoms
11200 Spectres


Armaments:
46 Covenant Anti-matter bomb
Antimatter Collector
Antimatter storage
EMP-generator
EMP pulse
140 Abyss mines
EMP Mines

Defenses

-Blanket Shield
- Blanket Shield Generator
-40 Automated Sentry Turrets
-52 Covenant Anti-Air Batteries- Planet 4
*-16 Covenant Anti-Air Batteries- Asteroid Field 2 base
-20 Covenant Union Defense Satellites (Equipped with an Energy Projector)
-5 Plasma Torpedo Batteries (Planetoid)

Buildings:


Base:

Planet 4

5-bay Space Station
Basic Base/Advanced Base
Second Base
Third Base
12 Covenant Union forward Outposts
Basic Mines/Improved mines
14 Landing Fields (Two for each type of unit)
Communications centre

Planetoid
Base
mining centre
4-bay Space Station

Construction purposes:
6 Covenant Factories (Production increased by factor of two)
4 Covenant Union Shipyards
-Advanced Gravity generators/Gravity field generator (Can pull resources from the Asteroid field inn the form of small Asteroids. Now upgraded, can pull large planetoids out of the Asteroid Field)


Finished Research:
-Basic Settlement Procedures/Advanced Settlement Procedures
-Landing Field schematics(Will allow the Covenant Union to deploy additional forces in this system)
-mining Protocols/Improved Mining Protocols
-Energy Application study
-Point-Defense Shield-gauntlet
-Basic Armour Integrated Shielding
-Atomic research
-Active Camouflage
-Advanced Armour-Integrated Shielding
-Ice Suits
-Unknown Forerunner Artifact Slipspace precision
-Antimatter study
-Shield Doors
-Antimatter collector
-Antimatter storage
-Complete Settlement Procedures
-Advanced Plasma shaping
-Plasma/Magnetic jamming system
-Covenant Anti-matter bomb (WMD)
-Unknown Forerunner Artifact- Forerunner Cruiser Firing Core
-All-accessible Armour-integrated shielding
-Forerunner Artifact Analysis complete Forerunner combat armour
-Energy Projector enhancment
-Voice-activated Self-destruct system
Forerunner Artifact Superluminal Slipspace Enhancements
-Forerunner Artifact-Forerunner Sentinel shielding readouts
-EVA suits
-EMP study
-Forerunner Artifact- Forerunner Terraforming techniques- Further advancement will be detailed in future CUTU (Covenant Union Tactical Update).
-Forerunner Artifact-Blanket Shielding
-Redundant shielding (Answer to EMP effects)
-EMP Mines
-Gravity Lift crush
-Forerunner Artifact- Sentinel construction schematics

Research: (To-do List)

*Mass Density Generator- Project terminated

Antimatter Field Generator (WMD)- 3 turns


Forerunner Artifact- Sentinel construction schematics (With these instructions, it is possible to construct Sentinels and Sentinel construction facilities. However, until a sufficient number of Sentinel Constructors are developed, the combat models will have to wait. All vehicles are being placed on standby in order for the factories to build these Forerunner Constructs.)

Construction:

Sentinel Monitor-7 turns (The Monitor is the Forerunner "Smart" AI, capable of controlling all other constructs under its jurisdiction. This monitor is not assigned to a Halo Ring and therefore has no control over Sentinels there, but it will every Sentinel construct here once complete. Special programming is being given to allow loyalty only to the Covenant Union to ensure that it cannot fall into the wrong hands. The Monitor is tamper-proof. We're still deciding on a name...)

Only once the monitor is complete, can we begin building other Sentinels).


-10 Defense Satellites- 2 turns

- 5 Plasma Torpedo Batteries- 2 turns

*-Geothermal dynamos (On Standbye until further notice.)- 4 turns

-Covenant Supercarrier- 4 turns

Covenant Union Shipyards Construction**

2000 Seraph Fighters per turn
1200 Seraph Purifier per turn
1200 Seraph Hellfire per turn
4 Seraph Optimum per turn
8 Covenant Frigates per turn
12 Stealth Corvettes per turn
4 Covenant Destroyer per turn
4 CCS-class Cruiser per turn
2 Covenant Assault Carrier per turn(2 Shipyards required)
1 Reverence-Class Cruiser per turn(4 Shipyards required)

Covenant Factories**2

*500 Covenant Ghosts per turn
*200 Covenant Wraiths per turn
*100 Covenant banshees per turn
*50 Covenant Phantoms per turn
*300 Spectres per turn
*1 Covenant Antimatter bomb per turn
*2 Covenant Anti-air Batteries per turn
*5 Automated Sentry Turrets per turn
*20 Abyss mines per turn
*100 Sentinel Constructors per turn (On standby until a Monitor is created to establish protocol)
*50 Sentinels per turn (Requires at least 500 Constructors)
* 5 Sentinel Launchers per turn (Requires at least 1000 Constructors)
*1 Sentinel Enforcer per turn (Requires at least 1000 Constructors)
*1 Sentinel Production Factory per turn (Requires at least 5000 Constructors)
Landing zone reinforcments*
100 Additional Sangheili each turn
500 additional Unggoy each turn
250 additional Kig-Yar each turn
10 Lekgolo pairs each turn
500 Yanme'e each turn
50 Huragok each turn
1 Scarab each turn

*On standby/discontinued until further notice
** Multiplier for each factory/shipyard
*** Will be increased every turn
**** Research being resumed for improvements.

Ground Movement:

-factories continue to build Troop transportation.
-The Gravity field generator is being turned towards the planet in the hopes of heating Planet 4's long-frozen core. By compressing it, the atoms that make up the centre of this world will speed up, generating heat and eventually warming the core. In time, we will bring this dead world back to life!)- 2 turns

Space movement:
-Mining of Asteroid Field 2 in progress.

In orbit around Planet 4.

- All four Shipyards operational. Construction in progress.

"Moon" in orbit around Planet 4

-Gravity Field Generator activated, a planetoid from the asteroid field is now in orbit around Planet 4, serving as an artificial moon.
-Plasma Torpedo batteries under construction


Allies: [The Hanchex Pact]

Enemies: Xenomorphs

Message to all:

-Due to the latest update from the council, all Covenant Union reserves are being deployed to other fields of battle. Creativity will have to take command here as we make do with what we have.

Covenant Union Tactical Updates: For further information of previous updates, please search your archives for a copy of our tactical information.

-Glassing
-In-atmosphere Slipspace jump
-Shipyards
-Shields
-In-system Micro-jump
-Boarding -Boarding craft-Ship Destruction
-Active Camouflage
-Superluminal Transition
-Shield grid
-EMP
-Enhanced Gravity Field Generators
-Sentinels (In progress)

----No new updates


Turns until I can be attacked: 0

  • 07.29.2008 6:39 AM PDT
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UNSC
Planet- LOCATION CONFIMED
LOCATED ABOVE PLANET 1'S UNINHABITABLE MOON

LOCATIONS
- Planet 1's Moon =
- 12 Bay Space Station
- Ground - Space Shielding
(after conversion into moveable battlestation)
-100 barackes
-500 drone construction labs
-Gauss turrets
-ballistic turrets
-electrical turrets
-1500 planted fly traps
-underground base
-500 outpost scattered across the moon

- Outpost - 1 Bay Space Station
- Barackes
- Ground - Space Defense Shielding

Research- Increase firepower
Basic Stealth- All ships now contain basic stealth generators
Basic Medical-All ships now support a basic medical staff- 10 units injured are healed per turn
Increased armor
Advance Stealth-All ships now contain advance stealth generators
Advance Med-all med equivilents are doubled
Anti Plasma Shielding- double defensed against plasma
Scorpion plasma defenses-triple defense against plasma
Guass Warthogs available
Maximum Stealth-only the most up to date stealth tech can find us
Maximum Med- All med factors are doubled AGAIN
Advance Teraforming- Can Teraform Extreme Heat or Cold
Flora and Fauna DNA Splicing- New Prototype Unit -Giant Venus Fly Trap
DNA Splicing - Give Different Traits to Animals
DNA Cloning -Ablilty to Clone
Flora and Fauna Drop pods
Maximum Teraforming
Battleship size Gauss Cannons- Giant guass Canons equipped to battleships
Computer hacking basic- can hack basic and undefended systems
Computer hacking Advanced
Long Distance Hacking - Able to Hack ship controls from long distance
FTL Travel
Computer hacking Maximum- Can hack all but the most upto date systems
Drone Flight - Drones can fly!
Flashbang Projectors- Stealth Fighters may fire flashbangs for quick escapes
Gauss Moon Destroyer Blueprints
Explosive Bullets- Bullets explode on Contact ensuring death
Drone Self Destruction- Drones may self destruct
Flashbang Missles- Command ships and battleships contain flashbang missles that pierce hulls and "flash"
Proton torpedos- can bypass shields
Electrical Torpedos- ships equipped with electrical torpedos
Electrical Storms - study
Improved Gauss Weaponry- Gauss weaponry is more effective in space
Electrical Storm Construction-Able to create electrical storms that disable all elctricities for 3 turns but there is a 4 turn recharge rate
Beam Multiplication- beams can be created at a larger scale
Study of beam- can create beams
Maximum engine efficency- can out race anyone
nuclear fusion
nuclear fission

Reasearching-
Unhackable computer systems (2)

Buildings- 12 bay space station
Stealth Fighter Facility
Scorpion Creation Facility-10 scorpions created per turn
Warthog Creation Facility-20 warthogs created per turn
Med Bay- 200 units healed per turn
Recriutment Facility - 50 Marines trained per turn
Hornet Creation Facility-10 hornets trained per turn
Battleship Creation Bay- Now able to Create Battleships
Space Fighter Cration facility - 50 reg. Fighters a turn
Gauss Warthog Creation Facility - 15 Gauss Warthogs a turn
Pelican Creation Facility - 5 pelicans a turn
Gauss and Bullet turrets
Basic Settlement Procedures (planet 1 moon)
Ground Space Shielding
Advanced Settlement Procedures (planet 1 moon)
Cloning Bay- 100 Venus Fly Traps, 500 Marines per turn
Maximum Settlement Procedures (planet 1 moon)
Turrets (moon)
Baracks (moon)
Basic Space Mines
Advance Cloning Labs- 100 more fly traps a turn
Drone Construction lab- 200 Drones a turn
Gauss Automated turrets (moon)
Cloning Labs x5 (Moon) (cloning available)
Advance Barrackses (moon)
Gauss Moon Destroyer Bay- can create gauss moon destroyers
Sentinel Ground-Space Laser (WMD)- shoots a laser from our moon that will destroy one enemy capital ship, 4 turn recharch rate


Construction-
Asteroid Base (1) ( located near planet 1)(moveable)
8 Frigates (3)
20 Command Ships (57) (Largest UNSC Ship, Contains Giant Gauss Weaponry and 2 Hangers containing 1000 Fighters and 500 Stealth fighters. Fighters Made with ship)
10000 sniper Marines (13)
Command Ship Shipyard (19)
Battleship Shipyard (9)

Space Forces- 3 Command Ship (Largest UNSC Ship, Contains Giant Gauss Weaponry and 2 Hangers containing 1000 Fighters and 500 Stealth fighters. Fighters Made with ship)
2 Gauss Moon Destroyers- Similar to the "Forces of Corruption" new ships
8 Battleships
8 Frigates - Smaller Battleship
2750 Fighters
3050 stealth fighters
10000 Advance stealth fighters
10 Medical ships

Ground forces- 300 Pilots
23550 Marines (500 rocket trained specialists)
4000 Special Opps Marines
7200 Drones (mechanical soldiers, based on covenant Drones, carry Ballistic weaponry)
600 ODST
330 Hornets
860 Warthogs
420 Scorpions
185 Pelicans
465 Gauss Warthogs
1 Prototype Venus Fly-Trap (size of a scorpion tank but unmovable when planted)
50 Mongooses
2800 Giant Venus Fly Traps

Ground Movement- 2000 Marines colonize Planet 1's moon
Space Movement- PLANET 1's MOON INHABITABLE

ALLIED - ORFOI
HANCHEX I WISH TO JOIN
REBEL ALIENS - WISH TO ALLY


UNSC REINFORCEMENTS- 2 Command Ships, 4 Battleships, 3 Gauss Moon Destroyers, 6 Frigates, 5000 Advance Stealth Fighters, 4000 special Opps Marines

CONVERTING MOON INTO A MOVEABLE BASE (45)

WILLING TO TRADE ASTEROID BASE FOR XENOMORPH DNA

COVENANT, WE WOULD BE WILLING TO TRADE OUR FORERUNNER "BEAM TECHNOLOGY" TO YOU, FOR A PRICE

[Edited on 07.29.2008 10:15 AM PDT]

  • 07.29.2008 10:02 AM PDT
  • gamertag: [none]
  • user homepage:

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

Guys, I just want to thank you again for getting us SO close to our goal of beating the previous record at 86 pages. We are currently 13 pages away from 87 pages, and beating the record! We still have this chance, guys! Let's show that we've found the balance!

  • 07.29.2008 11:18 AM PDT

Rebel Aliens:
Planet: Planet 2

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

Ground Units:
205 Brown Goblins
41 Valkalry Spiders

Ground Movement:
All units train hard for fighting
Reconstruction Drones work on building Grunt Flesh Vat 5

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: 180

Research
Dark Energy Death Reanimation 8

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

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.
Message to TimeSplitters: We wish to ally with you.

Can be attacked

  • 07.29.2008 11:31 AM PDT
  • gamertag: [none]
  • user homepage:

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

A drone from the Colonials drops in-system:

This is Galactica actual. What's going on, IDA? Who is fighting in this war? Is the rest of the Hanchex Alliance supporting you? And thank you for the coordinates- we will organize a strike and take them out.

COMBAT:

The civilians are taken from several civilian ships and moved to the BattleStars, as the two remaining NukeShips in the Colonial armada load their nukes onto civilian ships...

*JUMP*

The Civilian ships appear in the middle of the Cylon fleet, and detonate. The Cylon ships closest to the Civilian ships, unable to escape, try to move away- and, when they detonate, their nukes go off, hitting the rest of the BaseStars in order, just like a row of dominoes.

Disarmed:
-2 Colonial NukeShips

Destroyed
-10 Colonial Civilian Ships
-All Cylon Forces

  • 07.29.2008 11:53 AM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Your faction:

Star Trek: Voyager Era
(Planet 1's Inhabitable Moon)
*=WMD

Ships:

-USS VOYAGER NCC-74656: Intrepid Class Starship
-Delta Flyer
-3 Type VI Shuttle Craft
-201 Galaxy Class Battleship
- 8 Species 8472 Bioships

Ground units:

-20860 StarFleet Personnel.
-206350 StarFleet Soldiers
-1250 Federation Battle Tanks
-232 UNSC Mercenaries
-46 UNSC Pilots

Buildings:

SPACE
- Starbase Core: Powers Station (NOW OPERATING)
- Starbase Defence Grid: Top of the line shields and weapons.
- Starbase Command Deck: Allows for use of Station, grants leadership bonus at home
- Starbase Engineering Section: Allows use of Station, grants speed bonus at home
- Starbase Medical Ward: Reduces Losses from battles at home
- Starbase Docking/Construction Bay {Large, 2 Bay}: Doubles all ship production. (Produces 200 Galaxy Class Battleships(2 Turns) Or fully repairs any twenty vessels in one turn.)
- Starbase Solar Array: Generates power for all operations, backup to Deuterium.
*- Fluidic Space Singularity Generator: Allows generation of singularities, which lead to “Fluidic Space.”

PLANET1: MOON
- Ground Base LVL4:(Full Fledged Fortress) 25000 Personnel every 5 turns.(2 Turns)
- Starfleet Academy LVL 4: Earth-Equivalent: Produces 100000 Starfleet Soldiers every 5 turns
(2 Turns)
- Mech Factory: Allows for production of 1000 Federation Battle Tanks. (2 Turns)
- Airponics Farm: Increased Population Production. (50%)
-Deuterium Synthesizer Harvests Deuterium supply. Deuterium is primary fuel source for all Standard Starfleet systems.
-Mechanized Garage: Quadruples Mech Production
- Base Shields: Protects Base planetside.
- Nanite Factory(Replaces Facility) Reduces all construction times by 3 turns. ONCE
- Research Lab LVL 4: Master’s Lab: Reduces all current technology turns by 2 additional turns. ONCE.
- Propulsion Theory Station: Reduces Propulsion-Based technology by 3 Turns ONCE
- Defensive Laboratory LVL2: Reduces all defensive research times by 3 Turns ONCE
- Weapons Lab LVL2: Decreases time needed for Weapon-based research ONCE by three turns.

Finished Research:

-Isokinetic Phasers (Extreme Yield) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.
-Hirogen Rifles (Devastating Yield) Increased Firepower, range, and versatility. 8 settings: stun, kill, wide-beam, melt, overload, weld, Neural Shock, and vaporize. Adaptive Shields are useless against this modulating frequency weapon.
-Plasma Torpedoes (Extreme Yield) Further Increase of Damage+ Range. More severe radiation damage. Destroys Mid-size vessels in 1 hit. Hit to an unshielded hull causes enormous damage. Further EMP Damage increase. Area of Effect Damage. Phases random parts of ship, causing hull buckling. Enemy shield systems are permanently damaged.

- Transwarp Drive Grade I: Far faster than warp drive, allows for very fast transportation. The slowest of 3 grades.(FTL Travel, ~186k mps) x 1.000.000.000
-Manuvering Thusters (Manuvering Jets for minute adjustments)
- Impulse Engines (Standard Sublight Engines)

- Temporal Shielding: The Ultimate Shielding type. All ‘conventional’ weapons are nearly ineffective, since these shields remove the shielded ship from the time line physically. Only time/chroniton based weapons have real effect. Protects against temporal anomalies.
-QuadTanium Hull Reinforcement(Mostly Eliminates Damage from High Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 50% EMP Damage and 75% Radiation Damage Reduction)

- EMH (Emergency Medical Hologram) Decreases losses in battle significantly.
- EMH Mobile Emitter: Increased function of EMH
- First Aid Kits (Decreased losses on away missions)
- Tricorders: Medical Upgrade. Decreases loss in battle. (People only. Not Ships)
- Medical Tricorders: Upgrades Tricorders.
-Nanoprobe therapy: Replaces and upgrades Hyposprays.

-Deflector Control: Allows more power to shields in a pinch. Also, stronger communications.
-Environmental Stability Armored Pods (ESAP): Upgraded EnviroSuits. Allows deployment of troops/personnel in nearly any area, except for black holes, etc. Augmentation of physical stamina and strength.
- Borg Implants: Allows for assimilation of enemy troops.
-Tractor Beam: Allows manipulation of external objects, and enemy ships.
- Transporters: Allows Instant movement of troops from ground to ship, or vice versa, or ship-to-ship. However, shields must be down, and radiation/interferece must be low.
- Efficient Replicators: Replaces Replicators, reduces every turn-based action except for abilities, construction of units, and travel times by 2 Turns ONCE
-Positronic Android: The Apex of android development. Extremely efficient android crewmember joins every ship, excluding shuttles and support craft. The Warp threshold is upped by 1 level due to android efficiency.
-Sensor Dampening : Makes Engine emissions undetectable. Low-Grade ‘cloaking.’

Active Abilities:

- OMEGA Particle breakthrough: One more step and OMEGA will be harnessed. All hail the “Perfect Molecule.”
- Mastered Agricultural Tech (Increases Soldier/Personnel Production by 500%)
- Mastered Diplomatic Tech (Increases Success in Negotiations with NPCs)
- Mastered Borg Tech (Allows for Regenerative systems. Reduces Repair time for damaged ships)
- Mastered Terraformation Tech (Allows for more hospitable conditions on a planet, moon, or asteroid.)
- Mastered Engineering Tech (Increases Engine Output. Increases Ship-construction by 500%)
- Mastered Leadership Tech (Increases Discipline)
- Mastered Security Tech (Increases Training, Decreases Losses in combat)
- Mastered Astrometric Tech (Increases Scanning technology)
- Mastered Exploration Tech (Increases Explorational abilities. Assists with story missions)

Research

- Transwarp Drive Grade II:(4 Turns) Far faster than warp drive, allows for very fast transportation. The Mid of 3 grades.
-Transphasic Torpedoes (4 Turns)(Devastating Yield) Further Increase of Damage+ Range. More severe radiation damage. Destroys Shielded Mid-size vessels in 1 hit. Hit to an unshielded hull causes Surreal damage. Further EMP Damage increase. Increased Radius Area of Effect Damage. Phases random parts of ship, causing hull buckling. Shields are permanently disrupted. Shock wave Travels along comm lines, damaging all connected ships as well.
- Expert Phase-Coil Alignment (2 Turns) Upgrades phaser ‘grade’ by 1.
-Visual Light Refraction:(6 Turns)Mid-Grade ‘cloaking.’ Light is bent around the ship, making detection difficult. However, ship must be unshielded with weapons powered down.
-QuinTanium Hull Reinforcement (12 Turns)(Mostly Eliminates Damage from Elevated Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 75% EMP Damage and 90% Radiation Damage Reduction)
-Isokinetic Phaser Bank (9 Turns)(Devastating Yield) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.

Abilities: 4 Turns

- OMEGA Particle Mastery: The “Perfect Molecule” has been harnessed. The development of Uber-powerful weapons may now begin!

Construction:

- Nanite Factory LVL2(4 Turns) Reduces all construction times by 5 turns. ONCE
- Propulsion Theory Station LVL2(9 Turns) Reduces Propulsion-Based technology by 5 Turns ONCE
- Dyson Sphere (42 Turns): Blocks access of solar power for all except planet 1. Allows for colonization of inner surface. Outer surface will be SepTanium alloy, nearly indestructible.
-Sensor Net (14 Turns): Large, near-indestructable Space facility. Allows for monitoring of all in-system activities.
- Lunar Reinforcement(27 Turns) The entire moon is reinforced with a lattice of HexTanium Armor, making it resistant to even powerful gravitational fields, and nearly indestructible.

Ground Movement:
- Exploration teams gathering resources.

Space movement:
- All ships are running combat training, preparing to go to war.

Top-Secret Project: Project THEENEMYOFMYENEMYISMYFRIEND.
Voyager Returns from its meeting with
Species 8472

Voyager returns, with a flight of 8 bioships behind it. Janeway tells the rest of the Federation and Hanchex forces that many, many more are willing to help wipe the corruption from the galaxy.

8 Bioships arrive from fluidic space every 5 turns (3 Turns)
1 Energy Focusing ship (3 Turns)

Allies:
- Hanchex Pact

Enemies:
- Xenomorphs
- Axis Entente

Message to all:
- Message to IDA: We are here, ready to go to battle alongside you, if it comes to that. We must defend the honor of Hanchex!

  • 07.29.2008 12:04 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

UNSC
Planet- LOCATION CONFIMED
LOCATED ABOVE PLANET 1'S UNINHABITABLE MOON

LOCATIONS
- Planet 1's Moon =
- 12 Bay Space Station
- Ground - Space Shielding
(after conversion into moveable battlestation)
-100 barackes
-500 drone construction labs
-Gauss turrets
-ballistic turrets
-electrical turrets
-1500 planted fly traps
-underground base
-500 outpost scattered across the moon

- Outpost - 1 Bay Space Station
- Barackes
- Ground - Space Defense Shielding

-Asteroid Base (1) ( located near planet 1)(moveable)


Research- Increase firepower
Basic Stealth- All ships now contain basic stealth generators
Basic Medical-All ships now support a basic medical staff- 10 units injured are healed per turn
Increased armor
Advance Stealth-All ships now contain advance stealth generators
Advance Med-all med equivilents are doubled
Anti Plasma Shielding- double defensed against plasma
Scorpion plasma defenses-triple defense against plasma
Guass Warthogs available
Maximum Stealth-only the most up to date stealth tech can find us
Maximum Med- All med factors are doubled AGAIN
Advance Teraforming- Can Teraform Extreme Heat or Cold
Flora and Fauna DNA Splicing- New Prototype Unit -Giant Venus Fly Trap
DNA Splicing - Give Different Traits to Animals
DNA Cloning -Ablilty to Clone
Flora and Fauna Drop pods
Maximum Teraforming
Battleship size Gauss Cannons- Giant guass Canons equipped to battleships
Computer hacking basic- can hack basic and undefended systems
Computer hacking Advanced
Long Distance Hacking - Able to Hack ship controls from long distance
FTL Travel
Computer hacking Maximum- Can hack all but the most upto date systems
Drone Flight - Drones can fly!
Flashbang Projectors- Stealth Fighters may fire flashbangs for quick escapes
Gauss Moon Destroyer Blueprints
Explosive Bullets- Bullets explode on Contact ensuring death
Drone Self Destruction- Drones may self destruct
Flashbang Missles- Command ships and battleships contain flashbang missles that pierce hulls and "flash"
Proton torpedos- can bypass shields
Electrical Torpedos- ships equipped with electrical torpedos
Electrical Storms - study
Improved Gauss Weaponry- Gauss weaponry is more effective in space
Electrical Storm Construction-Able to create electrical storms that disable all elctricities for 3 turns but there is a 4 turn recharge rate
Beam Multiplication- beams can be created at a larger scale
Study of beam- can create beams
Maximum engine efficency- can out race anyone
nuclear fusion
nuclear fission

Reasearching-
Unhackable computer systems (1)
Frigate Advance Shielding (4)
Frigate Maximum Shielding (8)
Stealth fighter Maximum Shielding (8)
Battleship Maximum Shielding (8)
Command Ship Maximum Shielding (8)
Gauss Moon Destroyer Maximum Shielding (8)
Advance Stealth Fighter Maximum Shielding (8)
Backup shield Generators (2)
Advance Backup Shield Generators (4)
Maximum Backup Shield Generators (8)

Buildings- 12 bay space station
Stealth Fighter Facility
Scorpion Creation Facility-10 scorpions created per turn
Warthog Creation Facility-20 warthogs created per turn
Med Bay- 200 units healed per turn
Recriutment Facility - 50 Marines trained per turn
Hornet Creation Facility-10 hornets trained per turn
Battleship Creation Bay- Now able to Create Battleships
Space Fighter Cration facility - 50 reg. Fighters a turn
Gauss Warthog Creation Facility - 15 Gauss Warthogs a turn
Pelican Creation Facility - 5 pelicans a turn
Gauss and Bullet turrets
Basic Settlement Procedures (planet 1 moon)
Ground Space Shielding
Advanced Settlement Procedures (planet 1 moon)
Cloning Bay- 100 Venus Fly Traps, 500 Marines per turn
Maximum Settlement Procedures (planet 1 moon)
Turrets (moon)
Baracks (moon)
Basic Space Mines
Advance Cloning Labs- 100 more fly traps a turn
Drone Construction lab- 200 Drones a turn
Gauss Automated turrets (moon)
Cloning Labs x5 (Moon) (cloning available)
Advance Barrackses (moon)
Gauss Moon Destroyer Bay- can create gauss moon destroyers
Sentinel Ground-Space Laser (WMD)- shoots a laser from our moon that will destroy one enemy capital ship, 4 turn recharch rate


Construction-
8 Frigates (2)
20 Command Ships (56) (Largest UNSC Ship, Contains Giant Gauss Weaponry and 2 Hangers containing 1000 Fighters and 500 Stealth fighters. Fighters Made with ship)
10000 sniper Marines (12)
Command Ship Shipyard (18)
Battleship Shipyard (8)
Hidden Turrets (gauss, beam, ballistic) (asteroid base) (1)
Hangar (asteroid base) (2)
shielding (asteroid base) (2)
Engines x10 (asteroid base) (6)
Sentinel
Command Destroying Space Lazer (WMD) (5)
Information Nodes (orbit the asteroid base) (5)
Radar (asteroid base) (3)
Voice Activated Self Destruct (5)
Stealth Fighter Creation bay (asteroid base) (3)
Fighter Creation bay (asteroid base) (2)
Frigate Creation Bay (asteroid Base) (5)
Frigate Shipyard (9)

Space Forces- 3 Command Ship (Largest UNSC Ship, Contains Giant Gauss Weaponry and 2 Hangers containing 1000 Fighters and 500 Stealth fighters. Fighters Made with ship)
2 Gauss Moon Destroyers- Similar to the "Forces of Corruption" new ships
8 Battleships
8 Frigates - Smaller Battleship
2800 Fighters
3100 stealth fighters
10000 Advance stealth fighters
10 Medical ships

Ground forces- 300 Pilots
24100 Marines (500 rocket trained specialists)
4000 Special Opps Marines
7400 Drones (mechanical soldiers, based on covenant Drones, carry Ballistic weaponry)
600 ODST
340 Hornets
880 Warthogs
430 Scorpions
190 Pelicans
480 Gauss Warthogs
1 Prototype Venus Fly-Trap (size of a scorpion tank but unmovable when planted)
50 Mongooses
3000 Giant Venus Fly Traps

Ground Movement- 2000 Marines colonize Planet 1's moon
Space Movement- PLANET 1's MOON INHABITABLE

ALLIED - ORFOI
HANCHEX I WISH TO JOIN
REBEL ALIENS - WISH TO ALLY




CONVERTING MOON INTO A MOVEABLE BASE (44)


COVENANT, WE WOULD BE WILLING TO TRADE OUR FORERUNNER "BEAM TECHNOLOGY" TO YOU

  • 07.29.2008 12:05 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

OFFLINE

  • 07.29.2008 12:07 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Your faction:

Star Trek: Voyager Era
(Planet 1's Inhabitable Moon)
*=WMD

Ships:

-USS VOYAGER NCC-74656: Intrepid Class Starship
-Delta Flyer
-3 Type VI Shuttle Craft
-201 Galaxy Class Battleship
- 8 Species 8472 Bioships

Ground units:

-20860 StarFleet Personnel.
-206350 StarFleet Soldiers
-1250 Federation Battle Tanks
-232 UNSC Mercenaries
-46 UNSC Pilots

Buildings:

SPACE
- Starbase Core: Powers Station (NOW OPERATING)
- Starbase Defence Grid: Top of the line shields and weapons.
- Starbase Command Deck: Allows for use of Station, grants leadership bonus at home
- Starbase Engineering Section: Allows use of Station, grants speed bonus at home
- Starbase Medical Ward: Reduces Losses from battles at home
- Starbase Docking/Construction Bay {Large, 2 Bay}: Doubles all ship production. (Produces 200 Galaxy Class Battleships(1 Turns) Or fully repairs any twenty vessels in one turn.)
- Starbase Solar Array: Generates power for all operations, backup to Deuterium.
*- Fluidic Space Singularity Generator: Allows generation of singularities, which lead to “Fluidic Space.”

PLANET1: MOON
- Ground Base LVL4:(Full Fledged Fortress) 25000 Personnel every 5 turns.(1 Turns)
- Starfleet Academy LVL 4: Earth-Equivalent: Produces 100000 Starfleet Soldiers every 5 turns
(1 Turns)
- Mech Factory: Allows for production of 1000 Federation Battle Tanks. (1 Turns)
- Airponics Farm: Increased Population Production. (50%)
-Deuterium Synthesizer Harvests Deuterium supply. Deuterium is primary fuel source for all Standard Starfleet systems.
-Mechanized Garage: Quadruples Mech Production
- Base Shields: Protects Base planetside.
- Nanite Factory(Replaces Facility) Reduces all construction times by 3 turns. ONCE
- Research Lab LVL 4: Master’s Lab: Reduces all current technology turns by 2 additional turns. ONCE.
- Propulsion Theory Station: Reduces Propulsion-Based technology by 3 Turns ONCE
- Defensive Laboratory LVL2: Reduces all defensive research times by 3 Turns ONCE
- Weapons Lab LVL2: Decreases time needed for Weapon-based research ONCE by three turns.

Finished Research:

-Isokinetic Phasers (Extreme Yield) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.
-Hirogen Rifles (Devastating Yield) Increased Firepower, range, and versatility. 8 settings: stun, kill, wide-beam, melt, overload, weld, Neural Shock, and vaporize. Adaptive Shields are useless against this modulating frequency weapon.
-Plasma Torpedoes (Extreme Yield) Further Increase of Damage+ Range. More severe radiation damage. Destroys Mid-size vessels in 1 hit. Hit to an unshielded hull causes enormous damage. Further EMP Damage increase. Area of Effect Damage. Phases random parts of ship, causing hull buckling. Enemy shield systems are permanently damaged.

- Transwarp Drive Grade I: Far faster than warp drive, allows for very fast transportation. The slowest of 3 grades.(FTL Travel, ~186k mps) x 1.000.000.000
-Manuvering Thusters (Manuvering Jets for minute adjustments)
- Impulse Engines (Standard Sublight Engines)

- Temporal Shielding: The Ultimate Shielding type. All ‘conventional’ weapons are nearly ineffective, since these shields remove the shielded ship from the time line physically. Only time/chroniton based weapons have real effect. Protects against temporal anomalies.
-QuadTanium Hull Reinforcement(Mostly Eliminates Damage from High Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 50% EMP Damage and 75% Radiation Damage Reduction)

- EMH (Emergency Medical Hologram) Decreases losses in battle significantly.
- EMH Mobile Emitter: Increased function of EMH
- First Aid Kits (Decreased losses on away missions)
- Tricorders: Medical Upgrade. Decreases loss in battle. (People only. Not Ships)
- Medical Tricorders: Upgrades Tricorders.
-Nanoprobe therapy: Replaces and upgrades Hyposprays.

-Deflector Control: Allows more power to shields in a pinch. Also, stronger communications.
-Environmental Stability Armored Pods (ESAP): Upgraded EnviroSuits. Allows deployment of troops/personnel in nearly any area, except for black holes, etc. Augmentation of physical stamina and strength.
- Borg Implants: Allows for assimilation of enemy troops.
-Tractor Beam: Allows manipulation of external objects, and enemy ships.
- Transporters: Allows Instant movement of troops from ground to ship, or vice versa, or ship-to-ship. However, shields must be down, and radiation/interferece must be low.
- Efficient Replicators: Replaces Replicators, reduces every turn-based action except for abilities, construction of units, and travel times by 2 Turns ONCE
-Positronic Android: The Apex of android development. Extremely efficient android crewmember joins every ship, excluding shuttles and support craft. The Warp threshold is upped by 1 level due to android efficiency.
-Sensor Dampening : Makes Engine emissions undetectable. Low-Grade ‘cloaking.’

Active Abilities:

- OMEGA Particle breakthrough: One more step and OMEGA will be harnessed. All hail the “Perfect Molecule.”
- Mastered Agricultural Tech (Increases Soldier/Personnel Production by 500%)
- Mastered Diplomatic Tech (Increases Success in Negotiations with NPCs)
- Mastered Borg Tech (Allows for Regenerative systems. Reduces Repair time for damaged ships)
- Mastered Terraformation Tech (Allows for more hospitable conditions on a planet, moon, or asteroid.)
- Mastered Engineering Tech (Increases Engine Output. Increases Ship-construction by 500%)
- Mastered Leadership Tech (Increases Discipline)
- Mastered Security Tech (Increases Training, Decreases Losses in combat)
- Mastered Astrometric Tech (Increases Scanning technology)
- Mastered Exploration Tech (Increases Explorational abilities. Assists with story missions)

Research

- Transwarp Drive Grade II:(3 Turns) Far faster than warp drive, allows for very fast transportation. The Mid of 3 grades.
-Transphasic Torpedoes (3 Turns)(Devastating Yield) Further Increase of Damage+ Range. More severe radiation damage. Destroys Shielded Mid-size vessels in 1 hit. Hit to an unshielded hull causes Surreal damage. Further EMP Damage increase. Increased Radius Area of Effect Damage. Phases random parts of ship, causing hull buckling. Shields are permanently disrupted. Shock wave Travels along comm lines, damaging all connected ships as well.
- Expert Phase-Coil Alignment (1 Turns) Upgrades phaser ‘grade’ by 1.
-Visual Light Refraction:(5 Turns)Mid-Grade ‘cloaking.’ Light is bent around the ship, making detection difficult. However, ship must be unshielded with weapons powered down.
-QuinTanium Hull Reinforcement (11 Turns)(Mostly Eliminates Damage from Elevated Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 75% EMP Damage and 90% Radiation Damage Reduction)
-Isokinetic Phaser Bank (8 Turns)(Devastating Yield) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.

Abilities: 3 Turns

- OMEGA Particle Mastery: The “Perfect Molecule” has been harnessed. The development of Uber-powerful weapons may now begin!

Construction:

- Nanite Factory LVL2(3 Turns) Reduces all construction times by 5 turns. ONCE
- Propulsion Theory Station LVL2(8 Turns) Reduces Propulsion-Based technology by 5 Turns ONCE
- Dyson Sphere (41 Turns): Blocks access of solar power for all except planet 1. Allows for colonization of inner surface. Outer surface will be SepTanium alloy, nearly indestructible.
-Sensor Net (13 Turns): Large, near-indestructable Space facility. Allows for monitoring of all in-system activities.
- Lunar Reinforcement(26 Turns) The entire moon is reinforced with a lattice of HexTanium Armor, making it resistant to even powerful gravitational fields, and nearly indestructible.

Ground Movement:
- Exploration teams gathering resources.

Space movement:
- All ships are running combat training, preparing to go to war.

Top-Secret Project: Project THEENEMYOFMYENEMYISMYFRIEND.
Voyager Returns from its meeting with
Species 8472

Voyager returns, with a flight of 8 bioships behind it. Janeway tells the rest of the Federation and Hanchex forces that many, many more are willing to help wipe the corruption from the galaxy.

8 Bioships arrive from fluidic space every 5 turns (2 Turns)
1 Energy Focusing ship (2 Turns)

Allies:
- Hanchex Pact

Enemies:
- Xenomorphs
- Axis Entente

Message to all:
- Message to IDA: We are here, ready to go to battle alongside you, if it comes to that. We must defend the honor of Hanchex!
-Message to UNSC: We shall assist you in the turning of the moon into a moveable base, seeing as it is our base as well ...

OFFLINE

[Edited on 07.29.2008 12:19 PM PDT]

  • 07.29.2008 12:11 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Your faction: The Space Pirates (Metroid)

Ships:
-4 Pirate Frigates
-15 Battlecruisers
-40 Single-Pirate Fighters
-20 ATC's
-15 Assault Ships
-50 Skiffs (Small, unarmored, troop carriers that don't even have weaponry)

Ground units:
-52 Pirate Troopers
-35 Aerotroopers
-15 Commandos
-25 Shield Troopers
-20 Armored Troopers
-15 Sentry Drones
-10 Remorse-Class Movable Turrets
-1 Ridley

Buildings:
-1 Bay Space Station

Finished Research:
-Hazard Suits- protect against radiation, caustic, and acidic materials. Does ot protect against extreme temperatures.

Research:
-"Varia" technology, aka technology to protect against the extreme weather conditions. (1 turn- research has been sped up to colonize war-ravaged planets)
-Metroid-based energy drain tech (21 turns)
-Antimatter generation (15 turns)
-Wormhole technology (17 turns)
-Cloaking Technology (3 turns)

Construction:
-Mining equipment for Space Station (1 turn)
-Installing Turrets in Space Station (1 turn)
-Second space station hull (1 turns)
-2 Troopers every turn
-1 Aerotrooper every other turn
-Shipyard built: Warship (next turn)

Ground Movement:
-Occupied in ships or outfitting the space station with technology.

Space movement:
-Most ships set up a garrison around the space station
-3 transports with weapons and supplies being guarded by 12 warships en route due to war (7 turns)
-Salvage ships are... well... salvaging. Using Forerunner metals to begin building the hull of a second space station. Organic material is being recycled into food and environmental systems, allowing more Space Pirates to live on ships and on the station.
-Sending probes out to scan system

Allies: None, so far

Enemies: None, so far

Message to all: We are willing to trade for basic weapons, supplies, and materials. We currently do not have a strong enough military presense for us to enter a war, however.

Message to Necrons:
You seem to be outnumbered by those Hanchex thugs. Although we have no doubts that your vastly superior technology will wipe out those "intergalatic bullies." We know how it must feel to be attacked by those who think they have a stronger armada than you. That accursed Galactc Federation has been doig that to us for decades. We were once a peacful species, but were pushed to the farthest reaches of space by their brutal assaults. We do not have a strong enough military to aid you directly, but we may offer to loan you weapons or technology to aid your cause, and make sure that you suffer fewer casualties when you defeat these vile intruders. All we ask is for some basic equipment and technical schematics for your technology.

Message to the Hanchex Alliance:
So, we see that you are at war with those vile automatons. They have plagued the galaxy for far too long! They really need to be taught a lesson about attacking the rightful rulers of this system. Now with your numbers, you should destroy them as easily as one crushes a Shriekbat within their grasp! However, if you would be willing to give us some of your most basic equipment and technical schematics to help us develop in this sector, we will grant you use of our weapons and give technical schematics of our own. We hope that this meager offering will help develop alliances between us and the Hanchex Alliance. There is but tiny problem barely wort mentioning. We do not have a very strong military presence in the system, and thus would not be able to help you directly, but when you have your kind of strength, that should barely matter.

Turns Left Before Able to be Attacked: 1

  • 07.29.2008 12:22 PM PDT

Rebel Aliens:
Planet: Planet 2

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

Ground Units:
210 Brown Goblins
42 Valkalry Spiders

Ground Movement:
All units train hard for fighting
Reconstruction Drones work on building Grunt Flesh Vat 4

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: 185

Research
Dark Energy Death Reanimation 7

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

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.
Message to TimeSplitters: We wish to ally with you.

Can be attacked

  • 07.29.2008 12:23 PM PDT

Semi-socialist and proud of it.

Posted by: fingersticks123
cough cough this is fleet master sticks. in command of the uesc forces crashed in the crust of planet 7. send me out, with a bang. (all ships detonate. tirning planet seven into a asteroid field.)
END TRANSMISSION

Haha, no you don't. Planet Seven is intact, cheap tactics like that are not allowed. Besides, that's not enough to destroy a planet anyway.

[Edited on 07.29.2008 12:35 PM PDT]

  • 07.29.2008 12:30 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
**=Proton Beam and WMD Missiles
*=WMD Missiles
45410 TIE Fighters
23700 TIE Interceptors
11375 TIE Bombers
388 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
243 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
211 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
158 Victory Class Star Destroyers* (Medium, medium armament, medium hangars, medium protection)
113 Imperator Class Star Destroyers* (Slow, heavy armament, large hangars, massive protection)
49 Executor Class Star Dreadnaught** (Medium, heavy armament, large hangars, massive protection)

Ground units:
41,000 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators)
100 Marines
150 Engineers
7400 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
760 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
9480 Sabre-Class Repulsor Tanks
9180 AT-STs
690 AT-ATs

Buildings:
Kuat Class Orbital Shipyard
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 Bunkers
Defensive Trenches
Laser Wires
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)
Missile Silo (20 Nuclear Fission IPBMs, 20 Nuclear Fusion 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)
Nuclear Fission Weapons(WMD)
Nuclear Fusion Weapons (WMD)
Diamond Boron Missiles (WMD)
Proton Beam
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)
Jump Drives (Instant Travel)
Hypermatter Fuel Systems (Allows use of Jump Drives every 2 turns)
Thermal Sensors

Research:
Death Star Plans, 20 turns

Construction:
20 Diamond Boron IPBMs, 24 turns
100 Stormtroopers per turn
50 Dark Troopers per turn
20 AT-STs per turn
10 AT-ATs per turn
10 Sith Warriors per turn
30 Sabre-Class Repulsor Tanks per turn
100 TIE Fighters per turn
50 TIE Interceptors per turn
25 TIE Bombers per turn
20 Nebulons, 1 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)

Enemies:
Hanchex Alliance

Message to all:
Attack us, and the consequences will be great.
Do not land on Planet 3, as it will be taken as an invasion

We support the Necrons efforts against the Hanchex Alliance.

ATTACKABLE

  • 07.29.2008 12:32 PM PDT

Rebel Aliens:
Planet: Planet 2

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

Ground Units:
213 Brown Goblins
43 Valkalry Spiders

Ground Movement:
All units train hard for fighting
Reconstruction Drones work on building Grunt Flesh Vat 3

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: 190

Research
Dark Energy Death Reanimation 6

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

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.
Message to TimeSplitters: We wish to ally with you.

Can be attacked

[Edited on 07.29.2008 12:39 PM PDT]

  • 07.29.2008 12:35 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
**=Proton Beam and WMD Missiles
*=WMD Missiles
45510 TIE Fighters
23750 TIE Interceptors
11400 TIE Bombers
388 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
243 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
231 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
158 Victory Class Star Destroyers* (Medium, medium armament, medium hangars, medium protection)
113 Imperator Class Star Destroyers* (Slow, heavy armament, large hangars, massive protection)
49 Executor Class Star Dreadnaught** (Medium, heavy armament, large hangars, massive protection)

Ground units:
41,100 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators)
100 Marines
150 Engineers
7450 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
770 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
9510 Sabre-Class Repulsor Tanks
9200 AT-STs
700 AT-ATs

Buildings:
Kuat Class Orbital Shipyard
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 Bunkers
Defensive Trenches
Laser Wires
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)
Missile Silo (20 Nuclear Fission IPBMs, 20 Nuclear Fusion 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)
Nuclear Fission Weapons(WMD)
Nuclear Fusion Weapons (WMD)
Diamond Boron Missiles (WMD)
Proton Beam
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)
Jump Drives (Instant Travel)
Hypermatter Fuel Systems (Allows use of Jump Drives every 2 turns)
Thermal Sensors

Research:
Death Star Plans, 19 turns

Construction:
20 Diamond Boron IPBMs, 23 turns
100 Stormtroopers per turn
50 Dark Troopers per turn
20 AT-STs per turn
10 AT-ATs per turn
10 Sith Warriors per turn
30 Sabre-Class Repulsor Tanks per turn
100 TIE Fighters per turn
50 TIE Interceptors per turn
25 TIE Bombers per turn
25 Acclamatorss, 1 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)

Enemies:
Hanchex Alliance

Message to all:
Attack us, and the consequences will be great.
Do not land on Planet 3, as it will be taken as an invasion
Rebel ALiens, your alliance request is denied.
We support the Necrons efforts against the Hanchex Alliance.

ATTACKABLE

  • 07.29.2008 12:36 PM PDT

Rebel Aliens:
Planet: Planet 2

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

Ground Units:
220 Brown Goblins
44 Valkalry Spiders

Ground Movement:
All units train hard for fighting
Reconstruction Drones work on building Grunt Flesh Vat 2

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: 195

Research
Dark Energy Death Reanimation 5

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

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 TimeSplitters: We wish to ally with you.

Can be attacked

[Edited on 07.29.2008 12:39 PM PDT]

  • 07.29.2008 12:38 PM PDT

I wish I was still legendary.

The Tenth Sontaran Battlefleet has temporarily left the system while I'm not here.

  • 07.29.2008 12:48 PM PDT