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Worlds in Balance

Last posted Sep 08, 2014 at 10:44PM EDT. Added Jul 18, 2014 at 12:23AM EDT
536 posts from 25 users

Gary wrote:

Dear esteemed leaders of Saurias and Cattonia,

It would serve our nations best to avoid conflict. I ask you both to remove your fleets from my moon of Demetre. I offer you both property of Auqa Magna, Bota Magna, Bara Magna, and Hakann, as well as trade opportunities. Consider your choices carefully, and as Sun Tzu stated, "There is no instance of a nation benefitting from prolonged warfare." If you continue to assault my prior peaceful nation, consequences will be delivered via force and the will of our navy.

Signed,
The Imperium Collectives

And I only did this at the request of Cale. I'd be willing to stop if we can leave this all in the past.

@Cale: Your quitting? Well in that case you don't mind if my people explore your system in the future right?

@Everyone: I'm now ready to establish trade with any willing space faring races here.

Last edited Jul 31, 2014 at 01:38AM EDT

CrowTheMagician wrote:

@Cale: Your quitting? Well in that case you don't mind if my people explore your system in the future right?

@Everyone: I'm now ready to establish trade with any willing space faring races here.

I request a double bacon cheeseburger, hold the mayo, also with large fries, a medium Dr. Pepper, and some hot sauce please.

@Cale

Oh well that's just dandy…

@madcat

Ok, let's just forget this ever happened, and move on.

Now I have a question for Syndic. What happens to the enemy forces in my system once Cale leaves? Are they still there, or do they disappear? What if Cale comes back, does the fleet return automatically to my system?

Last edited Jul 31, 2014 at 03:32AM EDT

CrowTheMagician wrote:

I am but I will have to establish your on turn 5 since I'm kinda full as it is on this one.

That's fine. I can send you resources in a few turns, not ready at the moment either.

Turn 4
Earth Year 2350
Deadline: 48 hours

If you have fewer than the maximum number of technologies, you may invent more than one per turn. For instance, if on turn 4 (this turn) you only have two techs, you may invent up to three for your next turn (turn 5). This should help players who missed a turn or two catch up with others.

Cale and Taryn resign.


Star Systems

Apollo
Barnard
Bine
Dipta
Eldan
Enfer
Enix
Gigas
Hydra
Jubatus
Kellar
Nihilus
Richt
Sol
Sün
Taiyo
Teitia
The Vlad
Theren
Titania




United Earth – NPC
Tech: FTL, Atmospheric Terraforming, Dyson Swarm, Genetic Engineering, Nanomanufacturing
Sol
-Nanobots are developed for industrial purposes.
-The swarm about the sun is expanded upon greatly through the use of nanomanufacturing of new parts for satellites.
-Titan is colonized.



Twintanirig – Honeytiger
Tech: FTL, Planetary EM Field, Climate Control, Atmospheric Terraforming, Viral Engineering
Teitia
-Virus engineering technologies are created. Deadly weaponized viruses are now possible.
-Aardic inquiries are made regarding the Twintanirig fleets in orbit of their homeworld.
-Outposts are established on Kaser, Fet, and Mena. Unfortunately, Fet is nuked.



Droresa – RocketPropelledPanda
Tech: FTL, Genetic Engineering, Spontaneous Organics, Alchemy
Eldan
-Through the powers of science, Droresa is now capable of transmuting one form of matter into another. Spontaneously.
-You can't just create matter what is wrong with you that's not how science works.
-Droresa magically alters the orbit of its planet. Fogtira will collide with Draftenx in about ten million years. Impressive.



Requiem – Mr.Stalker
Tech: FTL, Supreme Vodka, Leviathan, Dyson Swarm, Anti-Railgun Railguns
The Vlad
-A railgun is made which is designed to shoot at other railguns. What an amazing creation. Truly inspired.
-The canteen of every Requiem fleet is stocked to the brim with Vodka. Wise choice.
-Leviathan class warships are launched for the first time. Vodka bottles are smashed upon the buttocks of the ship to commemorate the occasion.



The Chimera – Laika
Tech: FTL, Atmospheric Terraforming, Mega EMP, Teleportation
Hydra
-Teleportation technology is developed for military logistics.
-Operation Cunning-Plan-to-Get-Something-from-Somewhere is a success.

The Vlad
-Hammer is stripped of all valuables and all intelligent creatures on the surface, namely Ruskies, are assimilated.



Ashitaka Empire – Fridge Logic
Tech: FTL, Atmospheric Terraforming, Genetic Engineering, Dyson Swarm
Taiyo
-Dyson swarm tech is created, allowing for the efficient harnessing of the sun's energy.
-The toxic spores of Yuasa are found to be very effective as rat poison. If Taiyo system even had rats.
-United Earth denies the request to establish a base on Europa. In response, the United States plants fifty thousand American flags on the surface and establishes a base from which they launch fireworks every year on the fourth of July. The moon is also renamed 'Merica.
-The ruins of Otomo are studied. It would appear that there used to be two powerful, well developed and intelligent species living on the planet. Neither were very different from the Yakkul biologically, and it is now hypothesized that refugees from the ensuing war which destroyed Otomo are the ancestors of Ashitaka's people.

Bine
-Diplomats are sent to Albion II to establish friendly contact with the Knights.



Arcadia – CrowTheMagician
Tech: FTL, Cloaking, Atmospheric Terraforming, Nanomanufacturing, Ion Weapons
Titania
-Ion weapons are developed. Powerful ion cannons are fitted to ships for orbital bombardment and ship-to-ship combat
-Muspelheim is settled. The intense volcanic activity of the planet makes life on this world only barely tolerable.

Kellar
-Invisibility has its perks.



Cattonia – Madcat
Tech: FTL, Plasma Weapons, Energy Shielding, Power Armor, Dyson Swarm
Jubatus
-The Dyson Swarm is invented.
-Pardalis is settled. The planet is easy to live on, but the native humans have become hostile to foreign incursions, and attack Cattonian settlers on sight. Fortunately the planet is massive enough to make avoiding these people easy to do.

Enfer
-A fleet is deployed to Enfer to set up Dyson Swarm bases around each of the five stars in this system.

Theren
-The fleet is sent to Aard and drop-ships filled with Cattonian soldiers descend to the surface. Conflict is had with the Aardic fleet, but they fail to overcome Cattonia's superior shielding and weaponry. On the planet surface, power armored Cattonians easily pummel through the front lines, throwing soldiers about like confetti.
-The Aardic government attempts to negotiate several times early in the fighting, but to no avail. They finally utilize the only means left for their cause and launch nuclear missiles into orbit. The Cattonian fleet is devastated by the attack, and what few ships remain are not capable of FTL travel on their own, and land on the planet to aid in the fighting there.
-Mining operations are taken over on Aard and Cattonian soldiers begin to build their own nuclear weapons there.

Last edited Aug 01, 2014 at 11:12PM EDT


Cupitor – TripleA9000
Tech: FTL, Laser Weapons, Magnetic Weaponry, Fusion Power
Gigas
-All of the major cities on Parinus are fortified with entrenched railgun emplacements.
-New education systems are put into place to guarantee that nobody gets away with being stupid.
-Fusion bombs and reactors are created.
-Such reactors are sent to Albas to provide the heat needed to make the planet habitable.



Tesser – Serious Business
Tech: FTL, Swarm Ships, Atmospheric Terraforming, Geothermal Terraforming
Barnard
-Geothermal terraforming, the ability to change the way a planet works from the inside, is mastered by the Tesser.

Sün
-Svaec is colonized.

Eldan
-Colonies are not established here due to Tesser's lack of fleets to send out on missions.



Roma – Tchefuncte Bonaparte
Tech: FTL, Energy Shielding, Guns That Shoot Smaller Laser Guns, Teleportation
Apollo
-



Redmagus – Sir Crona Statscowski
Tech: FTL, Psychic Energy, Fusion Power, Psybernetics
Enix
-Cybernetic implants which incorporate psychic energy are created and employed for personal use.
-Ships are now equipped with Fusion engines which are primed for detonation in the event of a "critical failure" which risks allowing the ship and crew to be captured.
-Psybernetic implants are enforced for the military, which more-or-less depends entirely upon psychic talents now.
-Mining on Garland is expanded upon.



Kadresha – A Furry
Tech: FTL, Mining Lasers, Ion Cannons, Kinetic Weaponry, Drone Bombs
Kellar
-Drones are outfitted with bombs and scattered throughout the system.
-Tiny-Tim is put to death. His crimes are blacklisted.
-Selvas I would be abandoned if it were not for the huge number of refugees that the planet would provide and the vast infrastructure they would leave behind. Most people simply refuse to leave, and threaten to secede from Kadresha if pressed to abandon their irradiated homes. Treatment for radiation poisoning is being handed out, but a more permanent solution may be required soon.
-Ship captains are made to take a crash course in piloting.
-Gun control legislation not only allows everybody to own their own ion cannon, but requires it. Guns errywere.
-The control zone of Destiny is now defined as 'walking distance' which, to be honest, is not very far from the surface. Defensive fleets are flying so low that homes are being sold with descriptors such as "scenic view of the battle fleet defending our homeworld" and "is near the KSS Obliterator's undefended exhaust port."



The Imperium Collectives – GaryTheStoßtruppen
Tech: FTL, Lightsabers, Twin Ion Engines, Energy Shielding, Turbolasers
Nihilus
-Turbo lasers are invented. TURBO!
-All ships go turbo.
-A draft is initiated.
-An alliance with Cupitor is announced. Whether this is true or not is up to Cupitor. I don't really know.
-TURBO-TASTIC!



Grand Zelmizzen – Richter von Zelmisburg
Tech: FTL, Kinetic Weaponry, Cybernetic Organics, Atmospheric Terraforming, Teleportation
Richt
-Teleportation is invented.
-A geothermal power station is established on Halijan. The immense power overflow is to be used for mass teleportation.

Teitia
-A massive nuclear weapon is teleported to the center of Fet and detonated. The planetoid is cracked in half.

Bine
-Mining stations are established on Mann V which promptly begin tearing apart the surface of the planet in a quest for metals.
-Anti-ship defenses are made upon the surface of Hibernia IV in case of attacks.

madcat, I demand you pull away your vessels as promised, or I will have to take action against you.
EDIT: We've discussed this and hopefully Syndic will see

TripleA, we never formally addressed the alliance.
EDIT: We now have the formal treaty

Crow, would you like to have trade agreements this turn?

Last edited Aug 01, 2014 at 11:54PM EDT

Gary wrote:

madcat, I demand you pull away your vessels as promised, or I will have to take action against you.
EDIT: We've discussed this and hopefully Syndic will see

TripleA, we never formally addressed the alliance.
EDIT: We now have the formal treaty

Crow, would you like to have trade agreements this turn?

That's what i tried to do with my turn 4 but i think we have to do it here.

yeah i sent it as my turn 5, but just in case we should do it in the thread.

Last edited Aug 01, 2014 at 11:39PM EDT

TripleA9000 wrote:

That's what i tried to do with my turn 4 but i think we have to do it here.

yeah i sent it as my turn 5, but just in case we should do it in the thread.

Ok, I had it in my turn 4.

I think it'll be valid by the next turn, since you confirmed it.

Last edited Aug 01, 2014 at 11:46PM EDT

Gary wrote:

madcat, I demand you pull away your vessels as promised, or I will have to take action against you.
EDIT: We've discussed this and hopefully Syndic will see

TripleA, we never formally addressed the alliance.
EDIT: We now have the formal treaty

Crow, would you like to have trade agreements this turn?

I think he uploaded the wrong map. It's the same as last turn. I expressly said to move the Nihilus fleet to Enfer.

madcat wrote:

I think he uploaded the wrong map. It's the same as last turn. I expressly said to move the Nihilus fleet to Enfer.

Alright then, it's up to Syndic to fix it I suppose.

Gary wrote:

madcat, I demand you pull away your vessels as promised, or I will have to take action against you.
EDIT: We've discussed this and hopefully Syndic will see

TripleA, we never formally addressed the alliance.
EDIT: We now have the formal treaty

Crow, would you like to have trade agreements this turn?

Gary has my support. Make love, not war… Or we will make war AND love to your face. This applies to everyone.

Gary wrote:

Ok, I had it in my turn 4.

I think it'll be valid by the next turn, since you confirmed it.

yeah he said not to pm him alliances so it has to be done in the thread

TripleA9000 wrote:

yeah he said not to pm him alliances so it has to be done in the thread

Sorry, I thought I read it somewhere, searched for it, and must have missed it.

So I'll write it here in this message.

The nations of Cupitor (TripleA9000), and The Imperium Collectives (GaryTheStosstruppen), formally agree to a treaty between each other that promotes trade, as well as military support if needed. Access to each others system is open for colonization and resource taking.

Signed The Imperium Collectives

Does that sound fair? If you want to add anything tell me. We can also change some conditions in the future.

Last edited Aug 02, 2014 at 12:05AM EDT

Gary wrote:

Sorry, I thought I read it somewhere, searched for it, and must have missed it.

So I'll write it here in this message.

The nations of Cupitor (TripleA9000), and The Imperium Collectives (GaryTheStosstruppen), formally agree to a treaty between each other that promotes trade, as well as military support if needed. Access to each others system is open for colonization and resource taking.

Signed The Imperium Collectives

Does that sound fair? If you want to add anything tell me. We can also change some conditions in the future.

sounds okay to me

A Furry wrote:

"Kellar
-Invisibility has its perks."

Crow, what are you doing.
This isn't the double bacon cheeseburger I wanted.

I was trying to make a trade deal but the moment my people saw your fleet the activated they cloaking devices within the ship. Plus I think trade deals would have to be done here on the thread just like alliances. Cause I put it down on my action for this turn.

Last edited Aug 02, 2014 at 01:57AM EDT

Alright "Richter con Zelmisburg", if that is your real name, you have just attracted the attention of a civilization that can give you AIDS. And that AIDS can give you cancer. Which will give you more AIDS. SO WATCH OUT.

Gary wrote:

madcat, I demand you pull away your vessels as promised, or I will have to take action against you.
EDIT: We've discussed this and hopefully Syndic will see

TripleA, we never formally addressed the alliance.
EDIT: We now have the formal treaty

Crow, would you like to have trade agreements this turn?

I'm willing to make a trade agreement on turn 6, since turn 4 saw a failure on trade.

@Crow

That's fine, I still haven't written my turns because I'm waiting for Syndic.

@Syndic

Is my star system errorred? Because madcat promised to withdraw.

@TripleA

Want anything in this particular turn?

Gary wrote:

@Crow

That's fine, I still haven't written my turns because I'm waiting for Syndic.

@Syndic

Is my star system errorred? Because madcat promised to withdraw.

@TripleA

Want anything in this particular turn?

He said I'd have to handle it next turn, which I will.

Gary wrote:

@Crow

That's fine, I still haven't written my turns because I'm waiting for Syndic.

@Syndic

Is my star system errorred? Because madcat promised to withdraw.

@TripleA

Want anything in this particular turn?

what do you have to give?

@madcat

Ok, I'm trusting you on this.

@TripleA

Not much yet, but I'll have some mining resources next turn (hopefully), and if you need, I can send military support in any way.

No more PMs now, I am writing the turn.

@Snickerway: I did not look at my wall at all. It is an unconventional place to send messages I guess. Just send me a PM already.

Turn 5
Earth Year 2400
Deadline: 24 hours

The game will progress in sets of 15 years at a time from now on. The deadline has been cut in half. Technology gain is not immediate anymore, and takes two turns to accomplish, unless you have less techs than everybody else in which case you can immediately gain enough techs to put you on par with other civilizations. The colonization of new worlds will be much slower from now on, but military conquests will be faster.


Star Systems

Apollo
Barnard
Bine
Dipta
Eldan
Enfer
Enix
Gigas
Hydra
Jubatus
Kellar
Nihilus
Richt
Sol
Sün
Taiyo
Teitia
The Vlad
Theren
Titania




United Earth – NPC
Tech: FTL, Atmospheric Terraforming, Dyson Swarm, Genetic Engineering, Nanomanufacturing, Fusion Power
Sol
-Fusion power generation and weaponization technology is created.
-Earth is invaded by the Akash, and its moon has already fallen to the invaders. The superior armor of the Akash warships and underdeveloped arsenal of Earth's fleets makes for a devastating defeat of EU forces.
-Titan's atmosphere is depressurized and flooded with oxygen, making habitation easier. The colony expands quickly under these new conditions. Unfortunately, this only helps facilitate the Chimeran invasion.



Akash – NPC
Tech: FTL, Ship Pincers, Lattice Armor, Crabapults, Genetic Engineering
Dipta
-New fleets are commissioned for the war effort.
-Crab catapults or 'crabapults' are invented, which allow Akash soldiers to leap great distances. No range is too far for melee attacks.
-Genetic engineering technology is developed and the Akash promptly put it to use creating larger and stronger crab people. Some warriors are growing up to be ridiculously huge.
-The Humans of Trishul provide half a dozen Fusion nukes, seemingly out of thin air, for the war effort. Their mysterious origin is not inspected, but the humans who handed over the weapons are showered with "Good Try" awards.
-The defensive perimeters of Trishul and Mahan are increased and measures are taken to ensure that further secret weapons grants cannot occur without interception.

Sol
-The mysterious fusion nukes are detonated in major military bases and in the midst of UE fleets, cripling human war capabilities.
-Three warfleets attack the EU ships in orbit of Earth. Their superior armor deflects most EU attacks, making it easy for Akash capital ships to ram into similar sized EU ships. Their crablike pincers tear apart the hull of the human and Akash warriors board the enemy vessels. Enough ships are commandeered in this manner to supply Akash with two new fleets.
-Earth's moon is overrun with invading Akash warriors, who use the lunar bases as a staging point for the attack on Earth. Major battles are being fought across the planet.

hr.

Twintanirig – Honeytiger
Tech: FTL, Planetary EM Field, Climate Control, Atmospheric Terraforming, Viral Engineering, Cancer Bomb
Teitia
-Tesord is colonized.
-A bomb which gives everybody instant cancer is invented. What horrible man, or uhm, Twintaniri made this his life project?
-The black hole… it beckons.

Richt
-The fleets in Theren system are moved to Mokläzia and begin an orbital bombardment of dangerous engineered viruses into the atmosphere. The population



Droresa – RocketPropelledPanda
Tech: FTL, Genetic Engineering, Spontaneous Organics, Alchemy, Warp Drive
Eldan
-A fully organic warp drive is created at the heart of Fogtira. Utilizing the intense heat of the core as a power source, the living planet distorts the space around it, causing it to slide into a different orbit and collide with Draftenx. The planet disappears below the surface of the clouds, leaving little more than a dark and stormy whirlpool in its wake.
-Beneath the clouds of Draftenx, sinister happenings are transforming the planet into a new form; an abomination by all accounts, if there were any. As it stands there is little that can be known about the Droresan overmind's activities besides the simple fact that it is, indeed, doing something.



Requiem – Mr.Stalker
Tech: FTL, Supreme Vodka, Leviathan, Dyson Swarm, Anti-Railgun Railguns, Flying Biospheres
The Vlad
-MORE FLEETS. BIG POWER. RUS STRONK.
-Biospheres (which can fly) are created and sent to Big Red in large numbers. They succeed in colonizing the interior clouds of the planet, floating gently along the jet-stream currents of the planet's upper atmosphere.
-A new holiday is made and celebrated. Red Day is an annual festival in which much Vodka is had.



The Chimera – Laika
Tech: FTL, Atmospheric Terraforming, Mega EMP, Teleportation, Mega Shield
Hydra
-"Mega" energy shields are developed, although what exactly is mega about them is anybody's guess. Everything seems to be Mega these days. Dang kids and their megas.

Sol
-Titan is invaded and conquered. The human population, which was in the midst of celebrating their successful efforts in the field of terraforming, is assimilated entirely.
-Another group of ships descends upon Jupiter and destroys everything in orbit. There are no survivors. The Akash invasion of Earth has stunted Earth's response to Chimeran attacks, resulting in their uncontested success.
-Ganymede is colonized and mining operations are established.
-The extreme distance of Sol is resulting in a lot of difficulty controlling the strains of Chimera, and the fluidity of fleet movement is disrupting their communications with the Pure Chimera on the homeworld and confusing them.



Ashitaka Empire – Fridge Logic
Tech: FTL, Atmospheric Terraforming, Genetic Engineering, Dyson Swarm, Seismic Stabilizers
Taiyo
-The ability to control the shaking of a planet's crust is now within reach. The so called "seismic stabilizer" is invented and, among other things, is capable of nullifying earthquakes and instantly releasing volcanic pressure.
-Kon is stabilized, and the volcanic activity ceases after one final massive explosion from nearly every caldera. Volcanic pressure is not likely to build up to dangerous levels for another several thousand years.
-Anno's dangerous atmosphere is transformed into something more breathable.
-Anno and Kon, now very habitable, are settled. Kon's mining settlements and easily accessed geothermal power bring great wealth to the original colonists, speeding up the settlement of the entire planet.

Sün
-A diplomatic envoy is sent to establish good relations with the natives of Kree. The Sauriad people, suspicious of outsiders, turn the envoy away. Shortly after leaving, the diplomat and his entire crew die of cyanide poisoning.

Sol
-Attempts to establish an embassy on Earth fail due to the current global conflict.



Arcadia – CrowTheMagician
Tech: FTL, Cloaking, Atmospheric Terraforming, Nanomanufacturing, Ion Weapons, Fusion Power
Titania
-The air of Lasombra is modified to trap more solar heat through the greenhouse effect, warming up the planet just enough to make it a more attractive place to live.
-Muspelheim’s twin moons of Eldjötnar and Rjúfendr are colonized. Because of this, the people of the homeworld have become more enthused about space exploration than ever before; every other child dreams of becoming an astronaut or space marine. With nearly ever planetary body in the system colonized, some are voicing the opinion that Arcadia should expand to other star systems.
-Arcology projects are being constructed on nearly all planets in the system now.



Cattonia – Madcat
Tech: FTL, Plasma Weapons, Energy Shielding, Power Armor, Dyson Swarm, Fusion Power
Jubatus
-

Theren
-The Aards are defeated and their homeworld is now fully occupied by the Cattonians. The fleet surrenders, and is successfully commandeered before it could be scuttled.
-The Cattonians of Galopia petition to join Cattonia's empire, either out of fear of conquest or respect and comradery.

Enfer
-A nuclear launch platform is constructed in orbit of Quarp. The platform is fully automated and set to launch nuclear ISBMs at any civilization which attempts to meddle with the star system.



Cupitor – TripleA9000
Tech: FTL, Laser Weapons, Magnetic Weaponry, Fusion Power, Artifical Habitat
Gigas
-You can't donate technology don't do that.
-Fully self-sufficient artificial habitats are invented, which allow the colonization of essentially any location.
-The habitats are launched into orbit of the system's four gas giants.
-An expedition to Rubrum finds very little of note, besides all of the liquid rock and metal on the surface. The lack of flat, stable lands would make the settlement of this planet next to impossible.

Last edited Aug 05, 2014 at 12:21AM EDT


Explodonatia – Snickerway
Tech: FTL, Space Flamethrowers, Super Lasers, Thermal Phylacteries
Enfer
-The Thermal Phylactery is invented. It is a vessel which is so well insulated that the heat of a star can be trapped within and transported for quite a while before cooling very much.
-Space Flamethrowers are created, allowing Explodonatian ships to throw flames in space.
-Super duper lasers. Woo hooo laserssssssss.
-Two large, planetoid-sized ships and thousands of smaller ships are constructed for new fleets.



Tesser – Serious Business
Tech: FTL, Swarm Ships, Atmospheric Terraforming, Geothermal Terraforming, Energy Shields, Tel-Empathy
Barnard
-Energy shield technology and tel-empathy are developed. The latter allows the reading, influence, and manipulation of minds with very lesser intelligence and willpower.
-Several new spacefleets are put together with the purpose of colonization in mind.

Sün
-Geothermal terraforming occurs on Svaec. Volcanic activity and earthquakes become more commonplace. Strategic eruptions are made to heat up the planet and release the right chemicals into the atmosphere to insulate solar heat. The icecaps melt to a certain degree, and the permafrost of the tundra gives way for larger and greener plants.

Eldan
-Colonies are placed on three of the moons of Enbine. Atmospheric terraforming occurs, although geothermal terraforming proves to be impossible due to the fact that none of these planetoids have a molten core.



Redmagus – Sir Crona Statscowski
Tech: FTL, Psychic Energy, Fusion Power, Psybernetics, Cloaking, Artificial Intelligence
Enix
-Miners and prospectors arrive on Garnet. Operations are slow and not very profitable, but for some it is worth the risk to have their own, undeveloped land.
-Cloaking technology is developed.
-Artificial Intelligence is perfected, although legislation is put into place to guarantee that it is kept dumb enough that it cannot incite rebellion or seek sovereignty.



Kadresha – A Furry
Tech: FTL, Mining Lasers, Ion Cannons, Kinetic Weaponry, Drone Bombs, Artificial Intelligence
Kellar
-Artificial Intelligence is perfected.
-Ships around Destiny are parked in a reasonable manner.
-Selvas I is nuked. The rather disgruntled locals secede and build a giant ship in the shape of a hand flipping the bird. They direct it to face towards Destiny.
-Break time is increased to ten minutes, because two minutes just wasn't enough time to eat a sandwitch and play a quick game of Angry Turds.
-The mining lasers of Selvas I are taken away. Those poor Selvans. Y u do dis.



The Imperium Collectives – GaryTheStoßtruppen
Tech: FTL, Lightsabers, Twin Ion Engines, Energy Shielding, Turbolasers, Sky Cities
Nihilus
-Floating cities are built on Bespin.
-An army is conscripted and sent for training on Hoth.
-Demetre is taken back. The Sauriad fleets are destroyed, whittled down by the faster and better armored ships of the Imperium.



Grand Zelmizzen – Richter von Zelmisburg
Tech: FTL, Kinetic Weaponry, Cybernetic Organics, Atmospheric Terraforming, Teleportation, Energy Shields
Richt
-I am not going to go through every single system and gather your fleets. Tell me which systems they are in and then I will move them. I don't remember where Fet is; I don't want to search for it.
-Mokläzia is bombarded with horrible diseases from orbit.
-Mandatory military service is instituted which helps greatly when the government decided to declare martial law due to plague.

Nihilus
-A new fleet is commissioned and sent off to establish a geothermal energy station on Hakann.

Eldan
-A scout arrives at Eldan system and observes that Fogtira is nowhere to be seen. He returns home safely. His trip was uneventful and described by the crew as "boring so boring oh god why are we doing this horribly boring thing."

So, now since Earth is being invaded by the Chimichangas, is that gonna follow the plotline of the actual Resistance games?
Do those bad main characters put a stop to the Chimeran menace (almost) once and for all?

@Honeytiger (banana)

ZIS IS MIENE WELTBRECHER. IT BRECHT WELTEN.

If you do not remove your fleets, and stop this awful provocation for escalation, they will be turned to molten slag.

In other news, Zelmizzen denounces the invasion of Sol. Clearly, there are indeed savage monsters in this galaxy.

Last edited Aug 05, 2014 at 12:42AM EDT

@crow, hm, seems my plans have been cut short. Is military protection an interest? For now I don't have much trade for offering, sorry.

@richter, I will let you keep your fleet there, but any further colonization on any other planet is prohibited. I will take force if necessary, and I hope to avoid conflict.

Gary wrote:

@crow, hm, seems my plans have been cut short. Is military protection an interest? For now I don't have much trade for offering, sorry.

@richter, I will let you keep your fleet there, but any further colonization on any other planet is prohibited. I will take force if necessary, and I hope to avoid conflict.

Is establishing peaceful relations good enough cause my ships decided to explore the Sol system on turn six. Yeah you can't blame them for not knowing about an interstellar war that is happening there.

CrowTheMagician wrote:

Is establishing peaceful relations good enough cause my ships decided to explore the Sol system on turn six. Yeah you can't blame them for not knowing about an interstellar war that is happening there.

Ok, that works. I'll consider it a "liberation" mission.

Laika wrote:

>Thermal Phylactery
>Space Flamethrowers
>Two large, planetoid-sized ships
…..
>Crabapults

Jesus tits….


Meanwhile in the Sol system

Worlds in Balance, paving the way for realistic sci-fi since 2014

Also:

I couldn't resist

Last edited Aug 05, 2014 at 02:21PM EDT

I should also state now that I'm going to be unable to participate in this thread for the next few days, I'm heading to a festival on Thursday

Won't be back till Monday, so the next turn will be my last until then. No big deal really, I should only miss 2-3 turns or something like that.

Just letting you know so I don't end up getting booted

Quick, everyone! Invade Laika's systems while he's gone!

But seriously, though, is there a way our civs could be "paused" or something if we need to leave for a few days so no one will attack us while we're gone? That seems like it could be a problem.

Snickerway wrote:

Quick, everyone! Invade Laika's systems while he's gone!

But seriously, though, is there a way our civs could be "paused" or something if we need to leave for a few days so no one will attack us while we're gone? That seems like it could be a problem.

Lay a finger on his System and i will Hunt your world to Oblivion!

Funny how I'm a military focused nation, yet I've stayed on the defensive all game long. 3 nations have entered my territory without warning, and I've yet to leave my system. Perhaps they see me as a threat?

Gary wrote:

Funny how I'm a military focused nation, yet I've stayed on the defensive all game long. 3 nations have entered my territory without warning, and I've yet to leave my system. Perhaps they see me as a threat?

Not really.

Skeletor-sm

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