[ooc]My personal AARs for the Community game are going in the Sublight forum, if for no other reason than to stop the sub-forum from reporting zero posts. Community game related threads by other people should be placed inside the Community Game sub-subforum.[/ooc]
Chronicles of the Children of Sol: The Return: Chapter Zero
The last golden age of exploration, regrettably, also coincided with a sterilization sweep of the galactic arm by a menace only known as "The Invaders." Against this threat the best efforts of the natives could scarcely slow the menace: leaving the scattered dependance a single desperate action: exile. Civilian and naval auxiliary craft fled into the deep reaches of local systems packed with cyrogenic frozen colonists and freighters full of infrastructure and transnewtonian machinery. There they waited, a decade or more, while the invaders systematically scanned every body and destroyed every settlement. Then they returned, to new colonies, and established small heavily shielded colonies safe from the passive scans of any lingering invader scouts returning to old worlds.
Observations suggested that the invaders completed a grand extermination every 10,000 years, and plans were made to lie low and hide for 3,000-4,000 years until the invaders were hopefully nearing their farthest separation. This time frame was unexpectedly aborted just over half way through the long wait when passive observations noticed the unmistakable signature of nonnewtonian motion or dimensional resonance signaling from... someone. Someone else, somewhere, in the local cluster was using transnewtonian space travel one again.
The year is 2025 AD. After Destruction. Hiding is no longer an option: once small colonies of scarcely 5 million had expanded to 500 million complete with the noisy infrastructure of civilization. The time was earlier than planed, but only one option remained: grow big. Grow strong. Stand up to whatever naive local upstart was loose, and prepare to crush those 'invaders' whenever they next appeared.
Game Setup:
I randomly generated systems until I had 6 that matched the following criteria:
- A Target homeworld that could be adjusted to cost zero.
- Exactly 1 or 2 potential colony locations with costs between 2.5 and 5.0
- 50-150 system bodies. Astroids counted as half, comets counted as double.
- Inner System at least 200m km wide. Objects more than 7b km excluded from system body count.
- At least one Gas Giant with sorium.
Every home world was assigned 100,000 tons duranium at 0.9 accessibility.
The values 90k, 80k, 70k, 70k, 60k, 50k, 40k, 40k, 30k, 20k were then assigned to all other minerals in order of the original accessibility. Most of the time this increased the starting mineral deposits. Accessibilities of 1, 0.9, 0.8, 0.7, 0.6, 0.5, 0.4, 0.4, 0.3, 0.2 were assigned in a similarly. In theory, this gives everyone roughly equal starting home worlds.
The Races:
All races have ±50% O2 tolerance, ±85% gravitational tolerance
Each started with 6 research labs, a 2kTon Navel Shipyard, a 10kTon Civilian Shipyard, and 20,000 RP from a conventional start.
Universally Chosen Tech: Tran-Newtonian, Nuclear Thermal, Pressurized Water, Active Scanner 10, Beam FireCon 10k
Syndicate: (0.2atm O2, 1.0 grav, 3.5 atm max pressure, 14±22°C)
Starting Tech: Geological Sensor, Cargo Handling, Cryogenic Stand, 15cm carronade, Duranium Armor, Mag Ejection 70%, Mag Efficancy 75%, Garrison Battalion, 10cm Railgun, Railgun Velocity 1
Starting Industry: Construction Factories 380, Mines 350, Fuel Refineries 70
Martian: (0.15atm O2, 0.8 grav, 2.8 atm max pressure, 4±21°C)
Starting Tech: Geological Sensor, Gauss Rate 1, Gauss Velocity 1, Duranium armor, Maint. Storage, Mobile Infantry, Emergency Cryogenic
Starting Industry: Ordnance Factory 70, Construction Factories 300, Fighter Factory 50, Mines 300, Fuel Refinery 80
Venusian: (0.25atm O2, 0.96 grav, 4.4 atm max pressure, 24±23°C)
Starting Tech: railgun 10cm, railgun velocity 1, mag efficiency 75, Mag eject 70, Mobile infantry, Garrison batt, Microwave 10cm, Microwave focus 1
Starting Industry: Ordnance Factory 100, Construction Factories 300, Mines 200, Fuel Refinery 200
Tarn: (0.2atm O2, 1.1 grav, 3.5 atm max pressure, 4±21°C)
Starting Tech: Railgun Velocity 1, Geological Sensors, Duranium Armor, Standard Cryo, Garrison Battalion, Magazine Efficiency 75%, Magazine Ejection 70%, Cargo Handling, assorted racial tech
Starting Industry: Ordnance Factory 50, Construction Factories 300, Fighter Factory 50, Mines 350, Fuel Refinery 50
[ooc]Current in game year is 2037. This AAR is intended to run 10-15 years behind the current game events.[/ooc]