If you want a little info about sots, I started a thread on it here:
viewtopic.php?f=17&t=134This is a game Folko and I decided to play in succession. Each of us will play twelve turns, then post the save game for the other to play the next twelve turns, and back again and so forth until we conquer the galaxy or die horribly.
So, without further ado:
Turn 1:
The human solar system, known as Hercules, is situated at the edge of this globular galaxy:
The first human starships, named the Exploratoria class, are designed. 3 of these will be built this year to explore the recently discovered ‘node lines’ which lead from Hercules. Though there are four node lines, we do not have the industrial capacity to build another. It will have to wait until next year.
Because we wish to improve our industrial capabilities, we start research on remote control production devices, known as Waldo Units.
Turn 2:
The three Exploratoria are ready for deployment. The trips range from 7.1 to 10.9 lightyears, and will take between 2 and 3 years to fully explore. (Humans are the fastest movers, but limited to their node lines. They travel 4 lightyears per turn(year) from the start of the game)
These ships have around 30 crewmembers, a hold full of movies, plus eighteen terabytes of porn so they shouldn’t have too much trouble with cabin fever.
We will not be able to communicate with them until they come out of nodespace.
Turn 3:
The fourth Exploratoria is completed, and ordered to explore the last nodeline from Hercules. We prepare to hear the happy news of Exploration fleet Alpha’s arrival in the Durendal system.
Turn 4:
Disaster! Our Exploratoria comes out of the nodeline, and immediately encounters these strange creatures:
It is only able to send a brief FTL communication with these images from its camera drones before it is destroyed:
Some kind of swarm creatures, they appear to propel plasma from their mandibles. The galaxy has not welcomed us with open arms… but with open gun ports. We will have our vengeance, and know to be well armed in future.
Next year, Explorer fleets Beta and Gamma will reach the Nemesis and Kepler systems. We will see what else this galaxy brings.
T 5
Neither Kepler nor Nemesis hold any surprises. They contain planets, but with terrible corrosive atmospheres, we have no way of establishing a presence here.
We design the Enabler class, a ship typified by its large fuel tanks. It is lightly armed, but will allow our Exploratoria ships keep on exploring without needing to return to the home system. They will also bring relief crews, and fresh stocks of porn.
We put two of these into production, along with a new Exploratoria.
The scouts are ordered to explore the new nodelines which have been found at the discovered systems.
Research on Waldo units has started to go over budget.
(out of game note: many people use tankers for exploration, because though they can’t make as long single jumps as the extended range section, they have a longer absolute range; their disadvantage is that they are less well armed, and so don’t have much chance of surviving an encounter with an other race’s scout… they also cost twice as much as an extended range ship)
T 6
The Cygnus system, the last nodeline from Hercules, is explored, and found to be much like Kepler and Nemesis.
The newly built Enabler class encounters a problem: its range without refuelling is not enough to bring it down a nodeline longer than 9 lightyears, leaving it incapable of travelling anywhere but Durendal, the infested system.
Waldo Units are now massively overbudget, having already cost us 48% more than their planned cost.
T 7
The Betelgeuse and Octans systems are explored. Interestingly, Octans might be able to support life, though it would be an expensive undertaking:
Indeed, it would cost more to attempt to terraform the Octans planet than the entire production capacity of Hercules.
We design a combat craft, the Agamemnon class. It carries ten laser cannon, with one paired set on a central larger turret. We put the first three into production, of which two will be completed this year.
T 8
Orcus is explored. This system appears to share some characteristics with earth, circa 2 billion BC… with a monumental terraforming effort, this world might support a human colony!
The Exploratoria class which found Orcus does not have the fuel to tavel down any more node lines. It is therefore ordered to rotate its crews in suspended animation and guard the system and serve as a picket.
More good news: Waldo Units are finally available for use! The wait is worth it, as it improves all our manufacturing efficiency by ten percent!
Though this opens up other research options, including reflective armour coating, which would partially protect us against lasers like our own; orbital foundries, which would reduce the cost of producing ships and possibly lead to larger hulls eventually; and finally, Cybernetic Interfaces… a technology which would allow individuals control over huge groups of machines with their mind alone, improving both building capacity and individual ship building efficiency.
However, we must prioritise, and we now start to work on a pulsed fission drive. Not only would this allow our ships to move faster in-system, but it would increase their fuel efficiency, to allow them to travel longer nodelines. This will be absolutely vital to our expansion, so we set research to use all the recourses we have available.
The research allows for us to redesign our ships for enhanced combat effectiveness:
This new bridge section is better armoured, and sports another laser cannon, it has specially designed lateral thrusters on both sides of the ‘hammer’ section, allowing the ship to turn much faster than the original Agamemnon design, along with a slight speed increase.
Three of these are put into production, two of which, plus the Agamemnon from last year, will complete in the coming year.
T 9
The Psius and Henja systems are scouted. Henja could potentially support life.
We plan the production of three more Agamemnon II class vessels. This will bring our first real fleet into operation, then counting 6 Agamemnon II class, 3 Agamemnon class, and two Enabler class refuelling tankers.
T 10
The Exploratoria class scout which first discovered Orcus has arrived at the Shay’Mi system, and there is something there!
It’s a ship, with an organic looking, flowing curve design. We count 5 turrets in total, four with extended barrels, and the fifth looking like some kind of missile launcher set into the central hull.
Its drive system seems to consist of these extended pods, and a rotating, glowing disc at the rear of the vessel. The drive system does not appear to confer much acceleration though, as it has only a very low speed while it approaches our ship.
Though both vessels target each other, the alien ship does not open fire, and our crew maintains its composure enough to do likewise. The captain reports a strange sensation, likening it to a headache, and says that he found himself bringing up memories of home and his travels while the other ship was nearby.
After a few minutes of circling each other, where the ship displayed high manoeuvrability, despite low speed, we broke off, and so did the alien vessel.
With our new Agamemnon IIs completed at Hercules, we name the fleet Task Force Pesticide. It receives its first ever orders, to head to Durendal and engage the Swarm aliens. We hope these will not be the last orders they ever receive.
With these military matters examined, the greatest miracle of the year may well be the discovery of the Excalibur system:
The Exploratoria which reached it reports that this system contains a planet with a thriving ecosystem, an oxygen/nitrogen atmosphere, and what appears to be both edible vegetation and fauna. If the Swarm is neutralised, our node physicists claim that there will be an open route from Hercules to Excalibur encompassing three nodelines, each no more than 7.5 lightyears in length. We can feasibly, and with economic ease, create a second home for the Human race. This
must be our greatest priority from now on.
T11
The alien vessel leaves Shay’Mi, heading for Noshu at Faster Than Light speeds. There is no nodeline in that direction, so we couldn’t follow even if our ship had fuel to do so. It is ordered to rotate cryosleep and act as another picket.
We prepare for the coming encounter at Durendal. If our scientists are correct, they will also provide us with the capability to create Pulsed Fission drives in the coming year.
T12
We come out of nodespace to engage the swarm. Due to lack of clear command and control systems in place, Task Force Pesticide reverts to normal space in a haphazard fashion, the two enabler tankers and three older Agamemnon designs come out first, along with three Agamemnon II class. The rest of the ships are not yet ready to engage.
A large brawl ensues, with the occasional pops of an exploding swarm creature in the melee, but also the jarring thuds of their plasma projectiles pockmarking our hulls.
Our first major loss comes when a stray plasma bolt ignites a fuel lead on one of our Enablers, it starts a chain reaction and the ship rips apart in a massive explosion
Fortunately, just moments later one of the delayed Agamemnon II class reverts to normal space, and joins the fray with all guns blazing.
Now that the swarm has been thinned out in earnest, Task Force Pesticide sets course for the dark, patterned asteroid in the distance that appears to be the Swarm’s Hive.
When in range, the fleet opens fire, all weapons on maximum yield.
Under the onslaught, the asteroid begins to crack and buckle, and it even sprouts flaming leaks of some kind where our shots pound into it.
One of the last surviving swarm aliens caused our second Enabler class tolose its fuel tank, but not before jettisoning fuel canisters, which will allow Task Force Pesticide to return home, victorious.
Eventually, the strain becames too much for the Hive asteroid, and it blows up in a spectacular blast, washing over our hulls without causing any further damage.
Now, Task Force Pesticide can return home. We suspect that the onboard Champaign stores will be depleted before their arrival.
The brave souls aboard the first Enabler will be remembered, along with the casualties aboard the other vessels, and the crew of the first Exploratoria which arrived at this terrible place. This day is henceforth a galaxy wide holiday, the first interstellar victory of the Human race!
T12
Victory is achieved, and along with it comes the advent of the Pulsed Fission Drive, we begin research into ultraviolet lasers, to improve our combat capabilities. We will not lose more brave souls in space without putting up the best fight we can.
(as you can see, there is a link to the cheaper, and less powerful green lasers. That link is always there, and there’s a % chance of getting a direct bypassing link to UV lasers, and we go lucky.)
Grand Admiral Raziel is now taking a twelve year sabbatical. It is now up to Overlord Folko to lead us to further victory among the stars!
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Savefile is here:
http://www.filecrunch.com/file/~py1eu0