With its emphasis on the exploits of single ships, Starships Unlimited would be an excellent place to begin a story like the adventures of the Japanese destroyer Hibiki in "War in the Pacific". But not being the writer that the [&o] famous Cuttlefish is, I will start this thread about the adventures of the Minervans, a green amphibian race.
A few details... this is a human v.s. computer game with the following settings: Random civilizations, 150 star random galaxy, skill level 3, atomic to singularity ages, no planet killers, challenging pirates, random events, include jump techs, and no advantages to either side. I am not a great genius at the game, so the outcome could be a horrible defeat [:@] with frog legs on the menu, or a victory with extra flies for everyone [:'(]. One purpose is to give the random reader a feel for the game with its ups and downs. I intend to post the details at a rate of about one starship mission per day.
The Minervans [:D] have discovered rocket drive, and have decided to take the leap and to go into space. It is the year 2200, and their world "Sol-1" has assembled a budget of $4000 to build a scout and to go out and explore their vicinity. Astronomers report that they appear to be in the 11 o'clock position of a rather large galaxy, but only 1 star system is visible nearby. The Sol-1 star system is currently providing a pleasant $11/yr income, but this is peanuts compared the the millions that will be needed to operate a galactic navy. The Amphibian Council determines research project #1 to be a surface mine. Yes, it is not a weapon, or very exotic, but nothing helps the beginning of an adventure like a solid dependable cash flow. (Mines are worth $5/yr, equal to most star systems).
Year 2200, Cash 4000: Build scout ship "Victorious". It is equipped with double nuclear generators, electronic computers, and rocket drives mostly as backups for each other in case of damage (highly likely in a ship with 0% combat experience). There are also 20 forward and after pack rockets. The all volunteer crew consists of 7 scientists, 5 engineers, 2 security, and 6 navy personnel. This mixture is to emphasize science, not fighting. Sol-1 is also busy building a single set of pack rockets for minimal defense. It is also equipped with the manditory nuclear generator and electronic computer. A crew is also assembled: 7 scientists, 9 engineers, 2 security, and 2 navy. The size of this crew is much more than the planetary system can currently support, but we need to get the scout ship off the ground in this century.
Year 2201, Cash 3571 (-$29): Unless we can get find some cash, we will be eating pond slime for breakfast and one doesn't want to think of what we will be using for rocket fuel.
It isn't easy being Green
RE: It isn't easy being Green
Year 2208, Cash 3202 (-$27): Bon Voyage to the Victorious. With Captain Kermit on the bridge, the tiny ship slowly backs out of spacedock. There is plenty of shiny new paint, but the captain is well aware that there are serious dangers and unknowns in deep space, and that right now his inexperienced crew is lucky to be steering in a straight line. Currently, there are 6 star systems visible, and his orders are to explore the closest one, Hyades, about 1 light year distant to the north. Once the glow of the departing scout's after burners has faded, Sol-1 laid off its complement of engineers, retaining only 2 as the liberal amphibian party chirps at the seemingly unnecessary expense of space adventures. In their opinion, this cash would be far better spent feeding starving tadpoles in third world ponds.
Using its best turtle speed, Victorious approaches the Hyades system. Sensors indicate that it is a poor system, with only 1 planet of little value. Its rocks and surplus metals will bring in $2/year. The good news is that it is poorly defended by only a single sunflower, and Victorious uses the plant as a chance for the rookies to fire their pack rockets at a still target. It all goes just like on the simulators, and Victorious gains 1 combat experience point.
Year 2208, Cash 3148 (-$27): New mission, explore Antilae, 2 light years to the north. On Sol-1 a freighter is immediately ordered up for Hyades. On approach to Antilae, sensors report that it appears to be another barren system with 2 planets worth a total of $3/year. At the current rate of exploration, it will take a century before enough planets have been acquired to break even in cash flow. The first planet is defended by 4 plasma bugs. Captain Kermit is quite familiar with bugs, including these spider-like creatures. What is unusual is that he has never seen so many crowded together on one planet. This should consume alot of rockets. Victorious attacks, but is rather clumsy in maneuvering, and sails right over the middle of the pack. There are forward and aft pack rockets going off, interspersed with zaps from the plasma bugs. Two bugs go up in explosions, but as Victorious finishes her run and spins away from the planet, a yellow computer alert flag flys, and she is down to 67% integrity. Two plasma bugs remain, glaring at the ship. Kermit is faced with a difficult choice. The more aggressive members of his crew want to finish off the bugs, and he feels confident that Victorious is up to the task. Yet, there is a slight chance that the bugs could get lucky, and if Victorious is lost, all Amphibia will be reduced to the backwaters of the galaxy waiting for a new ship to be built. He opts for taking a look at what is on the second planet and then to head home for repairs. Planet 2 also hold 3 plasma bugs, more than enough to defend it against the wounded scout ship.
Year 2212, Cash 3054 (-$21): New mission, head home for repairs, and a chance for the crew to stretch out their legs and immerse themselves in cool water. Arrived just in time to see the departure of the first freighter for Hyades. This will be an extended leave time for the crew, as repairs progress slowly. Year 2214: Research project #2: defensive fighter flak. Pirates love using fighters and standoffs, and one has to be prepared to meet either sooner or later. Sol-1 begins to build a surface mine. This will help considerably to adjust the cash flow problem.
Using its best turtle speed, Victorious approaches the Hyades system. Sensors indicate that it is a poor system, with only 1 planet of little value. Its rocks and surplus metals will bring in $2/year. The good news is that it is poorly defended by only a single sunflower, and Victorious uses the plant as a chance for the rookies to fire their pack rockets at a still target. It all goes just like on the simulators, and Victorious gains 1 combat experience point.
Year 2208, Cash 3148 (-$27): New mission, explore Antilae, 2 light years to the north. On Sol-1 a freighter is immediately ordered up for Hyades. On approach to Antilae, sensors report that it appears to be another barren system with 2 planets worth a total of $3/year. At the current rate of exploration, it will take a century before enough planets have been acquired to break even in cash flow. The first planet is defended by 4 plasma bugs. Captain Kermit is quite familiar with bugs, including these spider-like creatures. What is unusual is that he has never seen so many crowded together on one planet. This should consume alot of rockets. Victorious attacks, but is rather clumsy in maneuvering, and sails right over the middle of the pack. There are forward and aft pack rockets going off, interspersed with zaps from the plasma bugs. Two bugs go up in explosions, but as Victorious finishes her run and spins away from the planet, a yellow computer alert flag flys, and she is down to 67% integrity. Two plasma bugs remain, glaring at the ship. Kermit is faced with a difficult choice. The more aggressive members of his crew want to finish off the bugs, and he feels confident that Victorious is up to the task. Yet, there is a slight chance that the bugs could get lucky, and if Victorious is lost, all Amphibia will be reduced to the backwaters of the galaxy waiting for a new ship to be built. He opts for taking a look at what is on the second planet and then to head home for repairs. Planet 2 also hold 3 plasma bugs, more than enough to defend it against the wounded scout ship.
Year 2212, Cash 3054 (-$21): New mission, head home for repairs, and a chance for the crew to stretch out their legs and immerse themselves in cool water. Arrived just in time to see the departure of the first freighter for Hyades. This will be an extended leave time for the crew, as repairs progress slowly. Year 2214: Research project #2: defensive fighter flak. Pirates love using fighters and standoffs, and one has to be prepared to meet either sooner or later. Sol-1 begins to build a surface mine. This will help considerably to adjust the cash flow problem.
RE: It isn't easy being Green
Year 2220, Cash 2890 (-$19): New mission. Captain Kermit opens the brown folder and dismisses the olive-green clad messenger from Amphibia high command. After 8 frog years of repairs, he is eager to get back into space. He glances at the few words written down, and then pushes a button that sounds the ship's intercom whistle. "Attention all hands, make preparations to get underway." Later, he addresses the assembled crew, and announces that it is time to return to Antilae and to take out those spiders. During the run to Antilae, the navigator now carefully plots in 8 star systems within long-range freigher distance of Sol-1. Victorious will be busy for some time to come. Once at Antilae, With a well earned respect for the plasma bugs, Victorious dives into the fray with all pack rockets firing. The bug spit back bolts of plasma and are proving surprisingly resistant. After several rounds of action, however, they are exterminated, and Victorious is able to examine the Antilae system in detail. For all the struggle to overcome the sentries, the planet is nearly worthless. The scout ship did not escape the battle undamaged, (87% integrity), and worse yet, 3 crew members were killed when their station exploded into toxic fumes and shredded metal. With a damaged ship and a low combat experience of only 17%, Captain Kermit reluctantly orders the ship home for repairs. As the green-clad 3 caskets are released to deep space, he reflects that clearly Amphibia is having a difficult time getting started, and space is full of dangers.
Year 2223, Cash 2840 (-$14): New mission, return home for repairs. Surface mining on Sol-1 has reduced some of the negative cash flow, and a new freighter is ordered for Antilae. Year 2224, Research project #3: Optical computer - one of the quickest ways to achieve some accomplishments is to discover something on the planets, with the planetary surveys. Thus far, Victorious has come up empty. Once Victorious docked, one of the two old electronic computer systems was taken out and replaced with a new defensive fighter flak station. Captain Kermit spends time with the scientists discussing the poor accomplishment record thus far of their adventures into space. He learns that most of the nearby star systems were likely formed at about the same time from the same giant hydrogen cloud. Likely, billions of years ago, a supernova explosion shocked the gas in the cloud and initiated the formation of the star cluster which includes Sol-1. Kermit observes to the scientists that, "On the talk shows, we are taking a beating for spending extraorbitant chunks of money to find the same kinds of rocks one can step outside and pick up off the ground. Listening to your explanation, I can see why." One scientist mentions that he should try exploring to the east, which contains stars of different spectral types. Kermit jots down the suggestion and later that night sends off a note to Amphibia high command.
Year 2229, Cash 2732 (-$11): New mission, explore the Corvi system, 4 light years to the east. Thirty years have flown by, and Amphibia has acquired only a pair of freighter routes and is still running a significant cash flow deficit. If one falls behind in intelligence and resources, it can be a difficult struggle uphill against the superior forces of an opponent. After a short trip, Victorious arrives at the Corvi system and finds 4 planets at $11/year [:)]. Finally a system of merit, and the Captain can only wonder at how well defended these planets must be compared to the struggle for Antilae. Planet one has only a single storm, easily taken out with one shot. Planet 2 is only slightly better defended with a pair of plaque mosses, that provide target practice for a brace of rockets. Planet 3, in contrast, has 4 storms [X(]. Fortunately for Victorious, they stay separated and the small scout is able to maneuver and shoot, and takes them out with only one spin out. The ship is rewarded with 2 combat maneuvers. Planet 4 has a pair of killer satellites, but now at 27% combat experience, they are as easy as shooting ducks for the forward rocket team.
Back on Sol-1, year 2236, Research project #4 is initiated: nuclear fighters. These require a lot of energy, but pack an offensive wallop, and their ability to maneuver is unmatched. One of their best benefits is the ability to take the fight to the enemy, while the mother ship waits and watches at a safe distance. These should definitely help with the process of overcoming planet sentries. Added a third mine to Sol-1, and the cash flow deficit will soon come down.
Year 2223, Cash 2840 (-$14): New mission, return home for repairs. Surface mining on Sol-1 has reduced some of the negative cash flow, and a new freighter is ordered for Antilae. Year 2224, Research project #3: Optical computer - one of the quickest ways to achieve some accomplishments is to discover something on the planets, with the planetary surveys. Thus far, Victorious has come up empty. Once Victorious docked, one of the two old electronic computer systems was taken out and replaced with a new defensive fighter flak station. Captain Kermit spends time with the scientists discussing the poor accomplishment record thus far of their adventures into space. He learns that most of the nearby star systems were likely formed at about the same time from the same giant hydrogen cloud. Likely, billions of years ago, a supernova explosion shocked the gas in the cloud and initiated the formation of the star cluster which includes Sol-1. Kermit observes to the scientists that, "On the talk shows, we are taking a beating for spending extraorbitant chunks of money to find the same kinds of rocks one can step outside and pick up off the ground. Listening to your explanation, I can see why." One scientist mentions that he should try exploring to the east, which contains stars of different spectral types. Kermit jots down the suggestion and later that night sends off a note to Amphibia high command.
Year 2229, Cash 2732 (-$11): New mission, explore the Corvi system, 4 light years to the east. Thirty years have flown by, and Amphibia has acquired only a pair of freighter routes and is still running a significant cash flow deficit. If one falls behind in intelligence and resources, it can be a difficult struggle uphill against the superior forces of an opponent. After a short trip, Victorious arrives at the Corvi system and finds 4 planets at $11/year [:)]. Finally a system of merit, and the Captain can only wonder at how well defended these planets must be compared to the struggle for Antilae. Planet one has only a single storm, easily taken out with one shot. Planet 2 is only slightly better defended with a pair of plaque mosses, that provide target practice for a brace of rockets. Planet 3, in contrast, has 4 storms [X(]. Fortunately for Victorious, they stay separated and the small scout is able to maneuver and shoot, and takes them out with only one spin out. The ship is rewarded with 2 combat maneuvers. Planet 4 has a pair of killer satellites, but now at 27% combat experience, they are as easy as shooting ducks for the forward rocket team.
Back on Sol-1, year 2236, Research project #4 is initiated: nuclear fighters. These require a lot of energy, but pack an offensive wallop, and their ability to maneuver is unmatched. One of their best benefits is the ability to take the fight to the enemy, while the mother ship waits and watches at a safe distance. These should definitely help with the process of overcoming planet sentries. Added a third mine to Sol-1, and the cash flow deficit will soon come down.
RE: It isn't easy being Green
Year 2236, Cash 2672 (-$6): New mission, explore the Hadar system, 5 light years from Sol-1. Captain Kermit notes that it is out of range for Sol-1's puny type-1 freighters, but as it is only 1 light year from the current position of Victorious, there is no harm in taking a look see. It does not take long to see that Hadar is another impoverished system with 1 planet at $3/year. There are no defenses, and Victorious is soon ready to depart with 100% integrity, 13 forward pack rockets, and now a total of 27% combat experience.
Year 2239, Cash 2644 (-$6): New mission, explore the Virgo system. Plots of 11 star systems are now on the
CIC map, and Virgo is one of the few remaining systems within 4 light years of Sol-1. Back on Sol-1, a new freighter is ordered up for Corvi, although currently the home base is busy building a surface mine. To the dismay of both the captain and crew of Victorious, Virgo is another impoverished system, with only one tiny planet worth $3/year, and no defenses. In this early phase of the game, where staking out territorial claims and collecting resources dominates, clearly the amphibians are not setting new records for acquisition and efficiency. This is quite an embarrassment for the home command, as the Minervan religion is founded on the idea of "first out of the water". This concept in simplistic terms explains the superiority of the amphibian race over the other species living on Sol-1. Since the amphibians were first to step out of the oceans of their origin and move onto land, they are the natural top species on the planet. Thus, it is with great reluctance, that Captain Kermit pens in his report to back to the home planet.
Year 2242, Cash 2586 (-$6): New Mission, explore Cancri. The messenger delivers the news to Captain Kermit, and he orders the helm to be pointed at Cancri, positioned 5 light years southeast of Sol-1. As the star and its planets come into focus on the forward screen, it is clear that this one is a fine system, with 4 planets and a total of $8/year [:)]. The crew exchanges knowing looks; this system will be defended. The approach to the first planet reveals that it is a very large type 5, covered with 4 plasma bugs. Here is a chance to see if Victorious has improved over its first feeble encounter with these nasty insects. With great determination, the tiny scout attacks, and the crew performs magnificantly. All 4 spiders are zapped, with only minimal damage
. Victorious is awarded 2 combat maneuvers. The second planet contains 3 more of the plasma bugs. Now confident that it can handle these creatures, Victorious aggressively enters their lair. Unfortunately, they form a defensive wedge, and the starship sails right into the worst possible position [:@], and starts to take hits. The crew stays calm amidst the smoke and clamor of alarm bells, and with accurate rocket fire, shoots their way out of the trap. Within minutes, the 3 plasma bugs are gone, but Victorious is drifting, flying both a red computer flag and (more critically) a yellow generator flag. Leaking gas and parts, with integrity at 47%, Victorious begins the long crawl home.
Year 2239, Cash 2644 (-$6): New mission, explore the Virgo system. Plots of 11 star systems are now on the
CIC map, and Virgo is one of the few remaining systems within 4 light years of Sol-1. Back on Sol-1, a new freighter is ordered up for Corvi, although currently the home base is busy building a surface mine. To the dismay of both the captain and crew of Victorious, Virgo is another impoverished system, with only one tiny planet worth $3/year, and no defenses. In this early phase of the game, where staking out territorial claims and collecting resources dominates, clearly the amphibians are not setting new records for acquisition and efficiency. This is quite an embarrassment for the home command, as the Minervan religion is founded on the idea of "first out of the water". This concept in simplistic terms explains the superiority of the amphibian race over the other species living on Sol-1. Since the amphibians were first to step out of the oceans of their origin and move onto land, they are the natural top species on the planet. Thus, it is with great reluctance, that Captain Kermit pens in his report to back to the home planet.
Year 2242, Cash 2586 (-$6): New Mission, explore Cancri. The messenger delivers the news to Captain Kermit, and he orders the helm to be pointed at Cancri, positioned 5 light years southeast of Sol-1. As the star and its planets come into focus on the forward screen, it is clear that this one is a fine system, with 4 planets and a total of $8/year [:)]. The crew exchanges knowing looks; this system will be defended. The approach to the first planet reveals that it is a very large type 5, covered with 4 plasma bugs. Here is a chance to see if Victorious has improved over its first feeble encounter with these nasty insects. With great determination, the tiny scout attacks, and the crew performs magnificantly. All 4 spiders are zapped, with only minimal damage

RE: It isn't easy being Green
Year 2246, Cash 2571 (-$1): At Sol-1, new Research project #5, a type 2 freighter. There are several star systems at 5 light years distance that can be exploited by a longer-range freighter. A set of nuclear fighters is added to the defense of Sol-1.
Year 2249, Cash 2350 (+$10): Victorious arrives back at Sol-1. A new optical compouter system upgrade is installed, and the aft pack rockets are removed and replaced by nuclear fighters. Overall, there is a rise in optimism among Amphibians, as the space program is finally paying its way and a small piece of local space has been safely explored. The freighter route for Virgo then kicks in and income moves to an all-time high of +$13. As a result, 2 engineers are rehired at Sol-1 (now a total of 4) to speed up the process of new construction and repairs. Year 2261, new Research project # 6, a science laboratory. Being technologically ahead of the competition is critical, and a a little investment early in the game will create long-term dividends. A new type 3 freighter is ordered for the Hadar system from Sol-1.
Year 2264, Cash 2367 (+$11): New Mission, return to Cancri. It has been 15 years, and both the captain and crew are eager to return to the scene of their last battle. The run to Cancri proceeds smoothly, and two new star systems are revealed, about 7-10 light years from Sol-1. Once at Cancri, planet 3 is discovered to be a huge type 3, crawling with 4 plasma bugs. It is time to try out the new nuclear fighters. The pesky bugs take out 5 pilots, but the advantages of fighters is clearly revealed as the starship itself takes no damage and steers clear of the battle scene. A pair of combat maneuvers is awarded to Victorious, now at 49% combat efficiency.
Year 2268, Cash 2414 (+$14): New Mission, return to Sol-1. This is just a quick flyby to pick up a new set of trained pilots and fresh crickets, on the way to further exploration on the opposite side of Sol-1. On the home system, a type 3 freighter is ordered up for Cancri, and 2 more engineers are rehired. Amphibia is now at 25% wisdom, has 5 research projects complete, and freighter routes to 6 star systems.
Year 2271, Cash 2380 (+12): New Mission, explore Herculis system, 4 light years north of Sol-1. It is a quick trip, and Herculis is a poor system containing only 2 planets worth $3/yr. Planet 1 is defended by 3 plaque mosses. These do not fire back as they are targeted by the nuclear fighters. Planet 2 is guarded by a single ram fish. Captain Kermit is well aware that these can be dangerous, as they are agile and tend to shoot back. In the ready room, he warns his fighter pilots to be careful with this robot guardian. Today there is only one, and he feels that it will be good training for his pilots in preparation for even more formidable opponents. For some reason, the ram fish fails see their approach, and is readily destroyed. A formal inspection of the planet by the scientists finds little of value.
Year 2276, back on Sol-1, new research project #7, electromagnetic drive. With a whole galaxy to explore, and plenty of competition, extra speed is part of the strategic equation. Construction of a science laboratory also begins.
Year 2249, Cash 2350 (+$10): Victorious arrives back at Sol-1. A new optical compouter system upgrade is installed, and the aft pack rockets are removed and replaced by nuclear fighters. Overall, there is a rise in optimism among Amphibians, as the space program is finally paying its way and a small piece of local space has been safely explored. The freighter route for Virgo then kicks in and income moves to an all-time high of +$13. As a result, 2 engineers are rehired at Sol-1 (now a total of 4) to speed up the process of new construction and repairs. Year 2261, new Research project # 6, a science laboratory. Being technologically ahead of the competition is critical, and a a little investment early in the game will create long-term dividends. A new type 3 freighter is ordered for the Hadar system from Sol-1.
Year 2264, Cash 2367 (+$11): New Mission, return to Cancri. It has been 15 years, and both the captain and crew are eager to return to the scene of their last battle. The run to Cancri proceeds smoothly, and two new star systems are revealed, about 7-10 light years from Sol-1. Once at Cancri, planet 3 is discovered to be a huge type 3, crawling with 4 plasma bugs. It is time to try out the new nuclear fighters. The pesky bugs take out 5 pilots, but the advantages of fighters is clearly revealed as the starship itself takes no damage and steers clear of the battle scene. A pair of combat maneuvers is awarded to Victorious, now at 49% combat efficiency.
Year 2268, Cash 2414 (+$14): New Mission, return to Sol-1. This is just a quick flyby to pick up a new set of trained pilots and fresh crickets, on the way to further exploration on the opposite side of Sol-1. On the home system, a type 3 freighter is ordered up for Cancri, and 2 more engineers are rehired. Amphibia is now at 25% wisdom, has 5 research projects complete, and freighter routes to 6 star systems.
Year 2271, Cash 2380 (+12): New Mission, explore Herculis system, 4 light years north of Sol-1. It is a quick trip, and Herculis is a poor system containing only 2 planets worth $3/yr. Planet 1 is defended by 3 plaque mosses. These do not fire back as they are targeted by the nuclear fighters. Planet 2 is guarded by a single ram fish. Captain Kermit is well aware that these can be dangerous, as they are agile and tend to shoot back. In the ready room, he warns his fighter pilots to be careful with this robot guardian. Today there is only one, and he feels that it will be good training for his pilots in preparation for even more formidable opponents. For some reason, the ram fish fails see their approach, and is readily destroyed. A formal inspection of the planet by the scientists finds little of value.
Year 2276, back on Sol-1, new research project #7, electromagnetic drive. With a whole galaxy to explore, and plenty of competition, extra speed is part of the strategic equation. Construction of a science laboratory also begins.
RE: It isn't easy being Green
Year 2277, Cash 2402 (+22): New Mission, explore the Gorna system, 5 light years north of Sol-1. As Victorious departs, a freighter is ordered up on Sol-1 for Herculis. As the small scout ship approaches Gorna, sensors report that there are 3 planets, worth a combined value of $4/year. Planet 1 is a small type 5, covered with 4 plaque mosses. However, none of these fire back at the fighters and they are quickly weeded out. Planet 2 is flying 3 killer satellites. The trick here is to fly close enough to blow them up, without being caught up in the blast. One pilot does fly too close and is injured in the triple explosion, but overall killer satellites are relatively easy. Planet 3 is a medium type 3 defended by 4 ram fish. Everyone on the bridge of Victorious involuntarily holds their breath as the fighters make their approach toward the ram fish. But to the surprise of all, the metal monsters remain silent and are quickly disposed of. Nothing is found on the planet, which is somewhat discouraging. More than 15 planets have been scanned thus far, each with a 10% or better chance of finding something interesting, and all have been little more than big rocks, little rocks, and sand.
Year 2282, Cash 2471 (+$21): New Mission, explore the Brach system, 6 light years north of Sol-1. Back on Sol-1, a freighter for Gorna, and a second science laboratory are ordered up. Brache shows up on the screen as a small 2 planet system of little value at $3/year. There are no defenses, (why are the Amphibians not surprised) and nothing interesting is found there either. Captain Kermit dryly notes that it is a fast way to accumulate wisdom.
Year 2284, Cash 2363 (+$21): New Mission, explore the Wolf system. This rather isolated star system recently turned up on the scanners 9 light years northwest of Sol-1. Upon arrival, it is found to be a 2 planet system worth $5/year. Planet 1 is defended by a pair of storms. The fighter team miscalculates on this one, and gets whirled more than five times (with 6 pilots spun into a mixture of protoplasm and metal) before they can take out the two "easy" storms. The second planet is undefended.
Year 2289, back on Sol-1, Research Project #8: a type 2 colony ship. Although Victorious needs better weapons and defenses, a strategic decision is made to emphasize early growth over creating a powerhouse starship. New colonies are very vulnerable to attack, particularly after one acquires a set of enemies. With the local space currently rather quiet, it may be time to set up a colony without having to guard it with one's only starship. The extra range ordered up for the potential colony ship will still keep it close enough to Sol-1 to establish a mutual defense system, without creating too much overlap with the freighter routes. Based on the current map, even a type 2 colony ship (range 7 light years) will not readily increase Amphibia's colony site options, but new star systems are turning up to the northwest. It would certainly help with strategic planning to know more about one's neighbors. In this way, a new colony site could be placed away from one's potential allies, and closer to one's potential enemies for use as a raiding and repair site.
Year 2282, Cash 2471 (+$21): New Mission, explore the Brach system, 6 light years north of Sol-1. Back on Sol-1, a freighter for Gorna, and a second science laboratory are ordered up. Brache shows up on the screen as a small 2 planet system of little value at $3/year. There are no defenses, (why are the Amphibians not surprised) and nothing interesting is found there either. Captain Kermit dryly notes that it is a fast way to accumulate wisdom.
Year 2284, Cash 2363 (+$21): New Mission, explore the Wolf system. This rather isolated star system recently turned up on the scanners 9 light years northwest of Sol-1. Upon arrival, it is found to be a 2 planet system worth $5/year. Planet 1 is defended by a pair of storms. The fighter team miscalculates on this one, and gets whirled more than five times (with 6 pilots spun into a mixture of protoplasm and metal) before they can take out the two "easy" storms. The second planet is undefended.
Year 2289, back on Sol-1, Research Project #8: a type 2 colony ship. Although Victorious needs better weapons and defenses, a strategic decision is made to emphasize early growth over creating a powerhouse starship. New colonies are very vulnerable to attack, particularly after one acquires a set of enemies. With the local space currently rather quiet, it may be time to set up a colony without having to guard it with one's only starship. The extra range ordered up for the potential colony ship will still keep it close enough to Sol-1 to establish a mutual defense system, without creating too much overlap with the freighter routes. Based on the current map, even a type 2 colony ship (range 7 light years) will not readily increase Amphibia's colony site options, but new star systems are turning up to the northwest. It would certainly help with strategic planning to know more about one's neighbors. In this way, a new colony site could be placed away from one's potential allies, and closer to one's potential enemies for use as a raiding and repair site.
RE: It isn't easy being Green
Year 2289, Cash 2480 (+$28): New Mission, explore the Gemini system. Victorious is now 9 light years from Sol-1, and rather than go back for replacement pilots, opts to at least take a peek at this nearby system. Captain Kermit scans his battle reports and notes that Victorious is at 88% integrity and 63% combat experience. As Gemini grows ever larger on the main screen, it is apparent that this yet another tiny system with one planet at $3/year. Moreover, there are no defenses. It seems hardly worth the bother, but the scientists scan the planet with a routine yawn, and make a startling discovery! They recover a "summon ancient warship" artifact [:D]. This is one of the best artifacts in the game, and a huge difference maker, as a powerful cruiser can be summoned at will to the scene of an emergency. So it is with bright spirits that Victorious points her bow homeward for some well earned rest and recreation.
Year 2292, Cash 2564 (+$28): New Mission, return to Sol-1 for pilots and a new drive upgrade. The flight home took Victorious briefly past the Castor system, and a series of alert whistles sent everyone on the bridge to the viewscreen, which showed the presence of a nearby blue planet. For Amphibians, such a planet is the best of all possible worlds as a colonization site, and this one appeared well positioned amongst a collection of numerous star systems too distant from Sol-1 for freighter routes. The only drawback is that the watery world will require the range of a type 3 colony ship to reach it from Sol-1.
Back at Sol-1, a third laboratory and a few more scientists to operate the building are added to the colony, in an attempt to keep new research moving at a rapid pace.
Year 2297, Cash 2463 (+$26): Arrive at Sol-1 to great joy and celebration. Workers rush aboard to install a pair of electromagnetic drive upgrades, and the new pilots report for duty. Crew training at Sol-1 continues to be upgraded using some of the positive cash flow, and there are now 10 scientists working in 3 laboratories and 10 engineers on the foundries. The economic status report reveals that 8 star systems now have freighter routes. Amphibian astronomers report an additional 10 systems visible, 3 of which have already been explored by Victorious. All of these are currently outside the freighter range of Sol-1, and are east and northeast of the main Amphibian colony.
2300, Amphibia celebrates a century in space with Research Project #9, a type 3 colony ship. This choice was not an easy decision, as the starship is still weak in defenses and needs armor. However, establishment of a new colony currently has top priority, and even though Castor has not yet been scouted, the present of a blue planet covered with cool water gives hope to all the frogs of Amphibia. The space party on Amphibia is well aware of the advantages to keeping a national goal in the news, and right now, everything is geared to prolonging the happy mood that surrounds all mention of this mysterious planet. At only 8 light years distant, it is a short hop for warships, thus offering mutual defense, and yet it is far enought from Sol-1 to avoid too much freighter system overlap. In the far future, once type 9 or better freighters have been acquired, in the event of a sudden and unexpected loss of either colony, all freighter routes can be quickly transferred to the remaining colony.
Year 2292, Cash 2564 (+$28): New Mission, return to Sol-1 for pilots and a new drive upgrade. The flight home took Victorious briefly past the Castor system, and a series of alert whistles sent everyone on the bridge to the viewscreen, which showed the presence of a nearby blue planet. For Amphibians, such a planet is the best of all possible worlds as a colonization site, and this one appeared well positioned amongst a collection of numerous star systems too distant from Sol-1 for freighter routes. The only drawback is that the watery world will require the range of a type 3 colony ship to reach it from Sol-1.
Back at Sol-1, a third laboratory and a few more scientists to operate the building are added to the colony, in an attempt to keep new research moving at a rapid pace.
Year 2297, Cash 2463 (+$26): Arrive at Sol-1 to great joy and celebration. Workers rush aboard to install a pair of electromagnetic drive upgrades, and the new pilots report for duty. Crew training at Sol-1 continues to be upgraded using some of the positive cash flow, and there are now 10 scientists working in 3 laboratories and 10 engineers on the foundries. The economic status report reveals that 8 star systems now have freighter routes. Amphibian astronomers report an additional 10 systems visible, 3 of which have already been explored by Victorious. All of these are currently outside the freighter range of Sol-1, and are east and northeast of the main Amphibian colony.
2300, Amphibia celebrates a century in space with Research Project #9, a type 3 colony ship. This choice was not an easy decision, as the starship is still weak in defenses and needs armor. However, establishment of a new colony currently has top priority, and even though Castor has not yet been scouted, the present of a blue planet covered with cool water gives hope to all the frogs of Amphibia. The space party on Amphibia is well aware of the advantages to keeping a national goal in the news, and right now, everything is geared to prolonging the happy mood that surrounds all mention of this mysterious planet. At only 8 light years distant, it is a short hop for warships, thus offering mutual defense, and yet it is far enought from Sol-1 to avoid too much freighter system overlap. In the far future, once type 9 or better freighters have been acquired, in the event of a sudden and unexpected loss of either colony, all freighter routes can be quickly transferred to the remaining colony.
RE: It isn't easy being Green
Year 2300, Cash 2566 (+$13): New Mission, explore the Castor system, 8 light years to the northeast. It is a long flight, but made shorter by the new drive system. Anticipation is high on board Victorious, for water means life to amphibians. All eyes turn to the preliminary results coming in from the long range scan. There are 4 planets, worth a very pleasant collective $10/year. That this system will not be a cake walk to scan is made immediately apparent, when planet 1, a medium ringed type 6, displays a horde of 4 ram fish. As before, Captain Kermit advises his pilots to take great care around these sentinals, for they can both ram and shoot. The fighters race off, and obtain optimal position on the run in. Unfortunately, their first 2 shots miss the agile ram fish. Knowing that ram fish can survive at least 2 hits a piece, the frowns deepen on the faces of the coordinators back on the ship. But for some reason, these ram fish appear to be defective. The pilots recover, and start hitting them, and remarkably quickly the planet is cleared. A survey on the surface finds an "instant best drive" artifact. This is a very good find indeed. The best use for this ability is during the losing end of a battle, when it is well past time to leave, but the drive system is too badly damaged to let you. Application of the "instant best drive" at such a time can save a ship from certain doom. It does not escape the captain's notice that after surveying 2 dozen planets without much luck, the addition of an optical computer appears to have made a difference. Victorious loads its swaggering pilots and moves on to planet 2. It is guarded by a single defensive drone. These too can be dangerous, and can survive some damage. The fighters manage to sneak up on it while its back is turned, and then down it before it can complete a 180 degree rotation. Planet 3 has three ram fish. As before, they appear to be defective, and remain silent as each is blasted in turn by the fighters. The fourth planet is a beautiful blue, a large oceanic type 1 defended by three ram fish. Everyone holds their breath to see if Victorious can get lucky one more time. And the answer is . . . yes. The starship is awarded 2 combat maneuvers, and the report on the captain's desk notes that Victorious is now at 74% combat efficiency. A new home for Amphibians everywhere has been found [:D]!
Year 2307, Cash 2657 (+$13): New mission, explore the Puppis system, only 1 light year distant from the current position of Victorious, and a good freighter system candidate once the Castor system is colonized. Actually, it is a very nice system too, with 4 planets worth $6/year. Victorious sets about inspecting the planets. Number one is a ringed medium type 6 defended by a pair of lightning storms. These are not serious opponents, although occasionally one will get in a hit. This proves to be one of those times, as the surprisingly aggressive storms put up a fire wall of resistance, and 3 pilots are lost just in the approach. Tricky maneuvering saves the day, and avoids further damage. Planet 2 is not defended.
Year 2309, New research project #10, ceramic armor. It is not very difficult to take out sentries with the long range nuclear fighters, but in a fight between starships, Victorious could quickly take damage without some kind of armor. Also, a colony ship is ordered on Sol-1.
Back at the Puppis system, Victorious glides silently toward planet 3. It is a tiny one, but surprisingly almost completely covered with 4 defensive drones. Victorious will have to return to Sol-1 after this mission anyway, so Captain Kermit makes the aggressive choice to attack. These are not duds, and vigorously fire back. Three pilots are lost, and the remaining 4 return to the ship after expending all their ammunition. Two drones stare defiantly at the disappearing nuclear fighters. Victorious remains on station, and the fighters are quickly recharged and return to the fray. They meet with quick success, and Victorious is awarded 4 combat maneuvers. The last planet is defended by 3 storms. The loss of 9 naval crew members has dropped the combat efficiency of the Victorious to 57%, but as this is the last planet between the remaining crew and the long journey home, a few storms cannot defeat this particular starship. Fighters are launched, and elliminate the storms, although in the process, the least experience fighter pilot takes a lightning bolt and is killed. Sadly, the scout ship recovers and buries its dead, then turns the helm toward home.
Year 2307, Cash 2657 (+$13): New mission, explore the Puppis system, only 1 light year distant from the current position of Victorious, and a good freighter system candidate once the Castor system is colonized. Actually, it is a very nice system too, with 4 planets worth $6/year. Victorious sets about inspecting the planets. Number one is a ringed medium type 6 defended by a pair of lightning storms. These are not serious opponents, although occasionally one will get in a hit. This proves to be one of those times, as the surprisingly aggressive storms put up a fire wall of resistance, and 3 pilots are lost just in the approach. Tricky maneuvering saves the day, and avoids further damage. Planet 2 is not defended.
Year 2309, New research project #10, ceramic armor. It is not very difficult to take out sentries with the long range nuclear fighters, but in a fight between starships, Victorious could quickly take damage without some kind of armor. Also, a colony ship is ordered on Sol-1.
Back at the Puppis system, Victorious glides silently toward planet 3. It is a tiny one, but surprisingly almost completely covered with 4 defensive drones. Victorious will have to return to Sol-1 after this mission anyway, so Captain Kermit makes the aggressive choice to attack. These are not duds, and vigorously fire back. Three pilots are lost, and the remaining 4 return to the ship after expending all their ammunition. Two drones stare defiantly at the disappearing nuclear fighters. Victorious remains on station, and the fighters are quickly recharged and return to the fray. They meet with quick success, and Victorious is awarded 4 combat maneuvers. The last planet is defended by 3 storms. The loss of 9 naval crew members has dropped the combat efficiency of the Victorious to 57%, but as this is the last planet between the remaining crew and the long journey home, a few storms cannot defeat this particular starship. Fighters are launched, and elliminate the storms, although in the process, the least experience fighter pilot takes a lightning bolt and is killed. Sadly, the scout ship recovers and buries its dead, then turns the helm toward home.
RE: It isn't easy being Green
Year 2312, Cash 544 (+23): New mission, return to Sol-1. Although the band is playing as Victorious pulls in, it is only a brief stop, and the remaining crew will have to wait another time for liberty call. Amphibia is well on its way to 15 research projects, but lags badly in its planet survey program. It is critical in the early days into space to be able to reach the fusion age and all the equipment improvements that this age entails. The new pilots pile on board, and the starship casts off. It should be noted that the large reduction in available cash reflects the huge costs behind building Amphibia's first colony ship.
Year 2314, Cash 540 (+23): New mission, explore the Deneb system, 11 light years distant from Sol-1 but within easy freighter range of Castor. This system is currently on the edge of explored space, and contains 2 planets worth $6/year. Planet 1 is guarded by the now familiar pair of storms. Captain Kermit is confident that with 10 pilots at 88% combat efficiency, a pair of storms should prove to be no problem. Wrong. The storms wiggle and shoot, and 6 pilots are lost before the fighters can even get into position to open fire. While it is true that the surviving pilots are awarded 6 combat maneuvers, the attrition rate on pilots is too large to allow Victorious to efficiently conduct planetary exploration operations. Captain Kermit acknowledges the seemingly poor luck of the starship and openly wonders whether or not there is some command decision on his part that would make it easier to take out these sentry systems. Planet two contains 3 defensive drones. The soon to be formed new colony needs this star system, but why is every planetary survey so difficult? Kermit order the fighters to be launched, knowing that drones can be nasty. Three more pilots are lost as the drones are cleared, and 2 combat maneuvers are taken away from Victorious due to pilot attrition.
Year 2320, Cash 645 (+27): New mission, return to Sol-1 for crew replacements.
2321, New colony "Castor IV" is founded. A single scientist, engineer, security, and navy are trained. Nuclear fighters are ordered for the colony, as undefended colonies are enemy warship magnets.
Back at Sol-1, Victorious makes another quick pit stop, and the new pilots are double-timed aboard.
Year 2324, Cash 1467 (+33): New mission, explore the Centauri system, 8 light years northeast of Sol-1. The newly achieved $10/year of cash flow from Castor means that additional crew can be trained on both Sol-1 (8 sci, 8 eng, 3 sec, 3 nav) and Castor IV (1 sci, 4 eng, 1 sec, 1 nav).
Year 2314, Cash 540 (+23): New mission, explore the Deneb system, 11 light years distant from Sol-1 but within easy freighter range of Castor. This system is currently on the edge of explored space, and contains 2 planets worth $6/year. Planet 1 is guarded by the now familiar pair of storms. Captain Kermit is confident that with 10 pilots at 88% combat efficiency, a pair of storms should prove to be no problem. Wrong. The storms wiggle and shoot, and 6 pilots are lost before the fighters can even get into position to open fire. While it is true that the surviving pilots are awarded 6 combat maneuvers, the attrition rate on pilots is too large to allow Victorious to efficiently conduct planetary exploration operations. Captain Kermit acknowledges the seemingly poor luck of the starship and openly wonders whether or not there is some command decision on his part that would make it easier to take out these sentry systems. Planet two contains 3 defensive drones. The soon to be formed new colony needs this star system, but why is every planetary survey so difficult? Kermit order the fighters to be launched, knowing that drones can be nasty. Three more pilots are lost as the drones are cleared, and 2 combat maneuvers are taken away from Victorious due to pilot attrition.
Year 2320, Cash 645 (+27): New mission, return to Sol-1 for crew replacements.
2321, New colony "Castor IV" is founded. A single scientist, engineer, security, and navy are trained. Nuclear fighters are ordered for the colony, as undefended colonies are enemy warship magnets.
Back at Sol-1, Victorious makes another quick pit stop, and the new pilots are double-timed aboard.
Year 2324, Cash 1467 (+33): New mission, explore the Centauri system, 8 light years northeast of Sol-1. The newly achieved $10/year of cash flow from Castor means that additional crew can be trained on both Sol-1 (8 sci, 8 eng, 3 sec, 3 nav) and Castor IV (1 sci, 4 eng, 1 sec, 1 nav).
RE: It isn't easy being Green
Year 2325, Cash 1437 (+18): New mission, An emergency message is received on Victorious that pirates have been reported in the Antilae star system. These vermin have to be taken out quickly before they sense a weakness and spread. Captain Kermit orders the helm put over and piles on the speed to remove the scourge. Fortunately, Victorious has just left Sol-1, is fully operational, and is not far from the Anitlae system. The question now becomes, that, having neglected starship defenses and firepower for the new colony on Castor IV, will the small scout ship be strong enough to defeat a pirate?
2325, Research project #11, defensive standoffs. Pirates love to use these concussion weapons, and one has to be able to stop them. Ceramic armor is added to the city defenses of Sol-1.
As the Antilae star system comes into view, sensors have no trouble picking up the pirate ship. It is so easy simply because the ship is huge, a corvette [:@]. The pirate ship is scanned, and interestingly, it appears to be in many ways similar to Victorious, with just an extra set of nuclear fighters and generators. Although short a set of fighters, Victorious still has its component of forward pack rockets. Captain Kermit studies his tactical options. The bulk of the corvette is simply too much for Victorious to hope to defeat one-on-one. His ship is currently the entire Amphibian navy fleet, and it will take many years, to build and outfit a 0% combat efficient gunboat sized starship. An even if Amphibia did, the gunboat starship would still be outgunned by the pirate. And pirates left alone have the nasty tendency to spread. He devises a plan. Victorious is at 96% combat efficiency, and will swoop in, fire off a few rounds, and then fly back to Sol-1 for a re-equip, while the pirate slowly loses effectiveness. Kermit determinedly barks out a set of orders, and Victorious boldly enters the fray. Her fighters launch first, and attack, getting in 2 shots, both blocked. The pirate launches its twin set of fighters and they ignore the fighters from Victorious and instead go after the scout ship. In seconds, using just 3 shots, Victorious is hit badly. Her hull is chewed up and is down to 34% survivability, and she is flying all sorts of colored warning flags. Amidst the chaos on the bridge, Captain Kermit orders an action break off. The fighters are recalled, but as they are far from Victorious, they may have to be sacrificed. The tiny scout starts to turn to break off, but the helm is very sluggish. Twenty pirate pilots bore in for the kill. Their concussion weapons open up with deadly accuracy, and the next two hits reduce Victorious to 20% survivability. Captain Kermit recognizes the obvious, and orders, "abandon ship", just before a pair of hits blows Victorious into space junk.
Back on Sol-1, the last transmission is received, and in the ensuing silence, Amphibia high command recognized that the battle was lost. There could be no survivors, as any who made it to the escape pods would be left drifting in space without hope of rescue. A commission is appointed into examining the causes of the loss of Victorious. Unlike most commissions, this one returns its report rather rapidly, with the following conclusions: (1) Captain Kermit actions were bold, if slightly foolhardy, and he is recommended for posthumous appointment to Rear Admiral; (2) the design of Victorious contained numerous flaws. There was inadequate understanding of the roll of shields and armor. Victorious needed shields, particularly laser or plasma shields to defend its hull against the type of weapons commonly used by planetary defenses and the pirate fighters. Behind this layer of shielding, Victorious also needed armor, at minimum, a set of ceramic armor. Had Victorious had these complementary systems in place, it might have survived its swoop and shoot plan. In reality, without these defenses, its hull was left completely vulnerable; (3) Amphibia's high command was also criticized for falling into the "bigger is better" trap. Rather than wait for a technological advance to allow the construction of bigger starships, Amphibia should have build a few more smaller ones. This would have increased the pace of space exploration and the acquisition of Wisdom. And, in the event a large warship invaded Amphibian space, the little ships could form up in a fleet action "wolf pack", quickly surrounding the big slow ship and pounding at its defenses from all aspects; and (4) it was not anticipated the the loss of Victorious would also result in the loss of the complete set of acquired artifacts. The most critical one was, of course, "summon ancient warship". Although there was a natural tendency to hoard this artifact, in fact, it should have been used to eliminate the pirate corvette. Although the Amphibians had gotten off to a slow start in their pace of space exploration, they did have 2 fine colonies, plenty of cash, and plenty of options available to deal with an uncertain future.
This report was read to the Amphibia high command, and afterwards a vote was taken on the fate of the space program. The pro-space party argued that enough cash was available to build a gunboat sized starship and to use it to throw out the pirate. The liberal party argued that it would take 10 years to build the gunboat, and another 12 years to outfit it. Moreover, the cost of such an enterprise would entirely gut the space budget. During the 22-25 years of the construction of this warship, the Amphibian colonies would be sitting in space, completely helpless. Current Wisdom is only at 65%, so even if the gunboat was lucky and took out the pirate, there would still be a long exploration program before the civilization would be able to advance to the next technology level. The results of the voting were announced. It was a complete victory for the liberal party, and as a result, Amphibia soon withdrew from space. The remaining cash in the budget was distributed to third world tadpole farms.
Postscript. I would have liked to have presented a document of battles between starfleets, of spies and alliances, of grand strategic decisions, but unfortunately, was not up to the task. Poor Amphibia never got out of the space exploration starting gate and flopped before its first real challenge. I thank the occasional reader who has followed this story with interest. It was not easy being green, and with some more practice and study, I may try again with a different civilization.
Ensign Oi
2325, Research project #11, defensive standoffs. Pirates love to use these concussion weapons, and one has to be able to stop them. Ceramic armor is added to the city defenses of Sol-1.
As the Antilae star system comes into view, sensors have no trouble picking up the pirate ship. It is so easy simply because the ship is huge, a corvette [:@]. The pirate ship is scanned, and interestingly, it appears to be in many ways similar to Victorious, with just an extra set of nuclear fighters and generators. Although short a set of fighters, Victorious still has its component of forward pack rockets. Captain Kermit studies his tactical options. The bulk of the corvette is simply too much for Victorious to hope to defeat one-on-one. His ship is currently the entire Amphibian navy fleet, and it will take many years, to build and outfit a 0% combat efficient gunboat sized starship. An even if Amphibia did, the gunboat starship would still be outgunned by the pirate. And pirates left alone have the nasty tendency to spread. He devises a plan. Victorious is at 96% combat efficiency, and will swoop in, fire off a few rounds, and then fly back to Sol-1 for a re-equip, while the pirate slowly loses effectiveness. Kermit determinedly barks out a set of orders, and Victorious boldly enters the fray. Her fighters launch first, and attack, getting in 2 shots, both blocked. The pirate launches its twin set of fighters and they ignore the fighters from Victorious and instead go after the scout ship. In seconds, using just 3 shots, Victorious is hit badly. Her hull is chewed up and is down to 34% survivability, and she is flying all sorts of colored warning flags. Amidst the chaos on the bridge, Captain Kermit orders an action break off. The fighters are recalled, but as they are far from Victorious, they may have to be sacrificed. The tiny scout starts to turn to break off, but the helm is very sluggish. Twenty pirate pilots bore in for the kill. Their concussion weapons open up with deadly accuracy, and the next two hits reduce Victorious to 20% survivability. Captain Kermit recognizes the obvious, and orders, "abandon ship", just before a pair of hits blows Victorious into space junk.
Back on Sol-1, the last transmission is received, and in the ensuing silence, Amphibia high command recognized that the battle was lost. There could be no survivors, as any who made it to the escape pods would be left drifting in space without hope of rescue. A commission is appointed into examining the causes of the loss of Victorious. Unlike most commissions, this one returns its report rather rapidly, with the following conclusions: (1) Captain Kermit actions were bold, if slightly foolhardy, and he is recommended for posthumous appointment to Rear Admiral; (2) the design of Victorious contained numerous flaws. There was inadequate understanding of the roll of shields and armor. Victorious needed shields, particularly laser or plasma shields to defend its hull against the type of weapons commonly used by planetary defenses and the pirate fighters. Behind this layer of shielding, Victorious also needed armor, at minimum, a set of ceramic armor. Had Victorious had these complementary systems in place, it might have survived its swoop and shoot plan. In reality, without these defenses, its hull was left completely vulnerable; (3) Amphibia's high command was also criticized for falling into the "bigger is better" trap. Rather than wait for a technological advance to allow the construction of bigger starships, Amphibia should have build a few more smaller ones. This would have increased the pace of space exploration and the acquisition of Wisdom. And, in the event a large warship invaded Amphibian space, the little ships could form up in a fleet action "wolf pack", quickly surrounding the big slow ship and pounding at its defenses from all aspects; and (4) it was not anticipated the the loss of Victorious would also result in the loss of the complete set of acquired artifacts. The most critical one was, of course, "summon ancient warship". Although there was a natural tendency to hoard this artifact, in fact, it should have been used to eliminate the pirate corvette. Although the Amphibians had gotten off to a slow start in their pace of space exploration, they did have 2 fine colonies, plenty of cash, and plenty of options available to deal with an uncertain future.
This report was read to the Amphibia high command, and afterwards a vote was taken on the fate of the space program. The pro-space party argued that enough cash was available to build a gunboat sized starship and to use it to throw out the pirate. The liberal party argued that it would take 10 years to build the gunboat, and another 12 years to outfit it. Moreover, the cost of such an enterprise would entirely gut the space budget. During the 22-25 years of the construction of this warship, the Amphibian colonies would be sitting in space, completely helpless. Current Wisdom is only at 65%, so even if the gunboat was lucky and took out the pirate, there would still be a long exploration program before the civilization would be able to advance to the next technology level. The results of the voting were announced. It was a complete victory for the liberal party, and as a result, Amphibia soon withdrew from space. The remaining cash in the budget was distributed to third world tadpole farms.
Postscript. I would have liked to have presented a document of battles between starfleets, of spies and alliances, of grand strategic decisions, but unfortunately, was not up to the task. Poor Amphibia never got out of the space exploration starting gate and flopped before its first real challenge. I thank the occasional reader who has followed this story with interest. It was not easy being green, and with some more practice and study, I may try again with a different civilization.
Ensign Oi