Anyway, I've managed to find some time to come back to this. I've corrected the errors above and made good on making the science sheet. You can check Research here on the research tab of the budget.
I've also got Turn 10 prepared for you.
--
February 2nd 2156
Turn 10
The election in your colony is in full swing despite the tense situation. The willingness to keep calm and carry on is being spun as a strength both sides of the divide, and between your own point defense laser mounted on the L'Amour's bow and the backup mounted on the colony grounds, to say nothing of the emergency shelter just in case, your colonists honestly feel they have little to fear.
The only current of fear present is directed elsewhere, towards the Loroi. Your people know that you've finally managed to crack through the language barrier and have given them limited freedom of movement. The fear comes from talk and rumours, some of it true, some of it not.
That the Loroi look damn close to human while having telepathic powers of some description is both true and the main driver of the rumours. Others, such as mind control or alien egg implantation, wherever the hell that came from, are patently false. It might help to put forth an information campaign to get everyone on the same page, but for now you'll be holding that in reserve until the election and your immediate crises are over.
And speaking of your immediate crisis, you eye the most recent scans of Fenrir with a worried gaze. Yes, you've taken steps towards remedying this problem as best you can. Yes, you feel confident that you can handle a minor meteor shower with your military grade lasers. Yes, you're fairly certain that the whales and their attendant biota are not going to be a significant threat to your colony.
Still, you feel uneasy. Have you considered the situation from all the angles? Have you taken into account all the possible variables? Your crew gives your their assurances, but even large numbers of people can sometimes miss the patently obvious in hindsight.
You'll feel better when this is all over.
--
Elections: This is an election turn. Two political parties currently exist and are vying for dominance in an election. While your people stream to the polls, you are but one woman, and you have but one vote. What political party would you prefer to win? (Choose One)
Jonathan Spencer leads what is called the Frontier Party. Their goals are to investigate this new area of space as thoroughly as possible, find a way home, and discover all that can be discovered about aliens. They are, in essence, a party of knowledge and discovery.
+10 To Learning Actions
+10 To external diplomacy
+10 To knowledge derived stewardship actions (Biolab, Physics Lab, etc.)
+10 To military and intrigue actions that increase knowledge of the region
[] Homesteading Party
Vanessa Hughes, and only Vanessa you note, is the leader of the Homesteading party. Their goals are to tame this region of space and turn it into a true home for humans. They support any actions that assure the prosperity and security of what is certain to be an infant nation within this starless void. They are, in essence, a party of strength and security.
+10 To Stewardship Actions
+10 To Military Actions
+10 To internal diplomacy
+10 To Learning actions that either secure your location or make the region more livable
With your vote cast, you turn your attention towards planning for the month. While the date of Fenrir's shattering is uncertain, the duration is likely to cause no more than a day or two's disruption, and thus there is no reason you can't plan for the rest of the month, provided everything goes alright.
Cost: 1000 RU, Time: 1 Month, Chance of Success: 100%, Reward: Children guaranteed protection during boarding actions. Parents rest easy. Colonel rests easy.
[] Combat Exercises: Commander O'Malley wants to run a series of combat simulations aimed at determining how best to defend the colony in case of an incursion by Urkuk or something worse.
Cost: 0, Time: 1 Month, Chance of Success: 50%, Reward: A better idea of how you'll fare in a worst case scenario.
[] Whalers of the Sky: Ever since the discovery of life flying about in the Briar Patch, the prospect of samples to work with has been on most people's lips. Acquire them.
Cost: 1000 RU, Time: 2 Months, Chance of Success: 60%, Reward: New research options, ???, ???
[] Ordnance Plant: An ordnance plant would allow the manufacturing of ammunition for the marines existing gear as well as the production of your first round of mass drivers.
Cost: 2000 RU, 250 RU Upkeep, Time: 1 Month, Chance of Success: 80%, Reward: Guns and Ammo ranging from sidearms to CIWS batteries.
[] Chemical Missile Plant (Requires Ordnance Plant): Basic chemical missile production facilities. Not the best in the universe, but better than nothing.
Cost: 5000 RU, 250 RU Upkeep, Time: 3 Months, Chance of Success: 70%, Reward: Missile production.
[] Niflheim CIWS (Requires Ordnance Plant): A series of defensive CIWS batteries for your colony that will attempt to shoot down anything that threatens you that is within range.
Cost: 5000 RU, 500 RU Upkeep, Time: 2 Months, Chance of Success: 80%, Reward: Colony better defended.
[] Niflheim Missile Batteries (Requires Chemical Missile Plant): Missile Batteries for your colony, allowing you to fire on enemy ships at greater range and accuracy than your CIWS system.
Cost: 5000 RU, 500 RU Upkeep, Time: 3 Months, Chance of Success: 60%, Reward: Colony better defended, can support actions at greater range.
[] Shipyard (Requires Drydock): A place for building ships.
Time: 3 Months, Cost: 3000 RU, Chance of Success: 80%, Reward: Allows the production of frigate and scout vessels.
[] Shipyard II (Requires Shipyard): A place for building larger ships.
Time: 3 Months, Cost: 3000 RU, Chance of Success: 80%, Reward: Allows the production of destroyers.
[] Shipyard III (Requires Shipyard II): A place for building even larger ships.
Time: 3 Months, Cost: 3000 RU, Chance of Success: 80%, Reward: Allows the production of cruisers.
[] Shipyard IV (Requires Shipyard III): A place for building ships loaded for bear.
Time: 3 Months, Cost: 3000 RU, Chance of Success: 80%, Reward: Allows the production of carriers and battlecruisers.
Cost: 0, Time: 1 Month, Chance of Success: 60%, Reward: Your civilian populace begins to form a working relationship with the Loroi, ???
[] The Common Folk: Between the upper echelons of your society and the military, you haven't had much of a chance to talk to the average people of your colony in a cordial and unofficial manner, and while everyone is working hard there's always a chance to converse with regular folk in the mess.
Cost: 0, Time: 1 Month, Chance of Success: 70%, Reward: Vox Populi becomes available.
[] Improving Relations: Your last exchange with your Loroi guests went quite well, but there are still things you don't know about one another and steps to take if they're going to do more than sit tight.
Cost: 0, Time: 1 Month, Chance of Success: 100%, Reward: Boost in Loroi Opinion, Improved chances for Opening Relations, ???
Cost: 500 RU, Time: 1 Month, Chance of Success: 100%, Reward: +1 RU per Population
[] Hab-Complex Expansion (Small): Expand your hab complex and give your population some room to grow.
Cost: 500 RU, 125 RU Upkeep, Chance of Success: 100%, Reward: Hab Complex Expanded, Room for +250 People
[] Hab-Complex Expansion (Large): Expand your hab complex even more and give your population room to grow.
Cost: 1000 RU, 250 RU Upkeep, Chance of Success: 100%, Reward: Hab Complex Expanded, Room for +500 People
[] Agricultural Complex Expansion: An expansion to your existing Agri-Complex, this expansion will increase your food production capacity.
Cost: 2250 RU, Time: 1 Month, Chance of Success: 90%, Reward: Agricultural Complex Expanded, Increased Food Production, +500 Food, requires 250 RU upkeep, requires two turns to begin production after completion.
[] Crop Diversification: You brought more than just potatoes with you. Introduce these crops to your agri-complex and diversify your foods. [IN PROGRESS UNTIL TURN 15]
Cost: Agricultural Yield Halved, Time: 8 Months, Reward: Diversified Crops, chance of crop failure falls to zero, colonists happy about not having a diet of 100% potatoes, once executed, does not occupy Stewardship slot.
[] Expanded Yeast Production: More yeast. More food.
Cost: 750 RU, 125 RU Upkeep, Time: 2 Months, Chance of Success: 90%, Reward: Yeast Production Plant Expanded, +500 Food.
[] Stabilisation Thrusters: Pimp your ride and roll on around the Briar Patch with these sweet 'air' breathing rockets. Allows you to move your home slowly with constant thrust, so long as it stays in the Briar Patch.
Cost: 2000 RU, 375 RU Upkeep, Time: 2 Months, Chance of Success: 50%, Reward: Able to move asteroid home (slowly) out of harms way.
[] Science Annex: A place for general scientific inquiry.
Cost: 5000 RU, 250 RU Upkeep, Time: 3 Months, Chance of Success: 80%, Reward: All Learning based actions gain an additional 1d100.
[] Biolab (Requires Science Annex): The biolab will handle all science biological, from alien physiology, botany and disease control, to genetic manipulation and vaccination production.
Cost: 5000 RU, Time: 2 Months, Chance of Success: 90%, Reward: More research options, Biology based science gains additional 1d100.
[] Physics Lab (Requires Science Annex): The physics lab will handle all science physical, allowing you to understand the new realm you find yourself in more fully.
Cost: 5000 RU, Time: 3 Months, Chance of Success: 90%, Reward: More research options, physics related research gainsa additional 1d100.
[] Mining Operations: Start mining operations on a nearby mineral rich moon with whatever you can scrape together.
Cost: 10,000 RU, Time: 1 Month, Chance of Success: 100%, Reward: Mining operations commenced, +500 RU per turn, unlocks new options.
[] Mining Operations Expansion: Expand your existing mine on Niflheim for more glorious ore. Due to the depth of your current mine, further expansion will be a bit more expensive to undertake.
Cost: +500 Per Expansion (1500) Time: 1 Month, Chance of Success: 100%, Reward: +500 RU per turn
[] Industrial Autoplant: Unpack your industrial equipment and start churning out finished goods.
Cost: 500 RU, 150 RU Upkeep, Time: 3 Months, Chance of Success: 100%, Reward: +50% Base Income from Mining
[] Heavy Ore Refinery: “Heavy Ore” is the spacer term for difficult to refine ores, often requiring specialised conditions or equipment to get at the good stuff.
Cost: 4000 RU, Time: 3 Months, Chance of Success: 70%, Reward: +50% Base Income from Mining
[] Centrifuges (Requires Heavy Ore Refinery): A requirement for the processing of nuclear material for power generation and nuclear ordnance.
Cost: 5000 RU, Time: 3 Months, Chance of Success: 90%, Reward: Fissile Materials available for use.
[] Fission Plant (Requires Centrifuges): Modern nuclear power is safe, energetic, clean, and only slightly radioactive.
Cost: 15,000 RU, Time: 4 Months, Chance of Success: 90%, Reward: +100% Base Income from Mining, limitless power for your colony, fission warheads
[] Fuel Refinery: Harvests the surrounding hydrogen rich atmosphere and converts it into delicious fuel for your ships to burn.
Cost: 2000 RU, Time: 2 Months, Chance of Success: 80%, Reward: Ship automatically refuels while at home.
[] Docks: Basic mooring and umbilicals for the L'Amour, allowing for ease of transport and for cargo and personnel and basic repairs.
Cost: 3000 RU, Time: 2 Months, Chance of Success: 80%, Reward: Allows for easy disembarkation of people and goods, Unlocks new Options.
[] Drydock (Requires Docks): More significant facilities for ship repair and modification, including an annex for smallcraft.
Cost: 3000 RU, Time: 3 Months, Chance of Success: 80%, Reward: Allows for major repairs and refitting of the L'Amour. Allows the production of smallcraft (Fighters, Corvettes) when researched.
[] Warehousing: Space to store spare parts, raw materials, and sensitive goods. Allows you to empty the L'Amour's cargo hold.
Cost: 1000 RU, Time: 1 Month, Chance of Success: 90%, Reward: A place to store goods and cargo other than the ship.
[] Machine Shop II: Allows for the reproduction and repair of more advanced tools to micron precision.
Cost: 2000 RU, Time: 2 Months, Chance of Success: 90%, Reward: Advanced Tool Production, Shipbuilding
[] Machine Shop III (Requires Machine Shop II): Allows the reproduction of precision scientific equipment and specialist equipment. Includes 3D printers for custom jobs.
Cost: 4000 RU, Time: 4 Months, Chance of Success: 80%, Reward: Scientific Tool Production, Shipbuilding
[] Skunkworks (Requires Machine Shop III): When confronted with impossible to understand supertechnology, the Skunkworks will be there to rip it apart and put it back together until they learn all its secrets.
Cost: 15,000 RU, Time: 6 Months, Chance of Success: 70%, Reward: Better able to analyse advanced alien technology, reverse engineering
[] Scrapping the Jumpdrive: Your Jumpdrive is useless here and consists of a lot of highly valuable materials that could be used elsewhere in the founding of your colony, though Volkova argues that it's made of precision parts that can't be easily reproduced.
Cost: 0, Time: 1 Month, Chance of Success: 100%, Reward: +15,000 RU.
[] Deep Pressure Proofing: When a few heads turned towards toughening up your colony versus meteors, one person had a rather bright idea. The Briar Patch is unique in that it actually has atmospheric pressure coupled with relatively free movement. With a lot of work and dedication, it's believed that your colony can be proofed against high pressure environments, allowing you to live where your enemies would find it difficult at best to get at you.
Cost: 20,000 RU, Time: 6 Months, Chance of Success: ???, Reward: Colony able to withstand up to 20 Atmospheres of Pressure.
[] Deep Pressure Proofing II (Requires Deep Pressure Proofing): Toughen up your colony even further, allowing you to hide even deeper in the Briar Patch.
Cost: 50,000 RU, Time: 6 Months, Chance of Success: ???, Reward: Colony able to withstand up to 50 Atmospheres of Pressure.
[] Deep Pressure Proofing III (Requires Deep Pressure Proofing II): Toughen up your colony yet again, allowing your colony to penetrate into the deepest regions of the Briar Patch.
Cost: 100,000 RU, Time: 12 Months, Chance of Success: ???, Reward: Colony able to withstand up to 100 Atmospheres of Pressure.
Cost: 0, Time: 2 Months, Chance of Success: 60%, Reward: Information on Loroi children.
{Locked in until Turn 11}
[] Half The Battle: Rumours about our Loroi guests have been spreading since we broke through the language barrier. A lack of information is causing people to fill in the gaps with whatever they can invent. While they were concerned more with survival before, the relative security in spite of recent events is proving to be the perfect environment to set tongues wagging. Setting things straight should be fairly straightforward.
Cost: 0, Time: 3 Months, Chance of Success: ???, Reward: Rumours quelled, ???
Cost: 0, Value Needed: 1576 / 1750, Difficulty: Easy (5d100 + 5d20 + Learning), Reward: Lieutenant Izumi increases her knowledge of trade, can teach others upon completion.
[] Teaching Trade: Lieutenant Izumi is now both fluent and confident enough in Trade to begin teaching others to speak the alien language. Considering all the things you've learned, it may well be beneficial for your people to know this regions vernacular, to say nothing of other benefits.
Cost: 0, Value Needed: 0 / 1500, Difficulty: Very Easy (10d100 + 5d20 + Learning), Reward: Lieutenant Izumi begins teaching Trade to your colonists, greater succcess chance on Opening Relations.
[] Urkuk: Considering how prolific the Urkuk are to the region, it may be prudent to have the Lieutenant learn what she can of Urkuk. Perhaps they'll go away if you ask them nicely?
Cost: 0, Value Needed: 230 / 750, Difficulty: Easy (4d100 + 4d20 + Learning), Reward: Lieutenant Izumi increases her knowledge of Urkuk, can teach others upon completion.
[] Jump Transit Analysis: Chief Engineer Volkova wants to look over the data for your last jump transit to see if your sensors picked anything up anything unusual, perhaps what brought you here in the first place? Perhaps a clue to getting home? She's not sure.
Cost: 0, Value Needed: 0 / 500, Difficulty: Medium (2d100 + Learning), Reward: ???
[] Loroi Biochemistry: Doctor Campos would like to do a more detailed study into Loroi biochemistry to determine with certainty what foods the Loroi can handle as well as derive what nutrients they require to fully recover from their ordeal in addition to what medicines they're able to consume.
Cost: 0, Value Needed: 222 / 650, Difficulty: Medium (2d100 + Learning), Reward: Knowledge of what is and is not toxic to Loroi biochemistry.
[] Slave Collar: Chief Volkova and a number of scientists want to look into how the slave collars removed from the Loroi work.
Cost: 0, Value Needed: 25 / 50,000 (DC 90), Difficulty: Almost Impossible (1d100 + Learning, requires roll of over 90 to succeed), Reward: Knowledge of the inner workings of the collar, ???
[] Drone Design: Some of your civilian engineers want some time to continue designing those sensor drones they proposed to you.
Cost: 0, Value Needed: 64 / 500, Difficulty: Hard (1d100 + Learning), Reward: Disposable sensor drone capable of extending your sensor range.
[] Jump Sickness Research: Dr. Campos research into jump sickness has the potential to eliminate it in your population. All he needs is time.
Cost: 0, Value Needed: 819 / 5000, Difficulty: Easy (4d100 + Learning), Reward: Jump sickness penalty removed.
{Currently Locked Out}
Cost: 0, Time: 1 Month, Chance of Success: 80/50/20%, Reward: +1/+2/+3 Martial, Increased Closeness with O'Malley.
[] Spending Time with Lt. Cole: Lt. Cole has done a phenomenal job of managing supply chains and shuttle schedules. Just how the hell does he manage that?
Cost: 0 Time: 1 Month, Chance of Success: 70/40/20%, Reward: +1/+2/+3 Stewardship, Increased Closeness with Lt. Cole.
[] Spending Time with Chief Engineer Volkova: The chief is a miracle worker with all things technological. Not so much with people. That doesn't mean you can't learn anything from her, and thanks to your time on the Centaur, you're as handy with a wrench as she is.
Cost: 0, Time: 1 Month, Chance of Success: 70/40/20%, Reward: +1/+2/+3 Learning, Increased Closeness with Chief Engineer Volkova.
[] Spending Time with Colonel Pierce: Colonel Pierce has suggested that you undergo the same anti-interrogation training that his marines go through. He does not promise to be gentle.
Cost: 0, Time: 1 Month, Chance of Success: 70/40/20%, Reward: +1/+2/+3 Intrigue, Increased "Closeness" with Colonel Pierce.
[] Spending Time with Lieutenant Izumi: Rumour has it that Lieutenant Izumi has the best tea set in the colony. Put that rumour to the test, and get to know your Lieutenant a bit better to boot.
Cost: 0, Time: 1 Month, Chance of Success: 100/60/20%, Reward: +1/+2/+3 Diplomacy, Increased Closeness with Lieutenant Izumi.
[] Spending Time with Doctor Campos: Dr. Campos would like to perform a routine physical exam whenever you have the time to spare.
Cost: 0, Time, 1 Month, Chance of Success: 80/40/10%, Reward: +1/+2/+3 ???, Increased Closeness with Dr. Campos.
[] Spending Time with Spear: Spear is the leader of the Loroi and is the only one of them that speaks, making her an important point of contact. Get to know her better.
Cost: 0, Time: 1 Month, Chance of Success: ???, Reward: ???, Increased Closeness with Spear.
[] The Lost Souls: Are there other humans out there? Since the jumpdrive was invented, quite a few ships have disappeared, never to be seen again. Could they have wound up here? Could there be a successful human enclave out there? Do some research and try to figure out what the odds are.
Cost: 0, Time: 1 Month, Chance of Success: ???, Reward: List of ships likely to have misjumped before you.
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