I'm not dead. I apologise for the frequent hiatuses. I finally got done moving house and will try to keep the quest updated once a week.
It turns out that I forgot a few of the plotlines as well. I should be able to recover them once I get my notes fully in order. Update was a bit hectic because of that, but I believe it's all here.
As a reminder, you can find the budget and research
Here.
Turn 10 Results
Asteroids
Fenrir shatters into thousands of pieces, helped along by a series of well calculated and situated explosives, with only a handful in a position and bearing to threaten all that you’ve built here.
A part of you kind of expected a pitched battle in space against desperate odds as your ship bucked and heaved beneath you against a storm of debris.
The reality is more tedious than exciting. Your gunnery crew has the lion's share of the ‘fun’, acquiring a target lock and firing as fast as your laser systems can handle it. You managed to nail most of the asteroids, but in the end, the point defense laser in your colony had to be fired up to clean out the stragglers. You hate that it came to using your last line of defense, but you’re glad you took the precaution of setting it up using your spares, even if it did cost you.
Reward: Asteroid Crisis is over. Personal actions unlocked.
A Whale of a Time
The space whales have arrived, and not a moment too soon. While you were busy shooting out rogue space rocks, millions upon millions of tiny baby whales were freed and released into the surrounding environment. What ensued could only have been called a fracas, as whales and mantas competed to claim as many young as they could, either to nurse and protect or to consume respectively.
With most of your crew tending to their stations, your ship more concerned with defense, and your colonists in the fallout shelter, you couldn’t really glean more than that, though.
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)
[X] Frontier Party
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
Frontier Party Votes: 1d530 = 6 + Captains Favour (3d100) = 6 + 140 = 146
Homesteading Party: 1d530 = 87
Election Failure!
-Both parties are reeling against the sudden voter backlash against them, with many delivering protest votes instead of actual ballots. While a few did vote your way, it seems more out of loyalty to you than belief in the Frontier Party’s actual policies.
With neither party coming even close to an acceptable margin for victory, let alone a mandate to govern the people, they’ll be going back to the polls in three months time (Turn 14).
Martial: Both Commander O'Malley and Colonel Pierce have begun work to secure your colony's future with their military knowledge and might. (Choose One)
[X] 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.
Rolled: 53,
Success!
-At the end of the day, producing ammunition for mass drivers, kinetic weapons and chemical explosives is a simple matter, given how mature and well understood the technology is. You’d have honestly been surprised if they screwed it up.
Reward: Ordnance Plant Built. New options unlocked.
Diplomacy: Lieutenant Izumi is your most effective diplomat when it comes to aliens, though you're no slouch yourself in that department. (Choose One.)
[X] 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, ???
-Lieutenant Izumi has managed to glean the final remaining details about Loroi culture, as much as can be derived from children anyhow, as she can. You’re now well versed and prepared to deal with Loroi personally with a reasonably good chance of not offending them, though if there’s some kind of higher etiquette not privy to children you’ll just have to cross that bridge when you come to it.
On a more personal front, and as a sign of the increasing trust between your two groups, Spear admitted something she’s been keeping secret from you for some time; that she is one of Icefury’s granddaughters.
Reward: Increased chance of success for Opening Relations (+15). Reasonably complete knowledge of Loroi culture based on what your guests have told you.
Stewardship: Alex Cole and an economist, Samantha Nguyen, have worked out not only a way to easily tabulate your resources, but also what you can do to build your colony up. (Choose Two)
[X] 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
-Your miners have taken to song lately.
Brothers of the mine rejoice!
Swing, swing, swing with me
Raise your drill and raise your voice!
Sing, sing, sing with me
Down and down into the deep
Who knows what we'll find beneath?
Tungsten, iron, gold and more
Hidden in the mountain store
Born underground, suckled from a teat of stone
Raised in the dark, the safety of our mountain home
Skin made of iron, steel in our bones
To dig and dig makes us free
Come on brothers sing with me!
[X] 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
-The industrial autoplant was designed to mass produce just about everything a growing colony could need, from sheet metal to basic electronics, all without the burden of manual labour, giving a massive boost to both your workforce and your economy.
Reward: +50% to base mining income starting next turn.
Intrigue: SOD SOP is to lay low, watch, and wait for anything that might require our attention. The Blue Rose Cell is vigilant and on standby. If something comes up, we'll contact you. (Choose One)
[X] Every Step You Take: The Blue Rose managed to acquire high fidelity copies of the Loroi children's written materials while they were otherwise occupied with Christmas and New Years. They just need a primer on written Loroi from Lieutenant Izumi.
Cost: 0, Time: 2 Months, Chance of Success: 60%, Reward: Information on Loroi children.
Rolled: 68,
Success!
Sub Roll: 59
-The ‘civilians’ have completed their training and were set to the task of checking over the scans you took of the Loroi children’s written materials. For the most part, they’ve found what appears to be a detailed layout of your vessel alongside plans for a potential escape. Fortunately the plans seem a bit old and appears not to have been updated for some time. Still, you use the opportunity to plug any potential holes in your security. There were some sections that appeared to be written in some kind of code though. Beyond that, diary entries are the mainstay of the written material, mostly addressed to parents, friends, or the deceased.
Reward: Knowledge on out of date escape plans, coded entry discovered.
Learning: You have many skilled people at your beck and call just waiting to tear into the unknown and reveal its juicy, succulent knowledge. (Choose One)
[X] 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 success chance on Opening Relations.
Rolled: 590 + 18 = 608 / 1500
-Lieutenant Izumi’s lessons have begun in earnest, building off her prior lessons for your ‘civilians’. Your people are taking to the lessons well, hopeful of trading opportunities with the Loroi in future.
Reward: Progress on teaching Loroi Trade to your civilian populace. +5 to Opening Relations.
Miscellaneous:
Loroi Biochemistry: 222 + 34 (1d50) = 256 / 650
Izumi’s Trade: 1576 + 1d100 + 1d20 + 18 = 1576 + 65 + 9 + 18 = 1668
Spear’s English: 1357 + 1d100 + 12 = 1357 + 15 + 12 = 1384
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I've probably made a few mistakes, if you spot them, please let me know.
If I can I'll see if I can get Turn 11 written up and a vote prepared sometime tomorrow.
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