Outcast Quest [Updated 10/10/18 - Turn 14]

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Siber
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Re: Outcast Quest

Post by Siber »

The Frontier party seems like the one to back to me, if we have to back one. I'd prefer to stay out of endorsing either side though.

As for the reporter, I'm fairly glad we didn't off him. Honestly, given that we apparently outtalked him in the past we might just want to do that again, especially if we can get any information on how he's planning to come at us or what dirt he thinks he has on us.
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Re: Outcast Quest

Post by Razor One »

August 2nd 2155

Turn 4

Your first potato harvest is in and the results are... potatoes. For everyone. With next month's supply growing just as well as the first, your people are keenly looking forward to ending the months-long rumbling of their bellies and reversing their nigh skeletal status through the elimination of rationing. All it requires is your word.

Your light ore refinery has begun churning out processed metals at a delightful rate and your mines are expanded to provide a good income of resources for your colony. The only thing lacking is proper acommodations for all. Your people are pretty much clamouring to be set free of the passenger module in your cargo hold and you can't say you fully disagree with them. That thing was only meant for temporary jaunts between systems, not for long term habitation. It'll last for a while yet but the thin walls are beginning to drive some of your colonists a bit batty.

In other news, a journalist has come to your attention via the Blue Rose who seems to have it in for you. Dealing with them is going to be tricky and a small part of you honestly wishes you'd passed it off to the Blue Rose... but you don't know who they are or what their agenda is, and it's not in your nature to put your future in the hands of others. You've sparred with this journalist before and completely trounced them in the past, so hopefully history will repeat.

7750 Resource Units
2000 Medical Supply Units
1000 Units of Chocolate
624 Food

FREE ACTION:

Eliminate Rationing?

[] Yes
[] No

Martial: {Locked}

Both Commander O'Malley and Colonel Pierce are allocating all available personnel to help break ground for the colony. No military actions may be taken until then.

Diplomacy: Though Ensign Izumi is still in quarantine, she's your most effective diplomat, though you're no slouch yourself in that department. (Choose One.)

[] Improving Relations: Developing a closer rapport with your Loroi guests would definitely be a plus. Put some time and effort into learning each other's cultures.

Cost: 0, Time: 1 Month, Chance of Success: 90%, Reward: Boost in Loroi Opinion, ???

[] Debate Moderator: Although elections are still months out, it seems that the two parties want to have a series of debates over the coming months and they've asked you to moderate them. They both consider you to be impartial.

Cost: 0, Time: 1 Month, Chance of Success: 70%, Reward: Debates moderated, political process goes forward, Opinion of you improves.

[] 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: Boost in opinion

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)

[] Habitation Complex: Your colonists are itching to get out of the passenger module and stretch their legs. The habitation complex will provide room for 500 people to live comfortably.

Cost: 1000 RU, Time: 1 Month, Chance of Success: 80%, Reward: Habitation Complex Built, New Options, Colonists off your ship, Improved morale, Requires 250 RU upkeep.

[] Recycling Tanks (Requires Habitation Complex): Recycling is a time honoured tradition of any successful colonisation. Why throw away anything that can be broken down and reused?

Cost: 500 RU, Time: 1 Month, Chance of Success: 100%, Reward: +1 RU per Population

[] Hab-Complex Expansion (Small) (Requires Hab Complex): 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) (Requires Hab Complex): 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.

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.

[] Yeast Production Plant: Yeast has numerous uses, from basic food production to alcohol and bread making.

Cost: 750 RU, 125 RU Upkeep, Time: 2 Months, Chance of Success: 90%, Reward: Yeast Production Plant Built, New Food Options, Able to Grow Yeast, +250 Food.

[] Attitude Thrusters: Affix some basic chemical thrusters to your asteroid home, allowing you to pitch, yaw and roll at a sedate pace. Any asteroid on a collision course will simply tap off at a harmless point, leaving your colonists shaken, but not stirred.

Cost: 1000 RU, 125 RU Upkeep, Time: 1 Month, Chance of Success: 90%, Reward: Able to avoid catastrophic damage from flying mountains.

[] Stabilisation Thrusters (Requires Attitude 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.

Cost: +250 Per Expansion (500) Time: 1 Month, Chance of Success: 100%, Reward: +500 RU per turn

[] Industrial Autoplant (Requires Hab Complex): 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 (Requires Light Ore Refinery, Machine Shop, Habitation Complex): “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: 3 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: 3 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.

[] 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.

[] 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: Allows for the reproduction and repair of basic tools and equipment.

Cost: 1000 RU, Time: 1 Month, Chance of Success: 90%, Reward: Basic tool production, New options.

[] Machine Shop II (Requires Machine Shop): 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

[] Clinic (Requires Habitation Complex): Basic medical treatment for all your colonists.

Cost: 500 RU, Time: 1 Month, Chance of Success: 90%, Reward: Basic medical treatment available for all colonists

[] Medical Center (Requires Clinic): From brain surgery to bone marrow transplants, the medical center's got it covered.

Cost: 1000 RU, Time: 1 Month, Chance of Success: 90%, Reward: Full medical treatment available for all colonists except Loroi.

[] 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.

Intrigue: "The Blue Rose greets you Captain. We eagerly await the results of the Great Game in which you've chosen to play! Oh what fun we'll have watching!" (Choose One)

[] Live Interview: If it's a live interview that reporter wants, it's a live interview that reporter gets. You can take them.

Cost: 0, Time: 1 Month, Chance of Success: ???, Reward: ???

[] Private Interview: Consent to a private interview. That way if anything goes wrong you can see to it the tape is never released, and if everything goes right this reporter will go back to the hole they slunk out of.

Cost: 0, Time: 1 Month, Chance of Success: ???, Reward: ???

[] Background Piece: Consent to do a background piece rather than a live interview. Lies in text are a lot harder to get away with than in an interview, and the facts of your career are a matter of public record if anyone wants to check.

Cost: 0, Time: 1 Month, Chance of Success: ???, Reward: ???

[] Know thy Enemy: As convenient as the Blue Rose was for information on Sam Whittaker, you still don't know a whole lot about him. Blow him off for the rest of the month while you do a bit of your own digging.

Cost: 0, Time: 1 Month, Chance of Success: ???, Reward: ???

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)

[] Loroi Trade: Ensign Izumi wishes to continue learning Trade as fast as she can with the help of your new Loroi friends.

Cost: 0, Value Needed: 765 / 1750, Reward: Ensign Izumi increases her knowledge of trade, can teach others upon completion.

[] Urkuk: Considering how prolific the Urkuk are to the region, it may be prudent to have the Ensign learn what she can of Urkuk. Perhaps they'll go away if you ask them nicely?

Cost: 0, Value Needed: 230 / 750, Reward: Ensign 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, 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: 160 / 650, 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), 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, 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, Reward: Jump sickness penalty removed.

[] Wind Current Analysis: A few civilians want to analyse the wind currents around your home. They feel it could have important implications in determining nearby satellite movements, whatever those strange noises are rumbling off in the distance, and possible defensive applications.

Cost: 0, Value Needed: 89 / 200, Reward: Knowledge of wind currents. Bonus to defensive actions around your home. ???

[] Wind Riders (Requires Wind Current Analysis): With the wind currents analysed, a few of your more ambitious colonists have proposed utilising the local atmosphere and low gravity to your advantage. Basic gliders and wing suits could be added to your equipment for comparatively little cost and would free up your shuttles from personnel rotations. People could literally fly to and from their work assignments, though they recommend keeping at least one shuttle on standby for safety.

Cost: 250 RU, Value Needed: 0 / 100, Reward: Shuttles freed from personnel rotations. Allows for actions using shuttles. Colonists get to fly to and from work.

[] Over Yonder (Requires Habitation Complex or Wind Riders): Find out what the hell that racket is, and pray it's just loud but benign neighbours and not a war.

Cost: 0, Value Needed: 0 / 75, Reward: Knowledge of what that noise is.

Personal: {Locked}

You don't have any time to spare. Every day you work yourself to the bone. Every night you fall asleep dead tired. Your parents built the colony you grew up in, and now you know just how much hard work that is. Lately you've been having some rather severe nightmares. It's not affecting your work so far, but you're definitely getting less sleep.

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dragoongfa
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Re: Outcast Quest

Post by dragoongfa »

Hmm...

I wouldn't eliminate rationing just yet for two reasons: First the numbers don't add up just yet, second a surplus is needed as a safety net.

I would put the rationing onto two meals per day until the numbers fully add up, which will happen once the Yeast comes out.

So:

Free action write in [X]: rationing to 2 meals a day, which should put us somewhere less than 400 consumption per month (which is where my 400 harvest idea came from).

Diplomacy:

Slightly torn between improving relations and the common folk.

First of all, debate moderator should be picked after the issue with the reporter is resolved, it should make things easier imho.

Improving relations does provide an unknown benefit while the common folk just boosts the populace opinion which is very good already.

So [X] Improve relations with Loroi, I want to see what the bonus is and it's a 90% chance of success.

Stewardship:

Breaking my RU focused headplanning planning in order to expedite matters in other areas:

Turn 4: Habitat + Altitude thrusters
Turn 5: Mine + Stabilization thrusters
Turn 6: Mine + Stabilization thrusters
Turn 7: Clinic + Yeast (with one of the two pushed down in case of Stabilization issues)

This way our RU income is actually enhanced and we secure the infrastructure by turn 9. Not only that, we can easily afford a double down on stabilization thrusters without crippling our economy:

https://docs.google.com/spreadsheets/d/ ... sp=sharing

@ Razor: I think a way to make a vote on double down is this: Whenever a building has two turns and more add a free action on the second turn of construction about the double down or double time.

Research:

[X] Wind research, same as before.

Now for the hard part, intrigue:

There is the possibility that the reporter has been head planning how to crucify us for years. Going in head first is very, very risky imho so I am in favor of a more conservative approach.

Either []Background piece or []Know thy enemy.

Wasting time on an interview while the colony is still reeling can be seen as foolish, a back ground piece has low chance of something damaging and we get an overall feel about the reporter's disposition. Know thy enemy offers us information but we don't know the chance of success and a failure could prove very damaging.
Last edited by Guest on Sun Nov 15, 2015 11:08 pm, edited 1 time in total.

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Siber
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Re: Outcast Quest

Post by Siber »

Relaxing instead of ending rationing seems wise to me as well. I also agree on the diplomacy option, and like the Know thy enemy option.
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Absalom
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Re: Outcast Quest

Post by Absalom »

dragoongfa wrote: Now for the hard part, intrigue:

There is the possibility that the reporter has been head planning how to crucify us for years. Going in head first is very, very risky imho so I am in favor of a more conservative approach.

Either []Background piece or []Know thy enemy.

Wasting time on an interview while the colony is still reeling can be seen as foolish, a back ground piece has low chance of something damaging and we get an overall feel about the reporter's disposition. Know thy enemy offers us information but we don't know the chance of success and a failure could prove very damaging.
The reporter might have also prepared sources to skewer you in the worst way possible, in which case Background Piece might be the worst option. Just because you didn't do anything wrong doesn't mean they can't make it seem like you did something wrong. Then again, the fact that they had to resort to a tabloid afterwards may mean that the reporter doesn't have the skills to pull off the required subtlety: only the end of the month can tell.

At the same time, Live Interview runs the risk that the reporter might be better on their feet than you (differing reaction to jump sickness, for example), or might run the risk of conveying the impression that you're setting yourself up for a run for Colonial Governor: the Captain will need to be careful to tilt the direction of things in her favor, such as descriptions of her concerns and frustrations about the current situation, and her plans to compensate for them. Beware of over-committing though, in addition to the risk of your own talking points being turned against you.

Private Interview runs the risk of the worst possibility of all: if you suppress the interview, then it probably won't be enough to prevent rumor of the interview from spreading around, possibly just from someone mentioning that they saw you having a meeting with the reporter, after which it could be twisted into any number of forms: Private Interview is the option most likely to open the Captain up to rumors of backroom dealings and vaguely defined nefariousness.

But the worst case would probably be taking any of the previous actions against the reporter, and discovering afterwards that the "enemy" actually WAS the Rose, and was just hunting for dirt. They could have learned of maintenance, testing, and configuration backdoors through a contact with one of the L'Amour's construction contractors. So, likely worst-case has been avoided.

At any rate, I would suggest against Know Thy Enemy at present. If the Blue Rose is presenting themselves legitimately, and possibly even if they aren't, this is the current best-chance to get a foot in on the Intrigue aspect of the game, so fertilizing the Rose in some way is likely worth the effort. Similarly, Private Interview sounds too dangerous to risk.

At any rate, there's still options available to improve the Captain's standing, so things would likely have to go very badly indeed for this to become a major failure.

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Re: Outcast Quest

Post by anamiac »

What's our food income now, 500 food units per turn? And we have 540 expenditure if we go to full rations, and so we'll have a monthly negative of 40, with 624 Food in supply. So we have enough extra supply that we could survive if we had a potato famine for one month. I say yes, end rations, but we need to start a yeast plant either this turn or next. It's going to important to have a surplus of food.

Eliminate Rationing?
[X] Yes

It's still 6 months from the elections, so the debates can wait. And we already have a good reputation with the colonists. Let's meet with the Loroi. We need to start to get an idea as to what tasks we can give them to keep them busy - they want something to do, and there's definitely things that need doing!

Diplomacy:
[X] Improving Relations

Stewardship:
4: Mine xpac + Habitation Complex
5: Yeast + Mine xpac
6: Yeast + Altitude Thrusters
7: Clinic + Industrial Autoplant
8: Medical Center + Industrial Autoplant
9: Science Annex + Industrial Autoplant
10: Science Annex + Stabilisation Thrusters

Research:
[X] Wind research

Intrigue:
[X] Live Interview. Make sure you tape the entire thing too, so that if he tries to do screwy stuff, you can release the full interview. We're building a Habitation Complex and ending rations at the same time as we're doing the interview, so we've already got a fair amount of temporary positive relations with the colonists if the interview does go badly.

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dragoongfa
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Re: Outcast Quest

Post by dragoongfa »

If we get a potato famine without preventive rationing the whole population will not have any backup rations at all to survive. The Yeast plant takes two turns to finish so if we start it now our food will reach zero the moment it is ready. If a potato famine happens after that we are back to square one in regards to rationing because our whole population will have to survive solely on Yeast for a couple of months if not more.

Light rationing is the safest bet.

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Razor One
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Re: Outcast Quest

Post by Razor One »

Survey is now up. Please vote here.

Here's a series of hidden rolls:

74, 49, 50, 37, 30, 82, 14, 13, 100, 3, 88

What are they for? Oh if only you knew.

Here's another set of hidden rolls:

79, 97, 78, 71, 67, 18

Dohohoho. Interesting times. Interesting times indeed!

Well? Get to voting. Stuff needs to happen. :twisted:
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dragoongfa
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Re: Outcast Quest

Post by dragoongfa »

What do you mean with crop diversification on the survey?

Nvm, just saw it...

So the income is halved for 8 months and it doesn't occupy a stewardship slot...

What is the food consumption for 2/3 rationing?

EDIT: I don't like those rolls at all.

Damn, emergency change of plans because Razor went insane.

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Razor One
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Re: Outcast Quest

Post by Razor One »

I'm not insane. I'm just differently sane. :twisted:

Those rolls may or may not have relevance to you. I'm mostly showing them off to tease, but do bear in mind that the universe is not standing still while you're building up. Things are happening. Have been happening? Will be happening? Happened? To you? To others? Who knows?

Your consumption on 2/3rds rationing goes up from 243 to 354 units of food.

There are currently:

14, 9, 7 = 30 women who are pregnant and on full rations, with others switching out to maintain the balance of food, as well as a few miscellaneous others who are also on full rations due to risky / necessary precautions and not wanting important personnel yo keel over from the munchies.

The number of women who are pregnant will definitely rise when your habitation complex is built. There's just no avoiding the inevitable on that front. You've got about 217 women amongst your population (half the colonists plus a handful of marines, your crew is excluded) who can have a maximum number of one child every three years or so, and I'm rolling 1d20 pregnancies per month as of Turn 2. At the end of the year (Turn 12) the available pool of women able to bear children will drop and the d20's will continue. This should give you decent population growth if you can keep things going until Turn 216.

The reason your colonists are going to be wanting to pop out the children is because of demographic problems. You have a small but highly skilled population. Lose too many people too quickly, and you'll actually regress technologically as you lose vitally important experts. By the time the children being produced right now grow up and start learning trades, your colonists will be pushing their 50's and 60's, with no middle-aged people and a host of younger people. Your colonists know this and are avoiding this problem by being proactive on this.
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dragoongfa
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Re: Outcast Quest

Post by dragoongfa »

@ Razor, you didn't count the Loroi in the numbers, the food total on 2/3 should be 362 (354 + 8)

Crunched the numbers and if we pick up Yeast this turn we can start the food diversification now and have a solid surplus in turn 7 with mild food rationing:

Food situation:

Turn 4: 624 - 362 = 262 + 250 = 512
Turn 5: 512 - 362 = 150 + 250 = 400
Turn 6: 400 - 362 = 48 + 500 = 548

We still wont be able to fully lift food rationing but 2/3 rationing plus full food safety we are golden on that front until full food diversification is complete, if we really want to remove food rationing before the 8 turns are done we can build an extra agri center which will bring the halved food income to 325.

So my proposal and vote:

[X] Food diversification
[X] Yeast
[X] Altitude thrusters.


Which will then be followed by

Yeast + Stabilization
Mine + Stabilization
Habitat + Mine
Mine + Clinic
Recycling + Medical center

https://docs.google.com/spreadsheets/d/ ... sp=sharing

EDIT: Question, we have data hard drives and Arioch has made it clear that there are longevity treatments available at the tech level humanity is (Even went as far to say that there are people alive now that are still alive when the comic takes place). I think that we should address the aging population with a Bio Lab + Longevity production research. Will you allow this?
Last edited by Guest on Mon Nov 16, 2015 12:28 pm, edited 2 times in total.

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Razor One
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Re: Outcast Quest

Post by Razor One »

My bad on the numbers there, didn't count them because their rationing won't be changing and forgot to add them after the fact.

Food diversification will cost you an action this turn if you choose to enact it. It just won't take up a stewardship action (Lock in) for your subsequent turns. If you're going to pursue it now, you'll need to drop either Yeast or Attitude Thrusters.

RE: Longevity treatments, sure, but the research to reproduce that kind of stuff with the micro-scale economy you have is going to be long and difficult, especially since some of the highly specialised and expensive medicines you'd need you don't have.
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Re: Outcast Quest

Post by dragoongfa »

Hmm...

Wait a sec, will the second potato harvest be halved (250) or full (500) since we planted only potatoes on the second planting?

EDIT: How difficult exactly? A 10.000 investment sounds reasonable considering the returns.

EDIT2: If the harvest is full as it should be, then we can drop Yeast and pick it up the next turn without an issue.

Turn 4: 624 - 362 = 262 + 500 = 762
Turn 5: 762 - 362 = 400 + 250 = 750
Turn 6: 750 - 362 = 388 + 250 = 638
Turn 7: 638 - 362 = 276 + 500 = 776

The RU output looks good as well:

https://docs.google.com/spreadsheets/d/ ... edit#gid=0
Last edited by Guest on Mon Nov 16, 2015 12:39 pm, edited 1 time in total.

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Razor One
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Re: Outcast Quest

Post by Razor One »

You're trying to recreate a proprietary and advanced medical treatment without the correct medicines or even the precursors to those medicines on a virgin economy with a small group of people with a doctor who's job isn't in anti-aging research using medical knowledge that assumes you have access to an economy capable of supporting billions and all the necessary infrastructure that implies.

I'm not saying it's impossible, but it probably compares favourably with the collar. If there's a logical way to make it easier on you in the future though, I'll consider it.

Your second potato harvest will be the full 500. The reduction in agricultural output is assumed to be planting for different crops, and your second agri-complex will go through the diversification as well.
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dragoongfa
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Re: Outcast Quest

Post by dragoongfa »

Looks like we are going to have to go medical tech hunting for longevity then :P

Anyway my final vote:

[X] Two thirds rationing
[X] Improve relations
[X] Crop Diversification
[X] Altitude thrusters
[X] Know thy enemy
[X] Wind research analysis

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Re: Outcast Quest

Post by joestej »

Voted.

[X] Two thirds rationing
[X] Improve relations
[X] Crop Diversification
[X] Altitude thrusters
[X] Know thy enemy
[X] Wind research analysis
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Re: Outcast Quest

Post by Razor One »

**checks to see how things are going on the survey**

**there's a three way tie on a certain option**

Well. Guess I'd better leave this for a couple days then. :P

In other news, some slight retconning.

Avilac is now house Arilad. V and C do not seem to exist as Loroi syllables, so it required a backtrack. Going forward, I'll try to keep to this.

The number of major Loroi Houses has been reduced from 70 to 7. There are two reasons for this, but the main one is so that the distinction between major and minor houses remains... distinct, and for ease of storytelling.

I've also taken the opportunity to flesh out backstories and such.
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Re: Outcast Quest

Post by dragoongfa »

Can you at least tell us which option that is?

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Re: Outcast Quest

Post by Razor One »

It's on Stewardship between Hab Comp, Crop Diversity and Attitude Thrusters.
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Re: Outcast Quest

Post by joestej »

Razor One wrote:It's on Stewardship between Hab Comp, Crop Diversity and Attitude Thrusters.
I'm fine with either the Hab Complex or Crop Diversity really, so if you wanted to pull my vote from Crop Diversity, that would make Hab Complex and Attitude Thrusters the winners and we could move things forward.

Or we could just wait a bit for someone else to step in and break the tie the old fashioned way, I suppose. :lol:
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