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

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Siber
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Re: Outcast Quest

Post by Siber »

Fortunately for your next question, your science team was able to determine that they're not a threat to you.
Actually, my next question was 'can we eat them'...
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Absalom
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Re: Outcast Quest

Post by Absalom »

dragoongfa wrote:That should bring forth a resuffling of the build order since the 50% Stabilization thrusters look like a far more challenging proposal for now, giving us only a 25% chance of a successful build without loosing turns.
Since the whales should be harmless, that seems reasonable. Primary concern about them at the moment should be the question of whether they're a construct of the Nafen, and that can hopefully wait.

Siber wrote:
Fortunately for your next question, your science team was able to determine that they're not a threat to you.
Actually, my next question was 'can we eat them'...
And after that, you will ask "Can we ride them?"

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alpha
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Re: Outcast Quest

Post by alpha »

Huh. That's an interesting way of adding complications (not to be confused with Razor's Complications of Possible Doom).

8/10 The delivery was late. Would order again.
Siber wrote:
Fortunately for your next question, your science team was able to determine that they're not a threat to you.
Actually, my next question was 'can we eat them'...
I wouldn't advise eating them. http://www.schlockmercenary.com/2013-11-24

My next question is: Are they sapient, and can they help us?

Also,
Absalom wrote:And after that, you will ask "Can we ride them?"
I think I'm supposed to have a sig here.
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Siber
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Re: Outcast Quest

Post by Siber »

I think for any random given creature in the universe, edible has better odds than sapient. But it'd be good to check, too.
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dragoongfa
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Re: Outcast Quest

Post by dragoongfa »

What are the odds that it is not a beacon but a nest of man eating space mantas?

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Re: Outcast Quest

Post by joestej »

dragoongfa wrote:What are the odds that it is not a beacon but a nest of man eating space mantas?
...probably low? But yeah, still too high for my liking. These things have to nest somewhere and they navigate with really, really powerful sonar.

As for the big guys, sapient or edible seems unlikely (though possible!). Still, I'd love to study them. If we can copy their sonar, we could get a major visual boost here in the Patch. Who knows what else we might learn? Even if they aren't edible, their bodies might have other byproducts we could use. Heck, we could use sonic/magnetic beacons to drive them into swarms to confuse enemies, maybe. If we're lucky they might actually be domesticatable. No matter what, they're a potential asset we shouldn't overlook.

Still, that's for later. For now, I think that Over There is likely our most pressing Learning project.
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Razor One
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Re: Outcast Quest

Post by Razor One »

November 2nd 2155

Turn 7

You sit back and take stock of your upcoming problems. In three months, you've got an election that people are still ambivalent about. In two months, you'll be up to your ears in space whales. In the near term, you've got a host of things to worry about, from those infrasonic waves coming from Fenrir that are only getting louder, to the fact that the Loroi are growing chummier with your crew, which you personally like but professinally you know it'll be bad if things go south.

The crop diversification is a long process that will ensure food security, but means you're operating at a net loss until that's sorted out. You've got people asking about both the lack of surplus food and wondering when rationing will end, and you've got expecting mothers watching as their husbands go off to do militia training in addition to lengthy days on a monotone diet.

On the homefront, you've been parked in orbit over your fledgling colony in the dense atmosphere of a quasi-giant, which as a proper starship captain is as close to a death sentence as you can get. You can hear the wind rattling the ship at certain times of the day, and it throws your spacer senses completely off. You haven't really flown anywhere or done anything other than manage your colony and it's beginning to irritate you greatly.

But on the other hand... things are going well. You've been here for roughly ten months. You've established a line of food and resources that will, in time, allow you to grow, and will within the next year enable you to hopefully mount an expedition to deliver your Loroi guests back to their peers and family.

The fact that your crew is growing chummy with the Loroi is a potential problem... but it's also a great thing as well. You'd never imagined that in your lifetime you'd see humans and aliens growing to become friends with one another, even if it is only Ensign Izumi at this point. A harder part of you says it'll be all the harder for them to stab you in the back as well.

The fact that your colony has politics is at once both infuriating and heartening. You're internally conflicted... but you can also afford the luxury of conflict. The Briar Patch is rich with life and mystery, something you never expected.

But then, you'd have never expected to survive a misjump of the magnitude that brought you here, wouldn't you? Perhaps you should start revising your expectations to include greater magnitudes of the unexpected.

Well, no matter. You clear your head and ready yourself for this months meetings with your advisors.

Martial: Both Commander O'Malley and Colonel Pierce have begun work to secure your colony's future with their military knowledge and might. {LOCKED}

[] Childrens Creche: With children on the way to being born, Colonel Pierce suggests a contained and well defended area be built to shelter them in case of an emergency. A team of marines will be posted as a permanent defence force to defend them to the death.

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.

[X] Militia Training: Train your civilians in how to use sidearms and defend themselves should the worst happen.

Cost: 500 RU, Time: 3 Months, Chance of Success: 100%, Reward: Colonists able to contribute to defence against boarding actions.

Currently In Progress. Martial Actions Locked until Completed.


[] 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, ???, ???
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[] Ordnance Plant (Requires Machine Shop): 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.
Diplomacy: Ensign Izumi is your most effective diplomat when it comes to aliens, though you're no slouch yourself in that department. (Choose One.)

[] Opening Relations: Until now you've kept the Loroi under guard and interacting with your military personnel only. Introduce them to your civilian population as the first step towards establishing a greater trust.

Cost: 0, Time: 1 Month, Chance of Success: 25%, Reward: Your civilian populace begins to form a working relationship with the Loroi, ???

[] 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
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[] Improving Relations (Requires Loroi Trade > 1500): 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, ???
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 One)

[] Recycling Tanks: 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): 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.

[X] 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.

This Action is Currently In Progress. Locked in until completed.
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[] Expanded Yeast Production (Requires Yeast Production Plant): More yeast. More food.

Cost: 750 RU, 125 RU Upkeep, Time: 2 Months, Chance of Success: 90%, Reward: Yeast Production Plant Expanded, +250 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.
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[] 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 (1000) 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
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[] Heavy Ore Refinery (Machine Shop): “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.
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[] 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: 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.
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[] 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: 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
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[] 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: {Locked}

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.

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: 987 / 1750, Difficulty: Easy (5d100 + 5d20 + Learning) 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, Difficulty: Easy (4d100 + 4d20 + Learning), 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, 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: 160 / 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.

[] Over There: Investigate the infrasonic blips from Fenrir.

Cost: 0, Value Needed: 0 / 100, Difficulty: Easy (1d100), Reward: ???

Personal: Months of trials and tribulations have finally come to an end and you now have a small modicum of spare time. Spend it wisely. (Choose One)

[] Motion for Promotion: You promised Ensign Izumi a promotion all those months ago when she talked the Loroi down. Make good on that promise.

Cost: 0, Time: 1 Month, Chance of Success: 100%, Reward: Ensign Izumi promoted to Lieutenant Izumi

[] Spending Time with Commander O'Malley: Commander O'Malley has been your XO for some time and you trust her implicitly. Talk shop with her on how best to proceed from here on 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 Ensign Izumi: Rumour has it that Ensign Izumi has the best tea set in the colony. Put that rumour to the test, and get to know your Ensign a bit better to boot.

Cost: 0, Time: 1 Month, Chance of Success: 100/60/20%, Reward: +1/+2/+3 Diplomacy, Increased Closeness with Ensign 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.

<< Turn 6 Results || Turn 7 Results >>
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dragoongfa
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Re: Outcast Quest

Post by dragoongfa »

Hmm...

Whalers of the Sky sounds awesome but active defense should be a priority before any scientific expeditions.

So I am going to suggest:

[X] The Common Folk
[X] Clinic
[X] Over There
[X] Motion for Promotion

I believe that we don't need the Common Folk with the level our relationship with the colonists is but people have been wondering about it and I want to see how it will affect the relationship.

Clinic and Medical center replace Stabilization thrusters which have to be postponed until more crucial infrastructure can be established due to how difficult it will be to install them.

Promoting the Ensign will improve crew morale.

TBH If Over there wasn't there I would have suggested Loroi Trade as a priority but it looks like Razor likes to complicate our lives :P

EDIT: @ Razor, the Yeast plant in your book keeping is shown to cost 725 instead of 750 RUs

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Re: Outcast Quest

Post by joestej »

dragoongfa wrote:Hmm...

Whalers of the Sky sounds awesome but active defense should be a priority before any scientific expeditions.

So I am going to suggest:

[X] The Common Folk
[X] Clinic
[X] Over There
[X] Motion for Promotion

I believe that we don't need the Common Folk with the level our relationship with the colonists is but people have been wondering about it and I want to see how it will affect the relationship.

Clinic and Medical center replace Stabilization thrusters which have to be postponed until more crucial infrastructure can be established due to how difficult it will be to install them.

Promoting the Ensign will improve crew morale.

TBH If Over there wasn't there I would have suggested Loroi Trade as a priority but it looks like Razor likes to complicate our lives :P
My thoughts on the situation:

Martial: Locked.

Diplomacy: It seems from this line: "In three months, you've got an election that people are still ambivalent about" that direct involvement in the debates will be needed to get the elections to yield the most positive results. Debate Moderator seems the best choice again. Besides, it boosts our image just like the Common Folk would.

Stewardship: I pass this on to those with the patience for spreadsheets and such. The Clinic seems a decent investment.

Intrigue: Locked.

Learning: It's probably harmless, but we really need to know what that sound is just in case. Over There gets my vote. Once that's done, I'd say its time to really crack down on Loroi Trade so we get the elf situation moving.

Personal: We need to be good on our word to our crew, and no one can say Izumi hasn't been pulling her weight. Motion for Promotion.
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dragoongfa
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Re: Outcast Quest

Post by dragoongfa »

Despite my suggestion I am inclined to agree with Debate Moderator since there is a bonus from it as well...

If people agree on it then we should all go full Debate until we know elfish.

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Razor One
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Re: Outcast Quest

Post by Razor One »

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dragoongfa
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Re: Outcast Quest

Post by dragoongfa »

Voted

[X] Debate Moderator
[X] Clinic
[X] Over There
[X] Motion for promotion

After looking over it our approval with the colonists is already enthusiastic and as such Debate moderator is one way ticket until we know elfish.

Clinic is a nice investment before the first births and if followed by the combo of Medical and Agri exp we will have taken care of the most pressing needs of our colonists with food restrictions lifted in turn 10.

Over there is a must for safety reasons and Motion for promotion in order to keep our word with the Ensign.

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Re: Outcast Quest

Post by Hālian »

My ballot:
  • Debate Moderator
  • Hab-Complex Expansion (Large)
  • Loroi Biochemistry
  • Spending Time with Spear
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alpha
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Re: Outcast Quest

Post by alpha »

Voted.

[X] The common folk
[X] Clinic
[X] Over There
[X] Motion for Promotion.

What stats should we improve?

I'm leaning towards stewardship, martial, or intrigue. We aren't too far behind in these stats. (4, 5, 3)

Our highest stat is Diplomacy, but Izumi is our best diplomat by far. (6)
In addition, our learning is behind Crampos, Izumi, and Volkova, and I see no purpose in increasing this when the Doctor, the Diplomat, and the Engineer have solid scores. (6, 5, 7)

Link to character spreadsheet: https://docs.google.com/spreadsheets/d/ ... =0&vpid=A1
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dragoongfa
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Re: Outcast Quest

Post by dragoongfa »

Personally I want to wrap up diplomacy with a solid 20 before we go to the expedition alongside Izumi in order to increase our chances for solid returns with the Loroi. This along with a stewardship and intrigue boosts as well. Martial not so much at the moment.

On the plus side, Intrigue gets us 'pierced'

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Re: Outcast Quest

Post by joestej »

Voted.

[X] Debate Moderator
[X] Clinic
[X] Over There
[X] Motion for Promotion

For spending points, we'll want to focus on skills that will be needed when no one else is around to help us. For day-to-day use, we can use our subordinates' abilities, and in most categories they're better than what we have.
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Razor One
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Re: Outcast Quest

Post by Razor One »

Turn 7 Results

Martial

[X] Militia Training: Train your civilians in how to use sidearms and defend themselves should the worst happen.

Cost: 500 RU, Time: 3 Months, Chance of Success: 100%, Reward: Colonists able to contribute to defence against boarding actions.

Currently In Progress. Martial Actions Locked until Turn 9.

Diplomacy

[X] 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.

Rolled: 32 + 16 = 48, Success

-Both sides roll out for the debates, both sides make only middling or mediocre impressions on most people. It's fairly clear to everyone that the people involved here aren't career politicians seeking to cut their opponent down and aggrandise themselves in the process. They're people, as regular as anyone else, looking for what's best.

While opinions on political parties remainds divided, your continued involvement in the debate process is looked upon favourably by the populace.

Stewardship

[X] 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, +500 Food.

Rolled: 99 + 17 = 116, Success

-The yeast plant is finished, and none to soon. While there were initial difficulties in its construction, it seems that the engineers took a look at the difficulties, shrugged, and then incorporated them into the design. This seemed an odd choice at first, until you saw the results. Incorporating the 'flaws' actually improved production at no extra cost!

Reward: Food production from the yeast plant and all expansions are doubled at no extra cost.

[X] Clinic: 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

Rolled: 95 + 17 = 112, Success

-The medical clinic is completed in record time. By the end of the month, your colonists are already checking on the health of their still gestating children and treating what ails them. They'll be in good hands when their children finally arrive.

Doctor Campos was able to set the medical computers there working on the Loroi's biochemistry between regular work cycles. It'll be slow going, though.

Reward: 1d50 put towards Loroi Biochemistry every turn, +35 added to research.

Learning

[X] Over There: Investigate the infrasonic blips from Fenrir.

Cost: 0, Value Needed: 0 / 100, Difficulty: Easy (1d100), Reward: ???

Rolled: 17 + 17 = 34 / 100

-There was a severe shortage of volunteers to actually go to Fenrir and do the proper investigative work. Put simply, people are spooked as hell about those infrasonic sounds. Still, a brave few set forth and began working frantically to figure out just what the deuce it is.

Their current report is that the surface is as was initially reported; a metal poor silicate rock that is unremarkable geologically and undesirable mineralogically. They've had trouble all month getting their ground penetrating radar and sonar working properly, mostly due to nerves and the fact that they can feel the infrasonic sound in their teeth fillings, throwing them off their game. They promise to keep at it though.

Personal

[X] Motion for Promotion: You promised Ensign Izumi a promotion all those months ago when she talked the Loroi down. Make good on that promise.

Cost: 0, Time: 1 Month, Chance of Success: 100%, Reward: Ensign Izumi promoted to Lieutenant Izumi

-The promotion ceremony is held without incident aboard the L'Amour. You give Ensign... no, Lieutenant Izumi her new rank and privileges with pride. You also take the opportunity to backdate her promotion to the moment she earned it; when she managed to make nice with Spear aboard that Urkuk vessel.

Lieutenant Izumi herself seems a bit out of sorts. You get the impression that she took your off the cuff remark as just that. Privately she's asked you several times if you're truly certain she deserves being promoted until you more or less stamp your foot down and threaten to promote her again. She relents, but she finally gets the message.

Oddly enough, it's the Loroi who seem to be rather impressed the most by all this, having found out when Lt. Izumi conveyed her new status to Spear during a regular visit.

Miscellaneous

Spears English: 1156 + 1 + 12 + 67 = 1236 / 3000
Izumi's Trade: 987 + 15 + 15 + 23 + 6 + 6 = 1052 / 1750
Loroi Biochemistry: 160 + 35 = 195 / 650

--

Your rolls were insanely good this turn. You earned a bonus to yeast production and you've got auto-progression on Loroi biochemistry. Your luck ran out on your learning roll though. Ah well, ce la vie.

Oddly enough, your rolls for the political process have been middling both times, which actually doesn't get you much more than a reputation boost. Rolling badly would be bad of course, but rolling well would net you a certain bonus or three.

The way it works is that there's going to be a series of rolls for your populations voting. No debates would have been a simple roll, let the dice fall where they may. Multiple debates gives multiple rolls for the parties to win votes from the population, and rolling well on the debates will let you stack the deck by giving your favoured party additional rolls over their rival. Rolling badly gives the unfavoured party additional rolls. It's no guarantee of winning though.

I'll update the main character sheet and post the next turn tomorrow. I'm in too much danger of messing them up right now.

<< Turn 7 || Turn 8 >>
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dragoongfa
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Re: Outcast Quest

Post by dragoongfa »

So Yeast is now 500?

Nice and brings forth a change in plans :)

Updated Head Plan with the new data:

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

The food situation looks good, we will get a good solid surplus which we should maintain even with over 100 births. We can also remove the restrictions in this very turn as well if we so desire.

Also things look good on the RU front without having to go through the extra Agri center at the moment. There are a lot of options open for turns 13, 14 and 15. Personally I want to go for a science annex first instead of Heavy Ore, more expensive on the RU front but far more certain on its build order and will have instant benefits on the research front. Theoretically we can invest on it and the chemical missile plant on turn 14.
Last edited by Guest on Wed Dec 02, 2015 7:42 pm, edited 1 time in total.

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Re: Outcast Quest

Post by Razor One »

Yep. Yeast is 500. That overcrit did you massive favours. If you could take that design back to Earth the people who worked on it would be millionaires since that's a massive improvement over existing systems. It wouldn't solve all food issues though since man cannot live on yeast alone.

I was originally going to throw Scurvy at you at some point, but apparently potatoes have Vitamin C in them. Loads of it, if you don't fry them. So uh. Yeah. Potatoes Strong!
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Re: Outcast Quest

Post by Siber »

I can agree with wanting that science annex. The sooner we get bigger dice pools the better, and that'd practically halve some of our research times. We kinda need that.
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