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

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Absalom
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Re: Outcast Quest

Post by Absalom »

dragoongfa wrote:In any case I will update the headplan:

https://docs.google.com/spreadsheets/d/ ... edit#gid=0
Resources are getting low, I think it would be best to delay further expansions for a turn or two to let a buffer build up.

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dragoongfa
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Re: Outcast Quest

Post by dragoongfa »

Absalom wrote:
dragoongfa wrote:In any case I will update the headplan:

https://docs.google.com/spreadsheets/d/ ... edit#gid=0
Resources are getting low, I think it would be best to delay further expansions for a turn or two to let a buffer build up.
We will be cutting it close for a turn or two but by my calculations we will always be in the black and right now we have an income of +4500RUs, with the autoplant it will be +6000RUs and with the Recycling plant it will be more than +6500RUs.

EDIT: By my calculations we will go as low as 500 RUs but after that we will have a nice positive balance to work with.

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Razor One
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Re: Outcast Quest [Updated 5/7/16 - Turn 10 Results]

Post by Razor One »

Please let me know if you spot any mistakes. Something tells me that updating for Turn 11 was a bit too easy.

--

March 2nd 2156

Turn 11

Elections: Both parties have spent the last month and most likely the rest of this one reformulating their policies to better suit your peoples needs. They’ll be able to present you an updated list of their social policies by the start of next month.

Whales: The whales seem to be milling about nursing their young and consuming bits of shell between fending off the odd manta attack. It seems they’ll be sticking around until they’re able to travel.

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)
SpoilerShow
[] 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.

[] 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. With them being so close by, it’s almost too good an opportunity to acquire some samples.

Cost: 1000 RU, Time: 2 Months, Chance of Success: 90%, Reward: New research options, ???, ???

[] Chemical Missile 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: 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: Lieutenant Izumi is your most effective diplomat when it comes to aliens, though you're no slouch yourself in that department. (Choose One.)
SpoilerShow
[] 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: 80%, 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.
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 One)
SpoilerShow
[] 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.

[] 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 gains an additional 1d100.

[] Engineering Bay (Requires Science Annex): The engineering bay will handle all science engineering, from prototyping new designs to solving practical problems.

Cost: 5000 RU, Time: 3 Months, Chance of Success: 90%, Reward: More research options, engineering related research gains an additional 1d100, lowered difficulty for engineering related options.

[] 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 (2000) Time: 1 Month, Chance of Success: 100%, Reward: +500 RU per turn

[X] Industrial Autoplant: Unpack your industrial equipment and start churning out finished goods.

Currently in Progress. Finishes in Two More Turns (Turn 13)

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.
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)
SpoilerShow
[] Every Move You Make: Part of the translated diaries the Blue Rose managed to acquire appeared to have been using a cipher or some kind of encryption. It could be nothing, it could be terribly important. Either way, the Blue Rose is eager to crack the code, with your permission of course.

Cost: 0, Time: ???, Chance of Success: ???, Reward: Information on Loroi children.

[] 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, ???
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)
SpoilerShow
[] Loroi Trade: Lieutenant Izumi wishes to continue learning Trade as fast as she can with the help of your new Loroi friends.

Cost: 0, Value Needed: 1668 / 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: 608 / 1500, Difficulty: Very Easy (10d100 + 5d20 + Learning), Reward: Lieutenant Izumi begins teaching Trade to your colonists, greater success 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: 256 / 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.
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)
SpoilerShow
[] 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 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.
If everything is on the up and up, there should be a survey up by tomorrow.

<< Turn 10 Results || Turn 11 Results >>
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dragoongfa
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Re: Outcast Quest [Updated 7/7/16 - Turn 11]

Post by dragoongfa »

I am going to recommend the current build plan for our next turn.

https://docs.google.com/spreadsheets/d/ ... edit#gid=0

The Fuel refinery is a must have for the journey to the Loroi and is cheap while the creche is both cheap and a certainty.

Diplomacy: Opening relations, 80% chance should alleviate the worse and we still have Izumi.

Intrigue: Half the Battle, last thing we need is an idiot acting stupid with our guest.

Learning: As is since its easy and the people will need Trade anyway.

Personal: Spending time with Izumi. It's the allure of a 100% chance of a stat increase.

Tamri
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Re: Outcast Quest [Updated 7/7/16 - Turn 11]

Post by Tamri »

I'm for:

Martial:
- [X] Childrens Creche;
Diplomacy:
- [X] Opening Relations;
Stewardship:
{ Choose Two?! Have we not must build the first number IA? Or we have a third construction line come from? It is must be built for 3 months after all. }
- [X] Fuel Refinery;
- [X] Science Annex; (If we have single CL)
Intrigue:
- [X] Half The Battle;
Learning:
- [X] Teaching Trade;
Personal:
- [X] Spending Time with Lt. Cole;
Last edited by Tamri on Wed Jul 06, 2016 9:39 pm, edited 1 time in total.

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dragoongfa
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Re: Outcast Quest [Updated 7/7/16 - Turn 11]

Post by dragoongfa »

The industrial autoplant needs 3 turns to be completed which means that we only have a single choice in the stewardship department.

And yes, Razor made a mistake :P

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Siber
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Re: Outcast Quest [Updated 7/7/16 - Turn 11]

Post by Siber »

Martial: [X] Children's Creche

Diplomacy: [X] Opening Relations

Stewardship: [X] Autoplant, [X] fuel Refinery

Intrigue: [X] Half the battle
We're already gunning hard on getting friendly with the Loroi, and this would seem to help that more than the alternative.

Learning: [X] Teaching Trade

Personal [X] Spending Time with Doctor Campo
A physical having ???s in its outcome list intrigues me.
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Razor One
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Re: Outcast Quest [Updated 7/7/16 - Turn 11]

Post by Razor One »

Yeah, sorry, I done derped. I've fixed the mistake up above and will correct the working on the budget later. Vote should come up after I've finished work tonight and refamiliarised myself with SurveyMonkey.
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Re: Outcast Quest [Updated 7/7/16 - Turn 11]

Post by Razor One »

Siber wrote: Personal [X] Spending Time with Doctor Campo
A physical having ???s in its outcome list intrigues me.
To clarify this, the ???'s refer to a random stat. You could get any of the stats, it'll either come down to a die roll or me throwing a dart at a board. :P

That being said, Survey is up. Please vote Here.
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Re: Outcast Quest [Updated 8/7/16 - Turn 11 Survey Up]

Post by dragoongfa »

Voted as I said earlier. Had the temptation to vote for Campos to see what the ??? was but since its just a random trait I voted Izumi because a certain skill increase is great when our luck is bad.

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Siber
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Re: Outcast Quest [Updated 8/7/16 - Turn 11 Survey Up]

Post by Siber »

Voted as well.
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Re: Outcast Quest [Updated 8/7/16 - Turn 11 Survey Up]

Post by Razor One »

Survey closed, here's what won.

[X] Childrens Creche
[X] Opening Relations
[X] Fuel Refinery
[X] Half The Battle
[X] Teaching Trade
[X] Spending Time with Lieutenant Izumi

Update tomorrow.
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Re: Outcast Quest [Updated 9/7/16 - Turn 11 Survey Closed]

Post by Razor One »

Military

[X] Children’s 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.

-A very relieved looking Colonel Pierce reports that the children's creche has been built, complete with solid bulkheads, self-contained environmental systems, hidden machine gun nests, and just about everything necessary to keep the future of your colony absolutely secure so their parents may see to their defense without worry. They can even double up as a preschool and daycare for parents to be.

The plans are so good you have to ask where he got them and why he’s put so much thought into this. He only says that it came up once and that he’s not at liberty to say with a frostiness that all but says ‘don’t ask’, so you drop the line of questioning.

Reward: Children’s Creche built, Colonel Pierce’s concerns alleviated

Diplomacy

[X] 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: 80%, Reward: Your civilian populace begins to form a working relationship with the Loroi, ???

Rolled: 82 + 22 = 104, Critical Success!

-Introducing the loroi children to your colonists has been a rousing success, with both sides hitting it off with one another, it seems that your efforts have truly paid off. Your colonists are polite, trying to communicate in trade where they can, whilst Spear seems to have gotten a feel for what you’re trying to do here and who you’re trying to build a future for. They hit it off so well that it’s Spear, of all people, who suggests allowing your colonists to try and study their telepathy.

By the end of the month, the colonists are all too happy to set aside a small part of the hab complex and allow the loroi to move in as neighbours, finally getting them out of the quarantined section of your ship. While a marine guard is still present for their safety, it makes security on your ship a whole lot more convenient. The rumours have also settled down, making the Blue Rose’s work easier too.

Reward: Loroi Telepathy open to investigation, children moved to better accommodations on your colony, rumours quelled.

Stewardship

[X] 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.

-Construction has begun on your fuel refinery. The thick soupy gas provides a ready material, so the major hurdle is in purifying the necessary hydrogen for fuel and deuterium for fusion, nothing too difficult, but the hardware is extensive and requires time to build.

Finishes Next Turn.

Intrigue

[X] 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: 1 Month, Chance of Success: ???, Reward: Rumours quelled, ???

-Owing to the rousing success of introducing the loroi children to your colonists, a lot of the nastier rumours actually died down, especially the one where they’d apparently been using you as their meat puppet for the last year or so. There’s still a few rumour mongers that need to be discredited and proper information dispensed, but that’s just par for the course.

Completes Next Turn.

Learning

[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: 608 / 1500, Difficulty: Very Easy (10d100 + 5d20 + Learning), Reward: Lieutenant Izumi begins teaching Trade to your colonists, greater success chance on Opening Relations.

Rolled: 10d100 = 792 + 5d20 = 792 + 58 + 15 = 865 + 608 = 1473

-The lessons in trade go astoundingly well. Your colonists are so eager to learn trade with what they are increasingly seeing as their new neighbours that they actually start demanding a few supplemental lessons on top of what Izumi planned. By the end of the month, they’re all proficient and conversational in trade. While they are somewhat limited by the vocabulary that you have on hand, that’s more than enough for a good working relationship to develop.

Lieutenant Izumi has opted to suspend further lessons until there’s something more substantial to teach. All that’s left is some random grammar she never got around to and a few specialist phrases she’s not completely sure on as is.

Reward: All colonists and crew are now conversational in basic trade. New options unlocked.

Personal

[X] 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.

Rolled: 76

-It appears the rumours are quite correct. You were never much of a tea person before, but by the end of the month Izumi has converted you to the way of Tea, Earl Grey, Hot, amongst several other flavours and temperatures. There was a bit of an awkward period where she just wouldn’t stop saluting you despite your assurances that you were indulging in cordial and unofficial visits to get to know your officers better, but once she realised you weren’t about to bust her back down to ensign, she relaxed a bit.

You managed to discover a fair amount about your unassuming lieutenant. She apparently grew up in the Yamato island chain on Aldea, which was actually quite surprising, until she told you that her parents were hardcore traditionalists, which explained a lot of her reserved behaviour. Her school life was fairly average at Hoshijiro East High, and she explains that she spent a few years travelling on earth learning several languages, Swahili, Xhosa, German, Chinese, English and several others. It’s all honestly quite impressive.

You of course reciprocated with your own history, and by the end of the month you can honestly say that the two of you are genuine friends, not merely colleagues. Tea has now become a regular weekly event, and she’s taken to discussing the finer points of a lot of different languages with you, such as nuances between demanding politely and politely demanding.

By the end of the month, you’ve definitely sharpened your tongue, although one thing seems amiss. Didn’t her file state she only knew Japanese, Chinese and English? Xhosa, Swahili and German certainly weren’t in there, neither was Basque nor Thai, which she said she’d dabbled in. For being such a polyglot, it’s surprising that her recruitment officer didn’t notice. Perhaps you’ll broach that question another time?

Reward: +2 Diplomacy, Discrepancy in Izumi’s record noticed.

Miscellaneous:

Loroi Biochemistry: 256 / 650 + 1d50 = 256 + 45 = 301 / 650
Izumi’s Trade: 1668 / 1750 + 1d100 + 1d20 + 15 = 1668 + 63 + 4 + 15 = 1750 / 1750, Trade Capped!
Spear’s English: 1384 / 3000 + 1d100 + 12 = 1384 + 54 + 12 = 1450

--

The dice loved you this turn, I gotta say. :P

<< Turn 11 || Turn 12 >>
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dragoongfa
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Re: Outcast Quest [Updated 10/7/16 - Turn 11 Results]

Post by dragoongfa »



Nice, now let's see what else we can dub on.

I want to finish up Loroi Biochemistry before investing in the cure of the jump sickness.

harlequin2262
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Re: Outcast Quest [Updated 10/7/16 - Turn 11 Results]

Post by harlequin2262 »

Not to metagame at all, but Jump Sickness is a disease that's confounded most of the other species in the setting, for a long time. I wouldn't expect much progress, particularly considering we're a little frontier operation. Treatment, maybe.

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Razor One
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Re: Outcast Quest [Updated 10/7/16 - Turn 11 Results]

Post by Razor One »

Jump Sickness is also usually a temporary condition that you get over fairly rapidly, which makes it difficult to study. When it's permanent, it's much easier to study, especially when you have specimens who appear to be utterly immune to its effects, such as Colonel Pierce and the loroi children in your care.

The Umiak can dodge the effects with drugs, as I recall, though given their nature it's probably not the kind of stuff you want being injected if you plan to live long.
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Durabys
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Re: Outcast Quest [Updated 10/7/16 - Turn 11 Results]

Post by Durabys »

Razor One wrote:Jump Sickness is also usually a temporary condition that you get over fairly rapidly, which makes it difficult to study. When it's permanent, it's much easier to study, especially when you have specimens who appear to be utterly immune to its effects, such as Colonel Pierce and the loroi children in your care.

The Umiak can dodge the effects with drugs, as I recall, though given their nature it's probably not the kind of stuff you want being injected if you plan to live long.
It is also somehow related to Psionics. Loroi do not suffer from it. And Humans suffer the least when compared to ANY OTHER species in existence..which has major implications.

We need to get understanding of Loroi Biochemistry, Genetics and Anatomy and then study Loroi Psionics with Arrow..before we can attempt to find a solution to it.
Si vis pacem, para bellum. - If you wish for peace, prepare for war.

harlequin2262
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Re: Outcast Quest [Updated 10/7/16 - Turn 11 Results]

Post by harlequin2262 »

The Umiak dodge it by going into comas before jumping. Arioch mentioned that it was a limiting factor in how close they could jump to a target, because jumping too close would have half their crew barely awake and function when battle was joined.

And it has to be more than psionics, because the other Soira-Lion races barely experience it. The Barsam aren't psionic, for instance. Humans at least have a milder effect than what the Umiak suffer from.

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Re: Outcast Quest [Updated 10/7/16 - Turn 11 Results]

Post by Tamri »

Durabys wrote: It is also somehow related to Psionics. Loroi do not suffer from it. And Humans suffer the least when compared to ANY OTHER species in existence..which has major implications.

We need to get understanding of Loroi Biochemistry, Genetics and Anatomy and then study Loroi Psionics with Arrow..before we can attempt to find a solution to it.
IIRC, humans from postjump syndrome responding about like everyone else. Not worse, but not too much sensitivity. And drugs Umiak in my opinion - it is likely banal tranquilizers and pain reliever, allowing to survive the most extreme peak sensory overload in the log condition.

In my opinion, sensitivity to the jump isn't associated with psionics but gravity endurance. Somehow, all those particularly affected by hopping syndrome prefer gravity much lower than the Earth.

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Durabys
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Re: Outcast Quest [Updated 10/7/16 - Turn 11 Results]

Post by Durabys »

harlequin2262 wrote:The Umiak dodge it by going into comas before jumping. Arioch mentioned that it was a limiting factor in how close they could jump to a target, because jumping too close would have half their crew barely awake and function when battle was joined.

And it has to be more than psionics, because the other Soira-Lion races barely experience it. The Barsam aren't psionic, for instance. Humans at least have a milder effect than what the Umiak suffer from.
Barsam are a Soia Augmented race.

I am correcting my original statement: From all 'natural evolution' races, those have not been seriously altered by any Precursor Empire, the Humans suffer the least from Post-Jump Sickness.
Si vis pacem, para bellum. - If you wish for peace, prepare for war.

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