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

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Razor One
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Re: Outcast Quest [Updated 3/8/16 - Tactical Turn Results]

Post by Razor One »

Yeah, your current set of stuff doesn't include plants that are rich in nectar for the bees to live off. You need flowering plants for that, so oranges, berries and the like. Your insect population is benefitting from the diversification, but not the bees.

That being said, there is a solution. You can render some of your food production into maltose which can then be broken down into glucose, which the bees can then digest and convert into poor quality honey. It'll help them survive and give you a fairly basic sweetener.

I'm thinking 50 Food -> 5 Honey (Poor) production for now until you can net yourself some flowering plants. It'll keep your bees alive and you can probably consume the honey for a small morale boost or sell it as a basic sweetener to the Loroi later on.
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Re: Outcast Quest [Updated 3/8/16 - Tactical Turn Results]

Post by dragoongfa »

And there I was thinking that Razor would not got full realism...

In any case our increase food production is about to kick in so we can sacrifice 50 or 100 food units for the bees until we find a replacement.

EDIT: Besides, what's a game without some player error and the small punishment to fix it ? :P

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Re: Outcast Quest [Updated 3/8/16 - Tactical Turn Results]

Post by Razor One »

I try to use realism where it's most interesting, and let it slide where it's least interesting. Case in point, letting the L'Amour travel through the Briar Patch without an aerodynamic mod so you don't burn your hull going full speed ahead. :P

Letting your bees live because they can live off sugar instead of letting them die is another. The malus to food production is small enough to let slide and large enough to be slightly punishing, and I figured I'd just give it to you straight up instead of having a vote on whether or not to save the bees, since I'm fairly sure you'll want to preserve your unique commodities.

That being said, notice how there's a quality indicator there. The poor quality makes the honey a cheap and nasty sweetener, you may as well be using the sugar you feed the bees there. Get some flowering plants though, and the quality will improve. Get a nice variety going, or score a high roll on certain plants, and you can improve the quality, which has knock on benefits. High quality honey can supplement some of your medicinals and provides other trade goods such as beeswax.

Trade is a big thing if you can crack into the right markets. :)

Character Sheets, by the way.

Also, regarding your growth:

Counting from turn two, the number of pregnancies amongst your colonists were:

Turn 2: 14
Turn 3: 9
Turn 4: 7
Turn 5: 1
Turn 6: 19
Turn 7: 1
Turn 8: 19
Turn 9: 15
Turn 10: 19
Turn 11: 20
Turn 12: 4

Hmm. It seems people were getting down and busy during the Christmas - Fenrir season. Makes sense to me! **waggles eyebrows suggestively**.

I'm not counting turn one because **waves hands** reasons.

Your total growth was 128, subtracting from your 217 women, that leaves 89 women that either didn't do the deed or had rotten luck. There's a two year cooldown on pregnancies, so your growth will slow. I think I've excluded the crew members, though if I haven't then uh... twins. Yeah. Your crew won't be indisposed without special dispensation from you, though relationships may form between them or the colonists if you leave them long enough.

Trying to work things a bit, I'm going to pretend that children will eat at half rations until they hit adulthood, so they are a net drain on your food production, but thems the breaks if you want to grow things up the old fashioned way. There are ways around your growth problem, but do consider the potential pitfalls of integrating aliens into your culture while you are small and vulnerable.
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Re: Outcast Quest [Updated 3/8/16 - Tactical Turn Results]

Post by dragoongfa »

Yeah, putting aliens in while the colony is young is a recipe for disaster. The Loroi children who owe us their lives are one thing but any other group would be problematic. A Loroi envoy and a few honor guards are the best we can accommodate for now. Anymore than this before our colony has grown into a power to reckon with just invites trouble.

Hell, I would be weary even if we got other humans to join us; who knows how they would have turned out if they hadn't got a cure for the jump sickness.

In any case for the time being our goal is to put down the final roots of our colony and go take a look by the corner and drop off the kids to their own.

So...

Work faster Razor :P

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Re: Outcast Quest [Updated 3/8/16 - Tactical Turn Results]

Post by Absalom »

Razor One wrote:Letting your bees live because they can live off sugar instead of letting them die is another. The malus to food production is small enough to let slide and large enough to be slightly punishing, and I figured I'd just give it to you straight up instead of having a vote on whether or not to save the bees, since I'm fairly sure you'll want to preserve your unique commodities.

That being said, notice how there's a quality indicator there. The poor quality makes the honey a cheap and nasty sweetener, you may as well be using the sugar you feed the bees there. Get some flowering plants though, and the quality will improve. Get a nice variety going, or score a high roll on certain plants, and you can improve the quality, which has knock on benefits. High quality honey can supplement some of your medicinals and provides other trade goods such as beeswax.

Trade is a big thing if you can crack into the right markets. :)
It is worth bearing in mind that some nectars and pollens are poisonous to bees and/or produce poisonous honey: Rhododendron has this with both nectar and honey, for both bees and humans, for example. Thus, whether it be from the data drives, or some alien biota that you think can fill the role, always check for hidden dangers before-hand.

On the other hand, also bear in mind that some categories of quasi- or semi- honeys may be safe when you wouldn't expect it: Pine Honey is a honeydew-honey produced from the excretions of scale insects feeding on pine trees, for example, but both pine sap and pine resin are mostly just useful for industry or chewing gum. Also, since it basically just needs to be a liquidish edible with sugar content, there may indeed be some alien plants (or even animals!) that could provide base material.

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Re: Outcast Quest [Updated 3/8/16 - Tactical Turn Results]

Post by Razor One »

Horribly delayed, etc. etc.

Revamped a few things here and there. Read carefully.

May 2nd 2156

Turn 13


The results of the whale hunt have gone spectacularly well for your colony, with lots of potential applications across the board. A few people did voice concerns about hunting them, but with thousands of them milling about, they’re hardly going to go extinct from some limited hunting, and at the end of the day between your survival or theirs, you choose your own people, every time.

A minor situation developed regarding your bees, namely that the time limit for their stasis was close to expiring and had to be revived. Without a source of nectar and pollen though, they were bound to starve. Fortunately your scientists sacrificed some of your food production (-50 Food) to produce sugar to keep them going. On the plus side, you’re getting some low quality honey each month out of the deal. (+5 Honey [Poor] Per Turn).

The month dealing with the increased level of jump sickness has been hard on you all. Morale is down, and while productivity is unaffected so far, both Dr. Campos and Volkova believe it’s only a matter of time before that situation changes. For better or worse they didn’t say.

--

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) (Bonus: +15 To Military Knowledge)
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[] 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: 40%, Reward: A better idea of how you'll fare in a worst case scenario.

[] Whalers of the Sky 2: The whaling expedition last month was a smashing success, and your scientists could always use a few more samples.

Cost: 0 RU, Time: 1 Month, Chance of Success: 70%, Reward: New research options, +10 to the roll.

[] Manta’s Gonna Die: Whales aren’t the only thing flitting about in your skies. The Manta’s have also been prowling about, ambushing, hunting and otherwise killing whales to feed themselves. They’re faster, more agile, and almost certainly more intelligent than their relatively bovine cousins.

Cost: 0 RU, Time: 1 Month, Chance of Success: ???, 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: 50%, 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: 60%, 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: 40%, 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: 60%, 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: 60%, 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: 60%, 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: 60%, 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.)
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[] Working Relations: Until recently you've kept the Loroi under guard and interacting with your military personnel only. With your recent successes in introducing them to your civilian population and their general itch to do something, it may be time to offer them some work on a purely voluntary basis.

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

[] Governance: Jonathan Spencer is busy heading the newly re-organised civilian branch of your government. While his party’s stated goals were furthering man’s knowledge and the potential for discovery, it couldn’t hurt to have a chat regarding future policy.

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

[] Colonial Authority: Sometimes the best way to see a project to success isn’t careful planning or meticulous organisation. Sometimes you just need to throw resources at the problem until it solves itself. Sadly your authority isn’t nearly absolute enough to just do it. You simply need to convince a few bureaucrats in the new government about the merits of the idea to help things along.

Cost: 0, Time: 1 Month, Chance of Success: 100%, Reward: Colonial Authority allows you to double down on one action, giving +20 to the roll at the cost of doubling the resources it requires.
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)
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[] 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: +2 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: 80%, 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: 80%, 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: 30%, 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: 70%, Reward: Additional Learning Action Unlocked, All Learning based actions gain an additional 1d100, reduced difficulty for various projects.

[] 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: 80%, Reward: More research options, Biology based science gains additional 2d100.

[] 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: 80%, Reward: More research options, physics related research gains an additional 2d100.

[] 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: 80%, Reward: More research options, engineering related research gains an additional 2d100, 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

[] 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: 60%, 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: 60%, 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: 60%, Reward: +100% Base Income from Mining, limitless power for your colony, fission warheads

[] 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: 1 Month, Chance of Success: 70%, 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: 70%, 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: 80%, 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: 80%, 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: 70%, 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: 50%, 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) (Bonus: +15 To Intrigue Knowledge)
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[] 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.

[] Keeping An Ear Out 2: Puzzling out the sonar signatures of the Briar Patch is tough work, but the Blue Rose is dedicated to nailing the necessary specifics. They don’t like the idea of anyone sneaking up on the colony anymore than you do.

Cost: 0, Time: 1 Month, Chance of Success: ??? Reward: Briar Patch Sonar resolved.
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) (Bonus: +15 To Roll)
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[] Psionics 101: Spear and a few of the other Loroi children have offered to demonstrate telepathy to your brains trust. The skeptics are adamant that their telepathy is the result of something perfectly reasonable, whilst the more open minded are eager to formulate a viable hypothesis.

Cost: 0, Value Needed: 0 / 500, Difficulty: Easy (4d100 + Learning), Reward: Basic scientific knowledge about Telepathy

[] Psionics 102 (Requires Psionics 101): Having learned that telepathy is actually a thing that happens with the Loroi, your scientists are eager for a deeper understanding about Sanzai.

Cost: 0, Value Needed: 0 / 500, Difficulty: Easy (4d100 + Learning), Reward: Better understanding of Loroi Telepathy

[] Psionics 201 (Requires Psionics 102): Your scientists were intrigued to learn about the possibilities of telekinesis. While the children are adamant that they don’t possess this ability, your scientists want to at least try to assess this objectively.

Cost: 0, Chance of Success: ???, Difficulty: ???, Reward: ???

[] Psionics 202 (Requires Psionics 102): Humanities telepathic deadness is a deeply intriguing question. Just how strong is this ‘lotai’? Does it extend to your entire species or only a select number of individuals?

Cost: 0, Value Needed: 0 / 500, Difficulty: Easy (4d100 + Learning), Reward: Knowledge on the extent of human Lotai

[] Teaching English: Lieutenant Izumi is feeling a mite guilty about making blazing progress when it comes to trade while Spear lags behind. Although she is learning more every day she interacts with Izumi and your other colonists, Izumi believes that helping her along couldn’t hurt.

Cost: 0, Value Needed: 1450 / 3000, Difficulty: Medium (2d100 + 2d20 + Learning), Reward: Lieutenant Izumi continues teaching English to Spear, reduced chances of misunderstanding.

[] 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: 454 / 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: 264 / 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 / 2500, 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)
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[] 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 was rather impressed, and somewhat intimidated, by your ability to resist harsh interrogation, and he’s offered you a round of beers to celebrate.

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: Your friendship with Lieutenant Izumi is strong, but you noticed a few discrepancies in her personal history. You’re somewhat intrigued, but also wary. You could dig a little further… or you can sit back and simply enjoy her marvellous tea.

Cost: 0, Time: 1 Month, Chance of Success: 60/30/10%, 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 (Random Stat) 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.

[] A Difficult Subject: The Loroi children are living in your colony and have floated the idea of allowing your people to study telepathy. One of the major questions on your mind though is the nature of the slave collars you found them with and how it affected their telepathy. Though it might be difficult, having their cooperation might go a long way towards helping you study this mysterious technology.

Cost: 0. Time: 1 Month, Chance of Success: ??? Reward: Difficulty on Slave Collar study drops, ???, ???
--

Vox Populi:

There’s been some talk about holding a wingsuit race when the whales have cleared off. Details are still sketchy though.

Vanessa Hughes gave birth to a healthy baby girl. Her name is Amanda.

Several Loroi children have been caught playing in the air ducts.

A sudden craving for cheese has swept through the colony. You are not immune.

--

Might be some mistakes in there, appreciate feedback before survey goes up.

<< Turn 12 Results || Turn 13 Results >>
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dragoongfa
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Re: Outcast Quest [Updated 29/8/16 - Turn Thirteen]

Post by dragoongfa »

Yay, new turn...

Nay I will be busy for a few hours ... :(

Will be back to you later.

anamiac
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Re: Outcast Quest [Updated 29/8/16 - Turn Thirteen]

Post by anamiac »

Martial: Whalers of the Sky 2 or Manta’s Gonna Die.
Diplomacy: Working Relations
Stewardship: I'm going to defer to dragoongfa here.
Intrigue: Every Move You Make
Learning: Teaching English
Personal: Who haven't we spent time with yet? Pretty sure we haven't spent time with Engineer Volkova.

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Siber
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Re: Outcast Quest [Updated 29/8/16 - Turn Thirteen]

Post by Siber »

Martial: Mantas again. We've got that bonus to hunting, I say we should take advantage of it before trying to branch out. There's still plenty more weird things we haven't investigated on the whales

Diplomacy: I'm on the fence between working relations and governance. I leaning towards the latter, but I'm particularly open to argument here.

Stewardship: Keeping to Dragoonfa's planning here seems best, whatever that indicates at this point.

Intrigue: I'm going for Ear 2. If there's an external threat we need to be aware of, I'd rather know as soon as possible

Learning: Loroi Biochem again. Unless we have a catastrophic roll, probably for the last time, even thouh we'll likely not outright complete it this turn.

Personal: I'd say O'Malley or Spear. Knowing our XO well sounds good.
Atomic Space Race, a hard sci-fi orbital mechanics puzzle game.
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dragoongfa
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Re: Outcast Quest [Updated 29/8/16 - Turn Thirteen]

Post by dragoongfa »

My Building head plan as it stands now:

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

I will give my input on the rest soon (tm)

Other stuff:

Martial: Whalers, it sounds that mantas will be harder to hunt for the time being in which case I want a better dedicated hunting ship before committing, also I think that the bonus only applies to the whales themselves.

Diplomacy: Working relations. I want to know what they are doing in the ducts.

Intrigue: Keep an ear out 2. The duct thing could be a game or something sinister but the sonar may warn us early about a bigger threat than some unarmed Loroi teens.

Learning: Loroi Biochem. It either ends this turn or we let the computer finish it up later.

Personal: I am leaning towards spear. The duct thing and some simple curiosity for the unknown stuff.
Last edited by Guest on Tue Aug 30, 2016 1:26 am, edited 1 time in total.

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Siber
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Re: Outcast Quest [Updated 29/8/16 - Turn Thirteen]

Post by Siber »

Oh yes, bring on that sweet science annex!
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Re: Outcast Quest [Updated 3/8/16 - Tactical Turn Results]

Post by Absalom »

Razor One wrote:Martial:
[X] 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: 40%, Reward: A better idea of how you'll fare in a worst case scenario.
I do not understand this obsesion with whales. They can wait until the colony is actually prepared to deal with them and profit from them.
Razor One wrote:Diplomacy:
[X] Working Relations: Until recently you've kept the Loroi under guard and interacting with your military personnel only. With your recent successes in introducing them to your civilian population and their general itch to do something, it may be time to offer them some work on a purely voluntary basis.

Cost: 0, Time: 1 Month, Chance of Success: ???, Reward: ???
I sort of prefer Colonial Authority, but that probably can wait for now.
Razor One wrote:Stewardship:
I'm not going to engage in planning right now.
Razor One wrote:Intrigue:
Probably sonar.
Razor One wrote:Learning:
[] 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: 454 / 650, Difficulty: Medium (2d100 + Learning), Reward: Knowledge of what is and is not toxic to Loroi biochemistry.

[snip]

[] Drone Design: Some of your civilian engineers want some time to continue designing those sensor drones they proposed to you.

Cost: 0, Value Needed: 264 / 500, Difficulty: Hard (1d100 + Learning), Reward: Disposable sensor drone capable of extending your sensor range.
Both of these should be researched soon.
Razor One wrote:Personal:
Don't really care right now.
Razor One wrote:A sudden craving for cheese has swept through the colony. You are not immune.
It should be possible to approximate from sugar, water, fat, and yeast. Not as good as the real stuff, but tolerable. For stronger flavor, add more yeast.

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dragoongfa
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Re: Outcast Quest [Updated 29/8/16 - Turn Thirteen]

Post by dragoongfa »

I see that Razor put in some minor changes in our stewardship options, made docks cheaper and quicker while making drydocks longer and more expensive. This works well for our building budget.

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Re: Outcast Quest [Updated 29/8/16 - Turn Thirteen]

Post by dragoongfa »

We do have a supply of milk, in fact we have about 128 milk producing assets right now. However I doubt that they would like to be industrially milked.

Also @Absalom; where can we get fat though?

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Siber
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Re: Outcast Quest [Updated 3/8/16 - Tactical Turn Results]

Post by Siber »

Absalom wrote:I do not understand this obsesion with whales. They can wait until the colony is actually prepared to deal with them and profit from them.
Our last round of whaling gave us effectively four turns of free research, doubled the effectiveness of a building we already intend to build, and unlocked the ability to improve our travel times through the nebula by more than a factor of eight. I'd say that's pretty worth wanting a second helping of, especially since right now we can do whaling twice as quickly as we normally would be able to.
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Re: Outcast Quest [Updated 29/8/16 - Turn Thirteen]

Post by dragoongfa »

Also, whaling is now effectively free.

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Re: Outcast Quest [Updated 29/8/16 - Turn Thirteen]

Post by Shrewfoot »

I second Dragoongfa's plan. I also would like to introduce an expansion to our agriculture center in order to - 1. introduce pollination plants for better honey, 2 diversify our crops even more, and 3 increase our food surplus for trade and travel purposes.

Additionally, we're going to have to make some defenses for the colony when the ship is gone, right now the ship constitutes the bulk of our firepower (and it's sort of lightly armed as well). We really need to think about how to include beefing up point defense, missiles, and lasers (and perhaps the introduction of drones) before being comfortable leaving the colony for what may be a 3 month trip.

What do you guys think. Finish warehouse, then an additional agri-center, meanwhile build a missile factory or CIWS? Also, how should we upgrade our ship's defenses?
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dragoongfa
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Re: Outcast Quest [Updated 29/8/16 - Turn Thirteen]

Post by dragoongfa »

We don't have a lot of time before the 1 year period that we gave to the Loroi children expire. In fact round 20 marks its end. Right now we need 5 months without a hitch for L-amour to be fixed up with the corkscrew engines.

CIWS needs 3 months to be built up and it will be somewhat expensive

Droning is also a valid avenue but it will be turns that don't go for the cure's research.

EDIT: Also we don't have pollination plants at our disposal and our crops are diversified with all that we have while our surplus is very good right now and its going to be even better at turn 15. With this in mind an Agri Center should be at the bottom of our priority list.

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Re: Outcast Quest [Updated 29/8/16 - Turn Thirteen]

Post by Shrewfoot »

I see. I didn't realize we didn't have plants that need bees to pollinate... which seems strange since we have bees? Isn't that kind of a huge oversight when planning a trip?
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dragoongfa
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Re: Outcast Quest [Updated 29/8/16 - Turn Thirteen]

Post by dragoongfa »

Mea Culpa on that, thought that the staples needed bees but we realized that they didn't after the fact. Still not a huge problem and it is something that is unique to us for later trading.

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