May 2nd, 2155
Turn 1
The Briar Patch is aptly named by your crew. As the hydrogen gas thickens around your hull it warms, producing an environment not unlike Jupiter's atmosphere. The deeper you penetrate, the lower your sensor resolution becomes and the more the wind makes itself known through turbulence.
Lightning strikes as clouds scud off into the distance. Only the strangeness of your new universe seems to allow this region to exist. Back home something like this would have either blown itself apart due to equalising air pressure, or collapsed in on itself and become a proper gas giant. Instead you've got two or three atmospheres of pressure on your hull and it's making your spacer sensibilities itch with nervousness.
As you penetrate deeper and deeper into the quasi-nebula or semi-planet, a wondrous sight appears before you. You see free floating wind worn asteroids tumbling in the wind, literal mountains in a sky that will never know the ground, a place to settle and make your home.
A lot of your colonists aren't particularly happy about that. They had lives and families back home that they will never see again. The Terran Frontier, distant though it may have been, still had lines of supply and contact. Here you are alone. Still, they're smart enough to realise that you can't get home so easily. If even advanced cultures can't bridge the gulf of knowledge required, what hope do you have? Still. You'll try. It's the only thing that you can do.
Others are more enthusiastic about building something for themselves. They relish the challenges to come and are excited about exploring the unknown depths of a new universe. Yes, it is terrifying to know that there are creatures out there that would as soon gut you as talk to you, but the presence of your Loroi guests bolsters their hopes and dreams of peaceful alien contact.
Military and civilian experts look over the area and select the best spot to break ground. All your colony needs is a name. There's already been debate on that front, and most of the camps are split, but there yet remain a few deciding votes. It seems they're waiting on your opinion before weighing in.
What should you call your colony?
[] Avalon
An island of Arthurian Legend, it is the place where Excalibur was forged and where the Once And Future King was taken after the battle of Camlann to recover from his wounds.
(Gain Arthurian themes in updates and naming conventions)
[] Parmentier
Antoine-Augustin Parmentier was a vocal promoter of the potato, promoted the use of the smallpox vaccine, and pioneered the use of refrigeration.
(Maintain French derived naming convention)
[] Valhalla
Valhalla is the afterlife of all those who die in battle, where they feast and fight for all eternity until the day of Raganarok.
(Gain Norse themes in updates and naming conventions)
[] Something Else? (Write In)
12,500 Resource Units
2000 Medical Supply Units
1000 Units of Chocolate
Martial: {Locked}
Both Commander O'Malley and Colonel Pierce are allocating all available personnel to help break ground for the colony. No military actions may be taken until then.
Diplomacy: Though Ensign Izumi is still in quarantine, she's your most effective diplomat, though you're no slouch yourself in that department.
(Choose One.)
[] Improving Relations: Developing a closer rapport with your Loroi guests would definitely be a plus. Put some time and effort into learning each other's cultures.
Cost: 0, Time: 1 Month, Chance of Success: 70%, Reward: Boost in Loroi Opinion, ???
[] Soothing Tensions: Your colonists are not as united as you'd like. Factions are starting to form despite Vanessa and Richard's best efforts. Nipping this in the bud would be for the best.
Cost: 0, Time: 1 Month, Chance of Success: 60%, Reward: Tensions Soothed, ???
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 2)
[] Habitation Complex: Your colonists are itching to get out of the passenger module and stretch their legs. The habitation complex will provide room for 500 people to live comfortably.
Cost: 1000 RU, Time: 1 Month, Chance of Success: 80%, Reward: Habitation Complex Built, New Options, Colonists off your ship, Requires 250 RU upkeep.
[] Agricultural Complex: Without a ready supply of food you're going to starve. The Agri-Complex will allow you to grow food as quickly as you can once it's built.
Cost: 1000 RU, Time: 1 Month, Chance of Success: 80%, Reward: Agricultural Complex Built, New Options, Able to Grow Food, converts 3 RU -> 1 Food, +500 Food at max production, requires 250 RU upkeep, requires two turns to begin production after completion.
[] Yeast Production Plant: Yeast has numerous uses, from basic food production to alcohol and bread making.
Cost: 500 RU, Time: 2 Months, Chance of Success: 90%, Reward: Yeast Production Plant Built, New Food Options, Able to Grow Yeast, converts 1 RU -> 1 Food, +250 Food at max production, requires 125 RU upkeep.
[] Stabilisation Thrusters: Your home asteroid is not fixed in space. There is a slim chance that it could float off and strike another asteroid, or be struck itself. Needless to say, this would probably be a bad thing. Build stabilisation thrusters to help hold your colony in place and allow it to nudge itself away from impending doom.
Cost: 3000 RU, Time: 3 Months, Chance of Success: 60%, Reward: Not getting crushed by flying mountains, requires 500 RU upkeep.
[] Biolab: The biolab will handle all science biological, from alien physiology, botany and disease control, to genetic manipulation and vaccination production.
Cost: 6500 RU, Time: 4 Months, Chance of Success: 90%, Reward: More research options.
[] Physics Lab: The physics lab will handle all science physical, allowing you to understand the new realm you find yourself in more fully.
Cost: 8750 RU, Time: 6 Months, Chance of Success: 90%, Reward: More research options.
[] Mineralogical Survey: Survey your home and nearby asteroids for the best place to deploy your mining equipment.
Cost: 0, Time: 1 Month, Chance of Success: 90%, Reward: Knowledge of local ores, Able to begin mining operations.
[] Fuel Refinery: Harvests the surrounding hydrogen rich atmosphere and converts it into delicious fuel for your ships to burn.
Cost: 4000 RU, Time: 6 Months, Chance of Success: 70%, Reward: Ship automatically refuels while at home.
[] Docks: Basic mooring and umbilicals for the L'Amour, allowing for ease of transport and for cargo and personnel and basic repairs.
Cost: 3000 RU, Time: 3 Months, Chance of Success: 80%, Reward: Allows for easy disembarkation of people and goods, Unlocks new Options.
[] 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.
[] Medical Center: All colonies require medical treatment for the sick and injured and the biolab is no place to treat broken bones.
Cost: 2000 RU, Time: 3 Months, Chance of Success: 80%, Reward: 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}
As a military transport vessel, signals intelligence or other intelligence related officers were not a part of your crew.
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. (Due to Spear learning English quickly, +20 bonus to the standard 4d100 + 4d20 now applies)
Cost: 0, Value Needed: 701 / 1750, Reward: Ensign Izumi increases her knowledge of trade, can teach others upon completion.
[] Urkuk: Considering how prolific the Urkuk are to the region, it may be prudent to have the Ensign learn what she can of Urkuk. Perhaps they'll go away if you ask them nicely?
Cost: 0, Value Needed: 230 / 750, Reward: Ensign Izumi increases her knowledge of Urkuk, can teach others upon completion.
[] Jump Transit Analysis: Chief Engineer Volkova wants to look over the data for your last jump transit to see if your sensors picked anything up anything unusual, perhaps what brought you here in the first place? Perhaps a clue to getting home? She's not sure.
Cost: 0, Value Needed: 0 / 500, Reward: ???
[] Loroi Biochemistry: Doctor Campos would like to do a more detailed study into Loroi biochemistry to determine with certainty what foods the Loroi can handle as well as derive what nutrients they require to fully recover from their ordeal in addition to what medicines they're able to consume.
Cost: 0, Value Needed: 91 / 1000, Reward: Knowledge of what is and is not toxic to Loroi biochemistry.
[] Loroi Physiology: Doctor Campos would like to do a full medical workup on the Loroi in your care. As similar as they are physically, there may be differences that could hinder effective medical treatment.
Cost: 0, Value Needed: 0 / 80, Reward: More effective medical treatment for Loroi.
[] Slave Collar: Chief Volkova and a number of scientists want to look into how the slave collars removed from the Loroi work.
Cost: 0, Value Needed: 25 / 50,000 (DC 90), Reward: Knowledge of the inner workings of the collar, ???
[] Drone Design: Some of your civilian engineers want some time to continue designing those sensor drones they proposed to you.
[] Jump Sickness Research: Dr. Campos research into jump sickness has the potential to eliminate it in your population. All he needs is time.
Cost: 0, Value Needed: 819 / 5000, Reward: Jump sickness penalty removed.
Cost: 0, Value Needed: 64 / 500, Reward: Disposable sensor drone capable of extending your sensor range.
Personal: {Locked}
You don't have any time to spare. Every day you work yourself to the bone. Every night you fall asleep dead tired. Your parents built the colony you grew up in, and now you know just how much hard work that is.
EMERGENCY ACTIONS
Your officers have run the numbers. You will have a food shortfall before your first harvest even comes in, provided your other projects stay on track.
They recommend that at least 50 more people go on harsher rationing to make up for the shortfall. All the require is your word.
[] Yea
[] Nay