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Outcast Quest [Updated 10/10/18 - Turn 14] 
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Post Re: Outcast Quest
Algae has a lot of potential uses, from biofuels to waste management, food production, and even plastics. The Algae you'll be carrying is a 'slush' variant used mainly for waste management, but has the necessary genes in an inactive state so it can be tweaked over to the other uses as the need arises. Tweaking it over to food should be fairly easy with a biolab, although you can probably do it with existing facilities at higher difficulty level, but the other uses are a bit harder to get right. That difficulty will mostly show up in the research rolls.

A varied diet in the form of a lot of Earth-native organics will have a good effect on morale. Theoretically you could feed your people on yeast and algae alone. The Nutrient Paste that your character lived off as a kid was essentially made from that stuff and you loved it, especially the blue nutrient paste. Your colonists just wouldn't like it very much for the most part and would riot the moment anything sweet came their way unless you were doing something absolutely amazing to keep them happy. It'll also give you a legup on trade, since anything that's earth native is effectively 100% unique to you.

Even sans Earth-native organics, you could also trade your way up to a varied diet. Alien foodstuffs that don't kill or poison you would be rather useful in such a scenario, but you need to have something to trade with from the outset. I think I've got a decent system to streamline and simplify trade so you're not operating fully off a barter system (the horror) but like all gameplay mechanics its slightly arbitrary.

Okay, heading to sleep now. Vote will remain open for another 17 hours or so, unless you want me to call the vote early of course.

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Thu Oct 15, 2015 1:13 pm
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Post Re: Outcast Quest
dragoongfa wrote:
Hmm...

First of all thanks for the votes :)

Now, having thought about it, Algae could replace one of the genetic samples. They have diverse set of usage, which makes them valuable both for the colony and for trading, especially if they have some gene engineered advances when compared to ours.

There are two choices as far as I can see:

1st: Ditch the Oak trees for Algae. Oak is a hardy tree, a great source of hardwood and produces acorns. It is easy to create an Oak forest which would be the cornerstone of an implanted biosphere. The problem is if these benefits are really worth it. Wood is bound to be a luxury in that tech level, no much use in weapons, acorns are not a great source of nutrition and implanting a biosphere shouldn't be a priority.

2nd: Ditch the Berries for Algae. Berrie shrubs grow quick and would be an immediate source of fruits. Some variants are hardy to various climates. The problem is that the fruits wouldn't be great in number and that it doesn't have any other advantage other than immediately covering the need for fruit.

I initially thought that the Orange trees could also be used to make way. However some Orange tree variants are very hardy, in Greece we use a variant of Citrus trees in city streets because they can stand the pollution and remain with leaves through the year with not much watering.


Not sure how much we'll have to worry about vitamins (medical supplies might cover that), but oranges and other citrus fruits have some very critical nutrients. It'd really suck if our colonists started dropping to scurvy. Plus they're tasty, which should keep people happy. I think leaving them in is a good idea.

As Razor mentioned, algae has a huge amount of utility, and it should be very fast to grow even from just a sample. Pull something to insert them and I'm on board with plan "Complicated Security with a headstart". Both oak trees and berries sound like good choices to lose. Berries grow fast and don't need a lot of tending, but oak will be a nice luxury good to trade with later on. Maybe keep the oak trees? We've got chocolate if people need a treat in the short term, and bees will give us honey.

EDIT:

Also got a chance to look over our ship. Good thing we took a non-martial path, because with nothing but 2 PD lasers we won't even be able to stand up to another human vessel, much less a Loroi or Umiak one.

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Last edited by joestej on Thu Oct 15, 2015 1:44 pm, edited 1 time in total.



Thu Oct 15, 2015 1:31 pm
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Post Re: Outcast Quest
I'm all for ditching the oak in favor of algae.

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Thu Oct 15, 2015 1:36 pm
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Post Re: Outcast Quest
Indeed Algae are a great tool and could prove extremely useful in mid to late game, as well as an easily renewable food source in case of a catastrophe or the establishment of a secondary colony.

Oaks could be useful for luxury good trading as well as provide cheap housing materials in mid game if we need to quickly build more houses or basic facilities for some reason (see complication).

Berries on the other hand offer fruits and some basic trading with them... We have live Bees and Staples which should allow for the production of basic food and honey. Honey covers a lot of dietary needs and is a great luxury foodstuff, which means that it alone could cover Berries at the short run while chocolate will also be a good supplement in case of a morale hit.

Damn, I am going back and forth like a pendulum here.

EDIT: Damn, forgot paper production. Until we get some short of industrial base with the ability to replenish our tech then we will have to limit the use of computers to research and equipment handling and replace some paper pushing with actual paper.

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Thu Oct 15, 2015 1:47 pm
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Post Re: Outcast Quest
As much as i like Berries Oak will probably be more useful.


Thu Oct 15, 2015 2:24 pm
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Post Re: Outcast Quest
dragoongfa wrote:
Damn, forgot paper production. Until we get some short of industrial base with the ability to replenish our tech then we will have to limit the use of computers to research and equipment handling and replace some paper pushing with actual paper.


Considering it'll be a year or two before any trees will be big enough to warrant cutting down for paper, I doubt that'll be a concern. With the technology we have now I can buy a 7 TB drive with the same dimensions a thick novel. For reference, the entire contents of the United States Library of Congress are estimated at 10 TB of uncompressed data. By 2160, tablets and other personal electronics will likely be advanced enough that we shouldn't have any trouble keeping our paperwork electronic without needing to pulp precious trade resources just to have something to write on.

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Thu Oct 15, 2015 2:42 pm
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Post Re: Outcast Quest
True that...

After some more thought I have come to the conclusion that Berries are replaceable with everything else the ship carries and a hardwood tree will be a potential trading resource as well as a cheap alternative resource for use in housing and furniture in mid game, which is important if something happens to the initial settlement.

So my revised proposition and vote is:

[X] Plan: Complicated Security with a headstart v2 (105 points for 2 complications)

Spoiler: show
[X] 200 Passengers (LOCKED) {Free}
[X] Extra Passengers (1d100+100) {9 Points}
[X] Marine Contingent (Company sized, 1d170+80 Marines) {9 Points}
[] Luxury Goods {9 Points}
[X] Scientific Equipment {9 Points}
[X] Industrial Equipment {6 Points}
[X] Raw Materials {3 Points}
[X] Data Hard Drives {3 Points}
[X] Medical Supplies {6 Points}
[X] Yeast {3 Points}
[X] Potatoes {6 Points}
[X] Chocolate {3 Points}
[X] Mining Equipment {12 Points}

Bio Stuff:

-[x] Livestock (small) (4)
-[X] Staples (Wheat, Corn, Rice) (6)
-[X] Bees (6)
-[x] Insects (Various) (4)
-[] Apple Saplings
-[] Bamboo Saplings
-[] Pine Saplings
-[x] Oak Saplings (4)
-[x] Algae (4)
-[x] Orange Saplings (4)
-[] Aldean Peppers
-[] Berries (Various)
-[x] Cacao Saplings (4)

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Thu Oct 15, 2015 2:48 pm
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Post Re: Outcast Quest
dragoongfa wrote:
True that...

After some more thought I have come to the conclusion that Berries are replaceable with everything else the ship carries and a hardwood tree will be a potential trading resource as well as a cheap alternative resource for use in housing and furniture in mid game, which is important if something happens to the initial settlement.

So my revised proposition and vote is:

[X] Plan: Complicated Security with a headstart v2 (105 points for 2 complications)

Spoiler: show
[X] 200 Passengers (LOCKED) {Free}
[X] Extra Passengers (1d100+100) {9 Points}
[X] Marine Contingent (Company sized, 1d170+80 Marines) {9 Points}
[] Luxury Goods {9 Points}
[X] Scientific Equipment {9 Points}
[X] Industrial Equipment {6 Points}
[X] Raw Materials {3 Points}
[X] Data Hard Drives {3 Points}
[X] Medical Supplies {6 Points}
[X] Yeast {3 Points}
[X] Potatoes {6 Points}
[X] Chocolate {3 Points}
[X] Mining Equipment {12 Points}

Bio Stuff:

-[x] Livestock (small) (4)
-[X] Staples (Wheat, Corn, Rice) (6)
-[X] Bees (6)
-[x] Insects (Various) (4)
-[] Apple Saplings
-[] Bamboo Saplings
-[] Pine Saplings
-[x] Oak Saplings (4)
-[x] Algae (4)
-[x] Orange Saplings (4)
-[] Aldean Peppers
-[] Berries (Various)
-[x] Cacao Saplings (4)



I guess this means I will not be able to have berry pie on Fridays. :P

I'm surprised that I was the only one to go for double biology at the expense of complications.

Hmm...

Plan "Simplify with Complications": Buy everything and give up trying to decide what samples to bring. Yes, that includes another 36 point Biological samples module just so that we can have live samples of everything (I'm looking at you, Pine Saplings). You never know what will happen. Also, this is 6 probably (hopefully) slightly beneficial complications and 204 points. This plan is definitely not pointless.

Spoiler: show
[X] 200 Passengers (LOCKED) {Free}
[X] Extra Passengers (1d100+100) {9 Points}
[X] Marine Contingent (Company sized, 1d170+80 Marines) {9 Points}
[X] Luxury Goods {9 Points}
[X] Scientific Equipment {9 Points}
[X] Industrial Equipment {6 Points}
[X] Raw Materials {3 Points}
[X] Data Hard Drives {3 Points}
[X] Medical Supplies {6 Points}
[X] Yeast {3 Points}
[X] Potatoes {6 Points}
[X] Chocolate {3 Points}
[X] Mining Equipment {12 Points}

[X] Biological Samples (Pick up to 3*(36) points worth) {6 Points Each Live, 4 Points Each Genetic}
-[X] Livestock (small)
-[X] Staples (Wheat, Corn, Rice)
-[X] Bees
-[X] Insects (Various)
-[X] Apple Saplings
-[X] Bamboo Saplings
-[X] Pine Saplings
-[X] Oak Saplings
-[X] Algae
-[X] Orange Saplings
-[X] Aldean Peppers
-[X] Berries (Various)
-[X] Cacao Saplings

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Thu Oct 15, 2015 6:58 pm
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Post Re: Outcast Quest
Sorry to intrude, since I'm not playing, but for those of you who are, remember that bees need nectar or equivalent. I think that the fruit trees and berries are the only sources, so if you start without those you'll need a replacement source, maybe from the algae.

Also, while the cacao tree is a better source of wood than any of the fruit trees (it's trunk gets wider, so bigger pieces of wood), it requires flies for pollination, bees will not do that (they can't), so you need the other insects if you want cacao beans. Given the choice between cacao saplings or fruit tree saplings, I'd probably go for cacao: it's not just useful for chocolate and wood.


Thu Oct 15, 2015 7:12 pm
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Post Re: Outcast Quest
Most plans that have cacao and oranges also seem to have insects (various) and bees, so there shouldn't be too much concern if I'm tracking the vote correctly, although I'm going to mention that people really should make their votes absolutely crystal clear.

And Absalom, don't feel like you're intruding. Anyone can join or leave at any time. The game isn't closed to anyone who wasn't here at the start. If you have important info to share or a strategic vote to cast to break a tie, anyone and everyone is welcome to pop in and cast a vote.

Unless you're multi-accounting. That would be bad. It would also make me sad.

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Thu Oct 15, 2015 9:01 pm
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Post Re: Outcast Quest
[X] Plan: Complicated Security with a headstart v2

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Fri Oct 16, 2015 5:27 am
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Post Re: Outcast Quest
Checking things over, it seems that this plan:

Plan: Complicated Security with a headstart (105 points, 2 complications):

Spoiler: show
[X] 200 Passengers (LOCKED) {Free}
[X] Extra Passengers (1d100+100) {9 Points}
[X] Marine Contingent (Company sized, 1d170+80 Marines) {9 Points}
[] Luxury Goods {9 Points}
[X] Scientific Equipment {9 Points}
[X] Industrial Equipment {6 Points}
[X] Raw Materials {3 Points}
[X] Data Hard Drives {3 Points}
[X] Medical Supplies {6 Points}
[X] Yeast {3 Points}
[X] Potatoes {6 Points}
[X] Chocolate {3 Points}
[X] Mining Equipment {12 Points}

Bio Stuff:

-[x] Livestock (small) (4)
-[X] Staples (Wheat, Corn, Rice) (6)
-[X] Bees (6)
-[x] Insects (Various) (4)
-[] Apple Saplings
-[] Bamboo Saplings
-[] Pine Saplings
-[x] Oak Saplings (4)
-[] Algae
-[x] Orange Saplings (4)
-[] Aldean Peppers
-[x] Berries (Various) (4)
-[x] Cacao Saplings (4)


Is in the lead with votes from:

Sunphoenix, Siber, Nugget, joestej

Since dragoongfa did propose it, I'll assume it gets his vote too, but since there's no clear "I vote [X] Plan This" I can't be 100% certain.

I'll extend voting on this for a bit. If you haven't voted on a plan yet, please do.

In the meantime, I'll open up the final two rounds of customisation before we begin.

Firstly:

Spoiler: show
As a transport vessel, you were carrying some passengers along for the ride. Who are they? Choose one.

[] Frontier Colonials: The hardworking men and women of Earth's colonies know best how to build colonies from the ground up in even the harshest conditions with the smallest amounts of materials.

+1 Stewardship Action

[] Core Worlders: The Core Worlds of the Terran Colonial Authority, also known as The Six Worlds of Humanity include people from Earth, Mars, Alpha, Proxima, Aldea and Esperenza are a diverse mix of the best and worst traits of Humanity.

+1 Martial Action

[] Skilled Migrants: 99% of Humanity still lives on Earth. As such, the best and brightest minds of the generation are found there, just waiting for their chance to take to the stars. This was supposed to be their shot.

+1 Learning Action


And secondly, since the marine contingent is a component of the most populous vote so far:

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A Marine Contingent was attached to your transport. You didn't ask where they were going, they didn't tell, and their credentials checked out. Who was their leader?

Choose only one.

Nova Company Commander

[] Colonel Brian Pierce

Age: 45

Martial: 20
Diplomacy: 12
Stewardship: 13
Intrigue: 14
Learning: 10

[] Colonel Tanya Barrett

Age: 44

Martial: 20
Diplomacy: 10
Stewardship: 11
Intrigue: 14
Learning: 14


For those wondering, your character and Sharon in particular have a martial stat specialising in naval command. You belong on the bridge. Your marine contingent colonels however belong in the field, and their martial stat is geared towards that. If you tried to command the marines yourself, you'd take a large hit on your martial stat as a modifier, and likewise, whichever Colonel you pick would take a similar hit if they had to take the bridge.

That doesn't mean you're not in charge of them of course. You can give them goals and direction just fine, it's you who's in command after all, but it's their CO's job to prosecute those goals.

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Fri Oct 16, 2015 6:33 am
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Post Re: Outcast Quest
Razor One wrote:
Checking things over, it seems that this plan:

Plan: Complicated Security with a headstart (105 points, 2 complications):

Spoiler: show
[X] 200 Passengers (LOCKED) {Free}
[X] Extra Passengers (1d100+100) {9 Points}
[X] Marine Contingent (Company sized, 1d170+80 Marines) {9 Points}
[] Luxury Goods {9 Points}
[X] Scientific Equipment {9 Points}
[X] Industrial Equipment {6 Points}
[X] Raw Materials {3 Points}
[X] Data Hard Drives {3 Points}
[X] Medical Supplies {6 Points}
[X] Yeast {3 Points}
[X] Potatoes {6 Points}
[X] Chocolate {3 Points}
[X] Mining Equipment {12 Points}

Bio Stuff:

-[x] Livestock (small) (4)
-[X] Staples (Wheat, Corn, Rice) (6)
-[X] Bees (6)
-[x] Insects (Various) (4)
-[] Apple Saplings
-[] Bamboo Saplings
-[] Pine Saplings
-[x] Oak Saplings (4)
-[] Algae
-[x] Orange Saplings (4)
-[] Aldean Peppers
-[x] Berries (Various) (4)
-[x] Cacao Saplings (4)


Is in the lead with votes from:

Sunphoenix, Siber, Nugget, joestej


Actually, I voted for the "v2" version of that plan that had the Berries swapped for Algae. Dragoongfa said he would be voting for the "v2" plan as well:

dragoongfa wrote:
So my revised proposition and vote is:

[X] Plan: Complicated Security with a headstart v2 (105 points for 2 complications)

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Fri Oct 16, 2015 6:40 am
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Post Re: Outcast Quest
[X] Skilled Migrants {Those who do not learn are doomed to repeat the failures of the past! 'nuff said}

[X] Colonel Tanya Barrett {Cause female marine commanders are Hot! :)}

My votes.

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Fri Oct 16, 2015 6:46 am
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Post Re: Outcast Quest
joestej wrote:

Actually, I voted for the "v2" version of that plan that had the Berries swapped for Algae. Dragoongfa said he would be voting for the "v2" plan as well:



My bad there, didn't notice the difference and thought he'd edited his original vote to the v2. Recounting.

[X] Plan: Complicated Security with a headstart v2

Siber, dragoongfa, joestej, Sunphoenix

Sunphoenix and Nugget need to confirm their support for v2. I'll assume that they'll support it for now since there's only one minor change, but I'd prefer to have proper confirmation before calling that part of the vote. There are about eight or nine people playing judging by how many voted on the surveys, so five is a solid enough majority to call the vote on, especially considering that the other plans have proposals but not very many votes to them.

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Fri Oct 16, 2015 7:02 am
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Post Re: Outcast Quest
No worries, I assumed the same thing until I checked what you had written down.

---

My votes:

[X] Skilled Migrants

[X] Colonel Brian Pierce

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Fri Oct 16, 2015 7:10 am
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Post Re: Outcast Quest
Oh yeah.. I support v2. No problem!

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Fri Oct 16, 2015 7:15 am
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Post Re: Outcast Quest
I'm with sunphoenix on this one.

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Fri Oct 16, 2015 7:22 am
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Post Re: Outcast Quest
My votes:

[X] Frontier Colonists

The Learning action will certainly prove more useful because the cargo helps with both Martial and Stewardship a LOT while the initial game plan is aimed at pacifying the civilians early so the fact that they have no idea of what being a colonist is like should not be much of a concern.

EDIT: Thinking about it some more, wouldn't Learning through R&D be easier if the initial colony established itself far more quickly?

[X] Brian Pierce

Its a show off between Learning and Diplomacy/Stewardship.

The Marines will handle a lot of civilian affairs at first and we want as high a diplomatic bonus as possible. Stewardship will help with their own day to day affairs, a company of Marines involves a LOT of paper pushing, take it from someone who was in the army. His average learning is regrettable but establishing a working relationship with the Marines without having to hold their hands as much is imho the better option.

EDIT: Remember that the Marines are a different military branch and as such there should some short of contest about who will run things on the colony side.
EDIT2: Also bear in mind the possibility of a 'Mizol Seduction plot' ;)
EDIT3: Vote change

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Last edited by Guest on Fri Oct 16, 2015 9:50 am, edited 1 time in total.



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Post Re: Outcast Quest
[X] Core Worlders

[X] Colonel Brian Pierce

Yarr me harties! we be hardy space pirates and we be taking all the booty YARR!

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Fri Oct 16, 2015 8:00 am
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Post Re: Outcast Quest
I'll take that as a vote for Complicated with Headstart v2, though in future, please use the ballot system since it makes it absolutely clear who voted for what.

So, yeah, calling it. A bit of fluff on what you've got.

Spoiler: show
[X] 200 Passengers (LOCKED) {Free}
[X] Extra Passengers (1d100+100) {9 Points}

Ingen is currently spearheading a colonial effort for M-74591, a red dwarf system containing three planets a single jump out from Esperenza. As is typical of privatised colonial efforts, they attempt to defray costs wherever they can, and attached them to your scheduled supply run.

[X] Marine Contingent (Company sized, 1d170+80 Marines) {9 Points}

Marines are a common sight wherever the TCA goes, and Nova Company is no exception to that rule. They've seen action in all the major systems and quite a few of the minor ones. Their service records are sealed to the public, but word has it they specialise in counter-insurgency and counter-terrorism.

[X] Scientific Equipment {9 Points}

Where man goes, science follows. This equipment is everything a new colony needs to tackle fairly common scientific questions, and includes everything from telescopes and gravity sensors to limited bio-engineering and diagnostics equipment.

[X] Industrial Equipment {6 Points}

Prefabricated production lines and materials processing equipment may be expensive up front but saves colonial sponsors billions of credits in shipping costs by allowing their colonies a measure of independence.

[X] Raw Materials {3 Points}

Many of the population II stars comprising the bulk of the TCA's colonies are metal poor, necessitating the shipment of feedstock material.

[X] Data Hard Drives {3 Points}

As FTL communications are pure science fiction, correlative updates between colonial networks is necessary to ensure everyone is on the same page. Contains data ranging from the latest socialite gossip to the greatest breakthroughs in nanotechnology to date.

[X] Medical Supplies {6 Points}

Each colony is required to have a sufficient amount of medical supplies on hand for almost any emergency that might arise. This collection of bandages, antiseptics, drugs, replacement limbs and even an artificial heart may be vital in saving lives.

[X] Yeast {3 Points}

Modern genetically engineered yeast has so many uses and functions for both fledgling and mature colonies that it is considered absolutely essential that every startup bring some along, or failing that, at least some algae.

[X] Potatoes {6 Points}

Potatoes have been man's best friend in space since the first Mars expeditions back in the early 21st century. The ease with which they can be grown and the number of people that can subsist on them, to say nothing of the taste, makes them completely indispensable for modern colonial infrastructure. Even the smallest and most isolated of outposts generally has a plot for this terrific tuber.

[X] Chocolate {3 Points}

While the diversification of chocolate production amongst the colonies would give one the impression that shipping chocolate to and fro would be unnecessary, nothing could be further from the truth. Demand for 'exotic' colonial chocolate on Earth and 'traditional' Terran chocolate in its colonies has fostered a lucrative trade.

[X] Mining Equipment {12 Points}

Shale getting you down? Asteroid just not cracking in half like you want? Buy Boros! Our adaptive mining equipment is rated for planetary crusts and zero g! Drill bits are guaranteed to last, just don't try for the Mohorovicic discontinuity. We're still working on that.

Bio Stuff:

-[x] Livestock (small) (4)

The genetic samples for several bird species, including quail, duck, chicken, and geese, considered useful for their ability to control insect populations, fertilise soil, lay eggs and provide meat. Several hundred individuals worth of samples are present for each species. Often used in genetic research to lay the ground for further improvements.

-[X] Staples (Wheat, Corn, Rice) (6)

Without a stable source of agricultural goods or regular resupply, starvation would quickly ensue. These staple crops do more than keep the people fed though, they allow a colony to truly exist.

-[X] Bees (6)

Where agriculture goes, the pollinators must follow. The modern superbee is a genetically enhanced marvel, lacking both stinger and venom, whilst also being relatively easier to induce into hibernation through temperature control, and thus easy to transport safely and without fuss. Attempts to engineer these creatures into a bioweapon was the subject of the C-Grade schlock horror "It came from Alpha-Bee!"

-[x] Insects (Various) (4)

Mars frequently exports genetic enhancement work of certain invertebrate species necessary to accelerate their terraforming timetable. The several dozen species contained in this batch are almost certainly just the tip of the iceberg.

-[x] Oak Saplings (4)

Most colonies plant a line of oaks once they get large enough to support these majestic trees. Apart from offering a more pleasant atmosphere, oak finds its uses as a prized handcraft material, the production of whiskey and wine, and even acorns. These genetic samples were slated to be delivered to Prometheus Labs, a firm claiming that they were "Just one step away" from producing fireproof wood.

-[x] Algae (4)

Algae, much like yeast, has a thousand and one uses that no sane colonial sponsor would pass up. No colony is really capable of saying it can potentially support itself without having at least this vital plant, and failing that, at least some yeast. A colony present is capable of producing nutrient paste, a foodstuff capable of keeping for years without losing nutritional content.

These genetic samples were of a slush variety used in waste management that somehow managed to include the proprietary genetics for biofuel, food and polymer production. They were to be delivered to Esperenza's evidence lockup for an investigation into IP theft.

-[x] Orange Saplings (4)

Ever since the age of sail, oranges and other citrus fruits have been vital in the prevention of scurvy. While modern food processing can include the necessary vitamin C to do the same job, the lament of many a colonist saying "It's just not the same" has kept this plant in solid demand.

This particular set of genetic samples were noted by colonists to have made a particularly excellent marmalade, and was being dispatched for sequencing to determine if this was the result of a mutation or the colonists methods of production.

-[x] Cacao Saplings (4)

With the latest round of cacao blight on Earth devastating production, many firms are seeking to diversify cacao production both in terms of location and biodiversity. These genetic samples are of a modified cacao renowned for producing dark chocolate that wasn't quite as bitter as one might expect.


Those two complications will come in handy for keeping things interesting. I already have storylines worked out for them. Benefits if you handle them well, consequences if you do not. All to be delivered. When. I. Want. :twisted:

Hmm. May as well do the population rolls while I'm at this.

Population = 200 + 1d100 + 100

Image

Population = 393

You lucky bastards.

Size of Marine Contingent = 1d170 + 80

Image

Marine Contingent: 114

Seems your luck didn't hold out for the marines. It's still a company sized force, at least as far as my reading goes since it apparently varies between 80 and 250, so you have a force for dealing with boarders or doing some boarding yourself.

Total Population: 393 (Colonists) + 114 (Marines) + 25 (Crew) = 532

You've got genetic diversity well covered for the long term and skills diversity too. You can afford to lose a few people in bad circumstances, but lose too many and it'll be crippling.

Well, I'd best prepare for the next phase then. There'll be an adventure component as you get to grips with the situation. Once the adventure is done with, you can settle into the CK2 phase proper.

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Fri Oct 16, 2015 9:09 am
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Post Re: Outcast Quest
Yes my vote was to V2, got here too late tho :cry:


On the migrants and Marine commander.

[X] Frontier Colonials

Tough call, Skilled migrants sure looks nice but i feel that the extra stewardship combined with the tons of resources we are taking would lead to a strong snowball effect.

[X] Brian Pierce

I don't think the Marines are going to be leading the R&D part of the colony, so we can surely use his extra diplomacy/stewardship. and he sounds to me like a guy who just gets the job done


Fri Oct 16, 2015 9:20 am
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Post Re: Outcast Quest
[X] Colonel Brian Pierce

Can't come to any solid decision on the other item, so I'll abstain for now.

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Fri Oct 16, 2015 10:19 am
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Post Re: Outcast Quest
[X] Frontier Colonials

I'd rather have a nice stable colony that can support R&D.

[X] Col. Tanya Barrett

I think the Stewardship/Diplomacy and Learning show off goes to Learning. I want a leader that can adapt to new weapons, and come up with tactics for said weapons.

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Fri Oct 16, 2015 8:01 pm
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Post Re: Outcast Quest
The votes so far. Options in bold are the current lead.

[X] Skilled Migrants

Sunphoenix, joestej

[X] Frontier Colonists

dragoongfa, Nugget, alpha

[X] Core Worlders

Jericho

[X] Colonel Tanya Barrett

Sunphoenix, alpha

[X] Colonel Brian Pierce

joestej, dragoongfa, Jericho, Nugget, Siber

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