June 2nd 2156
Turn 14
The last month has shaped up to be quite productive, and this month looks to be much the same. Your loroi guests are settled in and looking healthier and happier then they’ve been the entire time you had them confined for safety, and although Colonel Pierce continues to remain vigilant, you can see that even he has a slight soft spot for them that he hides quiet well.
Having Spear as your adjutant has had a positive impact on your free time and there are honestly times you forget that she’s not human. If both you and she weren’t set on returning her to her home and family, you’d happily allow her to enlist into your crew.
--
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)
[] 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: The last whaling expedition 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, +25 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 Missile Batteries Unlocked, Missile based Offensive Systems for the L’Amour
[] 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.
[] L’Amour Refit: The L’Amour was the first of a new class of TCA long ranged transports. One of its primary strengths was its highly versatile ship frame that allowed for relatively cheap and easy modifications to new mission profiles. Some of those profiles include a hospital ship configuration, troop transport, deep space construction vessel, and even a heavy combat variant. How you modify your ship is up to you.
Time: 1 Month, Cost: Variable, Chance of Success: N/A, Reward: L’Amour refitted to your specifications.
[] The Finder of Lost Children: Long ago you made a promise to Spear and her compatriots that you would return them home when you were able. Now, you make good on that promise. Triggers a new storyline arc.
Time: ???, Cost: 10,000 RU (Minimum), 500 Food, Chance of Success: ??? Reward: Returns Spear and her diral to her family, ???, ???, ???, ???
Diplomacy: Lieutenant Izumi is your most effective diplomat when it comes to aliens, though you're no slouch yourself in that department. (Choose One.)
[] 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.
[] 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.
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)
[] 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: +4 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.
[] Skyfarm: A massive sprawling complex too large to be built on Niflheim. Produces an enormous amount of food, but is monstrously expensive.
Cost: 1,500,000 RU, 50,000 RU Upkeep, Time: 48 Turns, Chance of Success: ???, Reward: +3,000,000 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.
[LOCKED IN - TWO TURNS REMAIN] 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
[] 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)
[] 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.
[] Discernment: The Briar Patch is filled with a cacophony of unidentified sounds that your newly minted sonar experts are eager to resolve, all they require is the time to do so.
Cost: 0, Time: 1 Month, Chance of Success: ??? Reward: Report on Briar Patch sonar readings.
[] Long Range Exploration: Until recently, your shuttles were tied up ferrying resources and errata to and from your ship. With your docks built and your newly minted Sonar operators, you can now afford to send a shuttle to range further out than you have before. It’s risky, but there could be just about anything out there, just beyond your ability to see it.
Cost: 500 RU, Time: 1 Month, Chance of Success: ???, Reward: Long Range Scouting Report.
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)
[] 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
[] 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: 575 / 650, Difficulty: Medium (2d100 + Learning), Reward: Knowledge of what is and is not toxic to Loroi biochemistry. Gains 1d50 per turn from Med computers.
[] 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 / 1500, 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 Two)
[] 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 recently became your adjutant, in addition to being an important point of contact with the rest of her diral who have a hard time speaking up. 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, ???, ???
[] Duct Crawling: The loroi children have been spotted playing in the air ducts on occasion. You view it as harmless fun since you did much the same yourself at that age, but a certain marine colonel insists that the ducts be checked just in case. He never did say who had to check the ducts.
Cost: 0, Time: 1 Month, Chance of Success: 100%, Reward: Knowledge on what the loroi kids are doing in the ducts, ???
--
Vox Populi:
The Loroi have been the talk of the town since they’ve more or less joined your community. There are already plans to produce goods for trade, but without having any kind of official contact or an idea of their needs and wants, it’s mostly idle talk.
Your sonar operators have already begun telling ghost stories about what they’re hearing in the depths of the briar patch. It’s mostly just a good yarn being spun. Mostly.
Four colonists have given birth this month.
Your bees, though sickly, are alive and have produced 5 units of Poor Quality honey.
Talk of the Skyfarm mega project has your colonists excited for the long-term prospects for your colony, even if it does make them feel a bit homesick.
=====================================================================
And that's the new turn! Please let me know if there's anything out of place or mistaken and I'll endeavour to
cover my ass correct the error.
As of the end of Turn 13, you have the following resources:
RU: 10500
Food: 1078
Turn 14 Income:
RU Income: 6000
RU Upkeep: 1550
Food Income: 750
Food Upkeep: 653
Agricultural diversification is set to finish at the end of Turn 15, meaning your yields will 'double' from then on.
As a GM note, I'm thinking of restructuring certain learning actions to make them more streamlined and less of a hassle. I'll leave the redesign for when you've finished your Science Annex though and hand wave it as your scientists getting proper digs to do their research, rather than begging you for limited lab space.
As usual, I'll probably throw a survey up in a day or two so you guys can discuss amongst yourselves what you feel is best to go for. Maybe later if I feel that
I need more time to design the L'Amour modification voting block the discussion is truly riveting.
{Edit}
Made some corrections >_>
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