June 2nd, 2155
Turn 2
Your colonists have taken to calling your new home Niflheim, meaning Mist Home, or Abode of Mist, a realm of primordial ice and cold. Honestly the name baffled you at first until you looked a little deeper into the Norse cosmology. The fact that you have living elves amongst you was almost certainly a part of it, you're sure, but it makes sense in retrospect.
Still, headaches abound. You'll need to set a definite date to hold elections for the civilians. You're pretty certain that the longer you leave it, the more agitated they'll get. Your potatoes are still growing and it'll be another two months before they're even ready to harvest. Even then, you'll need to at least double your yield just to pull people off rationing.
It's still not going to be enough though. Your XO told you a joke between work shifts, "How many potatoes does it take to kill and Irishman? None.". Grim as it was, her point, as advised by several botanists, was that unless you diversified away from potato production once you were out of danger of starvation you were just one crop failure away from starvation.
Your Loroi guests have been getting agitated. Ensign Izumi's assignment to work details has left them without a familiar point of contact, and though Spear's English is good enough to get the broad strokes it's evident that she wants to talk with you.
Even then, there's still so much more to do. Your colonists are still cooped up in the passenger module between work shifts, you know very little about how to medically treat your Loroi guests beyond simply assuming they're like humans and acting accordingly, you've got to bootstrap an economy from effectively nothing and despite it all you've been having increasingly terrifying nightmares of you, your crew, and all the people you're responsible for wasting away and becoming shambling corpses that blame you for everything.
The only reason you're not punching walls in frustration right now is because you've got a meeting with your crew on what to do next. Those at least feel vaguely productive.
Free Action:
On which turn do you hold the civilian elections?
[] Write In.
10000 Resource Units
2000 Medical Supply Units
1000 Units of Chocolate
610 Food
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, ???
[] Meeting with Spear: Spear has expressed a desire to meet the person responsible for her people's rescue.
Cost: 0, Time: 1 Month, Chance of Success: 70%, Reward: Introductions between Spear and yourself, ???
[] Friend or Foe?: Jonathan Spencer is the leader of the people who oppose Vannessa and Richard Hughes leadership. The rival political group is still in its foundational stage and is trying to find its feet. Getting to know what their intentions are could be vitally important. Critically, they don't seem to have made up their minds regarding you, yet.
Cost: 0 Time: 1 Month, Chance of Success: ???, Reward: Meeting with Jonathan Spencer, Knowledge of Rival political group
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, Improved morale, Requires 250 RU upkeep.
[] Agricultural Complex Expansion: An expansion to your existing Agri-Complex, this expansion will double your food production capacity.
Cost: 2250 RU, Time: 1 Month, Chance of Success: 90%, Reward: Agricultural Complex Expanded, Increased Food Production, +500 Food, requires 250 RU upkeep, requires two turns to begin production after completion.
[] Yeast Production Plant: Yeast has numerous uses, from basic food production to alcohol and bread making.
Cost: 750 RU, Time: 2 Months, Chance of Success: 90%, Reward: Yeast Production Plant Built, New Food Options, Able to Grow Yeast, +250 Food, 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, biologically related research improved.
[] 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, physics related research improved.
[] Mining Operations: Unpack your mining gear and break ground on the positively immense mineral wealth available to you.
Cost: 0, Time: 1 Month, Chance of Success: 100%, Reward: Mining operations commenced, +500 RU per turn, unlocks new options.
[] 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.
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: 127 / 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 understanding and 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.
Cost: 0, Value Needed: 64 / 500, Reward: Disposable sensor drone capable of extending your sensor range.
[] Jump Sickness Research: Dr. Campos research into jump sickness has the potential to eliminate it in your population. All he needs is time.
Cost: 0, Value Needed: 819 / 5000, Reward: Jump sickness penalty removed.
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. Lately you've been having some rather severe nightmares. It's not affecting your work so far, but you're definitely getting less sleep.
--
Sweforce wrote:Siber wrote:Agreed regarding biochem vs physiology. I expect we'll want to diplomasize the Loroi this turn, and hopefully continued efforts to understand them might help with that. Researching the collars would probably have the opposite effect.
I guess that the collars work pretty much as the loroi psychic amplifiers but tuned to suppress their powers instead. If that is true, it would be something in it for them if they can be switched to amplify instead. But then again, to even know of the existence of amplifiers are another matter altogether. The guests may know but it is up to them to share that information.
By the way, are the loroi guests misjumped shipwrecks themselves or descendants of some? There may be an entire loroi civilization in this otherspeace.
Your Intelligence Report on the Loroi may have some answers for you there. If you want more detail though, either meet with Spear or do Improving Relations.
dragoongfa wrote:I agree on this, it's just that the 1000 biochemistry does look extreme and it will take more than a full year with just average rolls.
I will insist on having the research changed from biochemistry to Loroi physiology. Physiology which has just an 80 research limit will be over in 1 maybe 2 turns and I think that there will be a synergy bonus while also ensuring that we are able to heal our guests.
I've been considering the matter, but I don't think the absolute value here will change. Biochemistry is a prickly thing to pin down, and this is a completely alien biochemistry, even if there is some overlap. Reducing the amount you have to research would make Biochemistry look easy, which it most definitely isn't. Synergy values will be how you conquer this. Bonuses to rolls and extra rolls will certainly help speed things along plausibly, provided that you make the correct decisions to gain them.
I've updated a few descriptions to make certain things a bit more clear. Minor for the most part though.
ChaosFarseer wrote:Been watching this for a little while, and now looks like a good time to say hi. So, um, hi! This is awesome, btw.
I'm glad you're enjoying the game. It's my first time running one, so seeing new faces (or old if you're a lurker,

) pop up be definitely feels especially good.
Anyway, that's Turn 2 up for you. I'll be busy prepping the next survey, but I'll leave this for a day or two so you guys can discuss amongst yourselves and ask questions.
{Edit}
Simplified food production. Initial investment is higher, but no longer requires large upkeep costs. All food structures operate at maximum capacity.
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