Turn 12
Despite how deep you’ve dug your mines, your mineral reserves have never gotten so close to being depleted as they did in the last month, with your reserves low from hindered production and a sudden demand from construction to say nothing of upkeep. Fortunately, between Samantha Nguyen’s brains and Alex Cole’s foul language, a creative solution was found. It did demand a lot of creative bookkeeping, staggered work details, and even some time off for your workers, but you managed to get everything done without scraping the bottom of the barrel on your resources.
Towards the end of the month though, a wave of nausea rips through your colony, coupled with nightmares, a number of seizures, and a host of other complications associated with jump sickness. It took a while to subside, and when it did, you honestly felt worse off than before. Chief Engineer Volkova believes it was the result of a gravitational eddy from realspace passing through your region of negative hyperspace, but she can’t be certain without a proper study of the physics involved.
Jump Sickness Has Doubled in Intensity. -6 To All Stats.
--
Elections: The entire electoral system you were using has been overhauled. Additionally, both Jonathan Spencer and Vanessa Hughes have altered their policies in the hopes of better representing the will of the people. (Choose One)
Jonathan Spencer leads what is called the Frontier Party. Their goals are to investigate this new area of space as thoroughly as possible, find a way home, and discover all that can be discovered about aliens. They are, in essence, a party of knowledge and discovery.
+15 To Learning Actions
+15 To military and intrigue actions that increase knowledge of the region
[] Homesteading Party
Vanessa Hughes, and only Vanessa you note, is the leader of the Homesteading party. Their goals are to tame this region of space and turn it into a true home for humans. They support any actions that assure the prosperity and security of what is certain to be an infant nation within this starless void. They are, in essence, a party of strength and security.
+15 To Stewardship Actions
+15 To Learning actions that either secure your location or make the region more livable
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: Ever since the discovery of life flying about in the Briar Patch, the prospect of samples to work with has been on most people's lips. With them being so close by, it’s almost too good an opportunity to acquire some samples.
Cost: 1000 RU, Time: 2 Months, Chance of Success: 70%, 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.
Cost: 0, Time: 1 Month, Chance of Success: ???, Reward: ???
[] The Common Folk: Between the upper echelons of your society and the military, you haven't had much of a chance to talk to the average people of your colony in a cordial and unofficial manner, and while everyone is working hard there's always a chance to converse with regular folk in the mess.
Cost: 0, Time: 1 Month, Chance of Success: 60%, Reward: Vox Populi becomes available.
Cost: 500 RU, Time: 1 Month, Chance of Success: 100%, Reward: +1 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: All Learning based actions gain an additional 1d100.
[] 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 1d100.
[] 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 1d100.
[] 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 1d100, 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
[X] Industrial Autoplant: Unpack your industrial equipment and start churning out finished goods.
Cost: 500 RU, 150 RU Upkeep, Time: 3 Months, Chance of Success: 100%, Reward: +50% Base Income from Mining
Currently in Progress. Finishes on Turn 13
[] 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
[X] Fuel Refinery: Harvests the surrounding hydrogen rich atmosphere and converts it into delicious fuel for your ships to burn.
Cost: 2000 RU, Time: 2 Months, Chance of Success: 80%, Reward: Ship automatically refuels while at home.
In Progress: Completes Next Turn
[] 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: 2 Months, 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.
Cost: 0, Time: ???, Chance of Success: ???, Reward: Information on Loroi children.
[] Keeping An Ear Out: Amongst the many skills provided by the Blue Rose, signals intelligence is one of the more common and expected. With the whales all but broadcasting your position for all to hear and see, it’s possible someone might come to investigate. Listening in on various frequencies might tip you off if that happens.
Cost: 0, Time: ??? Chance of Success: ??? Reward: Hopefully early warning?, ???
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: 301 / 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: 64 / 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.
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 has suggested that you undergo the same anti-interrogation training that his marines go through. He does not promise to be gentle.
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, ???, ???
The discussion about Jump Sickness was awfully prescient. My notes had your 'safe period' in this region being twelve turns. If you'd gone for the fortress, it would have been six, and if you'd gone for the more isolated region, it would have been 18 turns. Your jump sickness getting worse was just the tip of the ice berg though, as a careful read will show that the difficulty for a number of things has gone up, though I've left alone anything that was in progress, and guaranteed successes weren't affected. You would've gotten adequate compensation for the shorter or lengthier easy modes though.
Point is, you're out of tutorial mode now.
This update was a bit of a bitch to get together; I lost my work in the midst of updating it, so there may be the odd mistake. Regardless, I strongly suggest reading things carefully and seeing if you need to reassess. There are new options available in the learning tree as well.
Your budget was also updated. Once Turn 12 is done, I'll start a new spreadsheet and carryover the values. With any luck I can find a less chaotic format.
<< Turn 11 Results || Turn 12 Results >>