July 2nd 2155
Turn 3
Things are going smoothly, even if the workload is still backbreaking. The expansion of your agricultural complex has, in theory, resolved your food crisis and may even allow you to peel back rationing, even if it will be potatoes for breakfast, lunch and dinner day in and day out.
Your mines and producing ore at a satisfying rate given their size, but you'll be in shortfall for resources soon enough without some serious expansion on that front. Your meeting with Spear went well and you're currently considering what to do about her situation. Those strange shapes and sounds continue far off in the distance and to top it all off your computer is acting weird when an image pops up on your screen.
"Why hello there! Oh Captain our Captain!"
Oh you are so
not in the mood for this shit.
8000 Resource Units
2000 Medical Supply Units
1000 Units of Chocolate
367 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: Ensign Izumi is out of quarantine, she's your most effective diplomat when it comes to aliens, 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: 90%, Reward: Boost in Loroi Opinion, ???
[] 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.
[] Recycling Tanks (Requires Habitation Complex): 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: +1 RU per Population
[] Hab-Complex Expansion (Small) (Requires Hab Complex): 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) (Requires Hab Complex): 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: 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.
[] Attitude Thrusters: Affix some basic chemical thrusters to your asteroid home, allowing you to pitch, yaw and roll at a sedate pace. Any asteroid on a collision course will simply tap off at a harmless point, leaving your colonists shaken, but not stirred.
Cost: 1000 RU, 125 RU Upkeep, Time: 1 Month, Chance of Success: 90%, Reward: Able to avoid catastrophic damage from flying mountains.
[] Stabilisation Thrusters (Requires Attitude 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: 50%, Reward: Able to move asteroid home (slowly) out of harms way.
[] 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: 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.
Cost: +250 Per Expansion (250) Time: 1 Month, Chance of Success: 100%, Reward: +500 RU per turn
[] Light Ore Refinery (Requires Mine): “Light Ore” is the spacer term for anything that is easily processed into useful materials. Cheap but infinitely useful.
Cost: 1000 RU, Time: 1 Month, Chance of Success: 100%, Reward: +50% Base Income from Mining
[] Heavy Ore Refinery (Requires Light Ore Refinery, Machine Shop, Habitation Complex): “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: 70%, 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: 90%, 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: 90%, Reward: +100% Base Income from Mining, limitless power for your colony, fission warheads
[] Fuel Refinery: Harvests the surrounding hydrogen rich atmosphere and converts it into delicious fuel for your ships to burn.
Cost: 2000 RU, Time: 3 Months, Chance of Success: 80%, 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.
[] 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: 80%, Reward: Allows for major repairs and refitting of the L'Amour. Allows the production of smallcraft (Fighters, Corvettes) when researched.
[] Shipyard (Requires Drydock): A place for building ships.
Time: 3 Months
Cost: 3000 RU, Chance of Success: 80%, 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: 80%, 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: 80%, 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: 80%, Reward: Allows the production of carriers and battlecruisers.
[] 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.
[] Machine Shop II (Requires Machine Shop): Allows for the reproduction and repair of more advanced tools to micron precision.
Cost: 2000 RU, Time: 2 Months, Chance of Success: 90%, 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: 80%, 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: 70%, Reward: Better able to analyse advanced alien technology, reverse engineering
[] Clinic (Requires Habitation Complex): Basic medical treatment for all your colonists.
Cost: 500 RU, Time: 1 Month, Chance of Success: 90%, Reward: Basic medical treatment available for all colonists
[] Medical Center (Requires Clinic): From brain surgery to bone marrow transplants, the medical center's got it covered.
Cost: 1000 RU, Time: 1 Month, Chance of Success: 90%, Reward: Full 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: "The Blue Rose greets you Captain. Did you not get our calling card? Ah, but we are too subtle sometimes. We'll be frank. You have enemies, and you amuse us too much to see them gain an upper hand. Shall we dispatch them for you? We have many methods!"
(Choose One)
[] In Secret: "Quick, quiet, clean. Sometimes this is the best approach after all. The problem will simply solve itself without you ever knowing it was there. Nipped in the bud. Like that. By us."
Cost: ???, Time: ???, Chance of Success: ???, Reward: ???
[] In Public: "What is best in life? To crush your enemies. To see them driven before you. And to hear the lamentations of their supporters. You'll know who your enemies are... or was, as the case may be. After all, one cannot oppose when one is not credible."
Cost: ???, Time: ???, Chance of Success: ???, Reward: ???
[] Hoist By Their Own Petard: "You are a Captain after our hearts, Oh Captain our Captain! You would truly do this? You would let us play the Great Game in the finest of fashions? Oh we would hug and kiss you if it wouldn't compromise our identities! Perhaps when you are not aware of it? Yes. That would be best. Regardless, we would owe you quite the debt for letting us play!"
Cost: ???, Time: ???, Chance of Success: ???, Reward: ???
[] Not At All: "You make us sad, but perhaps this can be amusing too? Sometimes we do get too immersed in the Great Game. Do you believe that you can do better? We would like to see you try! It would be most impressive! Success or failure matters not, simply playing the game! Just open this attachment to get all the details you need. Don't worry about viruses, Captain, we already have all the backdoors in your system we'll ever need! How else are you getting these messages? Hmm?"
Cost: ???, Time: ???, Chance of Success: ???, Reward: ???
[] Go Away: "There's no need to be rude."
Cost: 0, Intrigue locks once more, Chance of Success: 100%, Reward: Blue Rose rebuffed, "enemies" remain.
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: 765 / 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: 160 / 650, 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), 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.
[] Wind Current Analysis: A few civilians want to analyse the wind currents around your home. They feel it could have important implications in determining nearby satellite movements, whatever those strange noises are rumbling off in the distance, and possible defensive applications.
Cost: 0, Value Needed: 0 / 200, Reward: Knowledge of wind currents. Bonus to defensive actions around your home. ???
[] Wind Riders (Requires Wind Current Analysis): With the wind currents analysed, a few of your more ambitious colonists have proposed utilising the local atmosphere and low gravity to your advantage. Basic gliders and wing suits could be added to your equipment for comparatively little cost and would free up your shuttles from personnel rotations. People could literally fly to and from their work assignments, though they recommend keeping at least one shuttle on standby for safety.
Cost: 250 RU, Value Needed: 0 / 100, Reward: Shuttles freed from personnel rotations. Allows for actions using shuttles. Colonists get to fly to and from work.
[] Over Yonder (Requires Habitation Complex or Wind Riders): Find out what the hell that racket is, and pray it's just loud but benign neighbours and not a war.
Cost: 0, Value Needed: 0 / 75, Reward: Knowledge of what that noise is.
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.
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