Just so everyone's aware, the effective population growth change from that 0.5% is actually 33% more growth per turn. My calculation is current pop * 1.5% * modifiers * 2.
Just so everyone's aware, the effective population growth change from that 0.5% is actually 33% more growth per turn. My calculation is current pop * 1.5% * modifiers * 2.
So, I realize I've actually been shorting you guys a passive +50 on some of your checks. Congrats, you finally finished one of those monolithic uplift dice eaters
[X] Plan Buy our future
-[x] [Vote] Nay
-[x] Prepare permanent tribute to KALVANOX
-[x] Exploration Program (-4 energy)
-[x] Project - 1 die to Streamlined social programs
Exploration event check: 18, holy shit your dice are straight up cursed
-Subcheck not required: Just walk away
Discovered the Favalan System in the Outer Reach, home to a nest of space amoeba.
KALVANOX remembers he asked for tribute?: 95, yeah he forgot about you (KALVANOX DOES NOT FORGET THINGS), no cost this turn
Federal vote underway... determining favorability... 11 to 9, vote passes!
Unusual opportunity generated... determining political attitudes... Option modified
Chancellor Effect: 2d4% - 5%
Chancellor developing experience... 20/30
Researcher Effect: +20 to Up(lift)
Researcher developing experience... [color=transparent[3/30[/color]
Attikoverious effect: 50/97, no effect
Psion developing experience... 13/30
Diplomat developing experience... 10/30
Cultural Dice - 1d100+11: 29
-Power of the Mind: 29+11+40, 205/300
Tech Dice - 1d100: Up(lift) absorbs a die, Integration absorbs a die, 1 die to SSP
-Up(lift): 34+20=54, 205/500 (+300, forgotten backlog) 500/500
Primitive Mercenary Army Doctrine (-50% ground forces effectiveness) -> Planetary War Model (Can build marine transports)
Primitive Trade Doctrine (-50% fleet combat effectiveness) -> Trade Protection Streamlining (Ships automatically suppress piracy regionally)
Primitive Habitation Planning (No effect) -> Hostile Habitats (Can develop controlled space)
Primitive Photo-electric Experimentation (No effect) -> Simple Energy Weapons (Short Range, strong vs armor)
Primitive Gas-Propelled Weapons (Starship combat effectiveness set to 0%) -> Simple Railguns (Medium Range, strong vs shielding)
Primitive Magic and Superstition (Psionic traits are 50% weaker) -> Psionic Theory (Characters with Psionic traits gain slightly more experience)
Fortunately, this time the bad news is only upsetting enough to warrant a footnote at the end of day in your busy schedule. On the plus side, you've encountered yet another interesting variety of interstellar super-organism, on the negative side, it appears to be yet another territorial and aggressive species, being little more than a massive imitation of the average single-celled organism. The exploration team insists on calling it an 'amoeba' due to the similarities in some of their behaviors, despite that most reasonable classifications would label it, generously, as an amorphous blob of cells with loosely-differentiated specializations, not unlike a fungus.
The gigantic creatures were mostly content to be passive unless the ship passed into whatever passed for their active senses, so the exploration team managed to collect a husk for examination. Preliminary examination suggests they will not be too difficult to put down, should it come to that, but at the same time, the creatures' ability to differentiate friend or foe seems to mostly consist of electromagnetic signals, which wouldn't be all that difficult to imitate.
---
Curiously, as time passes, you find that Kalvanox does not arrive to collect the agreed-upon tribute. Long-range listening posts haven't been able to pin down his unique warp signature in Aldiron space, either. You'd almost breathed a quiet sigh of relief that he bit off more than he could chew, before a very late report comes in that the beast has once again returned to his roost, fat on his most recent conquest and utterly unconcerned with building up energy for another warp jump. You will not complain, but you do find it strangely endearing, almost like kinship, that such a grand and terrible being could be so ruled by it's whims as much as any planet-bound sapient.
Despite the good fortune to avoid spending your fortunes, it seems a small movement of minor bureaucratic agitators in the federal system have begun claiming that the tribute violates certain mutual defense statutes in the federal charter. Likening the situation to extortion by a foreign power, these agitators have garnered a surprising alternate media following and ballooned the issue into something that your ambassador could feasibly lean on in order to prompt a 'declaration of war' on Kalvanox (and, coincidentally, a large increase in the federal military budget). Due to the nature of the issue, it could bump the next item on the federal docket as an emergent situation, and be effectively rammed through the red tape...
---
There is significant pride in the An'tak'he ambassador's eyes at the press conference announcing the completion of the first stages of the uplift program. The average Dalfea is educated and generally lives in much better conditions than their mothers and fathers. Across the planet, the specialists brought in by the An'tak are being reassigned back home, as their Dalfea subordinates become more and more capable of managing their own affairs. The nation is rising up, completely, before your very eyes, and it is hard not to share in the An'tak's pride.
As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to two actions, or Focuses, each turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.
Current Federal Agenda: Voting underway - Free choice
Halon proposal completed - Next proposal on docket
Federal Armament Program (An'tak'he Ambassador proposing)
-Permanent Policy that consumes 15% of fleet capacity and reduces diplomatic power from fleet strength, increases federal fleet capacity by 150% of the sum lost by members and associates.
[] [Vote] Yea (We expect your support in this matter, as part of supporting your uplift project)
[] [Vote] Nay
Use this format to produce your plan:
[] Plan Name
-[] [Vote] choice
-[] Action 1
-[] Action 2
-[] Project - number of dice
-[] Project - number of dice
repeat similar abilities as needed
[] Develop Dallon System Space (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 0 of 3) (stages here can give energy, minerals, alloys, or flat tech trickles)
[] Exploration Program (-4 energy)
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.
[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across Dallon, reducing the cost of living significantly, and hopefully raising the birthrate to match
[] Build [Building goes here]
-Foreign Uplift Academy - Immediate cost: 5 Minerals, upkeep: 1 energy. Grants +1dTech, controlled by me, +1 character cap.
-Foreign Uplift Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +3 Alloy, exports 1 World Amenities, 2 Alloy.
-(P)Gene Repair Complex - Immediate cost: 4 Minerals, upkeep: 1 World Amenities. Grants +0.5% base population growth (base 1.5%).
[] Fill [Position goes here] - Abdicate [Fire this guy]
-Fill an open government position from a random selection of notable figures in the nation, though you will need to fire an existing position as resources are stretched thin. Assigning ambassadors allows treaties to be made privately. Assigning an ambassador to the Federation helps further your membership status.
[] Fulfill Federal Obligations Currently in congress
-All associates must kiss the appropriate rings and bow the the appropriate people in order to attain membership. Those wishing for true representation at the table must prove their right to the seat.
[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.
[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.
[] Find a peaceful solution to dealing with the amoeba infestation
-While the exploration ship was unable to take deep scans of the region, sensors still picked up numerous energy readings, likely how the creatures communicate with one another. Perhaps you could cobble together a project to imitate their signatures, rendering them passive to you...
[] Request Federal Aid in removing KALVANOX
-This has spontaneously gotten much easier, as the system of tribute set up with the dragon may run up against a mutual defense clause in the Federal code protecting members from extortion attempts, internal or external.
[] Request Federal Aid in removing the amoeba infestation
-This will be relatively easy to push through, according to your diplomat, due to the Safe Void Act, which allocates a portion of fleet strength towards removing pirates, interstellar nuisances, and other minor threats from the space around the Aldiron Arm.
[] Negotiate with the Federation to purchase obsolete ship designs
-You have gone rather longer than you'd hoped without building up your first void fleet. The An'tak station in orbit around Dallon is already being retrofitted to serve as your first shipyard and trade hub, so at the very least it will be able to support a small fleet of older warships.
Current Technological projects:
Streamlined Social Programs: 94/250
Societal Integration: 237/800
Genome Editing: 110/500
Current Cultural Projects:
With the influx of advanced scientific and cultural concepts, we have discovered that our gift for magic is out of the norm, if it truly is as we believe it to be. We must approach such claims of psychic powers and wizardry with a critical eye, and bring the secret of our abilities to light. -COMPLETE-
---
We have confirmed the truth of our abilities, but it is difficult to confirm who possesses them without exceptional and varied testing. We must streamline the process of testing individuals for supernatural abilities.
-Develops cultural and social advances relating to psychic abilities and the categorization of them
[X] Plan Gene Clinic
-[X] [Vote] Yea (We expect your support in this matter, as part of supporting your uplift project)
-[X] Build
--[X]Foreign Uplift Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +3 Alloy, exports 1 World Amenities, 2 Alloy.
--[X](P)Gene Repair Complex - Immediate cost: 4 Minerals, upkeep: 1 World Amenities. Grants +0.5% base population growth (base 1.5%).
-[X] Research : Both Dice on Streamlined Social Programs
Forgot the fed works on proper majority, not just 51%. The tax did not pass, and you will see an extra energy appearing from nowhere.
[X] Plan Gene Clinic
-[X] [Vote] Yea (We expect your support in this matter, as part of supporting your uplift project)
-[X] Build
--[X]Foreign Uplift Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +3 Alloy, exports 1 World Amenities, 2 Alloy.
--[X](P)Gene Repair Complex - Immediate cost: 4 Minerals, upkeep: 1 World Amenities. Grants +0.5% base population growth (base 1.5%).
-[X] Research : Both Dice on Streamlined Social Programs
KALVANOX remembers he asked for tribute?: 48, KALVANOX has arrived!
Federal vote underway... determining favorability... 13 to 7 votes, vote fails!
Building stuff... built!
Chancellor Effect: 2d4% - 7%
Chancellor developing experience... 23/30
Researcher Effect: +20 to Integration
Researcher developing experience... [color=transparent[7/30[/color]
Attikoverious effect: 91/94, no effect
Psion developing experience... 17/30
Diplomat developing experience... 13/30
Cultural Dice - 1d100+11: 1
-Power of the Mind: 1+11=12, 217/300
Shortly into the middle of the year, the listening posts tuned to Covus trip alarms. The beast is building energy for another jump, and it's heading seems to be the home sun of the Dalfea. The tribute is prepared, and a second, less obvious tribute is set up to arrive some time later, just in case Kalvanox expects double for having decided to wait so long...
A number of people actively begin praying and performing old rituals of luck, yourself among them. You have invited a civilization-destroying monster to your home in supplication, and you have little you can do aside from pray he does not take offense at you.
In a dazzling burst of radiation, KALVANOX appears on the edge of Dal, his massive wings rippling as his body undulates towards Dallon. Your meager planetside defenses are armed, and the An'tak station orbiting overhead fires up it's defense network. It roars, and terrible wonder of wonders, even you, blind to the talent, can hear it.
By a great fortune, it's connection to many minds renders it's apparently painful voice much less agonizing than you'd expected, but each syllable and image still brings with it the sensation of having an ice pick wiggled about in your gray matter.
"I AM KALVANOX, AND I AM HERE FOR WHAT IS MINE!"
You motion for the technician on hand to trigger a primitive burst of exotic radiation most affected by psychic abilities, and KALVANOX moves immediately to examine the anomaly, his massive head piercing the atmosphere of the planet.
"YOUR EFFORTS ARE ADEQUATELY PLEASING TO ME, KALVANOX. YOU MAY EXPERIENCE A FEW INSIGNIFICANT YEARS YET, FLEDGLINGS!"
And, with that last unpleasant word, the great dragon snaps up the precious metals left for him to take, and lifts himself back out of your atmosphere. You wait anxiously as his wings unfurl, and the energy readings begin to spike, up to the moment he finally jumps out of your space. The panic room heaves a sigh of relief, and you prepare to return to life as usual.
As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to two actions, or Focuses, each turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.
Current Federal Agenda: Member proposals completed - Voting on next chair
[] [Vote] An'tak'he
[] [Vote] Gellar
[] [Vote] Halon
Use this format to produce your plan:
[] Plan Name
-[] [Vote] choice
-[] Action 1
-[] Action 2
-[] Project - number of dice
-[] Project - number of dice
repeat similar abilities as needed
[] Develop Dallon System Space (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 0 of 3) (stages here can give energy, minerals, alloys, or flat tech trickles)
[] Exploration Program (-4 energy)
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.
[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across Dallon, reducing the cost of living significantly, and hopefully raising the birthrate to match
[] Build [Building goes here]
-Foreign Uplift Academy - Immediate cost: 5 Minerals, upkeep: 1 energy. Grants +1dTech, controlled by me, +1 character cap.
-Foreign Uplift Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +3 Alloy, exports 1 World Amenities, 2 Alloy.
-(P)Gene Repair Complex - Immediate cost: 4 Minerals, upkeep: 1 World Amenities. Grants +0.5% base population growth (base 1.5%).
[] Fill [Position goes here] - Abdicate [Fire this guy]
-Fill an open government position from a random selection of notable figures in the nation, though you will need to fire an existing position as resources are stretched thin. Assigning ambassadors allows treaties to be made privately. Assigning an ambassador to the Federation helps further your membership status.
[] Fulfill Federal Obligations Currently in congress
-All associates must kiss the appropriate rings and bow the the appropriate people in order to attain membership. Those wishing for true representation at the table must prove their right to the seat.
[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.
[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.
[] Find a peaceful solution to dealing with the amoeba infestation
-While the exploration ship was unable to take deep scans of the region, sensors still picked up numerous energy readings, likely how the creatures communicate with one another. Perhaps you could cobble together a project to imitate their signatures, rendering them passive to you...
[] Request Federal Aid in removing KALVANOX
-This has spontaneously gotten much easier, as the system of tribute set up with the dragon may run up against a mutual defense clause in the Federal code protecting members from extortion attempts, internal or external.
[] Request Federal Aid in removing the amoeba infestation
-This will be relatively easy to push through, according to your diplomat, due to the Safe Void Act, which allocates a portion of fleet strength towards removing pirates, interstellar nuisances, and other minor threats from the space around the Aldiron Arm.
[] Negotiate with the Federation to purchase obsolete ship designs
-You have gone rather longer than you'd hoped without building up your first void fleet. The An'tak station in orbit around Dallon is already being retrofitted to serve as your first shipyard and trade hub, so at the very least it will be able to support a small fleet of older warships.
Current Technological projects:
Streamlined Social Programs: 157/250
Societal Integration: 321/800
Genome Editing: 110/500
Current Cultural Projects:
With the influx of advanced scientific and cultural concepts, we have discovered that our gift for magic is out of the norm, if it truly is as we believe it to be. We must approach such claims of psychic powers and wizardry with a critical eye, and bring the secret of our abilities to light. -COMPLETE-
---
We have confirmed the truth of our abilities, but it is difficult to confirm who possesses them without exceptional and varied testing. We must streamline the process of testing individuals for supernatural abilities.
-Develops cultural and social advances relating to psychic abilities and the categorization of them
A little less than 1.25. You'll actually be fine almost as far as as 20 pops, and I suspect you'll start hunting for helpful projects if you actually have a problem.
[X] plan peaceful development
-[X] [Vote] An'tak'he
-[X] Develop Dallon System Space (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-[X] Find a peaceful solution to dealing with the amoeba infestation
-[X] Research : Both Dice on Streamlined Social Programs
[X] plan peaceful development
-[X] [Vote] An'tak'he
-[X] Develop Dallon System Space (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-[X] Find a peaceful solution to dealing with the amoeba infestation
-[X] Research : Both Dice on Streamlined Social Programs
KALVANOX remembers he asked for tribute?: 96, KALVANOX will be merciful this time
Federal vote underway... determining favorability... 10 votes for An'tak'he... plurality, An'tak'he takes the chairperson seat
Dallon prospecting 1-5(resource), 6-9(tech site), 10(strategic): 9
-Sub for type: 3
--Materials Research Site built (+5 progress to the oldest active Materials Science project)
Find a peaceful solution: 49, 49/150 Nonstandard project
You can put tech dice on this, and it won't progress otherwise without repeating the Focus, but it is technically not a research project.
Chancellor Effect: 2d4% - 7%
Chancellor developing experience... 26/30
Researcher Effect: +20 to SSP
Researcher developing experience... [color=transparent[12/30[/color]
Attikoverious effect: 47/94, no effect
Psion developing experience... 22/30
Diplomat developing experience... Skill tier 2 achieved! 0/30
-Checking for new talents: 34, no
Cultural Dice - 1d100+11: 63
-Power of the Mind: 63+11=74, 291/300
Tech Dice - 1d100: Integration absorbs a die, 2 dice to SSP
-Integration: 14+50, 385/800
-SSP: 65, 52, 250/250, overflow to next sapiens science project
-Editing: ->>24, 134/500
Gained Streamlined Social Programs
-Grants an extra 2d10 to all culture dice, passively
As the population of Dallon continues to balloon further, the government grows with it, and it remains impressively agile for the size. Despite the steadily rising need to manage the well-being of the populous, most public service agencies have benefited from a series of targeted reforms aimed at simplifying and in some cases automating the provision of services.
Recent local appointments have led to the pooling of power in the hands of a new party in politics, the Enclave. Born from communities that formed around psychic schooling centers and gifted Dalfea, the party's official stance is primarily moralizing, with many members claiming a deep sensitivity to the overall welfare of the Dalfea and other life in the galaxy. Currently led by regional official, it is clear that the party is gaining popularity, and may soon possess an official seat on the Dallon Council before the next High Chancellor election.
---
"Hello mother!"
"Is that really you, Olus?"
"Yes mother it is, I'm calling from the station orbiting Antilles!"
And you're terribly excited about it, too. You might only be on the Great Journey as a maintenance technician, but you're still part of the very first crew of a permanent Delfea space habitat.
Well... it's probably not fair to call it a habitat. Material still has to be regularly stored and shipped out when it's so finally too degraded to recycle, and everybody's a little squeamish about exactly how pure the 'recycled' water is. Really it's more like taking a long trip, four months on, four months off. Your mother is more traditional, you're a centennial child, after all, so she could hardly believe the posting was real, let alone that her youngest had been selected.
"What do you do up there?"
"We're not really up, mother, but I'm an atmosphere technician... I keep the air flowing."
"That sounds rather risky, Olus. Are you sure you should be working in such conditions?"
"I'm fine mother..."
It'd been a month, but you hadn't seen or heard anything particularly out of the ordinary. There were a lot of redundancies set up, and even though you did have to sign a waiver, the government-type also showed you how much you were insured for. Even if something did go wrong, at least mother would be taken care of.
"Well, you know how I dislike the holophones, Olus."
"I know mother, your eyes are sensitive. I love you!"
"Be safe, son."
---
You're getting to the point where you should begin considering options for planetary colonization. The populace, up to now enjoying great bounty and plenty, is beginning to feel cramped on the homeworld.
New Mandate: Colonization Mandate - Place Dalfea on another world before national elections to gain a bonus.
As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to two actions, or Focuses, each turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.
Current Federal Agenda: Recess
Use this format to produce your plan:
[] Plan Name
-[] Action 1
-[] Action 2
-[] Project - number of dice
-[] Project - number of dice
repeat similar abilities as needed
[] Develop Dallon System Space (-1 Alloy, -2 Minerals, 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 0 of 3) (stages here can give energy, minerals, alloys, or flat tech trickles)
[] Exploration Program (-4 energy)
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.
[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across Dallon, reducing the cost of living significantly, and hopefully raising the birthrate to match
[] Build [Building goes here] A building must be replaced to build a new building
[] Replace [Building] with [New Building]
-Foreign Uplift Academy - Immediate cost: 5 Minerals, upkeep: 1 energy. Grants +1dTech, controlled by me, +1 character cap.
-Foreign Uplift Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +3 Alloy, exports 1 World Amenities, 2 Alloy.
-(P)Gene Repair Complex - Immediate cost: 4 Minerals, upkeep: 1 World Amenities. Grants +0.5% base population growth (base 1.5%).
[] Fill [Position goes here] - Abdicate [Fire this guy]
-Fill an open government position from a random selection of notable figures in the nation, though you will need to fire an existing position as resources are stretched thin. Assigning ambassadors allows treaties to be made privately. Assigning an ambassador to the Federation helps further your membership status.
[] Fulfill Federal Obligations Currently in congress
-All associates must kiss the appropriate rings and bow the the appropriate people in order to attain membership. Those wishing for true representation at the table must prove their right to the seat.
[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.
[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.
[] Continue researching amoeba pacification
-Progresses the project without a tech die, but uses a focus instead.
[] Request Federal Aid in removing KALVANOX
-This has spontaneously gotten much easier, as the system of tribute set up with the dragon may run up against a mutual defense clause in the Federal code protecting members from extortion attempts, internal or external.
[] Request Federal Aid in removing the amoeba infestation
-This will be relatively easy to push through, according to your diplomat, due to the Safe Void Act, which allocates a portion of fleet strength towards removing pirates, interstellar nuisances, and other minor threats from the space around the Aldiron Arm.
[] Negotiate with the Federation to purchase obsolete ship designs
-You have gone rather longer than you'd hoped without building up your first void fleet. The An'tak station in orbit around Dallon is already being retrofitted to serve as your first shipyard and trade hub, so at the very least it will be able to support a small fleet of older warships.
With the influx of advanced scientific and cultural concepts, we have discovered that our gift for magic is out of the norm, if it truly is as we believe it to be. We must approach such claims of psychic powers and wizardry with a critical eye, and bring the secret of our abilities to light. -COMPLETE-
---
We have confirmed the truth of our abilities, but it is difficult to confirm who possesses them without exceptional and varied testing. We must streamline the process of testing individuals for supernatural abilities.
-Develops cultural and social advances relating to psychic abilities and the categorization of them
[X] Plan Spaceships
-[x]Exploration Program (-4 energy)
-[x] Negotiate with the Federation to purchase obsolete ship designs
-[x] 2 Dice at Pacifucation project