Our people will learn to live with the beastmen. After all, they have the Emperor's approval.
No, as far as I remember they explicitely don't which is why we're losing moral.
we aren't rebelling against the imperium or asking to be made a independent state

We are essentially violating the Imperial Faith as far as I'm aware. No one in the Imperium will particularly like that, which is why I'm questioning the decision to not use seperate communities.
 
We are violating it according to the purists, but following it according to the literalists. We have a bonafide religious schism going on right now.
 
No, as far as I remember they explicitely don't which is why we're losing moral.


We are essentially violating the Imperial Faith as far as I'm aware. No one in the Imperium will particularly like that, which is why I'm questioning the decision to not use seperate communities.
nah, the reason people are pissy is because we have two groups of the imperial faith that followed us here. The literalist and the purist. The purist believe that anything that isn't baseline human needs to die as it a mockery of the holy human form and clearly mutant which is a big no no in the imperial faith but the tricky bit with our Beastmen is they DO have a written rite from the emperor back when he was still kicking that declared them abhumans and therefor worthy of life so the literalist who take everything the emperor says literally (as the name would suggest) believe that trying to purge the Beastmen would be heresy as it is going against the very words, wisdom, and intent of the emperor.
 
It will probably have to wait a turn or two, but could we take all the applicants that don't make the cut and make them into a part-time militia ready to be drafted the moment we need an army for something? Maybe train them to be able to quickly be able to teach the basics to large numbers of new recruits, in case we ever need to conscript everyone able to fight?
 
It will probably have to wait a turn or two, but could we take all the applicants that don't make the cut and make them into a part-time militia ready to be drafted the moment we need an army for something? Maybe train them to be able to quickly be able to teach the basics to large numbers of new recruits, in case we ever need to conscript everyone able to fight?
State-Sponsored Militias will be an option once you have an actual military, and not a a Guard Regiment on loan.
 
Vote closed
Turn 3 - Emperor, hear our prayers...
[X] Sharpen Standards
[X] Allow Beastmen Applicants For Lower Ranks
[X] Decline
Grey Lily had, in her time interacting with the Imperiums Agents, Bureaucrats, Priests, Shamans, and Inquisitors, never worked under a Human like Lord Haku. The man knew how to navigate the tangled paperwork of the Imperium like none she had ever known and had a single-minded focus when it came to rooting out corruption. He was devout to the Star Father, or 'God-Emperor' as most priests called him here, but he didn't follow the usual hatred she had experienced from most, preferring to look at numbers more than anything. A part of her still strafed at the thought of being thought of like a tool, but that was better than being seen like something to be killed for existing. His handling of the protestations of his subordinates to her people's housing and status in society had been swift dismissals or reminders to their Inquisitorial Orders. Why that organization was so feared, she still didn't get. They were Agents of the Star Father, acting in his will, so why dread the Holy? She had met two of them, and both had been very pleasant to work with.

Still, after reading the rise in incidents with her people as the victims, she supposed that being able to enter the Mea hoʻokō would, eventually, raise trust and familiarity enough to, if not stop, then at the very least, reduce those cases into rare incidents.

Now, if only she could bathe properly without having to unclog the drain every time...

Free Dice to allocate: 4 Dice.

Infrastructure 4 Dice
[] Open Arkologies (Stage 1)

Instead of creating a Hive or building conventional cities, we will integrate the surrounding nature into our very city, with artificial waterways, forests reshaped into parks, plants on the houses and near the streets, the whole works! Though this would be the most costly proposal in terms of money, Metal, and power, it would boost morale and food once we find safe sources. We'll need about 3(three) stages to give everyone a home, including those projected to be born.
(-8 Metal, -4 Power, +2 Money per Turn, +2 Food per Turn, +3 People per Turn (0/500))

[] Villages and Townships (Stage 2)
There is a difference between settlements that house people and those in which people can live. Shops are needed to distribute produced goods; services like medicine, law enforcement, schooling, and shrines/churches are critical to maintaining order, and the boost in taxes is also helpful.
(-4 Metal, -1 Power, +4 People, +1 Money per Turn (9/250))

[] Swiftwater Port (Stage 1)
One of the advantages that the coast has brought is that you can create a port. While for now, the ships built there won't be anything fancy, mostly scouts, speeders, patrol boats, exploration ships, and fish trawlers, soon the port will be able to create military and civilian vessels of varying potency and luxury.
(-2 Metal, -1 Metal per Turn, -1 Promethium per Turn, -1 Power (0/175))

[] Road Network (Stage 1)
Connecting your various installations on the continent will be vital in their stable operation, supply, and moving the produced resources.
(-1 Metal (0/200))

[] Schooling And Education (Stage 1)
Many Planetary Governors believe that knowledge is a burden on the lower classes of Humanity, something some of your peers believe this too. Yet, they can never answer where you will draw competent adepts if nobody can read.
(-2 Money per Turn, -2 Metal, -1 Power, +2 Morale (0/150))

[] Medical Clinics (Stage 1)
Keeping people from dying because of an infection is the least of your worries, but the one who will have the keenest impact on your population numbers. There are also concerns about unidentified illnesses and pathogens to keep you working.
(-1 Money per Turn, -1 Metal, -1 Power, +1 Morale, +1 People per Turn) (0/275))

[] Sanitation And Hygiene Infrastructure (Stage 1)
While not needed for survival, being able to shower, bathe, and flush a toilet keeps people happy, healthy, and smelling okay.
(-1 Metal, +1 Morale (0/200))

[] Flood Channels
This planet is verdant mainly due to the abundance of good soil and water. The latter is a problem while raining, as too much can quickly flood your settlements, so building channels to re-route the excess water away is prudent. (9/50)

[] Voidport (Stage 1)
A voidport is a massive structure requiring Metal, Promethium, and Power in excess, while legions of workers keep everything running smoothly. Yet, without convenient access to your markets and resources, many traders will likely not visit as often as you'd wish.
(-30 Metal, -12 Power, -8 Promethium per Turn (0/1500))

[] Shrines And Churches (Stage 1)
To keep the souls of humanity on Momi safe and sound, you will need churches, shrines, and, eventually, a cathedral. While the divided nature of your priesthood brings some problems with them, you are sure that both factions will be happy once they can preach from proper sanctified and hallowed halls.
(-2 Metal, -1 Promethium per Turn, +4 Morale (0/150))

[] Administratum Headquarters (Stage 1)
It is one thing to create a new colony, a whole other thing to ensure it will run smoothly and (as good as you can manage) freely from corruption. At the very least, you will be able to provide enough paper to all adepts with all the trees around.
(-3 Metal, -2 Power, -1 Money per Turn, gain Dice (0/175))

[] PDF Headquarters (Stage 1)
You have fortifications but little troops to staff them. Therefore, build a PDF HQ to start recruitment of local soldiers. It would be horrible if pirates, traitors, heretics, or Xenos decided to attack you, and your defenses had to be manned by people with the barest idea on how to reload a lasgun.
(-2 Metal, -1 Power, -1 People, -1 Money per Turn (0/100))

[] Enhance Fortifications (Stage 2)
While bunkers and a Lance are an excellent first step, your engineers and sappers can do much more. Trench lines, proper supply lines, maintenance depots, floating reserve spots, the works.
(-6 Metal, -4 Promethium, -4 Power (0/450))

[] Gubernatorial Palace
You may not be picky about where you sleep, but appearances matter. Therefore having a palace to greet guests, host parties (both the diplomatic and festive kinds), and discuss deals will be necessary to both you and all who will follow. And you can always install a cot in a side room to your office.
(-20 Metal, -12 Power, -8 Money, -4 Money per Turn (0/600))

Industry 3 Dice
[] Promethium Extraction And Refinement Complex - (Location)

Promethium is vital to everything, from civilian life over to industrial processes ending with the Guard. Getting out from the ground is the easy part. Refining it to something worthwhile will be much more challenging.
A-1/2/3, -2 Metal, -1 People, +2 Promethium per Turn, (0/100)
B-1/2, -3 Metal, -2 People, +5 Promethium per Turn, (0/250)
C-1/2/3/4, -6 Metal, -3 People, +10 Promethium per Turn, (0/400)

[] Orchard Mine (Stage 1)
There is a spot not far from your landing site where a collection of trees grows with fruit, all edible by humans. This 'Orchard' is also home to several deposits of zinc, copper, tin, iron, and others, which require little in the way of clearing or excavation to unearth.
(-1 People, +2 Metal per Turn (85/100))

[] Undergrowth Mine (Stage 1)
About a hundred kilometers from the beach, wild forests tower over everything, including a large formation of rocks and metals. Iron, gold, silver, a smattering of uranium, and other minerals can be found here. However, the cost in both people and machines will be substantial due to the need to clear the forest and operate heavy machinery to dig down.
(-2 People, -3 Metal, -1 Power, +4 Metal per Turn (0/225))

[] Dew Mine (Stage 1)
To you east, an unsuspecting cove holds several deposits of rare metals and gemstones, most of which won't be of immediate use to you but can still be sold and traded both internally and externally.
(-1 People, -1 Metal, +1 Metal per Turn, +2 Money per Turn (0/175))

[] Colony Ship Dissasembly
With the ship now grounded, you should start turning all that Metal into something useable. (+12 Metal (0/150))

[] Geothermal Plants (Stage 1)
There are a few hotspots of geothermal activity which you can exploit to power your facilities. They will likely only exist until you start the Plasma Iosniser, but considering how metal hungry their construction is, you will need them until that time.
(-2 Metal, +5 Power (0/150))

[] Solar Installations (Stage 1)
Catching the sun's thermal energy to power your buildings may be primitive, but it is needed for the moment. They will likely only exist until you start the Plasma Iosniser, but considering how metal hungry their construction is, you will need them until that time.
(-1 Metal, +2 Power (0/75))

[] Wind Farms (Stage 1)
Catching the wind's kinetic energy to power your buildings may be primitive, but it is needed for the moment. They will likely only exist until you start the Plasma Iosniser, but considering how metal hungry their construction is, you will need them until that time.
(-1 Metal, +2 Power (0/75))

[] Wave-Generators (Stage 1)
Catching the waves' kinetic energy to power your buildings may be primitive, but it is needed for the moment. They will likely only exist until you start the Plasma Iosniser, but considering how metal hungry their construction is, you will need them until that time.
(-3 Metal, +12 Power (0/250))

[] Plasma Ioniser (Stage 1)
Although you already have one, the ship's Ioniser is extremely old, will likely fail within the decade, and must be scrapped in two. This first stage is focused on creating the necessary space and the manufactory for construction and use. (-6 Metal, -2 People (0/250))

Agriculture 3 Dice
[] Luxury And Medical Crop Production (Stage 1)

After several dozen plant species that possess medicative, narcotic, or luxurative qualities ranging from sedatives, hallucinogenics, aphrodisiacs, antibacterials, relaxants, and more have been discovered, along with the needed information for their planting, the regulated planting and harvesting of the same can begin in earnest to start accumulating trade goods. First, of course, large swaths of jungle need to be cut down to provide the required space, but due to the verdant nature of Momi, seeding will be quick and effortless. The sudden availability of wood will also be welcome as trading goods.
(-1 Metal, -1 Power, -2 Promethium, -2 people, +4 Money per Turn, +6 Money (0/65))

[] Farming Initiative (Stage 1)
Having found hundreds of tasty and nutritious plants, planting can begin with incentives to independent spirits seeking to claim their patch of land (rented or bought from the administration) and create state-owned farms. Again, large swaths of the jungle will need to be cut down, but the resulting wood will earn the state and individuals good money when the next trading convoy stops by.
(-2 Metal, -1 Power, -2 Promethium, -4 people, +14 Food per Turn, +2 Money (0/50))

[] Meat and Leather Factories (Stage 1)
Several dozen species have been identified which, once they no longer provide adequate amounts or quality of by-products and have matured, can be slaughtered for their leather and meat. Several slaughterhouses need to be built to process the resulting food, package it, and then send it to the populace for consumption and refinement.
(-2 Metal, -2 Power, -1 People, +4 Food per Turn (0/200))

[] Wool, Fur, and Milk Farms (Stage 2)
While the current production of luxury goods, as well as secondary food products, is sufficient to allow unrestricted access for a third of the population, expanded pens and a better understanding of the needs and biology of native animals will now enable us to ramp up production and ensure that previous goods unavailable for many will become commonplace.
(-5 Metal, -3 People, +6 Food per Turn, +4 Money per Turn (6/450))

[] Sharkhound Investigation
Well, the professionals decided to shoot the sharkhounds and have lived to tell the tale. Now they want to go back to gather medical data and their biological make-up before 'riding them back in glory' as they said. You wonder if someone is putting something into the guards' drinks, they are already eating rations from that one place that processes insects after all. (0/25)

Services 1 Dice
[] Labor Corps (Stage 2)

While the Administratum runs the entire Empire of Man, their orders are carried out on the backs of workers endlessly toiling away. They are the vital blood that keeps the Empire running, buildings built on schedule and to specification. (-9 People, gain Dice allocations (0/200))

[] Emergency Medical Responders
With this being a new world, without any infrastructure for people to access, injuries and death will be all too common. Using a few landers and building small clinics will reduce mortality by a small margin and see a great increase in Morale. (+1 Morale, -2 Money (26/125))

[] Mea hoʻokō Recruitment (Stage 1)
Law and Order are the cornerstones of all civilizations. Without them, you would be killed by either your neighbor or the nearest Xenos. Look for promising and interested people and start training them as a make-shift class of Mea hoʻokō. (-1 Money (26/150)

Name: Momi ʻōmaʻomaʻo
Capital: N/A
Traits: Efficient Administrators. +5 to all Rolls.

Faiths:
Literalists:
30%
(The word of the Emperor is law, without any debate as to what it means.)
Purists: 70%
(We need to ensure the purity of our souls by any means necessary.)

Beastmen:
Mood:
Pretty Darn Happy
Demands: Baths

Money: 7 (+1 Per Turn)
Metal: 2
Promethium: 4
Food: 8 (+1 Per Turn)
Power: 3
People: 5 (+1 Per Turn) (Abhuman Settlers, +4 to all rolls)
Morale: 2/10 (-15 to all rolls)(-2 for 1(one) Turn)
 
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[x] Finishing the basics
-[x] Flood Channels - 1 Dice
-[x] Sanitation And Hygiene Infrastructure (Stage 1) - 3 Dice
-[x] Orchard Mine (Stage 1) - 1 Dice
-[x] Colony Ship Dissasembly - 3 Dice (2 Dice +1 Free Dice)
-[x] Sharkhound Investigation - 3 Dice
-[x] Mea hoʻokō Recruitment (Stage 1) - 3 ( 1 Dice + 2 Free Dice)
-[x] Emergency Medical Responders - 1 Free Dice

Edit: Plan slightly changed due to info provided by QM.
 
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We only have 2 metal. Even the metal from the ship does not count because it has not yet been dismantled.

-[x] Sanitation And Hygiene Infrastructure (Stage 1) cost 1 metal

we cannot do Plasma Ioniser (Stage 1) ist cost 6 metal. Solar or Wind that we can build. Or the Dew Mine.
Or do I get it wrong? If we build something, it costs resources. And energy only when it's ready, right?
 
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We have 4 free dice. Your plan only uses 3 intentionally? That would be the final point of criticism for the plan. Otherwise I'm for it :)

[x] Finishing the basics
 
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