Planet Fall
Event: 19 (Megafauna- Landing sites are near a predator)
Convincing Dynamis Corporation: 59
Convincing the Japanese: 28 (They do not support you but lack a support base and are forced to follow your plans due to a lack of supplies) (This will cause issues)
You rubbed your eyes as you let out a yawn, your eyes squinting at the rising sun as you looked out the window of your new home, the sight of a slowly descending shuttle not all that uncommon a sight. Grunting you downed your coffee as your Pad shooked.
Letting out a sigh you answered the call your breakfast forgotten "Admiral, what can I do for you?" The admiral's eyes narrowed at you, as he seemed to lean into the camera whilst you mentally winced at your tone.
"I'm not interrupting anything I assume" shaking your head while he shrugged and leaned back into his chair "Good, you'll be happy to hear as of 0300 this morning that all cargo is planetside and once we've got everything sorted it'll be shipped out." He said while you turned on the TV as you linked it to a second Pad with all the information being sent to you
Letting out a humm you frowned as you tapped a few discrepancies "Why are combat troops being deployed to the surface instead of the colonists?" a cold sweat settled over you as your heart beat like a drum as multiple scenarios ran through your mind.
The Admiral nodded as he sent something through to you "I deemed it needed, one of our survey teams ran amock of the local wildlife and I nee…"
Your brow's shot up "What the hell do you need a Battalion of tanks for!" your face going pale as the admiral glared at you.
"I've need of them because the damned beast was the size of a truck and they're not even the largest of thing's the drone's spotted". Gulping you opened up the attachment multiple image's popping up of different species as the admiral continued "So I've already had the necessary equipment loaded up and units dispatched, now the good news is that we should be able to deal with them though plans will have to modified if we're going to survive here till we can reconnect with the Terran Alliance".
Nodding you glanced at your watch "I understand, just a bit of a shock, still I'll speak with the others and get plans drawn up but I've got a meeting with my staff so I'll be going, let me know if anything else changes" You said as the admiral nodded closing the connection.
Leaning back, you were glad he brought the excuse as you felt your gut churn at the information, most of it mere theories though the fact that a survey team was crushed was a bit worrying, especially if the theory that it had been a scavenger was true.
Still, as you poured yourself a strong drink, a bit early for your taste, your mind running a mile a minute as you planned a message already sent to your elder for guidance, you could not help but wonder what new headaches would come from this issue.
Event Options
Megafauna: (Options added)
Settlement Establishment: (Choose 1)
[] High Centralisation: Have each Settlement focus on doing a single job so to streamline their production but they are unable to sustain themselves without outside help. (+50% to production and income from related industry) (1 Farming Town/City, 1 Military Complex, 1 Civilian Infrastructure Town/City) (Will drastically change how you expand compared to other options)
[] Low Centralisation: Have each settlement semi-Independent by ensuring they can run by themselves for a time though they are supported by outside elements. (Lower centralisation +25% to production and income should things work smoothly)
[] No centralisation: Have it so that each town and city can survive by itself even if it costs your colony the chance to expand quickly it will ensure that nothing is truly lost. (No bonus as it will only ensure you are not prone to losing a lot of industry if a town/city is lost)
Diplomacy: 1 Action
[] Designate the colony's Capital and set up there: The Colony is still young and while there is not much outside of prefabricated buildings it will change, designate a place with which your colony's future will be decided and also where to funnel resources to make a capital worthy of your new home. (+15 To all diplomatic actions within colony core territories.) (1 of the 3 landing sites becomes a city while the two others become large towns.)
[] Speak with the Admiral to establish a further Rapport: With your location unknown and your future unknown, you figure it would not be a bad idea to speak with the admiral and have some of his staff assigned to keep things in order with his command structure, for the good of the colony of course. (+2-5 to Military High Command Loyalty, -2-4 Loyalty Amongst the Civilian population)
[] Establish Connections with Military Intelligence: The Intelligence department is nothing more than a few analysts and a few people in charge, that does not make them any less useful as you are sure they have an important part to play, you just have to make sure they understand certain things. (+2-5 with Military Intelligence Loyalty, -2-4 Loyalty amongst a representative group)
[] Appoint Town Mayors: With the people awakening upon a new world, one they had not chosen has shaken them, though they were prepared for a new home the possibility of being lost scares them and many have taken to following the rich and influential for a sense of security, ensure this does not continue by bringing order to the colony and avoiding the tribalism that has begun. (Towns will slowly start to expand without your Input making use of local resources) (+3-6 Civilian population Loyalty, +1-3 Armed Forces Loyalty, -2-4 Loyalty amongst influential Colonists)
[] Run a PR campaign aimed at the colonists: With the other fleets missing and much of your support staff missing, you have come to the conclusion to portray things in a positive light whilst ensuring much of the colony understands you have things under control. (+2-5 Civilian Population Loyalty, -2-4 Loyalty amongst Military High command)
[] Speak with a Representative to reinforce their loyalty: You alone are not capable of overseeing a government, thankfully you don't have to though with whose in charge you suppose a few promises and meeting will ensure things remain running smoothly. (+2-5 Loyalty to the chosen group, -2-4 With Influential Colony Members)
[] Hammer out the colony's Government: Technically you have discussed your colony's future government in-depth, though you have not actually dedicated much outside of the theory, that will have to change and while it will be rough at least it will do until more could be done. (+1-3 Loyalty to High Command Groups that are trusting of you.)
Martial 1 Action
[] Pacify the Nargacuga: The local animals have proven extremely dangerous and while you would much rather not dedicate the resources so early on, ensuring the nest's near the towns were hunted down will keep your people safe until a time that they could decide a proper course of action on what should be done with them. (Removes the chance of the colony being attacked by them until it is more developed) (Won't deal with them permanently) (+3 Loyalty amongst Military High Command and Armed forces)
[] Eliminate the Nargacuga: With the threat of the local wildlife proven and members of the colony lost, it would be best you suppose if you directed the military to wipe out all signs of the beasts on the continent, though a severe response it will ensure the colony is safe from them. (+8 Loyalty amongst business representative groups and Influential colony members, -6 Loyalty amongst the Civilian population and -3 Loyalty amongst Military High Command and Intelligence)
[] Establish a Military Base: While it is early on in the colony's history, it may prove useful to ensure what military assets you have are stored properly for future use, while also ensuring the personnel you have are not purely fleet based for any issues that could occur. (+4 Loyalty amongst High Command and Armed forces and +2 for Civilian Population, -3 Loyalty amongst Business representatives and influential colony members)
[] Protect Survey Teams: Scans from the fleet have shown the planet to hold to be rich in resources, though it is only a surface scan and not an accurate one and while the military personnel could be more useful elsewhere, ensuring the safety of the colonies people takes precedence. (+3 Loyalty amongst Civilian Population and Military Intelligence, -2 Loyalty Amongst Military High Command) (Will remove the risk in actions related to surveying the planet.)
[] Secure the Farming zones: The Colony only has so much farming territory and while many are unsure if the seeds you brought from Earth will take, you can at least ensure they have a chance by setting up a perimeter around the farms for future crops as they are prepared. (+4 Loyalty amongst the Civilian Population and Armed forces, -3 Loyalty amongst Influential colony members and Military High Command)
[] Have more patrols nearer Influential members' future homes: A few notable members of the colony are willing to donate some of their not inconsiderable wealth to ensure their new homes are a little safer than others in the colony. (+5 Loyalty amongst Representative groups and Influential colony members, -3 Loyalty amongst Civilian population and Military intelligence)
[] Establish defences around the Colonies towns: Your not sure what the Military members of your colony are capable of but you are sure that they know how to ensure the safety of the new settlements if you give them leave to do so. (+2 Loyalty amongst all military groups and civilian population.)
Stewardship 1 Action
Space
[] Assemble System Support Craft: shuttles are good at what they do but they are not dedicated mining ships and cargo haulers and while the stations within the hulls of the fleet can be easily assembled, the craft they use will take time to get underway, thankfully it's not hard to get their frames and hardware set up before the time, though it will require some of the fleets limited supplies to do so. (+3-5 Loyalty amongst Representative groups with space assets and Influential colony members, -2-4 Loyalty amongst Military High Command)
[] Establish a CNC Station: There are enough supplies and spare parts to assemble a small station with which the colony's future space traffic can be directed to help improve efficiency, though it will not be an inconsiderate amount of resources to assemble such a thing. (+3-5 Loyalty amongst Military command and intelligence, -2-4 Loyalty amongst Influential colony members)
[] Assemble a Space Yard: While the colony will have the Stations and berthing to maintain some of the colony fleet it is not enough, thankfully a few members of the fleet have done the math and designed a Space Yard large enough to see to its needs while also having the ability to become something more once the colony is established, though it will be no small task to see done. (Essentially a drydock) (+3-5 Loyalty amongst Military command and Civilian population, -2-4 Loyalty amongst representatives without space assets and Influential colony members)
Planet
[] Build a Spaceport for the colony: The Colony will need a location strategically placed with which to ship the necessary parts to orbit but also act as a place with which to handle the constant traffic and maintain the shuttles in use. Though it will require more than a few members of the Military to run smoothly and ensure nothing amiss occurs. (+3-5 Loyalty amongst Military command and intelligence, -2-4 Loyalty amongst Armed forces)
[] Establish Farming Zone's: While you and many others are unsure if the crops you brought from earth will take, that does not change the fact that soil and land will have to be prepared for their future use, though it will require resources to be directed towards such an endeavour, even if a few do not like such an idea as it will fall to the colony to maintain. (+3-5 Loyalty amongst Civilian population and Armed forces, -2-4 Loyalty amongst Influential colony members)
[] Begin construction on a rail network: The Supplies and hardware aboard the fleet could easily see a rail network built, though it may strain the fleet's supplies and annoy others who wished to avoid such things. (+3-5 Loyalty amongst influential colony members and Military High Command, -2-4 Loyalty amongst Civilian population)
[] Start-up Construction of Industrial Zones: The Colony has the barest definition of an Industrial base outside a few factories and manufacturing facilities. Have a few of the supplies aboard the fleet directed to easing the future expansion. (+3-5 Loyalty amongst influential colony members and Civilian Population, -2-4 Loyalty amongst Military high command)
[] Startup Construction of Research labs and schools: While not as critical to the survival of the colony you are well aware that for it to thrive it must develop further and without Earth and the Terran alliance to provide advancement ensuring your colony will not stagnate will require an investment of the fleet's limited resources. (+3-5 Loyalty amongst Military Intelligence and Civilian Population, -2-4 Loyalty amongst Influential Colony members)
[] Establish additional military infrastructure: The Colony sit's on a precipice with barely enough industry to maintain much of the weapons apart of the colony, something that can only lead to disaster should you need them, divert supplies to ensure they will not suffer a shortage of parts and munition. (+3-5 Loyalty amongst all military groups, -2-4 Loyalty amongst Civilian population and Influential Colony members)
Intelligence /Intrigue 1 Action
[] Search for Criminal elements: While you are sure that the Earth Federation and Father's checks got rid of most criminal elements, nothing is perfect so asking the Admiral to task his staff to help ensure nothing is amiss should ensure the colony remains lawful. (Reduces the chances of a Black Market forming Early)
[] Task a team to keep an eye on Japanese Representative: As a Businessmen, you're well aware of how dangerous people can be and Mr's Mori, as much as she supports the colony might not take her resounding loss well. So a little caution would not be remiss in your opinion at least. (Will gain information on what they're up to.)
[] Establish Intelligence HQ: You're no expert on information gathering, so when the Admiral and his aids suggest setting up an HQ for the analysts you suppose it might be needed, you just needed to way if you had the resources to spare. (Improves the chances of them succeeding in their goals)
[] Screen the colonists to help Direct them: Your Colony fleet is large and filled with people and while it would probably be best if the information was gathered so plans can be drawn up, though it will no doubt be a herculean task to see accomplished. (Increases the Growth of all sectors due to your generous Grants.)
[] Assign them to ensure all the fleets supplies are accounted for: While you're sure the manifest is accurate and nothing is off as it seems, the fact the fleet is off the beaten track is not time for trusting everything is as it seems, which is why it might be a good time to verify everything is accurate. (Increases your starting credits)
[] Assign them to gather information on potential goods smuggled in: With recent events, you're sure there are more things hidden within the fleet, though you're not sure how much and where but it might turn up if a few people search for it. (Might gain something for the colony, also keeps it from appearing on the black market)
Learning (1 Action)
[] Animal and Plant Biome Research: With a new world much of the data you had on the old world is mostly useless, so with your predicament at hand and your plans useless a bit of study and replanning is needed, all you need is a lot of information gathered on the planet and the creatures inhabiting it. (Will allow for faster Expansion and Growth while avoiding the local Animal Threat)
[] Soil Biome Research: The Planets soil is unknown to you and that could cause the colony all sorts of issues, you just need to figure out what kind of issues you will face throughout the planet in growing the food that you have. (Reduces the chance of Crop Failure and other events)
[] Mineral prospecting: Have your colony's prospectors sent out with the right equipment to ensure that they will get accurate scans of the colony's future mining site's to ensure your limited equipment is not wasted until more industry can be set up. (Increased chance of finding valuable metals on the planet early on)
[] Asteroid Prospecting: While scans and an in-depth system mapping will help with the colony's future endeavours in the system, it will not be enough for setting up mining stations and establishing their locations, so diverting some resources towards establishing the proper equipment early will no doubt aid in increasing the mineral wealth of the colony early on. (Increased chance of finding valuable metals in the system early on)
[] System Research: Scans of the system are limited at best and while you have a general idea of the system celestial bodies, it is not perfect and will likely do just fine, ensuring the colony has detailed scans might just be a good idea before it is put on the back burner. (Your System will be rich in resources due to your option pick at the start, but this is determining the shape and size of it all as well as the kind of expansion and upgrades you can get)
[] Secure your information Base: Before you left Earth you made sure your colony held a wealth of knowledge and those able to teach it, thankfully It is all intact, though the colony still lacks a large number of institutes outside of the most critical one's, see about setting up courses within your current facilities to hold the colony over till more can be built. (Increases Research rate for early techs)
[] Survey the habitable Moon: While the Dislocation has caused you a rather large issue, few will argue that having a second habitable planet within the same system, even if it is a small one is a boon, though while your efforts to colonise the main planet is underway it might be useful to know just what is in store for your system's future and what extra resources can be pulled from such a thing. (allows for early outposts to be established on the second world to exploit its resources)
Personal
1 Action
[] Rest and explore the colony: You have spent most of the journey to the colony working on ensuring that it will at least have a chance at surviving so a little rest and respite is not out of order you suppose. (Destress and possibly run into interesting groups.)
[] Improve relations with a group: While you are loathe to spend even more free time ensuring the colony will run smoothly you know that at least it will be of some use, even if it's more work. (select a leader group to improve their loyalty by +2)
[] Spend time with friends and newly acquired acquaintances: While on the Journey to the colony you made a few friends and some with influence, though you'd rather not push that aspect you know that improving your relationship with them will undoubtedly improve your own standing. (Will provide a +1 to your Military Intelligence loyalty due to your former connection.)
[] Spend time working on getting additional aid from the colony: You have received a few invites to private gatherings amongst the rich of the colony and while it could send the wrong message to some you know that working with them will no doubt help the Treasury once the economy starts rolling. (Will help Bring additional Credits when the time skip starts)
Information- currently a lot of what you brought is of no use in establishing a colony but it will play a larger role once you hit the time skips but for now they're going to be on the back burner. Also, this opening phase is more about setting up, you have 4 turns till we hit the time skips, so your not going to be able to take all the options, those you don't pick will have long-term consequences and determines how quickly different industries grow. (It will obviously change once your colony grows but for your first characters life it will matter)
Technically I could go and do a resource system for this short section but it's a bit much so instead it's reflected in your limited options. (Also certain actions will reduce your starting credit)
Also, the events to come in the next 4 turns and your reaction to said events will determine some things for the future of the colony be they good or bad.
The loyalty of different groups: (All your grants have ensured you are at least in a decent spot for loyalty)
Leader Groups (People you can influence through your own actions)
Military High Command: 16 (Trusting)
Military Intelligence: 13 (Impartial)
Representative groups:
-The French: 26 (Loyal)
-The Japanese: 1 (Disloyal)
-Parohe Aerospace: 15 (Trusting)
-Baria Frontiers: 17 (Trusting)
-Dynamis Corporation: 14(Impartial)
People Groups
Armed Forces: 17 (Trusting)
Influential Colony Members: 15 (Trusting)
Civilian Population: 15 (Trusting)
Colonial treasury: (Will be rolled for when the time skips begin)
How the Economy will Work (If you've ever played HOI 4 then it should be similar enough it will also only start to matter during the timeskip turns though It also may need a bit of work before then and even after to fine-tune any issues that crop up.)
Credits: Pretty much what you think, nothing different as it's really just money. (get this from mining and trading as well as tax from the size of your cities and towns, eventually how many systems you own and how much trade you got going on.)
Civilian Factories: They will kinda act as a consumable as I will only track free Civilian factories only, the larger your towns and cities get the more money they give but they also start using up your free factories. Though it will impact how quickly you can expand and how many actions you have.
Military Factories: Determines the max size your army can be and also how quickly you can replace army group losses. (There is a variant of station for the navy but that's not relevant right now)
-Munition factories tie into this but they determine how long your army can run in a campaign before you start getting debuffs.
As for the actions not having chances of success, that is intentional as you'll be rolling just to see how well things go, so they will all succeed, just with varying degrees of success so while a 1 won't fail the action, it will have a very poor effect on the colony's future. The Options also only take 1 turn so no worries about burning the limited time.
The Vote is Open