There is a system for towns that doesn't involve kicking the founders out. We will probably lose the scientist but I thinks it's worthwhile for the thousands of people that will save.
There is a system for towns that doesn't involve kicking the founders out. We will probably lose the scientist but I thinks it's worthwhile for the thousands of people that will save.
If we do that, it'll cause problems with both the wildlife and the ecosystem, since people nowadays are reliant on automations and the internet will need a lot of power for them, and I don't want* those greedy corporations and bureaucratic exploiting it all...
I agree, but we're better then that. Environmental groups exist now as a counter force against destroying the land in addition to thousands of rules and regulations against polluting and causing excessive damage. It's not perfect but we are better then we were and we have history we can point to about this stuff.
There will be environmental destruction but just because there is new areas to expand to it doesn't invalidate the progress we've made
its best if we contact that we find usefully people that can help us grow in this new world, just getting thousands of people is gonna be a pain to take care while they get use to a life without modern amenities
its best if we contact that we find usefully people that can help us grow in this new world, just getting thousands of people is gonna be a pain to take care while they get use to a life without modern amenities
I agree, I just want to give the portals to the government or whoever is in charge and let them deal with all the refugees. We both can't and shouldn't need to deal with this stuff, at least not the full extent of it
I agree, but we're better then that. Environmental groups exist now as a counter force against destroying the land in addition to thousands of rules and regulations against polluting and causing excessive damage. It's not perfect but we are better then we were and we have history we can point to about this stuff.
There will be environmental destruction but just because there is new areas to expand to it doesn't invalidate the progress we've made
I agree, I just want to give the portals to the government or whoever is in charge and let them deal with all the refugees. We both can't and shouldn't need to deal with this stuff, at least not the full extent of it
I would give the government a few portals for the refugees but I don't trust a bunch bureaucratic politicians that are in the pockets of those corporations...
yea i think the politicians will make sure the first people who come over are gonna be there familys, doners and anyone who has the money for it
But maybe we should find some corporations that could be usefully for this new world, the world is ending, so if they help us build up, we can save them in exchange for them moving to this new place, but only if they are usefully
And we should look into getting bank info and the like from the people from our camp to buy things that we can loot
The U.S.A. Is deeply flawed but is stopping it worth the lives of those within it's boarders? I'm an optimist, I believe we can learn from our history and have learned from it. We still have a long way to go but I believe giving the portal tech would be a good idea.
Also If we're going to handout portals we should go all in or not do it at all. Only giving out some portals practically guarantees we are going to get messed up by the CIA/army/FBI/NASA/Police/anyone who is not invited and has an interest in not dying.
Edit: Also not completing the road to Omaha. People have loved ones over there, the national guard will probably want to reconnect with their support structure. It's going to be hectic if we come over there and don't open a portal.
But maybe we should find some corporations that could be usefully for this new world, the world is ending, so if they help us build up, we can save them in exchange for them moving to this new place, but only if they are usefully
And we should look into getting bank info and the like from the people from our camp to buy things that we can loot
The U.S.A. Is deeply flawed but is stopping it worth the lives of those within it's boarders? I'm an optimist, I believe we can learn from our history and have learned from it. We still have a long way to go but I believe giving the portal tech would be a good idea.
Also If we're going to handout portals we should go all in or not do it at all. Only giving out some portals practically guarantees we are going to get messed up by the CIA/army/FBI/NASA/anyone who is not invited and has an interest in not dying
The only time the US learns from history is repeating the same mistakes and allowing the rich ruin everything... also they aren't even helping their neighbors with the problems...
if we could make a good deal with the US then we should do as they can help build our camp with all the resource of the US along with getting us the best people from all over the US, but it could also backfire badly on us, so ones we reach out to the US, we should be ready, not to back to earth if it goes bad as the US would be hunting our people if it does not go right
if we could make a good deal with the US then we should do as they can help build our camp with all the resource of the US along with getting us the best people from all over the US, but it could also backfire badly on us, so ones we reach out to the US, we should be ready, not to back to earth if it goes bad as the US would be hunting our people if it does not go right
Aye, the main leverage they have over us is being able to harass our people and the loyalty of the national guard. If we become self sufficient then we can remove half the leverage or use that against them by showing videos/images of the attacks. They can't project power here because we hold the door.
So possible ways to become a less appealing target would be.
1. Sending videos of our camp and such, If we become famous then more people care about us meaning they would have a larger problem if they try and remove us.
2. Dealing fairly, We don't ask for the moon and they won't need consider more extreme measures
3. Figuring out the national guard, Find out if they are fully on board with the camp or just working with us until the road's done
if we could make a good deal with the US then we should do as they can help build our camp with all the resource of the US along with getting us the best people from all over the US, but it could also backfire badly on us, so ones we reach out to the US, we should be ready, not to back to earth if it goes bad as the US would be hunting our people if it does not go right
Knowing the goverment... it'll most likely happen, let's not forget about the radicals (at least some of them...) are in our camps and they'll view us as traitors and I'd rather form our own nation that's still new and with no corruption (yet...).
Aye, the main leverage they have over us is being able to harass our people and the loyalty of the national guard. If we become self sufficient then we can remove half the leverage or use that against them by showing videos/images of the attacks. They can't project power here because we hold the door.
So possible ways to become a less appealing target would be.
1. Sending videos of our camp and such, If we become famous then more people care about us meaning they would have a larger problem if they try and remove us.
2. Dealing fairly, We don't ask for the moon and they won't need consider more extreme measures
3. Figuring out the national guard, Find out if they are fully on board with the camp or just working with us until the road's done
Good luck finding some of them that isn't corrupt or greedy... and it would be useful to get our people's bank info for trade back on Earth.
The only time the US learns from history is repeating the same mistakes and allowing the rich ruin everything... also they aren't even helping their neighbors with the problems...
I get that, the media loves to show how shitty things are and will be but things are rarely as bad as they seem. People can work for the good of all as well as their own greed. Disaster sells and only worsens the problems.
Anyways hope for the best but prepare for the worst.
I get that, the media loves to show how shitty things are and will be but things are rarely as bad as they seem. People can work for the good of all as well as their own greed. Disaster sells and only worsens the problems.
Anyways hope for the best but prepare for the worst.
Hey everyone, I just got back from work and I love the conversation going on.
In the original novel, the reasons put forward by @Thule, @Red Angel, and @Jack727 were all taken into account.
The only difference here is that you guys have the option to give the technology, and things aren't as bad as in the book.
Humanity might still survive in this quest if you don't help, but it would be a heck of a lot different.
In the original novel that option was pretty much thrown out the window. In other news, I'm working on adding to the project list some of the stuff mentioned earlier in the thread.
The one thing that I will say is that getting bank information for ordering stuff would be WAY later down the line.
The roads are still full of cars that were either abandoned from being broken or left behind during the evacuation.
Air traffic is still pretty non-existent as the fear of engines being destroyed by lingering ash is still a factor.
There is no reliable way to get anything delivered cross country at the moment.
And there is currently no internet in Lincoln on the Earth side as things are pretty broken across much of the Midwest.
Even the military hardlines are broken in the area, hence the option to head to Omaha is a good one; it would allow the military contingent to take the time to reconnect there.
I'll try to get the next turn posted later today, I'm too tired to do so right now.
Good Night
The project group meets for another week to determine the future activities of the camp. The only difference is that some of the people are dressed in warmer clothes, with long sleeves and jeans being the general look. "Good morning, Everyone!" says Richard, also dressed in long clothes. "As many of you can no doubt tell, winter is upon us and the colder weather is noticeable to everyone. I would first off like to give a big thanks to Bill and those who went with him in the groups to get winter clothes for everyone in the camp." Richard starts to clap but is rapidly joined by the rest of the group. Bill is blushing slightly and rubbing his head, but smiling all the while. After a while, the clapping stops and Richard continues. "Alright, enough with that. We still have some work ahead of us before we are completely prepared so I'd like to go over the options we have available. We got some good input on ways for keeping up with power needs and added those to the project list but there are still multiple factors to take into account. As usual, let's come up with a plan and hope everything goes well for the week."
Start of turn Stats
Currently Available Dice: 6, 2 locked (Cattle Fences, Food for the Herd winter)
Currently Available Portals: 1, 1 next turn, 1 on cooldown
Camp Slots: Available 0, In use 8(2Housing, 1 Canteen, 1 Warehouse, 1 Farming/Ranching, 1 Engineering Area, 1 Medical Area, 1 Small Park)
Winter Timer: winter is here, 3 turns until too cold to do much, 5 turns till snow makes many actions untenable)
Food: 10
Animal Feed: 9 (will eat regular food at a rate of 0.5 per turn)
Replacement Parts: 6 (+6 each turn)
(Start Farming, long-term crops: 11 turns for results)
Morale: +8 overall (Base 1, +1 basic housing, +4 successful evacuation, -2 ????, +2 Basic Amenities, +1 small park, +1 memories of better days(1 turn))
Morale Tier 1 unlocked! +5 to all actions as long as Morale is 5 or above.
List of Projects:
[ ] Expand Borders: Space is getting a little bit tight in the camp and while no one is complaining yet, it might be nice to get ahead of this. Use some more fencing to expand the area that you have available for more space to put towards any purpose. (can only be taken 3 more times with current supplies) 2 turns, DC 50 rolled every turn
[ ] Better toilets: The toilets in the camp are constantly in use. While not currently a problem, there could always be more and they could always be better. Redesign the toilets in the camp to reflect the larger population better using them and be able to clean them and empty the waste products easier. (build more, better toilets for the camp and have them less crowded.) 2 turns, DC 40 rolled each turn.
(NEW)[ ] Set up next-tier housing: Matt and his group have managed to find enough pre-fab housing units to bring the housing to the next level. Let's set an aim for having everyone under hard roofs and sturdy walls for the winter, at least for a given definition of sturdy. DC 40
[ ] Information Experts: There seem to be several ideas that campers have about what projects they would like to see completed. Having several people take up the job of becoming official information spreaders, as well as collectors, would prove a benefit in the long run. Establish a group of individuals to be turned into Collectors and spreaders of information. (Allows for the easier spread and collection of information/gossip in the camp, rolls a dice to determine the quality of information.) DC 35 [ ] Wooden Walls: The constant attacks by predators have caused questions to be asked about building a better wall. The idea has merit and was thus added to the project list. This would also give our people experience in building wooden walls for Outposts when we get to that stage. (Builds a wooden wall around the current camp, options unlocked, DC reduction for certain actions.)(Locked due to missing requirements: Camp Level 2) [ ] Town Hall: The camp has grown quite a bit since it was first established and people are wondering if it could be turned into a town instead of a camp. The idea would be great for everyone as it would also take some of the pressure off of the project group from having to run everything. One of the things that would be needed would be a town hall to house all the decision-making and for other purposes as well. (Upgrades Camp level to 2. Options unlocked.) (Locked due to missing requirements: Research Area Level 1, open camp slot) [ ] Wooden Huts: Some of the campers have come forth and asked if it would be possible to make wooden huts for housing. This would be a long-term project, but the result would be people having their own houses and able to feel perfectly at home for the first time in a while. (Locked due to missing requirements: Camp Level 2, Level 2 Lumberyard, 10 slots will be used/converted)
[ ] Create a Research area: The scientists have been debating among themselves and with others in the camp about providing them an area to retain all the knowledge of Earth and research new things about the world they find themselves in. Allow them to take over the remaining area and transform it into a combination of Library and Laboratory. (Introduces the research mechanic. Provides a bonus for certain future actions. Gathers all knowledge about Earth and Outland into one easy-to-find place) DC 50 (Locked from lack of camp slots)
[ ] Build a basic air base: The airplane from the stockpile has brought forth the idea that it could be possible to build an air base of sorts. While it would currently be little more than a hangar to store the plane and a runway that has been prepped, it would open up some options in the future. (opens up options using the plane) DC 50
[ ] Build Portals: Convince the original group that more Portals are needed and should be built. They are perfectly willing to build new portals as it would expand the number of available options for the future and are willing to make more than 1 if given the chance. DC 40
[ ] Build an offroad vehicle workshop: The discovery of all of the available parts for dirtbikes and the ATVs on Earth has led some people to suggest that an Offroad Vehicle Workshop be made to take care of the maintenance of the bikes, ATVs, and any other such vehicles found in the future. DC 30
[ ] Building mills: The newly discovered wheat can be turned into flour if the grain is put through a mill to grind it down. That would be useful if there were any hand mills in the camp but that is one of the few things that Bill did not think to order at all. It may be possible to make some mechanical hand mills to process the grain into flour but they would have to be hand-made and would be difficult to find parts without a workshop in place. (able to manually grind wheat into flour for use in the camp.) DC 60
(NEW)[ ] Electricity Generation: The camp has started to use electricity on a continuous basis and that requires a lot of power. Unfortunately, the generators you brought have a limited amount of fuel. Bill's suggestion is to build something called an Archimedes Screw, saying that it would be pretty trivial to turn it into something similar to a wind turbine. It wouldn't generate much in the way of electricity, but it would be continuous. (Builds and sets up modified Archimedean screws to function as wind turbines. Miniscule continuous power generated.) DC 50
(NEW)[ ] Tools of the trade: Jack, the blacksmith of the camp has put forth a proposal to pre-emptively make some of the tools needed for the various areas. He says that he's bored with the lack of any projects given to him since his smithy was set up. Set him to task and help him make enough tools for a chosen area. (Pick a camp area; this action will provide a small bonus to all actions relating to that area if successful.) 2 turns, DC 80 each turn
[ ] Start Ranching: There is an area perfect for growing a food crop for the animals now enclosed. Turn the available field into a pasture, providing food for your animals for the immediate future without having to pasture them outside the walls. DC 10, field exhausted from grazing in 4 turns(Locked due to having only 1 field)
[ ] Animal products: An idle question about the purpose of keeping the animals in the camp has caused the project group to look into what they can use the animals for. While the use of their skins for leather will eventually become an option, you could also think up uses for the bones, feathers, fur, and other products from the animals. DC 40 [ ] Milk in the making: The cows have the opportunity to provide fresh milk for the camp to be used in cooking and maybe making cheese in the future. The idea of fresh milk is strange to some people who have never had it but they will quickly get over their reservations. (Locked, no pregnant cows currently and the bull is still growing/not mature) [ ] Start Farming, short-term crops: Try and grow your food, the first step to sustaining your camp in Outland. This explores whether or not you could grow crops that mature faster and get you food sooner, at the cost of not providing much. 8 turns for results, DC 30 rolled at the end, +8 food (Excludes Start Farming, long-term crops due to lack of available fields)(Locked due to having only 1 field) [ ] Start Farming, long-term crops: Try and grow your food, the first step to sustaining your camp in Outland. This is a long-term project and will provide a lot of food…when it finishes. 16 turns for results, DC 40 rolled at the end, +18 food (Excludes Start Farming, short-term crops due to lack of available fields)(Locked due to having only 1 field) [ ] Add an additional field: Jerry has been complaining that he doesn't have enough room for planting in the camp. He would like to turn one of the open camp plots into another field to be used for farming. (Changes 1 open camp slot into 1 Farming/Ranching Camp slot)(Locked from lack of camp slots) [ ] Start Crop Rotation: Jerry realized when planting that we need to implement some sort of crop rotation to make sure that the ground is not stripped of all of its nutrients. Set a policy so that the fields are not used till they have nothing left like what happened on Earth. (Locked due to having only 1 field)
[ ] Food for the Herd: Jerry was going over stuff in the Farming/Ranching Area and realized that there is no more food left for the animals. To help stave off the problem, he proposes cutting a bunch of grasses and other plants from the prairie near the camp to make feed for the animals. While labor intensive, this will make it so that the animals don't starve and start dying off due to starvation. (Provides 2 turns worth of food for the animals) DC 35 [In Progress] Food for the Herd, winter preparations: The animals are going to need a lot of food to survive the winter. Jerry recommends that we immediately start harvesting what grass and feed we can and drying it for the animals in a separate area. (Each turn this is taken, adds 2 turns of animal feed to storage. It may be taken alongside Food for the Herd) Continuous until snow hits, DC 35 each turn [ ] Increasing the herds: Jerry says that he could encourage the animals to breed more and start to grow the herd to larger sizes but does not recommend this action as there is not enough room to properly house and care for more animals. (Locked due to Area Level, Requires Level 2)
[ ] Medical Survey, Spring: The initial medical survey of the camp has shown that there are no current problems when it comes to sicknesses or conditions. This was only the initial review however and another survey will need to be done in the spring when there is a different environment and climate. DC 20 (Locked until Spring)
[ ] Emergency Medical Services: People from the Medical Area are still untrained in how to quickly respond in the case of attacks and injuries. This training would allow them to better respond to the needs of the campers that will be under their care. (All injuries get a re-roll, not just those of beast attacks.) DC 50
[ ] 100 Herbs and Fungi: The campers in charge of the medical area have put in a proposal for the study of the native plants in the nearby area, to study how they would affect the human body and what they could be used for. While this is the stated purpose of the project, Tina says that it was mostly so that they could see if there are any medicinal plants they could find in Outland. (Chance at finding medically useful plants nearby, catalogs plants in the area for possible later use.) DC 35
[ ] Build some fire pits: The camp has been running fine on the cafeteria-style preparation for the food, but some people want the option to cook their food differently or over the fire. Build some camping-style enclosed fire pits for the canteen to use for proper open flame grilling. (allows for more diverse food options, mainly by way of open flame grilling) DC 45
[ ] Electric Grills: The constant use of Electricity has caused some questions about the possible utility of electric appliances instead of gas-powered or even straight fire. The idea has merit and there are a few electric grills in the warehouses that had been overlooked until now. Add them to the Canteen and see if it helps with the lines that happen during meals. (Reduces lines for food due to having more cooking space available. Opens availability for more cooking styles/foods.) DC 40
[ ] Gathering food, forest: The camp is near a forest that could be teeming with food. Maybe you could go and gather edible plants, roots, and berries to increase your stockpile. None of the plants are liable to continue growing much as they conserve what they can for the winter months. (+1 food, +1 additional food for every 20 past the DC threshold) DC 40
[ ] Gathering food, wild wheat field: The wild wheat field was a wonderful discovery and provided a lot of good grain for the camp. Unfortunately, there is little left to harvest due to a roaming deer herd coming through and eating most of it. You could harvest a little more but Jerry recommends leaving some of the grain there to sprout in the spring. (+2 food) DC 40 [ ] Hunting: A group of survivors wants to go hunting in this new world to expand the available supplies. There is a more limited availability of prey as some species start to move for the winter months. DC 25 (Locked from the random event)
[ ] Fishing: You have discovered that a nearby lake has fish! Go get yourself some and maybe have a fish fry at the camp. DC 35
[ ] Growing Weed?: Some of the stoners brought up the idea of planting Marijuana and hemp whenever people go hunting or in specialized areas. While this is likely only something they thought of to increase their supply, this could provide a source of drugs and materials for the future. (allows planting of marijuana and hemp plants out in the forest. Potential materials when plants grow. You will need to research hemp or find information while scavenging before it is completely useful.) DC 60
[ ] Set up roving patrols: There were predators in the forest waiting to attempt adding humans to the prey menu. This is concerning in and of itself and suggests that the predators in Outland are smarter than their Earth counterparts. Setting up some patrols in the surrounding area would allow the camp to be safer and allow for easier expansion. (Predator attack rolls are reduced by 1 dice so long as this is taken. Reduce DC for certain actions) DC 40, -1 dice for continuous patrols
[ ] The Road to Omaha, part 2: The path towards Omaha is started, but there are obstacles in the way of progress. The first of those obstacles is trees, lots and lots of trees in a forest that lies almost in the middle of the path towards Omaha. Nothing to it but to start chopping away and work on getting the trees out of the ground. DC 50 each turn, 3 turns
[ ] Follow the Trail, American Lions: In the aftermath of the attack during turn 8, some guards managed to see the lions head out into the prairie after escaping. Head out and track down the ones who escaped. DC 50
[ ] Dire Disturbances, Aggressive: You know the location of the dire wolf pack and the general area they call their territory. You have a choice ahead of you, one that will define your relationship with the pack. After some talk amongst the camp, you have decided to make the effort to slowly hunt the dire wolves and drive them from the area. (Cannot take with Dire Disturbances, Peaceful) 4 turns, DC 50 each turn
[ ] Dire Disturbances, Peaceful: You know the location of the dire wolf pack and the general area they call their territory. You have a choice ahead of you, one that will define your relationship with the pack. Eventually, talks for integration won out and efforts will be made to associate humans with fellow hunters and friends. (Cannot take with Dire Disturbances, Aggressive) 4 turns, DC 50 each turn
[ ] Look for Bees, Outland: A random thought by Jerry, the leader of the farming/ranching area, led Richard to make this project. While you have a hive already, you could always use the honey and wax they produce. Find some wild hives and get access to bee products until you can get them from your hive. (Access to bee products. Options unlocked.) DC 40 [In Progress] Cattle Fences: A project proposed by Jerry, he suggested that we put up some wooden fencing out far from the camp in a wide area. While not perfectly useful as a means to keep things out, it would help with keeping in roaming animals should they ever get loose or we let them out to graze in the wilds. (Set up wooden fencing to keep herd animals contained. Will not stop animals from entering the area. Allows for grazing of animals outside the fence, drastically reducing feed requirements.) 3 turns, DC 30 each turn [ ] Deer Domestication, Part 2: The deer are much more amenable to being around humans and have started to associate humans with food. Unfortunately, they are close to leaving for warmer areas for the winter. Continue to feed them until they leave and engrain that association between humans and food in the mind of the deer. Locked until finished, DC 40, 1 food used per turn. (3 turns until they leave for winter) (Locked from the random event)
[ ] Planned Exploration: The Civil engineering and Geology students have come forward to propose an exploration of the area around the camp. This would allow you to get a count on close resources and start making a better map of the area. (Unlocks further exploration options. Decreases DC of certain actions) DC 30
[ ] Scavenge: Go through the portal back to Earth and scavenge for supplies. (Choose what you look for when scavenging: Consumable, Knowledge, Material.) DC 10
[ ] Scavenging, Winter Prep edition: The food stores at the camp have started to become too low to sustain the camp through the winter to come. While there is still quite a bit of food available in Outland, it would also be possible to get a lot of food from grocery stores on Earth. Head back to Earth and take back all of the Food you can carry to try and last through the winter. Gains variable (base 1) food. DC 10
[ ] For want of a drink: It's official, the camp has run out of coffee. The horror of the situation unites everyone to try and find as much coffee, tea, and other assorted drinks as they can. While it may be possible to grow more coffee or tea in the future, the immediate need for caffeine has caused a problem that needs to be solved. (All future scavenging expeditions bring home twice the amount of coffee, tea, juice, and other beverages.) DC 25
[ ] Fermented Fascination: The camp has found wild wheat in Outland and there is a possibility of bread in the future. One of the things that we are missing is yeast, the prime ingredient for many cooking practices. Search for still viable strains of yeast that can be brought back to the camp for use in food production. (Adds Yeast to Canteen supplies. More variety in cooking.) DC 35
[ ] Save the Animals: The pack of wild dogs on Earth has led to questions about other domesticated animals that may still be alive. While not likely to be a lot, take the time to search for other animals on Earth that you could bring back to the camp. DC 40+10(wild dogs)=50
[ ] Animal Food: The thought of domesticated animals on Earth leads to another idea, that of pet stores, and specifically the bags of pet food they have. Most of that food would still be good and could be used to feed several of the animals in the camp. Plus, to the disgust of many, the food might be edible for humans as well, even if barely. Scout out pet stores back on earth to see if there is anything that you should bring back. DC 25+10(wild dogs)=35
(NEW)[ ] Snow Tools: The onset of winter has brought up the lack of tools to properly deal with the snow and ice to come. Ice scrapers, snow saws, and other tools specifically built for us in winter would allow for many options to be made available to the camp. The tools should be easy to find, the problem would be getting a good variety for every occasion. (Unlocks Winter specific actions.) DC 30
(NEW)[ ] The Preservation of Knowledge, general: Several people have come forth with the idea of making saving books and other knowledge from schools and libraries for use in the future. The idea of having more books for future research and other purposes is seen by many as the right thing to do. The only problem would be storing the books and other information in a way that keeps it safe and secure. You could still bring the books back to the camp in the meantime though, so that should be the first step. (brings back everything, sort through it later. You may have problems with keeping things stored.) (Cannot be taken at the same time as The Preservation of Knowledge, specific) DC 30
(NEW)[ ] The Preservation of Knowledge, specific: Several people have come forth with the idea of making saving books and other knowledge from schools and libraries for use in the future. The idea of having more books for future research and other purposes is seen by many as the right thing to do. The only problem would be storing the books and other information in a way that keeps it safe and secure. You should probably focus on taking the stuff you need the most first, and then going back for the rest. (Brings back a chosen area of literature, narrow focus but complete. Can store everything fine.) (Cannot be taken at the same time as The Preservation of Knowledge, general) DC 45
(NEW)[ ] Solar Power scavenging: The camp has started to use electricity on a continuous basis and that requires a lot of power. Unfortunately, the generators you brought have a limited amount of fuel. One o the ideas is to take apart the solar power cells that can be seen around town and bring them back to provide power. While not the best in the upcoming winter, it would allow them to be stored safely in Outland as opposed to being out in the elements back on Earth. (Provides a moderate generation of energy during the day, reduced to small because of winter weather.) DC 90
(NEW)[ ] Wind Power Scavenging: The camp has started to use electricity on a continuous basis and that requires a lot of power. Unfortunately, the generators you brought have a limited amount of fuel. Some people suggested getting some of the at-home wind-powered generators to provide a more consistent power base for the camp. They could also be set up immediately, though there is little in the way of keeping the energy stored when it is not needed. (Provides a small continuous generation of energy for the camp.) DC 70
(NEW)[ ] Battery Bank: the camp is running off of the continuous use of generators at the moment, an inefficient process. While many people have suggested the use of other forms of electrical generation, Kevin mindlessly questioned the state of our electrical storage, or rather the lack thereof. When he eventually elaborated, he reminded Bill and Richard of the possibility to use car batteries wired in sequence to form a bigger battery. The two added this option to the list not long after. Track down some working batteries and hook them together to form a power base for the camp. (Builds a basic battery setup for storing power. You no longer need to always run the generator.) DC 50 [ ] Try and track down the rest of Bill's order: When the Inventory efforts were finished, there were quite a few things that were missing from his order. Bill knows the location of most of what is missing and could probably guess where the rest is from there. The problem? The missing stuff is in Omaha. Not a problem for a drive on Pre-Apocalypse Earth but since the options are either going on Post-Apocalypse Earth or in Outland, the trip would take considerably longer. (Currently locked, complete The Road to Omaha first) [ ] Continue evacuation to Outland: One of the conditions for the Military to join the group in Outland was to continue evacuation efforts when there is access to a major city. While there are unfortunately no more survivors in the surrounding area, this evacuation would allow for people to join pre-built camps and help to increase the human race's chances of survival. The military would lead these evacuation efforts, bringing in more people to the camp. (a dice roll of people is added to the camp each turn. Every 100 people evacuated this way adds 1 dice to the available dice pool.)(-1 dice as the military works on this)(automatic when in an area with people to evacuate)(currently locked, no more people in the area)
I think we should do battery bank this turn. It help us spend less fuel, and a problem with renewables is that they can't provide power all the time so even if we're looking to phase out our generators I don't think we can skip this step.
Edit: also does anyone remember how to assign multiple dice to a project or if we are allowed to do that?
[X] Plan: Autumn Exploration
-[X] Battery Bank 2 dice
-[X] Set up next-tier housing 2 dice
-[X] Planned Exploration
-[X] Build a basic air base
Ok, Battery and Housing for Quality of life then Exploration so we can start taking a look at what we could do next spring. The air base is because leaving a plane outdoors in winter is not the best idea and we can fly it around.
I'm avoiding stuff like Information experts because they probably won't suffer from the cold as much as building projects.