Quick explanation of rolls: All rolls made are made by d100's
roll result negative number (Critical failure):
roll result 1-10 (major failure)
roll result 11-30 (moderate failure)
roll result 31-50 (minor failure)
roll result 51-70 (minor success)
roll result 71-90 (moderate success)
roll result 91-100 (Major Success)
roll result 100+ (Critical success)
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[X] Appoint Security Officers
(1d100 rolling... 87 (Moderate success))
The first thing you do off the shuttles once everyone is settled is assign security officers. After carefully going over the backgrounds of everyone with the free time for this double duty. You find that several of your miners and laborers had prior training as Police Officers, Security Guards, and even one with private contractor experience (how the hell did he get here?). You call a meeting with each one and offer them positions as Security Officers. Each and every one of them agreed.
( gain 8 new Security Officers, let's hope they're never needed)
As you were filing in the proper documentation into the computer. An email pings into your account. The return address just reads ERROR.
Greetings Magistrate
We both want the same thing. Safety for this burgeoning new colony of mankind's children. I'll act as your eyes on the ground, in an amongst the colonists. If anyone plans anything... unpleasant. You'll be the first to know.
Knightwatch out.
(One informant gained)
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[X] Write-in: Assign schedules but let them pick their own sleeping spaces.
(1d100+20 rolling... 107 (Critical Success))
After you assigned duty rotations and responsibilities. You announced that everyone was free to pick their own rooms. Who knew people would be so ecstatic over getting to choose their own rooms?
Productivity jumped ten-fold over the next month, greatly aiding in the rest of the colony's projects
(+10 to all remaining rolls this turn)
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[X] Construct Add on (Locks out Machine Shop)
-Tool Shop (reduces wear and tear penalties by producing and maintaining tools, even when the Machine shop is occupied (Upgradable))
(1d100+20+10 rolling... 91 (Major Success))
You decided it would be best to plan for the future and ordered construction of a Tool Shop. By the end of the month, the add-on's walls were dug out and the roof was half-way reinforced. A full two month's ahead of schedule!
(Tool shop: Time till completion... three months(Three turns))
(Systems have degraded due to lack of maintenance by 3%)
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[X] A message came in from your Sponsor. Read it.
(1d100+20+10 rolling... 36 (minor Failure))
Well... shit.
The Government's gone mad.
Reading between the lines of the orders, status updates, and projections until regular transit is possible. You read a rather horrifying story.
The military has quietly seized control of congress, the courts, and the President. Usurping the authority of the civilian government for their own gain. They've also decided to replace the next shipment of colonists coming your way with Soldiers.
You have three years (36 turns) before your colony finds itself under new management. Will you allow it?
(Setting the Doom Clock: T-minus 36 and counting, New Combat options available, New Governance options available, New Economics options available, New Diplomacy options available, New Research options Available)
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[X] Atmosphere Recycling (Unlocks Air-recycler, quick)
(1d100+30+10 rolling... 115 (Critical Success))
Some schmuck brought the majority of the scientific data necessary to replicate Air-recyclers. You can skip straight into the testing phase!
(Atmosphere Recycling: Time till completion... one month (one turn))
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Just to clarify. The United Nations signed a treaty proclaiming that no signatory nation can establish claims on other planets. The treaty says nothing about an independent colony "Willingly" signing themselves over to one of the nations. This is not a United States Colony we're running here. It is an independent colony established under a multinational initiative to ensure the continuance of the human race.