Age of Mechs: Rise of a Polity (A Battletech Quest)

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This is the middle of the Exodus, an era when mankind was opened up to the Dawn of a new frontier, you are but one of the lucky few to shape a new home amongst the stars with your own influence and even if it is at the behest of the Terran Alliance you will try to carve out something to be remembered, with the gods willing, your colony will be successful. And from that something greater.
Introduction and the Assembling of the fleet
Location
South Africa
Edited by ImperialBriton (He's more of a co-writer at this point)
Introduction and the Assembling of the fleet


The Year is 2147 and the Exodus from terra is in full swing. Overpopulation and pollution are but some of the reasons for the push to the stars, but now the confirmed ability to move to colonise unoccupied worlds is tantalising even to the most pessimistic. Currently, the rush to establish new colonies has shown little sign of slowing down as many more people rush to board one of the many Jumpships leaving for new worlds. Largely this is unorganised, with rich entrepreneurs funding expeditions further and further away for greater prestige. Now with the Terran Alliance all but straining from internal division, many smaller nations and cultures are interested in evacuating themselves from the increasingly homogenous earth, where wealth is cemented into the strongest members of the Alliance.

Harnessing the plight of these people has been rather profitable for your family, though the rising tensions are of little concern to you as your family have seen the winds of change to come and is ready to take their place among the stars. While you are far from the richest of families they have been well enough off for the past century and now recent investments into the O'Niel Yards in fleets of jumpships have made it viable for you to secure your own private empire among the stars. All the ships are built to be yours, and to your own specification, though as you look at the latest ships leaving the stellar drydocks, you can not help but wonder if you will be ready for the challenges ahead of you.

Formation of the fleet (You start with 5 Jumpships as a base there will also be mentions of a Budget which will be used to fill your own Jumpships the ones added from the various sponsors and the Terran alliance will have their own ships filled with relevant equipment or personal and technology)

Family origins: Quite frankly getting the resources for this expedition required a lot of red tape to be passed, and palms to be shaken. Thankfully you had some support from...(You start with 5 Jumpships as a base) (Choose 1) (Most of the bonuses provided only last for a time before they expire or give so much of a headstart)

[] Dynastic investor:
Going back to your old pa, Ted, with his 500 dollar investment in Wenkos (a local startup), your family secured what would eventually become a 15% share in the combined Wenko-O'neil Shipyard Empire. You know the corporate dealers for the right items and prices, and have a knack for erudite path: (40% off the majority of items you will need to buy when filling your jumpships)

[] Sea-Based Shipyards:
Since the days of sail your family has been involved in ship construction. Sure you didn't own anything till the mid 1950's. but ever since your family has pioneered traditional ship construction. In the last generation, your father even expanded into R&D with several government contracts overseas and aviation enterprises. While your choice to push into voidcraft is a bit unusual, nobody can say it wasn't a wise investment. Rivetting is in your blood, be it worker or designer, and you've done well to capitalise on that. Let the void call, for you are coming. (Adds a +15 to avoid hullbreaks in your fleet and reduces the research into early spacecraft on your colony) (Start with an additional 5 Jumpships in your exodus fleet you are free to fill them with what you want but that will cost you)

[] Military Supplier: Maybe it was all circumstantial, but your great, great, great, great gran Izzy made good on her decision to start producing canned goods in WW1. Now your family is one of the largest independent suppliers of military goods in the world. Bullets, rations, even armchairs. Sure your not a government contractor, but that won't stop them knocking every time there's a war on... Now with generations of soldiers and logistics personnel in the family to aid you in your planning of the colony, your sure to have prepared for any type of scenario, you even have some prefab constructors from that last war the Aussies had with Emu's... (Start with some of the more basic military research along with a reduction to establishing military industry in your colony) (Start with an additional 2 Jumpships filled with military hardware in your exodus fleet (72 Tanks, 60 Planes and enough equipment for 2000 infantry))

[] Shipping Company: It's not exactly the enterprise everyone thinks of, when contemplating capitalists, but you can certainly say it's been lucrative. Hailing back to the days of Queen Anne, your family was for three generations privateers, and with the wealth, they brought in, founded a mercantile empire that has survived world wars, and at least 2 depressions. While never having sailed on one of these massive behemoths, you are familiar with the logistics required to maintain such an empire, and everything that will be needed to make your new 'realm' into the new Port Royal of the Stars...(Your Exodus fleet will have a little more space than what is usual and reduces the risk of bolt-on additions causing an issue when they break. Will also have less of an issue with logistics when establishing your colony) (Start with an additional 3 Jumpships in your exodus fleet filled with Industrial and farming Equipment (The colony starts with 3 large farms and 4 basic factories)

[] Construction Company: It's not the prettiest job, but construction is the lifeblood of civilisation. You don't really know your way around starships, or logistics. But you do have a master's in architecture and at least two decades of experience under your belt. That's not even counting the dreams of countless predecessors to move away from the horrible trend of post-postmodern architecture and right the 21st century's wrongs. So you're going to make use of your connections to fill at least a few extra ships with the needed personnel and equipment to build up at least a few dedicated villas and towns. Factories are such an eyesore, but sadly essential; though that's also what zonings are for... Surely you'll have the facilities to help the colony grow and bring your dream into reality. (Reduces the time to construct things on your new colony while also cutting on some of the costs you would have to pay.) (Start with an additional 3 Jumpships in your exodus fleet filled with construction equipment and material (Start with 3 large dedicated complexes on your colony) (Quest to rid yourself of all modern and post modern architecture from the colony)

[] Industrial Manufacturing Company: Since the days of Henry Bessimer, your family has been a foundation in the steel industry. Sadly after the 1950's you had to expand into several other ventures, but so far you have kept to your roots. Aluminium, space era alloys, advanced metallurgical research, chip fabs. So many things are essential to the modern world, and you will make sure your new colony will lack for nothing. (Your colony will have a higher level of Automation from the start allowing for more production from your colonies industry at a higher cost to construct) (Start with an additional 2 Jumpships in your exodus fleet filled with equipment meant to build automated factories (Start with 4 Automated factories on your colony))

[] Mercenary Company: It's been tough, but at least a centuries of hard work has made your family's name synonymous with quality in mercenary-ship. Sure the family's expanded into other lines of work (smuggling for one), but waging war is its foundation. Currently, theirs metric tons of outdated equipment your father wants gone, and since your sister is to inherit the company, dad thinks it's better for you to expand the family's interests into the stars. You've known most of the men and women going with you since birth, and know-how to strip and reassemble every weapon in the arsenal like the best of them. (Your Colony starts off with an established military base loyal to the MC along with modern equipment with which can be used to help the colony while starting military tech is quicker to research.) (Start with an additional 3 Jumpships filled with slightly outdated military hardware and personnel in your exodus fleet (72 APC's, 36 tanks and 4000 infantrymen))

Assembling sponsors for the fleet: (Other companies) You have 6 points to use on Below Options: (for every 0,5 points left over you gain a budget increase of 5% for filling your jumpships)

[] Lockheed Martin:
An Ancient but very successful company that has had a long history of providing high-quality Military aircraft and while they have expanded in recent decades into other industries, expending a few favours and making a few concessions you may be able to attract their attention to help establish your colony though your not entirely sure what will be asked your sure it will bring a great deal of attention to your fleet for more investment from the Terran alliance. (Major Aerospace Producer) Cost 3 points

[] Parohe Aerospace:
A rising star within the business world as Parohe Aerospace has managed to secure a decent chunk of the aerospace market and would probably be easy to entice for a small investment in their company and while their support is not much in the eyes of the government it might keep the Terran alliance from attaching from to large a presence to your new colony. (Minor Aero space Producer) Cost 1,5 points

[] BAE Systems:
One of the few remaining major terrestrial arms producers in existence and while they have seen some downsizing in recent years they are still a major contender and offering them a place on your new colony will still require a fair bit of work but having their name attached to your fleet will no doubt draw attention to your fleet for more investment from the Alliance. (Major Military and civilian vehicle producer) Cost 3 points

[] Rosenkov Materials:
A minor but old Terrestrial arms producer known for its reliable but relatively old and cheap tech and while getting an investment from them should prove useful in developing your colony it might raise a few eyebrows due to the company's checkered past. (Minor Military and civilian vehicle producer) Cost 1,5 point

[] Unilever:
A major supplier to all people leaving earth, their goods and equipment helping establish housing and industry to many looking to make a new life in the new frontier and while it would require a bit of work your sure you have enough favours to get them to endorse your fleet with a few promises, though you're sure that it will require some kind of exchange. (Major civilian Industries) Cost 2 points

[] Baria frontiers:
A minor but rising company that has made a name for itself in making reliable and durable survival equipment for the hostile environment of new worlds been colonised and while they are not a major company their reputation is sure to bring certain attention from their local supporters. (Minor Civilian Industries) Cost 1 point

[] Narhu Combine:
A company with which is both known as a major supplier of power but one with questionable working practices and while none can match their designs for power and equipment which would ensure your colony would thrive, the rumours you hear of their company is one many are wary of. (Major Mining and Energy company) Cost 2 points

[] Dynamis Corporation:
An ageing corporation that has long since lost prominence and one that is more than likely to close within the decade, something you are more than willing to use as you are sure that while they are not large or even hold the most advanced tech in the alliance, having them relocate to your colony may just be an excellent idea and it would hardly cost you anything. (Minor Mining and energy company) Cost 1 point

Which country do you go to support your exodus fleet: (Who will you have fund your exodus fleet) (choose 2)

[] America (Provides 8 Jumpships, with a focus on Industrial and Aerospace technology and Unique stealth tech) (Standard land quality and High Aero and space Tech) (increased Terran alliance presence)

[] Russia (Provides 6 Jumpships, with a focus on Industrial and terrestrial technology that is cheap to build and maintain.) (Low land and Aerospace Tech quality but easy to produce but prone to breakdowns)

[] Germany (Provides 6 Jumpships, with a focus on Automated Industry and heavy vehicles technology with high-quality equipment which costs a fair bit to maintain Unique heavy vehicles) (High-Quality aero and land Tech)

[] Britain (Provides 10 Jumpships, with a general focus on tech with some slight unique techs related to naval ships.) (Low/Standard land quality and Very High Aero and space Tech)

[] France (Provides 6 Jumpships, with a focus on Resource gathering and industrial tech Unique Infantry and industrial tech) (Standard land quality and Standard Aero and space Tech with certain techs been high quality and easy to produce)

[] Japan (Provides 5 Jumpships, with a focus on Rapid expansion and resource gathering and Tech with Unique Aerospace fighters and bombers) (High quality all around but hard to produce)

[] New Zealand (Provides 5 Jumpships, with a focus on Agriculture and Civilian industries unique land vehicle tech) (High/Standard quality all around which is easier to produce)

[] Australia (Provides 6 Jumpships, with a focus on Industrial and Enhanced Civilian space tech that is hardy and less prone to having issues Unique Light vehicles) (High quality all around but hard to produce)

[] Brazil (Provides 4 Jumpships, with a focus on Mining and Agricultural Tech with Unique APC and Defensive tech) (Low quality all around but easy to produce and maintain)

[] South Africa (Provides 5 Jumpships, with a focus on Industrial and Mining Tech with Unique vehicles that are highly modular to fill a variety of roles and are relatively free of logistical issues.) (Standard/High-quality options to produce)

[] Taiwan. High-quality, very expensive. Industrial tech. Provides 4 Jumpships

[] Korea/s. High-quality tech. not too expensive. Focused on consumer goods, and resources. Provides 4 Jumpships

[] the Baltic. Advanced tech and agriculture. Provides 4 Jumpships

[] Mexico or spanish south america. Agrarian tech focus, with cheap electronics, Provides 5 Jumpships

[] Italy. Advanced light vehicles and aviation/ship tech. Provides 5 Jumpships

[] Indonesia. Low quality, but cheap. Focuses on military and crowd control Provides 4 Jumpships

[] China. Very low quality. Very cheap. Low tech, Industrial focus. Provides 10 Jumpships of low quality

Whose shipyards besides your own do you make use of: (Choose 1)

[] Boeing Shipyards:
The main producer of all jumpships and while their… dubious actions of the past leave much to be desired few will contest that they are the leading figure in all jumpship production and while it will cost a fair bit to secure ships from their yards few will argue that they the best that can be bought. (Adds 6 Jumpships to your fleet of high Quality)

[] lehon Shipyards:
While not as large as Boeing shipyards few argue that ships coming out of the Lehon yards are inferior as many of their jumpships travel the ever-growing territory of the alliance their ships carrying the much-needed resources for the many fledgeling colonies around the core. (Adds 9 Jumpships to your fleet of Standard Quality with fewer bolt-on spots that are less likely to cause a hull break)

[] Bush Shipyards:
One of the smaller shipyards used by some of the smaller members of the Terran alliance is their jumpships offering a good balance in the eyes of many and while there are reports of more of their ships been sent to the breaker yards, many note that it is their older ships or those filled with far to much cargo. (Adds 10 Jumpships to your fleet of Standard Quality with more bolt on spots and a little more likely to cause a hull break)

[] Callisto Shipyards:
The Callisto Shipyards are something of an anomaly their ships are rapidly built and far more likely to get you killed in the opinion of many, yet they survive by being the only supplier of affordable jumpships to the poorer members of the Terran Allaince. Though the fact that most ships arrive broken or falling apart above their respective colonies is enough to keep them going despite the fact that nearly 70% of all reported misjumps and drifting hulks belonging to their ships (Adds 25 jumpships to your fleet of low Quality they have plenty of bolt on spots though they are prone to been lost during a jump)

[]Krupp-Porche AG Shipyards:
Krupp Dropships are a well-known jumpship producer who has seen their yards slowly fall desolate of any production only to be sold off as the demand for massive jumpships has fallen greatly despite their carrying capacity, the cost of operating them too much for even the richer Terran alliance members, still their downfall is your gain as you are sure you can secure the last of their behemoth class jumpships for your exodus fleet at a small chunk of your wallet. (Adds 6 large Jumpships (2.5X Capacity compared to standard jumpships and 1.5X your bolt on spots compared to a Bush Shipyard jumpship), of standard quality. Hulls are prone to high levels of stress but have some modularity.) (Reduces your Budget for your dropships by 10%)

[] Harland and Wolff:
Harland and Wolff are a well-known specialist yard their jumpships and terrestrial craft larger than any other produced and while they have slowly fallen out of favour it is only their long history and terrestrial holding that have allowed them to last, their jumpships proving to be a reliable piece of hardware with minor manufacturing capacity, though it is only the recent expansion plans of their company that you would even consider grabbing them as they clear their yard space, though you would have to dig quite a bit into your capital for them. (Adds 6 slightly larger jumpships (3X Capacity compared to standard jumpships but no Bolt on spots but have minor manufacturing capacity onboard) of 'high quality'. no modularity) (Reduces your Budget for your dropships by 20%)

What kind of planet have you bought and selected for colonisation
: (affects your starting equipment as well as how many points you have for filling your jumpships) (Choose 1)

[] A close to earth like equivalent world: Multiple Biomes dot the world's surface with relatively small animals and while a few predators have been spotted the reports do not look like they will be more than a minor issue. (+10 Jumpships filled with colonists and standard colonisation equipment) (Reduces your Budget for your dropships by 10%) Increased chance of American, chinese/taiwanese and Western european populations in the colony)

[] A high Gravity Alpine world: Multiple large mountain ranges span the surface of the world with at least double the gravity of earth and while much of the surface is dotted with mountains multiple landing sites have been marked. (+8 Jumpships filled with colonists and reinforced colonisation equipment) (Reduces your Budget for your dropships by 5%) (Increased chance of Canadian, Carpathian Himalayan and Scottish populations in population of colony)

[] A low Gravity world with high variance in temperatures: A savanna like biome seems to dominate the world with a few deserts and while it has been marked as habitable it will require infrastructure to survive in its more extreme zones. (+8 Jumpships filled with colonists and hostile environment colonisation equipment) (Increases your Budget for your dropships by 5%) (Increased chance of Arabic, Australian and South African populations in colony)

[] A highly hostile desert world filled with dangerous predators and rapid temperature shifts: A Desert world filled with multiple Oasis and large rivers dot the surface of the world and while it would be possible to have a colony any expansion will require significant effort to survive, especially as large animals seem to have survived and thrive on the planet some of them likely requiring military assistance to be dealt with, which is guaranteed as the Terran Alliance plans to make use of the world as a military base. (+6 Jumpships filled with colonists and hostile environment colonisation equipment and +3 jumpships filled with Military hardware and personal) (Increased Terran Alliance presence) (Increases your Budget for your dropships by 15%) (Certainty of Australian populations in the colony)

[] A resource rich Boreal world: Large glaciers in the northern and southern hemispheres, with thick boreal forests at the equator the world also seems to have a slightly higher mineral wealth compared to other worlds. (+5 Jumpships filled with colonists, cold environment colonisation equipment. +2 jumpships with forestry and mining hardware and +1 Jumpship with heavy mining equipment). (increased chance of Scandinavian population in the colony) (Reduces your Budget for your dropships by 5%)

[] Steppe world: Large portions of the planet are covered in steppe like terrain, with boreal forests in the north and south poles. (6+ jumpships with colonists and +2 jumpships with winter equipment) (increased chance of Ukrainian/Cossack, & Mongol populations in colony)

[] Forest world: Large portions of the planet appear to be covered in forest, from jungles and bush at the equator, to massive rainforests to the north and south poles. (+6 jumpships with colonists and +2 jumpships with logging and construction equipment ) (increased chance of German & Canadian populations in the colony)


The Surveys of the world and system show that it is a: Choose 1

[] Resource-rich planet and system (+8 Jumpships filled with Mining equipment for both space and the planet) (Reduces your Budget for your dropships by 15%) (Increased chance of Botswanan and Australian populations in the colony)

[] Resource-rich system with a relatively low resource planet (+6 Jumpships filled with Mining equipment for the System) (Reduces your Budget for your dropships by 10%) (increased chance of Rhodesian/Zimbabwean, Botswanan, Australian & Canadian pops in country)

[] Resource-rich world but relatively barren system (+6 Jumpships filled with Mining equipment for the planet) (Reduces your Budget for your dropships by 5%)

[] Resource scarce system and planet (+8 Jumpships filled with equipment for Agriculture and more colonists) (Increases your Budget for your dropships by 10%)

***

Welcome to a Battletech Quest, I've been itching to do something different and in space so here we are. (I look forward to seeing where this goes)

This Quest will be focused on the building of your own nation amongst the stars, though how that will go is your choice and for me to guess and build from, you will be starting with a single colony and while I am sure you will expand until then please don't die as that would be a shame, Still as long as you survive I'm sure things will be interesting.

The Start of this quest may be a bit drawn out as the initial turns after setting up your colony fleet will be centred around your first few jumps with a few decisions to make which will have an effect further down the line, so you may have to be a little patient in that regard as the establishment of your colony will be a little ways off but is probably going to be a part of the initial main chunk of this quest from there it will be establishing your own nation with other colonies in the area to either avoid been absorbed by the other polities or start conquering them to make a larger impact on cannon, I plan for this quest run until the Reunification wars so what you do until then will be up to you.

The main thing I will state now characters will probably not be established all that well until some of the major arc's occur as I will be doing time skips most of the time to help speed things along. (This Quest is obviously an Au with how you were never a part of the history from the start, but I will endeavour to keep things close to the cannon timeline till you start making changes, Also Battlemech's can be introduced before 2350 (You need research to get that though) but until that date, they will not exist (Though there is tech that is used in their construction around that you could gather)

The mechanics of this quest will be ck2 which seems to be popular. (There are a few tweaks)

Diplomacy – Through your words and political acumen your polity may grow in your perceived ideal vision.

Military/Martial – A colony you may be but it still needs protection and if need be, maybe a sword with which to expand your influence but that is a way off but until then a bit of military infrastructure will see things along.

Stewardship – Civilian Infrastructure and everything that makes an economy thrive or maybe help win some political goodwill.

Learning – Nothing Like a bit of applied science to expand your people's understanding of the universe or to make better equipment.

Intrigue – Spies! Who needs spies you're a colony, then again a watchful eye might just keep things running smoothly.

Omake's: Writing an Omake will give you a bonus to rolls that it relates to. I will decide what is canon and what is not.

How it works:
1-Omake = +10
2-Omake = +15
3-Omake = +20
4-Omake = +20 (With a Reroll if it fails)

The Vote will be open for 3 days from this post from there we will go about filling up your fleet and a few other things.
 
Last edited:
The departure of the Fleet and it's contents
Edited by ImperialBriton
The departure of the Fleet and it's contents

Watching the last of your escort from the Terran alliance jump out on sensors, you could only feel your gut tightening at the thought of leaving earth and the rest of your family behind, the last memento from before your departure a small flash drive from your little sister.

You were pulled from your thoughts as your fellow businessmen Galen sent out a short message to earth while also cracking a joke before taking his company's detachment of ships through the jump point.

Cracking a small smile you safely store the flash drive before turning to captain Moreau "Let's get this done with… any words before we leave humanity's cradle before we jump?" Your voice soft as it carried through the Helm.

Moreau glanced at you a grin coming to his face only for you to raise an eyebrow at him "I would rather it not be a witty remark."

He shot you a hurt look while fiddling with some controls of the ship "Why Commander you know me so well but sure if you wanna ruin the fun feel free to give a last farewell… hold on that prepare for jump"

You glanced sharply to the sensors as you felt your gut twist as your world was filled with light only to be replaced by the rest of the fleet moments later along with the entirety of your Terran alliance Force for the colony.
Empty Dropships: 24

5 Empty Ships at start

6 Jump ships from France

5 Jumpships from Japan

6 Jumpships from Boeing

2 Jumpships from the Terran Alliance

Already Filled jumpships: 26 Standard Jumpships and 2 Harland Class jumpships

2 Jump ships from family background

-2 filled with Automated factories equipment (4 Automated Factories)

8 Ships from the plant type

-5 filled with colonists and cold Environment Equipment (6 Cryo Bays, 2 Pre-made heavy-duty housing units, 1 Basic Civilian factory, 1 Solar plant)

-2 filled with Forestry and mining equipment (1 Heavy-duty forestry Equipment (unique to Boreal world only and used to zone out the initial landing sites and to speed up initial construction), 2 mining equipment, 1 Mineral refinery

-1 Filled with Heavy mining equipment (1 Advanced Mining Equipment, 1 Advanced mineral refinery)

8 Ships from the System

-4 filled with planetary mining equipment (5 mining equipment, 3 mineral refineries)

-4 Filled with space mining equipment (1 Berthing station, 1 Fuel refinery Station, 1 Ore refinery Station, 3 Mining stations, 2 Cryo Bays with trained personnel)



Parohe Aerospace: 91

No Credits are invested into the fleet

2 Harland Class Jumpships (Biggest class of jumpship and holds Minor Manufacturing Facilities onboard)

-1 KF Drive Station

-1 Large Space Dock

-2 Berthing Stations

-3 Cryo Bays

Baria Frontiers: 58

5000 Credits are invested into the Fleet

5 Jumpships

-5 Pre-made heavy-duty Housing units

-3 Cryo Bays

-2 Civilian Factories

Dynamis Corporation Contributions: 29

No Credits are invested into the fleet

3 Jumpships filled with

-1 Steel Factory

-1 Mineral Refinery

-2 Cryobays

-2 Solar Plants

Terran Alliance Investment: 23

10 000 Credits for your Budget and 2 more Jumpships from your chosen shipyard for you to fill.
Base Credits: 100 000 +5 %=105 000+15 000 from sponsors and Terran Alliance

Total Credits 120 000 and you have 48 Bays to fill Keep in mind you can take all options as many times as you want unless there is a stated limit.


Colonist Options (All Colonist options outside of Gene Banks will have at least half a year's food for when they arrive at their colony)

[] Cryo Bays: The latest in Terran Technology and probably the only reason colonies are expanding as quickly as they are in the distant reaches of space as colonists are frozen alongside the most basic of construction material and equipment and enough food to survive for a time, at least on habitable worlds. (Holds up to 30 000 People) 2000 Credits per Bay

[] Human Gene Banks: While a rather untested and frowned upon technology it is one of the many ways with which the Terran Alliance and other groups have used to send out fleets of colonisation fleets, though the consequences and dangers of space have left many doubting or outright protesting at the use of such things. (Has enough Genetic Material for 200 000 People and Primitive iron Womb's though there may be issues with this approach) 1500 Credits per Bay

[] Multi-storage Gene Banks: While the Gene banks for animals have raised concerns amongst activist groups about foreign animals it is a commonly held belief that a source of Terran animals will be needed for survival should none be present on the new world and since much of the equipment to keep their genetic material safe for the journey is the same other Gene Banks it is possible to take what is needed for a viable human colony. (Holds Genetic material both for humans as well as a section of Animals (80 000 people and Animals for food stock and food staple plants) 2500 Credits per Bay

[] Luxury Quarters: While a Strange choice amongst many especially as space aboard an Exodus fleet is limited there are many people within the Upper Echelons of society who fear cryo technology and while it has proven to be mostly reliable they would rather not risk it rather, they are willing to pay exorbitant prices to secure their chance at a new world, of course since they will need to travel to a new world some facilities will have to be prepared for them. (Holds up to 10 000 People and increases your Budget by 6000 Credits)

[] Penal Cryo Bays: The use of Criminals in establishing colonies is well documented in history and with Earth overpopulated as it is they are more than willing to empty their prisons to rebalance the scales, though it will require a firm hand and time to ensure no issues occur. Thankfully should things go wrong the bays with which they are held in hold little more than their pods and some food. (Holds up to 45 000 People which will increase your starting construction speed) Increases your Budget by 2500 Credits per Bay


Scientific Options

[] Scientific and Technological Storage vault: A State of the Art and Highly Durable Vault which holds all the knowledge of humanities advancements as well as its more affluent entertainment just because it had the space and no one knew what else to put on there. 4000 Credits Per Bay

[] Scientist Grants: Spending a few Credits and a few promises of Tax Exemption and certain rights will see to it that your colony has a slightly higher count of highly Educated and Scientific people. 1500 Credits (Does not make use of a Bay only affects your colony's skills) (Can Be Taken up to 3 Times)

[] Basic Science Equipment: While a more Basic and not as Rugged set up as the more expensive set up's and Unable to deal with the most advanced studies it will allow any colony to at least research the more mundane sciences and refine current technology. 2000 Credits Per Bay

[] Advanced Science Equipment: Scientific Equipment used to not only run simulations but also for testing theories of advanced Sciences such as the KF Drive and other more volatile experiments and survive without much issue. 3000 Credits Per Bay

[] Colonial Scientific Institute: While the Name is rather deceiving the Colonial Scientific Institute is nothing more than a major building not only meant to help teach future generations but also to produce the equipment they will use once upon the new world and while it does not hold the material for extensive study all a colony with one would need in theory is time. 4500 Credits Per Bay


Food And Agriculture Options

[] Basic Farming Equipment: The Basics anyone would need to start and maintain a farm for any prospective colony, though much of what will be brought is out of date farming vehicles and tools with the lion share being various chemicals to deal with more than likely new farming pests. 500 credits Per Half a Bay (Enough to set up 4 Basic Farms which will feed a total of 200 000 People)

[] Advanced Farming Equipment: Advanced Hydroponic systems along with the most advanced and current farming vehicles and tools to help seed new life on any colony and ensure it has more than enough food for plenty of people. 1000 Credits Per Half a Bay (Enough to set up 2 Modern Basic Farms which will feed a total of 150 000 People and 2 Hydroponics bays to feed another 100 000 People no matter the conditions or environment)

[] Preserved foods: Giant Bulk Food stuffed in cans's preserved by whatever means necessary and stored as efficiently as possible and while it tastes worse than a military ration it is better than nothing. 500 Credits for half a bay (feeds 150 000 People for a year)

[] Animal Gene Banks: Not much different from a Human Gene bank and while it seems odd to bring a full bay of Animal Gene's it has been noted to be popular amongst colonists heading for earth like planets. 1500 Credits Per Bay (Free to spread local earth animals on your colony for recreation and as a local food source)

[] Vat Grown Meat Equipment: Often called Fake Meat or Lab Meat it has long since become a standard practice for safe and reliable distribution amongst terra and while there is a certain distaste amongst many Wealthy countries a dedicated lab to grow protein has helped solve starvation amongst poorer regions within Terra even if the meat is not quite right. 2500 Credits Per Bay (2 Meat Factories at colony start which feeds 160 000 People) (Consume 1 Power per factory)

[] Seed Banks : A vast storage unit filled with the various crop seed that one would need to survive on a new world, the variants of many staples within for the best chance at some form of earth crop taking to a new world and providing a new source of food. 1000 credits Per Bay

[] Farmer Grants: At a small cost offering a few incentives to certain skills such as farming will see the colony have a large work force knowledgeable in supporting the need to grow it's own food. 1000 Credits (Does not make use of a Bay only affects your colonies skills) (Can Be Taken up to 3 Times)


Civilian Industry (Factories and housing)

[] Pre-made housing units: Simple buildings already built and only needing minimal assembly and while they are not the most comfortable due to their barracks like format it is a place with which colonists will find their most basic of needs seen to while building up their future homes. 1500 Credits Per Bay (holds up to 90 000 People which is a tight as all hell fit) (Consumes 0.25 power per unit)

[] Pre-made Heavy duty housing units: Like it's more common counterpart the heavy-duty housing stored within a jumpship does not cover much more than basic needs but it differs in that it is built to a different standard to ensure it will survive even the most harsh of environments using better materials and holding far more redundancies in its design for the same capacity, of course such sturdy designs come at a price. 2500 Credits Per Bay (holds up to 90 000 People which is a tight as all hell fit) (Consumes 0.5 power per)

[] Civilian Factory: With great distances between earth and its new colonies it would be best if a colony had a way to establish at least something basic to support its initial landing and while fitting enough factory tools and machines into a jumpship is hard it can be done, with a few carefully planned out modifications to their storage units, though it will be rather compared to most standard factories on Terra. 1500 Credits Per Bay (Start with an additional civilian factory) (Consumes 1 Power per unit)

[] Building Equipment and Vehicles: To build something on earth is already a time-consuming task and, on a colony, would likely take far longer if not prepared for ahead of time, thankfully a lot of what is needed can be broken down and sent on a jumpship, though the lack of building material will have to be solved either with local sources or with material brought on the jumpship. 3000 Credits Per Bay. (Reduces risk of failure in expansion efforts and speeds up the colonial development early on)

[] Building Materials: Any kind of material shipped to a new world while a tad wasteful has reported to at least speed up the initial construction of a colony's infrastructure even if only for a short time. 1000 Credits Per Half a Bay

[] Automated Machinery: Much of the Machinery used in the construction in modern products is both advanced and rugged and while rather power intensive and requiring greater material and pay to their operators the sheer output of goods is well known in the world. 4000 Credits Per Bay (Start with 1 additional Automated factory) (Consumes 2.5 power)

[] Industrial Workers Grant: There will be many needed skills in a colony but a strong work force with experience not only in construction, but the making of amenities, tools and vehicles are sure to aid the colony grow, for a price of course.1500 Credits (Does not make use of a Bay only affects your colonies skills) (Can Be Taken up to 3 Times)

[] Fuel Refinery: A small but easy to assemble and ship refinery will ensure that the colony will have ample capacity to refine its own fuel for vehicles and space craft even if only in small amounts. 2000 Credits (Consumes 2 power)

[] Water purification plant: It is a well-established fact that humanity needs water to survive and while many planets have it in some form, no one can really say that it is safe for human consumption so bringing a purification plant might just save the colony from future issues. 1500 Credits (Consumes 1 power)

[] KF Drive Factory: The equipment used in the construction of KF Drives while new is relatively small compared to some machinery allowing for it to be brought along, sadly it is of a rather small in size and can only support small Jumpships or be used to construct bigger ships in pieces, only made slower as much of the equipment used is from first-generation KF Drive Assembly 3500 Credits Per a Bay (Consumes 3 power)

[] Automated KF Drive Factory: A modern KF drive factory is no small thing and while it will have to take up a lot of space much of the construction is more stream lines and automated compared to older techniques allowing for faster and more efficient construction, even if it is still limited to smaller craft. 5000 Credits and takes up 1,5 Bay space (Consumes 5 power)


Military Industry and Equipment

[] Military Vehicle and Equipment Database Vault: An up to date Vault with all the latest and well known military technologies, it just comes with the need of purchasing a few choice licenses and a bit of money in the right places to get one. 4000 Credits

[] Modern military Infantry Equipment: It's not that hard to get your hands on up-to-date military equipment and munitions for infantry, hell theirs more guns in armouries than some think and with the unknown danger on a new world having the best weapons available for people might just come in handy. (Takes up half a Bay) (10 000 Units worth of Infantry Equipment) 2500 Credits

[] Modern military light Vehicles: While A little harder to get than infantry equipment having hardened ground vehicles meant for rough terrain and capable of dealing with predators might come in handy if they're dangerous though maybe a little overkill. 3500 Credits per half a bay

[] Modern military Heavy Vehicles: Not quite legal to have and yet it is possible with a few hoops jumped through, though they're not really a good reason for people to have an MBT on a new colony or even artillery even if it is possible.5000 Credits

[] Modern Military Surveillance drones: Easy to get and explain as military drones are not only hardy but can provide excellent intelligence on a new world, they just need to be cleared with the proper authorities and money traded hands to be loaded into your jumpships. 1500 Credits (consumes 1 Power)

[] Modern Military Aircraft: Well they are the most advanced and common aircraft it will be kind of hard to explain why a colony would need such things but money has a way of keeping mouths shut especially if you fork out some cash to shift around aircraft meant for mothball and into your fleet. 5000 Credits

[] Civilian Small Arms: If it's on the market and a Civilian can get it you want to fill up your jumpships, especially as it will be good for the defence of the colony from dangerous animals, plus it should help with hunting the local wildlife if there is any. 1000 Credits Per half a bay

[] Outdated Military Vehicle and Equipment Database Vault: So, what if it's only a few decades old military technology has not advanced all that much and while the stuff stored within the vault is not exactly state of the art it should help as a jumping off point and all those schematics of old vehicles is bound to hold something important. 1500 Credits

[] Outdated military Infantry Equipment: A gun is a gun and Kevlar is Kevlar even if it is old and intact and while not as effective as more modern counterparts a round from an Ak-47 can still kill you so there not that bad. (Takes up half a Bay) (10 000 Units worth of Infantry Equipment) 1500 Credits

[] Outdated military light Vehicles: While old and some have a few kinks their still relatively modern and quite usable even if they're not quite the latest in tech but their still tough and reliable most of the time. 2500 Credits

[] Outdated military Heavy Vehicles: You are an ardent collector of relatively old MBT's and even artillery pieces meant for decommissioning, and it is your wish to start up a museum or maybe training camp, what matters is that you get what you need for your colonies future… History collection. 3500 Credits

[] Outdated Military Surveillance drones: Cheap reliable and still a fair bit ahead of open market drones and while they are aging and require a bit more maintained and filled with kinks the old military drones are still ideal for scouting out a new colony and keeping an eye on the local wildlife, even if the quality in surveillance equipment is a little lacking. 500 Credits (consumes 0.5 Power)

[] Outdated Military Aircraft: Old Reliable and rather easy to outfit at a slight cost and while they won't stand to well against modern aircraft without some modernisation, they are quite easy to get, especially to poorer members of the Alliance with which you can make a deal. 3000 Credits

[] Military Factory: Not much different from a standard factory other than many of the tools and machinery within are designed to produce military equipment and vehicles, though rather striped down due to the nature of having to fit into a dropships bay but would be rather easy to expand,4000 Credits (Consumes 2 power)

[] Munitions Factory: A factory geared to ensuring there is plenty munitions for any of your military or para-military groups no matter their needs. 1000 Credits (Consumes 0.5 power)

[] Automated Military Factory: A near fully automated factory geared to making a specific set of gear or vehicle in great numbers and falls under the control of any Terran Alliance Representative on the colony. (Restricted to 1) 8000 Credits (Consumes 3 power)


Military personal(Will not Occupy Bays only effects Military choices and makeup of your colonies personal) (Can Be Taken up to 3 Times in this entire Category)

[] Grants and land rights towards the richer country's military veterans and their families: Focus some of your efforts on drawing in some of the best soldiers trained in the world from wealthy countries focusing your efforts at not only extremely lucrative offers but also excellent tax exemptions and land grants. (Slows down Agriculture projects and Greater decentralisation) 2000 Credits

[] Grants towards well off country's military Veterans and their families: Focus your efforts on gathering the veterans of elite units from more well of countries and while they will not have as extensive training or used to advanced equipment it should be easy to entice them to join the exodus fleet. 1500 Credits

[] Grants towards the poorer countries Military Veterans and their families: Focus your efforts on gathering Veterans from poorer countries whose tactics revolve less around combined arms but rather irregular warfare with easy access to the fleet along with minor grants.1000 Credits

[] Grants to Combat Veterans around the world and their families: Put out a blanket recruitment offer to all military veterans with various levels of pay and highly favourable offers once they are on the colony. 2500 Credits

[] Grants towards the private sector military groups and their families: With many jumpships departing earth for a new frontier there has been major growth in the mercenary market as former soldiers band together to assemble professional and relatively well armed units with which to hire, though the quality of such things is rather circumspect. 2000 Credits (May draw additional Military Equipment and even 1 or 2 jumpships for said equipment.)

Mining Equipment and Metallurgy industry

[] Mining Equipment: Highly advanced tool and equipment meant to be used by skilled operators to find and then mine the minerals from a planet, which should be extremely easy giving the prospective colony worlds are untouched and ready for mining. 1500 Credits (Start with 1 additional basic Mine) (Consumes 0.5 power)

[] Automated Mining Equipment: Slightly more hands free than other mining equipment and while it is faster requires higher level of maintenance to maintain its harvesting rate.2500 Credits (Start with 1 Advanced/Automated Mine) (Consumes 1 power)

[] Steel Factory: A Factory geared to the making of armour and Steel for use in construction and military products. 1000 Credits (Start with a basic materials Factory) (Consumes 0.5 power)

[] Mineral Refinery: Certain Alloys have grown in importance in recent years as they are more used within space craft and more advanced military vehicles and while it is relatively simple to make once the formula is discovered the equipment for such things is not, thankfully it's compact enough to fit into a jumpship. 1500 Credits (Start with a Basic Alloy Foundry) (Consumes 1 power)

[] Advanced Mineral Refinery: High end machinery and equipment ensure fewer waste product and more material produced compared to more standard equipment as well as a higher degree of automation ensuring higher output compared to more standard refineries. 3000 Credits


Energy Equipment and industry

[] Fusion Powerplant: One of the most common if not most expensive forms of energy production to build in modern times and while it is the way of the future getting one compact enough for jumpships is not a small investment but once established is extremely easy to maintain. 4500 Credits (Provides 40 Power)

[] Solar Plant: One of the more common and easy to set up energy plants and while it is far from perfect solar energy is easily the most long-lasting and easy to set up in terms of other electrical production, though it is not as efficient as either Older nuclear or fusion power but requires little maintenance to maintain compared to them. 3000 Credits (Provides 20 Power)

[] Old Nuclear Fission Powerplant: A largely out of date system of producing energy but one that is still worth it for affordable energy production but is rather costly to maintain, especially due to what is used and requires a standing guard of Terran alliance forces to keep such material from been used for other means. 1000 Credits (Provides 25 Power)

[] Solar Panel and Battery Factory: It does not take much to make solar panels or even batteries, especially with how refined it has become though for a true power plant to be built requires a lot of equipment and machinery that is thankfully quite easy to transport. 4000 Credits (Consumes 1 Power)

[] Fusion Generator Factory: To construct Fusion Generators is no small thing and requires specialised equipment to construct and even harder to miniaturise to ensure that it can fit into the bay of a Jumpship for new colonies but once built is well worth the investment. 6000 Credits (Consumes 3 Power)

[] Automated Fusion Generator Factory: Investing in the latest and best of automated machinery for the construction of fusion reactors while expensive ensures that there are fewer risks in their assembly and allows for at least double the assembly speed. 8000 Credits (Consumes 5 Power)

[] Nuclear Powerplant Factory: An old but well-refined process in the construction of nuclear power plant parts is easy and has become an affordable if rather costly to maintain energy source, if you can ignore the fact you have a nuke next to your homes. 500 Credits (Consumes 1 Power)


Space industry

[] Berthing Station: A rather simple orbital station that is designed to hold and maintain starships so that they can keep working and are rather small all things considered making it rather easy to pack them into a jumpship and rather cheaply as it requires little in the way of specialised equipment. 1000 Credits Per bay (Consumes 0.5 Power)

[] Small Space Dock: The Equipment needed to make even small stellar star ships while rather cheap is no small task, especially when it comes to what is needed to house the crews and materials building them, the size of the station rather prohibitive but it can be done especially if it's only meant to make rather small space craft. 2500 Credits takes up space for 2 Bays (Consumes 2 Power)

[] Large Space Dock: To build a fully-fledged dock is not only expensive but large in its own right, Thankfully it is possible to have one premade before departure, though it requires a fair bit more automation and miniaturisation to at least be possible to take in multiple bays without too much issue. 7000 Credits takes up space for 3 Bays (Consumes 4 Power)

[] Fuel Refinery Station: Small Efficient and perfect for setting up in orbit to keep any shuttle or star ship fuelled for traveling the stars and built to make use of any other system wide mining that may occur. 4000 Credits Per Bay (Consumes 2 Power)

[] Ore Refinery Station: Orbital refineries require a fair bit of specialised equipment to deal with zero G all of which can be easily fitted into a bay, but it should prove useful to space bound mining. 3000 Credits Per Bay (Consumes 2 Power)

[] Mining Station: Asteroids are easy to reach and they generally hold plenty of minerals within and while not easy a station dedicated to mining and housing the craft needed can be fitted into a jumpship if stored correctly. Though the Station might be a bit on the small side of things. 2500 Credits Per Bay (Consumes 3 Power)

[] KF Drive Station: The Assembly of Jumpships is not something that is cheap nor is it easy to do, it requires not only a fair bit of skilled labour but rather bulky and hard to maintain equipment as it is new technology and while that is hardly something to stop their production it does mean bring with a fair bit extra spares to ensure the station will continue to run as intended in producing new jumpships..10 000 Credits takes up space for 4 Bays (Consumes 12 Power)

Bolt On Spots: Small External Containers bolted onto a jumpship, they run the risk of been lost in a jump to a new system and can cause a hullbreak on a ship while jumping crippling the jumpship and losing some of it's cargo or personal. (Current Hullbreak DC check is 75 while losing the containers has a DC of 55)

Each Standard jumpship has 3 Bolt on spots that can be used and each one used will lower the DC for a hull break by 5

[] Water Silo (Enough to keep 20 000 People Hydrated for 6 months) Cost 250 Credits

[] Fuel Silo (Enough to fuel an additional 3 Jumps for the jumpship it is attached to.) Cost 400 Credits

[] Food Silo (Enough to feed 50 000 People for 6 months) Cost 250 Credits

[] Star ship Alloys (Enough to construct 2 small system ships) Cost 500 Credits

[] Construction Materials (enough to speed up the construction of 3 Factories) Cost 250 Credits

[] Jumpship Drive Material (Enough for 5 Jumpships) Cost 500 Credits


MC Raising and Career

Now that you've finished with the logistics for this whole operation, you might as well finish off the paperwork for yourself and your own section of the fleet...

[] (gender)

[] (First name)

[] (Family/dynasty name)

[] Origins (nationality)

[] (Ancestral family line - real of fictional [think english kings claiming to be descended from Arthur])


Career path: Choose 1

With that out of the way, might as well summarise your early life. From a child you wanted to be..

-[] (Bonus to Learning Actions) A Scientist: Your family has come from a long line of free and forward thinkers dating back generations and it has become sort of a tradition to at least follow in the steps of your parents and those before you before taking the rains of the family business in some form.

-[] (Bonus to Martial Actions) A Soldier: Your Family has a history of serving your country and have long become accustomed to preparing the next generation to do what it must for their country before taking control of something within the business.

-[] (Bonus to Diplomacy Actions) be a businessman, and how to run companies: You knew little out of normal education as you were taught how to run a business and what it would take to ensure you got the best deal for you and yours when you took the rains of the company or one of it's departments.

Still, when you were old enough you decided you would choose your own path and followed what you thought was the correct path: Choose 1

[] The Path of a Scientist: You followed your gut and used your intellect to explore the latest of theories and sciences to see if you could aid in some new thing during this new age of discovery.

[] The Path of a Soldier: You joined up with your countries military so that you could serve it and did so with distinction before returning to your family after only a single tour of duty. (Choose a sub-category)

-Airforce

-Navy

-Army

[] Doctor: It wasn't exactly what you intended to do as a child (all those white uniforms were scary), but as you grew up and became more worldly, helping others drove you to the path of medicine and biotechnology. While not what your parents expected, its a respectable career none the less.

[] Entrepreneur: Instead of waiting for some form of control you set out to establish your own company and made it thrive in it's short time before you had it folded into the family business and took your rightful place.

-[] An Engineer : Your were taught to work with your hands and how to strip a machine down to it's bare bones before fixing a problem and rebuilding it to work as good as new, something that would allow you to make some moon shine in your later years but also fix a myriad of things.(Choose a sub-category)
-Civilian vehicles

-Terrestrial Military vehicles

-Military Aircraft

-Spacecraft

-Project Designer

[] Do you feel a twinge of nationalism/kinship for your people...
-[] Do you bring them along (adopt aesthetic of your core nationality) (same bonuses and cultures as in the previous turn)
-[] Let them stay on earth. (no core culture, instead will eventually be a blend of whatever colonists join you)

Fleets Departure Direction (There are reasons for the limits on certain destinations and it will be clear in a few posts and also this is pretty much to determine where you want to be)

[] North

[] North East

[] North North West

[] South

[] West South West

[] East South East

***


This will be open for a few days

As for what the Terran Alliance will attach to your colony well that depends on what you have in your jumpships.

Current Level of Terran Alliance Presence: Lower-Moderate
 
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Dangers of the Frontier
Edited by Imperialbriton

Dangers of the Frontier

The Jump: 39 (You came through a kinda safe Pirate point)

Exodus Fleets: 46 (3 Slightly smaller and less well-funded fleets)


You felt your stomach curl as reality distorted for a flicker of a moment; before you were twisted back to reality with a thud. Alarms blaring in your ears, as you tried desperately not to heave your guts on the polished floor of the bridge. Around you crews of all stations reported all clears as sensors flashed blue and green. Taking a shaky breath you steadied yourself before making your way to a nearby chair as the Admiral gave the order to be at ease.

Falling into your chair, your suroundings flashed around you, military jargon flying over your head like it was full of wool. You'd had Daniel brush you up on what you'd experience, but this rare bout of subconcious hysteria was unnerving. The admiral moved to inspect the system display, leaving Captain Moreau command of the bridge. Your eyes darted to the glowing orb at the centre, and the several satelites orbiting it. another 20 or so silhouettes filled the display, each inches apart from one another.

Now there was a lull in the reports, pulling you from the map. Making to keep your uppity digestive system in check, you made your way to the captain. He gave you a curt nod of acknowledgement at your approach. "Captain." He gave you a ghost of a smile. "Could i ask what the hell was that? I feel like I've drunk a shake of bran and prunes while watching a horror flick." You kept your voice low, but a soft echo of laughter filled the bridge.

Moreau raised his hand and the bridge went silent, only to snort at your rather poor attempt at interrogation. "Well I haven't tried that combination since my academy days; but there seems to be something screwing with our jumpdrives." He nodded to the admiral, who was staring intently at a illuminating moon, rubbing his pointed beard deep in thought. "We have nothing yet, but it seems the moon is emitting some form of radiation that screws with our re-materialization in system."

You eyed it, noting the swirls of radiation emitting from its surface. "Do you think it will be a problem?" The captain shook his head with a frown. "Can't tell, and even then, we have no way to warn the fleet, unless you want to eject half our fuel to force spool the engine..." You winced at that. "Hopefully at worst they'll just take some damage to their relay"

Nodding you rubbed your wrists restlessly. You could feel it, itching away, that feeling of dread...

***

Overall, the bridge seemed to be in good spirits...

Mores the pity that you weren't.

Using all your will to hold your guts in, you took a sip from a proffered coffee as you rapidly tried to ignore the glowing feeds in the screens around you. Thank god you'd put designs for a canteen at the back of the room. Your knight in shining uniform, Chief Swan took a sip from his own. "Apologies, you were looking rather pale sir, I take it the jump is still getting to you?"

You grimaced before taking a swig. "No comment." He gave you a thin grin. "Don't blame you sir, though if I were you, I'd recommend having a porridge before the next jump. Nice and stodgy, and sticks in your gut like glue." You paused as a nasty sensation came from what you hoped wasn't your bowels, overtook you for a moment. You share a gaze. "I'll keep that in mind."

A snap-hiss from the doors opening, and the dull whine of the now cooling drives echoed through the room.

"All sections report clear admiral." A young ensign called out after a quick salute.

"Good, any issues in transit." The old man said, before nodding to his first officer. "Have shuttles ready for when the rest of the fleet deploys."

The ensign turned to her datapad. "Rodger said there was some displacement with the drive; but we appeared to weather things fi..."

You had barely a time to react as a flash followed by an impact that ripped through the bridge, almost slamming you into the coffee brewer, if not for Swann. A loud alert echoed through the ship as beyond the bridge windows glowing shrapnel, filled the orbit; a glowing blue cloud of vapour filling the void.


Half an hour later...

You were on your fourth coffee, when you dragged yourself away from the feeds and left the bridge, your PA, and Chief Swan close behind. You'd had a hand in designing the shuttles and drones that were investigating the wreckage... with half the fleet still in transit, you were the one who had too... 'Oh god.... the images.'

You were roused from your thoughts, as the greying ginger took a seat across from you, dropped a tray of food between the two of you. He gave you a gallows look, before slumping back. "Never a good sight-seeing a failed jump. Can't blame the shipyards or the crews. It can happen to even the best of ships. Best not dwell on it, everyone knows it's a game of Sino roulette."

Closing your eyes you shook your head "I don't think I can ever get over those images from the Dauntless, that womans body " You barely noticed as your aid let out a squeak before rushing for the restroom. Shaking your head you leaned back to let out a breath "Bloody things a write-off, and seeing what I've seen, I hope they never find any survivors in it." You refuse to comment as Swann pulls out a flask, dashing some liquid in both of your drinks. With a small nod, you take a draught with a sigh...

Changing the subject you focused on Swann "Admiral Yoshika has already sent out a message for the majority of the elected members and Major investors to gather on his ship to discuss things related to government with the recent loss." The mere allusion to it having your stomach churn.

Swan seemed to hum as you opened your eyes, his reply coming within moment, "That… sounds like fun."

Snorting you stood up "I wish, still I should be preparing what I have, though I doubt anyone will even have an idea of what to do." Saying your farewells you made for the door and stepped through weightlessness griping you as you oriented yourself in zero gravity to a nearby conveyor system. Your thoughts plagued by the upcoming meeting and what it could mean.

You barely noticed your PA following you his face still lacking a lot of colour.

***

You listened to music to calm your nerves from the recent event's your stomach at least having calmed down though the sight of the damage done to your ship had filled your mind with all new horrors, thankfully the armour had held and was easily fixed.

hearing the all-clear sound off through the music you turned it off as you glanced at Elder Kai who seemed to be in deep thought as he raised from his seat, pushing off the chairs you floated behind the elder as he left the shuttle, a multitude of people seeming to leave a few shuttles that had come from your fleet, some of whom you had not even seen before while other's where more familiar.

Though in your haste to follow and slight distraction you failed to grab hold of the railing and found yourself drifting, only for someone to grab hold of your foot to drag you back down to safety as you heard a pleasantly-accented voice speak from behind you "Might want to get your head out of the clouds Mister Kanien"

You felt your cheeks warm as you glanced behind you to give a nod to a short woman in a pilot's suit "Thank you Ma'am, you have me at a disadvantage?" your voice a little off from your slip up.

She grinned while taking hold of the opposite railing to follow next to you as you travelled into the ship, "Pala Vance and it's no issue." She said easily as she helped you along the path as you entered a pleasant conversation, more than once struggling to keep up with the pace others set, though you were rather relieved that you were not the only one.

***

The door snapshot open, making you stand alongside everyone else as Admiral Yoshika entered the room. All conversations died as his face became visible. The old Japanese Admiral looked to have aged several decades, whatever pepper in his hair gone. Taking a moment to survey the room, he gave you a nod and before marching to take his seat beside you at the head of the table, a trolley with a screen on it, following close behind with a team of aide's.

He typed something on a nearby console before speaking as an image of the Dauntless, or whatever its glowing corpse now was, floated. "You know what happened so I'll keep this brief. With the fall of the Dauntless, our plans for the colonies future government has fallen like sand between our fingers. Aside from the good administator here." He gave you a nod, one you responded respectively. "The entire government selected for the colony has either been atomised, corrupted by warpfuel, or in a condition where i can firmly say would give the Oni tales of my childhood a run for their money..." The assembled people erupted into chatter before he raised his hand, and inhaled deeply before proceeding. "As of this moment thirteen of what are likely that tomb's former passengers and crew have been found alive among the wreck." His heavily accented English swept across the room.

Your stomach churned as you knew the ship carried over sixty thousand people alone within its bays, your eyes glanced at everyone to see either people in shock or other looking about as well as you the only people looking rather normal was those from Dynamis Corporation and they seemed almost dismissive of such a loss of life but you ignored that for the moment and focused on the Admiral.

You had already dismissed the survival of the nearly sixty thousand people alone within its bays, but for them to have survived that... God. Your eyes glanced at everyone to see either people in shock or, to your dismay, interest. You knew all to well the obsession scientists had on victims of rare disasters; your history lessons your father had instructed upon you as a youth came back strong. Ignoring the growing greed of the Dynamis Corporation representatives, you focused on the Admiral.

Mr White of Baria Frontiers seemed to give a nod, his greying hair bobbing behind him as he took lead of the conversation "And what would you have us do Admiral, were not exactly equipped to plan for a government, why half of us are businessmen or managers while others are as you say are advisors and even if we wanted to the majority of the law maker's and lawyers where on board that ship."

Bringing your hands before your mouth you managed to withhold a grimace as the Admiral gave a nod while other's voiced their agreement as he typed something out before giving you all his attention, "I'm well aware of this and without them, it will be a struggle hence why I will be expanding my deployment till the issue is resolved and a ship can be sent back to Alliance to send people over to help till then you will have to make do.

A soft voice spoke off to your right a young women wearing a Parohe Aerospace suit her red hair tied into a neat pony tail "Is it possible to transfer over personal from the other ships heading for a different colony to reduce the strain we are likely to suffer?"

Before the Admiral could speak a heavily accented French voice spoke across from her "Why would we need their help, most of them are of little consequence and I'm sure the General and his men can keep order till a system is established" Mr Aubert said whilst glaring at the women, his eyes only acknowledging the Admiral and his fellow Japanese representative as he took a sip of something.

You frowned at that as the Admiral slowly nodded his eyes squinting at the Frenchmen "I'm sure we can though it is not a poor idea, it will likely require a good deal of co-operation and fuel to see it done and that ignores the risk of awakening someone before their time. "

Leaning forward your eyes going over everyone "That is something to still consider but you made mention of survivors, I would rather hear of their status before we talk about something that will take months regardless if we take a few hours to care for those who are most affected."

You received a nod from the admiral as a few voiced their agreement. The Admiral seemed to consider his words as everyone fell into silence, "The Survivors, you are correct that it is a matter that needs discussion." He surveyed the room with a glare. "My duty to humanity requires me to ask for them to be studied, for the betterment of us all. But my heart calls for their euthanisation. A mercy against what is nodoubt an existance of endless pain." He look to you. "When comissioned to charter this fleet, I was required to return to Terran space, for my next order. I have decided, in order to not ignore these folks sacrifice and loss, to make sure their dream of a new home is fullfilled. As of now, I will assign myself to the colonial administration to render assistance until such a time, that my presence is no longer needed..."

You shot up like a rod. Shifting uncomfortably you nodded as you let a few others speak over the issue some inquiring about the admirals potential role, while others focused on their own thoughts about the future of the survivors.

The Admiral left shortly after that his piece said as you started speaking with other members on how you would run a government with nearly no support staff to keep things in order. Though as things were winding down Mrs Saleon from Baria Frontiers suggested limiting diplomatic power to the people until things were resolved.

You were about to voice your opinion as you stared alongside a great many others at the women when Mr Mori, chief of fabrication among the japanese colonists slammed his fist into the table, the sound carrying over the room as he growled at the woman opposite. "And when would you consider putting yourself in this restricted form of government because I'll not support an up jumped merchant taking additional power from the legitimate authority.

You internally groaned as the members present started jockeying for positions in what was likely to be the provisional government though as you listened to them you knew you would have to take the side of someone to keep things running though who was something you would have to consider carefully.

Thankfully you were given a moment amongst the arguing to call for a recess to buy yourself some time, as well as time to prepare for what was likely to be a headache for the rest of your journey

What type of Diplomatic government are you aiming for if even a limited one (Each one can lead to different types of government down the road as time passes.)

[] Representative Democracy: Keep it as it is on earth the people electing the leaders, even if it's not going to be easy to run until more people are hired to streamline the government.

[] Military Commissariat: You lack a lot of the people needed to help run the government, thankfully you have a large army core with a logistics division, how hard could it be to make use of them to make your life easier and have them folded into the government to help run it.

[] Citizen Republic: While you are not a Military man it will be easy enough to have the Military establish some form of control and supplement your missing ranks, though you may have to adjust some laws to get people from the military involved in the civilian government.

[] Rational Consensus: Aim to have your planet's government streamlined to run along the lines of Science and reason to help keep things calm as you try and build up the staff to try and run the government with less Bureaucracy to keep things in control.

[] Military Junta: While you are not part of the Military you have proven yourself a capable businessman and it will be easy enough to maintain a position of power amongst military leaders to help the colony flourish and grow.

[] Trade League: Shift the laws of the colony so that only those of successful businesses and major investors make the major changes within the government and allow those who are similarly successful to rise to power to promote the colony's growth through one's economic prowess.

[] Write-in

Who do you from a group with to get a preferred government? (If you try to gain their support for your government choice you automatically align yourself with the party aiming for that government.)

[] Japanese Representative: Approach Mr's Mori and her group to support her motion to establish members of the military in key positions to help stabilise the situation. Their Oath's and training likely to help keep the people safe on the new colony. (Military Junta)

-Gain their support for your proposed Government (DC of 60)
-Support them

[] French Representative: Despite his opinions on other nations Mr Aubert has stated that redefining and clearing up some laws to establish a democracy to ease the colony's future burdens with easy to understand and straightforward laws despite the fact it could cause issues with certain laws. (Rational Consensus)

-Gain their support for your proposed Government (DC of 60)
-Support them

[] Dynamis Corporation: Mr Ryoma from Dynamis has been pushing for the use of military members within the government to help fill in for the loss of personnel from the Dauntless, even if they are not entirely suited for it but a short period of work should see them folded into the roll with ease at least in his opinion. (Military Commissariat)

-Gain their support for your proposed Government (DC of 60)
-Support them

[] Parohe Aerospace: Support Madame Medici in getting the Military to help establish the government with them in key positions to help ensure the colony has strong leadership that will not falter, even if it will require a bit of work to set up. (Citizen Republic)

-Gain their support for your proposed Government (DC of 60)
-Support them

[] Baria Frontiers: Mr white has made suggestions to resolve the issue by making use of his groups holdings within the fleet as well as hinting at establishing some kind of government based around the wealthy of the fleet to help run the colony by giving them a few extra grants and rights. (Trade League)

-Gain their support for your proposed Government (DC of 60)
-Support them


What do you do with the survivors?

[] Put them in Cryo to decide at a later date

[] Have them euthanise

[] Try and treat them with what you have

Asking for assistance with admin staff

[] Yes: This will cost a jumps worth of fuel for your fleet to move the required personnel with other's in your fleet (Gain a small cultural drift from a random pop in the nearby fleet) (Also will have to roll to see if there are any issues)

[] No

***

So a poor roll to start your journey on still it happens, you did not lose anyone though the low roll did impact some members of the fleet, like the fact that a few ships are damaged but not anything that could be fixed except the Dauntless which was a Terran Alliance ship which held the personal meant to help run the government. So that will have consequences down the road, some of your votes will have an impact on how things turn out not immediately but you will see.

So you lost no one except some extra people bound for the colony, now let's hope the upcoming rolls are a little more forgiving than what this one has been.

Also looking at it there are a lot of jumpships, which I agree there are especially since it's only been about 30-40 odd years since the Exodus began and the lore makes a colony sound like only needing one ship to start one up. (Except from what I understand those all mentioned misjumped ships so I could be wrong) Still I just mentioning it cause someone might bring it up, all the jumpships are for the Trip only 3-6 would stick around to trade between you and Earth or other colonies the rest going their separate ways to make more money or that's my reason though I open to your guys thoughts on the matter.

Fleet Makeup

Total Alliance Presence for all Fleets 20 Ships (Now 19 of which 3 are damaged) (Split 4 ways a little more for you though) (Moderate Presence of Terran Alliance)

-11 Large Jumpships (1 Lost 2 Damaged
-8 Harland Class Jumpships (1 Damaged)

Your Fleets number of Jumpships: 52
-50 Standard Jumpship
-2 Harland Class Jumpships (Minor Manufacturing Capability)

Britain and America Fleet: 32
-24 Standard Jumpships
-8 Harland Class Jumpships

Italy and South Africa: 29
-28 Standard Jumpships
-1 Harland Class Jumpship

Australia and Brazil: 35
-32 Standard jumpships
-3 Harland Class jumpships

Mercenary Contingent: 14 Jumpships (8 of which are heading for your colony)
Rolled 97

Vote is open
 
Last edited:
Friendly Negotiations
Friendly Negotiations

Event Roll: 69


Swirling some whiskey in your glass, you nursed your head. Already what thoughts you had were drowned out by heavy throbbing. God be great you knew you had a weak constitution but this was ridiculous. You turned to look at your company for the evening. Sadly not a nice young girl as your brothers would have liked; but the good Elder was a spirit of his own...

You were pulled from your further thoughts as the good elder finished smelling his brandy and looked up. "Enjoying the view Hia? Or just lost in thought"

Shrugging as his arms dropped to his side "Can't it be both" He gave you a shrewd smile, before turning to look to the window "To think we've come so far..." The elder sighed. "While your less traditional than id hoped, I do hope you understand how thankful we all are for you and your families' offer Hai..." You nodded to him, before offering a small top-up.

As the pair of you settled back down, you gave the elder a careful look. "Apologies Elder, but could I ask for some advice?"

The weathered face cracked into a grin. "Come my boy, I am all ears..."

Pulling yourself forward you pressed your hands in contemplation. "Do you think it was right, that we put our weight behind the French?" Your elder hummed beside you "That, is impossible to tell." He sipped his drink again, wincing at the bite. "But to be honest, only time will reveal if this was the correct trail we have chosen to travel. To be wary is no evil young Hai, in truth I am warier than most, eying them all as they seek to talk amongst one another once we are out of earshot. It could go any way but our words carry a lot of weight, we will just have to see if their gratitude towards us is enough to keep us on track."

Representatives sticking to their plan: DC of 60 (French do not roll as they have your support) (This roll will keep occurring till you arrive at the colony)

Japanese: 79
Dynamis Corporation: 17
-Rolled 2 on a D10 which has them joining the Japanese
Parohe Aerospace: 84
Baria Frontiers: 69


You frowned as you turned to the rest of the representatives, your brow's furrowed as you watched Mr's Mori shake the hands with Mr Ryoma a smile on her face "I'm not worried about us losing track during the journey but what will happen to the colony if were not established properly, still it seems we'll not be unified anytime soon." Your words were barely above a whisper as most of the representatives talked in circles only the Japanese having secured their stance as you watched Mr Ryoma join them in their debates.

Taking a sip you felt your throat burn from too big a gulp before leaving it on the table behind you, glancing at your elder you the door's closing behind you "We'll have to work on getting everyone united during the journey but that will come later I need to speak with the captain about our next jump"

***

Fiddling with a few beads as the ready checks rang out through the bridge for the jump had your stomach-churning as the systems sun reflected off your hull, closing your eyes you sent a prayer that nothing would go wrong as you felt your gut churn.

Opening your eyes you released a breath as you fell into your seat the transition been relatively minor as you watched the crew call out their readings.

You heard Swan Chuckle from behind you "I was the same after my first bad jump" you glanced behind you as the Chief engineer offered you a drink "It'll pass though, can't stop a bad jump best you can do is keep busy next time."

You raised an eyebrow while nodding "I'll think about it, so you alwa…"

"We've got an incoming hail!" You glanced over to the young man in charge of communication noting his cheeks gaining a tinge of red as everyone looked at him faking a cough he continued "I'll just bring up the transmission" You shrugged while you focused on a nearby speaker.

"This Is Captain Drake of the Griper welcome to Ariel but I suggest you clear out of the jumpzone we're expecting some of our scout ships to return in a few hours and I would rather not have to explain why they never made it back, also I have standing orders that any colony groups are invited to meet with the colonies government should you feel like trade now that they have something approaching an economy."

Glancing over to the admiral seemed to nod while signalling for something "Understood Griper we'll clear out while we recharge but we've got a fair number of ships behind us and not all of them fall under my purview, but I doubt anyone will want another brush with death so soon."

Nodding at that, you checked a message you just received asking for clarification on who would lead the meeting with the locals making you groan as the fountain of wisdom 'who was mostly right' sprouted another piece of wisdom "Eh, it can't be that bad I mean there a colony what could they have that we want."

***

You groaned as you heard the representatives from the corporations argue amongst one another as you spotted Mr Aubert approach you, a bottle of whisky in his hands as he took a seat next to you.

"Monsieur Kanien a pleasure to speak again, I was wondering what your plans are for the coming talks and I'd like to talk about our prospective future now that we have competition amongst our peers." He said while pouring the two of you a drink, his eyes glancing towards the Japanese.

Leaning into your chair you looked out the window while taking a sip, you swirled your whisky playing for time before you came to an answer "I have given it some thought… though with how stretched we will be on arrival it has limited some of my ideas" you let out a sigh as you glanced back at the Frenchman, "Still, I suppose some planning wouldn't hurt though it may have to be a little more fluid to changes than I like depending on who we manage to convince."

Mr Aubert nodded to you tipping his glass with a grin on his face as the two of you discussed matters of your future government and plans for running it as you waited for communication to be established with the colony in the system.

***

You were pulled from your reading of the colonies' offers as the screen at the end of the room switched from a Terran Alliance Logo to reveal an ageing woman her blond hair greying as her Hazel eyes swept side to side. "Thank you for your patience I'm Sophia Goyle and I'll be representing Ariel for our talks, is there anything you want to find out in particular or do you wish to proceed to our talks immediately.

Bringing your hands together you watched as your colleagues looked to one another before Mr Mori let out a huff "I would like to know why your even offering a Jumpship to us, their not exactly cheap and last I checked colonies this far out needed as many as they could get their hands on… So why are you even offering us one?"

Mrs Goyle kept her features schooled though you noted the tightening of her eyes "It's on the offer as Ariel has already reached a stage of self-sufficiency, as for why it's on offer... it's not without its issues and it will require at least half a bay to transport some colonists… who were not quite happy with how we ran things and would rather be away from our new world.

Your eyebrow raised at that as you considered what else was asked for, "If your self-sufficient why would you be asking for so much Agricultural and construction hardware?" Your Question Startling a few members as they all looked to you.

Mrs Goyle locked onto you while shrugging "We were initially a science colony so didn't have much in the way of other hardware until a recent population boom, we can deal with it though if you were to part with some of your asset's it would ease our burden immensely.

Mr White leaned forward smiling, you noted with far too many teeth, which gave the strangest memory of a shark. "A Science colony you say, you must have very advanced medical facilities then correct?" He received a nod as Mrs Goyle looked confused "So would you be open to taking on a few survivors from a misjump, their currently in Cryo since we can't treat them though I'm sure you would be willing to trade for such a rare opportunity, not only to be one of the first to treat such a thing, but the data you could collect might just be quite lucrative in the future."

You frowned alongside the representatives from your government backers while noting that the other Corporate investors had schooled their features, though before you could answer Mrs Goyle answered in affirmation looking intrigued as your stomach twisted at such an intemperate outlook.

Talks dissolved rapidly as Mr White bargained for the survivors as you watched others talk prices and what could be traded for such a thing, though you did not voice your discomfort you considered your options carefully.

Trade Options
What you Can Barter with: (Whatever you give away free's up your current bays so take that into account)
[] Jumpship Survivors Worth 6 Points
[] 1 Vat Grown Meat Equipment Take's up 1 Bay Worth 2 Points
[] 1 Advanced Farming Equipment Take's up 1 Bay Worth 2 Points
[] 1 Preserved Food Take's up half a Bay Worth 1.5 Points
[] 1 Building Material Take's up half a Bay Worth 2 Points
[] 1 Building Equipment and Vehicles Take's up 1 Bay Worth 4 Points
[] 1 Water Purification Plant Take's up 1 Bay Worth 6 Points

What you can Barter For:
[] 1 Boeing Jumpship with quirks and half a bay filled with 20 000 Convicts/Trouble Makers 1,5 Bays open to fill Worth 5 Points
[] 1 Scientific and Technological Storage Vault Take's up 1 Bay Worth 0.5 Points
[] 1 Advanced Science Equipment Take's up 1 Bay Worth 1 Point
[] 1 Fuel Refinery Take's up 1 Bay Worth 2 Points
[] 1 Kf Drive Factory Take's up 1 Bay Worth 4 Points
[] 1 Solar plant Take's up 1 Bay Worth 4 Points
[] 1 Set of Outdated Military Vehicles Take's up 1 Bay Worth 0,5 Points
[] 1 Mining equipment Take's up 1 Bay Worth 0,5 Points
[] 1 penal Cyro Bay Take's up 1 Bay Willing to give you more increases your points by 4
[] Half a Penal Cryo Bay Take's up half a Bay Willing to give you more increases your points by 2

Who Will you try and convince to join your plans for your colonies future Government:

[] Japanese Representative: Currently Supporting a Military junta DC of 80 due to support
[] Dynamis Corporation: Currently Supporting a Military junta under Japanese Control DC of 70 from been in a group.
[] Parohe Aerospace: Currently Supporting a Citizen Republic DC of 60
[] Baria Frontiers: Currently Supporting a Trade League DC of 60


What will you do in your limited free time:
[] Spend your Free time doing nothing but relaxing (Run into random people who might give you an advantage)
[] Speak with the Admiral and Generals of your colony's Military Garrison
[] Speak with the Wealthy of your Colony
[] Spend more time trying to convince the representatives to join your plans for Government (Can select an additional group to try and convince, or double down on one group to get a reroll if you fail with a +10 to the roll)
[] Start Drawing up additional plans for your colonies Government


***

Roll Table
1 Rationale Consensus
2 Military Junta
3 Citizen Republic
4 Rationale Consensus
5 Trade League
6 Military Junta
7 Trade League
8 Citizen Republic
9 Rationale Consensus
10 Citizen Republic


Sorry about this update taking a bit longer than planned, had a few issues with getting it right, thankfully it came right in the last day or so, until my next post enjoy every one.
 
Remnants
Editied by ImperialBriton
Remnants
Event roll 65
Convincing Parohe Aerospace: 56
Convincing Baria Frontiers: 98
Parohe Aerospace staying neutral: 40 (DC failed)
1D10 they rolled 9 (joining the opposition)


The air had an almost metallic taste you noted, as you ran your fingers over the cool leather of your seat. Suddenly lights flashed above you, and with a sigh you rose up. Something had come up as you arrived in system, the engine's beginning to slow their great pulsating beat as they began to spool. At least there appeared to be no indications of a repeat of last time... But if your memories of discussing the designs with your father were right, the system sensors were picking up something. Unsurprising in your opinion, you had just arrived at a colonial outpost...

Slowly you made your way over to squint at Admiral Yoshika, who was glaring at duel holographic screens in front of him. "Admiral... You realise that if you stick to that plan we'll be stuck with a less than ideal situation now that Madame Salem has split us in two."

To your chagrin, the Admiral waved your concerns off. "It will be fine my boy." He said with a grandfatherly voice that you knew for certain was forced, though for who's benefit was the real question. "Besides, I've said it enough on our journey. Regardless of how the colony is to be run, you will have my backing nonetheless. Authority over 'your' dominion is not within my remit and I won't get involved." His hands shook as he said it, but the elderly man remained stiff as a post. Yoshika leaned into his chair as he stared at the ceiling "I'll already be facing a Tribunal upon my return for the loss of those poor souls, and if it was discovered I agreed to use my position to establish a preferred type of government, I wouldn't even be looking at an inquiry onto mismanagement, but a full Court Martial" He gave you a sad smile, "You'll have to deal with it on your own son." He gave you a shrug, "Either way my forces will be here to keep the peace… how that's done will fall to whatever system you hammer out and just how hazardous things become."

The ship entered reality (or so the admiral amusedly kept telling you), with a thud as klaxons wailed, sensors flashed from orange to green, and the engines stopped their groaning, to return to a dimming beat as they began to spool...

You meanwhile ignored all this to stare out at the planet Praxus Novae... A stop you had been looking forward to before continuing on in another week.... An old friend had set up on this world only a year ago, his last message reporting a paradise world, with clear skies, bountiful forests of purple trees, and a deep ocean the color of blood...

You saw a glowing desolate rock...

***

You stood stoically as a pick danced between your fingers, your eyes unable to leave the planet, its desolate landscape bothering you more than it should as you took a sip of water while listening to Mr White drone on about some 'inspired' ideas in the background that you thought had a good chance could come to pass,

Turning away from the screen you took a seat noting the Japanese group across from you speaking in hushed whispers as members of their group occasionally glanced your way.

The door to the room slid open as the Admiral walked in his face set in stone as he typed loudly over a keyboard bringing up grainy footage of the scout probe's "You'll have to forgive the quality, but it'll have to do, approximately an hour ago our probe's reached their destination." A settlement showing up a sandstorm blowing over the buildings as things were half-buried and hidden "We've got our analysts doing work to find out what they can and we've gained remote access to the administration's computers but from the sound of things this is the cause."

He typed a few keys bringing up a reddish-blue star, the image marking it as an Class B Star "This is Praxus solar, from what we could gather it recently had a rather serious solar flare, now normally these aren't dangerous but it looks like Praxus Novae's Magnetosphere was thin enough for it to damage some of the colony electronics, there were reports suggesting that anything not hardened and off at the time were all but made irrelevant and was causing issues for all their Nuclear reactors, of course, we can't rule out sabotage but with how small the planet is it seems thirteen of the reactors were enough to cause this, it'll take some time to really determine what cause them to go critical though I doubt it matters much."

Grimacing you nodded glade you had opted to use other forms of power generation over such a risky option, then again you made note to have extra parts near your fusion reactors just in case they suffered a similar fate if they even could. Taking a sip of water you glanced at the admiral "Was there any mention of survivors or some log mentioning an evacuation?"

The Admiral gave a short nod as he brought up a new image showing off a small dock with three jumpships "There's a reason we think it might be sabotage and not damage, this is why, from what we could gather from their systems they were loaded with hardware for a penal colony, as for the crew's their dead some footage shows a fight broke out and were pretty sure the pilots were all killed in one of the explosions that went off, their may be a few survivors but the odd's aint good so chances are we can salvage them, though they will be reclaimed by the Terran alliance once your colony is established" His voice echoing through the room, none choose to argue with him as he leaned forward "I'll be gathering information on what their ships had but I expect it should help the colony, I will ensure their mainfiest is delivered and get the crews moving so long but since you have the largest group you'll get first pick of which one you will take, though I gather all the jumpships are in good enough shape to join our fleets but with this kind of find we'll probably only be able to take one of them while sharing the rest amongst the group." His eyes drifted over each of you before leaving your group to discuss what was to occur.

You heard muttering coming from everyone as they filtered out, a few of them taking bets on what could be found and what should be prioritised while leaving you to your own thoughts and wondering if it was so right to loot the dead.

***

Which ship do you take: (Choose 1)

[] TAV Pontos

- Solar Plant
(Provides 20 Power) (DC of 10 to avoid picking up the Contagion)

- Vat Grown Meat System (2 Meat Factories at colony start which feeds 160 000 People) (Consume 1 Power per factory)

[] TAV Salamis

- Basic Farming Equpment
(Enough to set up 4 Basic Farms which will feed a total of 200 000 People)

- Civilian Factory (Start with an additional civilian factory) (Consumes 1 Power per unit)

[] TAV Xenos

- Water Purification Plant
(Consumes 1 power)

- Fuel Refinery (Consumes 2 power)

[] Stay out of it and offer the ship to one of the other groups: (no loot gained)



Who Will you try and convince to join your plans for your colonies future Government:

[] Japanese Representative: Currently Supporting a Military junta DC of 90 due to support
[] Dynamis Corporation: DC of 70 (More entrenched in the Japanese Group)

[] Parohe Aerospace: DC of 55

[] Reinforce your current groups Loyalty: DC of 40 (Will raise the DC to avoid losing anyone in your group to the Japanese)

What will you do in your limited free time:
[] Spend your Free time doing nothing but relaxing (Run into random people who might give you an advantage)
[] Speak with the Admiral and Generals of your colony's Military Garrison
[] Speak with the Wealthy of your Colony
[] Spend more time trying to convince the representatives to join your plans for Government (Can select an additional group to try and convince, or double down on one group to get a reroll if you fail with a +10 to the roll)
[] Start Drawing up additional plans for your colonies Government






***

Jumps remaining until arriving at colony: 2 (So next post will be the last of the travel Arc before you arrive)




1 Your Group

2 Your Group

3 Japanese Group

4 Your Group

5 Your Group

6 Japanese Group

7 Your Group

8 Your Group

9 Japanese Group

10 Japanese Group

Sorry, this took so long it kinda had to get redone earlier on and then I got sidetracked still hope you guys enjoy and we should be starting this quest properly soon enough.
 
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Even in space, there is crime
Editied by ImperialBriton
Even in space, there is crime
Event roll 67 (Broke up the Black market amongst members of the wealthy)
-Gained 1 Munitions Factory
-Gained 1 Modern military Infantry Equipment
TAV Xenos joins your fleet
Reinforcing your group's loyalty: 11+15(Event Bonus) =26 (The DC remains the same at 55)
Japanese Attempting to poach one of your supporters: 14 (Failed)
Convincing Parohe Aerospace: 84+15(Event Bonus) = 99 (Parohe Aerospace joins your group you have also lowered the DC of opposing groups)


You rubbed the bridge of your nose, as the artificial lighting of your room did little to ease your coming headache as you switched the screen off its ambient light of little help as you closed the email.

It would be an issue but you were sure you could spin the fact that some of the rather well-off colonists had Military hardware into a victory for your party, though you hoped that the military personnel would find everything, especially as a black market dealing in illicit weapons would cause no shortage of headaches when building up your colony.

Though you could have done without the knowledge that some of your shuttles would likely not last outside a few decades with what had been done to them, still as you booted up a report on the confiscated contraband you started adding it into your plans, it would not do to leave equipment lying around to collect dust.

***

"You realise Mr's Mori that such plans would be years away even with the contributions your company made" Your voice echoed over the small office, a tv screen showing off the beauty of earth slowly changing scenes as you leaned back into your chair, your eyes not leaving her emerald eyes.

Mori just closed her eyes while letting out an explosive breath before she leaned forward enticingly "Maybe, but a strong space industry will allo…"

Raising your hand you shook your head, your eyes shooting to the screen behind her as you felt heat in your cheeks "Let's not talk in circles, especially when we've yet to even have a comprehensive plan built around the new administration, still I'll speak with the others to see if they're open to such a plan."

She leaned into your vision giving you a shark-like grin "I'll be sure to let my companions know of your… support" She shot you a wink as she stood up "Do let me know if you are in need of anything, I'll be glad to help."

You watched her leave with bated breath only slumping once your door closed, your eyes darting to the shower before shaking the idea, you needed to speak with your advisors about the latest developments, you were just glad that you had managed to secure the loyalty of your colonies space assets, though it would have been nice to relax on the journey.

***

You crossed your arms as you Moreau taped away at the screens, your eyes surveying the fleet as you were lost in thought, barely noticing when the Captain turned to you, a smirk on his face "So, boss what's this I hear about you inviting pretty woman to your room."

Jolting you Shot him a dirty look "You know it's not like that and I'd be in more crap than I care to think of if I even considered it"

He quirked an eyebrow while raising his arms "I kid I kid, still you should be careful with a woman like that, more trouble than their worth" His words pattering out into a mutter about something he suffered from.

Shaking your head you ignored the blare of alarms as your braced yourself against the railing your stomach flipping from the jump, your head feeling a little floaty as you shook your head, the sounds of new alarms and shouts blaring within your ear's, using the railing for balance you glanced around the baleful red glow.

"Swann start Hot-charging our drives! we've got a damned sun going Nova!" Moreau barked over the comm's as he went back to his chair "Comm's send out a general message to anyone arriving were to jump on my mark or when their sensors detect a spike." Moreau spared you a glance "Boss, I suggest you return to your cabin the next few days are gonna be a bit rough on the ship's systems."

Nodding you turned to leave, knowing that you would be of little use and you doubted you would have much time to discuss a few topics with the ship seeming to go on lockdown.

Where does your fleet land on the map: (This has been planned a while back and I will continue with my explanation after all the options) (Also that second roll was to see how well you did for the quick charge and jump so it's is not going to cause issues... mostly depending on the option you pick)
[] Outer Edge of the Inner Sphere: You will end up in an area that would eventually become a portion of the Free worlds league rim territories that border the periphery. This will make it impossible for your group to hide but on the bright side, you will get fresh colonists once your discovered, though you're also likely to start getting attacked a lot during the age of war. (Probably south of the world called Stettin or near that which is in that slight bulge in their territory on the map that is unclaimed)

[] Inner Periphery: This would put you with a border on what would become the Free world's league, there is also a decent chance you will be discovered at some stage. Chances are your also going to border or also take a fair bit of territory from the Magistracy of Canopus as you expand. You can expect a fair number of colonists upon discovery.

[] The Periphery: This will put you fairly far out that your territory should not border much of the free world's league without a bit of expansion, though you will still border or take some worlds from the Magistracy of Canopus. You'll also be able to hide fairly well as getting discovered will take quite a bit of time unless you choose to make contact that is. (Frobisher is a good indicator of where you would end up.)

[] The Deep Periphery: This will put you right at the edge of that map in the southwest, so your probably never gonna be found out because I'm pretty sure that the worlds there were never explored well into the succession wars... so ya, that one way you can hide though you can make contact if you want.


MC has developed malus: Burnout -10 to all rolls (He needs some rest)

What do you do with the people involved in the Black Market:

[] Fine Them Heavily (Affects your starting budget by 25%)

[] Fine Them Lightly (Affects your starting budget by 10%) (Will have options open to a black market when it starts up) (Enhances Corruption of the colony)

[] Offer them a deal to ensure you have a larger say and ownership in your colony's private sector (Will provide an extra action in stewardship for the first 3 turns) (Enhances Corruption of the colony)

[] Throw them in with the convicts (Reduces chances of a criminal underground starting up early on in the colony)

Who Will you try and convince to join your plans for your colony's future Government:

[] Japanese Representative: Currently Supporting a Military junta DC of 60
[] Dynamis Corporation: DC of 50

[] Reinforce your current group's Loyalty: DC of 30 to succeed (Will raise the DC to avoid losing anyone in your group to the Japanese your current DC to lose someone is 70 due to your factions support)

What will you do in your limited free time:
[] Spend your Free time doing nothing but relaxing (Run into random people who might give you an advantage)
[] Speak with the Admiral and Generals of your colony's Military Garrison
[] Speak with the Wealthy of your Colony
[] Spend more time trying to convince the representatives to join your plans for the Government
[] Start Drawing up additional plans for your colony's Government


***

Okay so since I started this quest there has been one big problem I had and that's giving you guys a choice on how you affect cannon, there was no way to do that if you started later down the line since you needed time to buildup, so an earlier start was needed but then you would always end up in the core of territory of a great house, not an issue as you could subsume them but that would kill canon in its infancy not to mention would likely get you killed from only a few bad dice rolls. (Nukes get thrown around far too liberally) I also wanted to avoid forcing you into a path where war is the only route forward (Still is but now it's less a war of survival and more a war of your choice) So a mis-jump, a pretty big one was needed hench the size of your fleet and the others so that you could end up further down the line giving you freedom of choice and also the time to build up with a decent chance, now to be fair you have not avoided the age of war as you can still participate in that and if you really want to try your luck, you can always side with the other periphery states in the Reunification war.

I'm rambling but you get the idea so I hope you guys don't mind, still enjoy and the vote is open.

Also, no idea if a Nova would cause such a mis-jump but I had nothing else coming to mind so it's what I went with.
 
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Arrival
Arrival
Jumping Intact: 85
Event: 100
-System 82
-Planet Quality: 58 (Ocean Alpine World)

Terran Alliance force attached to you: 75
-2 Harland Class Ships arrive with you
-1 Military Ship
-2 Cryo Bay (2 Bays)
- 1 Solar Plant (1 Bay)
-Modern Military Heavy Vehicles (Half a Bay)
-Modern Military Light Vehicles (Half a Bay)
-Automated Military Factory (1 Bay)
-1 Space infrastructure
-1 CryoBay (1 Bay)
-1 Ore Refinery (1 Bay)
-1 Mining Station (1 Bay)
-1 Small Space Dock (2 Bays)

Fleet Dispersion: 82
Free Time: 71 (Made a friend high up in the Intelligence department)
Convincing Dynamis Corporation: 29
Japanese Attempting to poach one of your supporters: 15

You attempted to sip your drink, only to find it empty, you signalled for another as your eyes went back to your pad the correspondence with Dynamis plaguing your thoughts more often, though as you glanced at the new glass of whisky you were not sure if that was a blessing with what was going on in system.

Letting out a sigh you took a measured sip draining your drink by half as you saw someone on the edge of your vision take a seat, glancing to the side you gave a nod "Maya, didn't think you'd come here?" your voice quiet and slow to ensure it did not slur while signalling for the bartender.

She snorted as she glanced at you with Hazel eyes "Why, not like the Bar near the barracks is much better, plus I figured you needed someone to talk to outside all those uppity assholes". She flashed a grin before glancing at the server and getting her own drink.

You raised your glass in surrender while raising an eyebrow "You do realise that I'm also an uppity asshole from how you ranted about them". She waved her hand as she took a sip of her drink while glancing over her shoulder.

"Eh, your not too bad, at least from what I can see, outside all your drinking of refined beverages and it's not like I dislike them though It would be nice if they kept their noses out of my departments business, still I hear the Admiral might sort that out in time."

You let out a humm as you put your drink down "Is it that bad? I mean if they're bringing all the information to you theirs no need to find out about it in the first place".

She shook her head as she rested her head atop her crossed hands "If only, no it's causing us more trouble than it's worth still better than some other issues, now enough about the woes of my department I've got the day to myself and you promised to take me to that fancy place that has lobster, still can't believe they managed to fit an aquarium onto this thing." She said as you spotted a gleam enter her eye.

***

You pinched the bridge of your nose as you leaned back into your chair "I'm starting to think we'll be doomed to indecision at this rate Leon despite your backing, with how things are I'll not be surprised if the Japanese cause us issues in the future with their attitude and with Dynamis in their corner were looking at even further problems with their greed."

You heard a sigh come from your computer, the French representative did not speak immediately "I share your fears and with how wrong things can go when setting up on planet, still, I'll see what I can do to smooth things along if nothing else they lack the ability to be self-sufficient though the lack of industry will hurt our economy more than I would like to admit until we set up what we need".

You nodded even though no one could see you "Agreed, still I think I'll try ag…" Your stomach twisted, the ship shaking violently, your eyes watered as you felt everything ache while the weightlessness of zero-G greeted you as your eyes went wide as the power cut out.

Though you relaxed a few seconds later as power returned as you felt the seat bump into the ground, glancing at the computer you could see it rebooting, letting out a sigh you relaxed as your hand went to your Pad "Captain, why'd we jump so suddenly?" Your voice came up a little hoarse while bile burnt your throat.

It took what felt like an eternity before you got an answer, though it was probably only a minute before you got a response "A bit busy boss, the sun was going off, as for why things went out, seems we fried some components but most of it should be repairable, I'm getting signals from our fleet though I'll get a report to you soon".

You frowned as it cut out hoping for more before letting it lie, still as you reconnected with Mr Aubert to continue your discussion your stomach felt a pit grow within your stomach.

***

Slumping forward an empty feeling within as the news slowly filtered through your thoughts, closing your eyes you poured a drink with unsteady hands before downing it and looking at the room around you.

The various members were all in a state of shock while others were furiously whispering amongst one another, no doubt trying to figure out some plan, taking a deep breath you steeled yourself and looked at Admiral Yoshika his old feature drawn tight "if your reports are accurate" you raised your hand when he meant to speak "I know you said it's unlikely but I'd still like you to try and organise the fleets work and get at least one of our jumpdrives operational even with the habitable planet and moon in the system I'd like to discover just where the rest of the colonial fleets went". The Admiral frowned before nodding slowly.

The old man stood as he surveyed the room "I understand though that will be no easy task, if their fleets are even nearby". Nodding as he left you looked at everyone as they seemed to have been drawn out of their funk "Okay, we've obviously fallen off the beaten track and that means no fuck ups because no one's going to pull us out of this crap, as is I think we should be glad our fleet is intact." You ignored the comments even if a few had you wanting to snort.

***

Looking at the images you could only shake your head at your luck both at the fact that you were stranded but had somehow made it to a system so rich in planets and moons, already even the most pessimistic predictions showed the system being worth a fortune you'd never have been able to afford, especially with a second habitable planet or more a large moon hanging above your current colonisation target.

Still, as you looked at the shuttles lowering to the surface you could not help but hope that things would prove fruitful.

***

Who Will you try and convince to join your plans for your colony's future Government: (Any Group not under your command will break off to form their own political entity) (So there is a risk to losing a few things to rogue groups.)

[] Japanese Representative: Currently Supporting a Military junta DC of 50
[] Dynamis Corporation: DC of 45

[] Reinforce your current group's Loyalty: DC of 30 to succeed (Will raise the DC to avoid losing anyone in your group to the Japanese your current DC to lose someone is 80 due to your factions support)

What will you do in your limited free time:
[] Spend your Free time doing nothing but relaxing (Run into random people who might give you an advantage)
[] Speak with the Admiral and Generals of your colony's Military Garrison
[] Speak with the Wealthy of your Colony
[] Spend more time trying to convince the representatives to join your plans for the Government
[] Start Drawing up additional plans for your colony's Government

Map


Choose your location: (You can choose as many locations as you want as long as there is at least 1 powerplant available (Each landing site requires 1) or you can just choose 1 or two to consolidate your groups)

[] Write-in which locations 1-11 (There are Buff to different locations)

Landing sites with the Coastal Boost (Increased Food Production and Population Growth)
Landing Site: 1, 4, 6, 8, 11

Landing Site with the Mountain Boost (Additional Income from mines and increased build speed)
Landing Site: 2

Landing site's with both boosts
Landing Site: 3, 5, 7, 9, 10

What you have:
A lot of skilled labour to
25 Cryo Bays: 750 000 People
1 Human Gene Banks: 200 000 Possible People
3 Luxury Quarters: 30 000 People

Total Starting Population: 780 000

Scientific Options:
1 Scientific and Technological Storage vault:
2 Advanced Science Equipment:
1 Colonial Scientific Institute:

Food and Agriculture Options:
3 Advanced Farming Equipment:
2 Preserved foods:
1 Animal Gene Banks:
2 Vat Grown Meat Equipment:
1 Seed Banks:

Civilian Industry (Factories and housing):
10 Pre-made Heavy duty housing units:
3 Building Equipment and Vehicles:
3 Building Materials:
2 Fuel Refineries:
3 Water purification plant:
3 Civilian Factory
4 Automated Civilian Factories
1 Automated KF Drive Factory:

Military Industry and Equipment:
1 Military Vehicle and Equipment Database Vault:
2 Modern military Infantry Equipment:
2 Modern military light Vehicles:

1 Modern military heavy Vehicles:
1 Modern Military Surveillance drones:
1 Civilian Small Arms:
1 Outdated Military Vehicle and Equipment Database Vault:
1 Military Factory:
1 Automated Military Factory:
2 Munitions Factory:

Mining Equipment and Metallurgy industry:
7 Mining Equipment
2 Automated Mining Equipment:
2 Steel Factorys:
5 Mineral Refinery's
2 Advanced Mineral Refineries:

Energy Equipment and industry:
1 Fusion Powerplant:
4 Solar powerplants
2 Solar Panel and Battery Factory:
1 Automated Fusion Generator Factory:

Space industry:
2 Small Space Docks:
3 Berthing Stations
1 Fuel Refinery Station
2 Ore Refinery Stations
4 Mining Stations
1 KF Drive Station
1 Large Space Dock
 
Planet Fall
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
 
Last edited:
The Frontier
The Frontier
Event: Migrating Herbivores

Speak with a Representative to reinforce their loyalty:
The Japanese: 45(+3 to Loyalty) Establish defences around the Colonies towns: 33 (Marginally successful) (Negative Population events removed but you still have the Events of possible lost infrastructure for a time, your also going to be slowed slightly in expansion) (+15% to expansion projects it was 40%)
Assemble System Support Craft: 36 (Barely Successful for the standard buff) (-20% to Space Infrastructure construction speed and cost for the first MC term (Rest of his life) Screen the colonists to help Direct them: 50 (Successful with a bit more) (-5% to infrastructure construction speed and +15% to Economic Starting Amount)
Animal and Plant Biome Research: 31 (Partial success) (-10% to the cost of building a new town, though that's all so you might just piss off the local wildlife)
Improve relations with a group: The Japanese: 10 (+1 Loyalty also you have a slight increase to a black market popping up.)

***

You squinted whilst staring at the plains before you, a thick sheen of sweat atop your brow as you watched a few of the military IFV'S corral one of the larger herbivores into the makeshift paddock a line of scientist eagerly jotting down notes from behind a barricade a wrecked truck not to far away from them.

Wiping the sweat off your brow with your sleave you glanced over to Mr's Mori, the Japanese women glaring at her tablet while a pen rested between her lips as she japed her finger across it. Rolling your shoulder's you let of an explosive breath "I understand that you have reservations but this world, it's too dangerous to let petty squabbles divide us"

She snorted while meeting your eyes "So you say but I'll have to see, at least for now I'll agree to help with establishing things" she glanced back to her tablet "though I'll have to speak with a few people." Nodding you glanced back to the military vehicles as you heard her type away, the large animal backing away from your people as it was finally sealed behind a thick steel gate.

***

Taking a sip of coffee, you watched as the town slowly came to life as light flickered on while shuttles could be seen descending their engines and floodlights illuminating the guard towers and patrols outside the town limits while a few eager colonists rushed through the town going about their evening, the sound of a door had you glance over your shoulder to meet the eyes of your elder his weathered face showing signs of stress, frowning you gave him a nod.

He smiled while raising a hand your mouth snaping shut "there's nothing to worry about before you ask… though maybe some of that vintage brandy your so fond of?"

You raised an eyebrow as you moved towards a nearby cabinet "Elder, I'm starting to think that you only come to see me so you can drink my stash."

He shrugged as he took a seat at the overlook while letting out a snort a smile on his face "Took you long enough to figure it out, now while I would like to enjoy such a rich drink in peace, I would much rather help you, so what advice do you need or do I have to speak to a few of our people to hep ease things along?" His eyes darting to you as he took a sip of his drink.

Pouring him a drink you nodded "something like that, though I need it kept secret" you moved and took a seat next to him handing him a drink and envelope. "I've not heard much but our people have a chance here, so I'll need you to get a few things done, with you help of course"

The elder frowned towards you as he took a sip of his drink as he glanced down to the envelope, his lips down turned in a grimace as he seemed to stare at it before he picked it up as if it were heavy and gave a slow nod the package disappearing into his jacket. "I'll help though how have things gone, not like you to worry about such things."

Downing your coffee you watched as a shuttle ascended the frame of a mining ship below it , your eyes fixed on a military IFV moving through a thick gate. "Maybe, but I'm still my father's son and if anything his lessons stuck and right now, I get the strange feeling that it might be needed for our people." You heard the sound of ice clinking as your peoples elder mumbled something that you didn't catch.

You glanced to see him leave before your eyes turned forwards as you were left to the company of your own thought's. Though you were not sure how long passed you were drawn from your stupor as an alarm blared from your tablet as spotlight burst to life as military QRF seemed to high tail it out of the town southwards towards some unknown destination.

Glancing at the notification you frowned, an image of a large triceritops like creature adorning the screen as a report of a few thousand of them were on route to the recently established port town. The Admiral asking for your thaught's on the matter his iwn opinion given, though killing them was probably more of a waste than you cared for it may prove useful.


***

Event Options
[] Avoid them for now
[] Corral them away from the city
[] Corral them into a makeshift paddock for farming
[] Corral only a few of them for breeding stock while other's are moved away

Cultural Focus (What orders were in the envelope) (Also is not an automatic success)

[] Focused: Pursue a course of action that will see your cultures remain pure in the future for the colony. (All Cultural groups will survive as the colony grows)
[] Shared: Pursue a course of action that will ensure all you cultures mingle to form a new one. (All cultures will eventually join to form a new type of culture with roots from all existing groups.)
[] Disperced : Pursue a course of cultural genocide via carefule planing to ensure your people can thrive without internal issues. (Only red indian culture will remain)
[] Cultural absorbtion: Pursue a course of action that will ensure you peoples culture survives while attempting to slowly diloute the others so that you may absorb them. (Primarly red indian culture mixed with other groups apart of the colony.)

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)

Stewardship 1 Action

Space

[] 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)

[] 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)

[] 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

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: 15 (Impartial)

Military Intelligence: 15 (Impartial)

Representative groups:

-The French: 29 (Loyal)

-The Japanese: 8 (Disloyal)

-Parohe Aerospace: 18 (Trusting)

-Baria Frontiers: 17 (Trusting)

-Dynamis Corporation: 14(Impartial)

People Groups

Armed Forces: 19 (Trusting)

Influential Colony Members: 18 (Trusting)

Civilian Population: 17 (Trusting)

Colonial treasury: (Will be rolled for when the time skips begin)


***

Not entirely happy with how short it is but I can't seem to find much to do just yet outside some character development and world building. So I'll hopefully have more luck in the future, still I hope every one is well and until next time enjoy.

2-hour Moratorium (Though chances are I'll have fallen asleep by then)
 
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The Ascent Begins
The Ascent Begins
[X] Plan Food security
-[X] Corral them into a makeshift paddock for farming
-[X] Shared: Pursue a course of action that will ensure all you cultures mingle to form a new one. (All cultures will eventually join to form a new type of culture with roots from all existing groups.)
-[X] 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)
-[X] 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)
-[X] 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)
-[X] 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)
-[X] 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)
-[X] 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)
--[X]The Japanese: 8 (Disloyal)

***
Faction Rolls
The French: 95 (Helped improve the colony) (Next turn 1 stewardship action) (+2 relations)
The Japanese: 78 (Helped improve the colony) (Next turn 1 Stewardship action will be randomly chosen due to relations) (+2 relations)
Parohe Aerospace: 29 (Improved themselves and get a personal event roll next turn) (-2 relations)
Baria Frontiers: 6 (Improved themselves and get a personal event roll next turn) (-2 relations)
Dynamis Corporation: 49(helped improve the Colony with negotiations +1 Diplomacy action next turn) (+1 relations)

Peering up at the two-story building warily while letting out a sigh of annoyance while shifting your briefcase to your other hand before wiping your brow the mid-day sun's heat oppressive enough that the usual sound of construction work was strangely absent as a few people strolled around the area.
Rolling your shoulders you pushed forward and gave one of the soldiers on guard duty a nod as you entered the lobby, the small room barely large enough to fit twenty people as it seemed abuzz with activity with military personal talking amongst one another, a few of them only stopping long enough to give you a glance before returning to your work while cool air lightly brushed against your skin before the door behind you closed.

Giving a few of them a nod you noted a few hostile glares while you moved towards the security station while fishing out your security card and showing it off to the guard while casting wary glances around you.

The guard accepted the card while shooting you a glance while he went over his procedures with a scanner "Mr Kanien, what bring you to our neck of the woods?"

You watched him scan your keycard while relaxing a little "a few things though I doubt you'd care to hear it, not all that interesting really."

He snorted while handing you back your keycard and signalled one of his fellow soldiers to act as your escort "You're probably right about that sir" He said blandly before waving you into the bustling building.

***

Taking a seat across from the admiral you made yourself comfortable as he went over something before placing it back on his desk "You'll have to forgive me, but this will likely be a short meeting and outside of a few things I'd like to discuss with you and some information I'd like to request we'll have little time for our usual pleasantries." He said gruffly while pulling out something from his desk.

Nodding you adjusted your briefcase so that it was easier to reach while meeting the admiral's eyes "So what can I help you with, we don't generally do it in person unless it's something secret?"

Yoshika grunted before bringing his hands together while resting his elbows atop his desk "Indeed and while I doubt it's too much of a long-term problem it would seem we are indeed stuck within the system for the time being and outside of freshly assembled parts a lot of ships in orbit are going to be nothing more than a resource sink so that'll have to be resolved but outside of that what we brought is all we have, so what can you tell me is your peoples plan because from where I'm sitting we're going to have a lot of work ahead of us."

Letting out a humm you gave a short nod "I figured as much, still, it's a shame nothing could be salvaged but as things stand, I think we might be fine on getting the colony established, though we might need to tread carefully and we'll have to keep an eye on some of my fellow businessmen because despite reassurance they've made a few moves recently that seem, unwise and could cause a few issues with our limited supplies but outside of that everyone else is on board to making things work at the moment." You stated a little less firmly than you'd have liked.

Not that it seemed to matter as the Admiral nodded and pulled out a tablet "I see, well I'll make some plans and compile some resources after your decisions with the fleet and other civilians but otherwise I think that we can discuss that in depth at a later date but I have a few things I'd like to bring to your attention at the moment now that my people will be remaining with the colony." He said while leaning back into his chair his gaze never leaving yours.

Giving him a nod you shifted into a comfortable position before falling into further discussion with him while lamenting the fact that you had not made yourself a coffee earlier.

***
This updates event roll (More like your planets trait roll's): 87 (High Mineral world)

Improving Relations: 34 (Minor success due to repeated action but possible events have been added if the Japanese are selected again with this option also special event options for this turn to determine increased loyalty.)

Glancing over Mr's Mori's house you conceded that it was a nice place, if a little too old style for your taste as it resembled a few houses of the early twentieth century, still as you surveyed the room you made sure to keep an eye on your host if only to convey some manners. "…Why should I and my associates even consider this any longer, already we've received reports of your fellow businessman trying to gather more power for themselves and have leveraged their resources to entrench themselves in certain industries and have had no issue in doing so, as far as we're concerned, we might as well break away and establish ourselves as a separate entity until we re-establish contact with the Terran alliance for better options." Her annoyed tone only seemed to abate a little as she took a sip of some of your wine.

Gritting your teeth, you kept a neutral expression as you conceded the point "I understand, and things will be settled with them at a later date but without your support were looking at near a whole third of the colonists splitting off with you and if that were to occur much of the equipment we brought will likely be held up in legal disputes."

Snorting she placed her drink down while raising a brow "As if that'll hold, I know for a fact that you have access to far more military equipment and personnel than the average colony and that's before we factor in the Alliance forces on their ships or Veterans oh so grateful to your company. Chances are your people and family are more than capable of forcing our compliance on that alone, so don't patronise me with such feeble threats."

Frowning you took a sip of your own drink as you kept your expression neutral while stopping yourself from shifting at such an obvious route, even if it was one that was likely to lead to future issues. Lowering your drink you gave a small nod "True, still I would rather not resort to such drastic measures, especially as it will only hamper us in the long run or outright get everyone killed without earth's support, so what do I need to promise for your support." Your voice came out gruff as you met the eyes of Mr's Mori.

***

Corralling some rather Dino like animals: 7 (Partial success but has negative addition) (You Got them, but they brought friends and will require investment now to be used (1 action))

Securing the Farming Zones: 25 (Partial success only one event removed)

Preparing the Fields for Farming and their Zones: 89 (Major Success +25% to food Cap,
World gains fertile soil trait)


Soil Biome research: 34 (Partial success, removes 2 bad events related to crops)

You barely stopped yourself from gaping at the large wall of steel and stone as your vehicle left the farming zone, the crops already showing promise ahead of schedule, a small army seemed to be patrolling around the area as sounds of animals howled in the distance, while a thick layer of cloud cover seemed to envelop the area the smell of burnt grass making your nose twitch. "So what can you tell me about them?" You asked while directing your gaze to James Stevenson a large burly man wearing some hiking gear a large hunting rifle at his side as he gazed over the landscape.

He gave you a brief glance before turning back to the landscape as he spoke in a thick south African accent "Not much on the buggers sadly, other than that there at the bottom of the pecking order and that's been generous as we've had four different predators hunting them, probably your average Impala for this planet though we'll have to see how quickly they breed to determine if that's true or were the cause for all the hunting."

Letting out a hum as your vehicle came to a stop and at his answer you spoke whilst climbing out of the vehicle "Four, I thought it was only three from the last report I read and is it any more dangerous than the others and what's with all the grasslands having been burnt?"

James loosed a chuckle as he came to stand beside you while slinging his weapon over his shoulder "Everything's dangerous, still they only made themselves known a day ago and from what we can tell their mountain predators, likely came hunting when we changed this lots route, ambushed a squad last night and darted back into the tall grass, so we've burnt it to ensure our safety." He said whilst gesturing to the enclosed paddock. Patting you on the shoulder he steered you to the side "as for what they are, well they're a bit smaller than the usual animals of the planet but their as big as a Rhino and tougher than those damned bats." He said while bringing you around a corner and pointing towards a large brown and grey corpse residing near the wall as it seemed to be under investigation by a few soldiers and what looked like another expert.

You gave a nod while bringing your hands behind your back as you approached the large animal. "Will this cause any issues with our crops and will plans have to be drawn up to ensure their survival?" You asked calmly as the soldiers gave you glances before returning to watch their surroundings.

James knelt next to the animal while glancing towards the women at his side who was lifting its lizard-like head "Anything else you could find Sakari?"

Sakari only gave him the barest of acknowledgements as she carefully lowered the head "Only that it's poisonous and that we really don't want to get on the wrong side of it just like everything else on this planet."

Letting out a sigh you pulled out your tablet to put someone on that before it became an issue and also made note to speak with your people's security. "Will it cause any issues with our current plans for the farms?"

Sakari and James turned to one another as they seemed to reach a silent agreement as Sakari turned to you "As far as we can tell, it should be fine though we might have a bit of an issue with further farms or mines near the mountains, though we'll get a detailed report when we can." She said uncertainly sending a few pleading looks towards James as he seemed to watch her amusedly.

Shaking your head you gave her a small smile your mouth already forming a word when a loud bang! Emanated from the wall, your tablet falling from your hands in shock as you glanced at a newly formed bulge as a roar emanated from within, letting out a cough you picked up your tablet and turned for the vehicle while ignoring the chuckles coming from behind you.

***

Appointing Town Mayors: 19 (Partial success but has negative addition) (Influential member puppets instated) (+1 Stewardship action and certain events added for first arc)

Establishing Intelligence HQ: 84 (Major Success +1 Intrigue option for first arc and all options will have increased chance of success) (Also future hostile espionage events and actions will have a higher DC to pass)

Accepting a drink from Maya you gave her a smile as you relaxed further into her seat your eyes roaming over her office. "I'm surprised you weren't put in charge of this, thought you were one of the best?"

She snorted while putting away the glass bottle of water "Yes, one of our best Analysts, I'm not too keen on being a director or department head, even if I know you spoke with a few people about my placement, you're lucky I managed to turn that down as well."

Raising one hand in surrender you gave a serene smile "Never, still I hear you managed to find a director amongst the civilian populace?" you asked while taking a sip of water.

She shrugged while taking a seat "luck really, he worked for PSIA as a Director of a division and while he was retired Mr Nakamura has agreed to aid us for a few benefits and it's paid off or so I've seen and heard about, it's thanks to him that we actually know about what's going on so early on already with the Mayors." She said while pulling out a file.

Your eyebrow rose a bit at the paper file but accepted it readily, Maya waited for you to read through the file as your eyebrows rose significantly as you grit your teeth "Can we do anything about it?" You asked meeting her eyes as she shook her head. Letting out a sigh you gave a nod "Thank you for bringing this to my attention, still I think I'll have to cut our meeting short, I need to speak with a few of my people and plans to draw up and stop this from causing any issues." Your voice sounding tightly to your ears.

She shrugged while leaning back into her chair "I figured as much, it's why I was chosen as your point of contact for all of this, still I think we can reschedule in my free time to let our hair down, you're looking a tad stressed again those groups of hot air running you thin?" She asked while watching you in concern.

Letting out a sigh while you shrugged "Not just them, just a lot to oversee until the government is properly established, probably be like this for a while longer sadly but I appreciate this, give my thanks to your department and I'll let you know when I'm free."

She nodded and said her farewells as you turned to leave as you considered just what kind of actions you could take amongst the wealthy of your colony.


***

Events:

Colonist choices:
As of this moment a large portion of the colonists who made the journey either remain in stasis or aboard the damaged jump ships in space only essential personnel having been deployed. Push forward to have certain groups awaken first and provide the colony with an edge in early development (Choose 3) (Will affect Loyalty and also what kind of boosts occur once proper turns begin for 3 turns) (+5 Loyalty to any group with which they belong)

[] Members of the Elite (Large increase to starting credits (+50% to starting credits for whatever is calculated))

[] Japanese Citizens (Increased income from space mining and cheaper space expansion for the first few turns) (-15% of all costs to any space industry)

[] French Citizens (Decreased risk of failure on planet-based stewardship actions by 25%)

[] Scientists (+1 Learning action and reduces the chance of failing a research action by 15%)

[] Industrial workers (+1 Stewardship action and reduces all construction actions to only take 1 turn on planet-based options)

[] Combat Veterans and military families (+1 Martial action and reduction to military technology time to research it)

[] Administrative and logistics Staff for the Military (+1 Diplomacy action and reduces the chance of failing a stewardship action by 25%)

[] Company Staff and families (+20% to starting credits and +1 random improvement to colony infrastructure for each company for the first turn)

[] Mercenary Personal and families (+1 Martial action and start with Loyal Mercenary units)

Plans for your colony's jump ships:

[] Keep only a few and strip the rest for future parts and extra equipment: (+3 Powerplants, +1 Water refinery and +10% starting credits while removing maintenance cost for all system jump ships until their jump drives are repaired.)

[] Convert those that can't be maintained into system stations: (75% cost reduction for 3 actions related to expanding your space industry)

[] Keep those that you can and break them down into raw parts for future system expansion: (25% cost reduction for 3 actions and lowers the risk of failing any space industry options)

[] Keep all of them: (Keep all your Jumpships ensuring you have a large Navy capable of being activated once the industry for jumpdrives is built, allows for increased expansion and trade but you'll lose 40% of starting credits and Jumpship maintenance increased by +25%)

Your Colony's future focus: Will focus on the development of that industry for this arc, reducing time or cost for each activity under the category and open's events related to that for improving the colony.

[] Science Focus: (+1 Learning Action)

[] System Industrial Focus: (+1 Stewardship Action related to space industry actions)

[] Planetary expansion Focus: (+1 Stewardship Action related to planetary actions)

[] Martial Focus: (+1 Martial Action)

[] Espionage Focus: (+1 Intrigue Action)

The Japanese State: (Will either add events or won't depending on your choice and will affect the Loyalty of other factions but that's up to dice)

[] No Concessions: You will not bend to anyone, to do so would only bring disaster and set a dangerous precedent that others could exploit when they gain any kind of advantage. (+2 Loyalty)

[] Limited Concessions: Providing a few benefits and economic concessions will no doubt help bring them in line, it might even stop everyone from shoring up their own assets. (+6 Loyalty)

[] Major concessions: As much as it makes your skin crawl allowing the colony to split up will no doubt break your chance of prosperity if not very survival, so despite how wrong it seems you'll allow the Japanese greater Autonomy within their own territory while offering beneficial benefits to their citizens. (+20 Loyalty)

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)

[] 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.)

[] 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)

Stewardship 1 Action

Space

[] 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)

[] 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.)

[] 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)

[] 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) (if Japan is selected again three possible events are added to turn list for Colony establishment Arc and first exploration era arc)

[] 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)

Colonial treasury: (Will be rolled for when the time skips begin)

***


Information

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: 15 (Impartial)

Military Intelligence: 15 (Impartial)

Representative groups:

-The French: 29 (Loyal)

-The Japanese: 8 (Disloyal)

-Parohe Aerospace: 18 (Trusting)

-Baria Frontiers: 17 (Trusting)

-Dynamis Corporation: 14(Impartial)

People Groups

Armed Forces: 19 (Trusting)

Influential Colony Members: 18 (Trusting)

Civilian Population: 17 (Trusting)

Colonial treasury: (Will be rolled for when the time skips begin)

***


Yippy it's done, now to just keep it going still hope you guys have been well and happy new year everyone.

Also How many Jumpships you have and how many you will keep:
Total Jumpships: 57 (52 of your total Jumpships and 5 mercenary Jumpships)
The amount you keep if you scrap them: 26 Jumpships can be stored

2 Small Space Docks: 2 Jumpships Per Small Dock:
3 Berthing Stations 4 Jumpships per station
1 Large Space Dock 10 Jumpships Per large Dock


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