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

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I'll be closing this vote in a day or two, it's been open awhile now but their no point closing it to soon as I'm out of town for work till the weekend till I post again enjoy everyone.
 
So, found out the stats for Godzilla mean they can rip apart a castle bran or Warship with their bear hands. So yeah, some of these Dino's could be a threat to tech 400-600 years in the future. So sending in an entire tank company to deal with them is fair.
1954 Godzilla is Size 7 by AToW's figuring and weighs more than most DropShips. More recent incarnations have the mass of a Behemoth DropShip - the one that can't enter the atmosphere. Plugging the numbers into the creature creation rules gets you stats that the system was likely never meant to reach - 1954 Godzilla has BOD 50,000 and STR 100,000, enabling him to hit for over 2700 points of tactical damage. Legendary and ShinG are about double that.
 
So, found out the stats for Godzilla mean they can rip apart a castle bran or Warship with their bear hands. So yeah, some of these Dino's could be a threat to tech 400-600 years in the future. So sending in an entire tank company to deal with them is fair.

I would need to reread the Quest but, I'm more thinking that our local Megafauna are more like Earth dinosaurs and the Godzilla thing is more hyperbole. Something that only needs to faced off with a proper battlemech (even if we need a Assault Mech to do so).

Just trying to make sure we don't make extinct our potential pet Dinosaurs, or at least our potential Mascot + national animal of our future flag.
 
Vote closed
Scheduled vote count started by Mad0Slayer on Aug 11, 2022 at 2:15 AM, finished with 43 posts and 15 votes.

  • [X] Plan: Loyalty, Security, Growth
    -[X] Low Centralisation
    -[X] Speak with a Representative to reinforce their loyalty: The Japanese
    -[X] Establish defences around the Colonies towns
    -[X] Assemble System Support Craft
    -[X] Screen the colonists to help Direct them
    -[X] Animal and Plant Biome Research
    -[X] Improve relations with a group: The Japanese
    [X]Plan Sunrise
    -[X] 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)
    -[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] 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.)
    -[X] 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)
    -[X] 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)
    -[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)(Japanese)
    [X]Plan: Jurassic Moviethon
    -[X] Low Centralisation
    -[X] Establish defences around the Colonies towns
    -[X] Startup Construction of Research labs and schools
    -[X] Task a team to keep an eye on Japanese Representative
    -[X] Animal and Plant Biome Research
    -[X] Spend time with friends and newly acquired acquaintances
    [X] High Central and Farms
    [X] High Central and Farms
    -[X] 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)
    -[X] 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.)
    -[X] 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.)
    -[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] 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.)


Just gonna roll for the event to as I'll be adding the options after your report to reach the timeskip turns a little quicker.
Mad0Slayer threw 1 100-faced dice. Reason: Event Total: 42
42 42
 
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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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Oh man, this whole thing is being held by a shoe string, i love it. Now we just need to keep focusing on the japanse, get the dino's under control, and make sure we dont fall under a military dictatorship.....Easy!
 
Oh man, this whole thing is being held by a shoe string, i love it. Now we just need to keep focusing on the japanse, get the dino's under control, and make sure we dont fall under a military dictatorship.....Easy!

I'm more concerned with cementing our Tech / Industry Base, or at least our ability(s) for Self-Sustaining (~Autarkical~) Food, Shelter, and NOT being made 'locally extinct' by our new Xeno-Dino buddies we share our new Homeworld with. For that matter, I would prefer to not be made 'locally extinct' by the potential idiot political shenanigans of our fellows.

If we feel the need to reference Starship Troopers, or even devolve into being lead by Warrior-Chieftan's...

Meh. At least we'll be TECHNO-Barbarians, WITH DINOSAURS! (and not dead).

Yea not the best rolls this turn

From a story telling perspective, I like how it really taps into our 'O DEAR WE MISJUMPED AND ARE MAROONED! HOW DO WE DO THE NOT-DIEING!' situation that we are in.
 
Of all the actions I think this is the most important one to take this turn:

[] 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)

This got changed from the last turn and now has warnings of tribalism and the rich taking leadership both trends i want to stop.
 
This sounds ordinary and sensible:

[] Corral them away from the city

I definitely like the sound of this option:

[] Corral them into a makeshift paddock for farming

Urban triceratops farming has a nice ring to it, doesn't it?
 
[] Corral them into a makeshift paddock for farming

This means using them as tractors but not meat right? I'm pretty sure we don't want to eat local wildlife into extinction like the dodos.
 
[] Corral them into a makeshift paddock for farming

This means using them as tractors but not meat right? I'm pretty sure we don't want to eat local wildlife into extinction like the dodos.

My understanding of is that we are simply starting the domestication process on this brave, brand-new world.

Getting the friendlier version to make babies.

I mean, why not both, we could even get them into the habit of avoiding the city and fallowing different herding paths later one.

I totally agree
Promote Environmentalism for our Dinosaur wonderland today!
 
We can split the difference on herding some and letting others move on.... But it could agitate them if we split the Herd possibly?

I think getting a Space Yard set up is important as we cannot maintain our ships adequately currently.
 
I'm leaning toward these:

[] Corral them away from the city

Diplomacy: 1 Action
[] Appoint Town Mayors: (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)

Martial: 1 Action
[] Protect Survey Teams: (+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.)

Stewardship: 1 Action
[] Begin construction on a rail network: (+3-5 Loyalty amongst influential colony members and Military High Command, -2-4 Loyalty amongst Civilian population)

Intelligence/Intrigue: 1 Action
[] Establish Intelligence HQ: (Improves the chances of them succeeding in their goals)

Learning: 1 Action
[] Soil Biome Research: (Reduces the chance of Crop Failure and other events)

Personal: 1 Action
[] Improve relations with a group: The Japanese (select a leader group to improve their loyalty by +2)
 
[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)


This plan is meant to fight the decend to tribalism and ensure we have a stable food supply.
 
[X] Plan Food security

Ship yards can wait. We need to fix this situation NOW or we'll be dead anyways.
 
Here is my plan:

[x] Make the Village and Play nice with the neighborhood Gojiras

The basic plan is to cement and secure our Tech/Industry Base, whilst also taking stock of our initial and local resources.

For those that are against a Junta / Military Dictatorship from forming, many of that options are ' +x to Civilian Population Loyalty'.

_-_-_

-[X] Corral only a few of them for breeding stock while other's are moved away

-[X] Shared: Pursue a course of action that will ensure all your 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] 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)

-[X] 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)

-[X] 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)

-[X] 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)

-[X] Improve relations with the Japanese: 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. (improve their loyalty by +2)
 
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You know I never intended to go the Dino route when I thought up that event I knew it would have an effect, I just forgot that while it will be a pain to expand around it, that they could be used in the future but oh well their no harm in going dino route Add's nice flavor to make use of.
 
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