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.
Now isn't the time to domesticate dinos, wait until the colony is more settled.
Until we actually succeed in domesticating them, they'd only be a burden and a security risk.
I suspect, in terms of quest mechanics, "Domesticated Dinosaurs" will probably be a "Tech" to research. (could be wrong though)
For R&D, these two actions should(?) get us to a state where we can domesticate dinsoaurs. - Startup Construction of Research labs and schools
- Secure your information Base.
With the current plans, Influential Colonists lose a lot of Loyalty.
That's a sticking point for me.
I want to balance the plan more, to at least maintain Loyalty.
[X] Plan: Maintain Loyalty
-[X] Corral them away from the city
-[X] Shared
-[X] Appoint Town Mayors
-[X] Protect Survey Teams
-[X] Begin construction on a rail network
-[X] Establish Intelligence HQ
-[X] Soil Biome Research
-[X] Improve relations with a group: The Japanese
Loyalty effects:
- (+3-6 Civilian population Loyalty, +1-3 Armed Forces Loyalty, -2-4 Loyalty amongst influential Colonists)
- (+3 Loyalty amongst Civilian Population and Military Intelligence, -2 Loyalty Amongst Military High Command)
- (+3-5 Loyalty amongst influential colony members and Military High Command, -2-4 Loyalty amongst Civilian population)
- (select a leader group to improve their loyalty by +2)
Total Loyalty effects:
- Civilian +2 to +7
- Armed Forces +1 to +3
- Influential -1 to +3
- Military Intelligence +3
- Military High Command +1 to +3
- Japanese +2
[x] Make the Village and Play nice with the neighborhood Gojiras
...
-[X] 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)
-[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)
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)
@Mad0Slayer
Since we are (correct or tell me to reread the Quest if I'm wrong) making an Alternate Universe FanFic nation in the Terran Alliance (NOT Earth Federaton, as fun as that slip is) / Pre- 'Age of War' era(s) of Battletech...
How crazy off-script can this Quest get concerning different technologies, and when/how different NPC nations and us get them?
Examples:
Pre-Clanner Battle Armor
Particle Projector Cannons
Snub-Nose PPCs being more readily derived from Standard PPCs (reference:: HBS Battletech)
Enhanced ER PPCs, exemplified in the Pulverizer, created by Non-Clanners.
Electronic Warfare (other than Communication Equipment special Rules) tech-devices before Star League / Succession Wars
Plasma weapons in the Age of War?
Modern 21st Century Retrospectives: Age of War availability(?)
Anti-Missile System (ammunition type)
Chaff Pods
Cruise Missiles
Robotics
Maybe even a few Homebrewed stuff (I found this quest while playing / waiting for 'The Lords of Ruin' quest.)???
I was trying to research Tech-Base / Technology Advancement stuff of the Battletech Rulebooks when I thought this question.
It will probably get fairly different as I'll probably pull from other settings to expand on your options as well as the type of weapons you could use, mostly within reason and relatively close to canon though I'm open to suggestions.
As for how the different NPC factions would get the tech, it would mostly come down to when you meet with them for the canon factions as they'll both steal it or try and gather working copy's to make it for themselves (Assuming it's during the star league era or Age of war, if it's during the succession wars well... don't need to say much their)
Note that homebrew stuff can be laughably unbalanced if not properly handled or compared to existing tech in the setting. Theres a reason the California nebula shields are pretty broken in that April fools book.
This has been long overdue in my opinion sorry that it's taken me so long to come around to getting the next post out, still, the vote is closed and hopefully, I'll have the update at least done by next week. (Also sorry if I got anyone's hope's up that this was the update)
Scheduled vote count started by Mad0Slayer on Sep 5, 2022 at 2:36 AM, finished with 15 posts and 8 votes.
[x] Make the Village and Play nice with the neighborhood Gojiras
[X] Plan: Maintain Loyalty
-[X] Corral them away from the city
-[X] Shared
-[X] Appoint Town Mayors
-[X] Protect Survey Teams
-[X] Begin construction on a rail network
-[X] Establish Intelligence HQ
-[X] Soil Biome Research
-[X] Improve relations with a group: The Japanese
This has been long overdue in my opinion sorry that it's taken me so long to come around to getting the next post out, still, the vote is closed and hopefully, I'll have the update at least done by next week. (Also sorry if I got anyone's hope's up that this was the update)
Scheduled vote count started by Mad0Slayer on Sep 5, 2022 at 2:36 AM, finished with 15 posts and 8 votes.
[x] Make the Village and Play nice with the neighborhood Gojiras
[X] Plan: Maintain Loyalty
-[X] Corral them away from the city
-[X] Shared
-[X] Appoint Town Mayors
-[X] Protect Survey Teams
-[X] Begin construction on a rail network
-[X] Establish Intelligence HQ
-[X] Soil Biome Research
-[X] Improve relations with a group: The Japanese
There seems to be an error somehow - and this info should serve as a tie-breaker:
The vote tally doesn't show ME, the maker of the "Make the Village and Play nice with the neighborhood Gojiras" 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)
Adhoc vote count started by Aztez Fan on Oct 18, 2022 at 6:52 PM, finished with 34 posts and 11 votes.
[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)
[X] Plan: Maintain Loyalty
-[X] Corral them away from the city
-[X] Shared
-[X] Appoint Town Mayors
-[X] Protect Survey Teams
-[X] Begin construction on a rail network
-[X] Establish Intelligence HQ
-[X] Soil Biome Research
-[X] Improve relations with a group: The Japanese
[x] Make the Village and Play nice with the neighborhood Gojiras
-[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)
I'd like to say the update is nearly done but in truth. I kinda have writer's block for this quest so it's sitting on my pc glaring at me.
Technically I could put it out with a bit of editing but then it would be a crap update and I'd rather not do that. So chances are this is just gonna sit a while longer while I keep refining future arcs for this quest. So don't worry about it being cancelled I just honestly need to get over a hurdle to get it where I would be happy with it. So I'm sorry for making you guys wait.
I'd like to say the update is nearly done but in truth. I kinda have writer's block for this quest so it's sitting on my pc glaring at me.
Technically I could put it out with a bit of editing but then it would be a crap update and I'd rather not do that. So chances are this is just gonna sit a while longer while I keep refining future arcs for this quest. So don't worry about it being cancelled I just honestly need to get over a hurdle to get it where I would be happy with it. So I'm sorry for making you guys wait.
[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
Think we should keep the jumpships, build some spaceyard and port, having ships will help us expand later on and boost trade when we find someone to trade with
[X] Plan Space Industry
-[X] Japanese Citizens (Increased income from space mining and cheaper space expansion for the first few turns) (-15% of all costs to any space industry)
-[X] Scientists (+1 Learning action and reduces the chance of failing a research action by 15%)
-[X] Industrial workers (+1 Stewardship action and reduces all construction actions to only take 1 turn on planet-based options)
-[X] 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%)
-[X] 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)[] System Industrial Focus: (+1 Stewardship Action related to space industry actions) -[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] 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] 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) -[X] 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) -[X] 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)
-[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)