We could have a Belter like System guys.... High Tech, distributed with contingencies as opposed to a centralised easy target.
Although my plan depletes the Budget more, the Tech and Quick Build Up should make up for that, besides we may even have options to boost our supplies for the next turn.
[X]Plan: Logistics is King
-[X] Shipping Company
-[X] Rosenkov Materials
-[X] Baria frontiers
-[X] Dynamis Corporation
-[X] Germany
-[X] France
-[X] lehon Shipyards
-[X] A resource rich Boreal world
-[X] Resource-rich planet and system
Basically this plan revolves around getting to the destination as safely as possible, taking more stuff with you and starting up a colony quickly (in terms of logistical strain) with lots of potential. All the minor companies can be built up overtime, but give us a well rounded starting base (excluding the Aerospace) at the beginning to work with. Germany and France cover a lot bases when it comes to equipment taken with us as well as covering a lot of tech as well. Iehon Shipyards is taken to help with risk mitigation on the journey there as well as providing slightly more jump ships than Boeing at the cost of being Standard Quality. Boreal World and Resource-Rich were taken to give us the best start in terms of raw resources.
(Please tell me if I have missed anything since this is the first ever plan I have made on SV)
[] Shipping Company: It's not exactly the enterprise everyone thinks of, when contemplating capitalists, but you can certainly say it's been lucrative. Hailing back to the days of Queen Anne, your family was for three generations privateers, and with the wealth, they brought in, founded a mercantile empire that has survived world wars, and at least 2 depressions. While never having sailed on one of these massive behemoths, you are familiar with the logistics required to maintain such an empire, and everything that will be needed to make your new 'realm' into the new Port Royal of the Stars...(Your Exodus fleet will have a little more space than what is usual and reduces the risk of bolt-on additions causing an issue when they break. Will also have less of an issue with logistics when establishing your colony) (Start with an additional 3 Jumpships in your exodus fleet filled with Industrial and farming Equipment (The colony starts with 3 large farms and 4 basic factories)
[] Rosenkov Materials: A minor but old Terrestrial arms producer known for its reliable but relatively old and cheap tech and while getting an investment from them should prove useful in developing your colony it might raise a few eyebrows due to the company's checkered past. (Minor Military and civilian vehicle producer) Cost 1,5 point
[] Baria frontiers: A minor but rising company that has made a name for itself in making reliable and durable survival equipment for the hostile environment of new worlds been colonised and while they are not a major company their reputation is sure to bring certain attention from their local supporters. (Minor Civilian Industries) Cost 1 point
[] Dynamis Corporation: An ageing corporation that has long since lost prominence and one that is more than likely to close within the decade, something you are more than willing to use as you are sure that while they are not large or even hold the most advanced tech in the alliance, having them relocate to your colony may just be an excellent idea and it would hardly cost you anything. (Minor Mining and energy company) Cost 1 point
[] Germany (Provides 6 Jumpships, with a focus on Automated Industry and heavy vehicles technology with high-quality equipment which costs a fair bit to maintain Unique heavy vehicles) (High-Quality aero and land Tech)
[] France (Provides 6 Jumpships, with a focus on Resource gathering and industrial tech Unique Infantry and industrial tech) (Standard land quality and Standard Aero and space Tech with certain techs been high quality and easy to produce)
[] lehon Shipyards: While not as large as Boeing shipyards few argue that ships coming out of the Lehon yards are inferior as many of their jumpships travel the ever-growing territory of the alliance their ships carrying the much-needed resources for the many fledgeling colonies around the core. (Adds 9 Jumpships to your fleet of Standard Quality with fewer bolt-on spots that are less likely to cause a hull break)
[] A resource rich Boreal world: Large glaciers in the northern and southern hemispheres, with thick boreal forests at the equator the world also seems to have a slightly higher mineral wealth compared to other worlds. (+5 Jumpships filled with colonists, cold environment colonisation equipment. +2 jumpships with forestry and mining hardware and +1 Jumpship with heavy mining equipment). (increased chance of Scandinavian population in the colony) (Reduces your Budget for your dropships by 5%)
[] Resource-rich planet and system (+8 Jumpships filled with Mining equipment for both space and the planet) (Reduces your Budget for your dropships by 15%) (Increased chance of Botswanan and Australian populations in the colony)
[X] Plan Rolling Hills of New Aotearoa
-[X] Shipping Company
-[X] Narhu Combine
-[X] Baria frontiers
-[X] BAE Systems
-[X] New Zealand
-[X] lehon Shipyards
-[X] Forest world
-[X] Resource scarce system and planet (+8 Jumpships filled with equipment for Agriculture and more colonists) (Increases your Budget for your dropships by 10%)
Adhoc vote count started by Mad0Slayer on May 18, 2022 at 3:05 AM, finished with 29 posts and 13 votes.
[X] Plan Industrial Power
-[X] Industrial Manufacturing Company
-[X] Parohe Aerospace
-[X] Baria frontiers
-[X] Dynamis Corporation
-[X] France
-[X] Japan
-[X] Boeing Shipyards
-[X] A resource rich Boreal world
-[X] Resource-rich planet and system
[X] Plan: SPACE SUPREMACY!
-[X] Sea-Based Shipyards: Since the days of sail your family has been involved in ship construction. Sure you didn't own anything till the mid 1950's. but ever since your family has pioneered traditional ship construction. In the last generation, your father even expanded into R&D with several government contracts overseas and aviation enterprises. While your choice to push into voidcraft is a bit unusual, nobody can say it wasn't a wise investment. Rivetting is in your blood, be it worker or designer, and you've done well to capitalise on that. Let the void call, for you are coming. (Adds a +15 to avoid hullbreaks in your fleet and reduces the research into early spacecraft on your colony) (Start with an additional 5 Jumpships in your exodus fleet you are free to fill them with what you want but that will cost you)
-[X] Baria frontiers: A minor but rising company that has made a name for itself in making reliable and durable survival equipment for the hostile environment of new worlds been colonised and while they are not a major company their reputation is sure to bring certain attention from their local supporters. (Minor Civilian Industries) Cost 1 point
-[X] Rosenkov Materials: A minor but old Terrestrial arms producer known for its reliable but relatively old and cheap tech and while getting an investment from them should prove useful in developing your colony it might raise a few eyebrows due to the company's checkered past. (Minor Military and civilian vehicle producer) Cost 1,5 point
-[X] Parohe Aerospace: A rising star within the business world as Parohe Aerospace has managed to secure a decent chunk of the aerospace market and would probably be easy to entice for a small investment in their company and while their support is not much in the eyes of the government it might keep the Terran alliance from attaching from to large a presence to your new colony. (Minor Aero space Producer) Cost 1,5 points
-[X] Dynamis Corporation: An ageing corporation that has long since lost prominence and one that is more than likely to close within the decade, something you are more than willing to use as you are sure that while they are not large or even hold the most advanced tech in the alliance, having them relocate to your colony may just be an excellent idea and it would hardly cost you anything. (Minor Mining and energy company) Cost 1 point
-[X] Japan (Provides 5 Jumpships, with a focus on Rapid expansion and resource gathering and Tech with Unique Aerospace fighters and bombers) (High quality all around but hard to produce)
-[X] Britain (Provides 10 Jumpships, with a general focus on tech with some slight unique techs related to naval ships.) (Low/Standard land quality and Very High Aero and space Tech) -[X] Harland and Wolff: Harland and Wolff are a well-known specialist yard their jumpships and terrestrial craft larger than any other produced and while they have slowly fallen out of favour it is only their long history and terrestrial holding that have allowed them to last, their jumpships proving to be a reliable piece of hardware with minor manufacturing capacity, though it is only the recent expansion plans of their company that you would even consider grabbing them as they clear their yard space, though you would have to dig quite a bit into your capital for them. (Adds 6 slightly larger jumpships (3X Capacity compared to standard jumpships but no Bolt on spots but have minor manufacturing capacity onboard) of 'high quality'. no modularity) (Reduces your Budget for your dropships by 20%) -[X] A high Gravity Alpine world: Multiple large mountain ranges span the surface of the world with at least double the gravity of earth and while much of the surface is dotted with mountains multiple landing sites have been marked. (+8 Jumpships filled with colonists and reinforced colonisation equipment) (Reduces your Budget for your dropships by 5%) (Increased chance of Canadian, Carpathian Himalayan and Scottish populations in population of colony)
-[X] Resource-rich system with a relatively low resource planet (+6 Jumpships filled with Mining equipment for the System) (Reduces your Budget for your dropships by 10%) (increased chance of Rhodesian/Zimbabwean, Botswanan, Australian & Canadian pops in country)
[X] Plan Golden Fields, Blue Skies
-[X] Shipping Company
-[X] Baria frontiers
-[X] Rosenkov Materials
-[X] Parohe Aerospace
-[X] Dynamis Corporation
-[X] New Zealand
-[X] France
-[X] lehon Shipyards
-[X] Steppe world
-[X] Resource-rich system with a relatively low resource planet
[X]Plan: Logistics is King
-[X] Shipping Company
-[X] Rosenkov Materials
-[X] Baria frontiers
-[X] Dynamis Corporation
-[X] Germany
-[X] France
-[X] lehon Shipyards
-[X] A resource rich Boreal world
-[X] Resource-rich planet and system
[X] Plan Rolling Hills of New Aotearoa
-[X] Shipping Company -[X] Narhu Combine
-[X] Baria frontiers -[X] BAE Systems
-[X] New Zealand
-[X] lehon Shipyards -[X] Forest world -[X] Resource scarce system and planet (+8 Jumpships filled with equipment for Agriculture and more colonists) (Increases your Budget for your dropships by 10%)
Vote Closed and I should have the next part out either later today or tomorrow.
Scheduled vote count started by Mad0Slayer on May 16, 2022 at 9:45 AM, finished with 31 posts and 18 votes.
[X] Plan Industrial Power
-[X] Industrial Manufacturing Company
-[X] Parohe Aerospace
-[X] Baria frontiers
-[X] Dynamis Corporation
-[X] France
-[X] Japan
-[X] Boeing Shipyards
-[X] A resource rich Boreal world
-[X] Resource-rich planet and system
[X]Plan: Logistics is King
-[X] Shipping Company
-[X] Rosenkov Materials
-[X] Baria frontiers
-[X] Dynamis Corporation
-[X] Germany
-[X] France
-[X] lehon Shipyards
-[X] A resource rich Boreal world
-[X] Resource-rich planet and system
[X] Plan Golden Fields, Blue Skies
-[X] Shipping Company
-[X] Baria frontiers
-[X] Rosenkov Materials
-[X] Parohe Aerospace
-[X] Dynamis Corporation
-[X] New Zealand
-[X] France
-[X] lehon Shipyards
-[X] Steppe world
-[X] Resource-rich system with a relatively low resource planet
[X] Plan: SPACE SUPREMACY!
-[X] Sea-Based Shipyards: Since the days of sail your family has been involved in ship construction. Sure you didn't own anything till the mid 1950's. but ever since your family has pioneered traditional ship construction. In the last generation, your father even expanded into R&D with several government contracts overseas and aviation enterprises. While your choice to push into voidcraft is a bit unusual, nobody can say it wasn't a wise investment. Rivetting is in your blood, be it worker or designer, and you've done well to capitalise on that. Let the void call, for you are coming. (Adds a +15 to avoid hullbreaks in your fleet and reduces the research into early spacecraft on your colony) (Start with an additional 5 Jumpships in your exodus fleet you are free to fill them with what you want but that will cost you)
-[X] Baria frontiers: A minor but rising company that has made a name for itself in making reliable and durable survival equipment for the hostile environment of new worlds been colonised and while they are not a major company their reputation is sure to bring certain attention from their local supporters. (Minor Civilian Industries) Cost 1 point
-[X] Rosenkov Materials: A minor but old Terrestrial arms producer known for its reliable but relatively old and cheap tech and while getting an investment from them should prove useful in developing your colony it might raise a few eyebrows due to the company's checkered past. (Minor Military and civilian vehicle producer) Cost 1,5 point
-[X] Parohe Aerospace: A rising star within the business world as Parohe Aerospace has managed to secure a decent chunk of the aerospace market and would probably be easy to entice for a small investment in their company and while their support is not much in the eyes of the government it might keep the Terran alliance from attaching from to large a presence to your new colony. (Minor Aero space Producer) Cost 1,5 points
-[X] Dynamis Corporation: An ageing corporation that has long since lost prominence and one that is more than likely to close within the decade, something you are more than willing to use as you are sure that while they are not large or even hold the most advanced tech in the alliance, having them relocate to your colony may just be an excellent idea and it would hardly cost you anything. (Minor Mining and energy company) Cost 1 point
-[X] Japan (Provides 5 Jumpships, with a focus on Rapid expansion and resource gathering and Tech with Unique Aerospace fighters and bombers) (High quality all around but hard to produce)
-[X] Britain (Provides 10 Jumpships, with a general focus on tech with some slight unique techs related to naval ships.) (Low/Standard land quality and Very High Aero and space Tech) -[X] Harland and Wolff: Harland and Wolff are a well-known specialist yard their jumpships and terrestrial craft larger than any other produced and while they have slowly fallen out of favour it is only their long history and terrestrial holding that have allowed them to last, their jumpships proving to be a reliable piece of hardware with minor manufacturing capacity, though it is only the recent expansion plans of their company that you would even consider grabbing them as they clear their yard space, though you would have to dig quite a bit into your capital for them. (Adds 6 slightly larger jumpships (3X Capacity compared to standard jumpships but no Bolt on spots but have minor manufacturing capacity onboard) of 'high quality'. no modularity) (Reduces your Budget for your dropships by 20%) -[X] A high Gravity Alpine world: Multiple large mountain ranges span the surface of the world with at least double the gravity of earth and while much of the surface is dotted with mountains multiple landing sites have been marked. (+8 Jumpships filled with colonists and reinforced colonisation equipment) (Reduces your Budget for your dropships by 5%) (Increased chance of Canadian, Carpathian Himalayan and Scottish populations in population of colony)
-[X] Resource-rich system with a relatively low resource planet (+6 Jumpships filled with Mining equipment for the System) (Reduces your Budget for your dropships by 10%) (increased chance of Rhodesian/Zimbabwean, Botswanan, Australian & Canadian pops in country)
[X] Plan Rolling Hills of New Aotearoa
-[X] Shipping Company -[X] Narhu Combine
-[X] Baria frontiers -[X] BAE Systems
-[X] New Zealand
-[X] lehon Shipyards -[X] Forest world -[X] Resource scarce system and planet (+8 Jumpships filled with equipment for Agriculture and more colonists) (Increases your Budget for your dropships by 10%)
Time for some rolls this if for your sponsors and also Terran Alliance Investment (They invest in all colony fleets so it's impossible to escape but what you bring will determine how much attention you get), now I hope I remember how to do this.
Even low rolls will not be bad only changes exactly what they will be sending and what is provided.
Edited by ImperialBriton The departure of the Fleet and it's contents
Watching the last of your escort from the Terran alliance jump out on sensors, you could only feel your gut tightening at the thought of leaving earth and the rest of your family behind, the last memento from before your departure a small flash drive from your little sister.
You were pulled from your thoughts as your fellow businessmen Galen sent out a short message to earth while also cracking a joke before taking his company's detachment of ships through the jump point.
Cracking a small smile you safely store the flash drive before turning to captain Moreau "Let's get this done with… any words before we leave humanity's cradle before we jump?" Your voice soft as it carried through the Helm.
Moreau glanced at you a grin coming to his face only for you to raise an eyebrow at him "I would rather it not be a witty remark."
He shot you a hurt look while fiddling with some controls of the ship "Why Commander you know me so well but sure if you wanna ruin the fun feel free to give a last farewell… hold on that prepare for jump"
You glanced sharply to the sensors as you felt your gut twist as your world was filled with light only to be replaced by the rest of the fleet moments later along with the entirety of your Terran alliance Force for the colony.
Empty Dropships: 24
5 Empty Ships at start
6 Jump ships from France
5 Jumpships from Japan
6 Jumpships from Boeing
2 Jumpships from the Terran Alliance
Already Filled jumpships: 26 Standard Jumpships and 2 Harland Class jumpships
2 Jump ships from family background
-2 filled with Automated factories equipment (4 Automated Factories)
8 Ships from the plant type
-5 filled with colonists and cold Environment Equipment (6 Cryo Bays, 2 Pre-made heavy-duty housing units, 1 Basic Civilian factory, 1 Solar plant)
-2 filled with Forestry and mining equipment (1 Heavy-duty forestry Equipment (unique to Boreal world only and used to zone out the initial landing sites and to speed up initial construction), 2 mining equipment, 1 Mineral refinery
-1 Filled with Heavy mining equipment (1 Advanced Mining Equipment, 1 Advanced mineral refinery)
8 Ships from the System
-4 filled with planetary mining equipment (5 mining equipment, 3 mineral refineries)
-4 Filled with space mining equipment (1 Berthing station, 1 Fuel refinery Station, 1 Ore refinery Station, 3 Mining stations, 2 Cryo Bays with trained personnel)
Parohe Aerospace: 91
No Credits are invested into the fleet
2 Harland Class Jumpships (Biggest class of jumpship and holds Minor Manufacturing Facilities onboard)
-1 KF Drive Station
-1 Large Space Dock
-2 Berthing Stations
-3 Cryo Bays
Baria Frontiers: 58
5000 Credits are invested into the Fleet
5 Jumpships
-5 Pre-made heavy-duty Housing units
-3 Cryo Bays
-2 Civilian Factories
Dynamis Corporation Contributions: 29
No Credits are invested into the fleet
3 Jumpships filled with
-1 Steel Factory
-1 Mineral Refinery
-2 Cryobays
-2 Solar Plants
Terran Alliance Investment: 23
10 000 Credits for your Budget and 2 more Jumpships from your chosen shipyard for you to fill.
Base Credits: 100 000 +5 %=105 000+15 000 from sponsors and Terran Alliance
Total Credits 120 000 and you have 48 Bays to fill Keep in mind you can take all options as many times as you want unless there is a stated limit.
Colonist Options (All Colonist options outside of Gene Banks will have at least half a year's food for when they arrive at their colony)
[] Cryo Bays: The latest in Terran Technology and probably the only reason colonies are expanding as quickly as they are in the distant reaches of space as colonists are frozen alongside the most basic of construction material and equipment and enough food to survive for a time, at least on habitable worlds. (Holds up to 30 000 People) 2000 Credits per Bay
[] Human Gene Banks: While a rather untested and frowned upon technology it is one of the many ways with which the Terran Alliance and other groups have used to send out fleets of colonisation fleets, though the consequences and dangers of space have left many doubting or outright protesting at the use of such things. (Has enough Genetic Material for 200 000 People and Primitive iron Womb's though there may be issues with this approach) 1500 Credits per Bay
[] Multi-storage Gene Banks: While the Gene banks for animals have raised concerns amongst activist groups about foreign animals it is a commonly held belief that a source of Terran animals will be needed for survival should none be present on the new world and since much of the equipment to keep their genetic material safe for the journey is the same other Gene Banks it is possible to take what is needed for a viable human colony. (Holds Genetic material both for humans as well as a section of Animals (80 000 people and Animals for food stock and food staple plants) 2500 Credits per Bay
[] Luxury Quarters: While a Strange choice amongst many especially as space aboard an Exodus fleet is limited there are many people within the Upper Echelons of society who fear cryo technology and while it has proven to be mostly reliable they would rather not risk it rather, they are willing to pay exorbitant prices to secure their chance at a new world, of course since they will need to travel to a new world some facilities will have to be prepared for them. (Holds up to 10 000 People and increases your Budget by 6000 Credits)
[] Penal Cryo Bays: The use of Criminals in establishing colonies is well documented in history and with Earth overpopulated as it is they are more than willing to empty their prisons to rebalance the scales, though it will require a firm hand and time to ensure no issues occur. Thankfully should things go wrong the bays with which they are held in hold little more than their pods and some food. (Holds up to 45 000 People which will increase your starting construction speed) Increases your Budget by 2500 Credits per Bay
Scientific Options
[] Scientific and Technological Storage vault: A State of the Art and Highly Durable Vault which holds all the knowledge of humanities advancements as well as its more affluent entertainment just because it had the space and no one knew what else to put on there. 4000 Credits Per Bay
[] Scientist Grants: Spending a few Credits and a few promises of Tax Exemption and certain rights will see to it that your colony has a slightly higher count of highly Educated and Scientific people. 1500 Credits (Does not make use of a Bay only affects your colony's skills) (Can Be Taken up to 3 Times)
[] Basic Science Equipment: While a more Basic and not as Rugged set up as the more expensive set up's and Unable to deal with the most advanced studies it will allow any colony to at least research the more mundane sciences and refine current technology. 2000 Credits Per Bay
[] Advanced Science Equipment: Scientific Equipment used to not only run simulations but also for testing theories of advanced Sciences such as the KF Drive and other more volatile experiments and survive without much issue. 3000 Credits Per Bay
[] Colonial Scientific Institute: While the Name is rather deceiving the Colonial Scientific Institute is nothing more than a major building not only meant to help teach future generations but also to produce the equipment they will use once upon the new world and while it does not hold the material for extensive study all a colony with one would need in theory is time. 4500 Credits Per Bay
Food And Agriculture Options
[] Basic Farming Equipment: The Basics anyone would need to start and maintain a farm for any prospective colony, though much of what will be brought is out of date farming vehicles and tools with the lion share being various chemicals to deal with more than likely new farming pests. 500 credits Per Half a Bay (Enough to set up 4 Basic Farms which will feed a total of 200 000 People)
[] Advanced Farming Equipment: Advanced Hydroponic systems along with the most advanced and current farming vehicles and tools to help seed new life on any colony and ensure it has more than enough food for plenty of people. 1000 Credits Per Half a Bay (Enough to set up 2 Modern Basic Farms which will feed a total of 150 000 People and 2 Hydroponics bays to feed another 100 000 People no matter the conditions or environment)
[] Preserved foods: Giant Bulk Food stuffed in cans's preserved by whatever means necessary and stored as efficiently as possible and while it tastes worse than a military ration it is better than nothing. 500 Credits for half a bay (feeds 150 000 People for a year)
[] Animal Gene Banks: Not much different from a Human Gene bank and while it seems odd to bring a full bay of Animal Gene's it has been noted to be popular amongst colonists heading for earth like planets. 1500 Credits Per Bay (Free to spread local earth animals on your colony for recreation and as a local food source)
[] Vat Grown Meat Equipment: Often called Fake Meat or Lab Meat it has long since become a standard practice for safe and reliable distribution amongst terra and while there is a certain distaste amongst many Wealthy countries a dedicated lab to grow protein has helped solve starvation amongst poorer regions within Terra even if the meat is not quite right. 2500 Credits Per Bay (2 Meat Factories at colony start which feeds 160 000 People) (Consume 1 Power per factory)
[] Seed Banks : A vast storage unit filled with the various crop seed that one would need to survive on a new world, the variants of many staples within for the best chance at some form of earth crop taking to a new world and providing a new source of food. 1000 credits Per Bay
[] Farmer Grants: At a small cost offering a few incentives to certain skills such as farming will see the colony have a large work force knowledgeable in supporting the need to grow it's own food. 1000 Credits (Does not make use of a Bay only affects your colonies skills) (Can Be Taken up to 3 Times)
Civilian Industry (Factories and housing)
[] Pre-made housing units: Simple buildings already built and only needing minimal assembly and while they are not the most comfortable due to their barracks like format it is a place with which colonists will find their most basic of needs seen to while building up their future homes. 1500 Credits Per Bay (holds up to 90 000 People which is a tight as all hell fit) (Consumes 0.25 power per unit)
[] Pre-made Heavy duty housing units: Like it's more common counterpart the heavy-duty housing stored within a jumpship does not cover much more than basic needs but it differs in that it is built to a different standard to ensure it will survive even the most harsh of environments using better materials and holding far more redundancies in its design for the same capacity, of course such sturdy designs come at a price. 2500 Credits Per Bay (holds up to 90 000 People which is a tight as all hell fit) (Consumes 0.5 power per)
[] Civilian Factory: With great distances between earth and its new colonies it would be best if a colony had a way to establish at least something basic to support its initial landing and while fitting enough factory tools and machines into a jumpship is hard it can be done, with a few carefully planned out modifications to their storage units, though it will be rather compared to most standard factories on Terra. 1500 Credits Per Bay (Start with an additional civilian factory) (Consumes 1 Power per unit)
[] Building Equipment and Vehicles: To build something on earth is already a time-consuming task and, on a colony, would likely take far longer if not prepared for ahead of time, thankfully a lot of what is needed can be broken down and sent on a jumpship, though the lack of building material will have to be solved either with local sources or with material brought on the jumpship. 3000 Credits Per Bay. (Reduces risk of failure in expansion efforts and speeds up the colonial development early on)
[] Building Materials: Any kind of material shipped to a new world while a tad wasteful has reported to at least speed up the initial construction of a colony's infrastructure even if only for a short time. 1000 Credits Per Half a Bay
[] Automated Machinery: Much of the Machinery used in the construction in modern products is both advanced and rugged and while rather power intensive and requiring greater material and pay to their operators the sheer output of goods is well known in the world. 4000 Credits Per Bay (Start with 1 additional Automated factory) (Consumes 2.5 power)
[] Industrial Workers Grant: There will be many needed skills in a colony but a strong work force with experience not only in construction, but the making of amenities, tools and vehicles are sure to aid the colony grow, for a price of course.1500 Credits (Does not make use of a Bay only affects your colonies skills) (Can Be Taken up to 3 Times)
[] Fuel Refinery: A small but easy to assemble and ship refinery will ensure that the colony will have ample capacity to refine its own fuel for vehicles and space craft even if only in small amounts. 2000 Credits (Consumes 2 power)
[] Water purification plant: It is a well-established fact that humanity needs water to survive and while many planets have it in some form, no one can really say that it is safe for human consumption so bringing a purification plant might just save the colony from future issues. 1500 Credits (Consumes 1 power)
[] KF Drive Factory: The equipment used in the construction of KF Drives while new is relatively small compared to some machinery allowing for it to be brought along, sadly it is of a rather small in size and can only support small Jumpships or be used to construct bigger ships in pieces, only made slower as much of the equipment used is from first-generation KF Drive Assembly 3500 Credits Per a Bay (Consumes 3 power)
[] Automated KF Drive Factory: A modern KF drive factory is no small thing and while it will have to take up a lot of space much of the construction is more stream lines and automated compared to older techniques allowing for faster and more efficient construction, even if it is still limited to smaller craft. 5000 Credits and takes up 1,5 Bay space (Consumes 5 power)
Military Industry and Equipment
[] Military Vehicle and Equipment Database Vault: An up to date Vault with all the latest and well known military technologies, it just comes with the need of purchasing a few choice licenses and a bit of money in the right places to get one. 4000 Credits
[] Modern military Infantry Equipment: It's not that hard to get your hands on up-to-date military equipment and munitions for infantry, hell theirs more guns in armouries than some think and with the unknown danger on a new world having the best weapons available for people might just come in handy. (Takes up half a Bay) (10 000 Units worth of Infantry Equipment) 2500 Credits
[] Modern military light Vehicles: While A little harder to get than infantry equipment having hardened ground vehicles meant for rough terrain and capable of dealing with predators might come in handy if they're dangerous though maybe a little overkill. 3500 Credits per half a bay
[] Modern military Heavy Vehicles: Not quite legal to have and yet it is possible with a few hoops jumped through, though they're not really a good reason for people to have an MBT on a new colony or even artillery even if it is possible.5000 Credits
[] Modern Military Surveillance drones: Easy to get and explain as military drones are not only hardy but can provide excellent intelligence on a new world, they just need to be cleared with the proper authorities and money traded hands to be loaded into your jumpships. 1500 Credits (consumes 1 Power)
[] Modern Military Aircraft: Well they are the most advanced and common aircraft it will be kind of hard to explain why a colony would need such things but money has a way of keeping mouths shut especially if you fork out some cash to shift around aircraft meant for mothball and into your fleet. 5000 Credits
[] Civilian Small Arms: If it's on the market and a Civilian can get it you want to fill up your jumpships, especially as it will be good for the defence of the colony from dangerous animals, plus it should help with hunting the local wildlife if there is any. 1000 Credits Per half a bay
[] Outdated Military Vehicle and Equipment Database Vault: So, what if it's only a few decades old military technology has not advanced all that much and while the stuff stored within the vault is not exactly state of the art it should help as a jumping off point and all those schematics of old vehicles is bound to hold something important. 1500 Credits
[] Outdated military Infantry Equipment: A gun is a gun and Kevlar is Kevlar even if it is old and intact and while not as effective as more modern counterparts a round from an Ak-47 can still kill you so there not that bad. (Takes up half a Bay) (10 000 Units worth of Infantry Equipment) 1500 Credits
[] Outdated military light Vehicles: While old and some have a few kinks their still relatively modern and quite usable even if they're not quite the latest in tech but their still tough and reliable most of the time. 2500 Credits
[] Outdated military Heavy Vehicles: You are an ardent collector of relatively old MBT's and even artillery pieces meant for decommissioning, and it is your wish to start up a museum or maybe training camp, what matters is that you get what you need for your colonies future… History collection. 3500 Credits
[] Outdated Military Surveillance drones: Cheap reliable and still a fair bit ahead of open market drones and while they are aging and require a bit more maintained and filled with kinks the old military drones are still ideal for scouting out a new colony and keeping an eye on the local wildlife, even if the quality in surveillance equipment is a little lacking. 500 Credits (consumes 0.5 Power)
[] Outdated Military Aircraft: Old Reliable and rather easy to outfit at a slight cost and while they won't stand to well against modern aircraft without some modernisation, they are quite easy to get, especially to poorer members of the Alliance with which you can make a deal. 3000 Credits
[] Military Factory: Not much different from a standard factory other than many of the tools and machinery within are designed to produce military equipment and vehicles, though rather striped down due to the nature of having to fit into a dropships bay but would be rather easy to expand,4000 Credits (Consumes 2 power)
[] Munitions Factory: A factory geared to ensuring there is plenty munitions for any of your military or para-military groups no matter their needs. 1000 Credits (Consumes 0.5 power)
[] Automated Military Factory: A near fully automated factory geared to making a specific set of gear or vehicle in great numbers and falls under the control of any Terran Alliance Representative on the colony. (Restricted to 1) 8000 Credits (Consumes 3 power)
Military personal(Will not Occupy Bays only effects Military choices and makeup of your colonies personal) (Can Be Taken up to 3 Times in this entire Category)
[] Grants and land rights towards the richer country's military veterans and their families: Focus some of your efforts on drawing in some of the best soldiers trained in the world from wealthy countries focusing your efforts at not only extremely lucrative offers but also excellent tax exemptions and land grants. (Slows down Agriculture projects and Greater decentralisation) 2000 Credits
[] Grants towards well off country's military Veterans and their families: Focus your efforts on gathering the veterans of elite units from more well of countries and while they will not have as extensive training or used to advanced equipment it should be easy to entice them to join the exodus fleet. 1500 Credits
[] Grants towards the poorer countries Military Veterans and their families: Focus your efforts on gathering Veterans from poorer countries whose tactics revolve less around combined arms but rather irregular warfare with easy access to the fleet along with minor grants.1000 Credits
[] Grants to Combat Veterans around the world and their families: Put out a blanket recruitment offer to all military veterans with various levels of pay and highly favourable offers once they are on the colony. 2500 Credits
[] Grants towards the private sector military groups and their families: With many jumpships departing earth for a new frontier there has been major growth in the mercenary market as former soldiers band together to assemble professional and relatively well armed units with which to hire, though the quality of such things is rather circumspect. 2000 Credits (May draw additional Military Equipment and even 1 or 2 jumpships for said equipment.)
Mining Equipment and Metallurgy industry
[] Mining Equipment: Highly advanced tool and equipment meant to be used by skilled operators to find and then mine the minerals from a planet, which should be extremely easy giving the prospective colony worlds are untouched and ready for mining. 1500 Credits (Start with 1 additional basic Mine) (Consumes 0.5 power)
[] Automated Mining Equipment: Slightly more hands free than other mining equipment and while it is faster requires higher level of maintenance to maintain its harvesting rate.2500 Credits (Start with 1 Advanced/Automated Mine) (Consumes 1 power)
[] Steel Factory: A Factory geared to the making of armour and Steel for use in construction and military products. 1000 Credits (Start with a basic materials Factory) (Consumes 0.5 power)
[] Mineral Refinery: Certain Alloys have grown in importance in recent years as they are more used within space craft and more advanced military vehicles and while it is relatively simple to make once the formula is discovered the equipment for such things is not, thankfully it's compact enough to fit into a jumpship. 1500 Credits (Start with a Basic Alloy Foundry) (Consumes 1 power)
[] Advanced Mineral Refinery: High end machinery and equipment ensure fewer waste product and more material produced compared to more standard equipment as well as a higher degree of automation ensuring higher output compared to more standard refineries. 3000 Credits
Energy Equipment and industry
[] Fusion Powerplant: One of the most common if not most expensive forms of energy production to build in modern times and while it is the way of the future getting one compact enough for jumpships is not a small investment but once established is extremely easy to maintain. 4500 Credits (Provides 40 Power)
[] Solar Plant: One of the more common and easy to set up energy plants and while it is far from perfect solar energy is easily the most long-lasting and easy to set up in terms of other electrical production, though it is not as efficient as either Older nuclear or fusion power but requires little maintenance to maintain compared to them. 3000 Credits (Provides 20 Power)
[] Old Nuclear Fission Powerplant: A largely out of date system of producing energy but one that is still worth it for affordable energy production but is rather costly to maintain, especially due to what is used and requires a standing guard of Terran alliance forces to keep such material from been used for other means. 1000 Credits (Provides 25 Power)
[] Solar Panel and Battery Factory: It does not take much to make solar panels or even batteries, especially with how refined it has become though for a true power plant to be built requires a lot of equipment and machinery that is thankfully quite easy to transport. 4000 Credits (Consumes 1 Power)
[] Fusion Generator Factory: To construct Fusion Generators is no small thing and requires specialised equipment to construct and even harder to miniaturise to ensure that it can fit into the bay of a Jumpship for new colonies but once built is well worth the investment. 6000 Credits (Consumes 3 Power)
[] Automated Fusion Generator Factory: Investing in the latest and best of automated machinery for the construction of fusion reactors while expensive ensures that there are fewer risks in their assembly and allows for at least double the assembly speed. 8000 Credits (Consumes 5 Power)
[] Nuclear Powerplant Factory: An old but well-refined process in the construction of nuclear power plant parts is easy and has become an affordable if rather costly to maintain energy source, if you can ignore the fact you have a nuke next to your homes. 500 Credits (Consumes 1 Power)
Space industry
[] Berthing Station: A rather simple orbital station that is designed to hold and maintain starships so that they can keep working and are rather small all things considered making it rather easy to pack them into a jumpship and rather cheaply as it requires little in the way of specialised equipment. 1000 Credits Per bay (Consumes 0.5 Power)
[] Small Space Dock: The Equipment needed to make even small stellar star ships while rather cheap is no small task, especially when it comes to what is needed to house the crews and materials building them, the size of the station rather prohibitive but it can be done especially if it's only meant to make rather small space craft. 2500 Credits takes up space for 2 Bays (Consumes 2 Power)
[] Large Space Dock: To build a fully-fledged dock is not only expensive but large in its own right, Thankfully it is possible to have one premade before departure, though it requires a fair bit more automation and miniaturisation to at least be possible to take in multiple bays without too much issue. 7000 Credits takes up space for 3 Bays (Consumes 4 Power)
[] Fuel Refinery Station: Small Efficient and perfect for setting up in orbit to keep any shuttle or star ship fuelled for traveling the stars and built to make use of any other system wide mining that may occur. 4000 Credits Per Bay (Consumes 2 Power)
[] Ore Refinery Station: Orbital refineries require a fair bit of specialised equipment to deal with zero G all of which can be easily fitted into a bay, but it should prove useful to space bound mining. 3000 Credits Per Bay (Consumes 2 Power)
[] Mining Station: Asteroids are easy to reach and they generally hold plenty of minerals within and while not easy a station dedicated to mining and housing the craft needed can be fitted into a jumpship if stored correctly. Though the Station might be a bit on the small side of things. 2500 Credits Per Bay (Consumes 3 Power)
[] KF Drive Station: The Assembly of Jumpships is not something that is cheap nor is it easy to do, it requires not only a fair bit of skilled labour but rather bulky and hard to maintain equipment as it is new technology and while that is hardly something to stop their production it does mean bring with a fair bit extra spares to ensure the station will continue to run as intended in producing new jumpships..10 000 Credits takes up space for 4 Bays (Consumes 12 Power)
Bolt On Spots: Small External Containers bolted onto a jumpship, they run the risk of been lost in a jump to a new system and can cause a hullbreak on a ship while jumping crippling the jumpship and losing some of it's cargo or personal. (Current Hullbreak DC check is 75 while losing the containers has a DC of 55)
Each Standard jumpship has 3 Bolt on spots that can be used and each one used will lower the DC for a hull break by 5
[] Water Silo (Enough to keep 20 000 People Hydrated for 6 months) Cost 250 Credits
[] Fuel Silo (Enough to fuel an additional 3 Jumps for the jumpship it is attached to.) Cost 400 Credits
[] Food Silo (Enough to feed 50 000 People for 6 months) Cost 250 Credits
[] Star ship Alloys (Enough to construct 2 small system ships) Cost 500 Credits
[] Construction Materials (enough to speed up the construction of 3 Factories) Cost 250 Credits
[] Jumpship Drive Material (Enough for 5 Jumpships) Cost 500 Credits
MC Raising and Career
Now that you've finished with the logistics for this whole operation, you might as well finish off the paperwork for yourself and your own section of the fleet...
[] (gender)
[] (First name)
[] (Family/dynasty name)
[] Origins (nationality)
[] (Ancestral family line - real of fictional [think english kings claiming to be descended from Arthur])
Career path: Choose 1
With that out of the way, might as well summarise your early life. From a child you wanted to be..
-[] (Bonus to Learning Actions) A Scientist: Your family has come from a long line of free and forward thinkers dating back generations and it has become sort of a tradition to at least follow in the steps of your parents and those before you before taking the rains of the family business in some form.
-[] (Bonus to Martial Actions) A Soldier: Your Family has a history of serving your country and have long become accustomed to preparing the next generation to do what it must for their country before taking control of something within the business.
-[] (Bonus to Diplomacy Actions) be a businessman, and how to run companies: You knew little out of normal education as you were taught how to run a business and what it would take to ensure you got the best deal for you and yours when you took the rains of the company or one of it's departments.
Still, when you were old enough you decided you would choose your own path and followed what you thought was the correct path: Choose 1
[] The Path of a Scientist: You followed your gut and used your intellect to explore the latest of theories and sciences to see if you could aid in some new thing during this new age of discovery.
[] The Path of a Soldier: You joined up with your countries military so that you could serve it and did so with distinction before returning to your family after only a single tour of duty. (Choose a sub-category)
-Airforce
-Navy
-Army
[] Doctor: It wasn't exactly what you intended to do as a child (all those white uniforms were scary), but as you grew up and became more worldly, helping others drove you to the path of medicine and biotechnology. While not what your parents expected, its a respectable career none the less.
[] Entrepreneur: Instead of waiting for some form of control you set out to establish your own company and made it thrive in it's short time before you had it folded into the family business and took your rightful place.
-[] An Engineer : Your were taught to work with your hands and how to strip a machine down to it's bare bones before fixing a problem and rebuilding it to work as good as new, something that would allow you to make some moon shine in your later years but also fix a myriad of things.(Choose a sub-category)
-Civilian vehicles
-Terrestrial Military vehicles
-Military Aircraft
-Spacecraft
-Project Designer
[] Do you feel a twinge of nationalism/kinship for your people... -[] Do you bring them along (adopt aesthetic of your core nationality) (same bonuses and cultures as in the previous turn) -[] Let them stay on earth. (no core culture, instead will eventually be a blend of whatever colonists join you)
Fleets Departure Direction (There are reasons for the limits on certain destinations and it will be clear in a few posts and also this is pretty much to determine where you want to be)
[] North
[] North East
[] North North West
[] South
[] West South West
[] East South East
***
This will be open for a few days
As for what the Terran Alliance will attach to your colony well that depends on what you have in your jumpships.
Current Level of Terran Alliance Presence: Lower-Moderate
I suggest that we move towards future Lyrian space and if not then FedSun space. With good technology equipment and Terra animals and plants. And good military and space tech basis.
I suggest that we move towards future Lyrian space and if not then FedSun space. With good technology equipment and Terra animals and plants. And good military and space tech basis.
[] Outdated Military Vehicle and Equipment Database Vault: So, what if it's only a few decades old military technology has not advanced all that much and while the stuff stored within the vault is not exactly state of the art it should help as a jumping off point and all those schematics of old vehicles is bound to hold something important. 1500 Credits
[] Advanced Farming Equipment: Advanced Hydroponic systems along with the most advanced and current farming vehicles and tools to help seed new life on any colony and ensure it has more than enough food for plenty of people. 1000 Credits Per Half a Bay (Enough to set up 2 Modern Basic Farms which will feed a total of 150 000 People and 2 Hydroponics bays to feed another 100 000 People no matter the conditions or environment)
[] Water purification plant: It is a well-established fact that humanity needs water to survive and while many planets have it in some form, no one can really say that it is safe for human consumption so bringing a purification plant might just save the colony from future issues. 1500 Credits (Consumes 1 power)
when deciding on the number of cryobays to take leave some spare housing and food for population growth instead of filling it all up and requiring us to start building farms and houses in year one of the new colony.
Thanks for putting the list together- looking at it fusion generators produce the most power so we probably want [] Automated Fusion Generator Factory also if I had known about the luxury and penal giving budget I might have splurged for more ships. Oh well.
We likely have enough space industry to start as we can build more and have some of all the space (except small dock but we have a large dock instead). We do want a KF drive factory as well to make use of the KF Drive Station
Edit- how do the the current automated factories differ from the specific? Is it more they provide generic industrial production as opposed to specific equipment?
[] Human Gene Banks: While a rather untested and frowned upon technology it is one of the many ways with which the Terran Alliance and other groups have used to send out fleets of colonisation fleets, though the consequences and dangers of space have left many doubting or outright protesting at the use of such things. (Has enough Genetic Material for 200 000 People and Primitive iron Womb's though there may be issues with this approach) 1500 Credits per Bay
[] Multi-storage Gene Banks: While the Gene banks for animals have raised concerns amongst activist groups about foreign animals it is a commonly held belief that a source of Terran animals will be needed for survival should none be present on the new world and since much of the equipment to keep their genetic material safe for the journey is the same other Gene Banks it is possible to take what is needed for a viable human colony. (Holds Genetic material both for humans as well as a section of Animals (80 000 people and Animals for food stock and food staple plants) 2500 Credits per Bay
[] Animal Gene Banks: Not much different from a Human Gene bank and while it seems odd to bring a full bay of Animal Gene's it has been noted to be popular amongst colonists heading for earth like planets. 1500 Credits Per Bay (Free to spread local earth animals on your colony for recreation and as a local food source)
[] Vat Grown Meat Equipment: Often called Fake Meat or Lab Meat it has long since become a standard practice for safe and reliable distribution amongst terra and while there is a certain distaste amongst many Wealthy countries a dedicated lab to grow protein has helped solve starvation amongst poorer regions within Terra even if the meat is not quite right. 2500 Credits Per Bay (2 Meat Factories at colony start which feeds 160 000 People) (Consume 1 Power per factory)
[] Seed Banks : A vast storage unit filled with the various crop seed that one would need to survive on a new world, the variants of many staples within for the best chance at some form of earth crop taking to a new world and providing a new source of food. 1000 credits Per Bay
I'm also tempted by the gene & seed banks. With Vat meat as an option as well for extra food security. Human gene banks for greater genetic diversity amongst colonists.
[] Scientific and Technological Storage vault: A State of the Art and Highly Durable Vault which holds all the knowledge of humanities advancements as well as its more affluent entertainment just because it had the space and no one knew what else to put on there. 4000 Credits Per Bay
We must of course take this along so we don't end up back in the Stone Age in case of personnel loss.