We have a bit of a food surplus already. And, as a bonus, once the solar plant is down, we could perhaps set the panels up elsewhere - say, if Glenshade needs more power to operate grow lamps...
Actually, if you look at the character sheet on the first page, Glenshade has plenty of power and space, just very little manpower. However, there is the possibility of selling the panels to the 504 or just keeping them for space parts or to power later expansions and FOB bases. We could even set a small amount of them up at each rest stop along the rail tunnels.
 
@Academia Nut: We need an option to conduct, or at least prepare for, a conclusive showdown with the 504 with the goal of absorbing them. Now that the Dragonfly heir knows and appears extremely motivated by the reason he may be of use in maneuvering us into a good enough position to convince them to just submit without fighting and convince observers that we had good cause for annexing them.

That would be quite the feat considering you have no idea the extent of their territory, which from their actions and resources have to be at least as large as yours, if not larger since despite taking horrible losses at their Forward Operating Base they reinforced within the year. You don't even know the name of their primary settlement, although you suspect that they have renamed it to Forestry Local 504.

Also, your people are on friendly relations with them, so you would have to spend at least a year running propaganda to convince them that the 504s are bad news or you would likely face a revolt while out attempting to conquer them. That's the primary reason fighting with the 504s and Dragonflies are off the table, your people aren't really up for an offensive fight with them.

I suppose that you could write in to start agitating against the 504s as a diplomatic action.
 
Diplomatic
[X] The Dragonflies won't change if you don't talk to them, so try to open up to them a bit
[X] Integrate the Grave Tenders at Glenshade Manor into your political system, which should also boost the opinion of those in Shattersaw

Now that there are born heirs, it's a fairly good reason to start social contact with the Dragonflies, particularly given Maxwell is now fairly firmly in our corner. Integrating the Grave Tenders will also help both strengthen our position in Shattersaw, and simplify the political situation there over all. This will both make us someone the 504's and Dragonflies can less afford to mess with, and increase our available workforce.

Military
Select up to 3 options
[X] Train Soldiers x3

Simply put, there's nothing else we need and increasing our strength at arms will give us broader options down the road, as well as again, make the Dragonflies and 504 more wary of picking a fight with us. We'll want to gauge their reactions before spending another turn on something like this though; we don't want them to think we're preparing to go aggressive on them.

Economic
[X] Vehicles? - You have the one van, but perhaps you could construct more. It's a simple enough design, and having more might let you make reliable contact with Glenshade Manor, overcoming some of your supply difficulties

There is nothing like strategic speed for gaining supremacy. Being able to move forces in hours rather than days will make all the difference in the world, both on strategic reach, and on defensive responsiveness. Beyond that, it opens up economic/trade possibilities essential to reforming an actual modern economy.

Security

With the laws on the book and an internal spy network set up, Armin is quite pleased with your security situation but he thinks that more could be done. So much more.

Pick up to 2 options
[X] Investigate the Dragonflies - Try to spy on and examine the your new in-laws, learning more about who they really are and what their goals are beyond 'domination'
[X] Examine recovered memory banks - The governor's son's plane had memory banks that you recovered, and decrypting them and restoring the damage may give you information as to why the starbombs fell

Just what happened to 'end the world' is the sort of thing that everyone is going to want to know about, including ourselves. Releasing the information in general will be another way (alongside Sap purification) to develop a positive reputation across the entire planet.

As to investigating the Dragonflies, I'm picking it over the 504's, because while we need both, they, as aristocrats, will be more understanding that 'the game is played in such a way' if we get caught. The 504's, on the other hand, are already disgruntled with us, and may get violent if we get caught.

Once we've got some experience with infiltration networks, and possibly once we're much harder for them to seriously inconvenience, we should take a go at the 504's.

Research
[X] Teaching

We need to think long-term with viable personnel here.

Personal
[X] Game with Maxwell - Continue your nightly games

The importance of this is manifold.

1. Our own mental and emotional health.
2. Maxwell's mental and emotional health. He's been stuck out away from everything he's ever known, and we're his only real ally in all of this.
3. The healthy development of our children. The most influential aspect(s) of a child's development is their parents, both the relationship the parents have with the child, and the relationship the parents have with each other. If we want to raise healthy children, this is critical.
4. Our relationship with the Dragonflies. As said before, this is our prime influence on the future of their internal politics and legal code.
5. Our own faction's internal cultural values. The example that we, as a leader, set for how relationships work, will have a huge influence on how our people behave. Stable families are the building block of a healthy society, and if we want our people to develop such, we need to set an example ourselves.

So, yeah. While I'd like to up our Stewardship skill, this is just so much more important.
 
[X] The Dragonflies won't change if you don't talk to them, so try to open up to them a bit
[X] Integrate the Grave Tenders at Glenshade Manor into your political system, which should also boost the opinion of those in Shattersaw

Military
Select up to 3 options
[X] Train Soldiers - Selecting the better candidates from the militia, train them up to your standards, creating a squad (10) of Soldiers (Light Infantry). REPEATABLE (Repeats are individual votes, label as x2 or x3) Cost: 100C per action
[X] Train Militia - You have open spots and can train more militia to be called up in case of emergency
[X] Jaeger Program - You've got half your forces trained as woodsmen, so perhaps you should rotate them out for your other half to receive training. Cost: 200C

Economic
Select up to 1 option. 2 more options will be selected, but may not be from this list
[x] Decommission solar plant - Take down the panels, freeing up room for future expansion

Security
Pick up to 2 options
[X] Investigate the Dragonflies - Try to spy on and examine the your new in-laws, learning more about who they really are and what their goals are beyond 'domination'
[X] Examine recovered memory banks - The governor's son's plane had memory banks that you recovered, and decrypting them and restoring the damage may give you information as to why the starbombs fell

Research
[X] Teaching

Personal
[X] Game with Maxwell - Continue your nightly games
 
Last edited:
[x] The Dragonflies won't change if you don't talk to them, so try to open up to them a bit
[x] Integrate the Grave Tenders at Glenshade Manor into your political system, which should also boost the opinion of those in Shattersaw
I don't think the 504s have both ability and inclination to make trouble at the moment, so let's focus on pulling the other groups into closer alliance with us. In a few years, when we have more intel on them and stronger alliances with others, we should be able to deal with the 504s on much more favorable terms.

[x] Train Soldiers - Selecting the better candidates from the militia, train them up to your standards, creating a squad (10) of Soldiers (Light Infantry).
[x] Train Soldiers - Selecting the better candidates from the militia, train them up to your standards, creating a squad (10) of Soldiers (Light Infantry). x2
[x] Train Soldiers - Selecting the better candidates from the militia, train them up to your standards, creating a squad (10) of Soldiers (Light Infantry). x3
Our military is the single greatest advantage that we have over others. We are better trained, better equipped, and better led. We must both maintain and expand that advantage. More than that, with more troops comes a greater ability to project power- we can't hold anywhere without some of our highly trained boots on the ground. Get us some more boots. We have some militia already and they're only relevant when our regulars aren't enough, and now that we have some units with forestry abilities that's in our arsenal- it doesn't have to be a universal part of our forces right now.

[x] Decommission solar plant - Take down the panels, freeing up room for future expansion
This is essential. We need the hospital ASAP, and it's not going to happen without space. The 5% growth alone is utterly priceless, and the other benefits- including things like keeping our sickly daughter alive- just make it more important. Other useful options also open up with the solar plant decommissioned.

[x] Investigate the Dragonflies - Try to spy on and examine the your new in-laws, learning more about who they really are and what their goals are beyond 'domination'
[x] Investigate the 504s - Try to spy on and examine the 504s, learning more about who they really are and what they actually want
We need intel on our neighbors. Everything else can wait.

[x] Teaching
We need more academics.

[x] Game with Maxwell - Continue your nightly games
Almost all the stuff we learn from our Dragonflies intel action will probably be stuff that Maxwell could tell us in a very informative afternoon if he felt like it. It would be nice to make him feel like it.

That would be quite the feat considering you have no idea the extent of their territory, which from their actions and resources have to be at least as large as yours, if not larger since despite taking horrible losses at their Forward Operating Base they reinforced within the year. You don't even know the name of their primary settlement, although you suspect that they have renamed it to Forestry Local 504.

Also, your people are on friendly relations with them, so you would have to spend at least a year running propaganda to convince them that the 504s are bad news or you would likely face a revolt while out attempting to conquer them. That's the primary reason fighting with the 504s and Dragonflies are off the table, your people aren't really up for an offensive fight with them.
How do we have enough friendly relations with them that our people would care so much that they'd revolt if we invaded, yet we haven't had enough contact with them to absorb basic information like the name of their home settlement through basic interaction? When do our people have enough positive interaction with their people to form emotional bonds that make them care about the 504s?

I don't mean this as a criticism of the GM declarations here but rather a request for detail; it seems to me that our populations are very isolated from one another- we don't have easy or safe travel between settlements, and we don't have large amounts of rapid communication. We don't import critical resources that they're producing for us, or even as far as I know allow their traders or representatives to visit our home settlement. Even our workers don't generally work side by side with theirs in Shattersaw, based upon the story posts. Where are these strongly positive opinions amongst the general population coming from- or are our people just against forcible expansion in general? What kind of interactions do we actually have that we can send spies (or "investigate")?

And as far as not knowing where they're from, don't we have a map of the prewar layout of rail lines and population centers that we can use to know what settlements are around and could be potential locations for others to live, even if we have no idea of their current state? Just knowing that and what rail line the 504s use to come and go to their Shattersaw holdings- should give us a good idea of what holdings they either have or might have, how big those settlements were, and even generally what significant stuff was there. We have good information on the pre-apocalypse state of the world, and how things look today remains strongly based upon that.
 
Last edited:
Diplomacy
[X] The Dragonflies won't change if you don't talk to them, so try to open up to them a bit
[X] Hold a 'constitutional conference' to formalize politics ~10% chance of Petition for Redress if not addressed this turn

Military
[X] Train Soldiers - Selecting the better candidates from the militia, train them up to your standards, creating a squad (10) of Soldiers (Light Infantry). REPEATABLE (Repeats are individual votes, label as x2 or x3) Cost: 100C per action
[X] Train Soldiers - Selecting the better candidates from the militia, train them up to your standards, creating a squad (10) of Soldiers (Light Infantry). x2
[X] Jaeger Program - You've got half your forces trained as woodsmen, so perhaps you should rotate them out for your other half to receive training. Cost: 200C

Economic
[X] Vehicles? - You have the one van, but perhaps you could construct more. It's a simple enough design, and having more might let you make reliable contact with Glenshade Manor, overcoming some of your supply difficulties

Security
[X] Investigate the Dragonflies - Try to spy on and examine the your new in-laws, learning more about who they really are and what their goals are beyond 'domination'
[X] Examine recovered memory banks - The governor's son's plane had memory banks that you recovered, and decrypting them and restoring the damage may give you information as to why the starbombs fell

Research
[X] Teaching

Personal
[X] Game with Maxwell - Continue your nightly games
 
[X] Integrate the Grave Tenders at Glenshade Manor into your political system, which should also boost the opinion of those in Shattersaw
[X] Hold a 'constitutional conference' to formalize politics ~10% chance of Petition for Redress if not addressed this turn

The political formalization can't wait any longer, so let's do that, and rope in the Grave Tenders on a permanent basis at the same time.

[X] Jaeger Program - You've got half your forces trained as woodsmen, so perhaps you should rotate them out for your other half to receive training. Cost: 200C
[X] Train Militia - You have open spots and can train more militia to be called up in case of emergency
[X] Train Militia x2 - The last year proved on both sides that mere numbers are not everything and discipline and morale are key factors. You won't just train them, but you will drill them up to your standards so that they will be just as effective as your more veteran troops Req. Train Militia

Improve overall quality first. We can do the subjugation next turn.

[X] Vehicles? - You have the one van, but perhaps you could construct more. It's a simple enough design, and having more might let you make reliable contact with Glenshade Manor, overcoming some of your supply difficulties

We'd need more vehicles if we're to do the anything over at Amethyst Gardens.


[X] Investigate the Dragonflies - Try to spy on and examine the your new in-laws, learning more about who they really are and what their goals are beyond 'domination'
[X] Investigate the 504s - Try to spy on and examine the 504s, learning more about who they really are and what they actually want

We need to know them in details before the political conference so we can make a mutually acceptable understanding.

[X] Teaching
Keep working on preserving knowledge.

[X] Game with Maxwell - Continue your nightly games
Keep building a rapport.
 
Diplomacy
[X] The Dragonflies won't change if you don't talk to them, so try to open up to them a bit
[X] Hold a 'constitutional conference' to formalize politics ~10% chance of Petition for Redress if not addressed this turn

Military
[X] Train Soldiers - Selecting the better candidates from the militia, train them up to your standards, creating a squad (10) of Soldiers (Light Infantry). REPEATABLE (Repeats are individual votes, label as x2 or x3) Cost: 100C per action
[X] Train Militia - You have open spots and can train more militia to be called up in case of emergency
[X] Jaeger Program - You've got half your forces trained as woodsmen, so perhaps you should rotate them out for your other half to receive training. Cost: 200C

Economic
[x] Decommission solar plant - Take down the panels, freeing up room for future expansion

Security
[X] Investigate the Dragonflies - Try to spy on and examine the your new in-laws, learning more about who they really are and what their goals are beyond 'domination'
[X] Examine recovered memory banks - The governor's son's plane had memory banks that you recovered, and decrypting them and restoring the damage may give you information as to why the starbombs fell

Research
[X] Teaching

Personal
[X] Relax - Try to find something else to do to occupy your downtime
 
Last edited:
How do we have enough friendly relations with them that our people would care so much that they'd revolt if we invaded, yet we haven't had enough contact with them to absorb basic information like the name of their home settlement through basic interaction? When do our people have enough positive interaction with their people to form emotional bonds that make them care about the 504s?

I don't mean this as a criticism of the GM declarations here but rather a request for detail; it seems to me that our populations are very isolated from one another- we don't have easy or safe travel between settlements, and we don't have large amounts of rapid communication. We don't import critical resources that they're producing for us, or even as far as I know allow their traders or representatives to visit our home settlement. Even our workers don't generally work side by side with theirs in Shattersaw, based upon the story posts. Where are these strongly positive opinions amongst the general population coming from- or are our people just against forcible expansion in general? What kind of interactions do we actually have that we can send spies (or "investigate")?

And as far as not knowing where they're from, don't we have a map of the prewar layout of rail lines and population centers that we can use to know what settlements are around and could be potential locations for others to live, even if we have no idea of their current state? Just knowing that and what rail line the 504s use to come and go to their Shattersaw holdings- should give us a good idea of what holdings they either have or might have, how big those settlements were, and even generally what significant stuff was there. We have good information on the pre-apocalypse state of the world, and how things look today remains strongly based upon that.

Fair enough request. A fair bit of it is that I've only needed half an explanation so far, and another bit is that you haven't had it come up yet by choosing not to investigate them.

Okay, the biggest point of contact between your population and the 504s are your with your military forces, which you can already see where the trouble is brewing when I put it like that. More specifically, you had for several years a joint guard relationship with them for watching over the hydroponic farms in Shattersaw, and you rotated your militia forces on the garrison duty so there's a good 400 labourers who have had positive interactions with them. Then you've got the Grave Tenders immigrants to Glenshade Manor who were often fed by the food the 504s donated to them, and you have been more extensively trading with them lately. A huge percentage of your population has a positive opinion of them through either primary or secondary interactions.

As for their exact location, you are pretty sure that their origin point is what is basically a fortified Logging Camp called Lesser Aurorasaw, but there is a strong chance that they have either migrated to, taken over, or integrated a nearby settlement called Canopy Pinnacle, and a decent chance of a political integration of another settlement called Garden Terrace, both of which are much easier to get to from Aurorasaw than Glenshade Manor is from Greengraft, although that region is also more distant from Shattersaw than Greengraft. You don't know where their political centre or highest population concentration is, especially since it sounds like they have been renaming things.

As for sending spies, the easiest way would be to slip an informant in with one of the caravans they have that takes food back to their settlement(s), which is much easier now that you have a surplus and are trading with them. There would also be asking question in an actual directed manner rather than just trying to absorb via osmosis.
 
Diplomacy
Select up to 2 options
[X] Continue building a rapport with the 504s
[X] The Dragonflies won't change if you don't talk to them, so try to open up to them a bit

Military
Select up to 3 options
[X] Train Soldiers - Selecting the better candidates from the militia, train them up to your standards, creating a squad (10) of Soldiers (Light Infantry). REPEATABLE (Repeats are individual votes, label as x2 or x3) Cost: 100C per action
[X] Subjugate Raiders (2 actions) - This is going to be tough. Winning the battles is going to be easy, but holding them down and keeping their civilian population under control is going to be much, much more difficult, especially since you will be at the very end of your supply lines. Worse yet, you will have to strip away most of your garrison troops and have them be away for months, which could easily let the 504s or Dragonflies get ideas, which would be a disaster to return to. Cost: 400C WARNING: If you do not spend diplomatic actions to contact the 504s and/or Dragonflies the excluded parties are likely to attack each other while you are away

Economic

Select up to 1 option. 2 more options will be selected, but may not be from this list
[X] Vehicles? - You have the one van, but perhaps you could construct more. It's a simple enough design, and having more might let you make reliable contact with Glenshade Manor, overcoming some of your supply difficulties

Security
Pick up to 2 options
[X] Investigate the Dragonflies - Try to spy on and examine the your new in-laws, learning more about who they really are and what their goals are beyond 'domination'
[X] Investigate the 504s - Try to spy on and examine the 504s, learning more about who they really are and what they actually want


Research
Research goes well, with the only major question being how you will assign the research institute this year.

[X] Teaching

Personal
[X] Game with Maxwell - Continue your nightly games




Lets fuck up raiders now before they raid some more and kill off more people. Get both of the two 'allies' up with us and have ourselves a extra squad. Bump up Vehicles so we can run the campaign a bit better and have some investigation into what their issues with one another and ourselves are so next year we can work on them and try to smooth over the whole issue.
 
[X] The Dragonflies won't change if you don't talk to them, so try to open up to them a bit
[X] Integrate the Grave Tenders at Glenshade Manor into your political system, which should also boost the opinion of those in Shattersaw
[X] Train Militia - You have open spots and can train more militia to be called up in case of emergency
[X] Train Militia x2 - The last year proved on both sides that mere numbers are not everything and discipline and morale are key factors. You won't just train them, but you will drill them up to your standards so that they will be just as effective as your more veteran troops Req. Train Militia
[X] Jaeger Program - You've got half your forces trained as woodsmen, so perhaps you should rotate them out for your other half to receive training. Cost: 200C
[X] Vehicles? - You have the one van, but perhaps you could construct more. It's a simple enough design, and having more might let you make reliable contact with Glenshade Manor, overcoming some of your supply difficulties
[X] Investigate the Dragonflies - Try to spy on and examine the your new in-laws, learning more about who they really are and what their goals are beyond 'domination'
[X] Investigate the 504s - Try to spy on and examine the 504s, learning more about who they really are and what they actually want
[X] Primary - Backup Fusion Reactor
[X] Game with Maxwell - Continue your nightly games
 
Diplomatic
[X] The Dragonflies won't change if you don't talk to them, so try to open up to them a bit
[X] Integrate the Grave Tenders at Glenshade Manor into your political system, which should also boost the opinion of those in Shattersaw

Military
[X] Train Soldiers - Selecting the better candidates from the militia, train them up to your standards, creating a squad (10) of Soldiers (Light Infantry).
[X] Train Militia - You have open spots and can train more militia to be called up in case of emergency
[X] Train Militia x2 - The last year proved on both sides that mere numbers are not everything and discipline and morale are key factors. You won't just train them, but you will drill them up to your standards so that they will be just as effective as your more veteran troops Req. Train Militia

Economic
[X] Vehicles? - You have the one van, but perhaps you could construct more. It's a simple enough design, and having more might let you make reliable contact with Glenshade Manor, overcoming some of your supply difficulties

Security

[X] Investigate the Dragonflies - Try to spy on and examine the your new in-laws, learning more about who they really are and what their goals are beyond 'domination'
[X] Examine recovered memory banks - The governor's son's plane had memory banks that you recovered, and decrypting them and restoring the damage may give you information as to why the starbombs fell

Research
[X] Teaching

Personal
[X] Game with Maxwell - Continue your nightly games
 
[X] Lordsfire

He got it right here.
Also, why did anyone not vote teaching? We were clearly warned about attrition in our academics. This is a huge problem and we can't let it slide.
 
Diplomacy
[X] The Dragonflies won't change if you don't talk to them, so try to open up to them a bit
[X] Hold a 'constitutional conference' to formalize politics ~10% chance of Petition for Redress if not addressed this turn

Military
Select up to 3 options
[X] Train Soldiers x3

Economic
[X] Vehicles? - You have the one van, but perhaps you could construct more. It's a simple enough design, and having more might let you make reliable contact with Glenshade Manor, overcoming some of your supply difficulties

Security
[X] Investigate the Dragonflies - Try to spy on and examine the your new in-laws, learning more about who they really are and what their goals are beyond 'domination'
[X] Examine recovered memory banks - The governor's son's plane had memory banks that you recovered, and decrypting them and restoring the damage may give you information as to why the starbombs fell

Research
[X] Teaching

Personal
[X] Game with Maxwell - Continue your nightly games
 
Diplomacy
[x] The Dragonflies won't change if you don't talk to them, so try to open up to them a bit
[x] Integrate the Grave Tenders at Glenshade Manor into your political system, which should also boost the opinion of those in Shattersaw

Military
[x] Train Soldiers x3 - Selecting the better candidates from the militia, train them up to your standards, creating a squad (10) of Soldiers (Light Infantry). REPEATABLE (Repeats are individual votes, label as x2 or x3) Cost: 100C per action

Economic
[x] Decommission solar plant - Take down the panels, freeing up room for future expansion

Security
[x] Investigate the 504s - Try to spy on and examine the 504s, learning more about who they really are and what they actually want
[x] Examine recovered memory banks - The governor's son's plane had memory banks that you recovered, and decrypting them and restoring the damage may give you information as to why the starbombs fell

Research
[x] Teaching

Personal
[x] Game with Maxwell - Continue your nightly games



Reasoning

Diplomacy:
Building ties with the Dragonflies should allow us to influence them for the better, and potentially absorb them in the future, greatly increasing our available manpower and resources, without a single shot fired. And integrating Glenshade Manor into our political system will do the same, in addition to increasing our standing amongst the neutral faction in Shattersaw.
The political reforms will, unfortunately have to wait a turn.

Military:
We don't really need anything here as such, at the moment, but the Soldiers are more potent and also more flexible than the Militia, as we can use them without compromising our workforce.

Economic:
I *know* that vehicles appear highly desirable to everyone, but please remember our main priority; preserving our scientific and engineering knowledge. For that, we need a dedicated Teaching Facility, to allow us to use our existing Multi-Purpose Facility for research. This means decomissioning the solar plants this turn, and then building a school in the freed-up space next turn. Vehicles can come after that; they're of no use to us if we forget how to build or maintain them.
Furthermore, there's a chance that the option might be taken by the civilian economic actions. And while the same also applies to decomissioning the solar plants, as I said, the plants and school have a higher strategic priority overall, and as such are something we should *definitely* do, rather than merely gamble on that it *might* be done for us.

Security:
Examining the memory banks might provide us with any sorts of interesting knowledge and information, particularly given it's connection with the planetary government. If there are any secret bunkers or military installations in the area, for example, they could come in very handy. If not, simply having an idea of what happened would still be quite valueable, as it could give us knowledge of what we need to be cautious about.
As for investigating the 504s, it's either them or the Dragonflies, and with the Dragonflies we're already undertaking diplomatic efforts.

Research:
We still require additional Academics, so we can properly staff a Teaching Facility once it's built, or for setting up a pre-War hospital. Hence, teaching.

Personal:
Spending more time with our character's husband should further help to stabilize and improve the relationship, which in my mind can only be beneficial in the long run.
 
[X] The Dragonflies won't change if you don't talk to them, so try to open up to them a bit
[X] Integrate the Grave Tenders at Glenshade Manor into your political system, which should also boost the opinion of those in Shattersaw

[X] Train Soldiers - Selecting the better candidates from the militia, train them up to your standards, creating a squad (10) of Soldiers (Light Infantry). REPEATABLE (Repeats are individual votes, label as x2 or x3) Cost: 100C per action
[X] Train Militia - You have open spots and can train more militia to be called up in case of emergency
[X] Jaeger Program - You've got half your forces trained as woodsmen, so perhaps you should rotate them out for your other half to receive training. Cost: 200C

[X] Decommission solar plant - Take down the panels, freeing up room for future expansion

[X] Investigate the 504s - Try to spy on and examine the 504s, learning more about who they really are and what they actually want
[X] Examine recovered memory banks - The governor's son's plane had memory banks that you recovered, and decrypting them and restoring the damage may give you information as to why the starbombs fell

[X] Primary - Backup Fusion Reactor

[X] Game with Maxwell - Continue your nightly games
 
Diplomacy
[x] The Dragonflies won't change if you don't talk to them, so try to open up to them a bit
[x] Integrate the Grave Tenders at Glenshade Manor into your political system, which should also boost the opinion of those in Shattersaw

Military
[x] Train Soldiers x3 - Selecting the better candidates from the militia, train them up to your standards, creating a squad (10) of Soldiers (Light Infantry). REPEATABLE (Repeats are individual votes, label as x2 or x3) Cost: 100C per action

Economic
[x] Decommission solar plant - Take down the panels, freeing up room for future expansion

Security
[x] Investigate the 504s - Try to spy on and examine the 504s, learning more about who they really are and what they actually want
[x] Examine recovered memory banks - The governor's son's plane had memory banks that you recovered, and decrypting them and restoring the damage may give you information as to why the starbombs fell

Research
[x] Teaching

Personal
[x] Game with Maxwell - Continue your nightly games
 
Diplomacy
[X] Integrate the Grave Tenders at Glenshade Manor into your political system, which should also boost the opinion of those in Shattersaw
[X] Hold a 'constitutional conference' to formalize politics ~10% chance of Petition for Redress if not addressed this turn

Military
[X] Jaeger Program - You've got half your forces trained as woodsmen, so perhaps you should rotate them out for your other half to receive training. Cost: 200C
[X] Train Militia - You have open spots and can train more militia to be called up in case of emergency
[X] Train Militia x2 - The last year proved on both sides that mere numbers are not everything and discipline and morale are key factors. You won't just train them, but you will drill them up to your standards so that they will be just as effective as your more veteran troops Req. Train Militia

Economic
[X] Vehicles? - You have the one van, but perhaps you could construct more. It's a simple enough design, and having more might let you make reliable contact with Glenshade Manor, overcoming some of your supply difficulties

Security
[X] Investigate the Dragonflies - Try to spy on and examine the your new in-laws, learning more about who they really are and what their goals are beyond 'domination'
[X] Examine recovered memory banks - The governor's son's plane had memory banks that you recovered, and decrypting them and restoring the damage may give you information as to why the starbombs fell

Research
[X] Teaching

Personal
[X] Game with Maxwell - Continue your nightly games
 
Diplomacy
[X] Integrate the Grave Tenders at Glenshade Manor into your political system, which should also boost the opinion of those in Shattersaw
[X] Hold a 'constitutional conference' to formalize politics ~10% chance of Petition for Redress if not addressed this turn

Military
[X] Jaeger Program - You've got half your forces trained as woodsmen, so perhaps you should rotate them out for your other half to receive training. Cost: 200C
[X] Train Militia - You have open spots and can train more militia to be called up in case of emergency
[X] Train Militia x2 - The last year proved on both sides that mere numbers are not everything and discipline and morale are key factors. You won't just train them, but you will drill them up to your standards so that they will be just as effective as your more veteran troops Req. Train Militia

Economic
[X] Vehicles? - You have the one van, but perhaps you could construct more. It's a simple enough design, and having more might let you make reliable contact with Glenshade Manor, overcoming some of your supply difficulties

Security
[X] Investigate the Dragonflies - Try to spy on and examine the your new in-laws, learning more about who they really are and what their goals are beyond 'domination'
[X] Examine recovered memory banks - The governor's son's plane had memory banks that you recovered, and decrypting them and restoring the damage may give you information as to why the starbombs fell

Research
[X] Teaching

Personal
[X] Game with Maxwell - Continue your nightly games
 
Is there a reason why people are clamoring for the vehicles?

As it is we have enough transport but any possible construction or new industry will be greatly limited by the fact that we have no room in our main complex.
 
Is there a reason why people are clamoring for the vehicles?

As it is we have enough transport but any possible construction or new industry will be greatly limited by the fact that we have no room in our main complex.
This. Not to mention that our main strategic priority remains to secure our technological knowledge and skill, which means building schools ASAP, so we can use the Research Facility for actual research.
 
Is there a reason why people are clamoring for the vehicles?

As it is we have enough transport but any possible construction or new industry will be greatly limited by the fact that we have no room in our main complex.
Long distance operations like Amethyst Gardens is dramatically limited by lack of transportation, which prevents us from exploiting other settlements effectively when we're having trouble lugging both gear and loot.
 
[x] The Dragonflies won't change if you don't talk to them, so try to open up to them a bit
[x] Integrate the Grave Tenders at Glenshade Manor into your political system, which should also boost the opinion of those in Shattersaw

[x] Jaeger Program - You've got half your forces trained as woodsmen, so perhaps you should rotate them out for your other half to receive training. Cost: 200C
[x] Train Soldiers - Selecting the better candidates from the militia, train them up to your standards, creating a squad (10) of Soldiers (Light Infantry). REPEATABLE (Repeats are individual votes, label as x2 or x3) Cost: 100C per action
[x] Train Militia - You have open spots and can train more militia to be called up in case of emergency

[x] Decommission solar plant - Take down the panels, freeing up room for future expansion

[x] Secret Police - Armin suggests that the internal network of monitoring could be given an expanded purview to enforcement. WARNING: Decreases happines, with greater effects the greater the level of democracy and democracy desire
[x] Examine recovered memory banks - The governor's son's plane had memory banks that you recovered, and decrypting them and restoring the damage may give you information as to why the starbombs fell

[x] Teaching
 
Back
Top