I would add them in case of failure but... I want to add another vote for the plan:
[X] Find something to plant: The idea of planting crops was a good one and is definitely something to explore. Unfortunately, there is no seed stock available to plant anything at the moment. Look through the Agricultural building on the campus Earthside and maybe scrounge around some of the nurseries or other plant stores to get seeds for future planting. DC 40, costs 1 portal
- [X] Build Portals: Convince the original group that more Portals are needed and should be built. They are perfectly willing to build new portals as it would expand the number of available options for the future and are willing to make more than 1 if given the chance. DC 50
- [X] Follow up on rumors, transportation: There has been little to no new information on Earthside aside from the information from survivors. One of the people saved during the initial evacuation mentions that he was a motocross enthusiast on Earth and his house is filled with motorbikes and tools to work on and repair them. Maybe you could check out whether his stuff is still usable? DC 30
- [X] Create an Engineering area: The Engineers have been pressuring the idea group for an area that they can call their own and work in. Allow them to develop the area left over for Engineering new parts and housing what machinery exists in the camp. (Provides a bonus for certain actions in the future. Stores/maintains all tech currently in camp.) DC 50
- [X] Build a Warehouse Area: The Inventory is all sorted and everything discovered but it is all stored in various metal sheds right now. With the influx of material from the Military base, there comes a need for a more centralized location to store everything. Build a group of warehouses to store the materials in an ordered fashion and make room for more stuff to be added to the stockpile. (A central location allows for more stuff to be stored) DC 50
- [X] Build next-tier housing: There were quite a few prefab metal sheds in the inventory. While not enough to provide better housing to everyone, you could set some of these up in place of the tents to allow for a more concentrated population and greater happiness for those in the sheds. (+1 camp slot due to people consolidating into less space due to better quality metal sheds instead of tents.) DC 40
- [X] The Road to Omaha, part 1: The rain over the past week has made the need for roads evident to everyone in the camp. Set up some roads in the camp to better increase the flow of traffic and allow for faster future expansion. This could also start building a path towards Omaha in Outland, allowing for further evacuation efforts. (Roads are built in the camp. Starts efforts to build roads onwards to Omaha.) DC 15
-[X] Find something to plant: The idea of planting crops was a good one and is definitely something to explore. Unfortunately, there is no seed stock available to plant anything at the moment. Look through the Agricultural building on the campus Earthside and maybe scrounge around some of the nurseries or other plant stores to get seeds for future planting. DC 40, costs 1 portal
"So this is yet another week of ups and downs," says Richard to the leadership group. "I would wonder if this was a problem with the camp as a whole, but everything that failed was due more to accident than anything malicious from what I could tell. Let's go over everything again and see if we can find any patterns of failure." As he says this, Bill rolls out a long piece of paper where the camp has been drawn out. "Also, let's have a round of applause for the camp mao drawn out by some of the art students. It gives us something to work on and a place to visually help with explanations." There is some polite clapping at that and several of the students blush, having worked on the map. "Let's start with the things that didn't go well. Bill, why don't you start us off with the efforts for the Warehouse as you're calling it."
[X] Build a Warehouse Area: DC 50
Roll=17+5(Morale I)=22
"Well, it's more like a group of warehouses to put everything, seeing as we're lacking certain…" Bill trails off at seeing Richard's flat look. "And, you don't care. Fine, moving on then. Things looked like they were going well for a while as we were getting everything out of their boxes and sorting it into piles to pull from later. Unfortunately, it seemed like several of the people in the sorting group had different ideas about what pieces go in which pile." That gets some laughs at the supposed hilarity of the situation. "We didn't notice this until near the end of the process and while we managed to get everything back to where it belongs, we weren't able to get started, let alone finish." There is still laughing at the potential antics that went on but those are stifled when Richard speaks up. "Keep a closer eye on them next time, Bill. I know it was likely funny when you found out but all that potential work was wasted." "Not completely my fault, Richard. I was working on helping to build the roads in camp as well." Richard ignores Bill and looks down at his sheet, saying "Alright, we can over either the housing or Engineering stuff next. Who wants to go first?" There is a silence and then a sigh as someone from the crowd starts speaking. "I can talk about the issue with the housing." "Excellent! Thank you, miss…" Richard trails off, fishing for a name. "my name is Julie," says the young woman. "Thank you, Julie. Go ahead."
(Failure. A miscommunication caused the pieces for the various warehouses to be sorted improperly and not noticed until the building was about to start, delaying the building as everything was sorted out.)
[X] Build next-tier housing: DC 40
Roll=27+5(Morale I)=32
"So from what I understood, the problem with the sheds is that while we were able to put up a couple of them over the week, we weren't able to get them all up." Richard's eyebrow raises and he asks "And why is that." "The people who were going to be moving into the sheds managed to convince us to help them set up their bunk beds and stuff, even though we were supposed to be building sheds. They were just so convincing, and the results turned out looking so good." Julie is pouting at not finishing what she obviously sees as her 'Job' for the camp. Richard is grinning a little as he says "That sounds similar to what happened to Bill, only at least you got something done." "Hey!" shouts Bill to some laughter from the group. "Alright, now the Engineering area. What happened there?"
(Partially complete. DC reduced to 30)
[X] Create an Engineering area: DC 50
Roll=37+5(Morale I)=42
"We had the same thing happen to us as what happened to Julie by the sound of it," says Matt. "We managed to put up a couple of sheds and started to build stuff in them to make the area into an engineering area, but we had a small accident that took priority." "What happened?" asks Richard as he turns to Matt, noticing a figure behind him. "And why are you here Kevin? I thought you wanted no part in making decisions, wanting instead to work on stuff with the portals?" The figure who steps forward flinchingly is a stereotypical nerd. He looks like he will wilt at the slightest bit of pressure and, noticeably, carries a tablet with him. "I normally wouldn't, but the problem happened to me," replies Kevin as he looks down at his tablet. "Hey, why does he get a tablet when the rest of us get notepads?" someone asks from the crowd. Richard starts to talk quickly before things can go too far. "Kevin here is the one who developed the math behind the portals. He is the one who showed that it could work and is likely the only one who could improve the math or make it more efficient in the future." "He's likely the only one who truly understands it as well," says Bill, adding to Richard's explanation That gets nods and verbal agreement from just about everyone, except the guy who spoke up. He still looks slightly mad.
(Partially complete. DC reduced to 40)
[X] Build Portals: DC 50
Roll=13+5(Morale I)=18
"Well go ahead and explain, Kevin," says Richard when he turns back to look at Kevin. Kevin visibly composes himself for a bit and then speaks. "I was working on making another portal now that we had an area to make them in and not on the ground. I decided to work in one of the buildings that had been constructed and had managed to finish making the basics for another portal before I realized that I needed several more parts to finish and test the new portal. I went to the door and tried to open it and it was locked. It wouldn't open from the inside and when I looked at the door, I saw that the hinges on one of the doors looked broken, not allowing me to open the door. I admit that I went into something of a panic at that." Kevin is looking flustered by this point and Matt takes over. "The first I heard of the problem was when a pounding on the door sounded from the shed Kevin was in and saw that the door was out of the frame, with Kevin there holding some parts off of a portal device. I still don't know what…" Kevin butts in at that and says "I ended up taking apart the portal device to use some parts to push out the pins for the doors." Richard is by now holding his eyes, trying to stave off a stress headache. After a while, he groans out "Are the parts still usable?" Kevin considers that for a moment and replies "Yes, but they will need to be bent back into proper position." "The door will need the same thing, Kevin accidentally bent the hinges a bit when escaping," pipes in Matt. "Wonderful," sighs Richard. He looks at the notes and brightens up slightly. "At least we're done with the bad parts from the week. How did the ventures…" "Expeditions!" calls out Bill. "What?" replies Richard, nonplussed. "Going back to Earth is an expedition, not a venture. Venture makes it sound too corporate for my taste." "Fine. How did the expeditions back to Earth go?" says Richard before turning to Bill and asking "Happy now Bill?" Bill simply smiles.
(Failure. Kevin has a panic attack when trying to build the portal and accidentally gets locked into a shed. He ends up breaking the portal device to use parts to escape. Parts able to be fixed by established area by next turn.)
[X] Follow up on rumors, transportation: DC 30
Roll=4+95+10(Basic Information, Earth)+5(Morale I)=114(Artificial critical success)(Murphy loves you guys, I swear)
"Things went well on that end," replies Corporal Chavez. "We went with the civilian to his home and were at first disheartened when the house was covered in ash and part of it collapsed. Upon further inspection, the collapsed part was simply the living portion of the home and the garage was still intact, but buried under the ash." The corporal takes a drink of water and then continues. "When the ash was finally cleared and we were able to get into the garage, we found the place loaded with motorbikes, parts, tools, and other things to facilitate the use of the machines. We also found a partially disassembled ATV on a trailer in the back of the garage area. We managed to bring everything back to Outland with little trouble and while the civilian is happy to have his passion back, he mourned the loss of his family home." There is silence for a moment as people continue to process the report made by the corporal and then Richard speaks up. "Well, that should help us quite a bit going into the future. What about the effort to gain some seed stock from the college or nurseries or farm stores?"
(4 whole dirtbikes, 3 dirtbikes disassembled into various pieces, 1 mostly disassembled ATV, replacement parts for bikes, miscellaneous bike-related stuff (oils, greases, etc). +10 bonus to scouting-type projects. Option added to build an offroad vehicle workshop. Option added to establish a dirt bike scouting force. additional options added after certain conditions are met)
[X] Find something to plant: DC 40
Roll=37+10(Basic Information, Earth)+5(Morale I)=52
"We did manage to find a good selection of seeds, though it came mostly from the college and a farm supply store that had some seeds in their back rooms." replies the Corporal. "We managed to get a good selection of seeds that should allow for crops to be planted almost year-round, though there was little in the way of actual plants. The weeks without water and sunlight killed almost everything and we didn't think you would want the sickly plants that survived. We will probably find more stuff as we get far enough away from the evacuation area, but everything looked pretty dead Earthside." There is a little silence from the group as the memory of a green Earth slowly fades from the minds of everyone. "At least we can get started on planting food, even if it is something we're going to have to watch closely," replies Richard. Richard looks down at his notes for a final time and smiles openly. "And finally, though it needs little in the way of explanation," says Richard as he points at one of the roads that now moves through the camp. "How did the efforts with the roads go?"
[X] The Road to Omaha, part 1: DC 15
Roll=80+10(Basic Information, Outland)+5(Morale I)=95(Artificial Crit)
"Progress was amazing over the course of the week. We managed to make roads in the camp and got a group of engineering students involved so that the roads will be built in the best possible manner," Says Bill as he looks over his notes. "We also managed to get a system in place so that we can add more roads at our leisure when the camp expands." "And what about the efforts on working towards Omaha, any word on that?" asks Richard. "Not as much progress on that front. Without a scouting trip to see how things look further out we can only guess, but things are moving along as it stands," replies Bill. "We have a good idea of where we need to go in general, but it looks like the direct path passes through the forest. We made the road move out towards the general area, but we need to clear some of the forests in the direction we need to go." Richard slumps back into his chair as the group murmur, with both Lieutenant Collins and Corporal Chavez frowning. "Establishing a path through the forest will be a major issue," says the Lieutenant. "The group that will be cutting down the trees will need to be constantly guarded against potential attacks by predators looking for a quick meal." "We could use the wood though," says Matt, with a thoughtful expression. "Cut wood could be used to build houses in the future or for other things as well. We'd need a lumber yard of some sort to make it viable but we should add the option." There are appreciative looks from everyone around the table at the idea of wooden houses. "That's something to put on the books, even if it would take longer to see results," says Richard as he writes it on the list of projects.
(Building option added for a lumber yard. Roads are added to the camp. Crit means that roads continue to be added to camp as expansion happens, no longer need that project. +2 to ?????)
AN: Option to build stuff outside fence unlocked due to the road being developed. Building outside of the fence is possible for any structure but be careful, this changes the DC of the option. Some options have a better DC, some worse. And some options are only available outside the fence. (e.g if you somehow roll well enough to tame Outland beasts, their pens would be outside the fence).
Random Event Roll: 79
The camp is startled one morning by a trumpeting sound in the distance. Upon getting to a high area and looking out into the prairie on one side of the camp, people are surprised to see a group of mammoths moving in the distance, being hassled by a group of dire wolves. The sounds of trumpets are all you can hear and the sound continues over the course of one day, eventually turning ominously silent. The camp is disturbed for a few days but eventually gets back to business as usual, although with significantly fewer sightings of predators.
(No predator attacks this turn due to mammoths in the area. An opportunity arises next turn.)
End of Turn Stats:
Currently Available Dice: 8
Currently Available Portals: 0, 1 next turn, 2 on cooldown
Camp Slots: Available 0, In use 7(3 Housing, 1 Canteen, 1 Supplies/Warehouse, 1 Farming/Ranching), 1 in progress(Engineering Area)
Food: 4-5 turns
Morale: +6 overall (starting 0, +1 basic housing, +4 successful evacuation, -1 ????, +2 Basic Amenities)
Morale Tier 1 unlocked! +5 to all actions as long as Morale is 5 or above.
(2 / 3 towards organized camp bonus)
Even though the warehouse and portal was a failure and the while the housing and engineering area is close to complete but the rest was a resounding success.
Now we have options to setup a lumber industry and other buildings outside of G.O.
United States Government
-Several people have stepped forward to lead the nation in the absence of leaders higher up in the chain of command. This has led to problems as there are several people claiming to be the next president, from various sides of the aisle. With the lack of people to help enforce those claims, the issue looks to only get more complicated.
-The Governor of California has announced that the state, in combination with Washington and Oregon, will be limiting the number of people taken in any single area of any state. Refugees that have fled west will have to disperse to the emergency shelters that have been built in various parts of the states to "help balance the strain put on any single area." BBC World Service
-Scientists around the globe are reporting dropping temperatures in the aftermath of the Yellowstone disaster. They predict that the Earth will go through a cooling period, with temperatures falling over the course of several years.
-crop yields are expected to be low this year as the decreased sunlight, caused by the ash in the atmosphere, leads to less energy for plants to use to grow and thus fewer yields overall.
-In an ironic twist, the Mexican government has closed its border to immigrants from the US. The nation stated that it will not be accepting refugees from the crisis and that "the US has plenty of places to put people within its own borders. It shouldn't have to rely on other nations to take the people it does not know how to help." Outland camp
-People are happy with the military presence in the camp. They think it provides better security and a measure of safety for the camp in general.
-People are thankful for the influx of food that came with the Military group. The old tastes and textures are helpful in getting over the monotony of chili for every meal. The fact that chili is used for at least 1 meal a day is very carefully not mentioned.
-The people who wanted to explore the forests have come forward with an actual project instead of wanting to just go out and explore. They propose sending out a guarded group of scouts to map the forests and, in particular, the way through the forest towards where Omaha would be on Earth.
-The animals in the farming/ranching area have almost fully worked their way through the feed that they have. The camp will need to look into finding more feed for them or building a pasture area of sorts for them to graze in.
-The new roads are a welcome addition and have caused several people to come forward with projects to add to the list. ??????
-a group of people are helping to put up one of the sheds in the engineering area, having managed to convince the other people working that they were willing to 'help out where they can'. When everyone is gathered, one person speaks up "so, how went the efforts this week?" One of the people helping out stops working, wiping the sweat off his brow. "Pretty good, we've got another person who thinks like we do and is willing to help. Unfortunately, we're having to be more careful due to the military presence." There is silence as everyone works for a while and then the leader says "Keep at it, everyone. Our message must get through, one way or another."
-The beast is cautious, the two-legs have managed to increase in herd size again. This would normally not matter but there is something different about the new two-legs, some of them move like predators. Was the first group simply there to build the nest before the alphas came to take over? It is a new idea, and new is bad. New means change for the beast and change threatens the beast's food supply. It continues to watch the group and realizes that the new members of the two-leg herd are still prey, they just protect others like adults protect cubs. The beast settles down and continues to wait. It has patience, the two-legs will have to leave and get food eventually. And when they do? The beast will hunger no longer.
The Project group meets up again at the start of another week. While everyone is still quieting down from coming together after breakfast, the Lieutenant and the Corporal join the group. "I think that's everyone," says Richard as he looks over the group. "Alright everyone, let's settle down. We need to go over what we should work on this week." People are slowly quieting down as Richard speaks until there is a pleasant silence as he continues speaking. "We've been here for a while and the camp has grown strong due to the efforts of everyone. We also now have a goal, that being to head towards Omaha and potentially find some more survivors." The group has several people that nod in agreement, and then before Richard continues, Bill cuts in. "The thing is that as much as we need to bring more people over to Outland, we also need to work on improving the camp. So as much as many of you are probably wishing that we move over to evacuating everyone as soon as possible, we need a way to bring them all into the camp in a timely manner." "Well, shit. Way to be a downer Bill." Richard crosses his arms and frowns at Bill. "I know that we need to keep grounded but maybe tone it down a little." There is a tense silence as Richard and Bill glare at each other for a bit and then someone from the group asks, "Uh, are we going to start anytime soon? Cause I actually have things to do later." The question brings some much-needed levity to the group and things eventually continue on like normal.
List of Projects:
[ ] Scavenge: Go through the portal back to Earth and scavenge for supplies. (Choose what you look for when scavenging: Consumable, Knowledge, Material.) costs 1 portal
[ ] Gathering food, forest: The camp is near a forest that could be teeming with food. Maybe you could go and gather edible plants, roots, and berries to increase your stockpile. (+1 food, +1 additional food for every 20 past DC threshold) DC 40
[ ] Expand Borders: Space is getting a little bit tight in the camp and while no one is complaining yet, it might be nice to get ahead of this. Use some more fencing to expand the area that you have available for more space to put towards any purpose. 2 turns, DC 50 rolled every turn
[ ] Hunting: A group of survivors wants to go hunting in this new world to expand the available supplies. DC 20
[ ] Build Portals: Convince the original group that more Portals are needed and should be built. They are perfectly willing to build new portals as it would expand the number of available options for the future and are willing to make more than 1 if given the chance. DC 50
[ ] Garden Plots: People have been asking about forming small garden plots around their tents, wanting to eventually have more variety in their meals. Give the go-ahead and allow people to try and grow their plants. (Increases future food income 50% upon finish, max increase 3. Does not cost a camp slot) DC 20 to pass, 4 turns for results
[ ] Growing Weed?: Some of the stoners brought up the idea of planting Marijuana and hemp whenever people go hunting or in specialized areas. While this is likely only something they thought of to increase their supply, this could provide a source of drugs and materials for the future. (allows planting of marijuana and hemp plants out in the forest. Potential materials when plants grow. You will need to research hemp or find information while scavenging before it is completely useful.) DC 40
[ ] Make a Medical area: Turn an area inside the fence into an area specifically for Medical purposes. This has become more important with the increasing risk of attacks from predators and other problems that can occur in the camp. (Provides a bonus against disease rolls and a bonus reroll to Random Event Rolls dealing with disease/injury once set up) DC 50
[ ] Create an Engineering area: The Engineers have been pressuring the idea group for an area that they can call their own and work in. Allow them to develop the area left over for Engineering new parts and housing what machinery exists in the camp. (Provides a bonus for certain actions in the future. Stores/maintains all tech currently in camp.) DC 50 40
(NEW)[ ] Build an offroad vehicle workshop: The discovery of all of the available parts for dirtbikes and for the ATV on Earth has led some people to suggest that an Offroad Vehicle Workshop be made to take care of the maintenance of the bikes, ATV, and any other such vehicles found in the future. DC 30 (Locked due to not having appropriate area)
[ ] Create a Research area: The scientists have been debating among themselves and with others in the camp about providing them an area to retain all the knowledge of Earth and research new things about the world they find themselves in. Allow them to take over the remaining area and transform it into a combination of Library and Laboratory. (Introduces the research mechanic. Provides a bonus for certain future actions. Gathers all knowledge about Earth and Outland into one easy-to-find place) DC 50
[ ] Build a Warehouse Area: The Inventory is all sorted and everything discovered but it is all stored in various metal sheds right now. With the influx of material from the Military base, there comes a need for a more centralized location to store everything. Build a group of warehouses to store the materials in an ordered fashion and make room for more stuff to be added to the stockpile. (A central location allows for more stuff to be stored) DC 50
[ ] Build a basic air base: The airplane from the stockpile has brought forth the idea that it could be possible to build an air base of sorts. While it would currently be little more than a hangar to store the plane and a runway that has been prepped, it would open up some options in the future. (opens up options using the plane) DC 50
[ ] Formalize canteen area: Restructure the Canteen/Mess hall area into one that can better accommodate the people in the camp. (clear numbers for the food situation and ability to change food policy)(⅓ towards organized camp bonus) DC 40
[ ] Start Ranching: There is an area perfect for growing a food crop for the animals now enclosed. Turn the available field into a pasture, providing food for your animals for the immediate future without having to pasture them outside the walls. DC 10, field exhausted from grazing in 4 turns
[ ] Deer domestication, Part 1: A herd of deer decided to take up residence near the camp. Perhaps they could be tamed and eventually provide useful materials such as leather and bone to the camp. Until that point though, they will need to learn to be accepting of humans interacting with them at all. (Initial efforts to domesticate deer. +1 food from gathering foods from Outland to feed deer and yourselves) DC 70
[ ] Start Farming, short-term crops: Try and grow your food, the first step to sustaining your camp in Outland. This explores whether or not you could grow crops that mature faster and get you food sooner, at the cost of not providing much. 8 turns for results, DC 30 rolled at the end, +8 food (Excludes Start Farming, long-term crops due to lack of available fields)
[ ] Start Farming, long-term crops: Try and grow your food, the first step to sustaining your camp in Outland. This is a long-term project and will provide a lot of food…when it finishes. 16 turns for results, DC 40 rolled at the end, +18 food (Excludes Start Farming, short-term crops due to lack of available fields)
[ ] Set up electric lighting around the camp: One of the biggest discoveries in the Inventory stockpile was several diesel generators and enough electric lights to light up the entire camp, with some to spare. This would be a welcome thing to do as it would allow the camp to stay up later and for people to feel more secure. (Puts up electric lights for camp, lighting up at night. Provides reduction to wild animal attacks against camp due to directed lights at several places on the fence.) DC 35
[ ] Build next-tier housing: There were quite a few prefab metal sheds in the inventory. While not enough to provide better housing to everyone, you could set some of these up in place of the tents to allow for a more concentrated population and greater happiness for those in the sheds. (+1 camp slot due to people consolidating into less space due to better quality metal sheds instead of tents.) DC 40 30 [ ] Try and track down the rest of Bill's order: When the Inventory efforts were finished, there were quite a few things that were missing from his order. Bill knows the location of most of what is missing and could probably guess where the rest is from there. The problem? The missing stuff is in Omaha. Not a problem for a drive on Pre-Apocalypse Earth but since the options are either going on Post-Apocalypse Earth or in Outland, the trip would take considerably longer. (Currently locked, complete The Road to Omaha first)
[ ] Set up roving patrols: There were predators in the forest waiting to attempt adding humans to the prey menu. This is concerning in and of itself and suggests that the predators in Outland are smarter than their Earth counterparts. Setting up some patrols in the surrounding area would allow the camp to be safer and allow for easier expansion. (Predator attack rolls against the camp are negated so long as this is taken. Reduce DC for certain actions) DC 40, -1 dice for continuous patrols
[ ] For want of a drink: It's official, the camp has run out of coffee. The horror of the situation unites everyone to try and find as much coffee, tea, and other assorted drinks as they can. While it may be possible to grow more coffee or tea in the future, the immediate need for caffeine has caused a problem that needs to be solved. (All future scavenging expeditions bring home twice the amount of coffee, tea, juice, and other beverages.) DC 25 [ ] Continue evacuation to Outland: One of the conditions for the Military to join the group in Outland was to continue evacuation efforts when there is access to a major city. While there are unfortunately no more survivors in the surrounding area, this evacuation would allow for people to join pre-built camps and help to increase the human race's chances of survival. The military would lead these evacuation efforts, bringing in more people to the camp. (a dice roll of people is added to the camp each turn. Every 100 people evacuated this way adds 1 dice to the available dice pool.)(-1 dice as the military works on this)(automatic when in an area with people to evacuate)(currently locked, no more people in the area)
(NEW)[ ] Build a lumber yard: The benefit of a road being built right up to a forest is that it put people right next to the woodline. One thing that will be needed to make everything easier is a place to take and break down the trees being chopped from the forest. Build a lumber yard out near the work so that the trees that are broken down can be stripped and turned into usable parts. DC 40+10(The waiting Beast)=50
(NEW)[ ] The Road to Omaha, part 2: The path towards Omaha is started, but there are obstacles in the way of progress. The first of those obstacles is trees, lots and lots of trees in a forest that lies almost in the middle of the path towards Omaha. Nothing to it but to start chopping away and work on getting the trees out of the ground. DC 50+10(The waiting Beast)=60 each turn, 3 turns
(NEW)[ ] Establish a scouting force: While not as big of an issue beforehand, the lack of information on the world around the camp has led to some issues already. Perhaps it is time to establish a scouting force so that there is a way to find out what is in the area around the camp and blaze a trail into the wilderness. DC 30
(NEW)[ ] Better toilets: The toilets in the camp are constantly in use. While not currently a problem, there could always be more and they could always be better. Redesign the toilets in the camp to better reflect the larger population using them and be able to clean them and empty the waste products easier. (build more, better toilets for the camp and have them less crowded.) 2 turns, DC 40 rolled each turn.
(NEW)[ ] Designated dump spot: While there are not a lot of things that cannot be reused, the waste from the inhabitants is a big issue, and getting bigger by the day. It might be worthwhile to designate a spot outside of the fence to dump all the waste and eventually turn it all into fertilizer or usable methane gas. Just make sure it is in a spot that won't be smelled in the camp. DC 50+10(The waiting Beast)=60
(NEW)[ ] Fresh water sources: There is still plenty of water in the camp supplies but it would be better if there was a place on Outland that could be gone to for more water. Search the area and try to find a source of water such as a river or lake to pull from. Who knows, there might be fish or other resources you could use. DC 40+10(The waiting Beast)=50
(NEW)[ ] Investigate the Mammoths in the Prairie: A group of mammoths migrated through the prairie on one side of the camp, trumpeting and being attacked by dire wolves the whole time. They eventually went silent, but learning where they went could be an interesting idea. If nothing else, it would provide an interesting idea about mammoth migration routes and predator density in the area. DC 70 (Time Sensitive Random Event - only available this turn)
Start of Turn Stats
Currently Available Dice: 8
Currently Available Portals: 1, 2 on cooldown
Camp Slots: Available 0, In use 7(3 Housing, 1 Canteen, 1 Supplies/Warehouse, 1 Farming/Ranching), 1 in progress(Engineering Area)
Food: 4-5 turns
Morale: +6 overall (starting 0, +1 basic housing, +4 successful evacuation, -1 ????, +2 Basic Amenities)
Morale Tier 1 unlocked! +5 to all actions as long as Morale is 5 or above.
(2 / 3 towards organized camp bonus)
AN: Would you prefer if I keep the projects this way or put them into appropriate spoilers (e.g Camp Projects, General Projects, etc.)?
[X] Plan, building stuff
-[X] Create an Engineering area: The Engineers have been pressuring the idea group for an area that they can call their own and work in. Allow them to develop the area left over for Engineering new parts and housing what machinery exists in the camp. (Provides a bonus for certain actions in the future. Stores/maintains all tech currently in camp.) DC 40
—[X] 2 dice
-[X] Build a Warehouse Area: The Inventory is all sorted and everything discovered but it is all stored in various metal sheds right now. With the influx of material from the Military base, there comes a need for a more centralized location to store everything. Build a group of warehouses to store the materials in an ordered fashion and make room for more stuff to be added to the stockpile. (A central location allows for more stuff to be stored) DC 50
—[X] 2 dice
-[X] Make a Medical area: Turn an area inside the fence into an area specifically for Medical purposes. This has become more important with the increasing risk of attacks from predators and other problems that can occur in the camp. (Provides a bonus against disease rolls and a bonus reroll to Random Event Rolls dealing with disease/injury once set up) DC 50
-[X] Build next-tier housing: There were quite a few prefab metal sheds in the inventory. While not enough to provide better housing to everyone, you could set some of these up in place of the tents to allow for a more concentrated population and greater happiness for those in the sheds. (+1 camp slot due to people consolidating into less space due to better quality metal sheds instead of tents.) DC 30
-[X] Establish a scouting force: While not as big of an issue beforehand, the lack of information on the world around the camp has led to some issues already. Perhaps it is time to establish a scouting force so that there is a way to find out what is in the area around the camp and blaze a trail into the wilderness. DC 30
-[X] Formalize canteen area: Restructure the Canteen/Mess hall area into one that can better accommodate the people in the camp. (clear numbers for the food situation and ability to change food policy)(⅓ towards organized camp bonus) DC 40
gotcha, I'll try it for a bit over the next turns
I also just realized that I forgot to do the strike-through stuff for the post 😅
Edit: There should be fixed
Plan: G.O Reconstruction Pt. II
- [X] Expand Borders: Space is getting a little bit tight in the camp and while no one is complaining yet, it might be nice to get ahead of this. Use some more fencing to expand the area that you have available for more space to put towards any purpose. 2 turns, DC 50 rolled every turn
- [X] Create an Engineering area: The Engineers have been pressuring the idea group for an area that they can call their own and work in. Allow them to develop the area left over for Engineering new parts and housing what machinery exists in the camp. (Provides a bonus for certain actions in the future. Stores/maintains all tech currently in camp.) DC 50 40
- [X] Build next-tier housing: There were quite a few prefab metal sheds in the inventory. While not enough to provide better housing to everyone, you could set some of these up in place of the tents to allow for a more concentrated population and greater happiness for those in the sheds. (+1 camp slot due to people consolidating into less space due to better quality metal sheds instead of tents.) DC 40 30
- [X] Formalize canteen area: Restructure the Canteen/Mess hall area into one that can better accommodate the people in the camp. (clear numbers for the food situation and ability to change food policy)(⅓ towards organized camp bonus) DC 40
- [X] Investigate the Mammoths in the Prairie: A group of mammoths migrated through the prairie on one side of the camp, trumpeting and being attacked by dire wolves the whole time. They eventually went silent, but learning where they went could be an interesting idea. If nothing else, it would provide an interesting idea about mammoth migration routes and predator density in the area. DC 70 (Time Sensitive Random Event - only available this turn)
- [X] Establish a scouting force: While not as big of an issue beforehand, the lack of information on the world around the camp has led to some issues already. Perhaps it is time to establish a scouting force so that there is a way to find out what is in the area around the camp and blaze a trail into the wilderness. DC 30
Continuing with the warehouse, next-tier housing, and Engineering area with the the medical and research areas, I want to finish the canteen already, and I wanted to choose the deer domestication again but... the mammoths is available only once...
Edit: Removed some vote and added two vote to replace a few of them.
So it looks like the winning plan will be for Plan: G.O Reconstruction Pt. II
closing the vote now
Scheduled vote count started by Gahuul on Aug 21, 2022 at 12:08 AM, finished with 11 posts and 2 votes.
[X] Plan, building stuff
-[X] Create an Engineering area: The Engineers have been pressuring the idea group for an area that they can call their own and work in. Allow them to develop the area left over for Engineering new parts and housing what machinery exists in the camp. (Provides a bonus for certain actions in the future. Stores/maintains all tech currently in camp.) DC 40
—[X] 2 dice
-[X] Build a Warehouse Area: The Inventory is all sorted and everything discovered but it is all stored in various metal sheds right now. With the influx of material from the Military base, there comes a need for a more centralized location to store everything. Build a group of warehouses to store the materials in an ordered fashion and make room for more stuff to be added to the stockpile. (A central location allows for more stuff to be stored) DC 50
-[X] Make a Medical area: Turn an area inside the fence into an area specifically for Medical purposes. This has become more important with the increasing risk of attacks from predators and other problems that can occur in the camp. (Provides a bonus against disease rolls and a bonus reroll to Random Event Rolls dealing with disease/injury once set up) DC 50
-[X] Build next-tier housing: There were quite a few prefab metal sheds in the inventory. While not enough to provide better housing to everyone, you could set some of these up in place of the tents to allow for a more concentrated population and greater happiness for those in the sheds. (+1 camp slot due to people consolidating into less space due to better quality metal sheds instead of tents.) DC 30
-[X] Establish a scouting force: While not as big of an issue beforehand, the lack of information on the world around the camp has led to some issues already. Perhaps it is time to establish a scouting force so that there is a way to find out what is in the area around the camp and blaze a trail into the wilderness. DC 30
-[X] Formalize canteen area: Restructure the Canteen/Mess hall area into one that can better accommodate the people in the camp. (clear numbers for the food situation and ability to change food policy)(⅓ towards organized camp bonus) DC 40
- [X] Expand Borders: Space is getting a little bit tight in the camp and while no one is complaining yet, it might be nice to get ahead of this. Use some more fencing to expand the area that you have available for more space to put towards any purpose. 2 turns, DC 50 rolled every turn
- [X] Create an Engineering area: The Engineers have been pressuring the idea group for an area that they can call their own and work in. Allow them to develop the area left over for Engineering new parts and housing what machinery exists in the camp. (Provides a bonus for certain actions in the future. Stores/maintains all tech currently in camp.) DC 50 40
- [X] Build next-tier housing: There were quite a few prefab metal sheds in the inventory. While not enough to provide better housing to everyone, you could set some of these up in place of the tents to allow for a more concentrated population and greater happiness for those in the sheds. (+1 camp slot due to people consolidating into less space due to better quality metal sheds instead of tents.) DC 40 30
-[X] Formalize canteen area: Restructure the Canteen/Mess hall area into one that can better accommodate the people in the camp. (clear numbers for the food situation and ability to change food policy)(⅓ towards organized camp bonus) DC 40
- [X] Investigate the Mammoths in the Prairie: A group of mammoths migrated through the prairie on one side of the camp, trumpeting and being attacked by dire wolves the whole time. They eventually went silent, but learning where they went could be an interesting idea. If nothing else, it would provide an interesting idea about mammoth migration routes and predator density in the area. DC 70 (Time Sensitive Random Event - only available this turn)
-[X] Establish a scouting force: While not as big of an issue beforehand, the lack of information on the world around the camp has led to some issues already. Perhaps it is time to establish a scouting force so that there is a way to find out what is in the area around the camp and blaze a trail into the wilderness. DC 30
Sorry for the confusion. I must have deleted it while trying to take it off of Threadmark.
It was rolled as a 4 initially so I'll work on the basis that it was a 4 and not the 6 I re-rolled when I reposted it.
So based on the rolls from @EagerListener, We lose one random person and one person who was slightly important
Edit: I'm glad it wasn't a really low number. I would have had to rewrite quite a few future plans if someone actually important, like Richard or Kevin, died.