can we please change our planets name to Space Australia or New Australia XD
 
Turn 2
Turn 2

As if your work load wasn't heavy enough already.

The attack has more or less been cleaned up by now, but you're still dealing with several hundred surviving pirates shoved into quickly manufactured brigs under constant guard, with no clue what you're supposed to do with them.

Plenty have proven to be most ungrateful for not being shot on the spot, but others seem to be rather remorseful, although you're not certain whether this is real or an act. Still, you should deal with them as soon as possible, though a request came through from what you understand is the galactic standard military channel asking that colonies send captured pirates their way.

Regardless, colony life continues as it always does, the space port is refurbished in short order at a small investment of credits, while the defences SAM promised have arrived, and after checking to make sure these ones have not been compromised they are activated in short order.

-10 credits
+300 maintenance per turn

You also have a number of new beasties migrate to your region, probably the ugliest Dogs you've ever seen in your life, and they're very nasty. Seemingly pack hunters by nature, they rip several soldiers apart before being chased off and they're still roaming around at the edges of the colony.

+50 in maintenance until the "dogs" leave.

Despite the casualties they've taken, the Nal'vatanis say that they are still on schedule to complete the refinery on time. And later in the year, you are expecting to meet your old foe for the first time in a long while.

Now, if you could figure out how to drum up a stopgap income and get more food growing then you might be able to stop stressing over the fact that you're currently losing credits like you were running a damn sieve.

Overview: You got prisoners, you need to do something with them. You also got evil devil dogs and money problems, generally you got issues. Food is also starting to become a problem.

Pick 6
[] Militia Development:
All your people need to know how to carry a gun, shoot and survive. -100 credits
[] System Defences: You have them now, but if anything the recent attack proves you can never have enough of them. -400 credits
[] An Interesting Offer: A message came again from a man you are very familiar with Zaeed Massani. He's apparently founded his own PMC out here and is looking for clients interested in protection. Having heard of your situation he's sent condolences and an insinuation that you need him. -0 credits
[] Planetary Exploration: You've plenty of data, but even so there's plenty of mysteries. -100 credits
[] Mining Minerals: Valuable, and easier to get (must take Planetary Exploration to be useful.) -300 credits
[] Build additional Hydroponics: While you will be setting these up as they become needed, building more than you need will probably boost moral and give people's diets more variations. Caring for the pirates means your reserves are starting to take a hit as well. -150 credits.
[] Antanov Ring Establishment: Setting up facilities in the ring would be very beneficial, for water, minerals and setting up infrastructure. -200 credits.
[] Wildlife Exploitation: The Flora and Fauna of this world is monstrous, but also potentially beneficial. And figuring out why you haven't been targeted yet is pretty important. -250 credits.
[] Research (Your learning is too low): You got egg heads, but you're pretty sure you're not in a position to get them doing stuff at this stage. Better they focus on keeping organs inside bodies and adapting the equipment the Asari gave you.
[] Reach out to [Insert colony] for [Insert Reason]: Your fellows maybe able to help you in ways you hadn't considered. Olmatsi is the power house of the region, maybe Roquiban will give your people a discount, maybe Kappa Su will let you purchase food, perhaps the wildlife experts on Hogranis can aid you with your own?
[] Reach out to Alliance: They might be able to help you, but they may also be too busy. -10 credits
[] Open for Migration: Now that you are set up, maybe more people would be interested in migrating to your colony? Probably, not. -20 credits
[] Reach out to Corporations: They maybe willing to help you, they may also try to screw you over. -5 credits.
[] Ensure Healthcare: Between the fauna, flora and eezo you need it and while it may be decent now, it will need expanding. -400 credits
[] Ensure Education: Welp the basics are down, but maybe ensuring as much is done in advance as possible before the kiddies grow up is a good idea. -100 credits
[] Reach out to Universities: You've got quite a few researchable things out here, and maybe some universities will be willing to come set up research posts. -10 credits
[] Establish Police: Well you certainly made the right call with this one, but you are going to need to get it even beefier if you want to keep unwanted eyes away. -100 credits.
[] Hunters?: The Matriarch mentioned that a company named Rodam Expeditions when you talked briefly about your wildlife. Apparently, it is constantly looking for good hunting spots with the biggest most impressive creatures…maybe they'd be interested? -10 credits.
[] Write in

Prisoners
[] Racial Governments:
The normal response to capturing pirates is to have them sent to the government that they belong too.
[] Human Justice: You could however, put them through the human justice system.
[] Citadel: Given the recent request you suppose they could do some good with themselves.
[] Keep Them: If you were a betting man, you would put good money on the idea that Tiberius isn't coming here to chat for old time's sake. Keeping all the suspects in one place may help him.

Last thing I'm doing today gonna bed.

Thank @EternalStruggle I have really been asking too much of him lately.
 
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[X] Plan Spending Money to Make Money
[] Militia Development:
All your people need to know how to carry a gun, shoot and survive. -100 credits
[] An Interesting Offer: A message came again from a man you are very familiar with Zaeed Massani. He's apparently founded his own PMC out here and is looking for clients interested in protection. Having heard of your situation he's sent condolences and an insinuation that you need him. -0 credits
[] Planetary Exploration: You've plenty of data, but even so there's plenty of mysteries. -100 credits
[] Mining Minerals: Valuable, and easier to get (must take Planetary Exploration to be useful.) -300 credits
[] Build additional Hydroponics: While you will be setting these up as they become needed, building more than you need will probably boost moral and give people's diets more variations. Caring for the pirates means your reserves are starting to take a hit as well. -150 credits.
[] Antanov Ring Establishment: Setting up facilities in the ring would be very beneficial, for water, minerals and setting up infrastructure. -200 credits.

Prisoners
[] Citadel:
Given the recent request you suppose they could do some good with themselves.




so basic idea is to try and build up our infrastructure to make more cash as well as make our people tougher to deal with the wild life and talk to Zaeed to see what he's offering at the very least since it's free. We can hire some mercs after we start making money. Also just dump the pirates off ASAP since we don't really have a means of really dealing with them and since it seems like the Citadel is hunting down pirates right now giving them ours will hopefully have them deal with pirates in our area to give us some more breathing room to focus on our problems at home. Still want to stay away from corporations unless we have no other choice since I don't want to have to be worried about getting screwed over.

Thoughts?
 
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[] plan urgent fires.
[] Reach out to Universities:
[] Planetary Exploration
[] An Interesting Offer
[] Wildlife Exploitation:
[] Build additional Hydroponics
[] Establish Police



ok, so he'res my plan. the top two are ones I put off from the last turn. we have 8700 credits in the bank, so we're good on money, for now, so we can focus on building up infrastructure. I suspect an interesting offer would get us mercs so I'm treating it as equivalent to militia upgrades. I'm putting in another police option because we're likely going to be seeing more spies so we need to get that shit on lock asap. I'm doing wildlife exploitation because we still need to get a better handle on this shit.
 
You also have a number of new beasties migrate to your region, probably the ugliest Dogs you've ever seen in your life, and they're very nasty.
That is an ugly dog.
Prisoners
[] Racial Governments:
The normal response to capturing pirates is to have them sent to the government that they belong too.
[] Human Justice: You could however, put them through the human justice system.
[] Citadel: Given the recent request you suppose they could do some good with themselves.
[] Keep Them: If you were a betting man, you would put good money on the idea that Tiberius isn't coming here to chat for old time's sake. Keeping all the suspects in one place may help him.
Can you expand a bit of what these options would mean for our colony? Would this establish some kind of precedence?
 
[X]Plan-Keeping shit together
[X] Build additional Hydroponics:
While you will be setting these up as they become needed, building more than you need will probably boost moral and give people's diets more variations. Caring for the pirates means your reserves are starting to take a hit as well. -150 credits.
[X] Wildlife Exploitation: The Flora and Fauna of this world is monstrous, but also potentially beneficial. And figuring out why you haven't been targeted yet is pretty important. -250 credits.
[X] An Interesting Offer: A message came again from a man you are very familiar with Zaeed Massani. He's apparently founded his own PMC out here and is looking for clients interested in protection. Having heard of your situation he's sent condolences and an insinuation that you need him. -0 credits
[X] Hunters?: The Matriarch mentioned that a company named Rodam Expeditions when you talked briefly about your wildlife. Apparently, it is constantly looking for good hunting spots with the biggest most impressive creatures…maybe they'd be interested? -10 credits.
[X] Establish Police: Well you certainly made the right call with this one, but you are going to need to get it even beefier if you want to keep unwanted eyes away. -100 credits.
[X] Planetary Exploration: You've plenty of data, but even so there's plenty of mysteries. -100 credits
[X] Keep Them: If you were a betting man, you would put good money on the idea that Tiberius isn't coming here to chat for old time's sake. Keeping all the suspects in one place may help him.
 
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[X] Plan Defenses and Building Stuff
[] Militia Development:
All your people need to know how to carry a gun, shoot and survive. -100 credits
[] System Defences: You have them now, but if anything the recent attack proves you can never have enough of them. -400 credits
[] Planetary Exploration: You've plenty of data, but even so there's plenty of mysteries. -100 credits
[] Mining Minerals: Valuable, and easier to get (must take Planetary Exploration to be useful.) -300 credits
[] Build additional Hydroponics: While you will be setting these up as they become needed, building more than you need will probably boost moral and give people's diets more variations. Caring for the pirates means your reserves are starting to take a hit as well. -150 credits.
[] Antanov Ring Establishment: Setting up facilities in the ring would be very beneficial, for water, minerals and setting up infrastructure. -200 credits.

[] Keep Them: If you were a betting man, you would put good money on the idea that Tiberius isn't coming here to chat for old time's sake. Keeping all the suspects in one place may help him.

My goal here is to build up some of our infrastructure and help prepare to ensure that things improve in the future.

And I will also support
[X] Plan Spending Money to Make Money
 
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Can you expand a bit of what these options would mean for our colony? Would this establish some kind of precedence?
To an extent, but it is also for determining how best to prosecute these pirates.

For example the racial governments have experience, but many of these pirates are batarian and could be out on the street again soon, or they could be escaped slaves and be dealt with most harshly.

The SA has no idea how to prosecute aliens effectively.

Citadel can move slow as a brick.
 
[] Plan building defenses and general exploiting
-[] Militia Development: All your people need to know how to carry a gun, shoot and survive. -100 credits
-[] An Interesting Offer: A message came again from a man you are very familiar with Zaeed Massani. He's apparently founded his own PMC out here and is looking for clients interested in protection. Having heard of your situation he's sent condolences and an insinuation that you need him. -0 credits
-[] Build additional Hydroponics: While you will be setting these up as they become needed, building more than you need will probably boost moral and give people's diets more variations. Caring for the pirates means your reserves are starting to take a hit as well. -150 credits.
-[] Antanov Ring Establishment: Setting up facilities in the ring would be very beneficial, for water, minerals and setting up infrastructure. -200 credits.
-[] Wildlife Exploitation: The Flora and Fauna of this world is monstrous, but also potentially beneficial. And figuring out why you haven't been targeted yet is pretty important. -250 credits.
-[] Reach out to Universities: You've got quite a few researchable things out here, and maybe some universities will be willing to come set up research posts. -10 credits

[] Keep Them: If you were a betting man, you would put good money on the idea that Tiberius isn't coming here to chat for old time's sake. Keeping all the suspects in one place may help him.
 
[X]Plan-Keeping shit together

[X] Keep Them:
If you were a betting man, you would put good money on the idea that Tiberius isn't coming here to chat for old time's sake. Keeping all the suspects in one place may help him.
 
[X]Plan-Keeping shit together

[X] Keep Them: If you were a betting man, you would put good money on the idea that Tiberius isn't coming here to chat for old time's sake. Keeping all the suspects in one place may help him.
 
[X]Plan-Keeping shit together

[X] Keep Them: If you were a betting man, you would put good money on the idea that Tiberius isn't coming here to chat for old time's sake. Keeping all the suspects in one place may help him.
 
[X]Plan-Keeping shit together

[X] Keep Them: If you were a betting man, you would put good money on the idea that Tiberius isn't coming here to chat for old time's sake. Keeping all the suspects in one place may help him.
 
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