Turn 11:
Year 2170
Income 56,960 per turn
Maintenance 23,155
Treasury 63,735
Pick 7 - 1 locked 6 remaining
Z-Alliance and Council Building
Military
[Z] System Defences: You have them now, but if anything, the recent attack proves you can never have enough of them. -1200 credits
[] Perkwunos Defense Force Expansion: You've lost a lot of soldiers over the years. To wildlife, pirates and other threats. You need to start recruiting new ones for defence. Happy is the city that in times of peace thinks of war. -1000/2000/5000/7500 credits
[] Hire a Commanding Officer for PDF You need to hire someone to command your enlarged fleet. -1000 credits
[] Build ships: Cruisers (CA and CL) 3250/2250 (CA/CL) credits Destroyers (DD) 1600 credits Frigates (FF) 900 credits Corvettes (FS) 400 credits
15 Small Slips
5 Medium Slips
Infrastructure
[] Mining Minerals: Valuable, and easier to get (must take Planetary Exploration to be useful.)
10KM sites 300 credits per site taken (can take a maximum of three sites per action)
Beryllium deposit
Silicon and Graphite
15 KM sites 500 credits per site taken
Gold
Iron
[Z] Create Infrastructure: The lifeblood of any nation. While you are confident that barring a massive battle what you have won't decay, you need to invest to improve what is there (potential decrease due to sudden expansion). -1500 credits.
[X] Found new city: You've found a new massive cavern that is perfect for a large-scale settlement. Of course, it'll be a lot of effort to make, but it'll be far easier than Lightning was and will open up easy access to a new Eezo deposit. Right now you just have the population for this to work… just. -1750 credits
[Final Turn] Please choose name []
[] Build additional Hydroponics: While you will be setting these up as they become needed, building more than you need will probably boost morale and give people's diets more variations. -300/800/1200/1800 credits.
[] Build additional Dextro Hydroponics: While some have been set up due to the gift from the Hierarchy building more will be able to give fresh produce to any Hierarchy vessels in the area or the Quarians ...if they show up out of wherever they are. -1000/4000/8000/10000 credits.
[] Antanov Ring Establishment: Setting up facilities in the ring would be very beneficial, for water, minerals and setting up infrastructure for future development like shipyards. -800/1600/2000/3000 credits.
[] Helium 3 extraction: The essential star ship fuel, while you won't be able to export this stuff by any means you do have a gas giant or two. Extracting and refining enough that you don't need to purchase it from outside and can sell to traders doesn't seem too hard especially since Nal'vatanis is using Perkwunos as the centre for her suddenly massive number of mining zones. -500 credits.
[] Kassa Fabrications Research facility: Kassa Fabrications wants to put a research facility on the colony. This will in turn will allow you to get a small part of the license fee as well as decreased cost in buying replacements. -1000 credits.
[] Acquire license: Now that you have the rights to produce Hahne-Kedar weapons you've actually created some factories, which can produce all kinds of things so long as you have the manufacturing license. You've certainly got the resources to do it. Acquiring the licenses for ship parts will probably reduce the cost of the ship yards, or at least increase their profits. Currently you've got some people who may be interested.
Heed Industries: Thruster manufacturer -1000 up front cost
Tuhi Storage: Creates storage crates -500 up front cost
Write in potential corporation, SA, Citadel or even Terminus. Create your own if you wish as well
The cost may vary, but the long-term benefits are excellent
Planetary
[] Planetary Exploration: You've plenty of data, but even so there's plenty of mysteries. -100 credits
[] Planetary Exploration: Jungle This is quite clearly a whole other level of danger, and it requires a whole other level of investment. -700 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. -500 credits.
[Z] Ensure Healthcare: Between the fauna, flora and eezo you need it and while it may be decent now, it will need expanding. -800 credits
[Z] 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. -800 credits
[Z] Encourage Migration: While you've opened up migration and got a surprisingly large number of takers you need to get more coming through. It's not cheap or easy to advertise a death world as a good home, but you can manage it. -600 Credits
[] Equipment for the Frontier: While you may not have too many traditional science types what you do have are experts in fire arms, armour and other things of that nature. Let's see what your boys can wizard up. -200 credits (Can write in specific gear)
System
[] Investment: Nal'vatanis is currently one of your biggest employers, but also one of your colonies most lucrative contacts in general. Helping them helps you, so fund them and with luck reap the rewards. -1000/3000/5000/10000/15000 credits
[Z] Building Large
[] Expand Shipyards: You've got shipyards now but you only have a small number of slips. You need more.
-[] Small Slips (Corvette & Frigate) 1000 for 25 slips May be done with multiple actions
-[] Medium Slips (DD & CL & CA) 10000 for 25 slips May be done with multiple actions
-[Z] Large Slips (Naval Aux & ??? & Carriers & Dreadnoughts) 15000 per slip except for Naval Aux slips 15000 for 5
[] Research: You got eggheads, but you're pretty sure you're not in a position to get them doing stuff at this stage. With the researchers from Berkenstine you can finally do some research. Topics are mineralogy, geology and lithology. (hint sound in caves). [Sound in caves research locked]
[Z] Habitat
[] Licencing: The Harrier turned out better than your wildest dream. Maybe you can see about getting a weapon's company interested in the thing? -150 credits
Diplomacy
[] 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? You can also offer aid if you think you have anything to give.
[] Volus Volus Volus?: You have to admit you haven't thought much of the Volus. You've the mind of a quartermaster, which so far is all you've needed, but the galaxies economists are arriving in the cluster in force. Maybe offer them some help setting up, wouldn't be amiss. -10 credits (variable costs/benefits depending on what, if anything, they decide they need help with.)
[] Enthusiastic Greetings: Given the currently close relationship Nal'vatanis has with Kappa Su, maybe you can leverage this to get some good trade deals going? Everyone needs minerals after all. -100 credits.
[] Congressional: The Congress is humanities representative body. While you won't have a representative for a while, getting involved now may ensure that you are not forgotten as other colonies with faster growing populations get involved especially now with the current confusion and fluctuation in how the Alliance may govern itself. -1000 to 15000 credits (can write in a specific purpose)
[] Reach out to Corporations: They may be willing to help you, they may also try to screw you over. -150 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. -1000 credits