[X] A nearly ten second reactor leak led the deaths of close to a tenth of the population, and would lead to health problems and infertility of many more. The population to start with will be much smaller than anticipated.
Every day of the voyage was documented. Six-hundred thirty-seven years, nine months, and eight days. There are detailed records of all engineering, bureaucratic, medical, and navigational data for all of it. One is studied more than any other. A freak accident five hundred years into the voyage, to the day. The virtual consciousness used for reactor monitoring was down for maintenance, and the control room was understaffed due to the anniversary that day. A random malfunction resulted in a containment breach. A full magnetic containment failure released an unthinkable amount of radiation through the entire ship. The radiation shield dampened some of the radiation toward the crew section, but the engineering deck was sterilized nearly instantly. A third of the engineering crew, everyone working the first shift, were killed in a matter of seconds.
The man responsible for the emergency reactor shutdown from the bridge so happened to be momentarily away from his post, leading to a delay before a manual shutdown was activated. Over three months, forty-four thousand six-hundred eighty-three people died of acute radiation poisoning. Repair efforts in engineering took significantly longer than would be due to radiation damage to electrical systems and equipment and a lack of staff. Over the next thirty years, birth rates plummeted, cancer cases exploded, and morale shot to an all-time low. The Shahrat was forced to use only backup batteries for nearly a year, and forced to ration the power to only the bare essentials. The worst disaster of the entire voyage, nothing, not a strange crop mutation, nor some lost computer programs even came close to such an event. Many families were broken by the catastrophe, and many people who weren't killed were too. A large portion of the population simply gave up, plummeting birth rates further. It wasn't simply a failure of engineering, it was a failure of fate, and many people saw it as a failure of the voyage altogether.
Finally, the destination system was reached. Scans on the approach led to a more detailed examination of the other planets of the system. Through the committee, the planets and star were renamed to fully stake your claim as the people of the system.
The stars were renamed Utu, a growing orange star, and Sherida, younger than Sol, but just as bright and just as efficient.
The first world of the system, closest to the twin suns, was named Zababa. A sun-baked world that flew in an elliptical orbit that brought it close enough to the twins to melt rock on its surface, and flew near the mid-range of the Goldilocks zone during its winter.
Your world, the one in which you'd staked your claim, was named Enlil, the second planet of the system with a single terrestrial moon named Nanna, and a smaller asteroid moon named Gilgamesh that would be lost to the suns within the next few decades.
The system's third planet was a massive red gas giant, three times the size of Jupiter, named Tiamat, and hosting eleven moons named after the eleven monsters she created in myth. Bašmu, Ušumgallu, Mušmaḫḫū, Mušḫuššu, Laḫmu, Ugallu, Uridimmu, Girtablullû, Umū Dabrūtu, Kulullû, and Kusarikku.
The fourth was a terrestrial world of .5g, far from the sun but with a thick, dense atmosphere that kept the planet at what seemed to be a habitable temperature named Enki. The surface was obscured and would require an expedition if one wanted to see what was on the surface.
The fifth planet was an ice giant smaller than Saturn but bigger than Neptune, purple in color, named Ninazu. Its moons were named Marduk, Ashur, Nabu, and Nergal. Its distance from the Twins would make it a hassle to reach, a possibly years-long journey there in the worst of circumstances.
Your new home was a rocky, watery world with a thin atmosphere comparable to around two kilometers above sea level on Earth. The Shahrat was unfolded, restructured, and organized to function as a waystation over the equatorial axis of your people's new home. It was given a new name, Sevastopol Station. Tethers made of reinforced zylon were extended from the central body, given momentum by the spinning body of the station, and extended down towards the surface, scraping just above the atmosphere. It would make shuttling into and out of orbit much, much easier. The cargo module was lowered sequentially with parachutes and reusable shuttles, dropping fabricators, unfolding habitat modules, and laying inflated roads for the first of the cities to grace the surface of this world, most of which is located on a huge floating platform in a lake the size of Michigan at the foot of Mt. Himinbjörg.
Food was assumed to be the greatest challenge of colonizing Enlil, but thankfully, the vast loss of population a century and a half previous meant the aquaponics and fish farms would give an excess of food compared to the population. Your resource stockpiles are substantial, the city came prefabricated and your fabricators are ready for any of the projects you set out to do. The original plan was to build a mass driver up the slope of Mt. Himinbjörg, but plans could have changed along the way. You are not bound by the constraints of the Sol government anymore, or your idiotic ancestors who decided to bring you here and deprived all of you of the beautiful utopia of Sol. Regardless, strive to survive.
Discoveries and scientific breakthroughs will increase Expansion Desire. This will not go down and will affect morality if not resolved once it hits ten. You can do as many construction projects per turn as construction swarms you currently have. You can only construct ships if your waystation is operational.
The government's Threat Assessment Virtual Intellect, T.A.V.I., has determined that uncontrolled population decline poses the greatest risk to the Enlil Colonization Mission. The main source of that danger is the mission's current low population and centralized nature. A well-placed rock could undo the entire operation. Additionally, low morale adds to the possibility of uncontrolled population decline.
Food Production: 4 (If the population is above food production, you must resolve the difference in the next turn, or suffer -1 population and -1 morality per turn)
Population: 2 (Represents 100k people each
Construction Materials: 4/10
Morale: 2/10 (Below 4, no population growth, below 2, loss of population 1 per turn, above seven, no population growth, +1 Expansion Desire per turn)
Expansion Desire: 1/10 (Resets when making a new colony)
Combat Spaceships: 0
Science Vessel: 1
Construction Swarms: 2
Waystation: Operational
Current Projects:
Current Voyages:
Cities Under Control: Unnamed Central City
Hypothetical plans that can be taken:
[ ] Create Planetary Mine (1 CM, +1 CM Per Turn)
[ ] Build Science Vessel (2 CM, Ability to send more expeditions, +1 M)
[ ] Build Military Spaceship (2 CM, Ability to fight in space with one dice worth of might, +1 M)
[ ] Build Mass Driver (3 CM over 3 turns, permanent -1 CM Cost for orbital works, +1 ED, +2 M)
[ ] Send Expedition (Say which planet/moon, say the goal, costs the use of one science vessel for the duration of the expedition as determined by me, just ask +M)
[ ] Write-in (Get creative! I'll say the cost of any ideas as quickly as I can)
Additionally:
[ ] Write in the name of our fair city.