Turn 15, Growth
Powerofmind
In Madness Fallen
- Location
- United States
[X] Plan Develop Favalan System
-[X] Send additional aid to Ossina II (-1 Alloy, 10 minerals)
-[X] Develop Favalan System (-1 Alloy, -2 Minerals 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 0 of 4) (stages here can give energy, minerals, flat sapiens trickle, or exotic gasses)
[X] [Ascension] The Stirrings
[X] [Culture] Progress and Discovery
Colony Progress: extra materials (negate 2 fails)
-5 negative consequences: 58,2, 100, 34, 59
Two success steps, significant progress
Colony Self-sustaining, Ossina's Hearth gains Colony Admin building (does nothing by itself)
Developing Favalan, 1-4 (Resources), 5-8 (Research), 9-0 (Gasses): 2, subtype: Energy
Gained Rare Earth Mining Station (+3 energy/turn, no upkeep)
Trade rate: 5/7th's 1dCulture
Kalvanox remembers tribute?: 72, KALVANOX REMEMBERS
Excess Amenities, bonus check: 6
Chancellor Effect: 3d4% - 6%
Focus Check: 46/88
Chancellor developing experience... 26/46
Researcher Effect: +45 to AMA
Researcher developing experience...13/46
Attikoverious effect: 4/91, no effect
Psion developing experience...21/46
Diplomat developing experience...23/30
Party Politics... turning political wheels...
Cultural Dice:
1d100+2d10+21: 35+7+9+21=72
(1d100+2d10+21) * 5 / 7: 91+4+10+21 *5/7 =90
-Progress and Discovery: 72+90=162 *1.05, 170/500
Accumulating 5 Materials Science progress...
Accumulating 5 Sapiens Science progress...
Tech Dice - 1d100: 3 to alleles
-Crystal: 0, 193/1000
-Sensors: 0/300
-AMA:1, 36 (Destroyed in critical failure setback), 82: 82+50*1.05, 515/800
Resource generation:
Minerals: 35.5 + 2.5 + 2d2 (2) - 10 - 2 = 28
Energy: 17.5 + 0.5 + 2d2 (4) - 2 = 20
Food: 27 + 0.5 = 27.5
Alloys: 5 + 4 - 1 - 1 = 7
Accumulated Trade Power: 10
-[X] Send additional aid to Ossina II (-1 Alloy, 10 minerals)
-[X] Develop Favalan System (-1 Alloy, -2 Minerals 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 0 of 4) (stages here can give energy, minerals, flat sapiens trickle, or exotic gasses)
[X] [Ascension] The Stirrings
[X] [Culture] Progress and Discovery
Colony Progress: extra materials (negate 2 fails)
-5 negative consequences: 58,
Two success steps, significant progress
Colony Self-sustaining, Ossina's Hearth gains Colony Admin building (does nothing by itself)
Developing Favalan, 1-4 (Resources), 5-8 (Research), 9-0 (Gasses): 2, subtype: Energy
Gained Rare Earth Mining Station (+3 energy/turn, no upkeep)
Trade rate: 5/7th's 1dCulture
Kalvanox remembers tribute?: 72, KALVANOX REMEMBERS
Excess Amenities, bonus check: 6
Chancellor Effect: 3d4% - 6%
Focus Check: 46/88
Chancellor developing experience... 26/46
Researcher Effect: +45 to AMA
Researcher developing experience...13/46
Attikoverious effect: 4/91, no effect
Psion developing experience...21/46
Diplomat developing experience...23/30
Party Politics... turning political wheels...
Cultural Dice:
1d100+2d10+21: 35+7+9+21=72
(1d100+2d10+21) * 5 / 7: 91+4+10+21 *5/7 =90
-Progress and Discovery: 72+90=162 *1.05, 170/500
Accumulating 5 Materials Science progress...
Accumulating 5 Sapiens Science progress...
Tech Dice - 1d100: 3 to alleles
-Crystal: 0, 193/1000
-Sensors: 0/300
-AMA:
Resource generation:
Minerals: 35.5 + 2.5 + 2d2 (2) - 10 - 2 = 28
Energy: 17.5 + 0.5 + 2d2 (4) - 2 = 20
Food: 27 + 0.5 = 27.5
Alloys: 5 + 4 - 1 - 1 = 7
Accumulated Trade Power: 10
Governor Dal'Mah
It had taken several years, but the colonial city had finally grown enough that the experts were confident in calling the world self-sufficient. With the loss of two different governors in the interim between colonization and now, the cost to wrangle the world was high, but worth it, as the sheer quantity of potable water in and around the colony made hydroponic farming many times more lucrative than on Dal. Already the tables in the homes of Ossina were overflowing with plenty, and the first freights were due soon to distribute food to Dal, as well.
Now all the people of Ossina II had to do was find some way to manage the perpetually lethal cold.
---
Kalisa Cul
You sighed as you moved from cage to cage, checking up on the live subjects of the latest modding protocol. Formerly live, correction. Hundreds of hours of research, thousands of lines of code, wasted. A critical flaw in the algorithm, undetected for months. But yesterday, the animals just started dying, one by one, all from the same failed mutation that nobody had any reason to look for until the entire test batch expired.
This would set things back months, maybe even a year. Damn it.
---
Stockpile: 28 Mineral, 20 Energy, 27.5 Food, 7 Alloy, 10 Trade Power
Dice: 3dTech, 1dCulture
Trade: 5/turn (Culture dice)
As the Most Beneficent Chancellor of the Dalfea people, it falls to you to direct the course of the ship of state. Your powers are far-reaching and with few caveats, but there is much to do. The complexities of government, and the slow cogs of state, limit you to TWO actions, or Focuses, this turn. You may also freely assign any unassigned tech or social dice to open projects, or reassign assigned dice.
Current Federal Agenda: Fleet Expansion
Pay alloy or ships to boost diplomatic weight
Use this format to produce your plan:
[] Plan Name
-[] Action 1
-[] Action 2
-[] Project - number of dice
-[] Project - number of dice
-[] 5 Trade/turn - X resources
repeat similar abilities as needed
[] Trade into X Energy/turn
-Divert trade into Energy at 1 to 1.
[] Trade into X Minerals/turn
-Divert trade into Minerals at 1.5 to 1.
[] Trade into X Alloys/turn
-Divert trade into Alloys at 3 to 1.
[] Trade into X Strategic Resources/turn [Exotic Gas, Rare Crystal, Reactive Compound]
-Divert trade into a select resource at 5 to 1.
[] Trade into X Culture/turn
-Divert trade into culture and tourism at 7 to 1dCulture.
[] Trade into X Tech/turn
-Divert trade into scientific cooperation at 7 to 1dTech.
*Incomplete transfers provide fractional returns per turn
-Divert trade into Energy at 1 to 1.
[] Trade into X Minerals/turn
-Divert trade into Minerals at 1.5 to 1.
[] Trade into X Alloys/turn
-Divert trade into Alloys at 3 to 1.
[] Trade into X Strategic Resources/turn [Exotic Gas, Rare Crystal, Reactive Compound]
-Divert trade into a select resource at 5 to 1.
[] Trade into X Culture/turn
-Divert trade into culture and tourism at 7 to 1dCulture.
[] Trade into X Tech/turn
-Divert trade into scientific cooperation at 7 to 1dTech.
*Incomplete transfers provide fractional returns per turn
[] Colonize Ossina I (Seed population ~50,000, -4 Alloy)
-Colonize the tundra world of Ossina I. It will take several years for the colony to become fully established, and other costs in food, energy, or minerals may arise in that time. This planet is Mineral Poor (-50% final mineral output), and produces: 1*(Pops)+2d2 / 2 Mineral, 0.5*(Pops)+2d2 Energy, 2+0.5*(Pops) Food
[] Develop Favalan System (-1 Alloy, -2 Minerals 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 1 of 4) (stages here can give energy, minerals, flat sapiens trickle, or exotic gasses)
[] Develop Ossina System (-1 Alloy, -2 Minerals 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 0 of 2) (stages here will most likely give large research trickles, with a smaller chance of energy or minerals, or strategic resources)
[] Sortie [Fleet] to [Notable System OR Exercises] (Cost depends on the fleet)
-Sends the fleet out to reinforce a region, attack a threat, or just perform some fleet exercises and wargames in local space. Exercises can generate experience for officers, Order project progress, and rarely other things.
[] Design new ships (Assign tech dice)
-Focus some research efforts on new ship designs. The quality of the sum total check may enhance some components. Specific design in a subturn.
-Colonize the tundra world of Ossina I. It will take several years for the colony to become fully established, and other costs in food, energy, or minerals may arise in that time. This planet is Mineral Poor (-50% final mineral output), and produces: 1*(Pops)+2d2 / 2 Mineral, 0.5*(Pops)+2d2 Energy, 2+0.5*(Pops) Food
[] Develop Favalan System (-1 Alloy, -2 Minerals 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 1 of 4) (stages here can give energy, minerals, flat sapiens trickle, or exotic gasses)
[] Develop Ossina System (-1 Alloy, -2 Minerals 1 Energy upkeep)
-Fill the system with orbital stations that provide a variety of resources and other bonuses (current stage 0 of 2) (stages here will most likely give large research trickles, with a smaller chance of energy or minerals, or strategic resources)
[] Sortie [Fleet] to [Notable System OR Exercises] (Cost depends on the fleet)
-Sends the fleet out to reinforce a region, attack a threat, or just perform some fleet exercises and wargames in local space. Exercises can generate experience for officers, Order project progress, and rarely other things.
[] Design new ships (Assign tech dice)
-Focus some research efforts on new ship designs. The quality of the sum total check may enhance some components. Specific design in a subturn.
[] Exploration Program (-4 energy)
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.
[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across the empire, reducing the cost of living significantly, and hopefully raising the birthrate to match
[] Build [Building goes here] on [World]
[] Replace [Building] with [New Building]
[] Upgrade [Building]
-Research complex - Immediate cost: 5 Minerals, upkeep: 2 energy. Grants +1dTech, +1 character cap.
-Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +2 Alloy
-(P)(U)Planetary Government - Immediate cost: 10 Minerals, no upkeep. Grants +1 Character Cap, +1 Focus/turn
-(P)Gene Repair Complex - Immediate cost: 4 Minerals, upkeep: 1 World Amenities. Grants +0.5% base population growth (base 1.5%).
--(P)(U)Rejuvenation Center - Immediate cost: 4 Minerals, +upkeep: 1 Exotic Gas. Grants +1% additional population growth (to 3.0%)
[] Fill [Position goes here] - Abdicate [Fire this guy]
-Fill an open government position from a random selection of notable figures in the nation. Assigning anything other than an ambassador will require you to also fire another character.
[] Fulfill Federal Obligations (pay alloy or ships)
-All associates must kiss the appropriate rings and bow the the appropriate people in order to attain membership. Those wishing for true representation at the table must prove their right to the seat.
[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.
[] Research Subsidies (-2 energy)
-Gain +1dTech * 0.5 this turn, directed at a random project from among the current projects and two randomly selected projects you do not possess.
[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.
[] Begin large-scale gene modifications on [Species]
-Focus research effort on a retrovirus that will improve the genetic makeup of a species. Specific design in a subturn.
-Explore the Aldiron Arm further, searching for systems of note not yet claimed by the other members of the federation.
[] Promote Growth (-5 food)
-Institute broad price reductions for foodstuffs across the empire, reducing the cost of living significantly, and hopefully raising the birthrate to match
[] Build [Building goes here] on [World]
[] Replace [Building] with [New Building]
[] Upgrade [Building]
-Research complex - Immediate cost: 5 Minerals, upkeep: 2 energy. Grants +1dTech, +1 character cap.
-Industrial Sector - Immediate cost: 5 Minerals, upkeep: 3 minerals. Grants +2 World Amenities, +2 Alloy
-(P)Gene Repair Complex - Immediate cost: 4 Minerals, upkeep: 1 World Amenities. Grants +0.5% base population growth (base 1.5%).
--(P)(U)Rejuvenation Center - Immediate cost: 4 Minerals, +upkeep: 1 Exotic Gas. Grants +1% additional population growth (to 3.0%)
[] Fill [Position goes here] - Abdicate [Fire this guy]
-Fill an open government position from a random selection of notable figures in the nation. Assigning anything other than an ambassador will require you to also fire another character.
[] Fulfill Federal Obligations (pay alloy or ships)
-All associates must kiss the appropriate rings and bow the the appropriate people in order to attain membership. Those wishing for true representation at the table must prove their right to the seat.
[] Cultural Subsidies (-3 energy)
-Gain +1dCulture * 0.5 this turn, directed towards the current social project.
[] Research Subsidies (-2 energy)
-Gain +1dTech * 0.5 this turn, directed at a random project from among the current projects and two randomly selected projects you do not possess.
[] Pursue New Avenues [Tech or Culture, choose one]
-Generate a new set of projects of the chosen type, and gain one as an active project. This occurs automatically if there are no active projects.
[] Begin large-scale gene modifications on [Species]
-Focus research effort on a retrovirus that will improve the genetic makeup of a species. Specific design in a subturn.
[] Request Federal Aid with KALVANOX???
-This has become more difficult now that it seems relatively obvious that Kalvanox... doesn't particularly care that you exist. If anything, bringing the dragon up in federal chambers is more likely to end with Dallon being requested to negotiate on behalf of the federation for similar 'deals' with other worlds.
[] Study the Crystal Entity
-Focuses can be spent to add dice to the project.
[] Petition for Greater Federal Representation
-Despite your small stature in the AAF, you have already proven your species to be an indispensable and reliable part of the galactic community. A number of federally-affiliated diplomats have hinted at accelerating your membership status, with the caveat that a fully-fledged member on the federal council is expected to have their own opinions, and not those of other members...
[] Halon's Offer - Needs Ambassador
-Halon Corporation is offering a limited time package to the Council of Dallon. In return for a significant discount on live-world terraforming of Ossina's Hearth or Ossina I, the board would benefit from the trade of the Dalfea. Provides one HalonTM Continental Terraforming package, usable on either Ossina's Hearth or Ossina I, normally priced at 50 energy, for 20 energy. You will lose your trade/turn until 40 trade is accumulated. Halon Corporation is not responsible for ecological damage incurred by owner after terraforming process is completed. Some permanent climate control equipment included and must be maintained by planet owner. Halon Corporation guarantees non-paradise-world processing in under one decade, see customer relations department for compensation if process is delayed.
-This has become more difficult now that it seems relatively obvious that Kalvanox... doesn't particularly care that you exist. If anything, bringing the dragon up in federal chambers is more likely to end with Dallon being requested to negotiate on behalf of the federation for similar 'deals' with other worlds.
[] Study the Crystal Entity
-Focuses can be spent to add dice to the project.
[] Petition for Greater Federal Representation
-Despite your small stature in the AAF, you have already proven your species to be an indispensable and reliable part of the galactic community. A number of federally-affiliated diplomats have hinted at accelerating your membership status, with the caveat that a fully-fledged member on the federal council is expected to have their own opinions, and not those of other members...
-Halon Corporation is offering a limited time package to the Council of Dallon. In return for a significant discount on live-world terraforming of Ossina's Hearth or Ossina I, the board would benefit from the trade of the Dalfea. Provides one HalonTM Continental Terraforming package, usable on either Ossina's Hearth or Ossina I, normally priced at 50 energy, for 20 energy. You will lose your trade/turn until 40 trade is accumulated. Halon Corporation is not responsible for ecological damage incurred by owner after terraforming process is completed. Some permanent climate control equipment included and must be maintained by planet owner. Halon Corporation guarantees non-paradise-world processing in under one decade, see customer relations department for compensation if process is delayed.
Current Technological projects:
Allele Modification Algorithms: 515/800
Crystal Study: 193/1000
Hyper-Sensitive Wave Detection: 0/300
Current Cultural Projects:
We live in a galaxy filled with secrets. Teasing them out is one of the highest scientific pursuits we can commit to.
Freedom! Freedom at last!